TEXT: Au·NEW SrArs AND DIAGRAMS IN A Cotol LoosE-LEAF FoRMArl 
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  I 
  The Role-Playing Supplement 
  
  Who's Who#l 
  their distinctive likenesses, names, logos, 
  props and all other related indicia are trademarks of DC 
  Comics Inc. Copyright ©1992 DC Comics Inc. Used 
  under license by Mayfair Games Inc. All rights reserved. 
  is a trademark of DC Comics Inc., used under 
  license by Mayfair Games [nc. 
  ' 
  ;, a reg;stered tradomarl< of May fa;, Gam"' h>c. 
  No part of this book may be reproduced in any form or 
  by any means, except for the inclusion of brief 
  in a review, without permission in writing fro 
  publisher. Permission is granted to the p 
  book to copy the maps and histories 
  personal use, provided that none of the coJDte<�4lire 
  traded. 
  All characters i n  
  resemblance to actual persons, l i  
  coincidental. 
  ISBN: 0-923763-49-X 
  Mayfair Games Inc. • P.O. Box 
  
  INTRODUCTION 
  Welcome to the Who's Who gaming supplement. This 
  sourcepack al lows garners to keep up with the latest 
  developments in the DC Universe and update all their 
  favorite characters. 
  This book was designed to function as a supplement to 
  DC's own Who's Who series. Each volume of the Who's Who 
  Gaming Supplement covers all the characters included in four 
  volumes of DC's Who's Who.This particular volume covers 
  the characters featured in issues # 1 -4 of the DC series. 
  Garners are advised to insert these pages into their Who's 
  Who binders directly after the DC entries they supplement. 
  In addition to our standard game statistics, each entry in 
  this volume includes a personality descriptions, advice for 
  using the character in your own Adventures, descriptions of 
  the Subplots in which the character has been involved, and a 
  complete listing of the character's appearances in the DC 
  Comics. The cut-off date for these appearance lists is July of 
  1 992, so any appearances after this date are not included. 
  You should note that comic book characters change and 
  evolve over time. Any discrepancies between the statistics 
  published here and those published elsewhere are intentional 
  and reflect changes in DC's current conception of their 
  characters. 
  
  DC Anribute Benchmark Tables: 
  DEXTERITY (DEX): "Dexterity represents a 
  Character's agiliry and nimbleness." (DC HEROES 
  Second Edition. Character Handbook) 
  APs 
  Benchmarks 
  1-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  The person has nonnal agility and can perfonn activities 
  associated with daily living. 
  The individual has agility equivalent to one who practices 
  athletic abilities beyond what is required for daily living 
  such as: 
  police ojjicers.jiremen, clowm, stage performers. dancers 
  The 1:>erson possesses agility equivalent to individuals who 
  are well honed in atllletic prowess as Gymnasts, Stunt men, 
  and Circus Aerialists. 
  Robin, Animal Man, Cyborg 
  The individual is agile enough to be a medal-winning 
  Olympic gymnast. 
  Aquaman, Blue Beetle, Stwjire, Vandal Savage, Deadman 
  This person possesses the best agility humanly possible and 
  could easily become a record-setting Gold Medal Olympic 
  gymnast I at the level 10]. 
  Batman. Bron:e Tiger. Ra's AI Glwl. 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: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  11-12: 
  A nonnal human who can lift 200 pounds above his head. 
  A person with exceptional human strength, equivalent to 
  that of professional weight lifters. 
  Lifting Range: 400 - 800 pounds 
  Anthro the Cave Boy, Jonah !-In, Amanda Waller, Wildcat 
  This is the level of maximum human strength. 
  Lifting Range: 900- 1,600 pounds. 
  Batman, St01jire. Hawkman, Creeper 
  This is super-human strength capable of bending a Steel 
  crowbar. 
  Lifting Range: 3 -6 tons. 
  Aquaman. Cyborg. Nuklon. Firehawk 
  A person with strength of sufficient force to demolish a 
  concrete barrier. 
  Lifting Range: 12 - 25 tons. 
  I·I(J;vnwtt,;Metamarpho, Red Star, Deathstroke the 
  T ermiruuor 
  Tile power of the individual's strength can rupture a steel 
  wall. 
  Llftiog. Range: 50 - I 00 tons. 
  ;Bis Bardo, Troia. Cltemo. Lead of The Metal Men 
  11-12: 
  13-15: 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  28-30: 
  13-15: 
  'This is a superhuman level of athletic prowess, where the 
  individual can actually dodge high velocity projectil.:s such 
  as arrows and bullets aimed directly at him or her with 
  moderate effort. 
  Elongated Man. Spectre. Mister Miracle, Amazo 
  This level of agility allows the dodging of laser fire and the 
  ability to sight and catch slower moving projectiles, such as 
  arrows and bullets. 
  Wonder Woman, Superman. Cheetah, Captain Marvel 
  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 tire appears in slow motion. 
  Monitor, Anti·Monitor 
  Reaction time and coordination arc so attuned thai the 
  individual's thoughts and actions are simultaneous. 
  The character's actions begin before the human brain can 
  complete a thought. 
  Flosh (Jay Garrick)lwhile substituting Superspeed for DF.Xj 
  A person with agility of this magnitude sees his 
  surroundings, even energy. as motionless and can easily 
  dodge multiple laser fire. 
  A level of agility where the individual's reactions occur as 
  if he was clairvoyant. 
  The individual can summon strength to crush titanium 
  without real effon or throw a car a half mile (this can be 
  done at a 15). 
  Lifting Range: 200 - 800 tons. 
  Iron ofTne Metal Men, Mammoth 
  16-18: 
  At this level of strength, most barriers, natuml or man­
  made, cannot stop this individual, as he can easily demolish 
  a fonified bunker. 
  Lifting Range: I ,600-6,400 tons. 
  Spectre, Martion Manhunter. Wonder Woman, Solomon 
  Grundy. Grodd 
  19-21: 
  This individual possesses strength equivalent to that of the 
  giants of ancient legends. 
  Lifting Range: 12,800- 51,200 tons. 
  Lobo, Kalibak, X' Hal 
  22-24: 
  At this level the individual possesses god-like strength. 
  Lifting Range: I 02,400-409,600 tons. 
  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. 1/era(/es, 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 
  
  BonY: 'This Attribute represents a Character's 
  standard resistance to physical damage." (DC HEROES 
  Second Edition, Character Handbook) 
  ;'i 13-15: 
  ._ 
  ______________________
  _______ ..Ji j; 
  APs 
  Benchmarks 
  1-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  11-12: 
  A normal human who is susceptible to normal pain 
  stimulus. 
  Body conditioned to withstand moderate damage without 
  great pain. The individual can weather many blunt allacks, 
  as a prizefighter or a martial artist. 
  Amanda Waller, John Constamine. Huntr�ss, Captain 
  Boomerang 
  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 /·lex 
  The body c;m 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, Deathstroke the 
  Terminator 
  The body is resilient enough to resist most military 
  weapons, such as high caliber automatic rifles. 
  Bifi Barela. Red Star. Gold of The Metal Men, Sandman 
  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."(DC HEROES 2nd Edition, 
  Character Handbook) 
  APs 
  1-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  Benchmarks 
  This person has the problem-solving abilities of the average 
  high school graduate. 
  Major Force, Gnort 
  This individual is the equivalent of a particularly bright 
  high school graduate. 
  Plastic Man. Ragman, Peacemaker, Guy Gardner 
  The individual has the ability to process information on the 
  level of the industrious college student. 
  Amhro the Cave Boy, The Flash (Wally West), Robin, 
  Major Disaster 
  The person's intellectual capacity rivals a professional who 
  is one of ten authorities in a field of study or a born genius. 
  Aquaman, Nighrwing, Scarecrow 
  The intellect equals a professional who is one of three 
  world authorities on a subject. 
  Swamp Thing, Hawkman, Grodd, Wonder Woman, .Ioker 
  f 
  ,'\,16-18: 
  19-4�\ 
  , the 
  �t,,_ 
  . ry save for nuclear munitions, and has 
  '�'lt.a watliof Promethoum (at a 20). 
  -.,�
  �.i�'!!,stone 
  22-24: 
  At,_l��4�t. the body can survive the crushino for ;. g{ 
  space for �kll fti�,ft'tr���ons and su':"ive 
  "' 
  25-27: 
  28-30+: 
  11-12: 
  13-15: 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  28-30: 
  detonation of amuli1,·kilotoiitt.ucrea 
  rce. 
  Bodies in this range can withstand forces unleashed by 
  gods. 
  The body can resist a direct hit from a I 00 megaton nuclear 
  weapon. 
  MonitOr, Anti -Monitor 
  The person is a genius or has intellect on par with an 
  individual who is the best authority in the world on a 
  subject. 
  Batnum, Superman, .fohn Constantine 
  The individual's imelligence is beyond what is normally 
  experienced on Earth, with the ability to conceive concepts 
  centuries beyond current conventions. 
  Lex Luthor. Pariah, The Brain, Jm·-El 
  The person has an intellect giving the individual the ability 
  to adopt concepts completely foreign to his society or 
  envi.ronment. 
  Vril Dox II of the LEGION. Brainiac, High/ather, Darkseid 
  This individual has the intellectual ability to master every 
  worldly subject. 
  Phantom Stranger 
  This individual possesses intellect with the ability to 
  comprehend and utilize knowledge spanning the galaxy. 
  At th.is level, the individual can understand and process 
  knowledge on a universal scale. 
  Anti-Monitor 
  The individual can understand and conceive knowledge that 
  is multi-versa! in magnitude. 
  Monitor 
  
  7-8: 
  9- 10: 
  .>' 
  ')l'_,,..; 
  d can summon 
  azardous situations such 
  ight naively risk his life for 
  This individual has exceptional self-discipline and can 
  remain rational and calm during a crisis. 
  Captain Atom. Pariah, Docwr Mid-nite (original), Rocker 
  Red 
  The individual possesses the resolve to conquer any human, 
  rational threat or fear, save death. 
  Bronze Tiger. Catwoman, Mister Mirarle, Hawkman, 
  Maxwell Lord 
  The individual possesses enough willpower to override 
  self-preservation 'md 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."(DC HEROES Second 
  Edition, Character Handbook) 
  APs 
  Benchmarks 
  1-2: 
  3-4: 
  S-6: 
  7-8: 
  9-10: 
  11-12: 
  A person can endure the normal stress of daily existence. 
  The person's mind is conditioned to withstand stressful 
  conditions simular to those faced by police officers, 
  firemen, and doctors. 
  Hourman. Rocker Red, Cyborg, Speedy 
  The person's mind is equipped to deal witJJ great stress as a 
  part of daily life. Undercover agents, leaders of nations, and 
  most heroes fit this category. 
  Deadman, Green Arrow, Fire, Vixen 
  The individual has the memal fortitude to continue normal 
  activities even in persistently pai nful or stressful situations, 
  such as those experienced by hardened soldiers. 
  Martian Manhwuer, Sergeant Rack, Ra' s AI Ghul 
  The i.ndividual will maintain self-discipline and sanity even 
  under strenuous torture or pain. 
  Wonder Woman, Eclipso, Solomon Grundy, Circe 
  This person's mental endurance is at the peak of human 
  fortitude. 
  Batman, Swamp Thing, Raven, Brother Blood 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  28-30: 
  13-15: 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  \ 
  ., ' -1�· 
  \ I 
  Girl, Wonder Woman 
  si£Sses superhuman resolve to overcome 
  situations beyond the scope of human 
  The individual has sufficient willpower to wield great 
  power with unfaltering confidence or arrogance. 
  Brainiac, Raven, Spectre, Guy Gardner, Highfather 
  lndividuals at this level of willpower can dominate 
  situations that could have planetary repercussions. 
  Superman, Orion 
  The individual's will is formidable enough to challenge 
  intergalactic menaces without fear. 
  Me/ron, Green Lantern (Alan Scott). Green Lantern (John 
  Stewart) 
  The individual possesses god-like mental resolve and is 
  accustomed to overcoming universal obstacles and threats. 
  Phantom Stranger. Green Lantem (Hal Jordan), Darkseid, 
  Ares 
  The individual is resolute even in the face of universal 
  destruction. 
  Monitor, Anti-Monitor, Guardians of the Universe 
  A person with this level of Mind is accustomed to dealing 
  with alien or inexplicable phenomena, or problems outside 
  any human experience. lndividuals can handle the stress 
  equated to "the weight of the world" in stride. 
  Demon, Spectre. Superman, Bra iniac 
  This person can mentally endure the consistent strain of a 
  hostile and taxing condition such as war for centuries. 
  Highfarher 
  At this level, the person has a god-like mental stamina. 
  Darkseid, Guardians nf rhe Univene, Chemo 
  Tbe mind remains whole even in situations where the laws 
  of reality shift. 
  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. 
  Monitor, Anti-Monitor 
  
  INFLUENCE: "Influence represents the power of a 
  Character's personality and presence."(DC HEROES 
  Second Edition. Character Handbook) 
  APs 
  1-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  11-12: 
  Benchmarks 
  The individual receives the nom>al atlention accorded any 
  living creature. 
  This person has the persuasive ability to hold and draw the 
  att.emion of a small audience. 
  most minor entertainers 
  The individual at this level of lnflucncc can hold and draw 
  the attention of a large audience. 
  Flash (Jay Garrick). Black Canary. Booster Gold. Wildcat 
  The personality is so unique as to be highly regardedby 
  several people across a nation or a state. 
  Viking Prince. Queen Hippolyte, Green Arrow, BlacAfire 
  This individual's personality is strong enough to aurae! the 
  anemion of the leaders and citizens of many separate 
  nations. 
  Amanda Waller, Batman, Circe, John Constantine, Wonder 
  Woman 
  The person's presence is powerful enough to have gained 
  the anent ion of even legendary personages. In some ca�es 
  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."(DC HEROES 2nd Edition, 
  Character Handbook) 
  APs 
  Benchmarks 
  1-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  At this level an individual can leave a basic impression on 
  someone. 
  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) 
  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 Bardo, Mister Miracle 
  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 Lantem (Hal 
  Jordan) 
  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. 
  Wander Woman 
  13-15: 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  28-30: 
  11-12: 
  13-15: 
  16-18: 
  19-21: 
  22-24: 
  25-27: 
  28-30: 
  their notoriety is so comprehensive as to be a household 
  word across the world. 
  Swamp Thing, Doctor Face II 
  This individual can easily garner the a11ention of an 
  individual from another species. 
  Spectre, Demon 
  This person can attract the attention of powerful personages 
  such a« Demons and the Lords of Order and Chaos without 
  effon. 
  Phantom Stranger. Helmet of Nabu 
  This individual receives reactions from people as if the 
  person were a god or goddess without needing any display 
  of power or a reputation. 
  Monitor using the Charisma skill. 
  1l1is person has an overwhelming presence. and can 
  establish a reputation across the galaxy. 
  1l1is person can force a reaction from universal audiences 
  and personages such as Death, Destiny, Sandman, etc. 
  Multi-versa! notice can be accomplished. 
  This individual is capable of generating myths and legends 
  that last for several centuries. 
  Confucius, John Constantine, Ec/ipso 
  This personality can gain the respect of even legendary 
  figures, such as King Arthur. and sway the opinions of 
  beings of great mystical power. 
  Arion, Circe, Zatanna, Brother Blood 
  The individual can reason with and possibly alter strong 
  personalities, such as those of angels and demons. 
  Demon. Doctor Fate II, Sandman. Darkseid 
  When it comes to strength of personality, I his individual 
  can walk amongst the gods as a near-equal. 
  Spectre, X' Hal, Superman 
  This indivudal's Aura is powerful enough 10 make his or 
  her word law across the galaxy. 
  Doctor Fate (as Nabu) 
  4' 
  This personality is powerful '¥\Ough to etch a legendary 
  J 
  standing across the universe. 'Fb.e'most powerful beings in 
  the universe will heed this individual. 
  Phantom Stranger, Monitor. Anti-Monitor 
  The individual's presence stretches beyood the confiheS()f 
  this universe. 
  
  SPIRIT: "This Attribute represents a Character's 
  ability to withstand mystica] stress and is also a 
  reflection of the Character's general spiritual 
  resolve."(DC HEROES Second Edition, Character 
  Handbook) 
  APs 
  l-2: 
  3-4: 
  5-6: 
  7-8: 
  9-10: 
  11-12: 
  Benchmarks 
  The individual can withstand average life experiences with 
  1 wo or three major crises. 
  The person's Spirit is equivalent to that of an individual 
  who can weather an assault on his or her core beliefs. 
  Ire. Change/ill!:. Desaad, Checkmate KniRirt 
  This person is so secure in his or her beliefs that he or she is 
  willing to die for them. 
  Most Heroes: flumress, Fire, Cyhor11, Booster Gold 
  The individual is capable of enduring several major crises 
  without loss of resolve. 
  John Callstallline. Deadman 
  TI1e individual possesses a fortitude thai cannot be altered 
  even by the blackest life experiences. He can withstand the 
  mystical assaull of an experienced sorcerer. 
  Batman, Wonder Woman, Doctor Occult, Mister Miracle 
  This person has can easily cope with extraordinary 
  phenomena and knows no true fear. This is usually a 
  13-15: 
  qualification for entry into the Green Lantern Corps. 
  Zarmma, Brot!ru Blood. /Ia/ Jordan. Arion. Sinestro 
  This individual can endure several attacks from a master 
  level sorcerer and traumatic supernatural catastrophes 
  routinely. 
  Amethyst, X' Hal 
  16-18: 
  This person's spiritual resilience is equivalent to that of a 
  god-like mystical being. 
  Darkseid. Ares 
  19-21: 
  At this level the Spirit remains strong even in the ravages of 
  a hostile environment such as Hell or Qward. 
  Phantom Stran11er. Sandman 
  22-24: 
  The Spirit can withstand an extended bailie with a major 
  demon. 
  Doctor Fate (Nabu) 
  25-27: 
  The individual can resist the anack of an entity-level 
  mystical force. 
  Trigon 
  28-30+: 
  The person is spiritually pure, or invulnerable, a condition 
  allainable perhaps only il� thc-sta�Ln)ry_ana. 
  . �: 
  
  BLACK RACER 
  DEX: 
  15 
  STR: 
  8 
  BODY: 
  16 
  lNT: 
  9 
  WILL: 
  16 
  MIND: 
  12 
  INFL: 
  11 AURA: 
  10 
  SPIRIT: 
  10 
  INITIATIVE: 37 
  HERO POINTS: 175 
  •Powers: Dimension Travel (Travel): 20, Dispersal: 
  20, Life Sense: 30, Spirit Drain: 35 
  •Bonus: Miscellaneous: 
  If Black Racer so wills, 
  anyone touching him is automatically attacked by 
  his Spirit Drain Power. 
  •Skills: Military Science (Tracking): 18 
  •Advantages: Insta-Change; Lightning Reflexes 
  •Alter Ego: Willie Walker 
  •Motivation: Responsibility of Power 
  •Wealth: N/A 
  •Occupation: Messenger of Death 
  •Equipment: 
  SKIS [Flight: 35, BooY: 20] 
  Powers and Abilities 
  The Black Racer brings death to any creature he 
  touches. So far, he has yet to discover a being 
  capable of resisting his power. To reach his quarry, 
  the Racer can pass through solid substances and 
  travel to any dimension in the multiverse. While on 
  the move, his skis allow him to exceed lightspeed. 
  Willie Walker 
  The Black Racer's alter-ego is crippled Army 
  Sergeant Willie Walker. 
  WILLIE WALKER 
  DEX: 
  0 
  STR: 
  0 
  BODY: 
  2 
  INT: 
  0 
  WILL: 
  0 
  MIND: 
  6 
  I NFL: 
  9 
  AURA: 
  7 
  SPIRIT: 
  9 
  INITIATIVE: 9 
  HERO POINTS: 15 
  •Skills: Military Science: 4, Weaponry: 4 
  •Drawbacks: Catastrophic Physical Restriction: 
  Walker is in a deep coma. Should h e  ever 
  emerge from this condition, his DEx/STR 
  becomes 4/4, and his INT/WILL becomes 6/8. 
  Personality/Role-playing 
  Sgt. Willie Walker, paralyzed and mute from 
  injuries sustained in Vietnam, is a proud man who 
  preferred to die rather than live a hopeless life. As 
  Black Racer, he can function as a normal person, but 
  once his mission is complete, Walker returns to his 
  former state, bed-ridden and helpless, until caJied 
  upon once again. Although his Racer persona allows 
  him to leave his sickbed, Walker is tortured by his 
  dual identity-taking human life is against all his 
  principles. 
  Once he assumes his Black Racer form, Walker 
  becomes aloof and cold, even callous. Nothing can 
  stop him from accomplishing his goal. He answers 
  only to the Source, and his reasoning is often beyond 
  human comprehension as he is serving the cosmos as 
  a whole. Due to a combination of the Source's 
  influence and Walker's personality, however, the 
  Racer tends to side with the forces of good. Drawn to 
  places where evil and destructive forces are present, 
  he has aided heroes such as the New Gods of New 
  Genesis and Superman. 
  Using Black Racer in Adventures 
  An encounter with the Black Racer is an 
  excellent vehicle for propelling the player heroes into 
  a moral dilemma. Suppose the Racer is fated to kill 
  one of ther heroes' adversaries. Although it is likely 
  that they would like to be free of their enemy forever, 
  the heroes' moral code will probably force them into 
  protecting their foe from the Black Racer, leading to 
  some interesting role play. 
  Subplots 
  Willie Walker has a Death Guilt Subplot, since 
  he knows that he, by giving the Black Racer a human 
  form, is directly responsible for the deaths of many. 
  Appearances in DC Comics 
  Action Comics #656; Adventures of Superman #470; 
  Captain Atom (3) #17, 38, 41-42, 50; New Gods (3) 
  # 1 8-19, 24-25; Superman (2) #35, 47; War of the 
  Gods #4; Who's Who '90 #3 
  
  Black Racer's Skis 
  CC):> 
  > 
  Black Racer's Helmet 
  
  BLUE BEETLE 
  DEX: 
  8 
  STR: 
  4 
  BODY: 
  5 
  I NT: 
  7 
  WILL: 
  5 
  MIND: 
  5 
  I.NFI..: 
  6 
  AURA: 
  5 
  SPIRIT: 
  5 
  INITIATIVE: 
  23 
  HERO POiNTS: 
  65 
  •Skills: *Linked 
  Acrobatics: 8*, Charisma: 6*, Detective: 7*, 
  Gadgetry: 9, Martial Artist: 6, Scientist: 7*, Thief: 
  8*, Vehicles: 8*, Weaponry: 8* 
  •Advantages: Connections: Justice League (High), 
  S.T.A.R. Labs (High); Genius; Intensive Training 
  •Drawbacks: Minor Irrational Attraction to attractive 
  women; Secret Identity 
  •Alter Ego: Ted Kord 
  •Motivation: Upholding the Good 
  •Wealth: 3 
  •Equipment: 
  BB Gun [EV: 6, Fl"sh: 6, Super Breath: 6, BODY: 5, 
  R#: 2] 
  REMOTE CONTROL [BODY: 3] 
  Concealed in Blue Beetle's glove, the remote 
  control allows him to operate the "Bug" from up to 
  8 miles away (14 APs). 
  Powers and Abilities 
  Blue Beetle is a quick-witted, industrious, and 
  formidable opponent ... when he puts his mind to it. 
  Whereas his mentor Daniel Garrett had the ancient 
  Egyptian Blue Beetle Scarab to protect him from 
  harm, Kord must rely on his mind and resources. For 
  this reason, he has put himself through a rigorous 
  training program that has left him an expert in 
  acrobatics and hand-to-hand fighting. Supplementing 
  these learned abilities are Kord's natural talents in the 
  technological and business arenas. 
  Personality/Role-playing 
  Ted's perceptive faculties are sharp enough to 
  enable him to see the funny side of almost any 
  situation. He long ago mastered the art of the 
  wisecrack, which he practices frequently to the 
  occasional dismay of his teammates. At their best, 
  Beetle's humorous asides are infectious, prompting 
  even serious heroes like Batman to respond in kind. 
  But at their worst, the jokes tend to infuriate friend 
  and foe alike, a faux pas that Beetle has learned to 
  sometimes tum to his advantage. 
  For a time, Beetle was extremely frustrated about 
  a weight problem he had, and he was extremely 
  sensitive about the remarks it drew from his 
  teammates. He has since lost the weight and has now 
  become a health nut, prompting him to remonstrate 
  those who eat unhealthy foods, like his friend 
  Booster. 
  Using Blue Beetle in Adventures 
  If the player heroes try to contact the Justice 
  League America, Blue Beetle is one of the first 
  Leaguers they are likely to meet. Beetle's sense of 
  humor should spice up your role playing and add a 
  touch of comic relief to your Adventure. 
  Subplots 
  The money making schemes Beetle hatches with 
  his friend, Booster Gold, often draw him into Job 
  Subplots; his weight problems were part of a lengthy 
  Miscellaneous Subplot; he has been involved in 
  numerous short-lived Romances; and like most 
  members of the Justice League, the Beetle is often 
  involved in Friend Subplots centered around his 
  relationships with his teammates. 
  Kord Omniversal 
  Up until the Millennium saga, Ted Kord owned 
  and operated a large technological research and 
  development firm 
  based 
  in 
  Chicago. 
  Kord 
  Omniversal specialized in electronics, robotics, and 
  advanced computer circuitry. 
  At its height, Kord Omniversal had a Wealth 
  rating of 15 (during this same era, the Beetle had a 
  personal Wealth rating of 10). Kord's labs were rated 
  at 13 APs. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster Book 
  (includes card), Exposed 
  
  Appearances in DC Comics 
  * Note: Pre-Cr isis appearances are not part of 
  present continuity. 
  Pre-Crisis: Americomics #3, 5; Blue Beetle (5) #1-5; 
  Captain Atom (2) #83-86; Charlton Bullseye #1; 
  Charlton Portfolio #1; Crisis on Infinite Earths #1-3, 
  6-7, 9-12; Ghost Manor #21; Who's Who '85 #3 
  Current: Adventures of Superman #463; Angel and 
  the Ape (2) #2; Aquaman (4) #1; Armageddon 2001 
  #2; Blue Beetle (6) #1-24; Booster Gold #22, 25; 
  Captain Atom (3) #2, 16-17, 20, 24-28, 50; Doctor 
  Fate (2) #14-15; Doom Patrol (2) #28-29; Firestorm 
  Annual #5; Firestorm, the Nuclear Man #67; Flash 
  Blue Beetle's BB Gun 
  side 
  (2) #8; The Fury of Firestorm #63-64; Green Lantern 
  (3) #1, 4, 9, 13; Invasion #2-3; Justice League #l-6; 
  Justice League America #26-27, 29, 31-37, 39-40, 
  42-45, 47-on; Justice League America Annual #5; 
  Justice League Annual #1-4; Justice League Europe 
  #7-8, 13-27, 34; Justice League Europe Annual #1-2; 
  Justice League International #7-25; Justice League 
  Quarterly #1, 3, 5; Justice League Special #1-2; 
  Justice League Spectacular # 1; Legends #2, 4-6; 
  Martian Manhunter #1-2, 4; Millennium #1-8; Mister 
  Miracle (2) #7-8, 10, 13-17, 19, 25-27; The New Teen 
  Titans (2) #19 (behind the scenes); Secret Origins (3) 
  #2,35; Starman #6; Suicide Squad #13; Time Masters 
  #1; War of the Gods #2, 4; The Weird #1-4; Who's 
  Who '87 (2) #1; Who's Who '90 #4; Wonder Woman 
  (2) #25, 49-50, 61 
  \ 
  \ 
  I 
  top 
  front 
  
  BOOSTER GOLD 
  DEX: 
  6 
  STR: 
  4 
  BODY: 
  5 
  INT: 
  5 
  WILL: 
  5 
  MIND: 
  5 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 
  5 
  INITIATIVE: 19 
  HERO POINTS: 70 
  •Skills: Charisma: 7, Martial Artist: 5, Scientist: 4, 
  Vehicles: 4 
  •Advantages: 
  Attractive; 
  Connections: 
  Conglomerate (High), Justice League International 
  (High), U . S .  Government (Low), Network 
  Television (Low); Popularity 
  •Drawbacks: M inor Irrational Attractions to 
  attractive women and money; Secret Identity 
  •Alter Ego: Michael Jon Carter 
  •Motivation: Thrill of Adventure 
  •Wealth: 3 
  •Equipment: 
  BOOSTER GOLD BATILESUIT [STR: 7, Boor: 7, 
  Energy Absorption: 2, Energy Blast: 6, Force 
  Field: 15, Force Shield: 2, Power Reserve: 6, 
  Telescopic Vision: 5, Thermal Vision: 7, R#: 2] 
  Booster wears a battlesuit that endows him with 
  incredible strength and endurance. Additionally, it 
  allows him to project bolts of force, bubble-like 
  force fields, and limited force shields. The suit's 
  Power Reserve can augment all of its abilities save 
  Telescopic and Thermal V ision. Booster can 
  project his Force Fields at a distance, but any time 
  he does so, the Force Field loses 1 AP for each AP 
  of distance between Booster and the field. 
  LEGION FLIGHT RING [BoDY: 5, Flight: 8, 
  Telepathy: 8 ] 
  The Legion Flight Ring allows Booster to fly at 
  speeds approaching the speed of sound. The ring's 
  Telepathy Power enables the wearer to control its 
  functions from a distance, and the ring can emit a 
  distress call ranging across half a galaxy. S ince 
  Booster was never trained in the use of the ring, it's 
  doubtful that he is aware of these last two abilities. 
  SKEETS 
  DEX: 
  7 
  STR: 
  BODY: 
  9 
  INT: 
  6 
  WILL: 
  5 
  MIND: 
  5 
  INFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  6 
  INITIATIVE: * 
  * Note: Skeets acts at Booster's Initiative 
  •Powers: Energy Blast: 6, Gadgetry: 7, Recall: 20, 
  Science: 7 
  •Advantages: Scholar (20th Century history and 
  customs) 
  D uring his early adventures, Booster was 
  assisted by a futuristic security robot named Skeets. 
  Booster stole Skeets from the Science Museum just 
  before he left for the 20th Century. Skeets not only 
  provided Booster with valuable information, he also 
  aided him in battle. Skeets was artificially intelligent 
  and a good companion. Booster would have never 
  launched his career without the robot's aid. At 
  present, Skeets is inoperable and in storage in case 
  Booster should need him again. 
  Booster's New Advantage 
  Booster was given the Attractive Advantage to 
  correct an oversight in earlier publications. 
  Powers and Abilities 
  In the 23rd century, Booster was a professional 
  athlete; his strength, endurance, and reflexes are all 
  well beyond the norm. 
  With his battlesuit, Booster can lift upwards of 
  three tons and create force fields capable of stopping 
  artillery shells of the largest caliber. 
  Personality/Role-playing 
  Michael Jon Carter originally created his Booster 
  Gold persona specifically for the media. His first 
  adventures were aimed at increasing his public 
  recognition and making himself a star. For this 
  reason, a number of heroes still dislike and mistrust 
  Booster. 
  But now, Booster is no longer interested only in 
  commercialism. He has discovered that he is actually 
  a brave and a good-hearted person willing to risk 
  himself for others. H is transformation is not 
  complete-he can still be selfish, and he still thinks 
  about making a fast buck off the hero racket-but he 
  now feels pangs of conscience whenever he even 
  considers selling out. 
  After he joined the Justice League, Booster made 
  a number of friends who continue to help shape his 
  character. His closest friend is Ted Kord, the Blue 
  Beetle, who helps him provide comic relief for their 
  teammates in the JLI. 
  Using Booster Gold in Adventures 
  Although he is constantly changing, Booster is 
  still fascinated by materialism. You might have him 
  
  approach one or more of the player heroes looking 
  for help with his latest get-rich-quick scheme. Such a 
  scheme might hinge upon one of the heroes' special 
  powers for success. 
  Subplots 
  B ooster i s  most often involved in Money 
  Subplots. He is also constantly searching for 
  Romance and flirting with beautiful women. He has a 
  Public Reputation and works hard to preserve it. 
  Booster Gold International 
  Until the Millennium saga, Booster owned a huge 
  firm that specialized in marketing and licensing 
  Booster's image. This firm had a Wealth rating of 14 
  (during this era, Booster's own Wealth rating was I I). 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster Book 
  (includes card), Exposed, World in the Balance 
  Booster's Battle Suit 
  Appearances in DC Comics 
  Action Comics #594, 663, 670; Adventures of 
  Superman #463, 476, 478; Animal Man #20, 22; 
  Armageddon 2001 #2; Blasters Special # 1 ;  Blue 
  Beetle (6) #20, 22; Booster Gold #l-25; Captain 
  Atom (3) #16-17, 20, 24-28; Doom Patrol (2) #28-29; 
  Flash #21; Invasion! #2-3; Justice League #2 (behind 
  the scenes), 3-6; Justice League America #27, 29, 3 1 -
  38, 40, 5 1, 53, 56, 5 7  (behind the scenes), 58, 61; 
  Justice League America Annual #5; Justice League 
  Annual #1-3; Justice League Europe #7-8, 17, 33-34; 
  Justice League International #7-9, 1 1-25; Justice 
  League Quarterly #1, 3; Justice League Special #1; 
  Justice League Spectacular #1; Martian Manhunter 
  #1-2, 4; Millennium #I, 3-4, 6-8; Mister Miracle (2) 
  #7-10, 13-14, 17, 1 9; The New Teen Titans (2) #29-
  30; The New Titans Annual #5 (behind the scenes); 
  The Outsiders #18; Secret Origins (3) #35, 41; 
  Suicide Squad #13; Time Masters #l, 2 (behind the 
  scenes), 4; War of the Gods #4; Who's Who '87 (2) 
  #1; Who's Who '90 #2 
  Legion Flight Ring 
  
  BRAIN lAC 5 
  DEx: 
  4 
  STR: 
  3 
  BODY: 
  4 
  lNT: 
  18 
  WJ.LL: 
  15 
  MIND: 
  1 2  
  lNFL: 
  5 
  AURA: 
  4 
  SPIRIT: 
  6 
  INITIATIVE: 27 
  HERo POINTS: l 00 
  •Powers: Recall: 15 
  •Skills: Detective: 1 1 , Gadgetry: 20, Medicine: 14, 
  Military Science: 16, Scientist: 20, Vehicles: 4 
  •Advantages: Connection: Legion of Super-Heroes 
  ( H igh); Genius; Scholar (temporal physics, 
  robotics, computers); Sharp Eye 
  •Drawbacks: Minor Psychological Instability; 
  Mistrust; Public Identity 
  •Alter Ego: Querl Dox 
  •Motivation: Responsibility of Power 
  •Wealth: 1 4  
  •Equipment: 
  FORCE FIELD BELT [BODY: 5, Force Field: 20, 
  Force Shield: 16, Sealed Systems: 16, R#: 2] 
  Brainiac 5 no longer uses the Force Field belt. 
  TIME BUBBLE [STR: 6, BODY: 10, Time Travel: 45, 
  R#: 2] The Time Bubble allows Brainiac 5 and his 
  fellow Legionnaires to travel in time. 
  LEGION FLIGHT RING [BODY: 5 ,  Flight: 8 ,  
  Telepathy: 8] The Legion Flight Ring allows 
  Brainiac 5 to fly at speeds approaching (but not 
  exceeding) the speed of sound. The ring's 
  Telepathy Power enables the wearer to control its 
  functions from a distance, and the ring can emit a 
  distress call ranging across half a galaxy. 
  Brainiac S's Psychological 
  Instability 
  Brainiac 5 's Psychological Instability functions 
  somewhat differently than the standard Drawback 
  found on page 2 1  of the Character Handbook. 
  Whenever he spends more than a day in the 
  laboratory working on a single problem, Brainiac 
  begins to become obsessed. After one day of lab 
  work ( 1 5  APs of time), he undergoes a Mental Attack 
  with an AV/EV of 15/15. If this attack earns I or 
  more RAPs, Brainiac has become obsessed with the 
  problem at hand and gains a Serious Irrational 
  Attraction to solving the problem. Thereafter, 
  whenever the APs of time he has spent working on 
  the problem increase-i.e., after two days ( 1 6  APs), 
  four days ( 1 7  APs), etc.-he undergoes another 
  Mental Attack with an A V /EV equal to the total time 
  he has spent working in the lab. If these attacks ever 
  inflict a total amount of damage exceeding Brainiac 
  5's MIND score, he becomes temporarily insane (and 
  instantly becomes a Non-Player Character). Brainiac 
  5 may not spend Hero Points to reduce this Mental 
  damage with Last Ditch Defense, although he may 
  augment his OV and RV with Hero Points against 
  such attacks as usual. 
  Powers and Abilities 
  Brainiac 5 ' s  intellect i s  almost without equal, 
  even on his home planet of Colu. He has a 
  completely photographic memory, and he is capable 
  of processing extraordinary amounts of information 
  at extraordinary speeds. 
  Brainiac 5 is an accomplished scientist, 
  physician, inventor, strategist, and detective. 
  Personality/Role-playing 
  He might be incredibly intelligent, but Brainiac 5 
  has a great deal of difficulty when it comes to 
  expressing his emotions. When he first joined the 
  Legion, he tried to concentrate on his feelings to fit in 
  with his teammates, none of whom was Coluan. He 
  even fell in love with Laurel Gand and spent a 
  number of peaceful years with her. But inevitably, he 
  became so overwhelmed with leading the team and 
  protecting the universe that he was forced to for�o 
  the luxury of emotion so that he could use h i s  
  intelligence to its capacity. 
  As a Brainiac, Dox has an affinity for pure logic. 
  As time goes on, he seems less and less interested in 
  establishing normal relationships with his teammates 
  in the reformed Legion. 
  Using Brainiac 5 in Adventures 
  Player heroes in the 30th Century are likely to 
  encounter Brainiac 5 when they need a specialized 
  piece of equipment or the solution to a very complex 
  scientific puzzle. Although at first they may have a 
  hard time capturing his attention, Brainiac will 
  certainly provide any assistance he can once the 
  heroes have convinced him that they are on a valid 
  mission. 
  Subplots 
  Brainiac was involved in a Romantic Subplot 
  with Laurel Gand. He is often involved in a sort of 
  
  Job Subplot with regard to his work as a scientist due 
  to the fact that he has a tendency to suffer nervous 
  breakdowns while working on complex problems. 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of 
  present continuity. 
  Pre-Crisis: Action Comics #276, 285, 287, 289, 
  381, 385-387, 390-392, 59 1 ;  Adventure Comics 
  #247 (behind the scenes), 282, 290, 303-311, 313-
  317, 319-323, 325-327, 329-330, 332-351' 353-
  357, 359-368, 371-379; All New Collectors' 
  Edition #C-55; All-Star Squadron #53; Booster 
  Gold #8-9; Crisis on Infinite Earths #2-3, 5, 7-8, 
  10; DC Comics Presents #2, 43; DC Special #28; 
  Infinity, Inc. #22; Justice League of America #147-
  148; Karate Kid # I ;  Legion of Super-Heroes (2) 
  #259-262, 267' 273-275, 277' 280, 282-285, 288-
  294, 296-297, 300-306, 308-313 (3) 2-5, 11-12, 14-
  26, 28, 30, 32-51, 55, 62-63 (4) 3-4; Legion of 
  Super-Heroes Annual (2) #1-3 (3) 1; The New 
  Adventures of Superboy #50; Secret Origins (3) #8, 
  25, 42; Secrets of the Legion of Super-Heroes #1-3; 
  Superboy ( I )  #125, 188, 193, 197-211, 213-220, 
  222, 224, 226-227, 230; Superboy and the Legion 
  of Super-Heroes #231-233, 235-237, 239, 241-245, 
  247-25 1, 254, 256-257; Superman (1) #156, 167, 
  213(2) 8; Superman Family #207; Superman's Pal, 
  Jimmy Olsen #106; Tales of the Legion #314-316, 
  318-3 1 9, 321-323; Who's Who '85 #3; World's 
  Finest Comics #142, 168, 284 
  Current: Adventures of Superman #478 (flashback); 
  Legion of Super-Heroes (4) #3, 9-13, 15-17, 20-24, 
  26, 29; Legion of Super-Heroes Annual (4) #1-2; 
  Secret Origins (3) #47; Who's Who '90 #3; Who's 
  Who in the Legion of Super-Heroes #1 
  Brainiac 5's Force Field Belt 
  top 
  0 
  0 
  front 
  0 
  0 
  side 
  
  CHALLENGERS O F  
  THE UNKNOWN 
  ACE 
  DEX: 
  6 
  STR: 
  4 
  BODY: 
  5 
  INT: 
  8 
  WILL: 
  7 
  MIND: 
  7 
  I NFL: 
  7 
  AURA: 
  6 
  SPIRIT: 6 
  lN!TlATIYE: 2 1  
  HERO POINTS: 60 
  •Skills: Gadgetry: 8, Occultist: 6, Vehicles (Aying): 8 
  •Advantages: Genius; Scholar (occult sciences) 
  •Drawbacks: Age (old), Mistrust, Public Identity 
  •Alter Ego: Ace Morgan 
  •Motivation: Thrill of Adventure 
  •Wealth: 9 
  ROCKY 
  DEx: 
  8 
  STR: 
  5 
  BODY: 
  5 
  I NT: 
  4 
  WILL: 
  6 
  MIND: 
  4 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 5 
  INITIATIVE: 20 
  HERO POINTS: 60 
  •Skins: Martial Artist: 7 
  •Drawbacks: Age (old); Mistrust; Public Identity 
  •Alter Ego: Rocky Davis 
  •Motivation: Thrill of Adventure 
  •Wealth: 2 
  RED 
  DEx: 
  9 
  STR: 
  5 
  BODY: 
  4 
  I NT: 
  4 
  WILL: 
  3 
  MIND: 
  4 
  INFL: 
  8 
  AURA: 
  6 
  SPiRIT: 6 
  INITIATIVE: 21 
  HERO POINTS: 65 
  •Skills: Acrobatics: 5 ,  Military Science: 4, 
  Weaponry: ? 
  •Drawbacks: Age (old); Mistrust; Public Identity; 
  Serious Rage 
  •Alter Ego: Matthew Ryan 
  •Motivation: Thrill of Adventure 
  •Wealth: 6 
  PROF - deceased 
  DEX: 
  3 
  STR: 
  3 
  BODY: 
  INT: 
  10 WtLL: 
  7 
  MIND: 
  I NFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  3 
  8 
  4 
  INITIATIVE: 17 
  HERO POINTS: 55 
  •Skills: Gadgetry: I 0, Scientist: 1 2  
  •Advantages: Connoisseur; Genius; Scholar 
  (ecology) 
  •Drawbacks: Age (old); Exile; Married 
  •Alter Ego: Walter Reed Haley 
  •Motivation: Thrill of Adventure 
  •Wealth: 12 
  Challenger Mountain 
  The Challengers built a spectacular base into the 
  side of a mountain. While the team was inactive, the 
  base was a museum. 
  CHALLENGER MOUNTAIN [BODY: 18 (exterior), 
  Lab Rating: 15, Security System: 10] 
  Powers and Abilit1es 
  Each of the Challengers has skills that are 
  unique, making each member a special part of the 
  team. 
  Ace is a pilot, gadgeteer, and occultist. He is also 
  a business wizard who knows how to finance 
  monumental projects, such as Challenger Mountain. 
  Rocky is the team's combat specialist. He is 
  expert in boxing, wrestling, and several of the 
  Oriental martial arts. 
  Red i s  expert in both espionage and battle 
  tactics. He usually forms the Challengers' battle 
  plans. 
  Prof is Challengers' scientist. By selling his 
  inventions, he has provided the team with much­
  needed funding. 
  Personality/Role-playing 
  Kyle Morgan, known as Ace, was once the team 
  leader. He is wise and cool-headed. Ever since Ace 
  began studying the occult, he has been more 
  reflective and just a bit more distant. 
  Rocky Davis is the current team leader. He was 
  once addicted to both alcohol and material goods, but 
  beat both afflictions to become level-headed and 
  considerate. 
  Ex-sportsman Matthew "Red" Ryan is the 
  temperamental and adventurous member who often 
  charges thoughtlessly into fights. Red simultaneously 
  respects and reviles Rocky. 
  Prof was originally a playboy, who took little 
  seriously except his wanton pursuit of pleasure, 
  though he later shifted his pursuits to trying to solve 
  the world's ecology problems. 
  
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: 
  Adventure 
  Comics 
  #493-497; 
  Challengers of the Unknown ( 1 )  #1-75, 8 1 -87; Crisis 
  on Infinite Earths #5, 8, 1 1-1 2; DC Comics Presents 
  Challenger Mountain 
  Side View 
  tevel 1 
  level 3 
  retractabk!o 
  landing 
  platform 
  Hangars and 
  Security Oevrces 
  #84; Doom Patrol (1) #102; Infinity, Inc. #22; Justice 
  League of America # 144; The New Adventures of 
  Superboy # 1  (Ace); Showcase #6-7, 1 1- 1 2, 100; 
  Super-Team Family #8- 1 0; Who 's Who '85 #4; 
  World's Finest Comics #267 
  Current: Challengers of the Unknown (2) # l -8; 
  Millennium #8; Secret Origins (3) #1 2, 14 (Ace); 
  Who's Who '90 #1 
  0 
  l...1..L_j 
  0 8 16 32 
  feet 
  
  CHANGELING 
  DEx: 
  6 
  STR: 
  3 
  BODY: 
  INT: 
  5 
  WILL: 
  5 
  MIND: 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 
  INITIATIVE: 
  1 7  
  HERO POINTS: 
  •Powers: Shape Change: 8 
  •Skills: Charisma: 6 
  8 
  4 
  4 
  60 
  •Advantages: Connections: Dayton Industries 
  (High), New Titans (High), Robotman (High), 
  Television Industry (Low); Rich Family (Steve 
  Dayton) 
  •Drawbacks: Public Identity 
  •Limitations: Miscellaneous: Changeling can only 
  hold the form of larger animals for a limited time. 
  If he has taken on the form of a creature with a 
  BoDY of 5 or higher for three or more consecutive 
  phases, he begins to take 1 point of Mental 
  Bashing damage per phase until he assumes the 
  form of a smaller animal (or resumes his natural 
  form). This damage cannot be removed through 
  the use of Last Ditch Defense; Miscellaneous: All 
  of Changeling's animal forms are green. 
  •Alter Ego: Garfield Logan 
  •Motivation: Thrill of Adventure 
  •Wealth: 1 8  
  Animal Forms 
  When Changeling Shape Changes into an animal 
  form, he assumes the physical characteristics of the 
  animal and can augment those characteristics using 
  his APs of Shape Change. In all cases, his Mental 
  and Mystical Attributes remain the same. Here are 
  Changeling's statistics in some of the forms he 
  commonly assumes. 
  CHIMPANZEE 
  DEX: 6 STR: 5 BODY: 4 
  •Skills: Acrobatics: 7 
  ELEPHANT 
  DEX: 4 STR: 1 1  BODY: 10 
  GORILLA 
  DEX: 4 STR: 8 BODY: 8 
  HAWK 
  DEX: 9 STR: 2 BODY: 2 
  I 
  •Powers: Claws: 2, Flight: 7, Telescopic Vision: 8 
  Powers and Abilities 
  Changeling is an accomplished hand-to-hand 
  fighter, but prefers to use his shape changing power 
  in combat. He rarely chooses animal forms that are 
  larger than his own size or weight, because larger 
  forms drain his energy faster and can even exhaust 
  him into unconsciousness-as can numerous, quick 
  transformations. Smaller-than-human forms allow 
  him to concentrate longer. The largest animals he has 
  mimicked to date have been a dinosaur and an 
  elephant, but he can only maintain these forms for 
  approximately one minute. While in animal form 
  Changeling maintains his full human intellect and 
  ability to speak. 
  One strange side-effect of Gar's power is that all 
  the forms he assumes are completely green. 
  Personality/Role-playing 
  Changeling is a smart-aleck, and his wisecracks 
  are his trademark. He keeps his teammates laughing, 
  and often during a heavy battle or tense situation, it is 
  his comic relief that keeps the Titans' spirits high. Gar 
  is also something of a ladies' man and uses his 
  outrageous sense of humor in his flirtations. In battle, 
  he likes to catch his enemies off guard and anger them 
  with his quips. 
  Because he has been through rough times and 
  has lost loved ones, Changeling becomes very 
  attached to his friends. He has close relationships 
  with Cliff Steele (Robotrnan) of the Doom Patrol and 
  Vic Stone (Cyborg) of the New Titans. He will 
  loyally stand behind such friends no matter the 
  circumstances. 
  Using Changeling in Adventures 
  If the player heroes attempt to contact the Titans, 
  Changeling is one of the fust members they are likely 
  to meet. His easy-going manner should provide 
  plenty of opportunites for entertaining role play. 
  Changeling is also a good source of information 
  about old Doorn Patrol and Titans villains. If the 
  heroes contact him for information, he'll most likely 
  try to involve himself in the case, particularly if one 
  of the heroes is an attractive female. 
  Subplots 
  Changeling was involved in a Romantic 
  relationship with the ex-Titan Terra. He was deeply 
  
  h urt when he discovered she was using him to 
  infiltrate the team at the behest of Deathstroke. He 
  was also involved in a School Subplot, wherein he 
  was consistently trying to maintain a decent grade 
  point average; a Family subplot with Steve Dayton, 
  his adoptive father; and a series of Friend Subplots 
  centered around his relationships with Cyborg and 
  Robotman. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card), New Titans 
  Sourcebook 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #532, 536, 546; Batman 
  and the Outsiders #5; The Best of DC #18; Captain 
  Changeling's Apartment 
  Carrot and His Amazing Zoo Crew #20; Crisis on 
  Infinite Earths #3-7, 9-12; DC Comics Presents #26 
  (as dream image); Doom Patrol ( ! )  #99-1 16, 1 88-
  1 20; The New Teen Titans (1) #1-15, 17-26, 28-37, 
  39-40 (2)1-14; The New Teen Titans Annual (1) #1-2 
  (2) 1 ;  The New Teen Titans Drug A wareness 
  Giveaways #1-3; Red Tornado #3; Supergirl (2) #20 
  Tales of the New Teen Titans #1 -4; Tales of the Teen 
  Titans #41-43, 44 (behind the scenes), 45, 47-58; 
  Teen Titans #6, 50-52; Teen Titans Annual #3; Who's 
  Who '85 #4; Wonder Woman (1) #287; World's Finest 
  Comics #300 
  Current: Action Comics #584, 615; Batman #440; 
  Blue Beetle (6) #1 1-14; Deathstroke the Terminator 
  #1 (flashback), 4 (flashback); Flash (2) #1, 6, 12; 
  Infinity, Inc. #45; Legends #1 -6; The New Teen 
  Titans (2) #1 8-20, 22, 24-3 1 ,  33-49; The New Teen 
  Titans Annual (2) #2-4; The New Titans #50-56, 59, 
  62-65, 71, 75, 78-79, 82-86; The New Titans Annual 
  #5-6; Secret Origins (3) #50; Teen Titans Spotlight 
  #5, 9, 20; Who's Who '90 #2 
  D 
  ,........ 
  G 
  BATH 
  � 
  01 
  DRESSER il/ 
  BED 
  CLOSET 
  CJ 
  ELEVATOR 
  
  EL DIABLO 
  DEx: 
  7 
  STR: 
  4 
  BODY: 
  5 
  I NT: 
  7 
  WILL: 
  6 
  MIND: 
  6 
  INFL: 
  6 
  AURA: 
  5 
  SPIRIT: 6 
  INITiATIVE: 
  22 
  HERO POINTS: 60 
  •Skills: *linked 
  Acrobatics: 7*, Charisma: 6*, Detective: 7*, 
  Martial Artist: 7*, Military Science (Tracking): 7*, 
  Thief: 7*, Vehicles (Land): 7* 
  •Advantages: Area Knowledge (Dos Rios, Texas); 
  Connections: Dos Rios City Hall (High), Street 
  (High); Intensive Training; Iron Nerves; 
  Popularity; Scholar (law, Spanish language); 
  Miscellaneous: El Diablo mystique (see below) 
  •Drawbacks: Secret Identity 
  •Alter Ego: Rafael Sandoval 
  •Motivation: Seeking Justice 
  •Wealth: 7 
  •Equipment: 
  KEVLAR VEST [Boor: 6] Beneath his clothing, El 
  Diablo wears a thick kevlar vest. The vest gives 
  him an R V of 6 against all types of gunfire. 
  CUSTOMIZED MOTORCYCLE [STR: 4, BODY: 6, 
  Running: 7, R#: 2 ]  E l  Diablo's customized 
  motorcycle can attain speeds of well over 1 00 
  miles per hour. 
  Abilities 
  El Diablo is a master cyclist and martial artist. 
  He's fast, he's agile, and he's dangerous. During his 
  adventures, he normally wears a kevlar vest to protect 
  himself. 
  The El Diablo Mystique 
  Many of the residents of Dos Rios, Texas believe 
  that El Diablo is more than a mere costumed crime­
  fighter. Some even believe that he is an agent of the 
  Devil, his namesake. For this reason, El Diablo 
  receives a special -1 Column-Shift bonus to the OV 
  of all his attempts to Intimidate citizens of Dos Rios. 
  El Diablo does not receive this bonus against citizens 
  who have reason to suspect his true nature (such as 
  criminals who have repeatedly encountered him). 
  Los Diablos 
  Recently, a group of young adults from the Dos 
  Rios barrio, calling themselves Los Diablos, have 
  started assisting El Diablo in his crimefighting 
  activities. Since they are almost as interested in 
  uncovering his secrets as in helping him clean up 
  their streets, El Diablo sometimes finds Los Diablos 
  as much of a liability as an advantage. 
  TYPICAL MEMBER OF LOS DIABLOS 
  DEX: 
  3 
  STR: 
  3 
  BODY: 
  3 
  INT: 
  3 
  WILL: 
  3 
  MIND: 
  3 
  !NFL: 
  3 
  AURA: 
  3 
  SPIRIT: 
  3 
  INITIATIVE: 9 
  HERO POINTS: 5 
  •Skills: Thief: 2, Vehicles (Land): 2, Weaponry: 2 
  Motorcycle Stunts 
  El Diablo is an expert motorcycle rider capable 
  of performing spectacular stunts. A couple of his 
  common maneuvers are: 
  •Attacking from a moving motorcycle: El Diablo 
  likes to drive past his targets and punch or kick 
  them from the back of his moving motorcycle. The 
  A V of such an attack is equal to either El Diablo's 
  DEX or his APs of Martial Artist Skill (depending 
  upon how he decides to employ his Martial Artist 
  during the phase). The EV is equal to the cycle's 
  APs of Running ( 8  APs). After successfully 
  launching such an attack, El Diablo must make a 
  successful Action Check using his APs of Vehicles 
  Skill as the A V /EV against an OV /RV of 4/4 
  (Difficult Task) to avoid falling off the bike (if he 
  falls, both he and the bike undergo Physical 
  Attacks with an A V lEY of 7 n against an OV /R V 
  equal to his and its BoDY/BODY respectively). 
  •Jumping over obstacles: Jumping an obstacle 
  requires a Action Check using El Diablo's APs of 
  Vehicles Skill as the A V /EV against an OV /R V 
  determined by consulting the Universal Modifiers 
  Table. Jumping a five-foot gap is a Difficult Action 
  (OV /R V of 4/4 ) , jumping a ten-foot gap is a 
  Strenuous Action (OV /RV of 6/6), jumping a 
  fifteen-foot gap is an Extreme Action (OV/RV of 
  8/8), and jumping a twenty-foot gap is Pushing the 
  Limit (OV/RV of 10/10). El Diablo cannot jump 
  farther without a ramp. Using a ramp while making 
  a shorter jump modifies the OV/RV by as much as 
  -3 Column Shifts, depending on the ramp's size 
  and quality. 
  Personality/Role-playing 
  Rafael Sandoval, or El Diablo, is a giving man, 
  proud of his heritage and willing to sacrifice himself 
  
  to safeguard it. He believes strongly in his own 
  abilities and the fact that one man can better the 
  world. Sandoval i s  stubborn, well-adjusted, 
  optimistic, and determined. Although not as obsessed 
  as Batman, he does not hesitate to break the law to 
  preserve justice. Sandoval holds a special place in his 
  heart for his mentor, Father Guzman, though he and 
  the father disagree over most of El Diablo's methods. 
  As a crimefighter, El Diablo remains a mystery 
  to the inhabitants of Dos Rios, Texas. While 
  operating in his costumed identity, Sandoval tries to 
  take down his target and disappear without a trace. 
  Using El Diablo in Adventures 
  Player heroes visiting Dos Rios, Texas will 
  certainly hear exaggerated tales of El Diablo from the 
  awestruck members of the community. Eventually, 
  the heroes will inevitably encounter Los Diablos, 
  who in tum inform El Diablo of their presence. 
  When the heroes finally meet El Diablo himself, 
  he can teach them some of the finer points of urban 
  adventuring and introduce them to some of the 
  unique challenges facing his community. 
  Subplots 
  Rafael Sandoval puts a lot of effort into 
  concealing his Secret Identity from the community, 
  which, of course, adds to his "mystique." He has a 
  Romance Subplot developing with Virginia Dix as 
  she pursues him, and he is also constantly aware of 
  his Job as a City Councilman. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas of the DC Universe 
  Appearances in DC Comics 
  Checkmate! #25; EL Diablo #1- 16; Justice League 
  America #42; Secret Origins (3) #45; Who's Who 
  '90 #1 
  El Diablo's Motorcycle 
  
  fASTBAK 
  DEX: 
  8 
  STR: 
  5 
  BODY: 
  7 
  lNT: 
  7 
  WfLL: 
  6 
  MIND: 
  7 
  lNFL: 
  8 
  AURA: 
  8 
  SPIRIT: 
  7 
  INTTIA TIVE: 25 
  HERO POINTS: 85 
  •Skills: Acrobatics: 7, Artist (Singer): I 0, Gadgetry: 
  8, Thief: 8, Weaponry: 8 
  •Advantages: Area Knowledge (Supertown, New 
  Genesis); Connection: Supertown (High); Insta­
  Change; Lightning Reflexes; Luck 
  •Alter Ego: None 
  •Motivation: Upholding the Good 
  •Wealth: N/A 
  •Equipment: 
  AEROPADS [BODY: 7, Flight: 40] Within his boots, 
  Fastbak has implanted special devices that allow 
  him to fly at more than 800 times the speed of light. 
  Mother Box [BODY: 7, I NT: I 0, WILL: 6, MIND: 6, 
  lNFL: 6, AURA: 6, SrrRIT: 6, Danger Sense: 12, Life 
  Sense: 6, Omni-Power: 1 1 ,  Hero Points: 75] 
  See the Mother Box entry for more details. 
  Fastbak's Statistics 
  Because Fastbak's abilities are more clearly 
  defined in Who's Who '90, his Attributes and Powers 
  have been fine-tuned to reflect the change. 
  Stellar Booms 
  Fastbak is constantly being scolded by Highfather 
  and the other elders of New Genesis for traveling over 
  Supertown at high speeds. Breaking the "light barrier" 
  so close to the ground causes powerful explosions that 
  can damage property. Traveling at a speed of greater 
  than 30 APs within an atmosphere PhysicaJiy attacks 
  all structures and particularly fragile objects within 12 
  APs of the traveler with an A V and EV both equal to 
  the traveler's speed minus thirty. If Fastbak were to 
  roar across Supertown at his full speed, for instance, 
  all of the ground structures he passes would be 
  attacked with an A V lEY of 10/10 ( 40 - 30 = 10}-not 
  enough to destroy a structure constructed with New 
  Genesis technology, but more than enough to shatter 
  windows and generally annoy everyone. Note that the 
  "stellar boom" never affects living beings. 
  Theoretically, Fastbak can attack a target on the 
  ground by intentionally causing a stellar boom, hoping 
  to destroy the target's weapons and equipment. But 
  since such an attack would be almost impossibly 
  difficult to control, he would usually not do so. 
  Powers and Abilities 
  With the exception of Lightray, Fastbak is the 
  fastest New God in Supertown. (On one occasion, he 
  even outraced the Black Racer.) Fastbak derives his 
  speed from a special set of aeropads and boots that he 
  constantly improves. As a New God, Fastbak has 
  super-human perception, agility, and endurance, 
  allowing him to observe his surroundings, change 
  direction, and withstand the tremendous forces placed 
  upon his body, all while flying faster than lightspeed. 
  Over the years, Fastbak has learned to use his 
  tremendous speed to great advantage in battle. He has 
  developed his own "hit and run" style of combat that 
  is designed to confuse unwary adversaries and 
  prevent opponents from launching counter-blows. 
  Fastbak ' s  remaining claim to fame is his 
  enchanting singing voice. On New Genesis, he is an 
  artist of some renown. 
  Personality/Role-playing 
  Although Fastbak takes pride in his tremendous 
  speed and agility, these are his very attributes that 
  tend to annoy others due to his penchant for zipping 
  around Supertown at unsafe speeds. At present, 
  young Fastbak enjoys nothing more than pushing his 
  speed, and the patience of others, to their very limits. 
  But although he is sometimes reckless, Fastbak 
  remains loyal to his people and always follows the 
  dictums of Highfather, ruler of New Genesis. 
  Fastbak's mind is as quick as his feet; jokes and 
  snappy retorts are his specialty. Recently, Fastbak 
  spent time on Earth with Orion and Lightray; and ever 
  since, he has taken an interest in American culture. He 
  has even picked up American slang and fashion trends. 
  Using Fastbak in Adventures 
  If you are planning an Adventure which 
  culminates in an encounter with the New Gods of 
  New Genesis, Fastbak might make an ideal liaison 
  between the New Gods and the player heroes. He's 
  not too powerful, fun to role play, and he has already 
  demonstrated an interest in the heroes and their 
  culture (assuming your player heroes are Americans). 
  Subplots 
  Fastbak is most involved with Subplots that 
  explored his youthfulness and inexperience. Ever 
  since he visited Earth with Orion and Lightray, many 
  
  of his Subplots have been centered around his 
  fascination with American culture. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Law of Darkness 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: New Gods ( 1 )  #5, 8 
  Current: New Gods (3) l ,  16, 22, 27; War of the 
  Gods #4; Warlord Annual #6; Who's Who '87 (2) #l; 
  Who's Who '90 #4 
  Fastbak's Aeropads 
  Motion control sensors 
  Data transmission circuitry 
  Semi-rigid structural plating 
  Data processing circuitry 
  Power cells 
  Anti-gravity generator 
  Anti-gravity focusing matrix 
  magnified cross-section through sole 
  
  fiRE 
  DEX: 
  6 
  STR: 
  4 
  BODY: 
  4 
  INT: 
  6 
  WILL: 
  5 
  MiND: 
  5 
  INFL: 
  6 
  AURA: 
  6 
  SPIRIT: 5 
  INITIATIVE: 20 
  HERO POINTS: 40 
  •Powers: Dispersal: 9, Flame Being: 6, Flame 
  Project: 8, Flight: 8 
  •Skills: Charisma: 8, Martial Artist: 6, Thief: 4, 
  Weaponry: 4 
  •Limitations: Miscellaneous: Fire's Powers are 
  really all parts of a single ability. In order to use 
  Flight or Flame Project, she must assume her 
  energy form (i.e., activate Flame Being and 
  Dispersal). All of her Powers have the Minor 
  Power Burnout Limitation. Make a single Burnout 
  roll during any phase in which she uses any of her 
  Powers; if a single Power Burns Out, they all Burn 
  Out together. 
  •Advantages: Attractive; Connections: Global 
  Guardians (High), Justice League America (High) 
  •Alter Ego: Beatriz Bonilla DaCosta 
  •Motivation: Thrill of Adventure 
  •Wealth: 5 
  •Equipment: 
  Justice League International Signal Device [BODY: 4, 
  Range: 25] The JLI signal device is capable of 
  transmitting a signal across the world. Note that 
  two-way communication is not possible with this 
  device; it is only capable of emitting a distress 
  signaL Any device with the Super Hearing Power 
  that is within range of such a signal can 
  automatically track it. 
  Original Form 
  Fire 's abilities were augmented by the 
  Dominators' Gene Bomb. Before she was affected by 
  the bomb, her statistics looked like this: 
  FIRE (PRE·BOMB FORM) 
  DEX: 
  5 
  STR: 
  3 
  BODY: 
  4 
  INT: 
  6 
  WILL: 
  5 
  MIND: 
  5 
  INFL: 
  6 
  AURA: 
  6 
  SPIRIT: 5 
  INITIA TfVE: 1 9  
  HERo POINTS: 35 
  •Powers: Flame Project: 8 
  •Skills: Charisma: 8, Martial Artist: 6, Thief: 4, 
  Weaponry: 4 
  •Limitations: Miscellaneous: Fire's Flame Project 
  has a range of only 8 inches and can thus be used 
  only against unaware opponents or those she has 
  Grappled. 
  •Advantages: Attractive; Connections: Global 
  Guardians (High), Justice League International 
  (High) 
  •Alter Ego: Beatriz Bonilla DaCosta 
  •Motivation: Thrill of Adventure 
  •Wealth: 5 
  Powers and Abilities 
  Originally, Fire could emit only a short green 
  flame from her mouth, but the Meta-Gene Bomb 
  detonated during the Dominator Invasion greatly 
  augmented her abilities. Now, she can completely 
  engulf herself in green flame, enabling her to fly, 
  pass through soliu objt;Cts, anJ throw bolts of flaming 
  energy. 
  Since Fire only recently acquired most of her 
  abilities, she still uses them rather awkwardly. Until 
  she gains more experiences with her powers, their 
  true extent remains unknown. 
  Personality/Role-playing 
  Beatriz DaCosta is an extrovert. She is more than 
  confident and willing to go after what she wants­
  she is daring, and her impulsive natureoften gets her 
  into trouble. Her attractions to adventure and glamour 
  have cast her in some interesting roles: nightclub 
  showgirl, model, secret agent for the Brazilian 
  government, and member of the Global Guardians 
  and Justice League America. 
  Fire is cocky, confident, and well aware of her 
  attractiveness, which she flaunts to its fullest 
  advantage. She joined the Justice League for glamour 
  and excitement, but it is the friendships she has built 
  and the loyalty of her teammates that keep her there. 
  Especially important to her is her close friendships 
  with Ice and Oberon. 
  Using Fire in Adventures 
  S ince she is much more approachable than most 
  members of the team, Fire is an ideal source of 
  information on the Justice League and the villains it 
  has battled. She can also provide the player heroes 
  with information about the now-defunct Global 
  Guardians and the menaces they once battled. 
  
  A notorious flirt, Fire might easily work herself 
  into the Romantic Subplot of an attractive male hero. 
  Subplots 
  Fire is most often involved in either Job Subplots 
  (regarding her modeling career) or Romantic 
  Subplots (lately with Mister Miracle's aide de camp, 
  Oberon). 
  Appearances in the DC Heroes 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card), Justice 
  League Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Crisis on Infinite Earths #12; DC Comics 
  Presents #46; Super Friends #25, 42-44, 47 
  Current: Action Comics #650; Armageddon 2001 
  #2; Doctor Fate (2) #14- 15; Doom Patrol (2) #29; 
  Green Lantern (3) #I, 4, 9, 1 3; Infinity, Inc. #32, 34-
  37; Invasion! #2-3; Justice League America #26-32, 
  33 (behind the scenes), 36-37, 39-40, 42-45, 47-on; 
  Justice League America Annual #5; Justice League 
  Annual #2-4; Justice League Europe #7-8, 1 1, 13-14, 
  29-36; Justice League Europe Annual #2; Justice 
  League international # 1 2, 1 4-25; Justice League 
  Quarterly #I-6; Justice League Special #1-2; Justice 
  League Spectacular #1; Mister Miracle (2) #15- 1 6, 
  1 7  (behind the scenes), 25, 27; Secret Origins (3) 
  #33; Time Masters #l; War of the Gods #2, 4; Who's 
  Who '88 #1; Who's Who '90; Wonder Woman (2) #25-
  26, 49-50, 6 1  
  JLI Signal Device 
  
  fLAMEBIRD 
  DEX: 6 
  STR: 
  3 
  BoDY: 
  4 
  lNr: 
  4 
  WLLL: 
  4 
  MTND: 
  4 
  INFL: 5 
  AURA: 
  5 
  SPIRIT: 
  4 
  INITIATIVE: 1 7  
  HERO POINTS: 30 
  •Skills: Acrobatics: 5, Charisma: 6, Martial Artist: 6, 
  Weaponry: 6 
  •Advantages: Attractive; Connections: Teen Titans 
  (High), Titans West (High); Scholar (tennis, 
  swimming) 
  •Drawbacks: Minor Irrational Attraction to 
  Nightwing; Secret Identity 
  •Alter Ego: Mary Elizabeth "Bette" Kane 
  •Motivation: Thrill of Adventure 
  •Wealth: 8 
  •Equipment: 
  UTILITY BELT [Body: 2] The belt contains: 
  Flares (x2) [BODY: I ,  EV: 6, Flash: 6] In an 
  emergency, the flares can be used as a weapon 
  with an EV of 6. (Flamebird automatically enters 
  Killing Combat if she uses them in this fashion.) 
  Once activated, the flares emit a bright red signal 
  that is clearly visible up to l mile (1 0 APs) away. 
  Flashlight [ BODY: 2, R#: 21 The flashlight 
  illuminates a circle ten feet (0 APs) in diameter up 
  to ftfty yards (4 APs) away. 
  Gas Grenades (x4) [BODY: I ,  EV: 6, Fog: 5, R#: 2J 
  The grenades attack everyone within the area 
  covered by their Fog Power with an EV of 6. 
  Gas Mask [BODY: 2, Systemic Antidote: 7] The 
  Mask's Systemic Antidote Power is only usable 
  against harmful gases. 
  Grappling Hook and Line [SrR: 6, BODY: 4] The 
  line is 4 APs (80 feet) long. 
  Handcuffs [ BODY: 9] Anyone attempting to force 
  his way out of the cuffs rolls STR/STR vs. the 
  cuffs' BODY/BODY. Trying to slip out of the cuffs 
  requires a successful Thief roll vs. the cuffs' 
  BODY/BODY. 
  Throwing Discs (x5) [BODY: 5, EV: 3, Gliding: 3] 
  Flamebird can throw the discs a distance equal to 
  her STR plus the discs' APs of Gliding (6 APs, or 
  200 yards). 
  Medical Kit [BODY: 1, Medicine (First Aid): 4; R#: 21 
  Radio Transceiver [Range: 13, BODY: I, R#: 2] This 
  is a standard walkie-talkie, capable of sending and 
  receiving signals over a distance of eight miles. 
  Flamebird's Attraction to Robin 
  Flamebird's Minor Irrational Attraction to Robin 
  reflects her schoolgirl crush on Dick Grayson. 
  Whenever she has an opportunity to spend time with 
  Grayson, she must successfully resist her Attraction 
  in order to refuse (i.e., roll a 5 or higher on 2D 10). 
  Originally, when Titans West was still an active 
  organization, Flame bird 's Irrational Attraction to 
  Robin was Serious (roll 1 1  or higher to resist). 
  Powers and Abilities 
  Flamebird has no superhuman abilities, though 
  she is an Olympic-level athlete and a master of 
  martial arts. Like her hero Robin, Flamebird makes 
  use of a utility belt that houses: four gas bombs and a 
  gas mask, a grappling hook, handcuffs, throwing 
  discs, and a radio. 
  Personality/Role-playing 
  Usually, Flamebird comes across as an 
  attractive, flirtatious valley girl looking for a good 
  time. But Bette has proven herself more than an 
  airhead on several occasions. She is actually quite 
  clever, perceptive, and (sometimes) even scheming. 
  She has always been the object of admiration, and as 
  a result, she does not take rejection or fai I ure 
  gracefully. 
  As a champion tennis player, Bette loves the 
  glory and glamour of victory, but it never lasts long 
  enough to totally satisfy her. Athletic triumphs are 
  easy for Bette, and it is her drive and fiercely 
  competitive nature that make her excel at sports. But 
  this same single-minded pursuit of victory ultimately 
  pulls her away from her friends. 
  To this day, Bette holds a torch for the original 
  Robin (Dick Grayson, now known as Nightwing). 
  She still spends time with him whenever possible. 
  Using Flamebird in Adventures 
  Flamebird wants to start a team of Titans on the 
  West Coast, even though the last such effort was a 
  failure. She might, therefore, recruit player heroes by 
  tempting them with "sun and sand" and all the other 
  obvious benefits of joining a California team. Also, if 
  she feels any team members might be able to link her 
  with Dick Grayson, she'll do her best to start 
  friendships with them. 
  
  Furthermore, despite her affinity for Dick 
  Grayson, Bette might be interested in involving 
  herself in an attractive male hero ' s  Romantic 
  Subplot. 
  Subplots 
  Flamebird has a Romantic interest in Nightwing, 
  but it really hasn't gone anywhere. She was also 
  involved in a lengthy Romantic Subplot with her 
  former West Coast Titan, the late Golden Eagle. 
  Appearances in the DC Heroes 
  Role-Playing Game, Second Edition 
  New Titans Sourcebook 
  Appearances in DC Comics 
  Hawk and Dove Annual #l; The New Titans #56; 
  Secret Origins Annual #3; Who's Who '90 #2 
  Flamebird's Utility Belt 
  Medical Kit 
  Handcuffs 
  I 
  Flashlight 
  Radio Transceiver 
  Side View 
  
  f LASH Ill 
  DEX: 
  7 
  STR: 
  4 
  Boov: 
  7 
  I NT: 
  5 
  WILL: 
  5 
  MIND: 
  6 
  I NFL: 
  5 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 
  3 1  
  HERO POINTS: 55 
  •Powers: Air Control: 8, Superspeed: 14 
  •Skills: Charisma: 5, Scientist: 3 
  •Advantages: Attractive; Connections: Justice League 
  International (High), New Titans (High); Lightning 
  Reflexes 
  •Drawbacks: Serious Irrational Attraction to food after 
  prolonged use of Superspeed (see below) 
  •Alter Ego: Wally West 
  •Motivation: Responsibility of Power 
  •Wealth: 5 
  •Equipment: 
  COSTUME [BODY: 6, Flame Immunity: 61 Wally now 
  wears a special heat-resistant costume that helps him 
  resist the effects of friction while running at 
  supersonic speeds. 
  COSTUME STORAGE RING [BoDY: I, Shrinking: 
  l?J Before he received his new uniform, Wally kept 
  hts costume shrunk down inside a hollowed ring. By 
  twisting the ring, he could immediately expand the 
  costume to its normal size. Obviously, the ring's 
  Shrinking Power only worked on the Flash's 
  costume. Wally no longer owns this ring. 
  The Flash's Metabolism 
  When he uses his Powers, Flash consumes calories 
  at an unbelievable rate. After using his Powers for a 
  prolonged period, Flash must devour huge quantities of 
  food to replenish these lost calories (say, two dozen 
  hamburgers or half a dozen pizzas). 
  Although this limitation was once more severe 
  Flash has spent the last two years learning to control it: 
  Currently, if Flash uses his Powers for four consecutive 
  minutes (only likely during long-distance runs), make 
  an Action Check using the APs of time he has been 
  using his Powers as the A V/EY (6/6 for four minutes) 
  against an OY/RV equal to Rash's BODY/BODY. If this 
  Action Check earns I or more RAPs, Flash must 
  immediately stop and eat or all his Powers Burn Out. 
  Thereafter, at each moment the total APs of time he has 
  been using his Powers changes, make another Action 
  Check using the new A V /EV (i.e., after eight minutes 
  make an Action Check with an AV/EY of 7/7; after 
  sixteen minutes make an Action Check with an A V lEV 
  of 8/8, etc.). Note that Flash may spend Hero Points to 
  raise his OY and RV against these "attacks" as usual. 
  The Flash's Ability Growth 
  Although Wally is not nearly as fast as he once 
  was, his abilities are constantly improving (until 
  recently, his Superspeed Power was rated at only 10 
  APs and he was incapable of using Air Control). It is 
  likely that he will eventually recover most, if not all, of 
  his Powers. 
  When he began operating as Kid Flash, Wally had 
  the following Powers-Air Control: 8, Dispersal: 1 2, 
  and Superspeed: 20. 
  Wally's Wealth 
  Wally West began with a Wealth rating of 3 when 
  he was operating with the original Teen Titans, raised it 
  to 4 when he joined the New Teen Titans, and then 
  raised it to II when he won the New York State Lotto 
  shortly after Darkseid's campaign to rob the Earth of its 
  legends. But soon after that, Wally lost all his money 
  during the Millennium affair, reducing his Wealth back 
  to 3. Currently, he has raised his Wealth rating back to 5. 
  Powers and Abilities 
  The Flash's powers have fluctuated wildly over 
  the years. At present, he can accelerate to more than 
  six times the speed of sound. While he travels at 
  high speeds, an aura of force protects him from 
  friction and impact damage, and his agility and 
  perception are attuned to high velocities, allowing 
  him to navigate at such speeds. 
  Due to the training he received from Barry 
  Allen, his friends on the Titans, and his fellow Justice 
  Leaguers, the Flash is an excellent hand-to-hand 
  combatant. His favorite tactics include Multi-Attacks 
  and using his speed to move faster than his opponents 
  can track him. 
  Personality/Role Playing 
  When Barry Allen died while saving the Earth 
  from the Anti-Monitor's machjnations, Wally found 
  the remains of the his uncle's costume and vowed to 
  honor Barry's memory by taking on the mantle of the 
  Flash. But Wally has always had difficulty living in 
  the shadow of Barry's legend, both emotionally and 
  physically. Despite the fact that he works hard to be 
  �he same selfless, responsible Flash as Barry, Wally 
  IS often frustrated and disappointed because he 
  believes he is falling short of the mark. Just after he 
  began wearing the Flash uniform, Wally was forced 
  to use his powers for monetary gain, bringing on still 
  
  more guilt that only added to his insecurities. By 
  now, all of his Justice League teammates and half his 
  foes have discovered that the best way to anger Wally 
  is to remind him how few mistakes his predecessor 
  made. 
  West loves women, and to their chagrin, he is 
  very open about his feelings. He sometimes shows 
  off his powers to impress, making him seem crass 
  and unthinking, though he never feels any real 
  malice. 
  As a member of the Justice League, Flash is a 
  wisecracker, and his teammates look upon him as 
  something of a show-off. But when the chips are 
  down, he is always ready to do his part. He may 
  appear to treat some Leauge business as a joke, but 
  this is only a defense mechanism he uses to deal with 
  the dangers he faces every day. In reality, the Flash 
  takes his role very seriously. 
  Because the world moves so fast for him, the 
  Flash easily grows bored with his surroundings. 
  When playing him, remember that he has a difficult 
  time sitting still. 
  Using Flash in Adventures 
  Wally is a good Character to use as a contact in 
  Justice League Europe. Like Blue Beetle, simply 
  because of his personality, Wally is a good person to 
  have answer the phone. One can always count on some 
  good one-liners from the fastest man alive. Also, as a 
  classic hero, he is good for a quick save if the player 
  heroes need it. 
  Subplots 
  Wally was involved in a number of Money 
  Subplots that saw him rise from rags to riches and back 
  to rags. He also had a Romantic Subplot with his 
  girlfriend, Connie, who has since left him for his friend 
  Chunk. He seems to be growing closer to reporter 
  Linda Park, and it is unclear how their relationship will 
  develop. 
  Appearances in the DC HEROEs Role­
  Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster Book, 
  Come On Down!, New Titans Sourcebook, World in the 
  Balance 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #532, 536, 546; Batman 
  #241; Batman and the Outsiders #5; Batman Family 
  #14; The Best of DC #18; The Brave and The Bold 
  ( J )  #54, 60, 83, 94, 102, 1 49; Crisis On Infinite 
  Earths #8- 1 2; DC Comics Presents #26 (as dream 
  image); DC Special Series #1 1 ;  DC Super-Stars #10; 
  Doom Patrol (1) # 1 04; The Flash (I) # 1 1 0- 1 12, 1 14, 
  1 16, 1 18, 120, 1 22, 125, 127, 1 30, 133, 1 35, 138, 
  144, 149, 156, 159, 1 64-165, 167, 1 73, 189, 202, 204, 
  207, 209, 2 1 1 , 2 1 6, 220-221 , 232, 239-240, 265-266, 
  269, 277, 324-325, 343-345, 349; The Hawk and The 
  Dove ( I )  #5; Justice League of America #1 14; The 
  New Teen Titans ( 1 )  # l - 1 1 ,  13-26, 28-34, 36-37, 39 
  (2) 2-6; The New Teen Titans Annual ( 1 )  #1-2; The 
  New Teen Titans drug awareness giveaways #2-3; 
  Secret Society of Super-Villains #8-9; Showcase #59, 
  1 00; Super-Team Family #13; Tales of the New Teen 
  Titans #1-4; Tales of the Teen Titans #45, 49-50; 
  Teen Titans #1-33, 35-37, 39-40, 42-53; Who's Who 
  '86 #12; Wonder Woman ( 1 )  #287; World's Finest 
  Comics #205 
  Current: Action Comics #605 ; Adventures of 
  Superman #449, 463; Armageddon 2001 #2; 
  Armageddon: Inferno #2; Batgirl Special #l; Captain 
  Atom (3) #24-25, 34, 38, 50; Deathstroke the 
  Terminator #1 (flashback), 4 (flashback); Firescorm, 
  the Nuclear Man #67, 69, 80; Flash (2) # 1 ;  Flash 
  Annual (2) #1-4; Flash Special # 1 ;  Green Lantern 
  Corps #220; Hawk and Dove (3) #9; Hawkworld 
  Annual # 1 ; Hero Hotline #6; Invasion! #2-3; Justice 
  League America #32, 53, 55-59; Justice League 
  Annual #3-4; Justice League Europe #1-9, 13, 21, 23-
  on; Justice League Europe Annual # 1 -2; Justice 
  League International #9, 24; Justice League Quarterly 
  #1, 3-5; Justice League Spectacular #); Legends #1-6; 
  Manhunter (2) #8-9; Millennium # I ,  3-5, 7-8; The 
  New Teen Titans (2) # 1 9-2 1 ,  24-26, 28-3 1 ,  50 
  (flashback); The New Titans #56, 85; Secret Origins 
  (3) #13 (t1ashback), 30, 38 (flashback); Secret Origins 
  Annual #2-3; Starman #17; Teen Titans Spotlight #21 ;  
  War of the Gods # 1 -2, 4; Who's Who '87 (2) #2; 
  Who's Who '90 #2; Wonder Woman (2) #61 
  
  GEO- FORCE 
  DEX: 
  7 
  STR: 
  9 
  BODY: 
  9 
  lNT: 
  6 
  WILL: 
  8 
  MIND: 
  7 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 7 
  INITIATIVE: 19 
  HERO POINTS: 75 
  •Powers: Energy Blast: 1 0, Gravity Decrease: I I , 
  Gravity Increase: 1 1  
  •Skills: Charisma: 7 
  •Advantages: Area Knowl edge ( M arkov ia); 
  Connections: 
  Batman 
  (Low), 
  Markov ian 
  Government 
  (High), 
  O u ts i ders 
  (High); 
  Connoisseur; Iron Nerves; Rich Family; Scholar 
  (Markovian history) 
  •Drawbacks: Authority Figure ;  Catastrophic 
  Irrational Attraction to protecting Markovia 
  •Alter Ego: Prince Brion Markov 
  •Motivation: Responsibility of Power 
  •Wealth: 12 
  Gravity Powers 
  With his Gravity Increase and Gravity Decrease 
  Powers, Geo-Force can accomplish any of the 
  following feats: 
  •Fly: By combining his Gravity Decrease and Energy 
  Blast Powers, Geo-Force may fly at a speed of 9 
  APs per phase. 
  •Grapple an opponent with gravity: He can 
  "Grapple" Characters by increasing their own 
  weights. Make an Action Check using Geo-Force's 
  APs of Gravity Increase as the A V /EV against an 
  OV/RV equal to the target's STR/Boov. One or 
  more RAPs indicate that the target is "Grappled" 
  with a STR equal to Geo-Force's APs of Gravity 
  Increase. In addition, any RAPs earned that exceed 
  the target's BODY are taken as Physical Bashing 
  Damage. 
  •Increase the weight of objects: He can increase the 
  weight of an inanimate object by an amount equal 
  to his own APs of Power. This is an Automatic 
  Action. For instance, he might make the car a 
  villain is lifting over his head (6 APs of weight) 
  suddenly weigh as much as a small building ( 17 
  APs of weight). 
  •Propel objects through the air: He can propel 
  objects through the air at a speed equal to his APs 
  of Gravity Decrease minus the object's weight. To 
  move a living creature in this fashion, he must 
  make an Action Check against an OV/RV equal to 
  the target ' s  D Ex/Boov. If this Action Check 
  succeeds, treat the target as though it has been 
  Knocked Back a d istance equal to the RAPs 
  earned. Geo-Force can also attack targets by 
  flinging heavy objects at them. The A V of such an 
  attack is equal to his APs of Gravity Decrease, and 
  the EV is equal to the weight of the objects flung. 
  •Reduce the weight of an object: He can reduce the 
  weight of any inanimate object by an amount equal 
  to his APs of Power. For instance, he might make a 
  car (6 APs of weight) weigh as little as 24 ounces 
  ( -5 APs of weight; see the Rules Manual, page 63). 
  Powers and Abilities 
  Gee-Force can increase or decrease the force of 
  gravity by more than one thousand times in either 
  direction. He also possesses super-human strength 
  (enabling him to lift more than twelve tons over his 
  head), super-human endurance, and the ability to emit 
  bursts of heat ("lava blasts"). By reducing the pull of 
  gravity on his own person and using lava blasts for 
  propulsion, Gee-Force can fly at near-supersonic 
  speeds. 
  Personality/Role-playing 
  Geo-Force i s  first and foremost a noble. His 
  character somewhat resembles that of the mythical 
  knight-in-shin ing-armor. He is fond of making 
  valiant speeches ("I am afraid I can no longer allow 
  you to plague these good citizens, you black-hearted 
  fiend!," etc.), and he believes in truth, liberty, and 
  justice above all else. Gee-Force is almost 
  completely without fear and would not hesitate to 
  give his life to save one of his friends or an innocent. 
  When confronted by a particularly strong injustice he 
  can become enraged, and he has even been known to 
  enter Killing Combat upon such occasions, though he 
  would never initiate Killing Combat. 
  Using Geo-Force in Adventures 
  If the player heroes visit Eastern Europe, there is 
  a strong possibility that they will encounter Gee­
  Force, particularly if the heroes are tracking a menace 
  that poses a threat to Markovia. 
  
  Subplots 
  Geo-Force was most often involved in Family 
  Subplots with his half-sister Tara, who joined the 
  Titans, and with his sister-in-law Ilona, who took 
  over his throne. 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: All-Star Squadron #53; Batman and the 
  Outsiders #1 -27; Batman and the Outsiders Annual 
  #I; The Brave and The Bold #200; Crisis On Infinite 
  Markovia 
  Economy and 
  Agriculture 
  Economy 
  Other 
  0 Tourists & 
  � resorts 
  1/7 Water Power 
  Agriculture 
  12] General Farming 
  f'"""' Forestry with some 
  L.l:U Farming and Pasture 
  � Alpine Hearding 
  r-1 Pastureland & 
  Earths #1-5, 9, 1 1- 1 2; DC Comics Presents #83; 
  Justice League of America Annual #3; The New Teen 
  Titans ( I )  #37 (2) 13; Teen Titans Annual #3; Who's 
  Who '85 #9; World's Finest Comics #300, 302 
  Current: Adventures of the Outsiders #33-38; 
  Armageddon 2001 #2; Batman and the Outsiders 
  #28-32; Batman and the Outsiders A nnual #2; 
  Blasters Special # 1 ;  Captain Atom (3) #57; 
  Firestorm, the Nuclear Man #67; Flash (2) #8; 
  Infinity, inc. Special #1; Justice League International 
  #9; Justice League Quarterly #5; Millennium #1, 3-5; 
  The Outsiders #1-7, 9-28; The Outsiders Annual #1; 
  The Outsiders Special # I ;  Secret Origins (3) #6 
  (flashback); Who's Who '90 #1 ; War of the Gods #1-
  2; Wonder Woman (2) #13 
  L...=J Fodder Crops 
  0 
  2 
  4 
  8 
  miles 
  
  G REEN LANTERN 
  DEX: 
  8 
  STR: 
  4 
  BODY: 
  12(4) 
  INT: 
  8 
  WILL: 
  25 
  MIND: 
  8 
  lNFL: 
  6 
  AURA: 
  7 
  SPIRIT: 
  12 
  iNITIATIVE: 24 
  HERO POINTS: 150 
  •Skills: Martial Artist: 5, Scientist: 4, Vehicles: 10 
  •Advantages: Connections: John Stewart (High), 
  Justice League International (High); Iron Nerves; 
  Leadership 
  •Drawbacks: Secret Identity 
  •Alter Ego: Hal Jordan 
  •Motivation: Responsibility of Power 
  •Wealth: 3 
  •Equipment: 
  POWER RING [BODY: 25, INT: 1 0, Comprehend 
  Languages: 20, Flight: 40, Force Manipulation: 25, 
  Invulnerability: 18, Life Sense: 40, Omni-Power: 
  12, Recall: 20, Regeneration: 4, Sealed Systems: 
  1 6, Skin Armor: 4, Spirit Travel: 50] 
  Green Lantern's Power Ring is an amazingly 
  potent weapon with a virtually unlimited number of 
  capabilities, including the ability to: 
  •Fly: The ability to propel the ring-wielder at speeds 
  approaching 1 ,500 times the speed of light (Flight). 
  •Form objects of emerald energy: The ability to 
  form complex objects out of "emerald energy" 
  (Force Manipulation). This ability is directed by 
  (and Linked to) the user's Willpower. He can only 
  form objects that he completely understands. For 
  example, Hal can create a mousetrap because it is 
  simple; he cannot, however, create a color T.V. 
  •Locate other Green Lanterns: The ability to detect 
  other Power Rings from several thousand light­
  years away (Life Sense; this Power can't be used in 
  any other fashion). 
  •Manifest user's willpower: 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). 
  P 
  . 
  t 
  " 
  • rOJeC an energy self': The power to separate an 
  "energy self' from the ring-wielder (Spirit Travel). 
  This energy self can travel billions of times faster 
  than light and perceive its surroundings normally. 
  •Protect user physically and heal: The power to 
  protect the user from physical harm (Invulnerability) 
  and hostile environments, such as the vacuum of 
  outer space (Sealed Systems). The ring also speeds 
  up the user's natural healing abilities to 16 times 
  normal (Regeneration). While wearing the ring, 
  Green Lantern has a BODY of 10. While the ring is 
  on his finger, it has a BODY equal to his WILL. 
  •Provide information: The ability to store huge 
  amounts of information (Recall) and aid the user in 
  problem-solving tasks (Green Lantern can 
  substitute the ring's INT for his own INT when 
  making Action Checks that involve problem­
  solving). 
  •Shield the wearer: The ability to envelop the ring­
  wielder with a protective sheath of green energy 
  (Skin Armor; Green Lantern loses 1 AP of both 
  Force Manipulation and Omni-Power for each AP 
  of Skin Armor he activates). 
  •Understand languages: The ability to translate 
  virtually every language in the universe 
  (Comprehend Languages). 
  Despite all its virtues, the Power Ring does have 
  a couple of 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 tum 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 1 2  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 Willpower: The higher the Willpower, the 
  more potent the GL. Creatures with WILLS 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 
  For all pract ical purposes, the feats Green 
  Lantern can accomplish with his Power Ring are 
  limited only by the strength of his will. Usually, the 
  ring is not capable of reviving the dead or healing the 
  chronically ill, though it will alter physical properties 
  and laws, allowing Jordan to fly through space at a 
  speed that is almost twice the speed of light and 
  protect his body from physical harm. One of the 
  ring's few limitations is that it must be recharged 
  every 24 hours with a special Power Battery. 
  H a l  Jordan 
  is 
  a seasoned hand-to-hand 
  combatant and test pilot, even without his ring. 
  Personality/Role-playing 
  Originally brash and reckless, now Jordan's 
  mission as a Green Lantern has been tempered with 
  experience and loss. Although he will always be 
  adventurous and strong-willed by nature, Jordan is 
  now more careful and not so willing to jump into a 
  situation head-first. Most of the time, he prefers to 
  use his mind as much as, or more than, he uses his 
  Power Ring. 
  Jordan was once in awe of the Green Lantern 
  Corps and the Oan Guardians that led the Green 
  Lanterns. Now he realizes that although they are 
  powerful and wise, even the Guardians have their 
  flaws. Now, more than ever, he questions their 
  authority on decisions that seem opposed to his 
  conscience, a behavior that has often Jed to 
  reprimands from his superiors. 
  One of Hal's only insecurities is his relationships 
  with women. He still mourns for Carol Ferris, whom 
  he loved and for whom he once even gave up his 
  ring. She became the villain known as Star Sapphire 
  and is now one of the Green Lanterns' most deadly 
  adversaries, a fact that causes Hal a great deal of 
  emotional pain. 
  Using Green Lantern in Adventures 
  Like Superman, all of Hal's heroic peers admire 
  and obey him. If the player heroes seem to be getting 
  out of hand, Green Lantern is a good tool for roping 
  them in and returning them to the right path. Also, 
  the Green Lantern Corps itself is a futuristic version 
  of the Knights of the Round Table. Green Lanterns 
  act in a noble manner and help the downtrodden. If 
  the heroes are in space and need a little assistance, 
  you might add an encounter with a Green'Lantem to 
  your Adventure. 
  , 
  Subplots 
  Hal has been involved in several Job Subplots 
  since he received his ring-in fact, the poor man 
  can't keep a job because of his responsibilities as 
  Green Lantern. Also, he i s  still involved in a 
  Romantic Subplot with Carol Ferris, even though she 
  now hates him. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, The Otherwhere Quest, 
  World in the Balance 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not pan of present continuity. 
  Pre-Crisis: Acrion Comics #350, 365-366, 429, 437, 443-444, 470. 
  473, 480-481, 482 (behind the scenes), 483, 489. 514, 527; Advenwre 
  Comics #423, 451, 459-460; A/1-Srar Comics #68: Aquaman ( 1 )  #18, 
  61; The Arom #8: Blackhawk (1) #228-230; The Brave and The Bold 
  #28-30. 59, 69. 100. 134, 155, 173-174, 181; Challengers of rhe 
  Unknown #87; DC Comics Presems #6, 26, 43, 7 1 ;  DC Special #27; 
  DC Special Series #1, 6, 26; DC Super-Stars #14; Detecri••e Comics 
  #350; The Flash ( I )  #13 1 ,  143, 158, 168, 175, 191, 199, 217-228, 230-
  231' 233-235, 237-238, 240-243, 245-246, 258. 275-277' 282-283, 332; 
  Green Lmllern (2) #1-87, 89-164, 166-198; The Joker #7; Jus/ice 
  League of America #1-33, 35-38, 40-42, 44-47, 49-52. 53 (behind the 
  scenes). 54·56, 59-63, 65-66, 68, 70-74, 77-83. 86-92. 94 (behind the 
  scenes), 95-100, 101 (behind the scenes), 102- 1 15. 117. 1 19-122. 125-
  130, 132-133, 135, 136 (behind the scenes), 137, 139-144, 147-15 1 .  
  153, 155-176, 179, 182-187, 189-190, 192-195, 197-200, 206, 209-212, 
  219-220, 224, 231, 240; Limired Col/ecrors' Edition #C-41: Mera/ Men 
  #54-55; Mysrery In Space #75: The New Adl'elllures of Superboy #13; 
  The New Teen Titans (1) #4-5; The Phanlnm Zone #2. 4: The Saga of 
  Swamp Thing #24; The Secrer Sociery of Super-Villains #2-5; Showcase 
  #22-24, 1 00; Super Friends #3. 7-9, 25; Supergir/ (1-2) #8, 20: 
  Superman ( I )  #199, 220 (behind the scenes). 261 (behind the scenes), 
  3 1 1-312, 314, 327, 352, 367; Superman Family #171-172; Superman's 
  Girl Friend. Lois Lane #74, 128; Superman's Pal, Jimmy Olsen #151; 
  Super-Team Family #12; Tale.< of the Green Lamem Corps #1-3: Teen 
  Titans #25; Who's Who '85 #9; Wonder Woman ( I )  #212, 214, 222-
  223. 291, 300; World's Fines/ Comics #189, 201, 246, 250, 255, 274. 
  300, 302 
  Current: Acrion Comics #589, 601-635, 642, 650; Adventures of 
  Superman #430, 449, 473; Armageddon 2001 #2; Bar girl Special # 1 :  
  Blasrers Special # I ;  Caproin Arom (3) #24; Christmas With rlre Super· 
  Heroes #2; Firesrorm. I he Nuclear Man #66-69. 81: Flash (2) #8: 
  Green Arrow (2) #19-20; Green Lan1en1 (2) #1 99-205 (3) 1-10, 12-13, 
  16-17, 19: Green Lamem Corps #206-224; Green Lan/em: Emerald 
  Dawn #1-6: Green Lamern: Emerald Dawn II # l -6; Green Lw11em 
  Special #1·2; Infinity, Inc. #39 (flashback), 50 (flashback); Invasion! 
  #2-3; Jus/ice League #6; .lusrice League America #40; Jusrice League 
  Europe # 1 6  (flashback), 17, 26 (flashback); Jusrice League 
  lmemarional #7, 10. 24; Justice League of America #249-250; Jusrice 
  League Quarrerly #3, 5 (flashback); Jus/ice League Specracular # 1; 
  Millennium #1-8; Misrer Miracle (2) #17; New Gods (3) #19; The New 
  Tirans Annual #5 (behind the scenes); Power of The Arom #8-9; Secret 
  Origins (3) #7, 22 (flashback). 23 (flashback), 27 (flashback), 30 
  (flashback), 32, 36, 37-38 (nashback), 46, 50; Secrer Origins Annual 
  #3 (nashback); Srarman #6, 13. 41-42; Suicide Squad #44: Superman 
  (2) #14; Time Masters #7; Who's Who '88 #1: Who's Who '90 #3: 
  Wonder Woman (2) #13 
  
  HAWK 
  DEX: 
  9 
  STR: 
  lNT: 
  3 
  WILL: 
  10 
  6 
  INFL: 
  8 
  AURA: 
  7 
  BODY: 
  10 
  MIND: 
  5 
  SPiRIT: 8 
  INTTIA TJVE: 22 
  HERO POINTS: 50 
  •Powers: Jumping: 2, Regeneration: 4, Running: 5 
  •Skills: Acrobatics: 4, Military Science: 7, Thief: 7, 
  Weaporrry: 6 
  •Advantages: Connections: New Titans (Low), U.S. 
  Intelligence Community (Low); Insta-Change; Iron 
  Nerves; Lightning Reflexes 
  •Drawbacks: Mistrust; Serious Rage; Secret 
  Identity; Miscellaneous: Hawk automatically 
  reverts to his Hank Hall form when no injustice is 
  present. 
  •Alter Ego: Henry (Hank) Hall 
  •Motivation: Seeking Justice 
  •Wealth: 4 
  Hank Hall Form 
  When Hank Hall changes into the Hawk he 
  actually takes on a whole new persona. While in his 
  Hank Hall form, his statistics look like this: 
  HANK HALL 
  DEX: 
  4 
  STR: 
  4 
  BODY: 
  4 
  lNT: 
  4 
  WILL: 
  6 
  MIND: 
  5 
  INFL: 
  6 
  AURA: 
  3 
  SPIRIT: 6 
  INITIATIVE: 16 
  •Skills: Martial Artist: 5, Military Science: 5, Thief: 
  5, Weaponry: 5 
  The Death of T'Charr 
  Hawk's abilities greatly increased with the added 
  energy he received when Lord T'Charr of Chaos 
  died. Before T'Charr's death, Hawk's DEx, STR, and 
  BODY were rated at 7, 6, and 6 APs respectively, and 
  he had no Powers. In this incarnation, all his other 
  Attributes were identical to those of his Hank Hall 
  form. 
  Hawk's Rage 
  Hawk walks the edge between Chaos and Order. 
  If he ever rolls a natural 3 on 20 1 0  in a combat 
  situation, he becomes enraged with Chaos and 
  automatically enters Killing Combat, incurring all the 
  usual penalties for such a declaration (see The Rules 
  Manual, page 18). Should this happen to Hawk too 
  often, it is possible that he might succumb to Chaos 
  forever. 
  Background Update 
  Hank Hall, after confronting a future version of 
  himself, has now gone completely insane and has 
  become the villain Monarch. For information on 
  Monarch, see the Monarch entry in a later volume of 
  our Who's Who series. 
  Powers and Abilities 
  As Hawk, Hank Hall has enough strength to 
  demolish a concrete barrier and can easily withstand 
  gunfire from large-caliber automatic rifles. Hawk can 
  heal most injuries in about one minute, depending on 
  their severity, but he cannot revert to his human form 
  until all of the injuries that would be fatal to the 
  human form have been healed. He can also jump 
  about I 50 feet and run at 65 miles per hour. 
  Personality/Role-playing 
  Hank Hall has always been a swaggering tough 
  guy who cannot show his gentler emotions. It is 
  difficult for him to be close to anyone, especially 
  since h i s  brother Don ' s  death. This tendency 
  becomes even more pronounced when he's in his 
  Hawk form. The spell that causes his transformation 
  to Hawk affects him not only physically, but mentally 
  as well, causing him to be more chaotic, destructive, 
  and always on the edge of going over to the side of 
  Chaos completely. H i s  partner, Dove, has a 
  restraining influence on Hawk, but without her 
  influence, he is virtuaUy uncontrollable. As a result, 
  other super-heroes mistrust him, as is evidenced by 
  his dismissal from the New Titans. 
  One of Hank's biggest emotional problems is the 
  guilt he feels over h i s  brother ' s  death. This 
  sometimes cripples him or sends him into a rage, 
  depending on the situation. Hank is also confused 
  about the gentle feelings he has for his girlfriend 
  Renata. 
  Using Hawk in Adventures 
  Hawk is known for his mad rampages. Perhaps 
  the player heroes must try to control him and keep 
  him from going berserk. This is a good way to test 
  
  ' 
  the patience of the heroes and put them into a tight 
  spot. Despite his problems, Hank is still a hero. Just 
  how far are the player heroes willing to allow him to 
  go in the name of justice. 
  Subplots 
  Many of Hawk's Subplots deal with his Family, 
  particularly his brother and Hank's guilt over Don's 
  death. He is involved Romantically with his girlfriend 
  Renata, but he also has warm feelings for his partner 
  Dove. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, New Titans Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: The Brave and The Bold # 1 8 1 ;  Crisis On 
  Infinite Earths #9, 12; The Hawk and The Dove ( I )  
  #1 -6; Showcase #75, 100; Tales of the Teen Titans 
  #50; Teen Titans #21, 25-29, 31, 50-52; Who's Who 
  '85 #10 
  Current: Armageddon: A lien Agenda # 1 -4; 
  Armageddon 2001 #1-2; Booster Gold #16- 17; The 
  Doom Patrol and Suicide Squad Special # 1 ;  The Fury 
  of Firestorm #55-56; Hawk and Dove (2) #1-5 (3) 1 -
  28; Hawk and Dove Annual # 1 -2; Invasion! #2; 
  Justice League America #42; New Gods (3) #15; The 
  New Teen Titans (2) #19-21, 24; The New Titans #56; 
  Secret Origins (3) #43; Secret Origins Annual #3; 
  Teen Titans Spotlight #7-8; Who's Who '90 #I 
  Hawk's Apartment 
  t-++-1-+-1-++-f- KITCH EN 
  LIVING ROOM 
  • •  
  • •  
  DINING ROOM 
  HALLWAY 
  BATH 
  PANTRY 
  BEDROOM 
  Dl 
  
  HUMAN TARGET 
  DEx: 
  6 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  8 
  WILL: 
  9 
  MIND: 
  6 
  [NFL: 
  8 
  AURA: 
  6 
  SPIRIT: 6 
  INITIATIVE: 24 
  HERO POINTS: 60 
  •Skills: Acrobatics: 3, Artist (Actor): I 0, Detective: 
  7, Martial Artist: 6, Military Science: 7, Thief: 7, 
  Vehicles: 6, Weaponry: 7 
  •Advantages: 
  Connections: Street 
  ( High), 
  Underworld (Low) 
  •Drawbacks: Serious Irrational Attraction to setting 
  himself up as a target in order to protect others 
  •Alter Ego: Christopher Chance 
  •Motivation: Seeking Justice 
  •Wealth: 1 1  
  •Equipment: 
  Pistol [EV: 5, BoDY: 4, Ammo: 6, R#: 21 
  Disguise Kit [ BODY: 1 ,  Chameleon: I 0] With the 
  disguise kit, Human Target can make himself 
  resemble almost any male of his approximate size 
  and weight. The kit's Chameleon Power is limited 
  to the user's APs of Artist (Actor) Skill; Human 
  Target's Artist (Actor) rating of I 0 allows him to 
  use the kit's full rating. 
  Impersonating a Subject 
  The Human Target's preferred tactic is to 
  assume the identity of a client and goad the assassins 
  into coming after him. To do so, he uses both his 
  disguise kit and his Artist (Actor) Skill. Anyone 
  encountered by the Human Target while he is in 
  disguise gets two Perception Checks to penetrate his 
  deception. The first Check represents the observer's 
  ability to spot a flaw in the Human Target's physical 
  appearance. The OY and RV of this Check are both 
  equal to the disguise kit's APs of Chameleon Power. 
  The second Check represents the observer's ability to 
  spot a flaw in the Human Target's personality and 
  mannerisms. The OV and RV of this Check are both 
  equal to the Target's APs of Artist (Actor). If the 
  observer is well acquainted with the subject the 
  Human Target is impersonating, he is entitled to a -2 
  Column Shift bonus to the OV and RV of both 
  Perception Checks. 
  Powers and Abilities 
  The Human Target has trained his mind and 
  body for years. He is in peak physical condition, an 
  Olympic-level athlete, and a master marksman and 
  martial artist. His most useful abilities, however, are 
  his mastery of disguise and impersonation. He will 
  assume any role, the more challenging the better, 
  except those he cannot duplicate physically. 
  Personality/Role-playing 
  Christopher Chance is a man with a mission; he 
  wants to avenge his father's death at the hands of an 
  underworld enforcer. To that end, the Human Target 
  protects innocent victims from danger by putting 
  himself in their place. He is clever, perceptive, and 
  always has a well-developed plan. Chance combines 
  nerves of steel with a warm, caring personality. 
  Although he does charge a fee (ten percent of a 
  year's salary whether you are a poor college student 
  or a billionaire), Chance never takes a case for the 
  money. Any funds he acquires are needed to keep his 
  business operational. 
  Chance's modus operandi is to disguise himself 
  as his clients, assume the clients' roles, and place 
  himself in danger while the clients are safely out of 
  harm's way. When the forces endangering the victim 
  are close (most of Chance's clients have been 
  targeted for death), Chance breaks from his disguise 
  and apprehends the assassins. 
  Using the Human Target in 
  Adventures 
  The Human Target can appear anywhere at any 
  time. Since he is a master of disguise, he can be just 
  about anyone the heroes meet. It might be interesting 
  if, near the end of an Adventure, one of your Non­
  Player Characters suddenly reveals himself as the 
  Human Target. Unknown to the player heroes, the 
  Target was protecting a client and secretly assisting 
  them all through the Adventure. 
  Subplots 
  Most of Christopher Chance's Subplots are 
  centered around his Job as a gangbuster and body 
  guard. 
  
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #419-420, 422-423, 425-
  426, 429, 432; Batman #349, 35 1 -352; The Brave 
  and The Bold #143- 144; Crisis On Infinite Earths 
  #1 1 ;  Detective Comics #483-484, 486, 493, 500, 5 1 5, 
  517-518; Human Target Special #I; Who's Who '85 
  #10 
  Current: Action Comics Weekly #64 1 ;  Human 
  Target Special # I ;  Who's Who '90 #4 
  Human Target's Gun 
  0 
  
  ICE 
  DEX: 
  6 
  STR: 
  3 
  Boov: 
  6 
  lNT: 
  4 
  WILL: 
  5 
  MIND: 
  5 
  INFL: 
  4 
  AURA: 
  INITIATIVE: ]4 
  4 
  SPIRIT: 4 
  HERO POINTS: 40 
  •Powers *Mystic Linked 
  Ice Production: 8* 
  •Advantages: Attractive; Connections: Justice 
  League International (High), Global Guardians 
  (High) 
  •Drawbacks: Innocent 
  •Alter Ego: Tora Olafsdotter 
  •Motivation: Upholding the Good 
  •Wealth: 6 
  Ice Production 
  With her Ice Production Power, Ice can perform 
  many feats, including the abilities to: 
  •Create solid objects: She may automatically make 
  solid constructs of ice (walls, bridges, etc.) with a 
  volume and BODY both equal to her APs of Power. 
  •Create ice shields: She may create an "ice shield," 
  enabling her to add her APs of Power to her R V in 
  defense against Physical Attacks but preventing her 
  from making any Physical Attack (even an Ice 
  Production attack). 
  •Trap objects: She can trap a target in a block of ice. 
  To do so, she makes an Action Check against an 
  OV /RV equal to the target's DEX/STR. RAPs equal 
  the BODY and volume of the ice block that entraps 
  the target. While entrapped, the target's DEX is 
  reduced by the RAPs earned on the original Ice 
  Production attack, and the target cannot walk, run, 
  or fly. 
  •Attack: Or she may simply attack targets Physically 
  with an A V and EV both equal to her APs of 
  Power. 
  Powers and Abilities 
  Tora can magically produce and shape large 
  volumes of ice. Usually, she is capable of creating up 
  to 12.5 tons or 500 cubic feet of solid ice or snow 
  depending on her whims. She can shape the ice sh� 
  creates into anything from a snowdrift to a small 
  iceberg that encases an adversary. When encased, her 
  victims are in a state of suspended animation until 
  she releases them or until the ice melts. Since she has 
  possessed these abilities all her life, she is well­
  versed in their application and capable of using them 
  to their best advantage. 
  Personality/Role-playing 
  Tora is shy but good-natured, a complete 
  outsider from the civilized world and its customs. 
  Since her friend Fire has always served as her tutor, 
  Tora has formed a somewhat unusual view of the 
  modem world. 
  Despite the fact that she has now adventured 
  alongside the JLI for a couple of years now, Tora 
  has yet to lose her naivete. America continually 
  surprises her with its odd trends and strange 
  contradictions. Even super-heroics make little 
  sense to her (especially the bit about wearing funny 
  costumes), but she enjoys the camaraderie and the 
  excitement. Like her friend Fire, Tora is now 
  enjoying a secondary career as a fashion model. 
  Lately, she has discovered that she rather enjoys 
  the glamour and excitement associated with big­
  time modeling. 
  Unlike other Justice Leaguers, Tora takes her 
  role as an international ambassador very seriously. 
  In fact, she is often amazed by some of the non­
  chalant attitudes of her teammates. In any case, 
  Tora remains a team player, and she takes orders 
  without a Joss of pride. Often, she must take care 
  not to let her teammates and friends take advantage 
  of her giving nature. 
  Ice is the only member of the JLI who has ever 
  shown any compassion for Guy Gardner. In fact, 
  she once agreed to date him. 
  Using Ice in Adventures 
  Since she is certainly more approachable than 
  most Justice Leaguers, Ice is an ideal source of 
  information concerning the League and the villains it 
  has battled. She might also provide the player heroes 
  with information about the now-defunct Global 
  Guardians and their adversaries. 
  Since she is so "straight-laced," Ice might make 
  a good vehicle for chastising more free-spirited 
  heroes. 
  
  Subplots 
  Ice is most often involved with Fire in either Job 
  Subplots (regarding their modeling careers) or in 
  Romantic Subplots (with Guy Gardner). She has 
  many other male admirers, but most of the time she's 
  too innocent to notice. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster 
  Book, World in the Balance 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Super Friends #9 
  Current: Action Comics #650; Doctor Fate (2) #14-
  1 5; Doom Patrol (2) #29; Green Lantern (3) #1, 9, 
  13, 18; Infinity, Inc. #32, 34-37; Invasion! #2-3; 
  Justice League America #27-29, 31-32, 33 (behind 
  the scenes), 35, 37, 39-40, 42, 44-45, 47, 49-50, 52-
  53, 55-58, 60; Justice League America Annual #5; 
  Justice League Annual #2-3; Justice League Europe 
  #3, 5, 7-8, 1 1- 14, 28-32, 34; Justice League Europe 
  Annual #2; Justice League International #12, 14-15, 
  1 8-25; Justice League Quarterly # ! -5; Justice 
  League Special # I -2; Justice League Spectacular #I; 
  Mister Miracle (2) #15-17, 25-27; Secret Origins (3) 
  #33; Time Masters #1; War of the Gods #2, 4; Who's 
  Who '88 #2; Who's Who '90 #3; Wonder Woman (2) 
  #25-26, 49-50, 61 
  JLI Signal Device 
  
  .lADE 
  Dmc 
  6 
  STR: 
  3 
  BODY: 
  10 
  INT: 
  4 
  WILL: 
  16 
  MLND: 
  10 
  INFL: 
  6 
  AURA: 
  5 
  SPIRIT: 
  6 
  INITIATNE: 16 
  HERO POLNTS: 55 
  •Powers: *Linked 
  Dispersal: 9, Flight: 14, Force Manipulation: 16*, 
  Sealed Systems: 14, Skin Armor: 3, Telepathy: 20 
  •Limitations: Miscellaneous: Telepathy only allows 
  Jade to communicate with her brother, Obsidian; 
  Miscellaneous: Jade's Powers are useless against 
  wooden objects. 
  •Skills: Artist (Actor): 3 
  •Advantages: Connections: Infinity Inc. (High), 
  Justice Society of America (High); Insta-Change 
  •Alter-Ego: Jennie-Lynn Hayden 
  •Motivation: Thrill of Adventure 
  •Wealth: 5 
  Jade's Green Energy 
  Jade's Powers are all internalized versions of the 
  capabilities of the mystical Power Ring worn by the 
  Golden Age Green Lantern. With her most prominent 
  Power, Force Manipulation, she can shape green 
  energy into just about any physical construct. When 
  Jade creates an object, she divides her APs of Force 
  Manipulation among all of the object's Attributes and 
  abilities. Such objects can have Physical Attributes, 
  Physical Powers, and Skills with Physical Link 
  Attributes. Here are some examples: 
  Boat [STR: 5, BODY: 5, Swimming: 4] 
  Energy Bubble [BODY: 16] 
  Energy Fist (Dmc 5, STR: 9, BODY: 1] 
  Energy Trampoline [BODY: 10, Jumping: 6] 
  Energy Crane [STR: 10, BODY: 6] 
  Any object that Jade creates with a BODY of 0 
  automatically dissipates into nothingness the instant 
  it strikes any physical object. 
  Jade and Wood 
  Like the Golden Age Green Lantern, Jade is 
  vulnerable to wooden objects. For example, her Skin 
  Armor won't protect her against wooden weapons, 
  her Force Manipulation cannot be used to pick up or 
  attack wooden objects, she cannot use Dispersal to 
  pass through wood, etc. 
  Jade and Obsidian 
  Jade has a strange sort of psychic connection 
  with her brother, Todd Rice (Obsidian). The two can 
  somehow read each other's surface thoughts from 
  more than 1,000 miles away. In DC HEROES terms, 
  this ability is represented by Jade's Telepathy Power. 
  Powers and Abilities 
  Like Green Lantern, Jade controls a powerful 
  green energy by force of will and can use it for 
  almost anything-flight, force shields, even the 
  creation of weapons or giant objects (weighing up to 
  900 tons with a maximum volume of 65,000 cubic 
  feet). Jade also has the ability to contact her brother, 
  Todd, telepathically. Her Powers originate from a 
  green, star-shaped birthmark on her left palm, which 
  Jade calls her Power Pulse. If she is tired or 
  distracted, her power wanes. 
  Unlike a Green Lantern, Jade does not need to 
  recharge her energy. 
  Personality/Role-playing 
  Jennie-Lynn Hayden is the spunky, energetic, 
  and vivacious daughter of the Golden Age Green 
  Lantern, Alan Scott. Because she is open and friendly 
  while Obsidian is more introverted, Jade often plays 
  intermediary between him and others. With her perky 
  attitude, she always tries to cheer her melancholy 
  sibling, and in return, he looks out for his 
  overzealous, adventurous sister. Jade and Obsidian 
  have grown very close and work well as a team. 
  Jennie-Lynn became an actress because she 
  loves attention. Often, she will grab center stage, 
  where she can enjoy the acclaim she receives from 
  her exploits as a hero. This does not mean, however, 
  that she is not serious about her responsibilities. 
  Jennie-Lynn is a true team player who rarely allows 
  her ego to affect her judgement. 
  Jade loves the challenge of being a super-hero 
  but does not always have the necessary discipline. 
  Although she is in excellent physical condition, she 
  has never received combat training. In battle, she 
  relies heavily on her Powers and imagination to 
  protect herself. 
  
  Using Jade in Adventures 
  Jade is a good source of information about old 
  Infinity, Inc. villains as well as a link to the Golden 
  Age Justice Society of America. She is also a West 
  Coast hero whom the Player Characters might meet 
  while traveling through California. 
  Subplots 
  Jade is involved in a Family Subplot with her 
  brother, Obsidian, and her father, Alan Scott, as well 
  as a Romantic Subplot with her former teammate, 
  Brainwave. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book 
  Jade's Birthmark 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: All-Star Squadron #25-26, 53; All-Star 
  Squadron Annual #2; America vs. Justice Society #1-
  2, 4; Crisis on Infinite Earths #4-5, 7, 9-12; Infinity, 
  Inc. #1-23; Infinity, Inc. Annual #1; Who's Who '86 
  #1 1 
  Current: Armageddon 2001 #2; Blasters Special # 1;  
  Flash Annual #3; Green Lantern (3) # 1 9; Infinity, 
  Inc. #25-47, 49-53; Infinity, Inc. Annual #2; Infinity, 
  Inc. Special # I ;  Last Days of the Justice Society 
  Special #I; Millennium #1, 3-8; The New Teen Titans 
  (2) #38; The Outsiders Special # 1; Secret Origins (3) 
  #9; Superman (2) #46; War of the Gods #4; Who's 
  Who '90 #3; Wonder Woman (2) #13 
  
  DEX: 
  6 
  STR: 
  3 
  BODY: 
  5 
  !NT: 
  7 
  WILL: 
  6 
  M1 o: 
  6 
  ]NFL: 
  7 
  AURA: 
  6 
  SPIRIT: 5 
  INITIATIVE: 2 1  
  HERO POINTS: 60 
  •Powers: Mind Probe: 6, Personality Transfer: 12 
  •Skills: Artist: 5, Charisma: 7, Martial Artist: 6 
  •Limitations: Miscellaneous: Jericho must make eye 
  contact with his target in order to use his 
  Personality Transfer Power; Miscellaneous: since 
  Jericho is mute, his Personality Transfer Power 
  does not allow him to control the vocal cords of his 
  victims unless he transfers into an unconscious 
  victim; Miscellaneous: Mind Probe only works on 
  victims Jericho has possessed. 
  •Advantages: Connections: Mercenary Community 
  (High), New Titans (High); Rich Family (Adeline 
  Wilson). 
  •Drawbacks: Serious Irrational Attraction to art and 
  art works; Serious Physical Restriction: Jericho is 
  mute. 
  •Alter Ego: Joseph William Wilson 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Jericho's Personality Transfer 
  Jericho had to make eye contact with his target 
  when using his Personality Transfer Power. If the 
  target was aware of this Limitation, use Jericho's 
  DEX as the A V of his Personality Transfer Action 
  Check rather than his APs of Power (this represents 
  the target's attempts to shield his eyes and look 
  away). 
  Because Jericho was a mute, he was not capable 
  of controlling the vocal cords of his Personality 
  Transfer victims unless the victim was unconscious at 
  the time of possession. While Jericho was in 
  possession of his body, the victim could still shout 
  out warnings or use his vocal cords in any other 
  fashion. 
  Jericho sometimes read the minds of the victims 
  he possessed. Once he had successfully used 
  Personality Transfer on a target, he could attempt to 
  Mind Probe that target. 
  Background Update 
  0 
  After the realm of Azarath was destroyed, the 
  essence of its people quickly sought a new resting 
  place in order to survive. The Azarathians chose 
  Jericho,\ because he was more prone to psychic 
  possession than his teammates. Contaminated by the 
  Azarathian evil, Jericho captured his friends and 
  subdued them in order to spread the consciousnesses 
  of the Azarathians among them. During this era, he 
  was evil and cured of his speech disability. Before 
  Jericho could completely fulftll the plans of his evil 
  posessors, his father, Deathstroke, killed him, 
  sending the Azarathians to their final rest as well. 
  While Jericho was possessed by the citizens of 
  Azarath, he had the following statistics: 
  JERICHO (AZARATHIAN POSSESSION) 
  DEX: 
  9 
  STR: 
  1 2  
  BODY: 
  6 
  ]NT: 
  8 
  WILL: 
  8 
  MTND: 
  6 
  ]NFL: 
  1 1  AURA: 
  INITIATIVE: 27 
  •Powers: *Soul Self 
  1 1  
  SPIRIT: 
  9 
  HERO POINTS: 60 
  Flame Project: 14, Force Field: 17*, Mind Probe: 
  6, Personality Transfer: 12, Phobia; 15*, Spirit 
  Travel: 8*, Teleport: 20 
  •Bonus: Flame Projection i s  invisible and can 
  disintegrate opponents. 
  •Motivation: Nihilist 
  Powers and Abilities 
  Jericho's power allowed him to take over an 
  adversary's body by making direct eye contact. When 
  this happened, Jericho's body disappeared and his 
  spirit transferred into his opponent's body. His 
  victim's psyche was pushed into unconsciousness 
  while Jericho controlled the body and abilities of the 
  victim. While in this state, Jericho could probe the 
  victim's mind. 
  Due to the training he received from his mother 
  and father, Jericho was an excellent hand-to-hand 
  combatant, and he knew numerous martial-arts 
  techniques. 
  Personality/Role-playing 
  Jericho was a warm, loving man without a 
  malicious bone in his body. His mannerisms were 
  gentle and friendly, and he had many female friends, 
  platonic and otherwise. Joey had a tremendous 
  sensitivity and cared deeply for his friends. He was 
  not violent and did not enter combat lightly. 
  Art always held a strong attachment for Joey. 
  During his career with the Titans, he went to great 
  
  lengths to save artwork that was jeopardized by 
  battle. He also played guitar and painted the portraits 
  of the Titans that hang in the meeting room on level 
  two of the Titans Tower. 
  Using Jericho in Adventures 
  Jericho was someone the heroes could consult 
  whenever there was a question about art or art 
  history. When using him as a Non-Player Character, 
  it might be good to learn some sign language or have 
  a book on sign language handy. It might make for 
  some interesting and educational interaction. 
  Although Jericho seemed preoccupied with his 
  fellow Titans during the Azarathian possession, he 
  could realistically search for other worthy vessels for 
  Azarathian control. As a villain, therefore, he might 
  seek out the heroes for this purpose should he 
  somehow return from the grave. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card), New Titans 
  Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: All-Star Squadron #53; Crisis On Infinite 
  Earths #3-5, 9; The New Teen Titans (2) #1- 14; The 
  New Teen Titans Annual (2) #1; Tales of the Teen 
  Titans #42-48, 50-52, 56-58; Teen Titans Annual #3; 
  Who's Who '86 #1 1 
  Current: Action Comics #584; Batman #440; Blue 
  Beetle (6) #1 1-13; Hawk and Dove (3) #11-12; The 
  New Teen Titans (2) #15-18, 20, 22, 24-31, 33-37, 
  39-49; The New Teen Titans Annual (2) #2-4; The 
  New Titans #50-55, 57-69, 7 1 -79, 82-84; The New 
  Titans Annual #5-7; The Omega Men #34-35; Secret 
  Origins (3) #13, 46; Secret Origins Annual #3; Teen 
  Titans Spotlight #3-6; Who's Who '90 #1 
  Jericho 's Rooms in Titans Tower 
  Studio 
  Open Space 
  Living Room 
  D O  
  Dl 
  ID 
  D O  
  Dining Room 
  5b 
  sa 
  sc 
  I I I 
  I 
  0 2 4 
  8 
  Feet 
  Open Space 
  
  KATANA 
  DEx: 
  9 
  STR: 
  INT: 
  7 
  WLLL: 
  INFL: 
  8 
  AURA: 
  INITIATIVE: 28 
  •Skills: *Linked 
  4 
  BODY: 
  5 
  8 
  MIND: 
  8 
  7 
  SPIRIT: 
  8 
  HERO POINTS: 65 
  Acrobatics: 5 ,  Martial Artist: 9*, Medicine: 5, 
  Thief: 9*, Weaponry: 9* 
  •Advantages: Connections: 
  Batman 
  (Low ) ,  
  Outsiders (High); Intensive Training; Iron Nerves; 
  Lightning Reflexes; Scholar (Japanese language 
  and customs, rare books) 
  •Drawbacks: Minor Irrational Attraction to 
  mothering Halo 
  •Alter Ego: Tatsu Yamashiro 
  •Motivation: Seeking Justice 
  •Wealth: 6 
  •Equipment: 
  Soultaker Sword [EV: 5, BODY: 16, Spirit Drain: 13, 
  Control: 1 3 ]  When a victim is killed with the 
  Soultaker sword, h i s  immortal soul becomes 
  permanently trapped within the blade. If Soultaker 
  is used to inflict a death blow ( i . e .  a K i l l ing 
  Combat attack that finally reduces the target's 
  Current Body Condition to less than zero), Katana 
  immediately rolls a Spirit Drain attack against the 
  victim and temporarily adds the drained RAPs to 
  her own SPIRIT as described on page 52 of the 
  Character Handbook . But whether or not the 
  Spirit Drain succeeds, the victim's soul is still 
  trapped within Katana's blade. 
  By holding the sword and concentrating, Katana 
  can telepathically communicate with any soul 
  trapped within. She can even force the trapped 
  souls to give her information. Make an Action 
  Check using the sword's APs of Control as the 
  A V /EV against an OV /RV equal to the target's 
  INFL/SPIRIT. Treat the RAPs earned as Knowledge 
  Points gained. 
  By performing a complex ritual that takes one 
  full hour (10 APs), Katana can even temporarily 
  release a soul from the blade and compel it to serve 
  her. To draw a victim out of the sword, Katana 
  must make a successful Action Check using her 
  INFL/AURA as the AV/EV against an OV/RV equal 
  to the target ' s  INFL/SPIRIT. Thereafter, she is 
  allowed to make a normal Control attack against 
  the soul (Character Handbook, p. 34). If the 
  Control attack fails; the soul instant! y returns to the 
  blade. Otherwise, the soul returns to the blade after 
  it performs the tasks Katana assigns it. Souls 
  released in this fashion have all the Attributes, 
  Powers, and Skills they had while alive. 
  Short Sword [EV: 4, BODY: 1 3 ] 
  Shuriken (x8) lEV: 2, Boov: 7, Gliding: ll Katana 
  can throw up to four shuriken in a single phase. 
  She adds one to her final dice roll (after rerolling 
  doubles) for each shuriken she throws after the 
  first. The shuriken have a range equal to the 
  thrower's STR plus the weapon 's single AP of 
  Gliding-5 APs, or 100 yards, in Katana's case. 
  Katana and Halo 
  ' 
  After her own children were murdered, Katana 
  transferred her maternal fee lings to Halo, her 
  teammate. Whenever Halo is threatened, Katana must 
  Check against her Irrational Attraction to avoid 
  intervening. 
  Katana's Healing Abilities 
  Katana's Medicine Skill represents her expert 
  knowledge of Japanese and Chinese herbal healing 
  techn iques. Katana can use only the Medical 
  Treatment and First Aid Subskills of Medicine and 
  only if she has access to the herbs, teas, and roots she 
  needs. 
  Powers and Abilities 
  Tatsu is master in all forms of the Japanese 
  martial arts, and continually trains to stay in top form. 
  Both her body and mind are in peak condition. 
  Katana wields a special sword called Soultaker, 
  which can drain the spirit of those who are killed by 
  it providin a its bearer with spiritual power. Among 
  ' 
  b 
  the souls residing in the sword is that of Tatsu's 
  husband, and she can use it to communicate with him 
  (or any other soul trapped in the blade) telepathically. 
  With the sword, Katana can also create corporeal 
  forms for the souls trapped within the blade and force 
  them to do her bidding for short periods of time. 
  Tatsu is also a skilled healer, using ancient 
  Oriental knowledge and natural remedies to treat 
  injured teammates or others in need. 
  Personality/Role-playing 
  Katana is one of the most accomplished martial 
  artists in the world. Driven by a strong force of will 
  and a sense of justice and honor, she took up the art 
  of the katana sword to exact vengeance for the death 
  
  of her children and husband at the hands of a ruthless 
  killer. 
  Although she can be merciless when fighting, 
  even to the point of entering into Killing Combat, 
  Tatsu has proven that she can be a very 
  compassionate person. She can be very motherly in 
  her affections, particularly toward her roommate, 
  Halo. She has lost everyone she has ever loved, so it 
  is difficult, though not impossible, for her to open up 
  to others. 
  Using Katana in Adventures 
  Katana is one of the tougher heroes in the DC 
  Universe. Most bf the time she can be unmoving, and 
  this can present a challenge for the player heroes. 
  The heroes m ight meet Katana during an 
  investigation in which they are called upon to ask 
  questions of one of the souls trapped in her sword. 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: All-Star Squadron #53; Batman and the 
  Outsiders # l -27; Batman and the Outsiders Annual 
  # 1 ;  The Brave and The Bold #200; Crisis On Infinite 
  Earths #3-7, 9-10, 12; DC Comics Presents #83; The 
  New Teen Titans ( 1 )  #37; (2) 13; Red Tornado #3; 
  Teen Titans Annual #3; Who's Who '86 #12; World's 
  Finest Comics #300, 302 
  Current: Adventures of the Outsiders #33-38; 
  Batman and the Outsiders #28-32; Batman and the 
  Outsiders Annual #2; Firestorm, the Nuclear Man 
  #67; Flash (2) #8; Infinity, Inc. Special #1; Invasion! 
  #2; Millennium # 1 ,  3, 5; The Outsiders #1-28; The 
  Outsiders Annual # 1 ;  The Outsiders Special # 1 ;  
  Secret Origins (3) #6 (flashback); Suicide Squad #53-
  57; War of the Gods #4; Who's Who '90 #2 
  The Sou/taker Sword 
  cross-section 
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  KING FARADAY 
  DEx: 
  6 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  8 
  WILL: 
  8 
  MIND: 
  7 
  JNFL: 
  7 
  AURA: 
  7 
  SPIRIT: 
  7 
  INITIATIVE: 23 
  HERO POINTS: 65 
  •Skills: Detective: 8, Gadgetry: 6, Martial Artist: 6, 
  Mil itary Science: 8, Thief: 7, Vehicles: 6, 
  Weaponry: 6 
  •Advantages: Connections: Central B u reau of 
  Intelligence (High), Intelligence Community 
  (High), New Titans (High), Suicide Squad (Low); 
  Omni-Connection; Scholar (espionage, computer 
  science) 
  •Drawbacks: Age (old) 
  •Alter Ego: 1-Spy (code-name) 
  •Motivation: Upholding the Good 
  •Wealth: 8 
  •Equipment: 
  Pistol [EV: 5, Body: 4, Ammo: 6, R#: 2] 
  Miniature Spy Camera LBody: 1 ,  Recall: 8, R#: 2] 
  Faraday's spy camera is no bigger than the palm of 
  his hand. The camera's Recall Power is restricted 
  to visual information. Use the camera's APs of 
  Power as both the A V and EV of any "Perception 
  Checks" that are made to determine whether or not 
  a subtle detail shows up in a picture taken with the 
  camera. Faraday can take up to 16 snapshots with a 
  single roll of film. 
  The Central Bureau of Intelligence 
  When King Faraday joined the CBI, it was a 
  small network of operatives under the direct control 
  of the President of the United States. ln those days, 
  the group had a Wealth rating of 13 and consisted of 
  about a dozen agents. After a series of stunning 
  successes, the CBI grew in size and influence. At its 
  height, the organization had a Wealth rating of 1 7  
  and employed 45 operatives. lt was during this era 
  that the U.S. government began to experiment with 
  the employment of meta-human operatives. As part 
  of one of these early experiments, Faraday was 
  assigned to act as a liaison between the CBI and the 
  New Teen Titans. 
  The current CBI is much smaller. Now under the 
  complete control of Faraday, the organization 
  employs fewer than a dozen operatives (Wealth 
  rating of 1 3). Faraday reports directly to Sarge Steel, 
  the Cabinet-level Director of Meta-Human Activities. 
  Powers and Abilities 
  Throughout the course of his career, Faraday has 
  received extensive physical training. Even now, as he 
  grows older, Faraday has a lot of fight left in him: In 
  addition to his physical capabilities, Faraday I S  a 
  formidable detecti ve and spy. He i s  expert at 
  subterfuge, demolitions, foreign languages, computer 
  technology, and military tactics. 
  Personality/Role-playing 
  A patriotic young man, Faraday believed he 
  could best serve his country by offering his talents to 
  the government as an intelligence operative. 
  Adventurous and bright, he joined the fledgling 
  Central Bureau of Intelligence at a young age and 
  tackled each mission with determination and style. 
  Before long, he was a top-notch spy-smooth, witty, 
  dangerous, and earnest. 
  Although retired from field duty, l-Spy is well­
  respected in the intelligence and hero communities. 
  As Director of the CBI, he takes great pride in the 
  organization and its work. Largely due to Faraday's 
  dedication, the CBI is now the most technologically 
  advanced of America's intelligence operations. 
  Using /-Spy in Adventures 
  In Adventures, 1-Spy is likely to show up in his 
  role as government agent. Anytime and anywhere 
  there is a threat to national security, King Faraday is 
  bound to be nearby. 
  Faraday might also provide the player heroes 
  with a Connection to the Suicide Squad since he has 
  a great deal of influence over Amanda Waller, the 
  Squad's leader. 
  Subplots 
  Faraday i s  involved in numerous Subplots 
  dealing w ith pol itical support for the CBI and 
  political conspiracies within the CBI. 
  
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics Presents Dial "H" 
  For Hero #483; Batman #313-314, 333-335; Danger 
  Trail #1-4; The Flash (l) #290-291; The New Teen 
  Titans ( I )  #10 (behind the scenes), 18; Showcase 
  #50, 1 00; Who 's Who ' 86 # 1 2; World's Finest 
  Comics #64 
  Current: Ms. Tree Quarterly #8; The New Teen 
  Titans (2) #19-21, 44, 49 (behind the scenes); The 
  New Teen Titans Annual (2) #3; The New Titans #58; 
  Secret Origins (3) #28; Suicide Squad #28-29, 38; 
  Who's Who '90 #2 
  Spy Camera 
  Front 
  Side 
  D 
  _j 
  ) 
  0 
  7 .  
  0('11 
  © 
  0 
  0 
  Top 
  
  KONO 
  DEX: 
  6 
  STR: 
  lNT: 
  6 
  WILL: 
  INFL: 
  6 
  AURA: 
  INITIATIVE: 18 
  3 
  BODY: 
  4 
  5 
  MIND: 
  5 
  5 
  SPIRIT: 
  7 
  HERo PoiNTS: 40 
  •Powers: Density Increase: 9, Dispersal: 9, Gravity 
  Decrease: 9, Gravity Increase: 9, Teleportation: 7 
  •Skills: Thief: 6 
  •Bonuses: Miscellaneous: Density Increase and 
  Dispersal are both Usable on Others. To use either 
  of these Powers on an unwilling target, Kono must 
  make a successful Action Check against an OV!RV 
  equal to the target's BODY/BODY. To use Density 
  Increase on either herself or another, Kono must 
  use equal APs of Gravity Decrease on a nearby 
  object, and vice versa. To use Dispersal on herself 
  or another, Kono must use equal APs of Density 
  Increase on a nearby object, and vice versa. 
  •Limitations: Miscellaneous: Teleportation is only 
  usable to remove small objects from another's 
  person and transfer them to Kono; Miscellaneous: 
  When using her Powers, Kono's clothes disappear 
  unless she exercises extreme concentration (no 
  Actions other than using her Powers are possible 
  while she is concentrating in this fashion). 
  •Advantages: Connections: Legion of Super-Heroes 
  (High), Jo Nab's smuggling ring (High) 
  •Drawbacks: Minor Irrational Attraction to rebelling 
  against authority and male domination 
  •Alter Ego: Brita An'nan 
  •Motivation: Thrill of Adventure 
  •Wealth: 3 
  I Kono 's 'Light Fingers' 
  By using her Powers in a creative fashion, Kono 
  can transfer small objects away from a target and into 
  her own hands, making her an excellent pickpocket. 
  This ability has a range of approximately 50 yards (4 
  APs). 
  �emoving an object from a target's pocket or 
  belt Is an Automatic Action. If the victim receives 1 
  or more RAPs on a Perception Check against an OV 
  and RV both equal to Kono's APs of Teleportation, 
  he notices the theft. 
  Removing an object from a target's hand is a 
  standard Take Away using Kono ' s  APs 
  of 
  Teleportation as the AV/EV. 
  Powers and Abilities 
  Kono' s Powers allow her to transfer mass from 
  one body or object to another or to herself. She uses 
  this ability to change her own density to pass through 
  solids, allowing her to move like a shadow or defend 
  herself from physical attacks. Kono has also mastered 
  the art of transferring small objects out of the hands 
  of unwitting victims and into her own pockets. 
  Personality/Role-playing 
  Brita An'nan (her nickname, Kono, is derived 
  from kono juice, her favorite drink) is a sassy, cocky 
  newcomer to the Legion of Super-Heroes. She was 
  introduced to the group by Jo Nah (formerly Ultra 
  Boy) when he was invited to join the latest incarnation 
  of the Legion. 
  True to her Sklarian heritage, Kono believes that 
  males are inferior in every species. She rebels against 
  authority figures and rules, but many of her teammates 
  believe this tendency will dissipate as she grows older. 
  In any case, Kono respects Jo Nah and usually follows 
  his orders. Few other males have made such an 
  impression on her, though she has recently grown 
  attached to Furball. When she later learned that 
  Furball is actually Brin Londo (formerly Timberwolt) 
  and a humanoid male, she was both shocked and 
  embarrassed. 
  Kono is a bit of a loner, feeling superior to most 
  everyone else, and she is therefore set apart from the 
  crowd. When she's bored, she wanders off on her own 
  to find excitement, and usually ends up in trouble. 
  What Kono is lacking due to youth and 
  inexperience, she makes up for in confidence and 
  daring. She is, as Jo Nah probably realized, a 
  promising recruit for the Legion. 
  Using Kono in Adventures 
  Since Kono is such a troublemaker, she might 
  get herself in trouble, forcing the player heroes to 
  rescue her. Although she can fight well, she can 
  always get her companions into a precarious position. 
  If the �eroes need to get roped into entering combat, 
  Kono IS an excellent vehicle. 
  Subplots 
  . 
  Ko�o is often involved in Subplots regarding her 
  fnendshtps with Furball and Jo Nah. At present, she 
  is growing and learning how to interact with her 
  
  teammates. Many of her Subplots revolve around 
  these lessons. 
  Appearances in DC Comics 
  Legion ofSuper-Heroes (4) #2-3, 6-7, 1 0, 1 3, 15, 17, 
  20, 22, 26-27-on; Who's Who '90 #1 
  The Planet Sklar 
  
  LAUREL GAND 
  DEx: 
  14 STR: 
  23 BODY: 
  16 
  lNT: 
  9 
  WILL: 
  1 0  MIND: 
  8 
  INFL: 
  8 
  AURA: 
  7 
  SPIRIT: 
  8 
  INITIATIVE: 42 
  HERO POINTS: 80 
  •Powers: Directional Hearing: 7, Extended Hearing: 
  7, Flight: 14, Heat Vision: I I , Invulnerability: 18, 
  Microscopic Vision: 1 4, Recall :  1 8 ,  Sealed 
  Systems: 10, Super Hearing: 7, Superspeed: I 1 ,  
  Systemic Antidote: 1 5, Telescopic Vision: 1 1 ,  
  Thermal Vision: 1 1, X-Ray Vision: 1 1  
  •Advantages: Connection: Legion of Super-Heroes 
  (High) 
  •Drawbacks: Married; Miscellaneous: lead is 
  poisonous to members of Laurel 's race (see 
  below). 
  •Alter Ego: Leala Linder 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Laurel's Statistics 
  Because Laurel's abilities were more clearly 
  defined in Who's Who '90, her Attributes, Powers, 
  and Skills were changed to reflect that definition. 
  Powers and Abilities 
  Born on Daxam, Laurel has the native abilities 
  and vulnerabi lities of her people-she gains 
  staggering superhuman powers under the light of a 
  yellow star. When she is at her peak, Laurel can lift 
  approximately 1 00,000 tons, fly at sixteen times the 
  speed of sound, and emit bursts of heat from her eyes 
  capable of melting solid steel. 
  Like most Daxamites, Laurel is highly 
  vulnerable to lead, but her fellow Legionnaire, 
  Braniac 5, developed a special serum that makes her 
  immune to lead poisoning. 
  Laurel has received Legionnaire combat and 
  espionage training, although she rarely needs either. 
  Lead-Poisoning Serum 
  Laurel takes a special serum that blocks out her 
  Daxamite vulnerability to lead. If she was somehow 
  cut off from the effects of this serum, the presence of 
  lead would nullify all her Powers, reduce all her 
  Physical Attributes to 1 ,  and inflict a single point of 
  Physical Killing Damage per minute until the lead is 
  removed from her presence or Laurel is killed. 
  Furthermore, if Laurel is ever isolated from her 
  special serum, she loses all her Powers and all her 
  Physical Attributes drop to 3 under a red sun. 
  Laurel and the Khunds 
  Shortly after her parents were ki lied, Laurel 
  decimated a Khundian fleet from an Electro-Tower 
  base on Ricklef II. Because of this action, she is 
  particularly hated by the Khunds, any of whom 
  would destroy her if given the opportunity (treat as a 
  Serious Irrational Attraction on the part of the 
  Khunds). 
  Personality/Role-playing 
  Revered since her childhood when she destroyed 
  a Khundian invasion of her planet, Laurel Gand takes 
  her heroic heritage very seriously. Her name is 
  almost as well-known throughout the galaxy as that 
  of her ancestor, the legendary Valor. To this day, the 
  Khunds have not forgotten their humiliating defeat at 
  her hands. At the same time, Laurel still holds the 
  Khunds responsible for the deaths of her parents and 
  gladly takes vengeance when the opportunities 
  present themselves. 
  Despite her hatred for the Khunds, Gand has a 
  strong sense of morals and respect for life, Jaw, and 
  authority. She believes in goodness and truth, though 
  she is a powerful opponent who is not afraid to take 
  on any challenge. Determined and obstinate, she does 
  not surrender. 
  At one time Laurel and Brainiac 5 were 
  romantically involved. After Brainiac had shown 
  how unfeeling he was, however, Laurel began 
  cultivating a relationship with the Green Lantern, 
  Rond Vidar, son of Universo. Recently, she gave 
  birth to a daughter, Lauren. At present she is quite 
  excited about her new role as a mother, though her 
  relationship with Brainiac in the newly reformed 
  Legion is touchy at best. Laurel is still trying to 
  decide where her true affections lie. 
  Using Laurel Gand in Adventures 
  Laurel is a legend in her own time and someone 
  who can easily inspire awe in a group of heroes. 
  Bring her in when you need a strong voice of moral 
  obligation or righteous indignation. Like Superman 
  or Valor, she can put heroes who stray from the path 
  back in line. 
  
  Subplots 
  Laurel is involved in a Romantic Subplot with 
  both Rond Vidar and Brainiac 5. Although she is 
  more in love with Vidar, her common-law husband, 
  she is troubled by her feelings for Brainiac. In fact, 
  she often avoids Braniac 5 rather than deal with these 
  feelings. 
  Laurel is also involved in a Family Subplot 
  dealing with her newborn daughter. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas of the DC Universe 
  Appearances in DC Comics 
  Adventures of Superman #478; Legion of Super­
  Heroes (4) #6-9, 1 3, 15-1 8, 20, 23-24, 26; Legion of 
  Super-Heroes Annual (4) #I; Who's Who '90 #2 
  Ricklef II 
  I I I 
  0 
  1 0  20 
  40 
  Yards 
  Industrial 
  
  L IGHTRAY 
  DEX: 
  I 0 
  STR: 
  6 
  BODY: 
  7 
  lNT: 
  12 
  WILL: 
  9 
  MIND: 
  8 
  !NFL: 9 
  AURA: 
  9 
  SPJRlT: 
  9 
  INITIATIVE: 3 1  
  HERO POINTS: 125 
  •Powers: Energy Blast: 1 8, Flash: 1 2, Flight: 45, 
  lllusion: 12, Sealed Systems: 15 
  •Skills: Acrobatics: 10, Gadgetry: 12, Scientist: 8, 
  Vehicles: 8, Weaponry: 6 
  •Advantages: Area Knowledge (Apokolips and 
  Supertown); Connections: Justice League 
  International (High), Supertown (High) 
  •Alter Ego: Sollis 
  •Motivation: Upholding the Good 
  •Wealth: N/A 
  •Equipment: 
  Mother Box [BODY: 7, INT: 10, WILL: 6, MIND: 6, 
  liNFL: 6, AURA: 6, SPIRIT: 6, Danger Sense: 12, Life 
  Sense: 6, Omni-Power: 1 1 ,  Hero Points: 75] 
  Lightray 's Mother Box is built into his 
  headband. See the Mother Box entry for more 
  details. 
  Lightray's Illusions 
  Lightray's ability to manipulate the electro­
  magnetic spectrum is so refined that he can even 
  bend light to create lifelike illusions. Naturally, these 
  illusions are entirely visual in nature. He can' t  
  conjure illusions that speak or make noise. 
  With 1 2  APs of Power, Lightray can conjure 
  illusions that are as large as a small house. Lightray's 
  APs of Power also serve as the OV/RV of the 
  Perception Check necessary to recognize that one of 
  his illusions is not real. Observers are entitled to a -3 
  Column Shift bonus to the OV and RV of such a 
  Perception Check if Lightray has conjured an illusion 
  of a creature or object that would normally make 
  some sort of sound. Contrary to the description of the 
  Illusion Power that appears in the Character 
  Handbook, Lightray's illusions cannot inflict harm on 
  a target. 
  Powers and Abilities 
  Lightray has several l ight-based powers, 
  including the abilities to: fly at speeds of almost 
  50,000 times the speed of light; fire blasts of heat 
  easily capable of destroying a fortified bunker; emit 
  brilliant bursts of light; and create realistic illusions. 
  Beyond his superhuman abilities, Lightray is an 
  excellent hand-to-hand combatant. 
  Personality/Role-playing 
  Sollis is a peaceful soul, kind even to his 
  enemies. He makes friends quickly and takes time to 
  offer explanations that help keep sticky situations 
  under control. At the scene of a conflict, you will 
  most often see Lightray protecting innocent 
  bystanders or finding a way to defeat his enemies 
  using guile and the least amount force necessary. 
  Often Sollis' personality counter-balances that 
  of his temperamental best friend, Orion, the greatest 
  and most savage warrior of New Genesis. In fact, 
  Lightray is often instrumental in persuading Orion 
  to use less violent methods, and frequently calms his 
  friend when Orion is enraged. Despite the support 
  and attention he requires, Lightray treats Orion like 
  the brother he once lost. 
  Lightray loves the freedom of space and 
  relishes his Powers, but never in an abusive way. 
  Most likely, he will try to outwit an opponent while 
  Orion is busy bashing heads. 
  Background Update 
  Lightray and Orion are no longer members of 
  Justice League America, as they had more pressing 
  matters to attend to on New Genesis. At times, they 
  still assist the JLI as reserve members. 
  Using Lightray in Adventures 
  Lightray is probably the nicest and most 
  approachable of the New Gods. If the heroes have 
  some questions regarding Apokolips or troubles with 
  any of its residents, Lightray would be more than 
  willing to assist them. ln fact, if you are running an 
  Adventure set on Apokolips, Lightray and Orion 
  could be made available as a crutch that might help 
  the player heroes survive Darkseid's clutches. 
  
  Subplots 
  Lightray has a Romantic Subplot brewing with 
  Eve Donner, whom he met during one of his trips to 
  Earth. His relationship with his Friend Orion also 
  occupies many of his storylines. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, Law of Darkness 
  , Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: 
  Adventure 
  Comics 
  #459-460; 
  Challengers of the Unknown #87; DC Graphic Novel 
  #4; DC Special Series # 1 0 ;  Justice League of 
  America #185; Mister Miracle ( I )  #18; New Gods (1) 
  #1-3, 6, 8-12, 14-16, 1 8-19; (2) 6; Superman's Pal, 
  Jimmy Olsen #141; Super-Team Family #15; Who's 
  Who '86 #13 
  C urrent: Action Comics #586; Adventures of 
  Superman #426; Armageddon 2001 #2; Cosmic 
  Odyssey #1-4; Justice League America #42-45, 47-
  50; Mister Miracle (2) #25, 27; New Gods (3) #1-10, 
  12-14, 1 6-18, 20-24, 26-28; Warlord (1) #120-1 2 1 ;  
  Warlord Annual #6; Who's Who '90 #4 
  Lightray's Helmet 
  Mother Box 
  
  M ETAMORPHO 
  DEX: 
  6 
  STR: 
  1 0  BODY: 
  1 1  
  I NT: 
  5 
  WILL: 
  6 
  MIND: 
  6 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 
  5 
  INITIATIVE: 1 7  
  HERO POINTS: 90 
  •Powers: Molecular Chameleon: 1 2, Omni-Arm: 8, 
  Self Manipulation: 1 5  
  •Skills: Charisma: 6 
  •Bonuses: M iscellaneous: Metamorpho need not 
  touch a substance to mimic it w i th Molecular 
  Chameleon. He can easily assume any form he 
  wishes. 
  •Adva ntages: Connections: Justice League 
  International ( High), Outsiders ( High), Stagg 
  Industries (Low); Rich Family (Simon Stagg) 
  •Drawbacks: Married (sort of-Rex's wife, Sapphire 
  Stagg, married another man during Metamorpho's 
  lengthy absence, but she could still be used as a 
  pawn against Metamorpho); Strange Appearance; 
  Fatal Vulnerability to the strange meteor that gave 
  Rex his Powers (range 2 APs) 
  •Alter Ego: Rex Mason 
  •Motivation: Unwanted Power 
  •Wealth: 4 
  Powers and Abilities 
  Rex has the power to transform his body into any 
  element or combination of elements in existence. He 
  can also shape his pliable body into a wide variety of 
  different forms and exert physical strength capable of 
  crushing concrete blocks. 
  Molecular Transformation 
  Known as the Element Man, Metamorpho can 
  easily transform his body into just about any element 
  or compound he can imagine. When Rex assumes a 
  solid form, his STR and BODY are immediately raised 
  to an AP level equal to the BoDY of the substance 
  mimicked. If he assumes a gaseous or liquid form, his 
  STR drops to 0, and he is assumed to be using the 
  Dispersal Power at an AP level equal to his APs of 
  Molecular Chameleon (raising his RV to 23 against 
  Physical Attacks that would not normally affect a gas). 
  Some of the forms Rex commonly assumes 
  include: 
  Anesthetic Gas [attacks everyone within a volume of 
  1 2  APs within an A V /EV of 8/8, rolled against the 
  target's BODY/BODY.j 
  Case Hardened Steel lraises his STR and BoDY to 12] 
  Fog [acts as a Fog cloud rated at 12 APs] 
  Lodestone [raises Rex's STR to I I  and allows him to 
  function as a magnet (Magnetic Control: 8)] 
  Water fallows him to pour through cracks and travel 
  at a speed of 1 2  APs through sewer systems] 
  Personality/Role-playing 
  Metamorpho looks upon himself as a freak and is 
  sometimes his own worst critic. He seems gruff and 
  argumentative, but this i s  really a cover for a 
  sensitive, caring man who is afraid of the monster he 
  believes he has become. 
  Rex is a good team player. He always helps out 
  when possible and fiercely protects those he loves. At 
  the same time, however, he is the joker of almost any 
  group, making wisecracks during even the most 
  trying times. Usually, his jokes are aimed at himself, 
  since he would never intentionally hurt a friend with 
  his sharp tongue. 
  Metamorpho normally relies on his abilities to 
  defeat his adversaries. He is rather ingenious in his 
  methods and is always finding new ways to apply his 
  unique powers. He almost hates to use the same 
  technique twice. 
  At present, Metamorpho feels betrayed and 
  deserted by both his old friends from the Outsiders 
  who are worried about his mental instability, and b; 
  his girlfriend, Sapphire Stagg, who bore him a son 
  and married another man. 
  Using Metamorpho in Adventures 
  Metamorpho is the creative combat hero. He can 
  always think of the cleverest and most effective way 
  to use his Powers to defeat an opponent and might, 
  therefore, make a good mentor for a hero who is just 
  getting used to Powers. 
  Metamorpho i s  also capable of involving the 
  player heroes in an Adventure. He might, for 
  instance, ask the heroes for assistance in finding a 
  cure for his son, who has all Metamorpho's abilities 
  in an uncontrollable form. 
  Subplots 
  Metamorpho has been involved in several 
  Subplots regarding: his Family life, his relationship 
  with his ex-fiancee and his son, and his attempts to 
  find a cure for his son's freakish condition. 
  
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster Book 
  (includes card), Come On Down! 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #413-418; Batman and 
  the Outsiders #1 -27; Batman and the Outsiders 
  Annual #1; The Brave and The Bold (2) #57-58, 66, 
  68, 101, 123, 154, 200; Crisis On Infinite Earths #3-
  5, 7, 9-10, 12; DC Comics Presents #40, 83; First 
  Issue Special #3; Infinity, Inc. #22; Justice League of 
  America #42, 44, 100-102; Metamorpho #1-17; The 
  New Teen Titans (l) #37; (2) 13; Teen Titans Annual 
  #3; Who's Who '86 #15; World's Finest Comics 
  #217-220, 226, 229, 300, 302 
  Current: Adventures of Superman #463; Adventures 
  of the Outsiders #33-38; Animal Man # 1 6, 20; 
  Armageddon 2001 #2; Batman and the Outsiders 
  #28-32; Batman and the Outsiders Annual #2; 
  Captain Atom (3) #34, 38, 41, 50; Doctor Fate (2) 
  # 1 5 ;  Flash (2) #29; Infinity, Inc. Special # 1 ;  
  Invasion! #3; Justice League America #32, 53, 55-
  60; Justice League Annual #3-4; Justice League 
  Europe #1-9, 1 1-13, 15-36; Justice League Europe 
  Annual #1-2; Justice League International #24; 
  Justice League Quarterly #3-5; Justice League 
  Special #1; Millennium #1; The Outsiders #1-7, 9-
  27; The Outsiders Annual #1; The Outsiders Special 
  #1; Secret Origins (3) #6 (flashback); War of the 
  Gods #1-2, 4; Who's Who '90 #2; Wonder Woman 
  (2) #50, 61 
  Orb of Ra 
  Side 
  Bottom 
  
  METRON 
  DEx: 
  7 
  STR: 
  6 
  BODY: 
  7 
  INT: 
  25 WJLL: 
  23 
  MIND: 
  16 
  I NFL: 
  9 
  AURA: 
  2 
  SPIRIT: 8 
  INITIATNE: 41 
  HERO POINTS: 25 
  •Skills: Gadgetry: 25, Science: 25 
  •Advantages: Area Knowledge (Promethean 
  Galaxy); Connections: Darkseid (High), Highfather 
  (High); Genius; Scholar (astronomy, the Source); 
  Sharp Eye 
  •Drawbacks: Catastrophic Irrational Attraction to 
  knowledge; Catastrophic Irrational Attraction to 
  penetrating the Forever Barrier 
  •Alter Ego: None 
  •Motivation: Mercenary 
  •Wealth: N/A 
  •Equipment: 
  MOBIUS CHAIR [INT: 20, BODY: 25, Dimension 
  Travel: 13, Flight: 50, Force Field: 25, Omni­
  Power: 1 5 ,  Recall: 60, Sealed Systems: 25, 
  Telekinesis: 50, R#: 2] 
  Metron 's Mobius Chair is one of the most 
  sophisticated devices in the whole DC Universe. It 
  is a vehicle, a weapon, and a vast storehouse of 
  knowledge. 
  Ultimately, the Mobius Chair is powered by a 
  supply of X-Element (when the chair fails a 
  Reliability Check, .it has run out of X-Element), 
  forcing Metron to barter with Darkseid in order to 
  keep the chair powered. Given a sufficient supply 
  of X-Element, Metron can completely recharge the 
  chair instantaneously. 
  The Forever Barrier 
  Metron's ultimate aim is to penetrate the Forever 
  Barrier, which lies at the edge of the Promethean 
  Galaxy, forever uniting himself directly with the 
  Source. Accomplishing this aim requires a successful 
  Dimension Travel Action Check against an OV/RV 
  of 75/75 ( ! ) .  Should Metron ever succeed he 
  immediately adds 15 to all his Mental and Mys�ical 
  Attributes, gains 200 Hero Points, and becomes a 
  Non-Player Character forever. 
  Lying in and around the Forever Barrier are a 
  series of cosmic phenomena known as "alephs." 
  Entering an aleph requires a successful Dimension 
  Travel Action Check vs. 35/35 and instantly endows 
  the traveler with 25 Hero Points and a vision of the 
  future (as per Precognition: 25). Many travelers who 
  enter an aleph mistakenly believe they have 
  penetrated the Source itself. This once happened to 
  Metron. 
  Powers and Abilities 
  Metron has an amazing intellect, highly 
  developed scientific faculties, and the technological 
  knowhow to create just about anything he can 
  imagine. He has, in fact, developed a number of 
  weapons for Darkseid in exchange for the X-Element 
  that powers his Mobius Chair. Using the Mobius 
  Chair, he travels great distances and seeks answers to 
  the universe's fundamental questions. 
  Personality/Role-playing 
  Metron is probably the most empirical and 
  objective being in the known universe. His one true 
  drive is the pursuit of knowledge-it is all that 
  interests him. 
  Metron is not allied with either the New Gods of 
  New Genesis or the New Gods of Apokolips, though 
  he has aided both in the past. He is interested only in 
  what he can gain intellectually, and a small piece of 
  arcane knowledge is usually his side of any bargain 
  he makes with either faction. 
  At one point, Metron's search for knowledge 
  was almost his downfall. When he sought out the 
  Anti-Life Equation and tried to comprehend it, he 
  barely survived with his mind intact; the encounter 
  deeply disturbed his psyche. Metron has since 
  recovered to some extent, though he continues his 
  quest. It appears that nothing will ever move Metron 
  to end his search. 
  Metron is passionless, calculating, and generally 
  frigid. He is not evil, however, and occasionally sides 
  with the forces of good. It is unknown whether this is 
  because there is a glimmer of humanity within his 
  mechanical shell or it is simply beneficial to 
  Metron's aims that evil tyrants like Darkseid never 
  win their struggles. The closest he has come to 
  friendship is the camaraderie he shares with Orion 
  and Lightray. In fact, Metron saved Lightray's life 
  when he was a boy. 
  Although Metron is a master of technology and 
  can create things that few men can envision, he is not 
  terribly imaginative and often looks to others as a 
  source of inspiration. 
  
  Using Metron in Adventures 
  Metron is the technological genius of the 20th 
  Century. Players can contact him for help in the 
  technology department, but they may have difficulty 
  persuading him to do anything for them unless they 
  can offer him something in return that will stimulate 
  him intellectually. 
  Subplots 
  Most of Metron's Subplots deal with his constant 
  search for knowledge. 
  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: Adventure Comics #459-460; DC 
  Graphic Novel #4; DC Special Series #10; First Issue 
  Special #13; Justice League of America # 1 83- 185; 
  Mister Miracle ( I )  #18-1 9; New Gods ( 1 )  #1, 3-5, 7, 
  12-16, 18-19; Super-Team Family # 15; Who's Who 
  '86 #15 
  Current: Action Comics #650 (flashback), 675; 
  Action Comics Annual #3; Cosmic Odyssey # 1 ;  
  Justice League International #1 1-12; New Gods (3) 
  #1-3, 5-6, 9, 1 1-12, 16, 19-22, 26-28; Secret Origins 
  (3) #33; Superman (2) #35, 65-66; Superman: The 
  Man of Steel # 1 0; Swamp Thing (2) #62; Warlord 
  Annual #6; Who's Who '90 #2 
  Metron's Mobius Chair 
  Front 
  Side 
  
  NEW G UARDIANS 
  HARBINGER 
  DEx: 
  8 
  STR: 
  8 
  lNT: 
  9 
  WILL: 
  7 
  BODY: 
  9 
  MIND: 
  8 
  lNFL: 
  8 
  AURA: 
  INITIATIVE: 25 
  7 
  SPIRIT: 
  7 
  HERO POINTS: 70 
  •Powers: Energy Blast: 15, Flight: 16 
  •Skills: Artist (Writer): 8, Charisma: 8, Gadgetry: 9 
  •Advantages: Connections: New Guardians (High), 
  Guardians of the Universe (Low) 
  •Alter Ego: Lyla 
  •Motivation: Upholding the Good 
  •Wealth: 4 
  Note: Harbinger's statistics have changed 
  significantly since her Crisis on Infinite Earths 
  incarnation appearing in the Background/Roster 
  Book. 
  GLOSS 
  DEX: 
  4 
  STR: 
  4 
  BODY: 
  5 
  INT: 
  6 
  WLLL: 
  5 
  MIND: 
  5 
  INFL: 
  6 
  AURA: 
  6 
  SPIRIT: 6 
  INITIA TTVE: 16 
  HERO POINTS: 40 
  •Powers: Power Reserve: 10 
  •Limitations: Miscellaneous: Power Reserve can be 
  used to augment Gloss' Physical Attributes only. 
  •Advantages: Connection: New Guardians (High); 
  Scholar (Chinese language) 
  •Drawbacks: Loss Vulnerability: If Gloss is ever 
  isolated from the ley lines crisscrossing the Earth, 
  her Power Reserve won't function. 
  •Alter Ego: Xiang Po 
  •Motivation: Responsibility of Power 
  •Wealth: 4 
  RAM 
  DEX: 
  5 
  STR: 
  8 
  BODY: 
  8 
  I NT: 
  1 1  WILL: 
  8 
  MIND: 
  8 
  I NFL: 
  6 
  AURA: 
  5 
  SPIRIT: 5 
  lNlTIATIVE: 22 
  HERO POINTS: 40 
  •Powers: Mind Probe: 1 1 ,  Telepathy: 20 
  •Limitation: Miscellaneous: Powers are usable only 
  on computers. 
  •Skills: Gadgetry: 7 
  •Advantages: Connection: New Guardians (High); 
  Scholar (computers, business, Japanese language) 
  •Alter Ego: Takeo Yakata 
  •Motivation: Responsibility of Power 
  •Wealth: 8 
  EXTRA NO 
  DEX: 
  5 
  STR: 
  3 
  BODY: 
  4 
  lNT: 
  7 
  WILL: 
  7 
  MIND: 
  6 
  1NFL: 
  6 
  AURA: 
  6 
  SPIRIT: 6 
  INITIATIVE: 1 8  
  HERO POINTS: 40 
  •Powers: Empathy: 5, Sorcery: 10 
  •Limitation: Miscellaneous: Sorcery is limited to 6 
  APs unless Extrai'io has possession of his crystal 
  skull; Miscellaneous: Empathy works only on Betty 
  Clawman. 
  •Advantages: Connection: New Guardians (High); 
  Scholar (Spanish language) 
  •Alter Ego: Gregorio de Ia Vega 
  •Motivation: Responsibility of Power 
  •Wealth: 4 
  BETTY CLA WMAN 
  DEX: 
  STR: 
  BODY: 
  INT: 
  8 
  WILL: 
  8 
  MIND: 
  8 
  INFL: 
  1 0 AURA: 
  9 
  SPIRIT: 
  10 
  INITIATIVE: 1 8  
  HERO POINTS: 40 
  •Powers: Empathy: 5, Illusion: 20, Telepathy: 1 2  
  •Limitations: Miscellaneous: Betty can only use her 
  Powers 
  to 
  affect 
  the 
  dreams 
  of 
  others· 
  Miscellaneous: Empathy usable only on Extrai'io 
  ' 
  •Drawbacks: Catastrophic Physical Restriction: 
  Betty Clawman has merged with the Dreaming and 
  no longer has a physical form. 
  •Alter Ego: None 
  •Motivation: Responsibility of Power 
  •Wealth: N/A 
  JET - Deceased 
  DEX: 
  8 
  STR: 
  4 
  BODY: 
  6 
  lNT: 
  5 
  WILL: 
  5 
  MIND: 
  5 
  I NFL: 
  6 
  AURA: 
  4 
  SPIRIT: 6 
  INITIA TTVE: 19 
  HERO POINTS: 40 
  •Powers: Energy Absorption: 10, Energy Blast: 10, 
  Flight: 10, Force Field: 2, Magnetic Control: 1 0, 
  Sonic Beam: I 0 
  •Limitations: Miscellaneous: Energy Absorption 
  only works on electromagnetic energies. 
  •Advantages: Connection: New Guardians (High) 
  •Alter Ego: Celia Windward 
  •Motivation: Responsibility of Power 
  •Wealth: 4 
  
  TOM KALMAKU 
  DEX: 
  3 
  STR: 
  3 
  BODY: 
  3 
  I NT: 
  5 
  WILL: 
  6 
  MIND: 
  5 
  I NFL: 
  7 
  AURA: 
  7 
  SPIRIT: 7 
  INITIATIVE: 15 
  HERO POINTS: 40 
  •Powers: Broadcast Empathy: 14, Empathy: 5, Flash: 
  5, Flight: 5 
  •Skills: Gadgetry: 3 
  •Advantages: Connections: Green Lantern (High), 
  New Guardians (High) ; Scholar (mechanical 
  engineering) 
  •Drawbacks: Married 
  •Alter Ego: None 
  •Motivation: Responsibility of Power 
  •Wealth: 4 
  ,, Using the New Guardians in 
  Adventures 
  Since the New Guardians are the "chosen," the 
  seeds of the universe's next immortal race, they are 
  greatly protected by both the Green Lantern Corps and 
  the Guardians of the Universe. The heroes might meet 
  the New Guardians after uncovering a plot to destroy 
  them or capture their prized immortal genes. The New 
  Guardians also handle cases involving racism or 
  prejudice, and the heroes can help them in this regard, 
  Appearances in DC Comics 
  New Guardians (Betty, Extrano, Gloss, Jet, Ram): 
  Adventures of Superman #437 (Jet only); Blue Beetle 
  (6) #21 (behind the scenes); Booster Gold #25 (Gloss 
  only); Green Lantern Corps #220, 221 (Ram only); 
  Invasion! #2-3 (no Betty or Jet); Justice League 
  International #IO (behind the scenes); Millennium 
  #2-8; The New Guardians #1-6, 7-12 (no Jet); Secret 
  Origins (3) #23; Suicide Squad #23 (no Betty); Teen 
  Titans Spotlight #19; War of the Gods #4 (Ram only); 
  Who's Who '88 #2; Who's Who '90 #3 
  Kroef's Island 
  Harbinger, Pre-Crisis: Action Comics #564; All­
  Star Squadron #40, 50-51, 53-54, 60; Amethyst ( 1 )  
  #2; Batman #384; Batman and the Outsiders #14-15; 
  Blue Devil #5; Crisis On Infinite Earths #1-7, 9-12; 
  DC Comics Presents #76, 78, 94; The Flash ( I )  #339; 
  The Fury of Firestorm #28, 41; Green Lantern (2) 
  #173, 176, 178, 1 94; Infinity, Inc. #8, 19, 2 1 -22; 
  Justice League of America #232, 234; The New Teen 
  Titans (2) #13; The New Teen Titans Annual ( I )  #2; 
  The Saga of Swamp Thing #30-3 1 ;  Tales of the 
  Legion #317, 319-320; Tales of the Teen Titans #4 7, 
  58; The Vigilante #14; Warlord ( l )  #91; Who's Who 
  '85 # I O; Wonder Woman ( 1 )  #321 ,  323; World's 
  Finest Comics #31 1  
  Harbinger, Current: Blasters Special #1; Booster 
  Gold #25; Firestorm, the Nuclear Man #68; History 
  of the DC Universe #1-2; Invasion! #2-3; Justice 
  League International #10; Millennium #1-5, 7-8; The 
  New Guardians #1-12; Teen Titans Spotlight #19; 
  War of the Gods #4 
  Thomas Kalmaku, Pre-Crisis: The Brave and The 
  Bold #173; Detective Comics #350; The Flash ( 1 )  
  #131; Green Lantern (2) #2-7, 9-19, 21, 24-34, 37, 
  39, 41-49, 52-53, 73-74, 94-95, 122, 124-125, 128-
  129, 131, 133-136, 138-141, 144-150, 167, 1 73-1 74, 
  176, 178-179, 182-183, 185-188, 193-1 94; Justice 
  League of America # 13, 194; Tales of the Green 
  Lantern Corps #3 
  Thomas Kalmaku, Current: Blue Beetle (6) #21 
  (behind the scenes); Green Lantern (2) #202, 205; 
  Green Lantern Corps #216, 219-221 ;  Justice League 
  International #10 (behind the scenes); The New 
  Guardians #I, 3-5, 712; Secret Origins (3) #23, 26; 
  Who's Who '88 #4 
  
  NEWSBOY l EGlON 
  TOMMY 
  DEx: 
  4 
  STR: 
  2 
  BoDY: 
  3 
  !NT: 
  4 
  WILL: 
  4 
  MIND: 
  3 
  I.NFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  3 
  INITIATIVE: 12 
  HERO POINTS: 20 
  •Skills: Charisma: 4, Thief (Stealth): 4, Vehicles: 3 
  •Advantages: Connection: Cadmus Project (High) 
  •Drawbacks: Age (young) 
  •Alter Ego: Thomas Tompkins ll 
  •Motivation: Thrill of Adventure 
  •Wealth: I 
  GABBY 
  DEX: 
  3 
  STR: 
  2 
  BODY: 
  3 
  lNT: 
  3 
  WILL: 
  3 
  MIND: 
  3 
  !NFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  3 
  INITIATIVE: 10 
  HERO POINTS: 15 
  •Skills: Thief (Stealth): 4, Vehicles: 3 
  •Advantages: Connection: Cadmus Project (High) 
  •Drawbacks: Age (young) 
  •Alter Ego: John Gabrielli Tl 
  •Motivation: Thrill of Adventure 
  •Wealth: 1 
  SCRAPPER 
  DEX: 
  4 
  STR: 
  3 
  BODY: 
  3 
  I NT: 
  2 
  WILL: 
  3 
  MIND: 
  3 
  I NFL: 
  3 
  AURA: 
  3 
  SPIRIT: 
  4 
  INITIATIVE: 9 
  HERO POINTS: 15 
  •Skills: Thief (Stealth): 4, Vehicles: 4 
  •Advantages: Connection: Cadmus Project (High) 
  •Drawbacks: Age (young) 
  •Alter Ego: Patrick MacGuire 
  •Motivation: Thrill of Adventure 
  •Wealth: 1 
  BIG WORDS 
  DEx: 
  2 
  STR: 
  2 
  BODY: 
  3 
  INT: 
  6 
  WILL: 
  4 
  MIND: 
  3 
  TNFL: 
  3 
  AURA: 
  2 
  SPIRIT: 
  3 
  INITIATIVE: 11 
  HERO PatNTS: 15 
  •Skills: Thief (Stealth): 4, Vehicles: 3 
  •Advantages: Connection: Cadmus Project (High); 
  Scholar (polysyllabic words) 
  •Drawbacks: Age (young) 
  •Alter Ego: Anthony Rodrigues II 
  •Motivation: Thrill of Adventure 
  •Wealth: I 
  FLIP 
  DEx: 
  3 
  STR: 
  2 
  BODY: 
  INT: 
  3 
  WrLL: 
  4 
  MlND: 
  INFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  3 
  3 
  3 
  INITIATIVE: 10 
  HERO POINTS: 20 
  •Skills: Thief (Stealth): 4, Vehicles: 3 
  •Advantages: Connection: Cadmus Project (High) 
  •Drawbacks: Age (young) 
  •Alter Ego: Walter Johnson II 
  •Motivation: Thrill of Adventure 
  •Wealth: 1 
  ANGRY CHARLIE 
  DEx: 
  5 
  STR: 
  7 
  BODY: 
  7 
  INT: 
  2 
  WILL: 
  2 
  MIND: 
  4 
  I NFL: 
  3 
  AURA: 
  2 
  SPIRIT: 
  5 
  INITlATIVE: 10 
  A bioengineered "DNAiien," Angry Charlie is 
  looked upon as a sort of pet by the Legion. 
  Newsboy Equipment 
  WHIZ WAGON [STR: 8, BoDY: I I , R#: 2] Right: I I, 
  Running: 9, Sealed Systems: 12, Swimming: 6 
  The Newsboy Legion hijacked the Whiz Wagon 
  from the Hairies, a group of genetically engineered 
  geniuses. The wagon can operate at high speeds on 
  land, in the air, or underwater. By using a special 
  remote-control transmitter fBODY: 1], the Legion 
  can control the Whiz Wagon from as far as four 
  miles away ( 1 2  APs). 
  Powers and Abilities 
  Like most young children, the members of the 
  Newsboy Legion are more agile and nimble than 
  most adults. They are all quick-minded and able to 
  handle themselves in tough situations because they 
  are used to street life. Most of them have some 
  thieving ability and can sneak in and out of places 
  without making noise or being seen. 
  Personality/Role-playing 
  Tommy is the charismatic leader and oldest of 
  this gang of adolescents, who are actually clones of 
  
  the original team of rascals who ran the streets of 
  Suicide Slum during the Depression. 
  Scrapper makes up for his small size with his 
  attitude. He is always out to prove that "size don't 
  mean nuthin' ," and his teammates are always pulling 
  him out of the fray. 
  Big Words is a walking dictionary. He comes up 
  with many of the grand schemes the boys pull. 
  Gabby is a fast talker, but not much of a fighter. 
  Flip is enthusiastic and adventure-seeking. 
  All the Newsboy Legionnaires are fun-loving, 
  cantankerous kids. They love an adventure and bore 
  easily, so they tend to cause a lot of mischief. This is 
  why the original Legionnaires were placed under the 
  supervision of Officer Jim Harper (Guardian) and 
  occasionally broke the law. 
  Since they are clones, the new Legionnaires all 
  believe they are the original Newsboy Legion under 
  the protection of the Guardian; they have all the 
  childhood memories of their namesakes. Because 
  they are confused by post-depression Metropolis, the 
  boys are usually kept within the confines of the 
  Cadmus Project under the strict supervision of the 
  new Guardian. 
  Using the Newsboy Legion in 
  Adventures 
  If the Cadmus Project took an interest in one or 
  more of the player heroes, Cadmus officials might 
  dispatch the Newsboy Legion to distract the heroes 
  so they can be subdued and studied. 
  Cadmus Project 
  .25 
  .5 
  Miles 
  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. 
  Newsboy Legion I, Pre-Crisis: All-Star Squadron 
  #25, 44; Star-Spangled Comics #7-64; Superman's 
  Pal, Jimmy Olsen # 135-138; Who's Who '86 #16 
  Newsboy Legion I, Current: Secret Origins (3) #16, 
  19, 49; Superman (2) #37, 39 (behind the scenes), 54-
  56; Superman Annual (2) #2; Who's Who '90 #2; 
  Young All-Stars #27 (flashback) 
  Newsboy Legion II, Pre-Crisis: Superman Family 
  #189-1 94; Superman's Pal, Jimmy Olsen #133-139, 
  141 -148, 150; Who's Who '86 #16 
  Newsboy Legion II, C urrent: Adventures of 
  Superman #449; Secret Origins (3) #49; Superman 
  (2) #37, 54-56; Superman Annual (2) #2; Who's Who 
  '88 #2; Who's Who '90 #2 
  - - - - - - - -- - ""'  
  Everything North 
  is Underground 
  
  ORION 
  DEX : 
  13 STR: 
  lNT: 
  1 0  WILL: 
  INFL: 
  1 0  AURA: 
  INITIATIVE: 35 
  22 
  BODY: 
  15 
  19 
  MIND: 
  I I  
  8 
  SPIRIT: 
  1 2  
  HERO POINTS: 175 
  •Powers: Invulnerability: 15, Regeneration: 9 
  •Skills: Vehicles: 1 3, Weaponry: 1 3  
  •Advantages: Area Knowledge (Apokolips and 
  Supertown); Connections: Apokolips (Low), 
  Justice League International (Low), Supertown 
  (High); Iron Nerves; Lightning Reflexes 
  •Drawbacks: Serious Rage 
  •Alter Ego: None 
  •Motivation: Responsibility of Power 
  •Wealth: N/A 
  •Equipment: 
  ASTRO-GLIDER [STR: 8 BoDY: 16 INT: I ,  Energy 
  Blast: 25, Flash: 15, Flight: 30, Magnetic Control: 
  20, Sealed Systems: 14] 
  The Astro-Glider is Orion' s  rocket-powered 
  sled. In addition to allowing Orion to travel at 
  speeds faster than light, the sled also can fire 
  magnetic and concussive force beams. 
  Mother Box [DEX:- STR:- BODY: 7 lNT: 10 WILL: 6 
  MIND: 6 lNFL: 6 AURA: 6 SPIRrr: 6] Danger Sense: 
  12, Life Sense: 6, Omni-Power: 1 1  Hero Points: 75 
  Orion wears his Mother Box on his shoulder. 
  See the Mother Box page for more details. 
  Orion 's Rage 
  In combat, Orion's Apokolipsian heritage and 
  the darker side of his personality tend to reveal 
  themselves. I n  DC HEROES terms, t reat this 
  shortcoming as the Serious Rage Drawback. By 
  using his Mother Box and expending his Dice 
  �ction for a phase, Orion can automatically regain 
  hts composure and cancel the effects of his rage. 
  But to do so, he must be successfully Persuaded. 
  Orion can even attempt to Persuade himself to 
  recover. Once his rage has been triggered, Orion 
  must make a Killing Combat attack each phase 
  until the battle i s  over or u n t i l  h e  recovers . 
  A l though 
  Persuasion 
  i s  a 
  D i c e  
  Action 
  "Persuading" himself only costs Orion the use of 
  an Automatic Action (meaning he must still make a 
  Killing Combat attack during the phase in which he 
  is attempting the Persuasion). 
  Powers and Abilities 
  Orion is amazingly strong (able to lift more than 
  60,000 tons over his head), invulnerable (his skin 
  easily repels bazooka shells), and able to regenerate 
  most superficial wounds in almost a millisecond. He 
  cannot fly like his friend Lightray, so he uses an 
  Astra-Glider, which allows him to travel great 
  distances at tremendous speed. Orion is an 
  accomplished p i lot and can use most forms of 
  weaponry with the proficiency of a master. 
  Personality/Role-playing 
  Orion is a being of contradictions. He was born 
  of the royal line of Apokol ips, but his loyalty lies 
  with the people of New Genesis. He is, in fact, their 
  greatest champion. He loves beauty and peace, and 
  he is loyal to his adopted family and friends. But 
  when angered, the true nature of Orion's lineage rises 
  to the surface, leaving him ruthless and 
  uncontrollable. 
  Orion is destructive and murderous in battle. 
  During a fight, he might fall into a berserk frenzy at 
  any time. To help him control his rage, he carries a 
  Mother Box that soothes his tormented spirit. 
  _ 
  Orion has a great hatred for his true heritage and 
  h 1 s  natural father, Darkseid; in fact, h i s  l ife ' s  
  ambition i s  t o  one day topple the tyrant. Darkseid, on 
  the other hand, i s  wise enough to avoid suc h  
  confrontations. I t  was prophesied that one day the 
  two will engage in an epic battle in the fire pits of 
  Apokolips. 
  Until then, Orion cooperates with his friend 
  Lightray to protect innocents from the evil unleashed 
  by Apokolips. When not fighting evil, he dwells on 
  his existence and searches for the inner peace he may 
  never find. 
  Background Update 
  Lightray and Orion are no longer members of 
  Justice League America, as they had more pressing 
  matters to attend to on New Genesis. At times, they 
  still assist this group of heroes as reserve members. 
  Using Orion in Adventures 
  If running an Adventure set on Apokolips, you 
  might make Lightray and Orion available as support, 
  or use them to save the player heroes' bacon. If 
  you're in a nasty mood, you might make the player 
  
  heroes deal with Orion's temper at the same time 
  they deal with the villains. 
  Subplots 
  Orion is mostly involved in Subplots regarding 
  his friendship with Lightray or his deep hatred for his 
  father, Darkseid. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, 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 # 1 3; Forever People ( 1 )  #7; Justice League 
  of America # 1 83-1 85; Legion of Super-Heroes (2) 
  #290-294 (clone); Mister Miracle (1) #18; New Gods 
  ( l )  #1-19 (2) 6; Super-Team Family #15; Who's Who 
  '86 #17 
  Current: Action Comics #586, 650 (flashback); 
  Adventures of Superman #426; Armageddon 2001 #2; 
  Cosmic Odyssey # 1 -4; Justice League America #40, 
  42-45, 47-50; Mister Miracle (2) #25, 27; New Gods 
  (3) #1-28; War of the Gods #3-4; Warlord Annual #6; 
  Who's Who '90 #l 
  Orion's Astra-Glider 
  Front 
  Side 
  
  PHANTOM LADY 
  DEX: 
  6 
  STR: 
  4 
  BODY: 
  4 
  lNT: 
  7 
  WILL: 
  6 
  MIND: 
  5 
  lNFL: 
  6 
  AURA: 
  5 
  SPlRJT: 
  6 
  INITIATIVE: 2 1  
  HERo PorNTs: 45 
  •Skills: Acrobatics: 3, Martial Artist: 6, Thief: 7 
  •Advantages: Area Knowledge (Washington, D.C.); 
  Attractive; Connections: Justice Department 
  (Low), Media (Low) 
  •Drawbacks: Secret Identity 
  •Alter Ego: Delilah (Dee) Tyler 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  •Equipment: 
  Cape and Clasp [BODY: 2, Illusion: 8, Thief (Stealth): 
  10, R#: 2] Concealed within the Phantom Lady's 
  cape are a series of microprocessors that store and 
  manipulate holographic images. B y  using a 
  sophisticated lens concealed in her clasp, Phantom 
  Lady can project these holographic illusions at a 
  range of just over 100 yards. So far, she is limited 
  to producing holographic images of herself. 
  Phantom Lady's cape also contains various 
  electronic countermeasures that mask her presence 
  from electronic security systems (use the cape's 
  APs of Thief/Stealth as the OV/RV of any attempt 
  these systems make to detect her). 
  BRACELET TASER [AV: 7, EV: 10, Flash: 6, R#: 
  2] Phantom Lady can user her laser-guided taser as 
  a blasting or cutting weapon. At its highest 
  intensity, it can easily cut through thin sheets of 
  steel (Phantom Lady needn't use the weapon's full 
  EV when she attacks). 
  GOGGLES [BODY: 2, Ultra Vision: 5] Phantom Lady 
  can add the goggles' APs of Ultra Vision to her RV 
  vs. the Flash Power. 
  Les Mille Yeux 
  Dee Tyler frrst crossed this international criminal 
  cartel when she learned its members were trying to 
  blackmail her father. To this day, Les Mille Yeux 
  (the thousand eyes) i s  trying to uncover and 
  assassinate the Phantom Lady in retribution. 
  Assume that Les Mille Yeux has a local chieftain 
  in every urban center with a population of 10,000,000 
  or more in the world. Each of these chieftains 
  probably has between five and twenty-five operatives 
  at his disposal (Les Yeux operatives are generally 
  armed with some of the most advanced weaponry 
  available). As a whole, the organization has a Wealth 
  rating of 20, while each local chieftain has a Wealth 
  rating of I I). 
  Powers and Abilities 
  The Phantom Lady uses the limits of her 
  opponents' perception to her advantage. Trained by 
  the original Phantom Lady, a "mystery woman" from 
  the Second World War, Tyler is a master of 
  espionage and infiltration. 
  Tyler's costume is a copy of her mentor's 
  original, scanty enough to distract male opponents 
  and give her an edge in battle. Her special goggles 
  allow her to see in the dark at ranges approaching one 
  hundred yards, and Tyler often employs electronic 
  scramblers and holographic imagers that disrupt 
  security systems. 
  An undisputed master of savate (French 
  kickboxing), Dee Tyler can easily hold her own in 
  hand-to-hand combat. 
  Personality/Role-playing 
  Phantom Lady is fearless and confident, almost 
  to the point of being cocky. She is unconcerned about 
  making enemies, relishes danger, and relies on her 
  ingenuity to pull her out of the tightest spots. 
  Dee is very close to her father and very 
  protective of him. She is willing to risk her life to 
  protect his honor and the honor of his office. For his 
  part, Albert Tyler is oblivious to the capabilities of 
  his daughter, as well as her activities in the guise of 
  Phantom Lady. Now that Dee has finished school 
  she has returned home to Louisiana to Jive near he; 
  father and support him in his efforts to gain a seat in 
  the U.S. Senate. 
  In public, Dee pretends to be shallow and flighty. 
  She is naturally energetic, even effervescent. This 
  deception makes it difficult for outsiders to connect 
  her with the confident and level-headed heroine of 
  the shadows. 
  Using Phantom Lady in Adventures 
  Phantom Lady is best used in Adventures as a 
  diversion. If she's around, she is the one who can 
  fool security guards and cameras, allowing the heroes 
  to get where they need to go, or to find whom or what 
  they need without interference from authorities or 
  bystanders. 
  
  Remember that the Phantom Lady works at a 
  Network Affiliate. The heroes might meet her while 
  she covers a story in their area. In fact, Phantom 
  Lady might make an interesting Romantic Subplot 
  for interested male heroes. 
  Subplots 
  Delilah is most often involved in Subplots that 
  concern her Family relationship with her father, and 
  his welfare. She also has many male admirers. 
  Appearances in DC Comics 
  Action Comics Weekly #636-641 ;  Doom Patrol (2) 
  #29; Flash (2) #29; Starman #36-39; Who's Who '90 
  # 4; Wonder Woman (2) #6 1 
  Phantom Lady's Equipment 
  Clasp (back) 
  Clasp (front) 
  "" J \ 
  / 
  Taser Bracelet (side) 
  Holographic Projector 
  Taser Bracelet (top) 
  Taser Bracelet (front) 
  
  PLASTIC M AN 
  DEX: 
  1 0  STR: 
  4 
  BODY: 
  8 
  INT: 
  4 
  Wrr.L: 
  6 
  MIND: 
  9 
  INFL: 
  5 
  AURA: 
  4 
  SPIRIT: 6 
  INITIATIVE: 2 1  
  HERO POINTS: 50 
  •Powers: Dumb Luck: 6, Self Manipulation: 15, 
  Stretching: 15 
  •Limitations: Miscellaneous: Plastic Man retains his 
  red and gold costume motif in whatever form he 
  assumes. 
  •Skills: Detective: 5, Martial Artist: 5, Thief: 1 0, 
  Weaponry: 3 
  •Advantages: Luck 
  •Drawbacks: Serious Irrational Attraction to 
  zaniness; Strange Appearance 
  •Alter Ego: Eel O'Brian 
  •Motivation: Thrill of Adventure 
  •Wealth: 4 
  Powers and Abilities 
  Plastic Man has incredible control over his body 
  and has learned to shape i t  into any form, even 
  objects and shapes a fair amount larger or smaller 
  than his normal size. He can even take forms with 
  moving parts, such as a helicopter or a speedboat. His 
  powers enable him to stretch up to 30 miles and 
  encompass almost 32,000 cubic feet of space. The 
  only drawback to his shape-changing abilities is that 
  any object he becomes keeps the distinctive red and 
  yellow color of his costume. 
  Plastic Man's body is nearly indestructible and 
  can even endure attacks from small caliber weapons 
  or small explosions. He can also survive tremendous 
  falls by forming himself into a ball and bouncing 
  away. 
  Self Manipulation 
  His amazing stretching Powers give Plastic Man 
  the ability to form his body into complex shapes and 
  objects. To do so, Plas divides his APs of Self 
  Manipulation between the Physical Attributes and 
  Powers (as desired) of the object he is mimicking 
  (Plastic Man can only mimic objects with Physical 
  Powers; he cannot mimic objects with only Mental or 
  Mystical Powers). Any object he forms retains Plastic 
  Man's BODY of 8, and Plastic Man takes any damage 
  inflicted upon such objects. Example objects include: 
  Airplane [STR: 7, Flight: 8] 
  Boat [STR: 9, Swimming: 6] 
  Car [STR: 8, Running: 7] 
  Protective Bubble [volume of 1 5  APs] 
  Slingshot [STR: 1 5] 
  Spring [STR: 9, Jumping: 6] 
  Woozy Winks 
  Plastic Man's sidekick is a former asylum inmate 
  known as Woozy Winks. Woozy has the following 
  statistics: 
  Woozy WINKS 
  DEx: 
  2 
  STR: 
  2 
  BODY: 
  INT: 
  2 
  WILL: 
  3 
  MIND: 
  INFL: 
  2 
  AURA: 
  2 
  SPIRIT: 
  INITIATIVE: 6 
  HERO POINTS: 
  •Powers: Dumb Luck: 4 
  •Drawbacks: Unluck 
  •Alter Ego: None 
  •Motivation: Thrill of Adventure 
  •Wealth: 4 
  Personality/Role-playing 
  3 
  3 
  4 
  1 5  
  Although he was once a criminal, Plastic Man 
  seems to have found his true calling as a crime 
  fighter. In fact, he loves his new hobby so much that 
  he has made it his profession as well. 
  Presently, Plastic Man is always looking for an 
  adventure. Not terribly bright, he and his pal, Woozy, 
  are making a desperate attempt to make a place for 
  themselves i n  the hero world. Their zany tactics and 
  unusual personal i ties, however, make them 
  mistrusted or at least misunderstood by most of their 
  peers. Nonetheless, Plastic Man takes his fate in 
  stride. He is always in costume and ready to accept 
  the next challenge. 
  Using Plastic Man in Adventures 
  You want wacky and weird? Bring in Plastic 
  Man. This Character is one the silliest heroes in the 
  DC Universe. You can usually get a lot of comic 
  relief out of forming Plastic Man into the strangest 
  objects he can imagine that still allow him to capture 
  his quarry. For example, he might form himself into a 
  vacuum cleaner to suck up bad guys or even form a 
  giant magnet to prevent the villains' car from making 
  a timely getaway. 
  
  The player heroes might meet Plas when they 
  investigate a case that Plastic Man's organization, the 
  Appearances in DC Comics 
  Greater Metropolitan Super-Hero World Saving and 
  *Note: Pre-Crisis appearances are not part of present 
  Chowder Society, is also handling. Perhaps he'll even 
  continuity. 
  invite them to join. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Pre-Crisis: Adventure Comics #467-478; All-Star 
  Squadron # l -4, 7, 3 1-32, 35-37, 50, 60; The Brave 
  and The Bold #76, 95, 123, 148; Crisis On Infinite 
  Earths #35; DC Comics Presents #39, 93; DC Super-
  Background/Roster Book (includes card) 
  Stars #10; Hit Comics #32; Infinity, Inc. #22; Justice 
  League of America #144, 193; Plastic Man ( I )  # 1 -64 
  (2) 1-20; Police Comics # 1 - 102; Secret Origins (3) 
  #30; Super Friends #36, 43, 45; Who's Who '86 #18; 
  World's Finest Comics #273 
  Current: Action Comics #661 ;  Plastic Man (3) # 1 -4; 
  Who's Who '90 #4 
  Eel O'Brian's Warehouse Hideout 
  
  REB IS 
  DEX: 
  6 
  STR: 
  6 
  BODY: 
  6 
  lNT: 
  10 WILL: 
  9 
  MIND: 
  8 
  !NFL: 
  8 
  AURA: 
  4 
  SPIRIT: 7 
  INTTIATIVE: 24 
  HERO POINTS: 65 
  •Powers: Flight: 1 2, Precognition: 14, Split: J ,  
  Telekinesis: 3 
  •Limitations: Miscellaneous: Split is only usable to 
  separate the Negative Energy Being (see below) 
  from Rebis 
  •Skills: Medicine: 6, Vehicles: 6 
  •Advantages: Connection: Doom Patrol (High) 
  •Drawbacks: Strange Appearance; Uncertainty 
  •Alter Ego: Larry Trainor/Eleanor Poole 
  •Motivation: Responsibility of Power 
  •Wealth: 0 
  Negative Energy Being 
  By using its Split Power, Rebis can release a 
  negative energy being from "hir" body. The being 
  has the following statistics. 
  NEGATIVE ENERGY BEING 
  DEX: 
  14 STR: 
  8 
  BODY: 
  6 
  I NT: 
  3 
  WILL: 
  5 
  MIND: 
  8 
  I NFL: 
  4 
  AURA: 
  2 
  SPIRIT: 8 
  lNITIA TIVE: 2 1  
  •Powers: Dispersal: 10, Flight 30, Lightning: 15 
  •Limitations: Miscellaneous: Dispersal is Always 
  On and does not allow the energy being to pass 
  through lead; Miscellaneous: the being's Lightning 
  Power has a Range of Touch. 
  While separated from Rebis, the being passes all 
  of its perceptions back to "hir" and vice versa 
  (i.e.,Rebis can see and hear everything the energy 
  being can see and hear, etc.). 
  If the energy being is ever separated from Rebis 
  for more than sixty seconds ( 4 APs or fifteen 
  phases), both begin to suffer extreme pain and are 
  affected by a Loss Vulnerability affecting all their 
  Powers and Attributes. 
  The negative energy being is immune to Mental 
  and Mystical Attacks. 
  Powers and Abilities 
  Reb is' body houses a being of pure energy that 
  leaves i n  the form of a pure-black, humanoid 
  silhouette that can wrap itself around adversaries and 
  emit massive electrical energy charges. Once free, the 
  energy being travels at the speed of light and can pass 
  through any substance, save lead. While away from 
  Rebis, the energy being has its own rudimentary 
  intellect, though Rebis and the energy creature 
  always share each other's senses, regardless of the 
  distance between them. 
  Rebis' energy form has only one limitation-the 
  energy being may not remain outside Rebis' body for 
  more than 60 seconds or both the energy being and 
  Rebis begin to feel extreme pain and weakness. 
  Personality/Role-playing 
  The being known as Rebis is actually a composite 
  of three separate sentient entities: test pilot Larry 
  Trainor, physician Eleanor Poole, and the energy 
  being that once inhabited both the Negative Man and 
  Negative Woman of the Doom Patrol's previous 
  incarnations. Due to its composite nature, Rebis 
  manifests multiple personalities, all of which attempt 
  to bind with the others and interact as one. As a result, 
  Rebis i s  often confused about the particulars 
  surrounding "hir" existence, memories, and feelings 
  and spends considerable time away from "hir" 
  teammates in contemplation. 
  Its fellow Doom Patrol members try to understand 
  Rebis, but often it is simply too bizarre for them to 
  handle. The part of Rebis that is Larry Trainor tries to 
  comfort its friends and occasionally tries to explain 
  itself to the team, but the answers it gives are as 
  confusing as the questions they ask. 
  Rebis is reluctant to enter into conflict but thinks 
  it is its duty to restrain wrongdoers and keep innocents 
  from being injured by the strange forces the Doom 
  Patrol often faces. Sometimes i t  i s  slow to react 
  because it tends to study a situation in detail before 
  reacting. 
  Using Rebis in Adventures 
  Rebis is a mind-boggier-just plain strange and 
  ful l  of surprises. L i ke most Doom Patrol team 
  members and villains, Rebis can be introduced to add 
  a touch of the bizarre to your games. 
  Since Rebis wields great power, innumerable 
  villainous scientists might want to get their hands on 
  "hir" in order to tap into "hir" energies. The player 
  heroes may find themselves faced with the task of 
  warning Rebis about such a plan, leading to an 
  encounter with the Doom Patrol. 
  
  Subplots 
  Rebis is mostly involved in Subplots that revolve 
  around its finding out the truth behind its own 
  existence and the extent of its abilities. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  As Negative Man, Pre-Crisis: The Brave and The 
  Bold #65; Challengers of the Unknown #48; Doom 
  Patrol ( I )  #86-121; My Greatest Adventure #80-85; 
  Teen Titans #6; Who's Who '86 #16 
  As Negative Man, Current: Doom Patrol (2) #2-13, 
  J 6, 1 8 - 1 9; Doom Patrol Annual #I; Invasion! #3 
  (behind the scenes); Teen Titans Spotlight #9; Who's 
  Who '88 #2 
  As Rebis: Blasters Special # I ;  Doom Patrol (2) #19-
  24, 27-33, 35-41, 43-44, 46-52, 54; Justice League 
  Europe #17; Justice League Quarterly #5 (behind the 
  scenes) 
  Doom Patrol Headquarters 
  (formerly the JLA Secret Sanctuary) 
  
  REEP DAGGLE 
  DEX: 
  7 
  STR: 
  4 
  BODY: 
  7 
  INT: 
  9 
  WILL: 
  6 
  MIND: 
  5 
  lNFL: 
  7 
  AURA: 
  6 
  SPIRIT: 6 
  INITIATIVE: 27 
  HERO POINTS: 70 
  • Powers: Chameleon: 9, Omni-Arm: 9, Self 
  Manipulation: 1 6, Shape Change: 16 
  •Bonuses: Miscellaneous: Using his Shape Change 
  Power, Reep can assume the form of nonexistent 
  creatures. 
  •Limitations: Miscellaneous: Objects Reep mimics 
  with Self Manipulation won' t  function. He can 
  mimic an object's appearance only; Miscellaneous: 
  Animal forms Reep mimics with Shape Change can 
  never have a STR greater than 5, regardless of the 
  actual STR of the beast he is mimicking. 
  •Skills: Artist (Actor): 6, Detective: 8, Martial Artist: 
  5, Thief: 9 
  •Advantages: Connection: Legion of Super-Heroes 
  (High); Lightning Reflexes; Rich Family 
  •Drawbacks: Loss Vulnerability: Reep loses all 
  Powers when exposed to Cancelite; Loss 
  Vulnerability: Hard radiation ( 1 5+ APs) might 
  permanently strip Reep of his Powers. 
  •Alter Ego: Chameleon Boy, Cham 
  •Motivation: Upholding the Good 
  •Wealth: 20 
  Powers and Abilities 
  As a native of Durla, Reep can ascertain the 
  molecular structure of most living and non-living 
  materials by use of his antennae and then physically 
  transform into an exact replica of the material's 
  structural pattern. With enough concentration, he can 
  even transform into creatures that exist only in his 
  imagination (often legendary creatures) and 
  organisms much larger than his normal Durlan form. 
  Most recently, Daggle learned to rearrange his vital 
  organs to place them in safer parts of his body upon 
  Brainiac 5 's advice. This tactic has already proven 
  useful; it saved Daggle's life during a recent attack 
  by Roxxas. 
  Reep' s  abilities make him an excellent spy. 
  Toward this end, he often duplicates other humanoids 
  and uses his acting ability to impersonate them. 
  Specifics on Reep's Shape-Change 
  Powers 
  With his Powers, Reep Daggle can transform 
  himself into a near-perfect duplicate of any animal 
  (Shape Change), physical object (Self Manipulation), 
  or Character (Chameleon). 
  The animal forms Reep commonly assumes 
  include: 
  •Jovian Montressor: a huge predatory native of 
  Jupiter. [ DEx: 6 STR : 5 BODY: 1 3, Claws: 7, 
  Running: 6, Skin Armor: 3] 
  •Lightning Beast: a large Korbalian herd animal. 
  rDEX: 4 STR: 5 BODY: 1 3, Lightning: 1 1  J 
  •Octosaurus: a 12· long protozoan. [DEx: 8 STR: 4 
  BODY: 9, Energy Blast: 8, Glue: 8, Sonar: 6] 
  •Siith: a six-armed ape. [DEX: 8 STR: 5 BODY: I I , 
  Extra Limb (x4): 5, Running: 2] 
  •Winged Durlan: [ Flight: 9] 
  Personality! Role-playing 
  Although he always seems to keep a sense of 
  humor about him, even during the most difficult of 
  times, Daggle takes his responsibilities as a 
  Legionnaire very seriously. His ultimate goals are to 
  alleviate some of Durla's xenophobia toward the rest 
  of the galaxy, to prove that some Durlans are not 
  prejudiced and barbaric, and to show that Durlans 
  play an important part in interplanetary relations. 
  Daggle is generous and confident, and these 
  traits have made him an effective leader. After he 
  came into money and took over Brande Industries, 
  Daggle took it upon himself to reform the Legion of 
  Super-Heroes after the Great Collapse of 2989. Now 
  he enthusiastically shares command of the team with 
  Rokk Krin and Querl Dox. He is genuinely excited to 
  be a part of the new team and to face new challenges 
  outside the business world. 
  As Chameleon Boy (or Cham to his friends), 
  Reep Daggle was the Legion of Super-Heroes' 
  detective specialist as well as one of its more 
  powerful and versatile members. Though he has 
  Legionnaire combat training, he finds it useless for 
  the most part and relies heavily on his shape-shifting 
  abilities to carry out his missions. 
  
  ' 
  Using Reep Daggle in Adventures 
  Daggle is extremely wealthy. Because he is 
  generous and believes in good causes, he might be 
  willing to lend a group of player heroes financial 
  assistance. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of current 
  continuity. 
  Pre-Crisis: Action Comics #267, 287, 289, 309, 383, 
  390-392; Adventure Comics #247 (behind the 
  scenes), 282, 290, 301-304, 306, 308-3 17, 319-327, 
  329-330, 333-334, 336-347, 348 (behind the scenes), 
  349-350, 353, 355, 358-360, 362-364, 372, 374-376, 
  378-379; All-New Collectors' Edition #C-55; Booster 
  Gold #8-9; The Brave and The Bold #179; Crisis On 
  Infinite Earths #2, 5, 8, 10; DC Comics Presents #80; 
  DC Special Series #21 ;  Jonah Hex # 1 5 ;  Justice 
  League of America #147-148; Karate Kid #12-13; 
  Legion of Super-Heroes (2) #259, 262, 268, 273-274, 
  276, 280, 284, 286-294, 296-298, 300-301 ,  304-305, 
  307-308, 3 1 1  (3) 1-1 1 ,  14, 16-17, 19-22, 24-26, 28, 
  32-36, 38-43, 46-49, 54, 62-63 (4) 1, 3; Legion of 
  Super-Heroes Annual (2) #1-3 (3) 1 ,  4; The New 
  Adventures of Superboy #50; Secret Origins (3) #25, 
  37, 42; Secrets of the Legion of Super-Heroes #1-3; 
  Superboy (1) #93, 100, 125, 188, 193, 195, 197-201 ,  
  204-205, 207-208, 210, 2 1 2-213, 215, 218, 220, 221-
  226, 228-229; Superboy and the Legion of Super­
  Heroes #232-237, 239, 241, 243-247, 249-250, 256-
  258; Superman ( 1 )  #156; Superman Family #207; 
  Superman's Pal, Jimmy Olsen #72, 85; Who's Who 
  '85 #4 
  Current: Adventures of Superman #478; Legion of 
  Super-Heroes (4) #1, 3, 6-10, 1 1  (behind the scenes), 
  12, 14-18, 20, 22, 26, 29-30; Legion of Super-Heroes 
  Annual (4) #1-2; Who's Who '90 #3; Who's Who in 
  the Legion of Super-Heroes #I 
  Reep Daggles' Corporate Office 
  
  ROCKET RED 
  DEX: 
  I NT: 
  7 
  STR: 
  6 
  4 
  WILL: 
  5 
  BODY: 
  6 
  MIND: 
  4 
  INFL: 
  4 
  AURA: 
  INITIATIVE: 15 
  3 
  SPIRIT: 
  4 
  HERO POINTS: 60 
  •Skills: Gadgetry: 4, Military Science: 4, Weaponry: 5 
  •Advantages: Connections: J ustice League 
  International (High), Russia (High) 
  •Drawbacks: Married 
  •Alter Ego: Dmitri Pushkin 
  •Motivation: Responsibility of Power 
  •Wealth: 4 
  •Equipment: 
  APOKOLIPS BA TTLESUIT [DEx: 9, STR: 9, BoDY: 
  10, Energy Absorption: 4, Energy Blast: 16, Flight: 
  15, Force Field: 4, Radar Sense: 12, Skin Armor: 2, 
  Super Hearing: 
  1 2 ,  Telepathy: 9, Radio 
  Communications at a distance of 16 APs, R#: 3]. 
  Dmitri secured his improved version of the 
  Rocket Red armor during a trip to Apokolips. This 
  battlesuit allows him to withstand even large 
  caliber artillery shells, lift objects weighing more 
  than 13 tons, and att�in airspeeds faster than the 
  top speed of any fighter jet. The suit also allows 
  Dmitri to cast out an electrified net [STR: 9, BoDY: 
  I 0] to entangle nearby opponents and erect a 
  defensive force screen (Force Field; usable only to 
  protect the suit's wearer). 
  Like the earlier Rocket Red battlesuit, the 
  Apokolipsian model allows Dmitri to tap into 
  nearby computers and electroni.c devices. To do so 
  Dmitri uses the suit's Telepathy Power to make � 
  Action Check against an OY /RV equal to the 
  computer's INT/INT. If the Check succeeds, he may 
  then begi n  to remove information from that 
  computer (Telepathy vs. the computer's INT/INT; 
  RAPs equal Knowledge Points gained) or begin to 
  operate that computer's systems (Telepathy vs. the 
  computer's l NT/INT; I or more RAPs indicate 
  success). Note that the suit's Telepathy Power is 
  only usable for this purpose. 
  Original Rocket Red Armor 
  Before he found h i s  new battlesuit on 
  Apokolips, Dmitri was originally equipped with one 
  of the Rocket Red battlesuits designed by Green 
  L�te� Kilowog. This earlier suit had the following 
  statistics: 
  ROCKET RED BATTLESUIT [STR: 8 ,  BODY: 9, 
  Energy Blast: 10, Flight: 1 2, Radar Sense: 1 0 ,  
  Super Heari ng: 
  12, Telepathy: 6, 
  Radio 
  Communications at a distance of 15 APs, R#: 21. 
  The old suit's Telepathy Power was also usable 
  only to connect with computers and electronic 
  devices. 
  Powers and Abilities 
  Dmitri Pushkin is one of the last active members 
  of the now-defunct Rocket Red Brigade. During his 
  Rocket Red training, Dmitri underwent genetic 
  alterations that enhanced his strength and physical 
  capacity beyond normal human potential. Like all 
  Rocket Reds, he was then instructed in the operation 
  of armored battlesuits. 
  Before he even entered the Rocket Red 
  program, Dmitri was a highly trained soldier and 
  hand-to-hand combatant. 
  Personality/Role-playing 
  Pushkin, Rocket Red #4, is a Russian patriot, 
  though he has adapted well to Western culture 
  especially American culture. In fact, he often speak� 
  in out-of-place Americanisms and especially enjoys 
  quoting television commercials. 
  Dmitri loves life and enjoys new experiences. He 
  sees himself as a "wild and crazy guy," though his 
  former teammates think he's just crazy. Actually, his 
  upbeat nature may be aggravating at times, but it 
  usually keeps his comrades (whoever they may be) in 
  good spirits. Rocket Red believes violence is never 
  the ?est answer to a problem, and he will always try 
  to fmd a peaceful solution rather than apply brute 
  force. Under no circumstances, however, will he 
  allow his friends or family to be threatened, and he 
  becomes a determined, unstoppable adversary when 
  they are. 
  To his surprise, Dmitri finds super-heroics a real 
  kick. Rocket Red is one of the most reliable Justice 
  Leaguers; he has proven his usefulness on and off the 
  battlefield, though he tries to avoid dangerous 
  situations as much as possible. Even while 
  adventuring alongside the JLI, Dmitri is always 
  thinking about his wife and children at home. 
  
  Background Update 
  Now, with the changes in Eastern Europe, 
  Dmitri felt the call of his country and left Justice 
  League Europe to go home to help keep order. 
  Using Rocket Red in Adventures 
  Rocket Red is a good contact for player heroes 
  who adventure in Russia. Always helpful, Dmitri 
  might help the· heroes interact with the Russian 
  government, culture, and peoples. Since he is also 
  sociable, he might even ask the heroes to dinner, an 
  occasion at which he might try to show the heroes 
  how much he knows about American culture. 
  Subplots 
  Rocket Red is most often involved in Subplots 
  that revolve around his Family or his desire to learn 
  about other cultures. 
  Rocket Red Armor: 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster 
  Book (includes card), Come on Down!, Atlas of the 
  DC Universe. 
  Appearances in DC Comics 
  Animal Man # 1 6, 20; Armageddon 2001 #2; 
  Captain Atom (3) #38, 50; Captain Atom Annual #2; 
  Doctor Fate (2) # 1 5 ;  Doom Patrol and Suicide 
  Squad Special # 1 ;  Flash (2) #29; Green Lantern 
  Corps #209-21 0; Invasion! #2-3; Justice League #3; 
  Justice League America #32, 53, 55-59; Justice 
  League Annual #2; Justice League Europe # 1-13, 1 5-
  36; Justice League Europe Annual #2; Justice 
  League International # l l -24; Justice League 
  Quarterly #3-5; Martian Manhunter #1-2, 4; The 
  New Titans Annual #35; Secret Origins (3) #34; 
  Starman #13; Suicide Squad # 1 3; War of the Gods 
  # 1 -2, 4; Who's Who '90 #4; Wonder Woman (2) #25-
  26, 49-50 
  
  ROKK KRINN 
  DEX: 
  7 
  STR: 
  4 
  BODY: 
  5 
  lNT: 
  8 
  WILL: 
  6 
  MlNo: 
  6 
  lNFL: 
  6 
  AURA: 
  5 
  SPIRIT: 7 
  INITIATIVE: 23 
  HERO POINTS: 80 
  •Skills: Charisma: 4, Martial Artist: 7, Military 
  Science: 6, Vehicles: 5 
  •Advantages: Connection: Legion of Super-Heroes 
  (High); Leadership; Scholar (ancient Earth history) 
  •Drawbacks: Minor Physical Restriction (to 
  Braalians): Rokk has lost his Magnetic Powers; 
  Married 
  •Alter Ego: Cosmic Boy 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Powers and Abilities 
  Rokk Krinn was once one of the most powerful 
  Braalians of his time, capable of wielding amazing 
  magnetic powers. But unfortunately, a few years ago, 
  he was permanently stripped of his powers. 
  Krinn is a natural leader, however, and an expert 
  tactician, as well as a fine hand-to-hand combatant. 
  Specifics on Rokk's Powers 
  When he was still known as Cosmic Boy, Rokk 
  had the native Braalian power to control magnetic 
  energy. During this era, he had the Magnetic Control 
  Power rated at 16 APs and the Flight Power rated at 8 
  APs. Both of these Powers were temporarily reduced 
  to 2 APs whenever Rokk was in the presence of 
  temperatures greater than 180° Fahrenheit. 
  Rokk permanently lost his Powers during the 
  Battle of Venado Bay while serving with the Braalian 
  armed forces. 
  Personality/Role-playing 
  With or without his magnetic abilities, Rokk 
  Krinn (formerly Cosmic Boy) has always been a 
  leader and a model for the other members of the 
  Legion of Super-Heroes. 
  For Krinn, losing his abilities was like losing a 
  limb or worse. For a time after the accident, he was 
  distraught and wandered space, looking for some sort 
  of inspiration in his life. But thanks to Reep Daggle, 
  his work with the re-formed Legion is helping him 
  regain a positive attitude. 
  Ever since their homeworlds went to war, there 
  has been tension between Rokk and his teammate Vi 
  (Shrinking Violet). Both bear the scars of battle �nd 
  are ashamed of their conduct. Rokk has learned not to 
  blame Vi for the loss of his abilities, however, and 
  the pair of them are presently trying to work out their 
  hostilities. 
  Rokk Krinn is now married to former substitute 
  Legionnaire Lydda Jath (Night Girl). He left her 
  behind on Braal when he rejoined the Legion, but 
  Reep Daggle is taking care of her financially and she 
  is safe while Krinn is gone. 
  Should he find himself in combat, Krinn will 
  now remain in the background and allow his 
  powerful teammates to handle much of the physical 
  action while he shouts out ideas, warnings, or 
  commands. If necessary, however, he will do 
  whatever is necessary to protect himself and his 
  teammates from physical harm. 
  Using Rokk Krinn in Adventures 
  Rokk is the leader of the Legion of Super-Heroes 
  and a formidable strategist. If the player heroes need 
  advice on how to handle a situation, they might 
  contact Krinn. 
  Subplots 
  Rokk Krinn was once involved in a Romantic 
  Subplot with Saturn Girl, who is now married to 
  Garth Ranzz (Lightning Lad). Rokk is now happily 
  married to his wife, Lydda, who is expecting their 
  frrst child. At this time he is also often involved in a 
  Subplot revolving around his relationship with Vi and 
  another regarding his acceptance of the loss of his 
  Powers. 
  
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #267, 276, 285, 287, 289, 
  298, 386, 389, 392; Adventure Comics #247, 267, 
  282, 290, 293, 300-308, 310-31 1 , 3 1 3, 315-319, 323-
  328, 330-33 1, 334-337, 342-348, 350-357, 359-360, 
  362-363, 365-367, 369, 372, 374-376, 380; All-New 
  Collectors' Edition #1-55; The Brave and The Bold 
  #179; Cosmic Boy #1-4; Crisis On Infinite Earths #3, 
  5, 1 0; DC Comics Presents #2, 43; DC Super-Stars 
  #17; Karate Kid #6, 10, 1 2- 1 3; Legends #1-2; Legion 
  of Super-Heroes (2) #262, 267-268, 272, 274, 277-
  280, 282, 284, 287, 290-297, 299-300, 307-310, 3 12-
  313 (3) 2-4, 6-12, 14-15, 17, 23, 3 1 , 36-39, 45, 5 1 , 59 
  (behind the scenes), 63 (4) I ,  2 (behind the scenes), 
  3, 30; Legion of Super-Heroes Annual (2) #1-3 (3) 3; 
  Legionnaires Three #1-4; Secret Origins (3) #8, 25, 
  42, 46; Secrets of the Legion of Super-Heroes # 1-3; 
  Superboy ( 1 )  #86, 98 (behind the scenes), 100, 125, 
  247, 173, 176, 1 9 1 , 195, 197-198, 200-201, 204, 207, 
  209, 2 1 1 -2 1 3 ,  2 1 5-2 1 6, 2 18, 221 -222, 226, 229; 
  Superboy and the Legion of Super-Heroes #232, 235-
  237, 239-240, 243-25 1 ,  253-257; Superman ( J )  #147, 
  152, 1 55 - 156, 172 (2) 8; Superman's Pal, Jimmy 
  Olsen #72, 85, 100; Tales of the Legion #316-3 1 8; 
  Who's Who '85 #5; World's Finest Comics #168, 284 
  Current: Action Comics #663; Adventures of 
  Superman #476, 478; Legion of Super-Heroes (4) # I ,  
  2 (behind the scenes), 3 ,  6-10, 12-17, 20, 22, 26-27; 
  Legion of Super-Heroes Annual (4) #1-2; New Gods 
  (3) #22; Secret Origins (3) #47 (flashback), 49; 
  Who's Who '90 # 1 ;  Who's Who in the Legion of 
  Super-Heroes #1 
  The Planet Braal 
  
  SECRET SIX 
  VIC SOMMERS 
  DEX: 
  5 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  5 
  WILL: 
  6 
  MiND: 
  5 
  lNFL: 
  4 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 1 6  
  HERO POINTS: 30 
  •Skills: Martial Artist: 5, Military Science: 5 ,  
  Vehicles: 4, Weaponry: 5 
  •Advantages: Connections: Secret Six (High), U.S. 
  Military (Low) 
  •Drawbacks: Serious Physical Restriction: Sommers 
  is blind. 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 5 
  •Equipment: 
  CYBERNETIC GOGGLES [BODY: 3, Microscopic 
  Vision: 3, Telescopic Vision: 3, Ultra Vision: 5] 
  With the goggles, Sommers can see despite his 
  handicap. 
  Submachine gun lA V: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 31 
  TONY MANTEGNA 
  DEx: 
  4 
  STR: 
  3 
  BODY: 
  4 
  I NT: 
  6 
  WiLL: 
  5 
  MIND: 
  5 
  I NFL: 
  5 
  AURA: 
  5 
  SPIRIT: 5 
  INITIATIVE: 15 
  HERO POINTS: 30 
  •Skills: Artist (Writer): 3, Vehicles: 3, Weaponry: 4 
  •Advantages: Connections: Secret Six (High), Press 
  (Low) 
  •Drawbacks: Serious Physical Restriction: Mantegna 
  is deaf. 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 7 
  •Equipment: 
  HEADSET [BODY: 4, Extended Hearing: 4, Super 
  Hearing: 6] With the headset, Mantegna can hear 
  normally. 
  Submachine gun [A V: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 3] 
  MITCH HOBERMAN 
  DEX: 
  4 
  STR: 
  lNT: 
  6 
  WILL: 
  INFL: 
  4 
  AURA: 
  INITIATIVE: 14 
  3 
  BODY: 
  4 
  5 
  MIND: 
  5 
  4 
  SPIRIT: 5 
  HERO POINTS: 30 
  •Skills: Artist (Sculptor): 3, Gadgetry: 4, Vehicles: 3, 
  Weaponry: 4 
  •Advantages: Connections: Motion Picture Industry 
  (Low), Secret Six (High); Scholar (special effects) 
  •Drawbacks: Minor Physical Restriction: Hoberman 
  suffers from rheumatoid arthritis. 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 5 
  •Equipment: 
  CYBERNETIC GLOVES [BODY: 4, Superspeed: 1] 
  With the gloves, Hoberman can perform complex 
  tasks at great speed. The gloves also block out the 
  effects of his rheumatism. The gloves' Superspeed 
  Power is usable only to speed up tasks in which 
  Hoberman must use his hands. 
  Submachine gun [A V: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 3] 
  MARIA VERDUGO 
  DEX: 
  3 
  STR: 
  3 
  BODY: 
  3 
  TNT: 
  7 
  WTLL: 
  7 
  MIND: 
  5 
  I NFL: 
  4 
  AURA: 
  4 
  SPOUT: 
  5 
  INlTIATIVE: 14 
  HERO POINTS: 30 
  •Skills: Gadgetry: 5, Science: 5 ,  Vehicles: 2, 
  Weaponry: 3 
  •Advan tages: Connection: Secret Six (High); 
  Scholar (computer science) 
  •Drawbacks: Minor Physical Restriction: Verdugo is 
  an epileptic. 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 6 
  •Equipment: 
  TIARA [BODY: 4] The tiara controls Verdugo's brain 
  impulses and prevents her from suffering epileptic 
  seizures. 
  Submachine gun [AV: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 3] 
  LADONNA JAMEAL 
  DEX: 
  3 
  STR: 
  3 
  BODY: 
  3 
  I NT: 
  5 
  WJLL: 
  5 
  MIND: 
  5 
  lNFL: 
  6 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 14 
  HERO POINTS: 30 
  •Skills: Artist (Actor): 3, Vehicles: 3, Weaponry: 3 
  •Advantages: Connections: Motion Picture Industry 
  (Low), Secret Six (High) 
  •Drawbacks: Minor Physical Restriction: Jameal is 
  mute. 
  
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 6 
  •Equipment: 
  HEADSET [BODY: 4] With the headset, Jameal can 
  simulate normal speech. 
  Submachine gun [A V: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 3] 
  LuKE McKENDRICK 
  DEX: 
  6 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  5 
  WILL: 
  4 
  MIND: 
  5 
  I NFL: 
  4 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 1 5  
  HERO POINTS: 30 
  •Skills: Vehicles: 3, Weaponry: 4 
  •Advantages: Connection: Secret Six (High) 
  •Drawbacks: Serious Physical Restriction: 
  McKendrick lost both his legs in a terrorist 
  bombing. 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 5 
  •Equipment: 
  LEGS [BODY: 7, Running: 6] With the prosthetic 
  legs, McKendrick can run faster than 60 miles per 
  hour. 
  Submachine gun [AV: 5, EV: 5, Ammo: 5, Range: 5, 
  R#: 3] 
  Group Equipment: 
  SECRET SIX CHOPPER [STR: 9, BODY: I 0, 
  Extended Hearing: 4, Radar Sense: 1 3 ,  Super 
  Hearing: 
  1 2 ,  
  Thief 
  (Stealth) :  5 ,  
  Radio 
  Communications at a distance of 1 7  APs, R#: 2]. 
  The Chopper carries state-of-the-art surveillance 
  equipment 
  and 
  s ilencers 
  for 
  the 
  rotor 
  (Thief/Stealth). 
  Powers and Abilities 
  The physically challenged members of the Secret Six 
  all received technological replacements for their lost abilities 
  that gave them an advantage over normal humans. 
  Vic Sommers, blinded in Vietnam during a land mine 
  explosion, was offered a headset that connects to his optic 
  nerves, giving him night vision, telescopic vision, and 
  microscopic vision. His military experience gives him an 
  excellent knowledge of weapons. 
  Mitch Hoberman's rheumatoid arthritis crippled his 
  hands, but cybernetic gloves designed by Mockingbird 
  control the nerve impulses and block the pain. Hoberman 
  can now move his hands as well or better than before. As a 
  special effects artist, Hoberman often designs illusions that 
  serve as diversions for his teammates. 
  LaDonna Jameal was muted and disfigured when a 
  madman threw acid in her face. Mockingbird gave 
  LaDonna a new voice, 
  , 
  Luke McKendrick was given bionic legs, faster than 
  human, to replace his own, which were lost in a bombing. 
  Maria Verdugo's epilepsy became too much of a 
  barrier for her to work on her mathematics and computer 
  research until she was given a headset that controls her 
  brain ' s  impulses. Now she operates the Secret S i x  
  computer network, one of the most high-tech systems in 
  existence. 
  Anthony Mantegna wears a headset that allows him to 
  hear. He serves as the team's communication specialist. 
  Personality/Role-playing 
  Vic Sommers is a perceptive man who was originally 
  reluctant to join the team. 
  Mitch Hoberman is the team's creative force. 
  LaDonna Jameal is still psychologically scarred by the 
  ordeal she suffered as a child. Although she can no longer 
  act professionally, her skills still benefit the team. 
  Luke McKendrick is young and enthusiastic, and he 
  understands commitment to a cause or goal. Luke was the 
  least reluctant to accept his gift. 
  Maria Verdugo has a naturally strong character and 
  good leadership abilities. 
  And Tony Mantegna is a reporter with an inquisitive 
  nature. 
  These Secret Six are no longer under the indirect 
  command of the "Agency" as were their predecessors, 
  though they continue to undertake missions that help those 
  in need. 
  Using the Secret Six in Adventures 
  The Secret Six are frequently involved in missions 
  that revolve around government intrigue and corruption. If 
  the player heroes are guided into a plot of this sort, the 
  Secret Six might make excellent guides and assistants. 
  They know the ins and outs of "the system," and they can 
  help the heroes work their way out of jams. 
  Appearances in DC Comics 
  Secret Six I: Action Comics Weekly #601 -602, 629; 
  Crisis On Infinite Earths # 1 2; Secret Six # 1 -7; Who's 
  Who '86 #20 
  Secret Six II: Action Comics Weekly #60 1 -612, 619-
  630; Who's Who '88 #3; Who's Who '90 #2 
  
  SINBAD 
  DEX: 
  3 
  STR: 
  2 
  BODY: 
  2 
  lNT: 
  3 
  WILL: 
  3 
  MIND: 
  3 
  lNFL: 
  3 
  AURA: 
  2 
  SPIRIT: 4 
  INITIATIVE: 9 
  HERO POINTS: 20 
  •Powers: Force Field: 1 ,  Mental Blast: I ,  Mind 
  Probe: I ,  Pyrotechnics: I ,  Telekinesis: 1 .  
  Telepathy: 1 
  •Limitations: Miscellaneous: Sinbad's Powers have 
  yet to develop. At present, they rarely work; 
  Miscellaneous: Sinbad's Force Field can only be 
  extended to cover himself and one other person. 
  •Advantages: Connections: LexCorp (Low), 
  Superman (Low) 
  •Alter Ego: Davood Nassur 
  •Motivation: Upholding the Good 
  •Wealth: I 
  •Equipment: 
  ENHANCER BELT [BODY: 7, Enchantment: 20, R#: 
  31 The Enhancer Belt is one of LexCorp's most 
  impressive inventions. It is capable of isolating and 
  boosting its wearer' s  meta-human abilities to 
  Superman's level. Normally, the belt adds 20 APs 
  (up to a maximum of 2 1  APs) to each of the 
  wearer's Powers and super-human abilities, but the 
  exact effects of the belt are best determined by the 
  Gamemaster. 
  While Sinbad was wearing the belt, he had the 
  following Powers and abilities: BoDY: 7 ,  Force 
  Field: 2 1 ,  Mental Blast: 20, Mind Probe: 1 5 ,  
  Pyrotechnics: 1 6, Telekinesis: 2 1 ,  Telepathy: 2 1 .  
  Pyrotechnics 
  Sinbad has a Power that is new to DC HEROES. 
  Here is its description: 
  PYROTECHNICS 
  Link: WILL 
  Range: Nom1al 
  Type: Dice 
  Base Cost: 15 
  Factor Cost: 3 
  Pyrotechnics is the Power to use one's mind to 
  accelerate a target's moJecular motion. If the Power 
  user so desires, this motion can be increased to the 
  point where the target becomes uncomfortably hot 
  and possibly to the point where the target bursts 
  into flames. 
  In DC HEROES terms, this is a Physical Attack 
  using the attacker's APs of Pyrotechnics as the 
  AV/EV. 
  Powers and Abilities 
  Davood's psionic abilities (namely telepathy, 
  telekinesis and mind-reading) were boosted by 
  LexCorp's Enhancer Belt, making him powerful 
  enough to challenge even Superman. 
  Since the belt was destroyed, Davood's abilities 
  have resumed development at a much slower rate. 
  Personality/Role-playing 
  Davood Nassur has the makings of a great super­
  hero. Not only does he possess powerful latent 
  psionic abilities, but he also has a selfless dedication 
  to serving the common good and keeping the peace in 
  his community. 
  Sinbad, as Davood named himself after the 
  legendary adventurer, has proven his bravery. He 
  faced Superman when it was believed that the Man of 
  Steel was an enemy to the Quracis during the War in 
  the Middle East and sent messages straight to Lex 
  Luthor, threatening the industrialist's power and 
  authority. 
  For now, Davood is trying to be an ordinary 
  student and American teen. He has learned how to be 
  patient and compromise. With the knowledge of the 
  abilities he may one day develop, he is sometimes 
  cocky and reckless, but he knows that with great 
  power comes great responsibility. 
  Davood once beat Superman in battle. Now that 
  they are allies, he is proud of that achievement and 
  sometimes likes to rub it in light-heartedly. 
  Using Sinbad in Adventures 
  S inbad l ives in the Little Qurac section of 
  Metropolis and is active in public service in that area. 
  He is a troublemaker (albeit an innocent one) and can 
  be introduced as a hindrance who soon becomes a 
  help once he has grown to trust the player heroes. 
  Davood might also serve as a translator should the 
  heroes need such services. 
  
  Subplots 
  Davood i s  most often involved in Family 
  Appearances in the DC Heroes 
  Role-Playing Game, Second Edition 
  Subplots, though he does have a Friendly relationship 
  Superman-The Man of Steel Sourcebook 
  with Superman, who encourages him to carefully 
  nurture his psionic abilities. 
  Appearances in DC Comics 
  Action Comics #658; Adventures of Superman #47 1 ;  
  Superman (2) #48; Who's Who '90 #3 
  The LexCorp Enhancer Belt 
  top 
  front 
  side 
  
  SPEEDY 
  DEx: 
  I NT: 
  6 
  STR: 
  4 
  5 
  WrLL: 
  5 
  BoDY: 
  5 
  MIND: 
  4 
  INFL: 
  5 
  AURA: 
  INITIATIVE: 20 
  4 
  SPIRIT: 5 
  HERO POINTS: 60 
  •Skills: Acrobatics: 5 ,  Artist (Musician): 3 ,  
  Detective: 5 ,  Gadgetry: 5 ,  Martial Artist: 6, 
  Weaponry: 9 
  •Advantages: Connections: Green Arrow (High), 
  New Titans (High), U.S. Intelligence Community 
  (High); Lightning Reflexes; Scholar (arrow 
  construction) 
  •Drawbacks: Public Identity 
  •Alter Ego: Roy Harper 
  •Motivation: Seeking Justice 
  •Wealth: 5 
  •Equipment: 
  Bow [STR: 7, BoDY: 4] The bow has a range equal to 
  its STR APs (roughly 400 yards). 
  Ordinary Arrows (x5) [EV: 3, BODY: l j  These are 
  standard arrows. Unless he performs some sort of 
  Trick Shot, Speedy automatically enters Killing 
  Combat if he uses them on a living creature. 
  Acid Arrow [Acid: 9, BoDY: I ,  R#: 2j U se rhe 
  arrow ' s  APs of Acid as its EV. Again, Speedy 
  automatically enters Killing Combat if he uses this 
  arrow on a living target. 
  Bola Arrow [STR: 8, BODY: 10, R#: 2] The Bola 
  arrow Grapples its target with an A V equal to 
  Speedy's Weaponry and an EV equal to its STR. 
  Boxing Glove Arrow [EV: 6, BODY: 1 1  Speedy rarely 
  uses this arrow these days. 
  Cryonic Arrow [BODY: I ,  Ice Production: 8, R#: 2] 
  Use the arrow's APs of Ice Production as its EV. 
  Explosive Arrow [BODY: l ,  Bomb: 8, R#: 2] If the 
  arrow strikes its target (i.e. Speedy rolls his Success 
  Number or higher), its Bomb Power detonates. 
  Grappling Hook Arrows (x3) [STR: 8, BODY: I ]  The 
  grappling hook arrows trail a swing line (4 APs 
  long) behind them. Speedy makes a Weaponry 
  Action Check against an OV(RV determined by 
  consulting the Universal Modifiers Table to catch 
  the grapple i n  place (OV /RV of 4/4 for most 
  normal walls-Difficult Action). 
  Handcuff Arrow [STR: 8, BODY: I ,  R#: 2] The 
  handcuff arrow Grapples its target's hands with an 
  EV equal to its STR. 
  Net Arrows (x2) [STR: 8, BODY: 8, R#: 2] The net 
  arrow Grapples its targets with an EV equal to its 
  STR. Using a net arrow, Speedy can Multi-Attack 
  more than one opponent as long as all the targets 
  are tightly clustered. 
  Smokescreen Arrow [BODY: I ,  Fog: 8, R#: 2] The 
  arrow 's Fog cloud lasts for five phases and is 
  released at the point the arrow strikes a target. 
  Sonic Arrow [BODY: I ,  Sonic Beam: 9, R#: 2) Use 
  the arrow's APs of Sonic Beam as its EV. 
  6 AP AC Omni-Arrows (x2) 
  Arrow Construction 
  Although most of the arrows he uses were built 
  by his forn1er mentor, the Green Arrow, Speedy also 
  can construct his own Trick Arrows. When he does 
  so, he is entitled to a -2 Column-Shift bonus to the 
  OV and RV of all Gadgetry rolls due to his Scholar 
  Advantage. 
  Powers and Abilities 
  Speedy is a master archer, second only to his 
  mentor and former partner, Green Arrow. He is also 
  an accomplished hand-to-hand fighter and master 
  detective. 
  Drug Habit 
  Much earlier in his career, Speedy was addicted 
  to heroin (a Serious Irrational Attraction). But with 
  the help of Green Arrow, Black Canary, and Green 
  Lantern, he has long since kicked his habit. 
  Personality/Role-playing 
  Roy Harper learned much from the Green 
  Arrow, and their relationship at one time was very 
  close. They were not only crime-fighting partners, 
  but Oliver Queen (Arrow's alter ego) adopted Roy as 
  his legal ward. As a result, Roy was deeply hurt when 
  Green Arrow abandoned Speedy to strike out on his 
  own again. 
  Roy has since gone through rough times. His 
  loneliness drove him to a lengthy drug addiction, 
  which he finally kicked. Now he is on an anti-druo 
  0 
  crusade, and he tends to take his aggressions out on 
  drug dealers as he breaks up their cartels. Roy even 
  lends his services to government agencies whenever a 
  suitably profitable drug gang is at large. 
  Roy Harper is a proud man, almost to the point 
  of stubbornness. This can lead him into trouble as he 
  tends to argue with his peers and teammates. Roy 
  also finds it difficult to admit his true feelings and 
  
  tries to hide his Ioneli.ness behind a cocky attitude. 
  Speedy is a notorious ladies' man, and his 
  machismo is usually a cover for his insecurities. 
  Lately, Roy had an affair with the assassin Cheshire. 
  After he discovered he fathered her child, his 
  actitudes toward women changed slightly, and he is 
  now enjoying his new role as a father. 
  Using Speedy in Adventures 
  Speedy is now very active in drug enforcement, 
  so if the player heroes need an expert in that field, he 
  would make a good contact. 
  Subplots 
  Speedy was once involved in a Subplot that 
  involved his addiction to heroin. He has since kicked 
  the habit and is now spending most of his time 
  breaking up drug rings and trying to be a good father 
  to his baby daughter. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, New Titans Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis- Earth One: Action Comics #436; 
  Adventure Comics # 1 97-269: The Brave and The 
  Bold #50. 83, 1 02, 1 49; The Best of DC #18; Crisis 
  On Infinite Earths #9- 1  0; DC Special Series # I I ;  
  Detective Comics #402; Green Arrow Annual #2 
  (Who's Who); Green Lantern (2) #84 (behind the 
  scenes), 85-86, I 00; The Hawk and The Dove ( I )  #5; 
  Justice League of America # 1 3; The New Teen Titans 
  ( I )  #27, 29-32; The New Teen Titans drug awareness 
  giveaway #l; Superman Family # 1 92- 1 94; Tales of 
  the Teen Titans #50; Teen Titans #4, I I , 1 9-37, 39-
  53; Who's Who '86 #2 1 ;  World's Finest Comics #7 1 -
  1 34, 1 36, 1 38, 140, 205, 251 
  Current: Action Comics Weekly #61 3-61 8, 627-634, 
  636-640; Armageddon 2001 #2; Hawk and Dove (3) 
  #1 1 - 1 2, 26; The New Teen Titans (2) # 1 9-2 1 ,  24; The 
  New Titans #52, 56, 60-66, 68-69, 7 1 ;  The New 
  Titans Annual #6; Secret Origins (3) # 1 3 ,  38, 50; 
  Secret Origins Annual #3; Suicide Squad # 1 1 - 1 2; 
  Who's Who '90 #3 
  Speedy's Arrows 
  Handcuff 
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  Cryonic 
  
  STARMAN 
  DEX: 
  7 
  STR: 
  9 
  BODY: 
  6 
  I NT: 
  5 
  WILL: 
  5 
  MIND: 
  5 
  I NFL: 
  5 
  AURA: 
  4 
  SPIRIT: 5 
  INlTTATIVE: 1 7  
  HERO POINTS: 60 
  •Powers: Chameleon: 9, Density Increase: 3, Energy 
  Blast: 10, Flame Project: 10, Flash: 9, Flight: l l ,  
  Regeneration: 5 ,  Sealed Systems: 1 8, Solar 
  Sustenance: 25 
  •Skills: Artist (Writer): 3 
  •Advantages: Connections: Power Girl (Low), 
  Superman (Low), S.T.A.R. Labs (High); Insta­
  Change; Miscellaneous: Starman's autonomic 
  functions (heartbeat, breathing, etc.) are no longer 
  necessary to sustain his life, although he makes a 
  conscious effort to maintain them anyway. 
  •Drawbacks: Secret Identity 
  •Alter Ego: William Payton 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Radiation Leakage 
  When Starman 's skin is punctured (i.e., an 
  appropriate Killing Combat attack inflicts damage 
  against him), he leaks hard radiation with an A V fEY 
  of 7/7 that affects all Characters within 2 APs. The 
  radiation continues to leak until Starman ' s  
  Regeneration Power heals the wound. 
  Radiation attacks like this roll directly against an 
  OV/RV equal to the target's BODY/BODY and ignore 
  all other defensive Powers, save Force Fields. Most 
  Characters with Systemic Antidote are allowed to add 
  their APs of Power to their R V vs. radiation. 
  Powers and Abilities 
  I n  e s sence, Starman i s  a living star. H i s  
  abilities permit him to: generate light brighter than 
  that produced by a nuclear explosion, project heat 
  capable of melting steel, fly at approximately 8,000 
  m iles per hour (ten times the speed of sound), 
  create energy blasts capable of demolishing a 
  building, and regenerate physical damage. Payton' s  
  skin i s  extremely resistant to physical attacks, but 
  when it is breached, it causes a harmful radioactive 
  energy leak. 
  Payton' s  less significant powers include: the 
  ability to suspend all his voluntary functions 
  (eating, sleeping, etc.), and the ability to alter his 
  hair color and facial features at will. 
  Personality/Role-playing 
  Will Payton is one of the most powerful super­
  beings on Earth. Most of his powers stem from the 
  fact that he is no longer a true human. Although he 
  has now grown to enjoy his role as a hero, his 
  abilities have left him something of an outsider. 
  Despite this fact, Will takes his responsibilities 
  seriously and understands his heroic obligations. 
  Starman tries to use his power for good, though 
  the true nature of good sometimes eludes him. At 
  times he is almost afraid of his powers, which 
  sometimes causes him to hesitate during battle. 
  Will's sister Jayne acts as his moral support, 
  and often has more confidence in her brother than 
  Will has in himself. 
  Using Starman in Adventures 
  Starman is one of the few active super-heroes in 
  America's southwest. If your player heroes visit that 
  part of the country, particularly in Arizona, they are 
  bound to hear stories about his many great 
  accomplishments. 
  Subplots 
  W i l l  is c lose to h i s  Family, and family 
  relationships consume much of his time. He is also 
  trying to rediscover the humanity he believes he may 
  have lost. 
  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 #622, 644-645, 659; Blasters Special 
  # 1 ;  Armageddon 2001 #2; Doom Patrol (2) #29; 
  Firestorm, the Nuclear Man #80; Invasion! #2-3; 
  Justice League A merica #42 ;  Justice League 
  International #24; Justice League Quarterly #5; 
  Starman #1 -45; War of the Gods # 1 -4; Who's Who 
  Karen Faulkner's Lab 
  Computer center 
  Disposal 
  Laboratory table 
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  Laboratory table 
  
  SUPERMAN 
  DEX: 
  15 STR: 
  25 
  BODY: 
  1 8 
  TNT: 
  1 1  WILL: 
  20 
  MIND: 
  15 
  I NFL: 
  10 AURA: 
  20 
  SPIRIT: 
  10 
  {NJTIA TIVE: 49 
  HERO POINTS: 200 
  •Powers: Directional Hearing: 8, Extended Hearing: 
  8, Flight: 1 5, Heat Vision: 15, Invulnerability: 22, 
  Microscopic Vision: 1 5 ,  Recall: 20, Sealed 
  Systems: I I , Super Breath: 1 2, Super Hearing: 8, 
  Superspeed: 1 1, Systemic Antidote: 18, Telescopic 
  Vision: 13, Thermal Vision: 1 3, X-Ray Vision: 1 3  
  •Skills: Artist (Journalist): 4, Charisma (Persuasion): 
  15, Scientist: I 0 
  •Advantages: Area Knowledge (Metropol is); 
  Connections: Batman (High), Daily Planet (High), 
  Metropolis Police Headquarters (High), White 
  House (High), Justice League International (Low); 
  Expansive Headquarters (Fortress of Solitude); 
  Free Access; Lightning Reflexes; Popularity; Sharp 
  Eye 
  •Drawbacks: Secret Identity; Fatal Vulnerability: 
  kryptonite, Range of 2 APs; Loss Vulnerability: 
  magic, Range of 0 APs; Loss Vulnerability: lack of 
  yellow sun radiation, Range of 0 APs (Note: All of 
  Superman's Loss Vulnerabilities affect all of his 
  Attributes and Powers.) 
  •Alter Ego: Clark Kent, Kai-EI 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Powers and Abilities 
  Superman's greatest assets are his great strength 
  (reflected by his high STR score) and invulnerability 
  to harm (reflected by his high BODY score and 
  Invulnerability Power). He can easily uproot large 
  office buildings and lift them over his head, and his 
  body can withstand small atomic explosions. With 
  his Flight Power, Superman can attain airspeeds 
  many times greater than the speed of sound, and he 
  can outrace any man-made object. With his Heat 
  Vision, he can melt steel. 
  Superman also has a wide range of extrasensory 
  abilities that are reflected in his various hearing and 
  vision Powers (Directional Hearing, Extended 
  Hearing, Super Hearing, Microscopic Vision, 
  Telescopic Vision, Thermal Vision, X-Ray Vision). 
  He i s  virtually immune to disease (Systemic 
  Antidote), able to run and perform complex tasks at 
  superhuman speeds (Superspeed), able to hold his 
  breath for almost two hours (Sealed Systems), and 
  able to memorize thousands of pages of information 
  (Recall). 
  Superman's Vulnerabilities 
  When Superman comes within 40 feet (2 APs) of 
  kryptonite, his DEX immediately drops to 0, his STR 
  drops to I ,  and he loses the use of all of his Powers. 
  He then begins to die as per the Fatal Vulnerability 
  rules. While he is under the influence of kryptonite, 
  Superman cannot walk or even stand. With a 
  successful Action Check using his modified STR/STR 
  (1/1) as the AV/EV against an OV/RV both equal to 
  his body weight (3/3), he can pull himself along the 
  ground for a few feet. 
  Against Powers and attacks of a truly magical 
  nature (including many Mystical Powers and most 
  Mystic-linked Powers), Superman's OV and RV are 
  automatically 2/2. Furthermore, Superman cannot use 
  his Powers or abilities to affect constructs of a 
  magical nature (he cannot smash down a magical 
  wall, for instance, or use his great strength to break 
  enchanted chains). 
  If Superman is isolated from the effects of 
  Earth's yellow sun for more than three days, he loses 
  all of his Powers according to the Loss 
  Vulnerabilities rules. He instantly regains his abilities 
  once he has been exposed to the yellow sun again. 
  Personality/Role-playing 
  Superman i s  warm, compassionate, fair, 
  energetic, and intelligent. No matter how hard he is 
  pressed, he will never take any action that threatens 
  life, limb, law, or order. His goodwill is legendary. 
  To many, he seems simply too good to be true. 
  Superman's only real flaws are his occasional 
  naivete and overly optimistic world-view. At times, 
  examples of extreme misfortune and acts of heinous 
  cruelty seem to catch him off guard. He also has a 
  slight problem interacting with normal human beings. 
  His extraordinary abilities sometimes make it 
  difficult for him to identify with humanity, a situation 
  that distresses him. 
  When in his Clark Kent guise, Superman alters 
  his personality. As Kent he is somewhat dashing and 
  sophisticated, a sharp contrast to Superman's Boy 
  Scout image. 
  As an extra note, Superman abhors killing, and 
  after having to put some extradimensional villains to 
  death, has sworn never to kill again. In fact, 
  Superman believes in using the minimal amount of 
  force necessary to solve a problem. Therefore, he 
  usually never uses a STR greater than 1 2  when 
  making hand-to-hand attacks. 
  
  Using Superman in Adventures 
  Superman is a valuable Non-Player 
  Character in any campaign. He can plausibly show up 
  at the last minute to save the heroes should they bite 
  off more than they can chew, though the Gamemaster 
  should try to keep such appearances to a minimum. 
  He can also keep player heroes in line by reminding 
  them of their duty to society. When Superman talks, 
  people listen. Remember not to steal the heroes' 
  thunder, but try to establish Superman as a real 
  presence early in your campaign. 
  Subplots 
  Since he's such a popular hero, Superman has 
  numerous Subplots to deal with. He has his Romantic 
  relationship with Lois, his friendships with Lana, 
  Pete, Jimmy, etc., and his Family relationship with 
  his adoptive parents. He has a Death Guilt Subplot 
  over his eradication of the Phantom Zone criminals 
  and Job Subplots centered on Clark's duties at the 
  Daily Planet. He also has many enemies, especially 
  Lex Luthor Jr. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  llackground/Roster /look (includes card), Superman The Man of Steel 
  Sourcebook. Justice League Sourcebook, Batman Sourcebook, Deadly 
  Fusion, In Hot Pursuit, World in the Balance 
  Appearances in DC Comics 
  •Note: Pre-Crisis appearances are TlOt pan of current continuity. 
  Pre-Crisis-Earth-One: Action Comics 11197. 199-206, 209-326. 328-333, 335· 
  337, 339-346. 348-359, 361-372, 374-390, 393-483, 485-582; Advemure Comics 
  #130-343, 345-387, 393, 396. 406, 423. 449, 453-459, 464, 477, 485; The 
  Advemures of Jerry Lewis #92, 105; All-New Collectors' Edition #C55-C56. C58; 
  All-Star Squadron #14·15, 53; The Am02ing World of DC Comics Special Edition 
  #I; The Amazing World of Superman #1; Aquaman (I) 1118. 30. 55; The Atom 118: 
  Batman 11140, 230, 260. 293: Batman and the Outsiders #I, 19; Batman Family 
  115, 1 1 ,  15 (behind the scenes); Blackhawk (I) 11228-230: Black Lightning 113-5; 
  Blue Devil 113-4, 24; The Brave arul The Bold 1128-30, 63, 150, 172, 192; Captain 
  Action #l; Captain Carrot and His Amazing Zoo Crew #I; Crisis On lnfinitt 
  Earths #2·5, 7. 9·12: The Daring New Adventures of Supergirl #I, 8, 12 (behind 
  the scenes). 13: DC Comics Present.< #1-97: DC Cornia Presents Annual #1-4; 
  DC Special 1127: DC Special Series #5-6, II, 2 1 ,  26; DC Super-Stars #10, 12. 17; 
  Detective Comi<'s #292, 447; Doom Patrol (I) #104; Firestorm (I) #1-2; The 
  Flash ( I )  #175. 199, 203-204, 249, 276�277. 327-329; Forever People (I) #I; 
  Freedom Fighters #5, 8; The Fury of Firestorm #4; Green Lantern (2) 1129, 87. 
  122-123. 139, 180, 188: Heroes Against Hunger #I; Inferior Five #10: Jemm, Son 
  a/Saturn #3-6; Justice League of America #l-5, 7, 8 (behind the scenes). 9-25, 27-
  34. 36, 38, 40-45, 49-50, 52-53. 55-57, 59�61, 63, 65-66, 68-75, 77-84, 86-92. 94-
  106. 109-115. 1 17-122. 125-135. 137-185. 187-190. 192-19, 198-209. 204-212. 
  217-224, 231-232, 237-240, 249-250; ltwire uagt" of Amuica Annual #I, 3: 
  Kamandi. the Lo.<t Boy On Earth #29 (behind the scenes); Karate Kid #10. 12-13; 
  Legion of Super-Heroes (2) 11259, 277-282. 286. 290-294. 300, 3 12-313 (3) 1 1-12; 
  Ugion of Super-Heroes Annual (2) II 1-2; Limited Collectors' Edition #C4 1, C47: 
  Lois Lone #1 -2: More Fun Comic.< #101- 107; Thr New Advemures of Superboy 
  #I-54; The New Teen Titans (I) #16, 23-25 (2) 6, 13; The New Teen TitafiS Annual 
  (2) # 1 :  Phantom Zone #l-4; Red Tornado #1-3; Tl" Saga of Swamp Thing 1124; 
  Secret Society of Super-Villains 1#5: Secrets of the Ugion of Super-Heroes #J-3; 
  Sha:am1 #15; Showca.<r 1#9�10; Superboy (I) #1 -94. 96-138. 130-133. 135-137. 
  139-146, 148-155, 157. 159- 164, 166-173, 175-182. 184. 186-230: Superhay and 
  the Legion of Super-1/eroe.f #23 1-237. 239-258; Supprboy Spectacular II I; Super 
  Friends #1-47; Supergirl (I) #5, 8 (2) 20-21; Superman (I) #91-148, 150-158. 
  160-161, 163-165. 167-174, 176-182. 184-186. 188-191. 195-196, 198-199. 201. 
  203-206. 208-2 1 1 , 213-214, 216. 2 1 8-22 1 . 223. 225-226. 228-229, 233-238, 240· 
  244, 246-251. 253-27 1 .  273-299, 301-403, 405-422; Superman Annual (I) 1#9-12: 
  Superman Family #164-167. 169-173, 175-176. 1 78- 179, 1 8 1- 199, 201 -221: 
  Superman Special #I, 3; Superman Spectacular #li Superman's Girl Friend, Lois 
  Ume 1#1-45. 47-50, 52-67, 69-76, 78-85, 87-88. 90-94, 96-103. 105· 1 12. 1 14-137: 
  Supermafl'.< Pal, Jimmy Olsen #1-94, 96-103, 105-1 08. 1 10-1 12, 1 14-121, 123-
  130, 132-139, 141�163: Swamp Thing (2) #46; Swing With Scooter #5; Tales of the 
  Teen Titans #50: Teen Titans #25; Woruler Woman (I) #130, 212, 216 (behind the 
  scenes). 218-223. 291. 300; World of Kryptofl (I) 111-3; World's Finest Comics 
  1171-135, 137-152. 1 55-156, 158-160. 162·165. 168-169. 171. 173-177, 181-183, 
  185-187, 189-196, 198-205, 207-214, 215-216 (behind the scenes), 217-220. 221-
  222 (behmd the scenes). 224 (behind the scenes). 225-226. 228 (behind the 
  scene.•). 230.231 (behind the scenes), 232, 233-241, 242 (behind the scenes). 243-
  323 
  Pre-Crisis-Earth-Two: Action Comics 111-196. 198, 207-208, 484; Adventure 
  ComtCS 11462. 466; All-New Collectors' Edition #C-54; All-Star Comics #7·8, 36. 
  62-66, 69-71 .  74; All-Star Squadron 1#1-4, 17. 20-27. 3 1-32. 36-37, 53-54, 57-60; 
  All-Star Squadron Annual -#2-3; America Vs. the Justict Society II l-4; Crisis On 
  Infinite Earths #1-5. 7, 9-12; DC Comics Prese/Jfs Atmutll #I. 3; DC Special #29: 
  DC Super-Stars Ill 7; Funny Stuff #22; Infinity. Inc. 113, 6-I I ,  2 I ;  Infinity, Inc. 
  Annual #I; Justice Lea.�ue of America #73-74. 82-83, 91-92, 107-108. 159-160. 
  183, 193. 195- 197, 219: The New Advemures of Superboy 1115-16; New York 
  World's Fair #1-2; Secret Origins (3) #I; Superman (I) #1-91. 96. 103-t05. ?>27. 
  329: Superman Family # 186-187, 195- 196, 1 98- 199, 201-222; World'., Best 
  Comics Ill: Wlw's Who '861#22: World's Finest Comic.<l t2-10. 271 
  Current: Action Comics #548; Action Comics Annual #1-3; Adventures of 
  Superman #424; Adventures of Superman Annual #1-3; Animal Man #2; Aquaman 
  (2) 114 (nashback); Armageddon 2001 #2; Armageddon: Inferno #2; Batgirl 
  Special #l; Batman 11428-429: Booster Gold 112, 6-7, 16, 23; Captain Atom (3) 112. 
  46. 50; Challengers of the Unknown (2) #2; Christmas With tire Super-Heroes 112; 
  Cosmic Boy #I; Cosmic Odyssey #1-4: Doom Patrol (2) #10, 29: The Earth 
  Stealers; Firestorm, the Nuclear Man #67-68; Flash (2) #8. 53; The Fury of 
  Firestorm 1163; Green Lantern Special #I; Hawk arul Dove (3) 1#9. 23; Invasion! 
  112-3: Justice League America 1140, 53, 61; Justice League Europe #9. 17. 26 
  (nashback); Justice League Europe Annual #1; Justice Uague International #7. 9-
  10. 1 9; Justice League of America #249-250; Justice League Spectacular #l; 
  Legends #2-6; L.E.G.l.O.N. '90 Annual #I; Lex Luthor: The Unalllhorized 
  Bio11raphy; Man of Steel #1-6; Millennium #1-2. 5-8: Mister Miracle (2) #17; New 
  Gods (3) 1113, 15-16; The New Teen Titans (2) #30.3 1; The New Titans Annual 
  1135; Plastic Man (3) 114; Secret Origins (3) 1122-24 (Oashback), 32; Secret Origins 
  Annual #J; Starman #13-14, 38: Suicide Squad #44, 59-62: Superman (2) #1-30. 
  32-34. 36; Superman Annual (2) #1-2; Superman For Earth; Superman: The Man 
  of Steel #J-on; Swamp Thing (2) #68. 79; Time Master.< 112: War of the GotL< #1·2. 
  4: The Weird #l-4; Who's Who '86 1122; Who's Who '90 #I: Wonder Woman (2) 
  #13, 1 6  (behind the scenes), 37, 49-50. 57, 61; Wonder Woman Annual #2; World 
  of Krypton (2) 114: World of Metropolis #l-4; World of Smallville l#l·4: World's 
  Finest Comic.f # 1-3 
  
  TIME M ASTERS 
  RIP HUNTER 
  DEX: 
  4 
  STR: 
  3 
  BODY: 
  4 
  )NT: 
  9 
  WILL: 
  5 
  MIND: 
  5 
  I NFL: 
  5 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 18 
  HERO POINTS: 40 
  •Skills: Gadgetry: 1 1 , Scientist: I I ,  Vehicles 
  (exotic): 9, Weaponry: 4 
  •Advantages: Connections: Booster Gold (Low), 
  S.T.A.R. Labs (Low); Genius; Scholar (temporal 
  physics, time travel) 
  •Drawbacks: Minor Irrational Attraction to 
  improving his time vessels 
  •Alter Ego: None 
  •Motivation: Thrill of Adventure 
  •Wealth: 6 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book 
  JEFF SMITH 
  DEx: 
  3 
  STR: 
  2 
  BooY: 
  4 
  I NT: 
  8 
  WILL: 
  4 
  MIND: 
  4 
  I NFL: 
  3 
  AURA: 
  3 
  SPIRIT: 3 
  INITIATIVE: 14 
  HERO POINTS: 20 
  •Skills: Gadgetry: 9, Scientist: 10 
  • Advantages: Connections: Metal Men (Low), 
  S.T.A.R. Labs (Low); Genius; Scholar (temporal 
  physics, time travel) 
  •Drawbacks: Minor Irrational Attraction to Bonnie 
  Baxter 
  •Alter Ego: None 
  •Motivation: Thrill of Adventure 
  •Wealth: 7 
  BoNNIE BAXTER 
  DEX: 
  4 
  STR: 
  3 
  BODY: 
  I NT: 
  7 
  WILL: 
  6 
  MIND: 
  INFL: 
  5 
  AURA: 
  4 
  SPIRIT: 
  4 
  6 
  5 
  INITIATIVE: 1 6  
  HERO POINTS: 20 
  •Skills: Charisma: 6 
  •Advantages: Connection: Cave Carson (High) 
  •Alter Ego: None 
  •Motivation: Upholding the Good 
  •Wealth: 3 
  CORKY BAXTER-deceased 
  DEX: 
  3 
  STR: 
  2 
  BODY: 
  2 
  lNT: 
  3 
  WILL: 
  4 
  MIND: 
  2 
  lNFL: 
  3 
  AURA: 
  3 
  SPIRIT: 
  3 
  lNITJATIVE: 9 
  HERO POINTS: 15 
  •Alter Ego: None 
  •Motivation: Thrill of Adventure 
  •Wealth: 8 
  TONY 
  DEX: 
  4 
  STR : 
  3 
  BODY: 
  lNT: 
  6 
  WILL: 
  6 
  MIND: 
  INFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  3 
  5 
  6 
  INITIATIVE: 14 
  HERO POINTS: 20 
  •Skills: Scientist: 4, Thief: 4 
  •Advantages: Scholar (computer science) 
  •Alter Ego: Antonia 
  •Motivation: Thrill of Adventure 
  •Wealth: 2 
  DAN HUNTER 
  DEX: 
  4 
  STR: 
  4 
  BoDY: 
  I NT: 
  5 
  WILL: 
  4 
  MIND: 
  I NFL: 
  4 
  AURA: 
  3 
  SPIRIT: 
  4 
  4 
  4 
  INITIATIVE: 1 3  
  HERO POINTS: 20 
  •Alter Ego: None 
  •Motivation: Thrill of Adventure 
  •Wealth: 1 2  
  The Time Masters ' Equipment 
  TIME CAPSULE [STR: 6, BODY: 8, Time Travel: 25, 
  R#: 5 ]  The Capsule is a spherical craft, 
  approximately 1 0  feet in diameter. 
  BACKPACK TIME TRAVELERS [BODY: 5, Time 
  Travel :  25, R#: 3] The Backpack travelers are 
  slightly more reliable than Hunter's time capsule. 
  Each can transport a single individual and his 
  equipment through time. 
  Time Travel Restrictions 
  Unfortunately, Hunter's research shows that each 
  method of time travel will work for an individual on 
  one occasion only. In other words, once someone has 
  used the time capsule, it (and all devices operating on 
  the same principles) will no longer convey that 
  individual. 
  So far, the Time Masters have discovered six 
  methods of traveling through time: the method used 
  
  by Rip's original time sphere, the method used by the 
  Borsten Time Platform Hunter encountered in the 
  25th Century, the two methods incorporated into the 
  Time Traveler Backpack (one method for departure, 
  one for return), the energy beam of a Green Lantern's 
  Power Ring, and a leap over a black hole's event 
  horizon. 
  Powers and Abilities 
  Rip and his team also developed a way to 
  communicate vocally with those who travel through 
  time. Presently, all of the time traveling methods 
  have been used, and the team is searching for more. 
  Personality/Role-playing 
  The determined Rip Hunter is a gifted physicist 
  with an obsession for destroying the Illuminati, a 
  millennia-old society founded by Vandal Savage. 
  Unfortunately, Rip is now in the stone age with no 
  means of return. 
  Jeff Smith, his partner, is more logical than Rip, 
  and he is equally driven. Smith is still in the present 
  day, but he, like Rip, has no means of traveling the 
  time stream. Jeff was in love with Bonnie Baxter, 
  who was connected with the Hunter through 
  Professor "Cave" Carson. 
  Bonnie B axter' s  strong personality and 
  intelligence helped break up the conflicts amongst the 
  scientists and generally kept things working 
  smoothly. She is currently stranded in a post­
  holocaust future. 
  Bonnie's brother Corky was the team's tag­
  along. He was a nuisance to the serious-minded 
  scientists until he committed suicide after joy-riding 
  with a time machine. 
  Dan Hunter (Rip's cousin), along with "Cave" 
  Carson, financed and supported the Time Masters 
  after Rip's lab was destroyed. In return, Dan wanted 
  adventure and eventually found what he was looking 
  for in the wilderness of 18th Century America. 
  Using the Time Masters in 
  Adventures 
  Time travel is difficult to play, but it's always 
  good for a mind-boggling Adventure. The heroes 
  might meet tbe Time Masters (particularly Jeff 
  Smith) as they search for a means to save their 
  teammates. Perhaps one of the heroes has a Power or 
  Attribute that can fuel a particular time invention. 
  The heroes can also get information from these 
  Characters regarding their own time-travel efforts. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #540-541 ,  545, 552-554; 
  Challengers of the Unknown ( 1 )  #85-87; Crisis On 
  Infinite Earths #5, 9-12; DC Comics Presents #37, 
  77-78; The Flash ( 1 )  #342; Justice League of 
  America #144; Rip Hunter . . .  Time Master # l-29; 
  Showcase #20-21 ,  25-26, 100; Who's Who '86 #19 
  Current: Animal Man #22; Booster Gold #13-16, 25; 
  Swamp Thing (2) #86; Time Masters #1-8; Who's 
  Who '87 (2) #5; Who's Who '90 #1 
  Top View 
  "Cave" is an aging explorer and college professor Door -+---+­
  who aided Rip's efforts while trying to win back 
  Bonnie's affections. He too remains in the present age. 
  Antonia, or Tony as she prefers to be called, was 
  the team's eccentric computer expert. She decided to 
  strike out on her -own after completing only one 
  mission. 
  Rip Hunter's time capsule 
  Side View 
  L---1 1  '6" _
  _ ___J 
  
  TROIA 
  DEX: 
  9 
  STR: 
  1 2  
  BODY: 
  7 
  INT: 
  6 
  WILL: 
  5 
  MIND: 
  5 
  INFL: 
  5 
  AURA: 
  6 
  SPIRIT: 6 
  INITIATIVE: 24 
  HERO POINTS: 65 
  •Powers: Flash: 1 0, Flight: 9 ,  Force Field: 1 2 ,  
  Illusion: 6 ,  Mind Probe: 10, Water Freedom: 7 
  •Bonuses: Miscellaneous: Force Field is Usable on 
  Others at a Range of up to 5 APs. 
  •Limitations: Miscellaneous: Mind Probe is only 
  usable to reach into the mind of a willing subject to 
  pull forth suppressed memories; Miscellaneous: 
  Illusion is usable only to represent memories pulled 
  forth with Mind Probe. 
  •Skills: Artist (Photographer): 3 ,  Charisma: 6, 
  Martial Artist: 8, Vehicles: 6, Weaponry: 8 
  •Advantages: Connection: New Titans (High); 
  Lightning Reflexes; Scholar (history, mythology) 
  •Drawbacks: Married 
  •Alter Ego: Donna Troy 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  •Equipment: 
  ARMORED TUNIC [BODY: 1 1 ,  Flash: 6] 
  Wonder Girl Form 
  As Wonder Girl, Donna Troy had different 
  abilities. In this form, she had the following statistics: 
  WONDER GIRL 
  DEx: 
  8 
  STR: 
  lNT: 
  6 
  WILL: 
  INFL: 
  5 
  AURA: 
  INITIATIVE: 23 
  1 1  
  BODY: 
  7 
  5 
  MIND: 
  5 
  5 
  SPIRIT: 5 
  HERO POINTS: 55 
  •Powers: Gliding: 9, Jumping: 6 
  •Skills: Artist (photographer): 3, Charisma: 6, Martial 
  Artist: 8, Vehicles: 5, Weaponry: 7 
  •Advantages: Connection: Teen Titans (High); 
  Lightning Reflexes; Scholar (history, mythology) 
  •Drawbacks: Married 
  •Alter Ego: Donna Troy 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  •Equipment 
  BRACELETS [BoDY: 1 5 ]  Wonder Girl used her 
  bracelets to stop bullets (see Wonder Woman for 
  details). 
  Lasso [STR: 8, BoDY: 1 1 ]  Wonder Girl's lasso was 
  approximately 150 feet (4 APs) long. She often 
  used it to Grapple opponents. 
  Powers and Abilities 
  ,. 
  Troia can fly, survive underwater, and create 
  powerful force fields. She need not center the fields on 
  herself, and so she often uses them to protect innocent 
  bystanders from harm. Troia also possesses formidable 
  telepathic abilities with which she can pull long 
  forgotten memories from a willing participant's mind. 
  When she does so, she can project the mind's images 
  for all to see. It is possible that Troia has other abilities 
  that have yet to surface. 
  Troia was trained in combat by the Greek Titans 
  during her youth, so she knows how to defend herself 
  in hand-to-hand combat. In addition, she owns a 
  magical tunic that protects her from tremendous 
  amounts of physical punishment. Due to its mystical 
  nature, the tunic sparkles like the stars and can be used 
  to create a flash of light capable of blinding her 
  opponents. 
  Mind Probe 
  Troia uses her Mind Probe to help a subject 
  remember suppressed or concealed memories. To do 
  so, she makes an Action Check against an OV/RV 
  determined by consulting the Universal Modifiers 
  Table (revealing most suppressed memories is a 
  Strenuous Task with an OV /RV of 6/6). If she is 
  trying to help a victim of Hypnosis recall a memory 
  that was deliberately blocked out, the OV and RV of 
  the attempt both equal the RAPs earned on the initial 
  Hypnosis Action Check. 
  Personality/Role-playing 
  Donna's career at the beginning of the third 
  version of the Titans was marked by her attempts at 
  perfection. She always tried to give the impression 
  that she had her act together. It seems that Donna 
  did not want others to see her flaws. 
  Things have straightened themselves out since 
  those days, and her restored memories seem to have 
  made her a more complete person, with more 
  confidence in what she is rather than what she thinks 
  she should be. 
  
  Using Troia in Adventures 
  Like Wonder Woman, Troia is capable of 
  connecting the player heroes with the Greek gods of 
  myth. If the heroes need a guide in Olympus or if the 
  heroes have cosmological questions that need to be 
  answered, Troia is easily accessible via the New 
  Titans. When incorporating Troia into your 
  Adventures, note that she is a powert"ul Character and 
  remember to prevent her from stealing the player 
  heroes' thunder. 
  Subplots 
  Troia is involved in a Romantic/Family Subplot 
  with her temperamental husband, Terry. She is also 
  deeply involved with her Friends, the New Titans, 
  and their problems. Her Job as a fashion 
  photographer also keeps her busy. 
  Appearances in the DC HERoEs 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card), New Titans 
  Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #5 3 2 ,  536, 546; 
  Adventure Comics #46 1 ;  Armageddon: Inferno #2; 
  Batman and the Outsiders #5; The Best of DC #18; 
  The Brave and The Bold ( I )  #60, 63, 83, 94, 1 02, 
  149; Crisis On Infinite Earths #3-5, 9- 1 2; DC Comics 
  Presents #26 (as dream image); DC Special Series 
  # 1 1 ;  Detective Comics #474; Doom Patrol ( ! )  #104; 
  The Fury of Firestorm #42; The Hawk and The Dove 
  ( I )  #5; Infinity, Inc. #22; The New Teen Titans ( 1 )  
  #1-34, 36-40 (2) 1 - 14; The New Teen Titans Annual 
  ( I )  # 1 -2 (2) I ;  The New Teen Titans drug awareness 
  giveaways # l -3; Red Tornado #3; Showcase #59-
  100; Supergirl (2) #20; Tales of the New Teen Titans 
  # 1-4; Tales of the Teen Titans #41 -43, 44 (behind the 
  scenes), 45-50, 53-54, 56-58; Teen Titans # 1 -53; 
  Teen Titans Annual #3; The Vigilante #3; Who's Who 
  '87 #26; Wonder Woman ( I )  #265-266, 287, 2 9 1  
  (behind the scenes), 293, 300; World's Finest Comics 
  #205, 300 
  Current: Action Comics #584; Batman #440; Blue 
  Beetle (6) #1 1 - 1 4; Booster Gold #2 1 ;  Deathstroke the 
  Terminator #I (flashback); Flash (2) # I ,  6; Hawk 
  and Dove (3) # 1 1 - 1 2; Infinity, Inc. #45; The New 
  Teen Titans (2) # 1 8-2 1, 24-49; The New Teen Titans 
  Annual (2) #2-4; The New Titans #50-69, 71 , 78-79, 
  82; Secret Origins # 1 3, 23, (flashback), 38, 46; 
  Secret Origins Annual #3; Teen Titans Spotlight # 12, 
  15, 2 1 ;  War of the Gods # 1 -4; Who's Who '90 #4; 
  Wonder Woman #47-49 
  Troia's Armored Tunic 
  
  ULTRA THE 
  M ULTI-ALIEN 
  DEX: 
  10 STR: 
  10 
  BODY: 
  10 
  I NT: 
  9 
  WILL: 
  9 
  MIND: 
  7 
  I NFL: 
  5 
  AURA: 
  5 
  SPIRIT: 5 
  INITIATJVE: 24 
  HERO PorNTs: 65 
  •Powers: Claws: 3, Energy Blast: 1 1 ,  Flame Project: 
  1 1, Flight: 9, Magnetic Control: 1 2, Recall :  1 0  
  •Limitations: Miscellaneous: Recall i s  limited to 
  accessing the memories of the alien races that 
  fused to create Ultra (see below). 
  •Drawbacks: Strange Appearance; Miscellaneous: 
  all of Ultra's Powers are limited to specific parts of 
  his body-his super strength is only in his right 
  arm (his other arm has a STR of 6), his Energy 
  Blast and Flame Project Powers are centered in his 
  left leg, his Magnetic Control is centered in his left 
  arm, and his Flight is centered in his right leg. 
  •Alter Ego: Ace Am 
  •Motivation: Unwanted Power 
  •Wealth: 5 
  •Equipment: 
  HYPER-CONVERTER BELT [BooY: 5) With the 
  belt, Am can change between his human fonn and 
  his Ultra form at will (as though he had the Insta­
  Change Advantage). 
  Ace Arn Form 
  When Ultra is in his Ace Am form, he has the 
  following statistics: 
  AcE ARN 
  DEx: 
  4 
  STR: 
  4 
  BODY: 
  4 
  INT: 
  5 
  WILL: 
  5 
  MIND: 
  4 
  lNFL: 
  4 
  AURA: 
  4 
  SPIRIT: 4 
  INITIATIVE: 13 
  HERO POINTS: 25 
  •Skills: Vehicles (Space): 4, Weaponry: 4 
  Alien Memories 
  In his Ultra form, Am can access the memories 
  of the four aliens that came together to create him. 
  Allow him to make an Action Check using his APs of 
  Recall as the A V /EV against an OV !R V determined 
  by consulting the Universal 'Modifiers Table to 
  answer any question one or more of the four aliens 
  may have been able to answer. Treat the RAPs 
  earned as Knowledge Points. 
  Powers and Abilities 
  Ultra the Multi-Alien is actually a mixture of 
  four alien beings. In fact, his body is actually 
  quartered 
  evenly-each 
  section 
  has 
  the 
  characteristics of a specific alien. His upper left torso 
  gives him magnetic control, his upper right torso is 
  endowed with immense strength, his lower left side 
  has electrical and thermal powers, and his right leg 
  ends in a talon and allows him to fly. Ultra also 
  possesses a conglomeration of memories and 
  intelligence that he can access like a database. It is 
  unknown whether Ultra loses the knowledge of the 
  four alien races when he transforms back to human 
  form, but it is probable that he remembers a good 
  deal of it. 
  Personality/Role-playing 
  Ace reluctantly learned how to use his abilities 
  and decided to use them for the good of all, but he 
  really wishes he could be human again. 
  Although Am has made a great effort to keep his 
  other identity secret, his fiancee Bonnie is beginning 
  to suspect that her lover is actually the alien super­
  hero. 
  Using Ultra in Adventures 
  Ultra is a Character from the near future, a time 
  that is not entirely explored in DC continuity. Thus, 
  anyone encountering him is in for an interesting 
  Adventure almost by definition. 
  Remember, too, that U ltra is a storehouse of 
  alien knowledge. Perhaps he has some bit of 
  information the player heroes need to defeat an 
  adversary. 
  Subplots 
  Am is presently involved in a Romantic Subplot 
  with his fiancee, Bonnie. 
  
  Appearances in DC Comics 
  Mystery in Space # 1 03-1 10, Who's Who'90 #4 
  Ultra's Hyper-Converter Belt 
  Top 
  I I 
  Front 
  Causes 
  conversion 
  to Ultra 
  Buckle Interior 
  .. 
  Side 
  Causes 
  conversion 
  to Ace 
  
  V RIL Dox II 
  DEx: 
  9 
  STR: 
  15 
  BODY: 
  1 1  
  lNT: 
  16 WILL: 
  14 
  MIND: 
  12 
  lNFL: 
  9 
  AURA: 
  7 
  SPIRIT: 9 
  INITIATIVE: 36 
  HERO POINTS: 100 
  •Skills: Charisma: I I , Detective: 13, Gadgetry: 13, 
  Martial Artist: 8, Medicine: 1 0, Military Science: 
  10, Scientist: 13, Vehicles: 9, Weaponry: 1 1  
  •Advantages: Connection: L.E.G.I.O.N. (High); 
  Genius; Iron Nerves; Leadership; Omni­
  Connection; Popularity; Scholar (galactic politics); 
  Sharp Eye 
  •Drawbacks: Authority Figure; Public Identity; 
  Serious Irrational Attraction to destroying Brainiac 
  (Vril Dox I) 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 17 
  Original Form 
  After he was killed by Stealth, Vril Dox was 
  cloned and revived in a super-human body by his 
  L.E.G.I.O.N. allies. In his original form, Dox's 
  Physical Attributes were DEx: 7 STR : 4 BODY: 5 
  Initiative: 30. 
  The Master Tactician 
  Among Vri1 Dox's greatest assets is his ability to 
  fom1Ulate a brilliant plan. In DC HEROES, this ability 
  is represented by his Leadership Advantage. By using 
  Leadership, Dox can spend his own Hero Points to 
  affect his teammates' Action Checks as long as they 
  are acting under Dox 's instructions. 
  Powers and Abilities 
  Vril Dox i s  an accompl ished hand-to-hand 
  combatant, and he can hold his own in a fight against 
  someone twice his own strength by using his martial 
  arts abi l ities and h i s  ability to anticipate h i s  
  opponent's actions. H e  also possesses one of the most 
  brilliant and inventive minds in the galaxy, and his 
  perceptive abilities are unmatched. Dox has an 
  inhuman understanding of computers and can 
  understand and control any form of technology. 
  In his cloned form, Vril Dox is stronger and 
  more durable than ever. H e  i s  now able to l ift 
  approximately 450 tons and withstand a hit from a 
  high-impact explosive. 
  Personality/Role-playing 
  Vril Dox is manipulative and self-serving. He 
  has convinced the leaders of several worlds of the 
  importance of having L.E.G.I.O.N. operatives 
  working for their world and has tricked his team 
  members to do the dirty work for many of his self­
  serving schemes, a fact which often places them at 
  odds with him. 
  Like his father, Vril has a heightened Coluan 
  intelligence that gives him keen logical faculties. He 
  likes order, therefore, and i s  adamant about not 
  letting power fall into the wrong hands (any hands 
  but his own, that is). It seems that he founded 
  L.E.G.I.O.N. as a sort of police force for his own 
  desires. 
  Although Dox is usually emotionless and distant, 
  he was once mind-controlled by his teammate Ig'nea 
  and forced to fall in love with her. As a result, he 
  decided to disband the L.E.G.I.O.N. and redouble his 
  efforts to avoid emotional contact. 
  Vril Dox has vowed to destroy his father, the 
  villain Brainiac, for betraying the people of Colu. 
  Dox will not hesitate to kill Brainiac, if he meets him. 
  Using Vril Dox II in Adventures 
  Vril Dox is the leader of L.E.G.I.O.N. Thus, his 
  is the first door that will receive a knock from heroes 
  looking for aid from the team. L.E.G.I.O.N. is likely 
  to become involved in just about any Adventure you 
  set in outer space. 
  Dealing with Vril Dox calls for some interesting 
  role playing. Always self-serving, he wants to see 
  how he can profit from an experience. The heroes 
  will have a difficult time persuading him to give them 
  assitance if they can't prove it profitable to him in 
  some way. 
  Subplots 
  Vril was involved i n  a Romantic Subplot with 
  his teammate Ig'nea, but he has since discovered that 
  he was being manipulated. He i s  also father to 
  Stealth's child and has been trying to persuade her to 
  allow him to see the child. He has a deep hatred for 
  his own father and seeks to destroy him at the earliest 
  opportunity. 
  
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Superman ( 1 )  # 167 
  C urrent: Adventures of Superman Annual #2; 
  Arma[?eddon: Inferno #2; Invasion! # 1 -2 ;  
  L.E.G.I.O.N. '89 (et a!.) # 1-on; L.E.G.I.O.N. '90 
  Annual (et al.) #1-2; Lobo #1-4; Who's Who '90 #4 
  Vril Dox's Lab at L.E.G.I.O.N. Headquarters 
  Computer Department 
  Hazardous 
  Materials 
  Hazardous 
  Materials 
  Chemistry Department 
  Electronics Department 
  
  WONDER WOMAN 
  DEX: 
  1 3  STR: 
  1 6  
  BODY: 
  1 3  
  I NT: 
  9 
  WILL: 
  1 2  
  MIND: 
  10 
  INr:L: 
  10 AURA: 
  9 
  SPIRIT: 
  10 
  [NlTlATIYE: 36 
  HERO POINTS: 150 
  •Powers: Di rectional Hearing: 4, Flight: 1 4, 
  Running: 7, Swimming: 6, Telescopic Vision: 3 
  •Skills: Acrobatics: l l , Animal H andling; 8 ,  
  Charisma (Persuasion): 12, Martial Artist: 12, 
  Military Science (Tracking): 10, Weaponry: 1 3 
  • Advantages: Area Knowledge (Themyscira); 
  Attractive; Buddy (Julia Kapatelis); Connections: 
  Gods of Olympus (Low), J ustice League 
  International 
  (High), 
  S uperman 
  (High), 
  Themyscira (High), United Nations (Low), U.S. 
  Army (Low); Iron Nerves; Lightning Reflexes; 
  Scholar (ancient Greek and Themysciran 
  languages, Greek mythology) 
  •Drawbacks: Public Identity; Miscellaneous: Diana 
  still does not fully comprehend the world outside 
  Paradise Island; Diana's RV drops to 4 against 
  Physical Killing Combat, but she may use her 
  Martial Artist Skill to augment it as normal. 
  •Alter Ego: Princess Diana of Themyscira 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  •Equipment: 
  Lasso of Truth [STR: 15, BoDY: 35, Animal Control: 
  15, Control: 5"1 Fashioned from the Girdle of Gaea 
  the lasso has the ability to force anyone it ha� 
  ensnared to tell the truth. Once Wonder Woman 
  has successfully Grappled a target with the lasso, 
  she can use its Control Power to force the target to 
  tell the truth. Roll APs of Control vs. the target's 
  !NFL/SPIRIT. Treat RAPs as Knowledge Points 
  gained. 
  Furthermore, when Wonder Woman Jays the 
  lasso on the ground and steps within its loop, 
  beasts are unable to cross the lasso to attack her. 
  Any beast that tries is attacked with 1 5  APs of 
  Animal Control. If the RAPs from this attack equal 
  or exceed the beast's SPIRIT, it cannot cross over 
  the lasso for an amount of time equal to the RAPs 
  earned (at which time the beast must undergo 
  another attack if it attempts to cross the lasso 
  again). 
  BRACELETS [BODY: 30] Wonder Woman uses the 
  bracelets to perform Block maneuvers to deflect 
  bullets. 
  To deflect bullets with her bracelets, Wonder 
  Woman performs a B lock maneuver. Roll her 
  DEX/DEX ( 1 3/13) against an OV/RV both equal to 
  the A V of the incoming bullet. If she succeeds, 
  resolve the shot normally, but use the BODY of her 
  bracelets (30) as her R V against the incoming 
  attack. Apply any damage from the attack to the 
  bracelets. 
  SANDALS OF HERMES [STR: 8 ,  BODY: 8 ,  
  Teleportation: 23] The Sandals can only Teleport 
  the wearer from Paradise Island to man's world 
  and back. 
  When wearing the sandals, Wonder Woman can 
  instantly transport herself back to Paradise Island. 
  Tiara [BODY: 1 2, EV: 7, Gliding: 1 1 
  Wonder Woman automatically enters into Killing 
  Combat if she throws her razor-sharp tiara at a 
  living target]. 
  Powers and Abilities 
  Wonder Woman is remarkably strong and swift 
  (as reflected by her high STR and DEX scores and her 
  Running and Flight Powers). At her peak, she can 
  easily lift a large aircraft and run at speeds 
  approaching I 00 miles per hour. With her Flight 
  Power, she can attain an airspeed comparable to that 
  of a top-of-the-line jet fighter. Her reflexes are more 
  than 2,000 times faster than those of an average 
  human. 
  Among Wonder Woman's other abilities are her 
  extended senses (Telescopic Vision and Extended 
  Hearing), and her mastery of acrobatics and hand-to­
  hand fighting (Acrobatics, Martial Artist, and 
  Weaponry Skills). Her ability in these areas is almost 
  unparalleled. 
  Personality/Role-playing 
  Diana is sweet and kind-hearted, a true innocent, 
  but beneath this loving exterior lies the heart and soul 
  of a trained warrior. Although physical confrontation 
  is always her last recourse, she is fully capable of 
  savagely defending herself or others whenever the 
  need arises. 
  Remember that Wonder Woman is still a relative 
  newcomer to "man's world" and often finds herself 
  confused by her surroundings. 
  Using Wonder Woman in 
  Adventures 
  Since Wonder Woman is not very familiar with 
  the day-to-day world, she can be a great character­
  development tool. As a Non-Player Character, she 
  
  can constantly ask the player heroes to explain their 
  actions, forcing the Players to rationalize their 
  behaviors and to think about their Characters. 
  As a Non-Player Character ally, Wonder Woman 
  can also be used to bring the heroes into a number of 
  unique and interesting adventuring environments: 
  Paradise Island, Olympus, Arwopagus, etc. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook, Background/Roster Book 
  (includes card) , Superman-The Man of Steel 
  Sourcebook 
  Appearances in DC Comics 
  * Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis-Earth-One: Action Comics #452, 480-
  48 1 ,  482 (behind the scenes), 483, 489, 5 14, 535, 
  546, 565; Adventure Comics #397, 459-464, 485; The 
  Adventures of Jerry Lewis #1 1 7; Aquaman ( 1 )  #18, 
  30; The Atom #8; Batman and the Outsiders # 1 ;  Blue 
  Devil #10; The Brave and The Bold ( I )  #28-30, 60, 
  63, 78, 87, 105, 131, 140, 1 58, 172; Crisis On Infinite 
  Earths #4-7, 9-12; DC Comics Presents #9, 22, 32, 
  41, 76; DC Comics Presents Annual #2; DC Special 
  #27; DC Special Series #6, 19; DC Super-Stars #10; 
  Doom Patrol (1) #104; The Flash ( 1 )  #1 75, 276-277, 
  323, 327-329; Freedom Fighters #4-5; The Fury of 
  Firestorm #4; Green Lantern (2) #29, 1 08; Infinity, 
  Inc. #22; Justice League of America #1-3 1 ,  33-36, 
  38, 40-41 , 43-45, 50, 52-54, 57, 59-6 1 , 63, 65-66, 69, 
  7 1 ,  100-102, 121, 128-129, 1 32-1 34, 138-146, 149-
  1 5 1 ,  153, 155, 157-162, 164-1 70, 1 74-176, 179, 1 82-
  1 83, 1 87-190, 192-193, 195-197, 200, 202-205, 209-
  2 1 2, 2 1 7- 2 1 9, 22 1 -224, 231 -232, 237-240, 249; 
  Justice League of America Annual #1; The Legend of 
  Wonder Woman # 1-4; Limited C a/lectors' Edition 
  #C-41 ;  Metal Man #21 ,  56; Mystery In Space #75; 
  The New Teen Titans ( 1 )  #4-5, 32 (behind the scenes) 
  (2) 6; Phantom Zone #2, 4; Red Tornado #1, 3; The 
  Wonder Woman's Equipment 
  Tiara 
  Side View 
  Saga of Swamp Thing #24; Showcase #59; Super 
  Friends #1-47; Supergirl ( 1 )  #9 (2) 20; Superman ( 1 )  
  #199, 241 -242, 326, 349; Superman Annual ( I )  #1 1 ;  
  Superman's Girl Friend Lois Lane #74, 93, 1 36; 
  Super-Team Family #14; Tales of the Teen Titans 
  #45, 49-50; Teen Titans #1, 22, 53; Wonder Woman 
  ( 1 )  #94 (blond Wonder Woman), #105-196, 199-210, 
  2 12-228, 243-329; World's Finest Comics #199, 204, 
  246, 250-252, 255, 281, 286-288, 300, 302 
  Pre-Crisis-Earth-Two: Action Comics #5 1 6 ;  
  Adventure Comics #462, 466; All-New Collectors' 
  Edition #C-54; All-Star Comics #8, 1 1-22, 24-57, 69-
  70, 74; All-Star Squadron # 1-4, 1 6-17, 1 9-21 ,  25, 27-
  28, 30-32, 36-37, 45-46, 50, 57, 60; All-Star 
  Squadron Annual # 1 -3; America vs. the Justice 
  Society # 1 -4; Big All-American Comic Book # 1 ;  
  Comics Cavalcade #1-29; Crisis On Infinite Earths 
  #5, 9-1 2; DC Special #3; DC Special Series #9-10; 
  The Flash ( l )  # 1 3 ;  Infinity, Inc. # 1 -5, 7 - 1 2, 1 6  
  (behind the scenes), 1 9, 2 1-22, 25, 27; Infinity, Inc. 
  Annual #1; Justice League of America #55-56, 73-74, 
  82-83, 1 00-102, 1 1 3, 123-124, 13'5, 1 36 (behind the 
  scenes), 137, 159-160, 183-185, 193, 244; Sensation 
  Comics #1-106; Wonder Woman ( 1 )  #1-93, 196, 228-
  243, 300; Who's Who '87 (1) #26; World's Finest 
  Comics #244-250 
  Current: Action Comics #600; Adventures of 
  Superman #440; Armageddon 200I #2; Armageddon: 
  Inferno #2; Blasters Special # 1 ;  Christmas With the 
  Super-Heroes #2; The Demon (3) #17; Doctor Fate 
  (2) #32, 40; Doom Patrol (2) #29; Firestorm, the 
  Nuclear Man #69; Flash (2) #29; Green Lantern 
  Corps #220; Hawkworld (2) # 1 6; Invasion! #2; 
  Justice League America #40; Justice League Europe 
  #1; Justice League International #9, 22, 24; Legends 
  #6; Millennium # 1 ,  3-8; Mister Miracle (2) # 1 7  
  (behind the scenes); The New Titans Annual #5; War 
  of the Gods #1-4; Who's Who '87 ( 1 )  #26; Who's 
  Who '90 #4; Wonder Woman (2) #1-31, 33-44, 46-60, 
  62; Wonder Woman Annual # l -2; Wonder Woman 
  Special #1 
  Bracelet 
  Top View 
  
  BARTER 
  DEX: 3 
  STR: 
  3 
  BODY: 
  3 
  INT: 
  1 1  
  WILL: 
  13 
  MIND: 
  1 2  
  INFL: 1 1  
  AURA: 
  1 3  
  SPIRIT: 
  10 
  INITIATIVE: 
  25 
  HERO POINTS: 65 
  •Skills: Charisma (Persuasion): 12; Occultist: 9 
  •Advantages: Omni-Connection; Pet (Jadoo, see 
  below); Scholar (antiquities, exotic items, trading) 
  •Drawbacks: Catastrophic Irrational Attraction to 
  making deals 
  •Alter Ego: None 
  •Motivation: Mercenary 
  •Wealth: 1 0  
  •Occupation: Businessman 
  Jadoo 
  Barter has a pet Durlan named Jadoo. Jadoo 
  often assumes the form of an ocelot. 
  JADOO 
  DEX: 
  6 
  STR: 
  3 
  BODY: 
  5 
  INT: 
  3 
  WILL: 
  3 
  MIND: 
  3 
  lNFL: 
  2 
  AURA: 
  2 
  SP!RIT:3 
  IN!TlA TIVE: 
  1 1  
  •Powers : Chameleon: 8 ,  Omni-Arm : 8 ,  Self 
  Manipulation: 8, Shape Change: 8 
  •Drawback: Miscellaneous: Jadoo cannot leave 
  Barter's shop 
  The Hard Sell 
  If Barter can locate an individual with a palpable 
  longing, he can often seduce that individual into 
  making a costly deal to acquire the object of his 
  obsession. Treat this as a Persuasion attempt. If 
  Barter earns RAPs exceeding the victim's MrND, the 
  victim must make a deal. Characters can resist this 
  effort by spending Hero Points, just like any other 
  form of Character Interaction. 
  Barter's Trading Shop 
  B arter conducts all of his business out of an 
  extradimensional shop that periodically appears in 
  most of the world's big cities. The shop has the 
  Dimension Travel (Travel) Power rated at 3 APs and 
  is itself a pocket dimension at a Travel Distance of l 
  from the Earth Dimension (see pp. 20-21 of the 
  Magic Sourcebook). The shop i s  protected by 
  security systems ranging from powerful Omega 
  beams (Heat Vision of 9) to subjugated demonlings 
  [DEX: 6, STR: 7, BODY: 7, all Mental and Mystical 
  Attributes rated at 2, Initiative: 10]. 
  Powers and Abilities 
  Barter is a master businessman and possesses 
  formidable knowledge of the occult. He has certainly 
  mastered an occult process for siphoning off "life 
  force" from a willing target in order to escape the 
  effects of aging. Whether or not he has developed 
  other specialized occult rituals is unknown. 
  Personality/Role-playing 
  Barter is, as his name implies, the greatest trader 
  of goods and services in the cosmos, and possibly 
  beyond. Known in all dimensions and worlds, he will 
  make a deal with anyone for anything, as long as it is 
  a rare commodity. Barter never takes currency, only 
  something of equal or greater value, and he takes 
  pride in his ability to find an even trade. Barter will 
  trade not only goods, but also knowledge, stories, 
  weapons, etc. 
  A smooth businessman, Barter deals for himself 
  no matter how selfless he may sound, and when he is 
  angry, he can be vicious and back-stabbing. Haggling 
  with him is difficult because he thinks he has better 
  things to do with his time than argue with amateurs. 
  He often intimidates his inexperienced customers 
  with an air of superiority, which is magnified by his 
  archaic speech mannerisms. 
  If a customer is on his toes, Barter can be a great 
  benefit, able to trade things no one else in the cosmos 
  can find. Despite his otherwise unsavory character, 
  Barter' s  customers can always count on him to 
  deliver as promised once he has concluded a deal. 
  Using Barter in Adventures 
  B arter i s  a good lead-in character for an 
  Adventure. He might contact the Characters to get an 
  item that is in their possession, which could lead to a 
  good bartering session. He also may have an item 
  that the Characters require, which could send them on 
  any number of exciting Adventures. In order to 
  contact Barter, one must pick up a telephone and dial 
  555-8888. Magically, the next door such a Character 
  enters will lead him into Barter's shop. 
  
  Subplots 
  Barter is always in the market for new goods, 
  and most of his Subplots revolve around acquiring 
  valuable items. He does have a Secret Past, however, 
  that is as yet unrevealed. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Magic Sourcebook 
  Appearances in DC Comics 
  Hawk and Dove (3) # 1 -2, 5-7, 1 4- 1 7, 25, 27-28; 
  Secret Origins (3) #43; Who's Who '90 #4 
  v I 
  r--
  Pedestal 
  D 
  ....._ 
  I 
  I I I 
  I 
  0 1 
  2 
  4 
  feet 
  -
  -
  I 
  I 
  I 
  Shelves 
  I 
  r--
  0 
  I 
  Shelves 
  I 
  I 
  Barter's Shop 
  I 
  -
  -
  _J 
  IX IX\ Coat Rack 
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  File 
  .__ 
  Cabinets 
  § 
  [0] 
  Chair 
  0 
  -
  [Q] Chair 
  0 
  I 
  I 
  J 
  _) 
  
  BRAIN lAC 
  DEx: 
  5 
  STR: 
  8 
  BoDY: 
  1 0  
  TNT: 
  18 
  WILL: 
  16 
  MIND: 
  1 3  
  I NFL: 
  8 
  AURA: 
  7 
  SPIRIT: 9 
  INITIATIVE: 3 1  
  HERO POINTS: 100 
  •Powers: Control: 14, Force Field: 1 2, Illusion: 20, 
  Mental Blast: 16, Mind Blast: 14, Telekinesis: 15, 
  Telepathy: 25 
  •Skills: Gadgetry: 16, Scientist: 18 
  •Advantages: Connections: Colu (Low); Genius; 
  Leadership; Scholar (computers, robotics, physics); 
  Sharp Eye 
  •Bonus: Miscellaneous: Telepathy is also usable on 
  computers. 
  •Alter Ego: Vril Dox 
  •Motivation: Power Lust 
  •Wealth: 10 
  •Equipment: 
  BRAINTAC SPACECRAFT [STR: 20, BODY: 1 8, 
  INT: 15, WILL: 7, Directional Hearing: 15, Energy 
  Blast: 15, Extended Hearing: 1 2, Extra Limb (x8): 
  18, Flight: 40, Force Field: 1 0, Full Vision: 1 2 ,  
  Radar Sense: 40, Recall :  40, Split: 4, S uper 
  Hearing: 40, Telescopic V ision: 1 0, Thermal 
  Vision: 14, Ultra Vision: 14] 
  Brainiac 's spacecraft can easily attain light speed 
  and beyond. Its most potent weapons are its 
  powerful tentacles, which can Grapple or smash 
  both grounded and airborne targets. Each tentacle is 
  approximately 80 feet long ( 3  APs). The 
  spaceship's on-board computer is one of the most 
  sophisticated i n  the galaxy [ I  NT: 1 5, WILL: 7, 
  Recall: 40, Split: 4]. 
  Computer Link 
  Brainiac has sophisticated cybernetic implants 
  that allow him to connect his brain directly into 
  virtually any computer system. To do this, Brainiac 
  uses his Telepathy Power to make an Action Check 
  against an OV /RV equal to the computer's INT/INT. If 
  the Check succeeds, he may then begin to remove 
  information from that computer (Telepathy vs. the 
  computer's l NT/1 •r; RAPs equal Knowledge Points 
  gained), or begin to operate that computer's systems 
  (Telepathy vs. the computer's lNT/lNT; I or more 
  RAPs indicate success). 
  Powers and Abilities 
  Brainiac wields a wide range of mental abilities. 
  He can: control minds, create illusions, create a field 
  of mental energy to protect his body, blast an 
  opponent with a beam of mental energy, cause pain 
  in an opponent's mind, lift and move objects through 
  force of will, and communicate telepathically. He is 
  also a brilliant scientist and has mastered the ability 
  to control, create, and communicate with technology 
  and computers. Implants in his brain allow him to 
  directly connect himself to pieces of technology and 
  augment his abilities. 
  Milton Fine 
  Brainiac's body is actually that of Earth-man 
  Milton Fine. When the Fine body was threatened by a 
  brain tumor, Brainiac underwent an experimental 
  operation that enhanced his form, producing the 
  afore-mentioned statistics. Before Brainiac's body 
  was enhanced, he had the following statistics: 
  BRAINIACIMILTON FINE HYHRID 
  DEX: 
  3 
  STR: 
  2 
  BODY: 
  7 
  lNT: 
  1 5  
  WILL: 
  1 6  
  MIND: 
  13 
  INFL: 
  8 
  AURA: 
  7 
  SPIRIT: 6 
  INITIATIVE: 26 
  HERO POINTS: 50 
  •Powers: Control: 1 0, Illusion: 20, Mental Blast: 16, 
  Mind Blast: 1 4, Telekinesis: 15 
  •Skills: Gadgetry: 16, Scientist: 18 
  •Drawbacks: Minor Psychological Instability (Fine's 
  mind occasionally attempted to wrest control of his 
  body away from Brainiac.) 
  Personality/Role-playing 
  B ra iniac i s  an extremely ambitious and 
  imaginative villain. As a result of his supreme 
  intellect, he believes himself to be above other 
  mortals, and his arrogance seems matched only by his 
  ability to hate. He has no compunction about stealing 
  or hurting other beings. 
  Although he once used his mental capacity primarily 
  for scientific pursuits, he is now more interested in 
  power. He has never been caring or emotional, 
  considering logic and intellect of primary importance. He 
  seems to enjoy causing pain or humiliation, particularly 
  when dealing with powerful beings like Superman. 
  
  Using Brainiac in Adventures 
  Most of Brainiac' s  schemes revolve around 
  attempts to capture super-advanced technology. He 
  might try to capture an alien super-weapon or 
  computer or discover the ancient secrets of a long­
  lost alien civilization. 
  ' Subplots 
  Brainiac is involved in an active Enemy/Family 
  Subplot with his son, Vril Dox II, though he is most 
  often a minor player in the Subplots of others. For 
  instance, Brainiac once influenced Superman to 
  unwittingly masquerade as a crime fighter known as 
  Gangbuster. Many Miscellaneous Subplots like this 
  come as a result of Brainiac's manipulations. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Superman--The Man 
  of Steel Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #242, 275, 280, 286, 292, 
  3 1 8, 332, 335, 339, 342, 400, 4 1 3 ,  417-418, 443, 
  489-4 9 1 ,  5 14, 528-530, 544-546, 572; Adventure 
  Comics #388-389; Crisis on Infinite Earths #3, 6-7, 
  9-12; DC Comics Presents #80; DC Special Series 
  #5; Justice League of America #137; Legionnaires 
  Three # 1 ;  The New Teen Titans Annual (2) # 1 ;  
  Secrets of the Legion of Super-Heroes #2; Superboy 
  ( 1 )  #106; Superman ( 1 )  #167, 257, 27 1 ,  299, 338, 
  370; Superman Family #183; Superman's Girl Friend 
  Lois Lane #17, 44; Superman's Pal, Jimmy Olsen 
  #1 16, 130; Who's Who '85 #3; World of Krypton ( l )  
  #2; World's Finest Comics #144, 1 58 
  Current: Action Comics #646-649; Adventures of 
  Superman #438, 441 ,  445, 447-448, 45 1 ,  456, 462; 
  Adventures of Superman Annual #2; L.E.G.l.O.N. '91 
  #23; L.E.G.I.O.N. '90 Annual # I ;  Superman (2) #20 
  (behind the scenes), 25-28, 30-31, 33, 35; Who's Who 
  '88 #1; Who's Who '90 #3 
  ___ 6'= ®  
  BRAIN lAC Is SHIP 
  front view 
  top/bottom view 
  
  BROTHERHOOD O F  
  DADA 
  MR NOBODY-deceased 
  DEX: 8 
  STR: 
  3 
  BODY: 
  INT: 
  8 
  WILL: 
  7 
  MIND: 
  INFL: 8 
  AURA: 
  7 
  SPIRIT: 
  INITIATIVE: 
  24 
  HERO POINTS: 
  •Powers: Two-Dtmenswnal: 2 
  •Skills: Gadgetry: 5, Scientist: 5 
  1 1  
  7 
  7 
  70 
  •Advantages: Connections: Brotherhood of Dada 
  (High); Leadership 
  •Drawbacks: Serious Irrational Attraction to Dada; 
  Serious Psychological Instability; Strange 
  Appearance 
  •Limitations: Two-Dimensional Power is Always On. 
  •Alter Ego: Mr. Morden 
  •Motivation: Psychopath 
  •Wealth: 8 
  SLEEPWALK 
  DEX: 5 
  STR: 
  3/14 
  BODY: 
  3/9 
  I NT: 
  3 
  WILL: 
  3 
  MIND: 
  6 
  I NFL: 3 
  AuRA: 
  2 
  SPIRIT: 
  6 
  }NITTA TIVE: 
  1 1  
  HERO POINTS: 
  35 
  •Advantages: ConnectiOns: Brotherhood of Dada 
  (High) 
  •Drawbacks: Miscellaneous: Sleepwalk i s  a 
  somnambul i st and walks through most of her 
  adventures in a sleep-like state. Although she is not 
  fully conscious of her actions in this state, she does 
  seem to have a sense of purpose. 
  •Limitations: Miscellaneous: Sleepwalk's STR and 
  BODY increase to 14 and 9 while she is sleeping. 
  While awake, her STR and BODY are both 3. 
  •Equipment: 
  Stereo Headphones [Hypnosis: 7, BODY: 1 ]  The 
  Stereo Headphones (and the Barry Manilow 
  cassettes they play) are usable only to Hypnotize 
  Holly to sleep. Add the stereo's APs of Hypnosis to 
  Sleepwalk's MIND to determine the RV of any 
  efforts to wake her. 
  •Alter Ego: Holly McKenzie 
  •Motivation: Psychopath 
  •Wealth: 5 
  FRENZY 
  DEX: 5 
  INT: 
  2 
  I NFL: 3 
  STR: 
  WILL: 
  AURA: 
  4 
  BODY: 
  5 
  3 
  MIND: 
  4 
  5 
  SPIRIT: 
  10 
  INITIATIVE: 10 
  HERO POINTS: 45 
  •Powers: Air Control: 7, Lightning: 3 
  •Advantages: Connection: Brotherhood of Dada 
  (High) 
  •Limitations: Miscellaneous: Frenzy's Lightning 
  Power is somewhat uncontrollable. Anyone within 
  1 AP of Frenzy when he assumes his "tornado 
  form" (i.e., uses Air Control) is automatically 
  attacked by his Lightning Power. 
  •Alter Ego: Lloyd Jefferson 
  •Motivation: Psychopath 
  •Wealth: 5 
  THE FOG 
  DEx: 4 
  STR: 
  3 
  lNT: 
  5 
  WILL: 
  6 
  INFL: 4 
  AURA: 
  4 
  BODY: 
  3 
  MIND: 
  6 
  SPIRIT: 5 
  INITIATIVE: 1 3  
  HERO POINTS: 35 
  •Powers: D1spersal: 12; Self Lmk (Fog). 5; Spirit 
  Drain: 9 
  •Advantages: Connection: Brotherhood of Dada 
  (High) 
  •Drawbacks: Serious Psychological I nstability 
  (many of the Fog's victims are still alive inside 
  him, and sometimes they attempt to manifest their 
  own consciousness.) 
  •Bonuses: Miscellaneous: If the Fog inflicts Spirit 
  Drain damage greater than or equal to twice the 
  target's base SPIRIT, the target's personality is 
  absorbed into the Fog forever. 
  •Limitations: Miscellaneous: Spirit Drain and 
  Dispersal only work when the Fog is using Self 
  Link (Fog); Miscellaneous: The Fog cannot add the 
  RAPs he earns on Spirit Drain attacks to his own 
  SPIRIT. 
  •Alter Ego: Byron Shelley 
  •Motivation: Psychopath 
  •Wealth: 5 
  THE QUIZ 
  DEx: 5 
  STR: 
  3 
  I T: 
  5 
  WILL: 
  6 
  lNFL: 4 
  AURA: 
  3 
  BODY: 
  3 
  MiND: 
  4 
  SPIRIT: 5 
  INITTA TIVE: 14 
  HERO POINTS: 35 
  •Powers: Omni-Power: 16 
  •Advantages: Connection: Brotherhood of Dada 
  (High); Scholar (Japanese language) 
  •Drawbacks: Catastrophic Irrational Attraction to 
  
  cleanliness; Serious Psychological Instability; 
  Miscellaneous: The Quiz does not speak English. 
  •Bonus: Miscellaneous: The Quiz's Omni-Power 
  works somewhat differently than the ability 
  described in the Character Handbook. With it, the 
  Quiz can mimic any Power or Skill or raise any of 
  her Attributes to 16. Although she can only mimic 
  one Power/Skill/Attribute at a time, she can rapidly 
  change between mimicked abilities, allowing her to 
  shift abilities as many times as she likes during a 
  single phase. The Quiz pays no Hero Point fees for 
  using her Omni-Power. 
  •Limitations: Miscellaneous (and weird!): Quiz 
  loses the ability to imitate any power or ability that 
  has been named aloud by an opponent in her 
  presence. Note that the "power" of the previous 
  sentence is not necessarily the same thing as a DC 
  HEROES "Power." "Unstoppable beams of energy" 
  and "blasts of plasma force" are two different 
  powers, though they are both represented by the 
  Energy Blast Power in DC HEROES. 
  •Alter Ego: Unknown 
  •Motivation: Psychopath 
  •Wealth: 5 
  The Painting that Ate Paris 
  During one of their more outlandish capers, the 
  Brotherhood of Dada stole an ancient mystical 
  painting that had the power to devour those who 
  looked at it. Anyone looking at this painting is 
  attacked by the Dimension Travel (Banishment) 
  Power rated at 12 APs. A successful attack sends the 
  target to the "Dada Dimension," a strange land 
  dominated by surreal landscapes reminiscent of the 
  works of various schools of abstract art. The Dada 
  Dimension is a pocket dimension located at a Travel 
  Distance of I from the Earth Dimension (see pp. 20-
  2 1  of Magic Sourcebook). 
  Background Update 
  Recently, Mr. Nobody escaped from the Painting 
  that Ate Paris and recruited a new Brotherhood of 
  Dada. Government agents then killed him and this 
  new team. 
  Powers and Abilities 
  The members of the Brotherhood of Dada have 
  Mr. Nobody was always two-dimensional, 
  although he could be seen from most angles. He 
  seemed impervious to physical harm and explained this 
  by arguing that he was purely abstract. 
  While asleep, Holly McKenzie, also known as 
  Sleepwalk, can throw a car approximately one-half 
  mile and lift approximately 700 tons. When she 
  awakens, her strength is that of a normal human. 
  Lloyd Jefferson, also known as the Frenzy, can 
  turn into a whirling tornado strong enough to blow an 
  elephant an eighth of a mile. He also emits lethal bolts 
  of lightning. 
  The Fog turns into a mind-numbing gas. 
  The Quiz has every super-power you haven't yet 
  thought of. 
  Personality/Role-playing 
  The members of this team are all certified 
  nutcases. Mr. Nobody, for example, was the master of 
  the ridiculous and the meaningless. He strived for 
  fame, and he had a strong presence that swayed others 
  to listen and follow. Nobody preferred to have others 
  do the work while he delivered soliloquies or simply 
  spoke nonsense. 
  Sleepwalk fights while she's asleep, and when 
  awakened, she usually asks to be told what she did. 
  The Quiz speaks only Japanese and is an 
  obsessive-compulsive about cleanliness. She is likely 
  to fly into a rage if her containment suit is ruptured. 
  The personalities of Frenzy and Fog remain 
  enigmatic. 
  Using the Brotherhood 
  in Adventures 
  These characters are designed to add a bit of 
  absurdity to your campaigns. If the heroes need a 
  good mind-wrenching, suiTealistic Adventure of non 
  sequiturs and nonsense, consider forcing them into an 
  encounter with the Brotherhood of Dada. 
  The leader of the Brotherhood, Mr. Nobody, was 
  convinced that everything in the world is completley 
  pointless. Consequently, many of the Brotherhood's 
  schemes revolved around Nobody's attempts to prove 
  this theory. 
  Appearances in DC Comics 
  powers and abilities that are as surrealistic as their 
  Doom Patrol (2) #23-29, 49-52; Who's Who '90 #I 
  odd names. 
  
  CAPTAIN 
  BOOMERANG 
  DEx: 8 
  STR: 
  3 
  BoDY: 
  INT: 
  4 
  WILL: 
  4 
  MIND: 
  lNFL: 6 
  AURA: 
  3 
  SPIRIT: 
  lNITlATlVE: 
  18 
  HERO POINTS: 
  4 
  4 
  3 
  50 
  •Skills: Gadgetry: 4, Weaponry (Exotic): 1 1  
  •Advantages: Connections: Flash's Rogues' Gallery 
  (Low), Suicide Squad (Low), Underworld (Low); 
  Scholar (boomerang construction) 
  •Drawbacks: Unluck 
  •Alter Ego: George "Digger" Harkness 
  •Motivation: Mercenary 
  •Wealth: 4 
  •Equipment: 
  Standard Boomerangs (x5) [EV: 3, BODY: 5, Gliding: 
  3] Captain Boomerang can throw his boomerangs a 
  distance equal to his own STR plus the 
  boomerang's APs of Gliding (usually 6 APs or 200 
  yards). Most boomerangs return to his hand one 
  phase after they are thrown (Captain Boomerang 
  can automatically retrieve the boomerang by 
  expending an Automatic Action). 
  Baftlerangs (x2) [BODY: 5, Flash: 7, Gliding: 3, R#: 
  2] These boomerangs emit a bright flash upon 
  reaching their mark, blinding all targets in range 
  (treat as a standard Flash attack). 
  Exploding Boomerang [BODY: 5, Bomb: 8, EV: 3, 
  Gliding: 3, R#: 2] When these boomerangs strike a 
  target, they explode. Treat as a standard 
  boomerang attack. If Captain Boomerang rolls his 
  success number or greater, the boomerang 
  explodes, and everyone within range is attacked 
  with the Bomb Power, as described on page 24 of 
  the Character Handbook. 
  Razorang [EV: 6, BoDY: 5, Gliding: 3] The Razorang 
  has a sharpened steel edge. When he uses it, 
  Captain Boomerang automatically enters Killing 
  Combat. 
  Smokarangs (x3) [BODY: 5, Fog: 12, Gliding: 3, R#: 
  2] The Smokarangs trail a thick cloud of smoke 
  behind them when thrown, allowing Captain 
  Boomerang to obscure his escape. 
  Sonic Boomerangs (x2) rBooY: 5, Sonic Beam: 7, 
  Gliding: 3, R#: 2] These boomerangs attack all in 
  range with a powerful sonic beam. Use Captain 
  Boomerang's APs of Weaponry Skill as the A V of 
  this attack and the boomerang ' s  APs of Sonic 
  Beam as the EV. 
  7 AP AC Omni-Gadget Boomerangs (x2) 
  When throwing a 
  boomerang, Captain 
  Boomerang's A V is equal to his APs of Weaponry 
  (Exotic) Skill. 
  Powers and Abilities 
  George Harkness is an enterprising Australian, 
  who has created a number of specialized variations to 
  help him pull off crimes. With no super powers, only 
  his advanced skill in the ancient hunting weapon, 
  Captain Boomerang is a match even for the Flash. 
  With his practiced talent, he rarely ever misses, and is 
  able to judge the exact trajectory of his weapons with 
  great accuracy. 
  Personality/Role-playing 
  Captain Boomerang is abrasive, argumentative, 
  rude, and nearly impossible to respect or trust. He 
  rarely takes on opponents more powerful than 
  himself, preferring to leave them to his teammates. 
  When an opportunity arises to gain recognition or 
  wealth, he will grab it. 
  As a member of the Suicide Squad, ilis skills are 
  extremely useful, but Harkness is not a team player. 
  He thinks only of himself and will leave other team 
  members in the lurch. And yet, although he has had 
  numerous chances to escape his incarceration and 
  duties as a member of the Suicide Squad, he has not 
  attempted to do so. 
  Harkness is not a people person. He is always 
  ready for a fight and starts many of them. He does 
  not respect authority, namely Amanda Waller or Rick 
  Flagg, and he often refuses to fol low orders. 
  Generally a loner, the only person he seemed close to 
  is his mother, who is now dead. 
  Boomerang is a fierce fighter and a killer, but he 
  always announces his presence before making an 
  attack. This is mostly a trick, since his boomerangs 
  usually hit an opponent from behind. 
  Subplots 
  Captain Boomerang was involved in a Family 
  Subplot with his mother, who is now dead. Other than 
  that, he has many Miscellaneous Subplots regarding 
  his desire to escape and commit crimes. At one point, 
  he masqueraded as the Mirror Master to get away with 
  pulling off some heists. Now most of his Subplots 
  revolve around his disagreements with his teammates. 
  
  Boomerang Construction 
  Although Captain Boomerang's Gadgetry Skill 
  is rated at only 4 APs, he is still a master craftsman 
  when it comes to the design and construction of 
  boomerangs. His Scholar Advantage gives him -2 
  Column Shifts to the OV /RV of any Gadgetry Action 
  Checks that involve the construction of boomerangs, 
  no matter how outlandish the connection (even a 
  boomerang-shaped spacecraft would earn the bonus). 
  Trick Shots 
  Captain Boomerang is a master of the Trick 
  Shot, the Critical Blow, and the Devastating Attack 
  (see page 23 of the Rules Manual). Here are some of 
  his common maneuvers: 
  •Trip an Opponent (+2 Column Shifts to the OV): 
  I or more RAPs indicate opponent has been tripped 
  and must take no Dice Action during his next phase 
  in order to stand again. 
  •Disarm an Opponent ( +3 Column Shifts to the 
  OV): 1 or more RAPs allow Boomerang to knock a 
  removable Gadget or simple object away from an 
  opponent. 
  •Retrieve an Object (+5 Column Shifts to the OV): 
  This is similar to Disarm an Opponent, only 
  success indicates that the Gadget returns to the 
  thrower with the boomerang. 
  •Hit a Switch or Button: Captain Boomerang can 
  turn off a light switch or press a button on a 
  computer keyboard. The OV/RV of such attempts 
  is 8/8 (Extreme Task), so he'll usually Go For 
  Broke when taking such an action. 
  •Aimed Shots: Captain Boomerang's accuracy is 
  amazing, meaning he can usually strike particularly 
  vulnerable parts of his target. Treat such attempts 
  as standard Critical Blows and Devastating 
  Attacks. 
  •Bounce Attack: Boomerang can bounce one of his 
  weapons off walls in order to strike an opponent 
  from behind. Treat this as a standard Critical Blow 
  or Devastating Attack. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card) 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Batman #322, 388; Crisis on Infinite 
  Earths #5; Detective Comics #555; The Flash ( 1 )  
  # 1 17, 124, 148, 155, 1 74, 209, 227, 242-244, 275, 
  278, 283, 310-3 1 1, 325, 338, 342, 348-350; Justice 
  League of America #61 ;  Secret Society of Super­
  Villains # 1 ,  3-6; Who's Who '85 #4 
  Current: Blue Devil #30; Checkmate! # 1 6, 1 8 ;  
  Cosmic Boy #3; Firestorm Annual #5; Firestorm, the 
  Nuclear Man #87; Flash ( 2 )  # 1 9; The Fury of 
  Firestorm #64; Invasion! #2-3; Justice League 
  International #13; Legends #3-6; Millennium #4; 
  Secret Origins (3) #41 ;  Secret Origins Annual #2; 
  Suicide Squad # 1 -5, 7-9, l l - 1 8, 1 9  (behind the 
  scenes), 20-25, 27, 29-37, 4 1 -46, 4 7 (behind the 
  scenes), 49-51, 54-59, 61 -66; Suicide Squad Annual 
  # 1 ;  War of the Gods #3-4; Who 's Who '90 #2; 
  Wonder Woman (2) #61 
  bombarang 
  bafflerang 
  sonic boomerang 
  boomerang 
  smokerang 
  razorang 
  
  CHEETAH 
  DEx: 1 3  
  STR: 
  8 
  BODY: 
  10 
  JNT: 
  8 
  WILL: 
  7 
  MIND: 
  7 
  I NFL: 8 
  AURA: 
  6 
  SPIRIT: 8 
  INITIATIVE: 
  33 
  HERO POINTS: 60 
  •Powers: Claws: 9, Extra Limb (tail): 8, Jumping: 2, 
  Running: 6, Ultra Vision: 9 
  •Skills: Acrobatics: 13, Martial Artist: 9, Military 
  Science (Tracking): 12, Thief (Stealth): 13 
  •Advantages: Buddy (Chuma), Lightning Reflexes 
  •Drawbacks: Serious Rage 
  •Alter Ego: Barbara Minerva 
  •Motivation: Psychopath 
  •Wealth: N/A 
  Barbara Minerva 
  In her Barbara Minerva form, Cheetah has the 
  following statistics: 
  BARBARA MINERVA 
  DEX: 3 
  STR: 
  2 
  BODY: 
  3 
  INT: 
  8 
  WILL: 
  7 
  MIND: 
  7 
  INFL: 6 
  AuRA: 
  3 
  SPIRIT: 6 
  INITIATIVE: 17 
  HERO POINTS: 60 
  • Skills: Occultist: 5, Scientist: 5 
  •Advantages: Scholar (archaeology, Cheetah ritual) 
  •Wealth: 8 
  Powers and Abilities 
  When Minerva becomes the Cheetah, she 
  receives the power of the Urzkartagan cat goddess. 
  She is fast, reaching the same speed as the cheetah 
  itself, about 64 miles an hour. Cheetah can scale 
  almost any surface, use her tail as an extra limb, and 
  slice through steel with her claws. Her heightened 
  form gives her feline and instincts and a predatory 
  mentality. Her eyes can see as only a cat can, giving 
  her an advantage in the dark, and she often uses her 
  stealth to get as close to a victim as possible before 
  striking. 
  Personality! Role-playing 
  Minerva i s  respected i n  her field for her 
  knowledge and ambition, but she is known to do 
  anything, including turning on colleagues, to get what 
  she wants. She is intimidating and can make people 
  follow her orders without question. Being self­
  centered, she has had no friends since her only 
  companion, Chuma, high priest of Urzkartaga, was 
  killed. 
  Minerva is obsessed with finding a means of 
  reversing the side effect of the Cheetah ritual and 
  pursues any possible solution. While doing so, the 
  Cheetah fights like her namesake and kills with no 
  hesitation. When in the form of Cheetah, she hunts 
  down human prey and eats her v ictims to gain 
  strength. 
  Using Cheetah in Adventures 
  Minerva is desperately searching for a way to 
  reverse the effect of the Cheetah ritual ailment, which 
  weakens her each time she reverts back from the 
  Cheetah. Therefore, she may seek out the Characters 
  i f  they have something that might remedy her 
  condition. 
  Subplots 
  Cheetah i s  often i nv o lved in a Power 
  Complication Subplot. This, of course, has become 
  the motivation for most of her criminal activity. 
  The Cheetah Ritual 
  To become the Cheetah, Minerva performs a 
  complex ritual during which she must paint her face 
  and drink an elixir made froin the crushed berries of a 
  a rare plant mixed with human blood. ln all, the ritual 
  takes approximately two hours (II APs) to perform 
  and requires a successful Occultist Action Check 
  against an OV/RV of 6/6 (OV/RV of 2/2 for Minerva 
  due to her Scholar Advantage). 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card) 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Comics Cavalcade # 1 1 ;  Crisis on lnji'nite 
  Earths #9; DC Special #3; Infinity, Inc. #22; Justice 
  League of America #195-197; Sensation Comics #22; 
  
  Super Friends #1-2; Who's Who '85 #4; Wonder 
  Woman (1) #6, 28, 160, 166, 196, 230, 274-275, 323 
  Current: Who's Who '88 #l ; Who's Who '90 #4; 
  Wonder Woman (2) #7-9, 27-3 1 ,  33-35, 5 1 ,  54 
  (behind the scenes), 56, (behind the scenes), 59-61, 
  63; Wonder Woman Special #1 
  I 
  I 
  I 
  0 8 1 6  
  32 
  feet 
  Temple of the Urzkargan Cat Goddess 
  0 0  O G 
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  0 0  
  0 0  
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  CHRONOS 
  DEX: 5 
  STR: 
  4 
  BODY: 3 
  INT: 
  9 
  WILL: 
  7 
  MIND: 
  7 
  INFL: 5 
  AURA: 
  4 
  SPIRIT: 4 
  INITIATIVE: 
  19 
  HERO POINTS: 65 
  •Skills: Gadgetry: 9, Scientist: 9, Thief: 5, Vehicles: 
  4, Weaponry: 6 
  •Advantages: Connection: Suicide Squad (Low); 
  Genius; Scholar (temporal physics) 
  •Drawbacks: Catastrophic Irrational Attraction to 
  clocks and clock-motif crimes; Serious Irrational 
  Attraction to destroying the Atom (Ray Palmer) 
  •Alter Ego: David Clinton 
  •Motivation: Power Lust 
  •Wealth: 8 
  •Equipment: 
  BATTLESUIT [BODY: 6, Cell Rot: 9, Postcognition: 
  1 2, Teleportation: 8, Time Travel : I 5] While 
  wearing the suit, Chronos can travel in time, 
  rapidly age living things, peer into the past, and 
  jump through the time-space continuum. 
  8 AP ABCD Omni-Gadgets 
  Chronos' Omni-Gadgets always have a time or 
  clock motif. 
  Old Equipment 
  In an earlier incarnation, before he built the 
  battlesuit, Chronos used a completely different set of 
  equipment. Among his more infamous devices were: 
  Exploding Hourglasses [BODY: I ,  Bomb: 8, R#: 2] 
  When thrown, these small hourglasses would 
  explode like hand grenades. 
  Wristwatch [EV: 5, BoDY: 4, R#: 2] The watch fired 
  its hands as small darts. 
  Flying Sundial [Flight: 9, BODY: 8] The sundial was a 
  large flying platform. 
  8 AP ABCD Omni-Gadgets 
  Powers and Abilities 
  In his suit, Chronos can travel a few hours in 
  time, teleport about a 1/4 mile, and see a few hours 
  into the past. He has often employed highly technical, 
  time-oriented equipment, including exploding 
  hourglasses, a wristwatch gun, and a flying sundial, 
  to carry out his plans. 
  Clinton is skilled with mechanical objects, and at 
  one point, owned a clock shop where he made and 
  repaired his wares. The shop also served as a front for 
  his criminal activities. In the shop, Clinton designed 
  numerous weapons based on various forms of 
  timepieces. 
  Personality/Role-playing 
  Chronos i s  a man obsessed with time. He 
  believes that timing is the most important thing in 
  crime and therefore uses clock-motif equipment to 
  aid him in his unlawful practices. As a result of his 
  obsession, Chronos plans every step of his crimes 
  thoroughly and precisely. He will always have at 
  least one back-up plan-sometimes several. In short, 
  he knows the value of patience. 
  Chronos is calm under pressure and is not the 
  least bit intimidated by costumed heroes. He has been 
  defeated more than once by the Atom, however, and 
  holds a vendetta against the hero. 
  Using Chronos in Adventures 
  Chronos has examined the future and has used 
  his knowledge of what will occur to make himself a 
  rich man. For this reason, he may know that the 
  player heroes are capable of foiling some of his 
  future plans, bringing him into conflict with the 
  heroes. Or, perhaps the heroes have some special 
  piece of equipment he may try to steal. 
  Subplots 
  Chronos is involved in an Enemy Subplot with 
  the Atom, but most often he creates Subplots or story 
  threads for other Characters. His obsession with time­
  related objects weaves him through many storylines. 
  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: Action Comics #427, 443, 5 16; The Atom 
  #3, I 3, 28; Cancelled Comics Cavalcade #2; Crisis 
  
  on Infinite Earths #9; DC Special #27; DC Super­
  Stars #10; Detective Comics #368; Justice League of 
  America #2 1 -22, I l l , 1 43, 1 58, 2 19-220; Super 
  Friends #22; Who's Who '85; Wonder Woman ( 1 )  
  #220; World's Finest Comics #319-321 
  Current: Action Comics #664; Blue Beetle (6) #3, 7, 
  9-10, 2 1 -22; Legends #4; Power of The Atom #3-8; 
  Suicide Squad #3-4; Who's Who '90 #4 
  Flying Sundial 
  top 
  bottom 
  Battlesuit 
  front 
  
  COUNT V ERTIGO 
  DEX: 6 
  STR: 
  4 
  BODY: 
  lNT: 
  5 
  WILL: 
  5 
  MIND: 
  I NFL: 5 
  AURA: 
  4 
  SPIRIT: 
  INITIATIVE: 1 8  
  HERO POINTS: 
  •Powers: Right: 7, lllusion: 8 
  •Skills: Martial Artist: 5, Thief: 6 
  5 
  4 
  4 
  45 
  •Advantages: Connections: Suicide Squad (High), Vlatava 
  (High) 
  •Limitations: Miscellaneous: Illusion Power can only be 
  used to disorient opponents. (See below.) 
  •Alter Ego: Werner Vertigo 
  •Motivation: Psychopath 
  •Wealth: 10 
  The Vertigo Effect 
  Count Vertigo possesses a strange variant of the 
  standard Illusion Power. With this Power, Vertigo can 
  disorient and unbalance his opponents in any of the 
  following fa.�hions: 
  •Disorientation: He can lead an opponent to move in the 
  direction of his choice with a successful Action Check 
  against the target's lNT/MIND that earns one or more 
  RAPs. 
  •Invisibility: He can make himself seem to disappear. 
  Locating him requires a successful Perception Check vs. 
  8/8 (Ve1tigo's APs of Power). 
  •Lasting Effect: He can make an Action Check against the 
  target's INT/MJND and subtract any RAPs earned from the 
  target's DEX and TNT for a number of phases equal to the 
  RAPs earned. 
  •Mental Attack: He can make a stmight Mental Attack 
  (OV /RV equal to the target's lNT/MJND). 
  Vertigo's Statistics 
  Because Count Vertigo's abilities were more 
  clearly defined in Who's Who '90 his Illusion Power 
  has been lowered from I 0 APs to 8 APs, and he has 
  been given the Flight Power. 
  Powers and Abilities 
  Count Werner Vertigo gained his abilities from a 
  small electronic device implanted in his right temple 
  that was originally designed to counteract an inner-
  ear defect he has had since childhood. He soon 
  learned how to use the device to manipulate the 
  perceptions of others, affecting their balance by 
  giving them the sensation that everything is spinning 
  wildly, contorting out of shape, and flying apart. The 
  range of the device is nearly two blocks (1/4 mile or 
  250 cubic feet), and it can disorient every person 
  within this radius. The Count himself, however, is 
  immune to the effects of the device. 
  In the past, Vertigo has also used magnetic boots 
  to walk on ceilings or walls to add to the vertiginous 
  effect. He can also fly, though exactly how he 
  accomplishes this feat remains unknown. 
  Personality/Role-playing 
  The Count is arrogant, self-serving, insecure, and 
  holds old-fashioned European ideals. At one time he 
  was diagnosed as manic-depressive, and although the 
  condition has been cured, his dramatic mood swings 
  have become a habit. This, combined with the 
  disturbing nature of his abilities, makes him an 
  extremely dangerous individual. 
  The Count has a strong sense of nationalism with 
  regard to his home country Vlatava and is very proud 
  of his royal heritage. Therefore, although he is in fine 
  physical condition and knows many fighting 
  techniques, he will always use his vertigo abilities 
  first, preferring not to sully his hands in physical 
  combat. 
  Using Count Vertigo in Adventures 
  Vertigo is less active since he has become a 
  permanent member of the Suicide Squad. If he does 
  commit any crimes, they would be related to his 
  family's loss of status and power in Eastern Europe. 
  For example, one of his grandest crimes was to 
  recover the royal jewels of Vlatava, which had been 
  sold off years ago. 
  Count Vertigo could be used as an authority on 
  countries that were once part of the Soviet Union. 
  Subplots 
  Count Vertigo has been involved in a Subplot 
  relating to his mental condition. He is worried that it 
  is inherited and is somewhat afraid of any personal 
  relationships with women for this reason. This has 
  even caused him to refuse the throne, which was 
  recently offered him. 
  
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card) 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Crisis on Infinite Earths #9; Green 
  Arrow ( I )  #203; Who's Who '85 #5; World's Finest 
  Comics #25 1-252, 270, 272-273 
  Current: Blasters Special #1; Invasion! #3; Legends 
  #4; Manhunter (2) #7; Suicide Squad #24-25, 27-28, 
  3 1 ,  32 (behind the scenes), 33-37, 41-43, 46-48, 5 1 ,  
  54-59, 61-66; War of the Gods #3-4; Who's Who '90 #3 
  Vlatava 
  Economy and 
  Agriculture 
  Economy 
  Mining 
  {leu Copper 
  Agriculture 
  [§I General Farming 
  f"""' Forestry with some 
  L...lU Farming and Pasture 
  0 Intensive Agriculture 
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  I 
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  I 
  DARKSEID 
  DEx: 10 
  STR: 
  22 
  BODY: 
  16 
  INT: 
  18 
  WILL: 
  26 
  MIND: 
  20 
  INFL: 17 
  AURA: 
  17 
  SPIRIT: 
  18 
  INITIATIVE: 45 
  HERO POINTS: 250 
  •Powers: Continuum Control: 30, Dimension Travel: 
  8, Invulnerability: 20, Regeneration: 8, Warp: 65 
  •Skills: Charisma: 1 8, Scientist: 15 
  •Bonuses: Miscellaneous: Through his Continuum 
  Control Power, Darkseid can exercise the Omega 
  Effect (see below). 
  •Limitations: Miscellaneous: Darkseid's Continuum 
  Control, Warp, and Dimension Travel Powers are 
  all powered by X-Element, which he absorbs into 
  his body (see below). 
  • Advantages: Area Knowledge (Apokolips); 
  Leadership 
  •Drawbacks: Catastrophic Irrational Attraction to 
  discovering the Anti-Life Equation 
  •Alter Ego: None 
  •Motivation: Power Lust 
  •Wealth: N/A 
  The Omega Effect 
  If Darkseid uses Continuum Control to attack a 
  target with an Energy Blast and receives a number of 
  RAPs equalling or exceeding twice the target's 
  BODY, he can disintegrate the target, scattering its 
  atoms across the cosmos. Later, Darkseid can 
  reassemble and resurrect targets that have been 
  destroyed in this fashion by making a successful 
  Action Check against an OV and RV both equal to 
  twice the target's BODY. 
  Furthermore, Darkseid' s Powers can affect 
  targets well beyond his line of sight (up to 30 APs 
  away) and can even reach out into other dimensions. 
  X-Eiement 
  Darkseid ' s  Continuum Control, Dimension 
  Travel, and Warp Powers are all fueled by a supply of 
  X-Element, which he absorbs into his body. Treat all 
  of these Powers as though they had a Gadget 
  Reliability Number of 2. Once any of the Powers 
  "breaks down," Darkseid has exhausted his supply of 
  X-Element and must replenish it to use any of these 
  Powers again. To replenish the X-Eiement, Darkseid 
  must return to his fortress in Armagetto and undergo a 
  process that takes approximately one hour (I 0 APs). 
  Powers and Abilities 
  The true extent of Darkseid's power is unknown. 
  To date, he has demonstrated that he can easily 
  destroy beings with his Omega Beams and then bring 
  them back to life later. These beams are so powerful 
  that they can threaten even Superman. Darkseid is 
  also ageless and can transport himself or his minions 
  to just about anywhere in the known universe. He is 
  also intelligent beyond human comprehension and 
  prefers to work through his horde of agents (known 
  as Darkseid's Elite) while he stays in the shadows. 
  One-on-one, Darkseid the Destroyer is an 
  extremely dangerous foe. He uses his Omega Beams 
  first to Disintegrate or Teleport his enemies away. 
  Personality/Role-playing 
  One of the most destructive forces in the 
  universe, Darkseid the Destroyer will stop at nothing 
  until he gets exactly what he wants. And what he 
  wants is to rule, and finally destroy, everything. 
  The despot of Apokolips surrounds himself with 
  weapons of war and advanced technology, caring 
  more about them than the people under his rule. He 
  tolerates no free expression from his subjects and 
  quickly crushes any uprisings orchestrated by the 
  "lowlies." He has even destroyed his own family 
  members and loyal followers to further his own ends. 
  Unlike his son, Orion, Darkseid is controlled and 
  calm, preferring to scheme rather than rampage. He 
  sends henchmen to do his dirty work unless matters 
  of negotiation or honor are at stake. Most 
  importantly, he knows when to admit defeat, and he 
  will Teleport away from a situation to fight another 
  time when he is overpowered. 
  Using Darkseid in Adventures 
  Darkseid's final goal is the completion of the 
  Anti-Life Equation, which would decimate all life in 
  the universe. In those rare moments when he is not in 
  search of the Anti-Life Equation, he wars on New 
  Genesis or wreaks havoc upon the heroes of Earth to 
  satisfy his hate for them. Perhaps the Player 
  Characters have something that Darkseid believes 
  will enable him to degrade or destroy Earth's heroes. 
  In any case, Darkseid is powerful enough to 
  implement villainous schemes on the epic scale. 
  Remember, however, he usually hides his 
  involvement by using his minions to carry out his 
  plans. 
  
  Subplots 
  Darkseid's search for the Anti-Life Equation is 
  essentially a lengthy, on-going Subplot. 
  Appearances in the DC Heroes 
  Role-Playing Game Second Edition 
  Background/ Roster Book, Apokolips Sourcebook, 
  Atlas of the DC Universe, Law of Darkness 
  Appearances in DC Comics 
  •Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #459-460; Crisis on 
  Infinite Earths #8, 12; DC Graphic Novel #4; First 
  Issue Special # 1 3; Forever People ( 1 )  #1 -8, 1 1 ; 
  Justice League of America # 1 83 - 1 85; Legion of 
  Super-Heroes (2) #287, 289-294 (3) 18, 23; Legion of 
  Super-Heroes Annual (2) #1, 3 (3) 2; Mister Miracle 
  ( I )  #9, 18, 2 1 -23, 25; New Gods ( I )  #1-2, 4, 7, 1 1-19 
  (2) 6; Secret Society of Super-Villains # 1 -2 (behind 
  the scenes), 3-5; Superman's Girl Friend Lois Lane 
  # I l l  (behind the scenes), 1 16, 1 18; Superman's Pal, 
  Jimmy Olsen #1 36, 1 52; Super-Team Family #15; 
  Who's Who '85 #6 
  Current: Action Comics #586, 592-593, 600, 635-
  638, 643; Adventures of Superman #426; Cosmic 
  Odyssey #1-4; Doctor Fate (2) #9-12; Firestorm, the 
  Nuclear Man #76; Forever People (2) #6; The Fury 
  of Firestorm #55, 58; Invasion # 1  (behind the 
  scenes); Justice League International #21 ;  Legends 
  #1 -6; Legion of Super-Heroes (4) #21 -24; 
  Millennium #8; Mister Miracle (2) #17-19; Mister 
  Miracle Special #1; New Gods (3) #1, 3, 5-17, 19-27; 
  Secret Origins (3) #33; Suicide Squad #3, 36; 
  Superman (2) #3; Superman Annual (2) #2; Swamp 
  Thing (2) #62; Warlord ( 1 )  #121; Warlord Annual 
  #6; War of the Gods #3-4; Who's Who '90 # I ;  
  Wonder Woman (2) #19 
  Tower of Rage 
  Level 5 
  Level S 
  t:±:t:::::f 
  0 
  5 
  10 
  20 
  .... 
  Level 6 
  l±±=J 
  0 5 10 
  20 
  fooo 
  Level ? 
  Level 1 0  
  AM Defense Machinery 
  aod Power Storaoe 
  Level 3 
  i=l=l==J 
  0 5 10 
  20 
  .... 
  Level 4 
  
  DEADLINE 
  DEX: 1 1  
  STR: 
  7 
  BoDY: 
  8 
  I NT: 
  4 
  WILL: 
  5 
  MIND: 
  4 
  INFL: 6 
  AURA: 
  6 
  SPIRIT: 5 
  INITIATIVE: 23 
  HERO POINTS: 40 
  •Powers: Dispersal: 14, Mind Over Matter: 3 
  • Skills: Thief (Stealth): 8, Weaponry: I I  
  •Ad vantages: Lightning Reflexes; Scholar 
  (assassination planning) 
  •Drawbacks: Minor Irrational Attraction to killing 
  S tarman; Serious Irrational Attraction to 
  completing a "hit;" Minor Rage; Secret Identity 
  •Alter Ego: Unknown 
  •Motivation: Mercenary 
  •Wealth: 1 1  
  •Equipment: 
  Anti-Grav Disks [BODY: 8, Flight: 12, R#: 2J 
  ARMOR [Boor: 101 
  Deadline's armor is impervious to everything up to 
  and including small caliber artillery shells. Special 
  pouches and containers for spare ammunition are 
  located a l l  over the armor, so Deadli ne can 
  "Repair" any of his weapons that fail a Reliability 
  Check by consum i n g  a single Dice Action 
  (although Deadline must give up his Dice Action 
  for the phase, the Repair is an Automatic Action). 
  Energy Rifle [BODY: 5, EV: 7, R#: 2 ]  
  GAUNTLETS [BODY: 4, Bomb: 7 ,  Fog: 8 ,  Poison 
  Touch: 8, R#: 3] Deadline' s  gauntlets can fire 
  either explosive projectiles (Bomb: 7) or gas 
  pellets. The gas pellets attack everyone within the 
  range of their Fog Power with Poison Touch rated 
  at 8 APs. 
  Helmet [ BoDY: 9, Extended Hearing: 4, S uper 
  Hearing: I I , Ultra Vision: 7] The helmet picks up 
  radio signals, allows Deadline to see in the dark, 
  and extends the range of his hearing. 
  Hiring Deadline 
  Deadline is one of the most skilled and highest 
  paid hitmen in the DC Universe. Locating him for a 
  job requires a High-level Connection with the 
  underworld or organized crime (or a string of 
  Connections/Persuasion attempts leading to someone 
  with such a Connection). Actually hiring Deadline 
  requires a Wealth Check against an OV/RV of 15/15 
  (roughly $800,000). 
  Powers and Abilities 
  Deadline is impervious to pain and extreme 
  temperatures. Possibly his most formidable ability is 
  his power to disperse his molecules, allowing him to 
  pass through solid objects and giving him a tactical 
  advantage over his victims. As if this was not 
  enough, Deadline has outfitted himself in the latest 
  high-tech equipment and weapons to aid him in his 
  work. Though his specialized toys are unnecessary 
  (he is equally deadly with ordinary weapons), he 
  prefers them. 
  Personality/Role-playing 
  Deadline does what he is paid to do and fulfills 
  his contracts to the letter. Usually he doesn't let 
  anyone or anything deter him from his completing an 
  assignment. But ever since Starman interfered in one 
  of his assassinations, Deadline has hated the hero, 
  and will usually drop all for a chance to kill him. 
  Deadline's methods are direct and well-planned. 
  As a result, he believes he is unstoppable and often 
  inflicts unnecessary damage just to prove that he 
  cannot be defeated. Deadline is also noted for the 
  perverse pleasure he receives from the media 
  attention his crimes bring him. 
  Since he is considered a master of his trade by 
  his clients, Deadline has amassed a small fortune 
  over the years. He has invested some of his money in 
  a base where he can continue training, developing his 
  abilities, and designing weapons. 
  Using Deadline in Adventures 
  Deadline is a hitman. One way to bring him into 
  an Adventure is to have him hired to attack one (or 
  all) of the Player Characters. He's a good vehicle for 
  introducing a more powerful villain who wants to see 
  the heroes out of the way. Deadline is also a vehicle 
  by which the player heroes can meet Starman, who 
  will most likely show up to help them defeat the 
  assassin. 
  Subplots 
  Deadline's was involved in a lengthy Enemies 
  Subplot with Starman. He was constantly building his 
  weapons arsenal and training to destroy the super­
  hero. Since Starman died, however, Deadline is 
  mostly involved in Job Subplots centering around his 
  activities as a notorious hit man. 
  
  Appearances in DC Comics 
  Starman #15, 22-25; Suicide Squad #63-65;Who's 
  Who '90 #2 
  Deadline's Gauntlet Weapons 
  side 
  Deadline's Armor 
  Deadline's Helmet 
  front 
  side 
  front 
  top 
  
  DEADSHOT 
  DEX: 8 
  STR: 
  4 
  BODY: 
  5 
  I NT: 
  6 
  Wu.L: 
  6 
  MIND: 
  6 
  lNFL: 6 
  AURA: 
  4 
  SP!RlT: 7 
  INITIATIVE: 24 
  HERO POINTS: 45 
  •Skills: Gadgetry: 4, Martial Artist: 6, Thief: 7, 
  Weaponry (Firearms): 1 2  
  •Advantages: Connections: Suicide Squad (High), 
  Underworld (High); Iron Nerves; Lightning 
  Reflexes; Scholar (firearm construction) 
  •Drawbacks: Minor Irrational Attraction to entering 
  Killing Combat; Minor Irrational Attraction to 
  dying; Serious Irrational Attraction to using Trick 
  Shots 
  •Alter Ego: Floyd Lawton 
  •Motivation: Psychopath 
  •Wealth: 10 
  •Equipment: 
  SILENT WRIST MAGNUMS [BoDY: 5, EY: 5, 
  Thief (Stealth): 5, Ammo: 8, R#: 21 The magnums' 
  APs of Thief/Stealth function as the OY /RY of the 
  Perception Check necessary to hear the guns when 
  they are fired. 
  EYE SCOPE [BoDY : 3, Telescopic V ision: 9, 
  Thermal Vision: 7] When firing his weapons while 
  using the scope, treat Deadshot as though his 
  Weaponry (Firearms) Skill is rated at 12 APs. 
  CARTRIDGE BELT [BoDY: 4J Deadshot carries 12 
  complete loads for his wrist guns on a specially 
  designed cartridge belt. 
  Deadshot's Psychology 
  Deadshot has a number of Irrational Attractions 
  that require a bit of explanation. 
  His Irrational Attraction to entering Killing 
  Combat is due to a deeply seated bitterness that 
  sometimes consumes him when he fights. Whenever 
  Deadshot enters battle, he makes a dice roll and 
  automatically enters Killing Combat if he rolls less 
  than 5. Only one such roll is necessary per battle. 
  Deadshot's Irrational Attraction to dying 
  represents his peculiar "death wish." Note that this 
  doesn't mean that he must make an Attraction Check 
  every round and blow his own head off if he fails. 
  Instead, force Deadshot to check against his 
  Attraction every time he is presented with an 
  opportunity to die in a spectacular fashion-fighting 
  scores of enemies, sacrificing his life to achieve some 
  goal, grabbing an enemy and falling off a skyscraper, 
  etc. In any case, this Attraction has no effect when 
  Deadshot is not in combat. 
  And finally, his Irrational Attraction to Trick 
  Shots stems from his need to demonstrate his skill. At 
  the beginning of each battle, Deadshot makes a single 
  Attraction Check. If he fails the Check, he must use 
  nothing but Trick Shots for the duration of that battle. 
  No such Check is necessary if Deadshot is fighting a 
  foe who has beaten him in the past, such as Batman. 
  Trick Shots 
  Deadshot is a master of the Trick Shot, the 
  Critical Blow, and the Devastating Attack (see pp. 
  20-23 of the Rules Manual). Among the maneuvers 
  he commonly employs are: 
  •Aimed Shots: Deadshot's accuracy is amazing, 
  meaning he can u sually strike particularly 
  vulnerable parts of his target. Treat such attempts 
  as standard Critical B lows and Devastating 
  Attacks. 
  •Disarm an Opponent ( +3 Column Shifts to the 
  OV): l or more RAPs allow Deadshot to shoot a 
  removable Gadget away from an opponent. 
  •Graze Target (+2 Column Shifts to the OV): By 
  employing this maneuver, Deadshot can graze his 
  target to avoid permanent injury. [f he does not 
  employ this maneuver (or a similar maneuver) 
  when attacking a living being, he automatically 
  enters into Killing Combat. 
  •Hit a Switch or Button: Deadshot can tum off a 
  light switch or press a button on a computer 
  keyboard. The OY /RY of such attempts is 8/8 
  (Extreme Task), so he'll usually Go For Broke 
  when taking such an action. 
  •Show-Off Trick Shots ( +2 Column Shifts to the 
  OV): Sometimes (often in connection with his 
  Irrational Attraction), Deadshot employs Trick 
  Shots for no other purpose than to demonstrate his 
  skills. He might ricochet a bullet into a target, for 
  instance, or shoot an object so that it topples onto 
  his real target. Although the OY of these shots is 
  increased, they cause no extra damage. 
  •Trip an Opponent (+2 Column Shifts to the OV): 
  I or more RAPs indicate the opponent has been 
  tripped and can take no Dice Action during his next 
  phase in order to stand again. Deadshot performs 
  this maneuver by shooting the ground directly in 
  front of the opponent. 
  
  Powers and Abilities 
  Deadshot is an uncanny marksman and 
  weaponsmith. He carries specialized guns and 
  equipment, specifically his Wrist Magnums and eye 
  scope, which he often employs. 
  Personality/Role-playing 
  Floyd Lawton, Deadshot, is abrasive, angry, and 
  possibly the most dangerous member of the Suicide 
  Squad. He likes to play by his own rules and is not a 
  team player, but since he needs to belong to the team, 
  he will follow orders. He is a loner and will not 
  associate with others except in matters of business. 
  His death wish and showing off often endanger the 
  members of the team. 
  Deadshot's mental profile is filled with neuroses. 
  He only saw violence in his family and received little 
  affection. As a result, it is now impossible for him to 
  have an emotional relationship with anyone, and he 
  withdraws from any person who tries to get near him 
  emotionally. Right now his mental stability seems to 
  be deteriorating further, possibly leading to more 
  violent and suicidal tendencies. 
  Deadshot's tactics are unique. When up against 
  weaker opponents, he will give himself a handicap, 
  and with more powerful adversaries, he likes to use 
  Trick Shots, so that everyone he encounters has a 
  chance of defeating him. In most situations he prefers 
  to use his weaponry to stay out of arm's reach of his 
  opponents. 
  Deadshot has a vendetta against Batman, though 
  he has found that he is unable, for some emotional or 
  psychological reason, to shoot the Caped Crusader. 
  Instead, he is driven to find a different way to kill 
  Batman. 
  Using Deadshot in Adventures 
  Deadshot is a h itman who can easily be 
  employed by any wealthy villain to attack the heroes. 
  In most situations he does what he is paid to do. 
  Other than that, he is a perfect lead-i n  for an 
  encounter with the Suicide Squad, as he often goes 
  rogue and needs to be returned to Belle Reve. 
  Subplots 
  Deadshot is most often involved in Subplots that 
  involve his teammates on the Suicide Squad and his 
  inability to relate to them on an emotional level. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book (includes card) 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Batman #59, 35 1 ,  354, 361, 400; Crisis 
  on Infinite Earths #10; Detective Comics #474, 5 1 8, 
  520, 536; Who's Who '85 #6 
  Current: Deadshot # 1 -4; Firestorm Annual #5; The 
  Fury of Firestorm #64; Justice League International 
  # 1 3; Legends # 1 -4; Millennium #4; Suicide Squad 
  #1-10, 13-16, 18, 22, 33-34, 36-37, 39-46, 47 (behind 
  the scenes), 49-5 1 ,  53-59, 6 1 -66; War of the Gods 
  #3-4; Who's Who '90 #3; Wonder Woman (2) #61 
  Deadshot's Wrist Magnums 
  m =..__.=..__.= I 
  = =  
  I r-\. �= 
  -
  -
  side 
  front 
  top 
  
  D ESAAD 
  DEX: 4 
  STR: 
  3 
  BODY: 
  4 
  INT: 
  1 5  
  WILL: 
  5 
  MIND: 
  4 
  I NFL: 4 
  AURA: 
  3 
  SPIRIT: 3 
  INITIATIVE: 23 
  HERO POINTS: 1 25 
  •Skills: Gadgetry: 1 8, Scientist: 15 
  •Advantages: A rea Knowledge ( Apokolips); 
  Connection: Apokolips (High); Genius; Scholar 
  (pain) 
  •Drawbacks: Catastrophic Irrational Attraction to 
  inflicting pain 
  •Alter Ego: None 
  •Motivation: Psychopath 
  •Wealth: N/A 
  •Equipment: 
  Killing Gloves [BODY: 5, Energy Blast: 18, R#: 3] 
  The Killing Gloves are huge gauntlets that project 
  immensely potent beams of force. 
  1 5  AP ABCD Omni-Gadgets (x2) 
  Desaad is constantly inventing new torture 
  implements and instruments of cruelty. 
  Desaad's Laboratory 
  and Gadget Design 
  On Apokolips, Desaad has one of the finest and 
  largest laboratories in the universe (rated at 30 APs). 
  Since Desaad almost always designs an item or 
  weapon in a way that will cause the most pain to the 
  victim, he adds +1 Column Shift to the OV and RV 
  of all his Gadgetry rolls when building items. If he 
  can successfully resist his Irrational Attraction before 
  making a Gadgetry roll, he can ignore this penalty. 
  Happy/and 
  Desaad runs a mock amusement park that is 
  actually a prison for his victims. Most prisoners are 
  bound in restraints with a BODY of 25 that are secured 
  with special locks (OV /RV of 1 8/ 1 8  against a 
  Thief/Lockpicking attempt). 
  Hundreds of happy customers enter Happyland 
  each day and look upon Desaad's victims without 
  recognizing their true nature (the victims were all 
  disguised with the Illusion Power rated at 10 APs). 
  After a while, the visitors begin to take a 
  psychological toll upon the victims. After each week 
  of imprisonment, the victims undergo a Mental 
  Attack with an A V /EV of 5/5. If these attacks ever 
  inflict cumulative damage equal to twice the victim's 
  MIND, the victim goes mad. 
  Powers and Abilities 
  One of Darkseid 's most experienced, intelligent, 
  and vile minions, Desaad has devoted his life to 
  mastering the science of torture. His value to 
  Darkseid lies chiefly in his ability to create weapons 
  and machines of pain capable of breaking the wills of 
  those whom Darkseid wishes to conquer 
  Personality/Role-playing 
  Desaad cares for no one but h imself. He has no 
  friends, nor does he want any .  He has even 
  backstabbed his master during the course of his own 
  self-serving endeavors. But Desaad mostly cowers 
  from Darkseid and follows his master's every word. 
  In some ways, the two are much alike, and Darkseid 
  finds Desaad 's inventions ingenious as well as 
  amusing. 
  Desaad delights in torture, and his scientific 
  expertise and advancements have helped Darkseid 
  maintain his empire. Desaad brainwashes recruits for 
  Darkseid's armies, a task he relishes. He is perverse, 
  but clever and focused. He knows what he wants and 
  how to get it. He knows his value to Darkseid is often 
  dubious, and he spends a good deal of his energy 
  humoring the Destroyer and trying to stay alive. 
  Desaad is also known for his cowardice. He 
  prefers to trick an adversary rather than fight, and 
  always has some gadget or weapon ready (under the 
  folds of his cloak) that suits his needs exactly. Even 
  when he does become embroiled in direct conflicts, 
  Desaad will never fight fairly and will attempt to use 
  one of his many inventions to destroy his opponent 
  the instant the enemy turns his back. 
  Occasionally, Desaad lets his passions rule his 
  decisions and makes foolish mistakes, disguising 
  himself as Darkseid without the permission or 
  knowledge of his lord, for instance. When Darkseid 
  is displeased with his servant and finds him guilty of 
  treachery, the despot destroys him with his Omega 
  Blast. But when he again becomes useful, Darkseid 
  inevitably restores Desaad to life. 
  
  Using Desaad in Adventures 
  Desaad is the ultimate artificer of evil. If your 
  Adventure calls for a twisted invention, bomb, or 
  instrument of destruction, perhaps it was either stolen 
  from his lab or employed by the master torturer 
  himself. 
  Desaad usually uses his technological weapons 
  in the service of Darkseid, although he sometimes 
  tries to further his own psychotic ends. Perhaps he 
  believes that one of the heroes or Non-Player 
  Characters would make interesting testing material 
  for some new torture equipment. 
  You might also consider foreshadowing one of 
  Darkseid ' s  appearances with a preliminary 
  appearance by Desaad. 
  Subplots 
  Desaad's Job and hobby is torture, and most of 
  his Subplots revolve around this pursuit. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, Background/Roster Book 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #459-460; Crisis on 
  Infinite Earths #8, 12; Forever People ( 1 )  #2-6, 8; 
  New Gods ( 1 )  #2, 7, 1 1, 17-19 (2) 6; Superman's Girl 
  Friend Lois Lane #1 16; Who's Who '85 
  Current: Action Comics #600, 643; Adventures of 
  Superman #456; Cosmic Odyssey # I ,  4; Firestorm, 
  the Nuclear Man #76; Legends #1-4; Mister Miracle 
  Special # I ;  New Gods (3) #1, 3-12, 15-16, 19-20, 23-
  28; Suicide Squad #3; Superman (2) #16, 35; War of 
  the Gods #1, 3-4; Warlord ( 1 )  #114- 1 15, 120-121; 
  Warlord Annual #6; Who's Who '90 #4 
  Desaad's Killing Gloves 
  
  DESPERO 
  DEX: 8 
  STR: 
  20 
  BODY: 
  16 
  I NT: 
  2 
  WILL: 
  1 1  
  MIND: 
  7 
  INFL: 8 
  AURA: 
  7 
  SPIRIT: 
  9 
  INITIATIVE: 1 8  
  HERO POINTS: 100 
  •Powers: Invulnerability: 20, Mental B last: 1 4, 
  Regeneration: 6, Skin Armor: 2 
  •Drawbacks: Catastrophic Rage; Catastrophic 
  Irrational Attraction to destroying the Justice 
  League; Miscellaneous: Despero is a creature of 
  instinct, incapable of coherent thought; Strange 
  Appearance 
  •Alter Ego: None 
  •Motivation: Psychopath 
  •Wealth: 1 0  
  Powers and Abilities 
  Despero's strength and mental capacity were 
  increased when he entered the legendary Flame of 
  Py'tar. But exposure to the flame also cost him much 
  of his mental capacity. Although Despero was once 
  great strategist, he is now quick to adopt a "trash­
  and-bum" attitude. He now relies almost exclusively 
  upon his brute strength and rage, with the occasional 
  help of a mental blast from his third eye. 
  Despero 's Earlier Form 
  Despero was once a genius who possessed 
  psychic abilities controlled by his mutant third eye­
  among them: the abilities to control other beings 
  mentally, create illusions, read minds, regenerate, 
  teleport, project psychic blasts, lift objects 
  telekinetically, and communicate telepathically. 
  Despero was highly trained in the use of all these 
  abilities and made extremely effective use of them in 
  combat. 
  DESPERO (PRE-PY'TAR) 
  DEX: 6 
  STR: 
  6 
  BODY: 
  7 
  INT: 
  1 1  
  WILL: 
  1 3  
  MIND: 
  7 
  !NFL: 8 
  AURA: 
  7 
  SPIRIT: 
  8 
  INITIATIVE: 25 
  HERO POINTS: 1 00 
  •Powers: Control: 1 5 ,  Growth: 6, Illusion: 1 5 ,  
  Mental Blast: 1 6, Mind Probe: 25, Regeneration: 1 ,  
  Telekinesis: 16, Telepathy: 25, Teleportation: 20 
  •Skills: Gadgetry: 13, Scientist: 1 5  
  •Advantages: Genius 
  •Drawbacks: Strange Appearance; Catastrophic 
  Rage; Catastrophic Irrational Attraction to 
  destroying the Justice League 
  ·Bonuses: Miscellaneous: Teleportation is Usable on 
  Others. In order to Teleport unwilling targets, 
  Despero must make an Action Check using his APs 
  of Power as the A V /EV against an OV !R V equal to 
  the target's INT/MIND. If the RAPs from this roll 
  equal or exceed the target's MIND, Despero can 
  Teleport the target to the destination of his choice. 
  Each use of this Power costs Despero 25 Hero 
  Points. 
  •Alter Ego: None 
  •Motivation: Power Lust 
  •Wealth: 10 
  Personality/Role-playing 
  Despero is a mutated alien telepath from the 
  planet Kalanor. By the time he reached adulthood 
  Despero had already established himself as one of th� 
  most ruthless members of his race. In fact, he even 
  killed his own parents to facilitate his rise to power. 
  During thi s  earlier incarnation, Despero was 
  completely focused on conquering worlds and 
  increasing his own personal power. After the Justice 
  Leaguers repeatedly thwarted several such attempts, 
  Despero resolved to destroy them. 
  In his new form, Despero frequently enters 
  enraged fits that cloud his judgment. In many ways, 
  he is a mindless, rampaging savage. 
  Background Update 
  Consumed with hate, Despero recently escaped 
  from his prison on Manga Khan ' s  starship and 
  launched one final raging attack against the Justice 
  League. Manga Khan's former servant, L-Ron, along 
  with Green Lantern and Kilowog, eventually found a 
  means of defeating him. But as a result, L-Ron's 
  consciousness was placed within Despero's body and 
  Despero's consciousness was placed within L-Ron's 
  body. L-Ron (in Despero's body) later returned to 
  serve Manga Khan, while Despero was returned to 
  Earth for safe-keeping. 
  Even more recently, Despero (in L-Ron's body) 
  launched yet another attack upon the Justice League. 
  This encounter concluded with the destruction of L­
  Ron's body, but no one knows whether or not 
  Despero's consciousness was destroyed along with it. 
  
  Using Despero in Adventures 
  Despero wants power. But more than that, he 
  wants to destroy the Justice League. Thus, he is an 
  excellent tool for leading the player heroes into 
  encounters with the JLI. Perhaps the heroes might 
  stumble across Despero as he prepares to launch yet 
  another assault upon his hated rivals. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Justice League Sourcebook 
  Magna Khan's Control Collar 
  top 
  back 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Crisis on Infinite Earths # 10; Justice 
  League of America # I ,  26, 133-134, 177-178; Who's 
  Who '85 #6; 
  Current: Green Lantern (3) #20; Justice League 
  America #37-40, 42, 56-58; Justice League Europe 
  #3 1 ,  33-34, 36; Justice League of America #247-
  254; Who's Who '90 #2 
  front 
  
  DOCTOR POLARIS 
  DEX: 6 
  STR: 
  4 
  BODY: 
  7 
  INT: 
  8 
  WILL: 
  5 
  MIND: 
  4 
  lNFL: 6 
  AURA: 
  5 
  SPIRIT: 5 
  INITIATIVE: 
  20 
  HERO POINTS: 
  80 
  •Powers: Energy Absorption: 12, Energy Blast: 10, 
  Flash: 1 0, Flight: 8, Force Field: 12, Magnetic 
  Control: 16 
  •Skills: Charisma: 6, Gadgetry: 7, Medicine: 7 ,  
  Scientist: 7 
  •Bonuses: Miscellaneous: Doctor Polaris can create a 
  magnetic field around a Green Lantern's Power 
  Ring that prevents the ring from functioning. To do 
  so, he uses his APs of Magnetic Control as the 
  A V /EV against an OV /R V equal to the Green 
  Lantern's DEX/DEX. Positive RAPs indicate the 
  ring won't function. Polaris can maintain this field 
  as long as he wishes, but he can't use any of his 
  other Powers while doing so. He can only affect 
  one ring at a time. 
  •Limitations: Miscellaneous: Energy Absorption 
  only works on magnetic energy. 
  •Advantages: Connection: Underworld (High); 
  Genius; Scholar (magnetism) 
  •Drawbacks: Serious Psychological Instability (dual 
  personality) 
  •Alter Ego: Neal Emerson 
  •Motivation: Power Lust (as Polaris)/Responsibility 
  of Power (as Emerson) 
  •Wealth: 6 
  ' 
  Powers and Abilities 
  Doctor Polaris once used an array of weapons 
  and gadgets designed to manipulate magnetism to 
  allow him to conduct his crime sprees. At some point, 
  however, Emerson gained magnetic powers of his 
  own. Exactly how this happened remains a mystery. 
  But Polaris now has the abilities to: fly, absorb 
  magnetic energy, create bursts of light, create a 
  protective magnetic fields around his body, and fire 
  magnetic energy bolts. Objects that cannot be 
  magnetized are immune to his manipulation. 
  Magnetic Control 
  With his Magnetic Control Power, Doctor 
  Polaris can perform any of the following feats: 
  •Deflect metallic weapons and projectiles aimed at 
  his person: Add Doctor Polaris' APs of Power to 
  his RV vs. such attacks. 
  •Hurl metallic objects at a target: The AV and EV 
  of such an effort are both equal to Doctor Polaris' 
  APs of Power. The OV/RV is equal the target's 
  DEX/BODY. 
  •Move metals and metallic objects: The AV and 
  EV of such an effort both equal his APs of Power. 
  The OV and RV are both equal to the weight of the 
  object being moved. The RAPs earned indicate the 
  distance he moves the target object. 
  Older Incarnation 
  Originally, Doctor Polaris had no super-human 
  abilities. In this earlier incarnation, his BODY was 
  only 5, he had no Powers, and he carried a special 
  Gadget known as the Magno-Gun. 
  Magno-Gun [BODY: 6, Energy Absorption: 1 0, 
  Energy Blast: I 0, Magnetic Control: 14, Force 
  Field: 10, R#: 2] The Magno-Gun ' s  Energy 
  Absorption Power is usable only on Magnetic 
  Energy. 
  Personality/Role-playing 
  There are two sides to Doctor Polaris. Originally, 
  Neal Emerson was a scientific genius who used his 
  skills to save lives. But too much contact with 
  magnetic energy fields caused a split in his 
  personality, and a malevolent, power-lusting side of 
  Emerson developed and took control. Although this 
  persona cares only for himself and what he can get, 
  Emerson's kind, selfless personality is not forever 
  lost and occasionally breaks through to the surface. 
  Usually, a shock or psychological jolt causes 
  Emerson to undergo a personality shift. 
  In his normal state of mind, Emerson is 
  completely benevolent and caring. This side of 
  Emerson hates his opposing personality and fears its 
  inevitable return to control. 
  In his evil persona, Polaris is destructive and 
  self-centered. ln this state, he holds a vendetta against 
  Green Lantern Hal Jordan, who foiled many of his 
  past schemes. Since a drive for power dominates his 
  personality, the evil Emerson does not work well 
  with others unless he is in charge. 
  
  Using Doctor Polaris in Adventures 
  Doctor Polaris's strong vendetta against Hal 
  Jordan makes him an ideal Character for leading the 
  player heroes into encounters with Hal. Perhaps the 
  heroes might stumble across Emerson as he prepares 
  his latest plot to destroy Jordan. 
  Subplots 
  Most of Polaris's Subplots revolve around the 
  mental struggle between his two personalities. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, World in the Balance 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Crisis on Infinite Earths #l -5, 9, 10; DC 
  Super-Stars #IO; Green Lantern (2) #21 ,  46-47, 65, 
  1 33- 1 35; Justice League of America #35; The New 
  Teen Titans ( l )  # 1 7; Who's Who '85 #6; Wonder 
  Woman ( I )  #303-304; World's Finest Comics #260 
  Current: Green Lantern (2) #200-203; The Ray #4-
  5; Starman # 1 7- 1 8; Who's Who '90 #2 
  Dr. Polaris' Helmet 
  Front 
  Side 
  
  G ORILLA G RODD 
  DEX: 10 
  STR: 
  1 6  
  BODY: 
  I I  
  I NT: 
  10 
  WILL: 
  1 1  
  MIND: 
  1 1  
  I NFL: 7 
  AURA: 
  6 
  SPIRIT: 
  8 
  INITIATIVE: 29 
  HERO POINTS: 1 1 0  
  •Powers: Control : 1 2 ,  Matter Manipulation: 8 ,  
  Mental Blast: 8 ,  Mind Probe: 8 ,  Mind Shield: 8, 
  Personality Transfer: I 0, Telekinesis: 1 2 ,  
  Telepathy: 1 6  
  •Skills: Acrobatics: 8, Charisma (Intimidation): 10, 
  Gadgetry: 1 2, Scientist: 1 2  
  •Advantages: Area Knowledge (Gorilla C ity); 
  Connections: Flash's Rogues' Gallery (Low), 
  Gorilla City (Low), Secret Society of Super­
  Villains (Low); Genius; Lightning Reflexes 
  •Drawbacks: Minor Rage; Strange Appearance 
  •Alter Ego: None 
  •Motivation: Power Lust 
  •Wealth: 8 
  Gorilla Grodd's Statistics 
  Because Grodd's abilities were more clearly 
  . defined in Who's Who '90, his Attributes and Powers 
  have been fine-tuned. 
  Gorilla City 
  Grodd is an inhabitant of Gorilla City, a vast 
  metropolis constructed by super-evolved gorillas 
  during the 19th Century. Located in equatorial Africa 
  between the Congo and the Sudan, the city is hidden 
  by a vast invisibility screen (Invisibility: 1 0) and 
  covered by a force dome (Force Field: 8) that allows 
  the gorillas to enter and leave, but automatically 
  keeps out all i ntruders. In game terms, only 
  Characters with the Area Knowledge (Gorilla City) 
  Advantage know the city's exact location. 
  Powers and Abilities 
  Like all members of his race, Grodd underwent 
  an evolutionary process that boosted his intelligence 
  to super-human levels and gave him amazing psionic 
  powers. Currently, Grodd can communicate 
  telepathically, control minds by exercising his 
  tremendous willpower, project psionic blasts, and 
  telekinetically lift objects weighing up to 60 tons. 
  Grodd can also change the molecular structure and 
  shape of up to 250 cubic feet of matter and can 
  transfer his own personality into the minds of others. 
  Beyond h i s  mental powers, Grodd is an 
  extremely skilled scientist. Over the years, he has 
  developed innumerable high -tech gadgets and 
  weapons. 
  Personality/Role-playing 
  Grodd's immediate ambition is to conquer his 
  native Gorilla City as a stepping stone on the path to 
  world domination. His intellectual arrogance leads him 
  to believe that all living creatures, even his fellow 
  inhabitants of Gorilla City, are inferior to his grand 
  intellect and therefore should serve him. For their part, 
  Grodd's fellow gorillas view him as a dangerous 
  menace and keep him imprisoned in a catatonic state 
  to prevent him from causing further mischief. 
  In combat, Grodd prefers to use his psionic 
  abilities to defeat his enemies and to coerce others to 
  do his bidding. He often surrounds himself with an 
  army of intelligent gorillas he has subjugated through 
  the use of his Control Power. 
  Using Gorilla Grodd in Adventures 
  Grodd is yet another villain who is capable of 
  threatening the entire pl anet. His formidable 
  combination of physical and mental abilities make 
  him a very challenging opponent indeed. 
  The player heroes might meet a recently escaped 
  Grodd in the jungles of Africa. Perhaps the heroes 
  were stranded in the jungle after a convenient plane 
  crash, or perhaps they are simply vacationing. Such 
  an adventure will inevitably allow the heroes to 
  explore the legendary Gorilla City. 
  Grodd is also capable of using his psionic 
  abilities to influence henchmen from thousands of 
  miles away. You might unexpectedly reveal him as 
  "the real culprit" toward the end of just about any 
  Adventure. 
  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: Action Comics #424, 443; Captain 
  Carrot and His Amazing Zoo Crew #20; Crisis On 
  Infinite Earths #9; DC Special Series #6, I I ;  DC 
  Super-Stars #14; The Flash ( 1 )  #106-108, 1 15, 127, 
  155, 172, 209, 294-295, 313, 327, 329-33 1; Secret 
  Society of Super-Villains #1-4, 8-1 1; Super Friends 
  #30; Super-Team Family #3, 13-14; Who's Who '85 
  Current: Angel and the Ape (2) #1 (behind the 
  scenes), 2-4; Blue Devil #30; Flash (2) #45-47; 
  Secret Origins (3) #40-41; Swamp Thing Annual #3; 
  Who's Who '90 #3 
  Gorilla City 
  Defense Zones 
  I I I I 
  020 40 60 
  yards 
  Free Field Peremeter 
  Residential 
  
  GRANNY 
  GOODNESS 
  DEX: 7 
  STR: 
  7 
  BODY: 
  I NT: 
  lO 
  WrLL: 
  10 
  MIND: 
  I NFL: 
  lO 
  AURA: 
  9 
  SPrRlT: 
  7 
  lO 
  lO 
  INITIATIVE: 29 
  HERO POINTS: 125 
  •Skills: Charisma: 13, Gadgetry: 6, Martial Artist: 9, 
  Weaponry: 7 
  •Advantages: Area Knowledge (Apokolips); 
  Connection: Apokolips (High); Leadership; Scholar 
  (training) 
  •Drawbacks: Serious Irrational Attraction to 
  breaking the will of her pupils 
  •Alter Ego: None 
  •Motivation: Psychopath 
  •Wealth: N/A 
  •Equipment: 
  ARMOR [BODY: 8] Granny's Armor protects her 
  from everything up to and including small caliber 
  artillery shells. 
  Mega-Rod [BODY: 9, Energy Blast: 1 1 ,  R#: 2] The 
  Mega-Rod is a powerful blasting weapon that was 
  designed and built in Desaad's labs on Apokolips. 
  Happiness Home and 
  Granny's Training 
  Granny Goodness is Darkseid 's schoolmarm. 
  Her assignment is to indoctrinate youth (and anyone 
  else she can get her hands on) into the way of life on 
  Apokolips. To accomplish this aim, she operates a 
  huge "orphanage" known as the Happiness Home, a 
  combination school, jail, and torture chamber. 
  Special individuals (such as any heroic Play�r 
  Character in your campaign) who find themselves m 
  the Happiness Home will be sent to the dreaded 
  "Section Zero" for Granny's personal attention. 
  You can resolve any trip to the Happiness Home 
  as follows: each week, allow the heroes to plot and 
  resolve a single escape attempt, if they so desire 
  (escape from Section Zero is difficult-all of the 
  locks and security systems are rated at 1 3/ 1 3, and cell 
  walls have a BODY of 20). At the end of each week 
  (after the escape attempt is resolved), Granny can 
  make a single Mental Attack (using her lNT/WTLL as 
  the A V /EV and incorporating her Scholar/training 
  Advantage) against her victims, incorporating the 
  standard Multi-Attack penalties. The OV /R V of this 
  attack i s  equal to the v i c t i m ' s  WILL/MIND. If 
  Granny's attacks ever inflict a total amount of Mental 
  Bashing Damage equal to twice the target' s  MIND, 
  the target has been successfully indoctrinated and 
  becomes a slave-like devotee of Darkseid. Note that 
  it is impossible to recover the Bashing Damage 
  Granny inflicts while still a prisoner in the Happiness 
  Home. 
  Powers and Abilities 
  Granny Goodness is highly skilled in the arts of 
  brainwashing and defensive instruction. Over the 
  years, Darkseid himself has come to appreciate her 
  special "talents" and for good reason. Her success 
  record is remarkable; very few of her students have 
  managed to resist her re-education programming. 
  Granny has maintained this impressive string of 
  successes by constantly updating her methodology 
  and inventing new instruments of torture and 
  indoctrination. 
  Granny is also an effective warrior who 
  specializes in hand-to-hand combat. 
  Personality/Role-playing 
  Granny Goodness is the personal instructor of 
  Darkseid 's troops, and she loves her work. She 
  professes to care deeply for her students, and tends to 
  use endearing words while torturing them. To her, 
  they are her children, and she is proud when they 
  walk out of her orphanage hardened fighting men and 
  women. Granny demands loyalty and affection from 
  her students, often threatening them with the power 
  of Darkseid just as Earth mothers threaten their 
  children with the mythical "boogie man." She is so 
  dedicated to her work that she spends most of her 
  time working in the Happiness Home, never slowing 
  to rest or reflect. She takes great pleasure in handling 
  those few students with wills strong enough to 
  require her own special attention. 
  In many respects, Granny i s  completely mad. 
  She delights in levels of cruelty unthinkable to 
  humans, and always clings to the strange belief that 
  her cruelty is actually benefitting her victims. 
  In combat, Granny normally surrounds herself 
  with some of the special military forces she has 
  trained. She is a powerful fighter, but she expects her 
  "children" to protect her. She rarely attempts to kill 
  her adversaries, preferring instead to torture them and 
  tum them over to the side of Darkseid. 
  
  Using Granny Goodness 
  in Adventures 
  If they travel to Apokolips, the player heroes 
  might find themselves imprisoned within Granny's 
  orphanage. The ensuing test of wills should make an 
  entertaining Adventure. 
  The player heroes might also encounter Granny 
  as the leader of a special team of Apokolipsian 
  warriors. 
  Subplots 
  G ranny is most often involved in Enemy 
  Subplots with Scott Free (Mister Miracle) and his 
  wife, B ig Barda (formerly of the Female Furies). 
  Despite the fact that she hates him, Granny cannot 
  bring herself to kill Scott Free because the moment 
  she does so, she admits she is incapable of breaking 
  his will. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, Law of Darkness 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: The Brave and The Bold # I  28; First 
  Issue Special #13; Justice League of America # 183-
  1 85; Mister Miracle ( I )  #2, 7-8, 1 8-21 ,  25; New Gods 
  ( l -2) #17; 6; Who's Who '85 #9 
  Current: Action Comics #586; Hawk and Dove (3) 
  #21 (behind the scenes); Justice League International 
  #20-21 ;  Legends #2; Mister Miracle (2) # 1 7- 1 8, 25; 
  Mister Miracle Special #l; New Gods (3) #9; Secret 
  Origins (3) #33; Suicide Squad #34-36; Warlord 
  Annual #6; Who's Who '90 #4 
  '"' 
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  KADAVER 
  DEX: 3 
  STR: 
  4 
  BODY: 
  3 
  I NT: 
  8 
  WILL: 
  7 
  MIND: 
  6 
  I NFL: 7 
  AURA: 
  6 
  SPIRIT: 
  6 
  INITIATIVE: 18 
  HERO POINTS: 45 
  •Powers: Hypnotism: 10 
  •Skills: Charisma: 7; Thief: 6; Weaponry: 6 
  •Advantages: Connection: Underworld (Low); 
  Scholar (death, horror ftlms) 
  •Drawbacks: Serious Irrational Attraction to morbid 
  crimes that put his own life at risk 
  •Alter Ego: Mortimer Kadaver 
  •Motivation: Psychopath 
  •Wealth: 7 
  Kadaver's Hideout 
  Kadaver maintains a hideout beneath an 
  abandoned building in Gotham City. In addition to 
  the usual accouterments (Locks and Security 
  Systems rated at 7 APs), Kadaver's hideout houses 
  several more exotic attractions, including: a 
  quicklime pit (Cell Rot: 9); a guillotine (STR: 9, EV: 
  9, BoDY: 9, automatically severs the head of anyone 
  with a BODY less than or equal to 7 who is strapped 
  into it when the blade falls); an iron maiden (BODY: 
  1 2, Claws: I 0; Kadaver can push a target into the 
  iron maiden and close the door with a successful 
  Trick Shot); a hangman's noose (BODY: 8, EV: 8; 
  with a successful Trick Shot, Kadaver can snare 
  someone in the noose, requiring the target to take 
  strangulation damage-A V /EV of 8/8 vs. the target's 
  BODY/BODY-in all succeeding phases until the 
  target dies or breaks free); and an executioner's axe 
  (EV: 6, BODY: 1 2). 
  Hypnotism 
  Kadaver is a master hypnotist. To use this 
  ability, he makes an Action Check against the target's 
  lNT/M.rND and divides the RAPs he earns between one 
  or more "hypnotic suggestions." Each of these 
  suggestions consists of an action (i.e., what Kadaver 
  wants the v ictim to do) and a condition (when 
  Kadaver wants the victim to do it). Example 
  suggestions might include: "Next time you are in 
  Police Headquarters, steal some of Commissioner 
  Gordon's stationery," "At exactly I I  :00 a.m., go to 
  Police Headquarters and place this bomb in the 
  basement," or "If Batman is about to capture you, 
  pull out your gun and shoot yourself." 
  Later, as a suggestion's condition occurs, make 
  another Action Check using the RAPs assigned to 
  that suggestion as the A V /EV against an OV /R V 
  equal to the target's INT/MIND. If this Action Check 
  earns one or more RAPs, the target must fulfill the 
  suggestion. Any suggestion that would cause the 
  target to perform an action that strongly violates his 
  personal beliefs (ordering Commissioner Gordon to 
  blow up Police Headquarters, or a typical thug to kill 
  himself), entitles the target to a +2 Column Shift 
  bonus to both the OY and RV of this final Action 
  Check. 
  Powers and Abilities 
  Kadaver has hypnotic ability, but not enough to 
  threaten someone with superior willpower and 
  presence of mind. Although he is not a fighter, 
  Kadaver will use any of the medieval weapons in his 
  lair to attack someone who has angered or humiliated 
  him. His most dangerous asset is undoubtedly his 
  warped, unpredictable nature. 
  Personality/Role-playing 
  Kadaver is an evil, self-serving loner who is 
  fascinated with the morbid and uses macabre themes 
  in all his criminal activities. Normally dressed in 
  costumes cribbed from B -grade horror movies, 
  Kadaver spends most of his time finding new ways to 
  frighten his v ictims and devising new criminal 
  schemes. He relaxes by sleeping in an ornate coffin 
  dressed in a Dracula costume. 
  There is nothing Kadaver enjoys more than the 
  suffering of his victims. While he usually employs 
  others to do his legwork, he prefers to leave the jobs 
  that require the psychological torture of his victims 
  for himself. 
  But despite his eccentricities, Kadaver is an 
  ingenious criminal. His various methods of extracting 
  money from his victims usually revolve around death 
  threats and torture. Beyond his sadism, he i s  
  distinguished only by his greed. 
  Using Kadaver in Adventures 
  Kadaver is a homicidal maniac, much like the 
  Joker. The classic "life and death" situations into 
  which he will try to manuever the player heroes 
  
  should provide you with plenty of opportunities to 
  introduce a healthy dose of suspense into your 
  Adventures. 
  Appearances in DC Comics 
  Detective Comics #588-589, 610-6 1 1 ;  Who's Who 
  '90#3 
  Kadaver's Hideout 
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  h Gallows 
  f--1 
  u 
  Casket 
  '-..._../ 
  El 
  Electric 
  Chair 
  � 
  a 
  @)== 
  Executioner's Table 
  I I I 
  0 1 
  2 
  4 
  feet 
  Stairs 
  ... 
  Guillotine 
  oil 
  Table 
  GJ 
  Iron 
  Maiden 
  ---
  c 
  -
  I 
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  KESTREL 
  DEX: 9 
  STR: 
  7 
  BODY: 
  7 
  I NT: 
  5 
  WILL: 
  8 
  MIND: 
  9 
  INFL: 9 
  AVRA: 
  9 
  SPIRIT: 
  1 1  
  INITIATIVE: 25 
  HERO POINTS: 35 
  •Powers: Claws: 13, Dimension Travel (Travel): 4, 
  Invulnerability: 1 1 , Jumping: 3, Life Sense: 20, 
  Personal ity Transfer: 1 3 ,  Regeneration: 4, 
  Running: 5, Teleportation: 10 
  •Limitations: Miscellaneous: Life Sense is only 
  usable to locate Hawk. 
  •Skills: Acrobatics: 4, Thief: 8 
  •Advantages: Insta-Change; Lightning Reflexes 
  •Drawbacks: Catastrophic Irrational Attraction to 
  killing Dove and to attempting to persuade Hawk 
  to side with Chaos; Miscellaneous: Kestrel isn't 
  really a living being, but a magical spell. 
  •Alter Ego: Various 
  •Motivation: Nihilist 
  •Wealth: N/A 
  The Kestrel Spell 
  Kestrel is actually a single complex magic spell 
  cast by the Lords of Chaos. In DC HEROES terms, any 
  Character with the Sorcery Power and knowledge of 
  the Kestrel Spell can cast the spell and summon 
  Kestrel. Treat such a Character as though he is using 
  Sorcery to mimic a combined total of 35 APs of 
  Power for as long as the spell remains in effect. 
  Host Bodies 
  Kestrel always grafts itself onto a host body 
  using its Personality Transfer Power. In addition to 
  its own abilities, Kestrel can use those of its host. 
  Kestrel can switch back and forth between its 
  Kestrel form and its host form by simply speaking a 
  command word. In host form, the only Kestrel ability 
  it retains is the Life Sense Power. 
  Should a Personality Transfer attempt ever fail, 
  Kestrel is immediately dispelled unless there is 
  another host in the vicinity. Hawk once dispelled 
  Kestrel by Persuading it to take over his own body, 
  and then preventing it from doing so by using Hero 
  Points to boost his OV and RV against Kestrel's 
  Personality Transfer Action Check. 
  Powers and Abilities 
  The Kestrel entity is endowed with super-human 
  strength and stamina; it can easily lift three tons over 
  its head and operate for weeks without rest. 
  Kestrel's most formidable weapons are its razor­
  honed talons, which are capable of slashing through 
  reinforced steel. Magically enhanced, the talons can 
  even tear open space itself, leaving a dimensional rift 
  large enough to step through. 
  Another important component of the Kestrel 
  spell allows it to sense and track the Hawk from 
  hundred of miles away. 
  Personality/Role-playing 
  The Kestrel was created to destroy, and i t  
  pursues this mission rather single-mindedly. Kestrel 
  will do whatever necessary to either kill its targets or 
  seduce them over to the side of Chaos. 
  I n  Kestrel form, the spell creature i s  a 
  rampaging, maddened assassin. When it is operating 
  in the guise of its host body, the Kestrel maintains a 
  great deal of the host's personality, but adds its own 
  sinister veneer. 
  Using Kestrel in Adventures 
  Although the Kestrel failed to destroy Hawk, it 
  certainly proved an effective weapon. If the player 
  heroes should somehow anger the Lords of Chaos or 
  another group of powerful mystical entities, perhaps 
  the spellcasters will retaliate by dispatching Kestrel 
  to destroy them. 
  Subplots 
  Kestrel can work its way into a hero's Family or 
  Friends Subplots by selecting one of the hero's loved 
  ones as its host body. 
  Appearances in DC Comics 
  Hawk and Dove (2) #1-5 (3) 6-1 1 ,  13-17, 26; Who's 
  Who '90 #3 
  
  Kestrel's Mask 
  
  K G  BEAST -deceased 
  N KV DEMON-deceased 
  KG BEAST 
  DEX: 
  9 
  STR: 
  5 
  BODY: 
  6 
  }NT: 
  8 
  WILL: 
  10 
  MIND: 
  1 0  
  I NFL: 
  8 
  AURA: 
  7 
  SPIRIT: 
  1 0  
  INITIATIVE: 29 
  HERO POINTS: 85 
  •Skills: *Linked 
  Acrobatics: 9*, Detective: 8*, Martial Artist: 9*, 
  Mil itary Science: 8*, Thief: 9*, Vehicles: 9*, 
  Weaponry: 9* 
  •Advantages: Connections: KGB (High), Street 
  (High); Iron Nerves; Lightning Reflexes; Scholar 
  (assassinations) 
  •Drawbacks: Minor Physical Restriction: KGBeast 
  has only one hand; Catastrophic Irrational 
  Attraction to completing an assignment 
  •Alter Ego: Anatoli Knyazev 
  •Motivation: Mercenary 
  •Wealth: 8 
  •Equipment: 
  GUN-HAND ATTACHMENT [AV: 5, EV: 6/4, 
  Ammo: 8, R#: 3 1  A prosthetic attachment KGBeast 
  wears in place of his severed left hand sports a sub­
  machinegun (AV: 5, EV: 6, R#: 2) and a bayonet 
  (EY: 4). 
  NKVDEMO 
  DEX: 
  7 
  STR: 
  7 
  BooY: 
  6 
  I NT: 
  6 
  WILL: 
  8 
  MIND: 
  8 
  INFL: 
  6 
  AURA : 
  5 
  SPIRIT: 
  8 
  INITIATIVE: 23 
  HERO POINTS: 65 
  •Powers: Mind Over Matter: 2, Skin Armor: 1 
  •Skills: *Linked 
  Acrobatics: 7*, Detective: 6*, Martial Artist: 7*, 
  Military Science: 6*, Thief: 7*, Vehicles: 7*, 
  Weapolliy: 7* 
  •Advantages: Connections: NKVD (High), Street 
  (Low); Iron Nerves; Lightning Reflexes 
  •Alter Ego: Gregor Dosynski 
  •Motivation: Mercenary 
  •Wealth: 6 
  •Equipment: 
  Pistol fEY: 5, BODY: 4, Ammo: 6, R#: 2) 
  Knife fEY: 3, BODY: 7] 
  KGBeast's Statistics 
  The statistics for KGBeast provided here are 
  substantially higher than those published previously 
  due to the new information in Who's Who '90. 
  Powers and Abilities 
  Both N KVDemon and KGBeast were top 
  assassins for covert government agencies. They were 
  trained in various forms of combat and weaponry, 
  and each used his own custom-built weapons. 
  The NKVDemon was a bit more powerful than 
  his mentor, the KGBeast, in that he underwent 
  chemical treatments that gave him super-human 
  strength and endurance. These treatments also 
  destroyed his nerve endings rednering him incapable 
  of feeling the pain of his injuries during battle. 
  Dosynski and Knyazev were both experts at 
  subterfuge and used ingenious disguises and decoys 
  to gain proximity to their intended victims. 
  Personality/Role-playing 
  KGBeast was one of Russia's top agents, and an 
  expert assassin. Patriotic in his own twisted way, 
  Knyazev's only drive was his belief in the superiority 
  of the Russian people. Although he no longer had the 
  sanction of the Soviet government, he believed his 
  openly brutal actions were benefitting his homeland. 
  Generally, he purused his m issions so single­
  mindedly that he would mercilessly murder hundreds 
  in pursuit of a single target. 
  NKVDemon was a protege of KGBeast. He 
  strongly believed in his mentor's philosophies to the 
  point where he copied much of the Beast's style, 
  though the Demon was a bit more discriminate. He 
  killed only those on his target list and interlopers who 
  endangered his plans. The NKVDemon took pride in 
  his fighting style and treated his opponents as 
  honored adversaries. 
  Using KG Beast and NKVDemon 
  in Adventures 
  If you somehow brought this pair back from the 
  grave, you might think about setting an Adventure in 
  the ever-changing Soviet Union. They'd make ideal 
  adversaries for the player heroes. Perhaps the 
  KGBeast and the NKYDemon are members of some 
  
  sort of conspiracy aimed at restoring the communist 
  government to power. 
  Or, now that the Russian communists are out of 
  power, perhaps the few communist nations that 
  remain are bidding for the services of the Beast and 
  the Demon. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Batman Sourcebook 
  Appearances in DC Comics 
  KGBeast: Batman #41 7-420; Who's Who '88 #2; 
  Who's Who '90 #4 
  NKVDemon: Batman #445-447; Who's Who '90 #4 
  KGBeast's Hand A ttachment 
  top 
  front 
  side 
  NKV Demon's Gun 
  
  M ANGA KHAN 
  DEX: 0 
  STR: 
  0 
  BODY: 
  1 
  INT: 
  8 
  WILL: 
  5 
  MIND: 
  5 
  !NFL: 7 
  AURA: 
  6 
  SPIRIT: 5 
  INITIATIVE: 15 
  HERO POINTS: 95 
  •Powers: Dispersal: 35, Self Link (Energy Blast): I ,  
  Shouting: 10, Telepathy: 3 
  •Limitations: Miscellaneous: Dispersal and Self 
  Link (Energy Blast) are Always On. 
  •Skills: Charisma: 8, Gadgetry: 1 0, Scientist: 1 0, 
  Thief (Stealth): 4, Vehicles (Space): 5 
  •Advantages: Leadership; Scholar (trade, bartering) 
  •Drawbacks: Serious Irrational Attraction to talking 
  out loud to himself; Catastrophic Irrational 
  Attraction to profit; Unluck 
  •Alter Ego: None 
  •Motivation: Mercenary 
  •Wealth: 23 
  •Equipment: 
  CONTAINMENT SUIT [DEx: 6, STR: 9, Boov: 9, 
  INT: 2] The containment suit is a robotic body 
  inhabited by the gaseous Khan entity. While in the 
  containment suit, Khan cannot use his Dispersal 
  and Self Link (Energy B last) Powers. Khan ' s  
  containment body can be knocked unconscious in 
  the usual fashion (i.e., rendered unable to move or 
  speak until it recovers), but the Khan entity inside 
  will retain awareness. Destroying the body does 
  not harm the Khan entity in any fashion. 
  L-Ron 
  Manga Khan has a robotic lackey named L-Ron. 
  In his first incarnation, L-Ron had the following 
  statistics: 
  L-RON 
  DEX: 4 
  lNT: 
  6 
  lNFL: 2 
  STR: 
  4 
  WILL: 
  5 
  AURA: 
  2 
  BoDY: 
  7 
  MIND: 
  4 
  SPIRIT: 2 
  INITIATIVE: 12 
  HERO POINTS: 15 
  •Skills: Charisma: 4, Vehicles (Space): 8 
  L-Ron's consciousness has been nested within 
  the body of the alien super-criminal Despero (see 
  Despero, for more details). 
  The Cluster 
  Manga Khan owns and operates a colossal 
  starship known as the Cluster (STR: 30, BODY: 30, 
  Flight: 20, Warp: 37). Among its features are its 
  advanced sensors (Radar Sense: 35), its broadcast 
  facilities (telecommunications at a range of 41 APs), 
  and its automated defenses (Force Field: I 0). 
  Whether or not the Cluster is armedis unknown. 
  Shouting 
  Manga Khan has the ability to launch into 
  melodramatic monologues of such quality that 
  everyone who hears them is forced to stop and listen. 
  This ability is reflected by his Shouting Power. 
  To Shout, Khan makes an Action Check against 
  an OV/RV equal to the target's INFL/SPIRIT (using the 
  standard Multi-Attack penalties if more than one 
  target is present). If this Action Check earns 1 or 
  more RAPs, all targets must pause and allow Khan an 
  opportunity to finish his monologue before they take 
  any other Actions. Once Khan ceases his monologue, 
  play resumes where it left off. 
  Powers and Abilities 
  Like all members of the Pawsteem race, Manga 
  Khan is actually a psionic, gaseous cloud. He 
  usually remains within his mechanical body to 
  interact more easily with other races. But at times, 
  Khan finds his gaseous form useful for stealthy 
  escapes. Khan's containment suit has a built-in 
  artificial intelligence and can operate alone for short 
  periods of time, allowing him to be in two places at 
  once. He simply programs the suit to spew out a 
  stream of pre-recorded rhetoric, and no one knows 
  the difference. 
  Of all his special abilities, Khan gets the most 
  use out of his booming voice. In an open area, he 
  can be heard almost one mile away without audio 
  enhancement. See Shouting, above. 
  Personality/Role-playing 
  Manga Khan comes from a culture that values 
  bartering above all else. (In fact, Khan's parents 
  traded their young son to the original owners of the 
  starship he now controls.) As a result, Khan's whole 
  life revolves around trade, and he quickly grows 
  bored in those few moments he finds himself 
  working toward something other than a deal. He 
  likes the Earth because he has noticed that humans 
  have a similar mentality. He has even fearlessly (or 
  stupidly) tried to make deals with Darkseid himself. 
  
  Having grown weary of standard trades long ago, 
  Khan now spends his time dreaming up eccentric and 
  imaginative 
  new 
  deals, 
  ranging 
  from 
  an 
  interplanetary "home shopping network" to peddling 
  the Justice League's secrets. These schemes often 
  attract the attention of Earth's heroes, though Khan 
  doesn't really intend to cause trouble-he's just 
  trying to make a good trade. 
  Khan can become overly emotional at times and 
  is known for being boisterously melodramatic. 
  Somewhat scatterbrained, he relies on a number of 
  robots, such as his faithful servant L-Ron, to keep his 
  administrative affairs in order and to check him when 
  he begins one of his infamous extended monologues. 
  Although not really "evil," Manga Khan loves 
  the idea of being considered a super-villain. Jn his 
  eyes, the title carries respect and authority. 
  Using Manga Khan in Adventures 
  As the main villain in an Adventure, Khan 
  generally gets his hands on something of value to the 
  player heroes, who must then make some sort of deal 
  to retrieve it. 
  You can also peripherally involve Khan in an 
  Adventure by allowing the heroes to discover that he 
  has something they need to defeat the scenario's 
  major menace. 
  Bartering with Khan and becoming entwined in 
  his wacky schemes usually provide plenty of 
  opportunities for entertaining role playing. 
  Appearances in the DC HEROES 
  Role-Playing Game ,Second Edition 
  Justice League Sourcebook, Background/Roster 
  Book, Come On Down! 
  Appearances in DC Comics 
  Justice League America #42, 53-54; Justice League 
  Europe #28, 30, 32-34, 36; Justice League 
  International #14- 1 8, 20-21 ;  Justice League Special 
  # I ;  Mister Miracle (2) #13- 1 8; Who's Who '88 #2; 
  Who's Who '90 #3 
  The Cluster 
  Observation 
  '---- 1.5 Miles ----' 
  
  MAXIMA 
  DEX: 10 
  STR: 
  20 
  BODY: 
  1 6  
  I NT: 
  7 
  WILL: 
  1 2  
  MIND: 
  10 
  I NFL: 7 
  AURA: 
  7 
  SPIRIT: 8 
  INITIATIVE: 24 
  HERO POINTS: 75 
  •Powers: Control: 13, Force Field: I 0, Heat Vision: 
  15, Illusion: 13, Mental Blast: 1 6, Mental Freeze: 
  13 (see below), Mind Blast: I 0, Sealed Systems: 
  I 0, Suspension: I 0, Telekinesis: 20, Telepathy: 16 
  •Skills: Charisma: 8, Vehicles (Space): 7, Weaponry: 7 
  •Advantages: Attractive; Connections: Almerac 
  (High), Justice League International (Low); Insta-
  Change; Leadership 
  •Drawbacks: Serious Irrational A ttraction to 
  Superman 
  •Alter Ego: None 
  •Motivation: Responsibility of Power 
  •Wealth: 20 
  Maxima 's Statistics 
  Inf01mation in Who's Who '90 provided a clearer 
  picture of Maxima's abilities, leading to the changes 
  in statistics from previously published material. 
  Powers and Abilities 
  Born of a lineage that was genetically controlled, 
  Maxima's body and mind are superior to those of 
  most members of her race. Among her formidable 
  psionic abilities are: telepathy with a range of one 
  mile, mind control, and the ability to telekinetically 
  move up to 25,000 tons or deliver a punch that can 
  knock down Superman. She can also fire blasts of 
  energy from her eyes and raise Force Fields that can 
  withstand most large caliber artillery shells. Maxima 
  is nearly as invulnerable as Superman, which she 
  believes entitles her to bear Superman's offspring. 
  Maxima 's Specific Powers 
  Some of Maxima's Powers and abilities require 
  additional explanation: 
  •Strength: Maxima has a STR of 20 only because she 
  can augment her physical strength with her 
  Telekinesis Power. If this Power is somehow 
  neutralized, her STR immediately drops to 5. 
  •Mental Freeze: "Mental Freeze" works exactly like 
  the Mystic Freeze Power save for the fact that the 
  target 's lNT/MIND are used as the OV/RY rather 
  than the target's INFL/SPtRIT. Mental Freeze has the 
  same Base and Factor Costs as Mystic Freeze (see 
  page 50 of the Character Handhoo/.:). 
  •lnsta-Change: Maxima frequently uses her Illusion 
  Power to change the appearance of her clothing. In 
  this way, she can instantly change into her Maxima 
  costume. 
  •Sealed· Systems: Maxima's Sealed Systems Power 
  represents her ability to surround herself with a 
  protective force field bubble. She cannot use 
  Sealed Systems without using her Force Field 
  Power to erect such a barrier. 
  Simulacra 
  In the past, Maxima has used simulacra of 
  herself to carry out tasks she does not deem important 
  enough for personal attention. Each simulacrum has 
  all of her Powers and abilities rated 3 APs lower than 
  her own totals. The simulacra follow all of Maxima's 
  orders without question. 
  Personality/Role-playing 
  Maxima is the ruler of the Almerac, a warrior race 
  that conquers other strong races and assimilates the 
  survivors into their gene pool. Thus, she is driven to 
  find the most perfect and powerful being available to 
  take as her mate. She has already tried to select 
  Superman as her consort and was furious when he 
  rebuffed her. 
  Maxima is as passionate and arrogant as she is 
  strong. Anything taken as a slight to her royal station 
  will send her into a rage. 
  In line with her Almeracian upbringing, Maxima 
  is a warrior with great respect for those who prove 
  themselves in battle, one or the characteristics that 
  drew her to Superman. In battle herself, she is fearless, 
  ruthless, and nearly unstoppable. 
  Background Update 
  After S uperman helped free her from the 
  clutches of Brainiac, Maxima decided to help the 
  Man of Steel form a new Justice League 
  International. She is now a member of the American 
  branch of that team, though it is unknown exactly 
  how long this arrangement will last. 
  
  Using Maxima in A.dventures 
  Maxima is a good vehicle for introducing comic 
  relief into your Adventures. Perhaps when the heroes 
  attempt to contact the JLA, she answers the call and 
  gives them the ultimate royal brush-off. Or maybe 
  she could pursue one of the heroes as a suitable mate, 
  leading to some interesting interplay. 
  Subplots 
  Maxima is most often involved in a pseudo­
  Romantic Subplot as she tries to find a mate with 
  suitable genes for her lineage. She is also involved in 
  Miscellaneous Subplots that revolve around her 
  attempts to understand Earth culture. 
  Sazu 
  On her first v isit to Earth, Maxima had her 
  handmaiden present as an observer and assistant. 
  Although she is not on Earth with Maxima at present, 
  Sazu might reappear in the future. 
  SAZU 
  DEX: 2 
  JNT: 
  6 
  lNFL: 3 
  STR: 
  WILL: 
  AURA: 
  2 
  5 
  3 
  BODY: 
  2 
  MIND: 
  4 
  SPIRIT: 3 
  INITIATIVE: I I  
  HERO POINTS: 30 
  •Powers: Extra Limb (x2): 4, Telekinesis: 12, Mental 
  Blast: 10 
  •Skills: Vehicles (Space): 5 
  •Advantages: Connection: Almerac Royal House 
  (High); Sharp Eye 
  •Drawbacks: Strange Appearance 
  •Alter Ego: None 
  •Motivation: Responsibility of Power 
  •Wealth: 0 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Superman-The Man of Steel Sourcebook 
  Appearances in DC Comics 
  Action Comics #645, 650-65 1, 675; Adventures of 
  Superman #458, 464, 488; Justice League America 
  #6 1 ;  Justice League Spectacular #I; Superman #65-
  66; Superman: The Man of Steel #9-10; Who's Who 
  '90#2 
  Maxima's Ship 
  SO feet 
  
  M ORDRU 
  DEx: 8 
  STR: 
  6 
  Boov: 
  8 
  I NT: 
  1 2  
  WILL: 
  15 
  MIND: 
  1 3  
  INFL: 1 3  
  AuRA: 
  17 
  SPIRIT: 20 
  INITIATIVE: 33 
  HERO POINTS: 150 
  •Powers: Awareness: 14, Magic Sense: 18, Sorcery: 30 
  •Skills: Occultist: 1 6  
  •Advantages: Leadership 
  •Drawbacks: Minor Psychological Instability; 
  Catastrophic Fear of being buried alive; Loss 
  Vulnerability: Mordru instantly falls into a 
  catatonic state (all of his Mental and Physical 
  Attributes and Powers are reduced to 0) if he is 
  totally encased in a solid, airless space or buried 
  alive. 
  •Alter Ego: Wynne of Gem world 
  •Motivation: Power Lust 
  •Wealth: 20 
  20th Century and 30th Century 
  Versions 
  The above statistics represent Mordru's current 
  30th Century incarnation. A much less powerful 
  Mordru battled against Princess Amethyst during the 
  20th Century. During this era, Mordru had the 
  following statistics. 
  MORDRU - 20th Century Version 
  DEX: 6 
  STR: 
  4 
  BODY: 
  4 
  INT: 
  10 
  wILL: 
  INFL: 8 
  AURA: 
  INITIATIVE: 24 
  1 3  
  MIND: 
  9 
  1 3  
  SPIRIT: 
  13 
  HERO POINTS: 70 
  •Powers: Awareness: 8, Magic Sense: 10, Sorcery: 20 
  •Skills: Occultist: 1 3  
  •Advantages: Leadership 
  Note that Mordru had not yet developed any of 
  his Drawbacks during the 20th Century. 
  At the height of his power, during his early 
  clashes with the Legion of Super-Heroes, Mordru's 
  Sorcery Power was rated at 35 APs. He lost much of 
  this Power after he was temporarily stripped of his 
  magical abilities by the Council of Teachers. 
  Sorcery 
  Mordru frequently uses his Sorcery Power to 
  mimic the following abilities: Energy Blast, Flight, 
  Force Field, Force Shield, Growth, Invulnerability, 
  Magic B last, Magic Shield, Skin Armor, and 
  Teleportation. 
  Powers and Abilities 
  Mordru is one of the most powerful mortal 
  sorcerers to have ever existed. At the peak of his 
  power, he rivalled even the legendary Merlin. 
  Due to a deep-seated phobia, Mordru is frozen 
  with fear if he is encased in a closed space and 
  deprived of air. 
  Personality/Role-playing 
  Mordru is an example of the corrupting power of 
  magic. His grandiose goal is to conquer worlds and 
  subjugate races, and he 
  suffers from an 
  overconfidence that sometimes blinds him and leads 
  him to fail. He is evil, self-serving, and arrogant. The 
  members of the Legion of Super-Heroes have 
  attempted to "rehabilitate" him upon countless 
  occasions in the past, but he always inevitably returns 
  to a malevolent, power grubbing state of mind. 
  Mordru's manner is calculating and cautious. 
  He always waits for an ideal moment before making 
  his move, and when he does finally act, he acts with 
  precision. He is a fierce and experienced fighter who 
  can devastate an adversary, but he relies too heavily 
  on his magic and has a tendency to underestimate his 
  foes. 
  Mordru's greatest adversaries are the members 
  of the Legion of Super-Heroes who have 
  continuously thwarted his schemes. He hates them as 
  much as he loves power. Glorith the Time Sorceress 
  is another annoyance and the cause of much of his 
  power loss, political as well as magical. Glorith and 
  Mordru now share a sort of alliance, though it is 
  likely that Mordru will inevitably decide to dispatch 
  his ally. 
  Using Mordru in Adventures 
  Mordru is an excellent antagonist for epic-scale 
  adventures set in the 30th Century. His power is so 
  great that he often proves an easy match for dozens 
  of heroes. 
  Most of Mordru's schemes are at least partially 
  political in nature. He is deft at seducing others over 
  to his side and interfering in the relations between 
  cultures. 
  
  Subplots 
  Mordru was once involved in a Romantic 
  Subplot with the White Witch, a former Legionnaire. 
  Right now, he is more involved with ruling his world 
  and trying to subjugate others. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas of the DC Universe 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #369-370; Justice 
  League of America # 1 47 - 1 48; Legion of Super­
  Heroes (2) #276, 291 (3) 27 (4) 5; Legion of Super­
  Heroes Annual (2) #3; Superboy ( l )  #1 73, 1 88 ;  
  Superman ( l )  #21 3 ;  Tales of the Legion #3 15-3 1 6; 
  Who's Who '86 #16; Who's Who '88 #2 
  Current: Amethyst (2) # 1 -4; Legion of Super-Heroes 
  (4) #3, 6-7; Legion of Super-Heroes Annual (4) # 1. ;  
  Who's Who '91 #2; Who's Who in the Legion of 
  Super-Heroes #5 
  Mordru's Castle 
  I I 
  I 
  4 
  8 
  1 6  
  feet 
  Accessed by 
  spiral slairs 
  above lhrone 
  room. 
  
  M UDPACK 
  CLAYFACE I 
  DEX: 4 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  6 
  WILL: 
  6 
  MIND: 
  4 
  I NFL: 6 
  AURA: 
  5 
  SPIRIT: 5 
  INITIATIVE: 1 8  
  HERO POINTS: 55 
  •Skills: Artist (Actor): 4, Charisma. 6, Martial Artist: 
  5, Thief: 5, Weaponry: 5 
  •Advantages: Connections: Motion Picture Industry 
  (Low), Mudpack (High) 
  •Drawbacks: Serious Psychological Instability (this 
  Clayface feels threatened by any attempts to 
  diminish his accomplishm�ts as an actor); Age 
  (old) 
  •Alter Ego: Basil Karla 
  •Motivation: Psychopath 
  •Wealth: 4 
  •Equipment: 
  Knife (EV: 3, BODY: 8) 
  Appearances in DC Comics 
  *NOTE: Pre-Crisis appearances are not part of 
  present continuity. 
  Pre-Crisis: Batman #208; Detective Comics #40, 49, 
  496; Who's Who '85 #5 
  Current: Batman Annual # 1 3  (Who's Who); 
  Detective Comics #604-607; Secret Origins (3) #44; 
  Who's Who '90 #2 
  CLAYFACE II - deceased 
  DEx: 5 
  STR: 
  4 
  BODY: 
  4 
  I NT: 
  4 
  WILL: 
  3 
  MIND: 
  4 
  I NFL: 3 
  AURA: 
  4 
  SPIRIT: 
  3 
  INITIATIVE: 14 
  HERO POINTS: 45 
  •Skills: Artist (Actor). 4, Chansma. 4, Th1ef: 6 
  •Advantages: Connections: Gotham State Prison 
  (Low), Underworld (High); Lightning Reflexes 
  •Drawbacks: Minor Psychological Instability 
  •Alter Ego: Matthew Hagen 
  •Motivation: Mercenary 
  •Wealth: 4 
  •Equipment: 
  CLA YFACE CHEMICAL [STR: 6, BODY: 7 ,  
  Chameleon: 7 ,  Dispersal: 3 ,  Self Manipulation: 5, 
  Shape Change: 7] After bathing in the pool of 
  shimmering liquid, Hagen could assume any form 
  he could imagine-he could even take on the shape 
  of real and imaginary animals or alter his features 
  to look like those of another person. After either 1 3  
  or 1 6  APs of time (depending on which version of 
  the liquid Hagen is using), the effects of the liquid 
  wear off. 
  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 pa11 of present 
  continuity. 
  Pre-Crisis: Action Comics #443; Batman # 1 59; 
  Crisis On lnfinile Earths #9- 1 0, 12; Detective Comics 
  #298, 304, 3 1 2 ,  478, 526; Who 's Who '85 #5; 
  World's Finest Comics # 1 40, 144, 263-264 
  Current: Batman Annual # 1 3  (Who's Who): 
  Defective Comics #604-607 (corpse) ;  Hawk and 
  Dove Annual # I ;  Secret Origins (3) #44; Who's Who 
  '90 #2 
  CLAYFACE III 
  STR: 
  WILL: 
  2 
  5 
  DEX: 
  2 
  INT: 
  3 
  !NFL: 7 
  AURA: 
  2 
  BODY: 
  2 
  MIND: 
  3 
  SPIRIT: 6 
  INITIATIVE: 12 
  HERO POINTS: 45 
  •Powers: Cell Rot: 9 
  •Limitations: Miscellaneous: Clayface ·s Cell Rot 
  Power always affects those he touches; attempting 
  to touch a target automatically places him in Killing 
  Combat. 
  •Skills: Scientist: 5 
  •Advantages: Connection: Arkham Asylum (Low) 
  •Drawbacks: Serious Irrational Jealousy: Payne is 
  convinced that his "wife" is deserting him for other 
  males she comes i n  contact with; Serious 
  Psychological Instability; Strange Appearance 
  •Alter Ego: Preston Payne 
  •Motivation: Psychopath 
  •Wealth: 2 
  •Equipment: 
  CONTAINMENT SUIT lDEx: 7, STR: 7, BODY: 8 1  
  The suit prevents Clayface's touch from harming 
  others. 
  Mannequin [BODY: I ]  
  Payne once believed thai the mannequin was 
  alive and that he was married to it. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Batman Sourcebook, 
  Batman Role-Playing Game 
  
  Appearances in DC Comics 
  Arkham Asylum; Batman #400; Batman Annual # I I ,  
  #13 (Who's Who); Detective Comics #477-478, 604-
  607; Doctor Fate (2) # 1 8; Secret Origins (3) #23, 44; 
  Swamp Thin[? (2) #52, 66; Who's Who '85 #5; Who's 
  Who '90 #2 
  CLAYFACE IV 
  DEx: 4 
  STR: 
  3 
  BODY: 
  7 
  I NT: 
  5 
  WILL: 
  5 
  MIND: 
  4 
  I NFL: 5 
  AURA: 
  3 
  SPIRIT: 4 
  INITIATIVE: 14 
  HERO POINTS: 40 
  •Powers: Chameleon: 7, Dispersal: 2, Mimic: 1 4  
  •Skills: Thief: 4 
  •Advantages: Connection: Kobra (Low) 
  •Drawbacks: Strange Appearance 
  •Alter Ego: Sondra Fuller 
  •Motivation: Psychopath 
  •Wealth: 4 
  Appearances in DC Comics 
  Batman Annual #13 (Who's Who); Detective Comics 
  #604-607; The Outsiders #21-22; Secret Origins (3) 
  #44; Who's Who '87 (2) #5; Who's Who '90 #2 
  The Ultimate Clayface 
  Just after the Mudpack was formed, Clayface I 
  had himself injected with blood samples from each of 
  his comrades, giving him the Powers of all four 
  Clayfaces. ln this form, Karlo's Boov is 7, and he has 
  all the following Powers-Cell Rot: 9, Chameleon: 7, 
  Dispersal: 3, Mimic: 14, Self Manipulation: 5, and 
  Shape Change: 7. 
  Powers and Abilities 
  Karlo, the first Clayface, had no super powers 
  and little acting talent. He recently received a serum 
  from Matthew Hagen that gives him the combined 
  Powers of all the Clayfaces. 
  Matthew Hagen was the second Clayface. While 
  he was alive, he was a small-time criminal whose 
  shape-change abilities and malleability gave him 
  unusual talents. 
  Preston Payne has the ability to dissolve other 
  organisms with an acidic touch. He wears a 
  containment suit to hold his form and to protect 
  others from his ability. It works as an exoskeleton, 
  increasing his strength. 
  Sondra Fuller i s  the fourth C layface. She 
  received her powers from the villain Kobra. She has 
  shape-changing abilities and can duplicate the 
  Powers of others for short periods. 
  Personality/Role-playing 
  The Mudpack was a short-lived group of villains 
  who had all taken the name of Clayface at some point 
  in their careers. It was led by the first Clayface, Basil 
  Karlo, to exact revenge on the Batman for the 
  humiliation and defeat of all four Clayfaces. 
  Basil Karlo is a disillusioned old man, hanging 
  on to past glories. Batman and Robin (Dick Grayson) 
  once stopped Karlo's killing spree on the set of a 
  remake of his old movie "The Terror." He is ruthless 
  and vindictive but not terribly clever. 
  Matthew Hagen was a petty thief and hood. He 
  was principally motivated by the lure of money, 
  hiring himself out to pull heists and not hesitating to 
  kill to accomplish his goals. 
  Preston Payne, driven mad by his powers, was 
  placed in Arkham Asylum, where he was at peace 
  until Karlo released him. At one time, Payne was in 
  love with a mannequin, but his relationship with 
  Sondra Fuller has apparently cured of him of that 
  problem. 
  Sondra Fuller took on the Clayface powers to 
  change her life and gain power. She is self-centered 
  and not dissatisfied with her new form. Sondra and 
  Preston Payne have developed a romantic 
  relationship, and they are currently devoting more of 
  their time to each other than to crime. 
  Using the Mudpack in Adventures 
  Since none of the leaders of the Mud pack is very 
  bright, the heroes m ight easily encounter a 
  reorganized incarnation of the group under the sway 
  of a new master villain. 
  
  OCEAN M ASTER 
  DEX: 6 
  STR: 
  5 
  BODY: 5 
  INT: 
  10 
  WILL: 
  8 
  MIND: 
  5 
  INFL: 7 
  AURA: 
  6 
  SPIRIT: 7 
  INITIATIVE: 23 
  HERO POINTS: 60 
  •Powers: *Mystic Linked 
  Illusion: 10*, Magic Blast: 7 
  •Skills: Charisma (Intimidation): 7, Gadgetry: 5, 
  Military Science: 8, Occultist: 8, Thief: 6, Vehicles: 
  6, Weaponry: 6 
  •Advantages: Connections: Atlantis (Low), Pirates 
  (Low), Savages of Maarzon (High); Scholar 
  (Atlantean history and magic) 
  •Drawbacks: Catastrophic Irrational Attraction to 
  destroying Aquaman; Serious Rage 
  •Alter Ego: Orm Marius 
  •Motivation: Nihilist 
  •Wealth: 6 
  •Equipment: 
  B ATTLE ARMOR [BODY: 7, Water Freedom: 8, 
  Ultra Vision: 7] 
  While wearing his battle armor, Ocean Master 
  can breathe and survive underwater. While 
  operating underwater, the armor increases his 
  Initiative score to 25 due to its Water Freedom 
  Power. 
  Ocean Master's Atlantean Magic 
  The most formidable weapon in Ocean Master's 
  arsenal is his knowledge of ancient Atlantean magic. 
  Through his study of the arcane arts, Ocean Master 
  has learned to create realistic illusions and to project 
  destructive bolts of eldritch force. In addition to these 
  abilities, Ocean Master commonly employs Occultist 
  Ritual Magic. Some of his commonly performed 
  Rituals include: 
  CONTROL ANIMALS 
  Effect-Animal Control: 1 2  
  Casting Time-30 minutes (9 APs) 
  Necessary Components-none 
  Special Restrictions-this spell will only control 
  water creatures; adding other special components 
  (usually costing upwards of 15 APs) allows Ocean 
  Master to control mysterious magical creatures 
  imprisoned beneath the sea. 
  MIND CONTROL 
  Effect-Control: 12 
  Casting Time--one hour ( 1 0  APs) 
  Necessary Components-none 
  Special Restrictions-thi s  spell only works on 
  Atlanteans and other undersea dwellers. 
  SUMMON ANIMALS 
  Effect-Animal Summoning: 12 
  Casting Time-30 minutes (9 APs) 
  Necessary Components-none 
  Special Restrictions-this spell will only summon 
  water creatures; adding other special components 
  (usually costing upwards of 1 5  APs) allows Ocean 
  Master to summon mysterious magical creatures 
  imprisoned beneath the sea. 
  Powers and Abilities 
  All of Ocean Master's powers stem from special 
  equipment, since he does not share Aquaman 's 
  genetically-endowed abilities. Orm is an expert on 
  ancient Atlantis and has developed potent magical 
  skills. He is proficient in hand-to-hand combat, but 
  mostly relies on h i s  special equipment while 
  opearting underwater. 
  Personality/Role-playing 
  Since his early childhood, Orm has been locked 
  in a fierce rivalry with his half-brother, Arthur Curry, 
  better known as Aquaman. Eventually, Orm became 
  so jealous of his brother's accomplishments that he 
  resolved to destroy Curry, a mission he has made 
  numerous attempts to fulfill. After each of these 
  attempts, loyalty to his half-brother has prompted 
  Aquaman to protect Orm from the authorities, which 
  only humiliates and angers the Ocean Master further. 
  Orm believes that Aquaman continues to forgive him 
  only to illustrate yet another flaw in his character. 
  While pursuing the destruction of Aquaman, the 
  Ocean Master will not allow anything to stand in his 
  way. Although he would certainly kill Aquaman 
  quickly if given the opportunity, he would much 
  rather torture and humiliate him first. 
  
  Using Ocean Master in Adventures 
  Player heroes arc most likely to encounter the 
  Ocean Master by stumbl ing across one of h i s  
  periodic plots aimed at eliminating Aquaman. Such 
  Adventures provide an ideal opportunity to explore a 
  unique setting-the undersea environment. 
  Subplots 
  Ocean Master is involved in a lengthy 
  Family/Enemy Subplot with his half-brother and 
  rival, Aquaman. At times, his mastery of ancient 
  Atlantean magic has led to Power Complications. 
  Ocean Master's Helmet 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #443, 5 1 7 -520; 
  Adventure Comics #444; Aquaman (1) #29, 32, 35, 
  37, 49-52, 62-63; The Brave and The Bold (l) #82; 
  Crisis On Infinite Earths #5-6, 9; DC Comics 
  Presents #5; Teen Titans #28-29; Who's Who '86 
  #17 
  Current: Aquaman (2) #1-4; Who's Who '90 #1 
  
  PERSUADER 
  DEx: 8 
  STR: 
  7 
  BODY: 
  8 
  lNT: 
  4 
  WILL: 
  6 
  MJND: 
  6 
  lNFL: 4 
  AURA: 
  3 
  SPIRIT: 7 
  INITIATIVE: 
  20 
  HERO POINTS: 75 
  •Skills: Martial Artist: 8, Thief: 7, Weaponry: 12 
  •Advantages: Connections: Criminal Underworld 
  (High), Fatal Five (High), Legion of Super-Heroes 
  (Low); Lightning Reflexes 
  •Drawbacks: Minor Rage 
  •Alter Ego: Nyuen Chun Ti 
  •Motivation: Mercenary 
  •Wealth: 9 
  •Equipment: 
  Atomic Axe [EV: 20, BoDY: 1 8, Energy Absorption: 
  20] The Atomic Axe is an ancient relic from one of 
  Earth's World Wars. The axe is so potent, it can 
  cut through any known substance. It can even slice 
  through raw energy. 
  To use the axe's Energy Absorption Power in 
  combat, Persuader must make an Action Check 
  using his Weaponry Skill as the A V and the axe's 
  APs of Energy Absorption as the EV against an 
  OV fR V equal to the A V /EV of the energy attack. 
  One or more RAPs indicate that Persuader has 
  successfully interrupted the energy attack. Resolve 
  the attack normally, and reduce the RAPs earned 
  on the attack by 25 (see the Character Handbook, 
  page 25). 
  BA TILE ARMOR [BODY: 151 
  At the present time, Persuader rarely wears his 
  battle armor. 
  The Atomic Axe 
  Because he has used it for so long, Persuader has 
  formed a "telekinetic bond" with his Atomic Axe. He 
  is able to summon the axe to his hand from a range of 
  over fifty miles (16 APs; to reach his hand, the axe 
  travels through the air at a speed of 1 2  APs per 
  phase), and he can sense the location of the axe from 
  more than 100 miles away (17 APs). 
  Persuader's Underground 
  Connections 
  Persuader has a very special H igh-level 
  Connection with the criminal underworld. He has 
  performed so many assassinations for each of the top 
  families in organized crime that they are all afraid of 
  what he might tell the authorities if he is ever 
  incarcerated. If Persuader is captured and brought to 
  justice, many of the United Planets' most powerful 
  organized criminals will use all their influence to see 
  him released. 
  Persuader and the 
  Emerald Empress 
  With the death of the Emerald Empress, the 
  Persuader has become even more sullen and cruel. 
  Before the Empress died, he did not have the Minor 
  Rage Drawback. 
  Powers and Abilities 
  Persuader is one of the most skilled combatants 
  in the United Planets. His strength is far beyond 
  human average, and his reflexes are amazingly quick. 
  Over the years, he has supplemented his natural 
  ability with rigorous training in several different 
  martial arts. 
  With the rare Atomic Axe he won i n  mortal 
  combat, Persuader is one of the most feared assassins 
  in the entire galaxy. Because he has used it for so 
  long, he can now control the axe telekinetically, 
  allowing him to strike even when he's down or out of 
  position. 
  Personality/Role-playing 
  The Persuader's philosophy is simple: kill or be 
  killed. He has survived his many struggles due to his 
  determination and readiness to defend himself in 
  mortal combat. Over the years, he has mentally 
  prepared himself for battle to the extent that he now 
  enjoys it. Wealth does not mean nearly as much to him 
  as his own personal glory. 
  A loner, the Persuader does not work well with 
  others. The only exception to this policy was his 
  involvement with the Fatal Five, a relationship made 
  possible by his attraction to the Emerald Empress. 
  Since the Empress' death, he has returned lO working 
  as a solo operative. 
  Persuader is very di rect. He performs his 
  missions quickly and efficiently. He gives little 
  thought to the law and is rarely challenged by it, 
  though the Legion of Super-Heroes often gives him 
  trouble. 
  
  Using Persuader in Adventures 
  Persuader presents the player heroes with a 
  formidable challenge. Most often he is hired by a 
  bigger villain either to eliminate troublesome heroes 
  or to keep them at bay while the major v i llain 
  accomplishes his main goal. Generally, Persuader is 
  one of the many obstacles the player heroes must 
  overcome in order to reveal their real mission. 
  Subplots 
  While the Emerald Empress was alive, Persuader 
  was involved in a pseudo-Romantic Subplot with her. 
  Currently, he is involved in a series of Job Subplots 
  surrounding the complications resulting from 
  assassinations. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #352-353, 365-367, 
  378; Crisis On Infinite Earths #5, 1 0; Legion of 
  Super-Heroes (2) #269-27 1 (3) 1 8 ,  2 1 ,  24-26; 
  Superhoy (I) # 198, 219; Superboy and the Legion of 
  Super-Heroes #23 1 ,  246-247; Tales of the Legion 
  #3 1 8-3 19, 324; Who's Who '86 #17 
  Current: Legion of Super-Heroes (4) #12-13; Who's 
  Who '90 #4; Who's Who in the Legion of Super­
  Heroes #2 
  l 
  15" 
  I 
  J 
  
  SCARECROW 
  DEX: 4 
  SlR: 
  2 
  BODY: 
  4 
  INT: 
  7 
  WILL: 
  6 
  MIND: 
  4 
  INFL: 6 
  AuRA: 
  3 
  SPTRIT: 5 
  INITIATIVE: 
  1 7  
  HERO POINTS: 50 
  •Skills: Gadgetry: 7, Scientist: 7 
  •Advantages: Connections: Arkham Asylum (Low), 
  Underworld (Low); Genius; Scholar (fear, 
  psychology) 
  •Drawbacks: Minor Irrational Attraction to causing 
  fear 
  •Alter Ego: Dr. Jonathan Crane 
  •Motivation: Psychopath 
  •Wealth: 6 
  •Equipment: 
  Fear Drug [Phobia: 16] The Fear Drug is based on 
  the same principles as the fear transmitters but is 
  even more potent. To work, it must be swallowed 
  by or injected into its victim. 
  Fear Transmitters (x3) [BODY: 2, Phobia: 15, R#: 21 
  Usually shaped like small skulls, Crane' s  Fear 
  Transmitters create realistic illusions that bring a 
  target's worst nightmare to life. 
  ' 
  The Fear Factor 
  Scarecrow is an expert at building devices 
  capable of isolating a target's fears and using them 
  against the target. In DC HEROES, this ability is 
  simulated using the Phobia Power. 
  When Scarecrow activates one of his Fear 
  Transmitters, he makes an Action Check against an 
  OV/RV equal to the target's INT/MIND. If the RAPs 
  earned equal or exceed the victim's MIND, the victim 
  can do nothing but quiver in fear for an amount of 
  time equal to the RAPs earned minus his MIND ( I I 
  RAPs earned makes a Character with a MIND of 4 
  quiver for 7 APs of time, or 8 minutes). 
  A Character experiencing the effects of the Fear 
  Transmitter can attempt to free himself from its 
  Phobia Power each phase by making an Action 
  Check using his INT/WILL against an OV and RV 
  both equal to the RAPs earned on the Fear 
  Transmitter's Phobia roll. As soon as these Action 
  Checks earn a cumulative RAP total that equals or 
  exceeds the RAPs earned on the Phobia roll, the 
  target is released from the Phobia and experiences no 
  further side-effects. 
  Thugs 
  Like many of Batman's foes, the Scarecrow likes 
  to surround himself with hordes of thugs who carry 
  out his dirty work. These thugs have the following 
  statistics. 
  TYPICAL THUG 
  DEX: 3 
  STR: 
  3 
  BODY: 
  3 
  lNT: 
  2 
  WILL: 
  2 
  MIND: 
  2 
  lNFL: 2 
  AURA: 
  2 
  SPIRIT: 3 
  INITIATIVE: 
  7 
  •Skills: Vehicles: 3, Weaponry: 3 
  Abilities 
  The Scarcrow is a well-educated man who used 
  his scientific training to develop a number of aids, 
  both chemical and electronic, to help him exploit the 
  intense emotions of others. 
  Personality/Role-playing 
  Doctor Crane is insane. His obsession with 
  phobias has led him to focus his scientific research 
  on the fears and weaknesses of the human psyche. 
  Most of the time, Scarecrow tests his theories on his 
  enemies, not only to prove his scientific theories, but 
  simply because he enjoys causing terror in others. 
  Crane's other love is scholarship, an interest that 
  led his peers to ostracize him at an early age. When 
  on the loose, he prefers quietly studying criminal 
  activity and using the money from his sprees to fund 
  further research into the psychology of fear. 
  Presently, Scarecrow spends much of his time in 
  Arkham Asylum, where he seems content with the 
  few books he is allowed. 
  Physically, the Scarecrow is slight and sickly. In 
  fact, it was his frail form that gave him his 
  nickname. His scrawny frame adds to his frightening 
  image when in costume, but does little for him in a 
  fight. As a result, Crane relies heavily on his special 
  equipment and his wits to survive a conflict, though 
  he always attempts to plan his crimes to avoid such 
  situations. When possible, Scarecrow leaves a 
  special signature-a single blade of straw-at the 
  site of those crimes of which he is particularly proud. 
  Even though Scarecrow is insane, he still knows 
  when he is beaten. If trapped, he usually makes heavy 
  use of his special fear equipment before fleeing to 
  fight another day. 
  
  Using Scarecrow in Adventures 
  Scarecrow usually steals money or valuable 
  objects to raise funds to continue his research. An 
  encounter with Scarecrow might lead to an 
  interesting role playing encounter with the Batman, 
  who can provide the player heroes with valuable 
  information about Doctor Crane's past criminal 
  activities. 
  Remember, when battling the Scarecrow, Players 
  and Gamemasters should take the opportunity to 
  develop their Characters by inventing and describing 
  i n  detail the deeply-seated fears the Characters 
  experience as the Scarecrow attacks them. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster 
  Book, 
  Justice 
  League 
  Sourcebook, Batman Sourcebook, Batman Role­
  Playing Game 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Batman #1 89, 200, 262, 291 -294, 296, 
  373, 400; The Brave and The Bold #197; Crisis On 
  Infinite Earths #9; Detective Comics #73, 389, 486, 
  503, 526, 540; First Issue Special #7; The Joker #8; 
  Justice League of America # I l l , 1 43, 1 58; Super 
  Friends #32; Who's Who '86 #20; World's Finest 
  Comics #3 
  Current: Animal Man #23; Arkham Asylum; Batman 
  #4 1 5 ,  455 (behind the scenes), 456-457; Balman­
  Judge Dredd: Judgment On Gotham; Captain Atom 
  (3) #33; Detective Comics #57 1 ;  Detective Comics 
  Annual #2 (Who's Who); Sandman (2) #5, 7; Secret 
  Origins (3) #23; Secret Origins Special # l  (behind 
  the scenes); Who's Who '90 # I  
  Scarecrow's Fear Transmitters: 
  Top View 
  Front View 
  Side view 
  
  SILVER SWAN 
  DEX: 6 
  STR: 
  3 
  BODY: 
  5 
  lNT: 
  4 
  WILL: 
  3 
  MIND: 
  4 
  I NFL: 4 
  AURA: 
  3 
  SPIRIT: 4 
  iNITIATIVE: 
  14 
  HERO POINTS: 40 
  •Powers: Flight: 8, Force Field: I 0, Mind Blast: 7, 
  Sonic Beam: 13 
  •Limitations: Miscellaneous: Silver Swan's Flight 
  Power is uncontrollable; she cannot use it without 
  her cybernetic wings. 
  •Advantages: Attractive; Connection: Wonder 
  Woman (Low) 
  •Drawbacks: Innocent 
  •Alter Ego: Valerie Beaudry 
  •Motivation: Unwanted Power 
  •Wealth: 6 
  •Equipment: 
  WINGS [BODY: 9] With her cybernetic wings, Silver 
  Swan can use her Flight Power normally. Without 
  them, she spins out of control every time she tries 
  to fly. 
  Powers and Abilities 
  Silver Swan has a wide range of sonic abilities 
  that allow her to project powerful beams of force and 
  create dense force fields. When properly applied, her 
  sonic blast is capable of shattering solid steel, and 
  Silver Swan's control over the blast is so refined that 
  she can narrow its beam to strike very small targets. 
  Her one weakness is the fact that she is incapable of 
  using her blast and her force field abi lities 
  simultaneously. 
  Silver Swan is also capable of flight, but must 
  use her artificial wings for control. 
  Silver Swan's Mind Blast 
  By carefully attuning the frequency of her sonic 
  beam, Silver Swan can cause a target to experience 
  splitting headaches and mental agony. 
  The Dominators' Gene Bomb 
  Before the Dominators' Gene Bomb temporarily 
  robbed her of her abilities, the Silver Swan was much 
  more powerful. In this earlier incarnation, she had the 
  following Powers: Flight: 9, Force Field: 13, Mind 
  Blast: 9, Sonic Beam: 16. 
  Personality/Role-playing 
  Because her parents' were exposed to radiation, 
  Beaudry was born deformed and hideously ugly. Her 
  strange condition left her friendless throughout her 
  formative years, and her loneliness led her to 
  consider the special operat ions and genetic 
  manipulations sponsored by Armbruster a godsend. 
  As an added bonus, Armbruster's doctors not only 
  made Valerie beautiful, they also unleashed her latent 
  meta-human abilities. 
  Silver Swan is not a true criminal. She is weak­
  w i l led and was easily d uped by the corrupt 
  Armbruster. Beaudry is i nnocent and easily 
  frightened--even her own powers often terrify her. 
  After her ordeal at the hands of Armbruster, 
  Beaudry found it difficult to trust another living soul. 
  But now that she has been reunited with the only true 
  friend she ever had, a long distance pen pal, she is 
  learning to trust all over again. 
  Using Silver Swan in Adventures 
  If you are using the Silver Swan as a villain, she 
  was undoubtedly duped into misusing her powers by 
  yet another power-mad fiend. If you give the player 
  heroes an opportunity to return her to the straight and 
  narrow, Valerie might become a recurring Non­
  Player Character in your campaign, and her future 
  travails might provide the player heroes with plenty 
  of Subplot springboards. 
  Subplots 
  Valerie is presently involved in a Friend Subplot 
  centered around her friendship with Maxine, her pen 
  pal. She was once involved in a Romantic Subplot 
  with Henry Cobb Ambruster, which ended when she 
  found out he was using her. 
  
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Crisis On Infinite Earths #9; Who's Who 
  '86 #21; Wonder Woman ( I )  #288-290, 323 
  Current: Suicide Squad #58; War of the Gods #2-4; 
  Who's Who '88 #3; Who's Who '90 #3; Wonder 
  Woman (2) #15- 1 6, 42-44, 59, 6 1  
  Silver Swan's Wings 
  
  SINESTRO-deceased 
  DEx: 7 
  STR: 
  3 
  BODY: 
  10 (4) 
  {NT: 
  1 1  
  WILL: 
  2 1  
  MIND: 
  1 1  
  I NFL: 
  7 
  AURA: 
  10 
  SPIRJT: 
  1 1  
  INITIATIVE: 
  25 
  HERO POINTS: 
  1 10 
  •Skills: Charisma: 1 0, Gadgetry: 10, Scientist: 1 0  
  •Advantages: Connections: Anti-Matter Universe of 
  Qward (Low), Secret Society of Super-Villains 
  (High); Genius; Iron Nerves; Leadership 
  •Drawbacks: Catastrophic Irrational Attraction to 
  destroying the Green Lantern Corps (particularly 
  Hal Jordan) 
  •Alter Ego: None 
  •Motivation: Power Lust 
  •Wealth: 1 2  
  •Equipment: 
  POWER RING [INT: 1 0, BODY: 2 1 ,  Comprehend 
  Languages: 20, Flight: 40, Force Manipulation: 21 , 
  Invulnerability: 18, Life Sense: 40, Omni-Power: 
  10, Recall: 20, Regeneration: 4, Sealed Systems: 
  16, Skin Armor: 4, Spirit Travel: 50] 
  Sinestro's Power Ring is an amazingly potent 
  weapon with a virtually unlimited number of 
  capabilities, including the ability to: 
  •Fly: The ability to propel the ring-wielder at speeds 
  approaching 1 ,500 times the speed of light (Flight). 
  •Form objects of yellow energy: The ability to form 
  complex objects out of "yellow energy" (Force 
  Manipulation). This ability is directed by (and 
  Linked to) the user's Willpower. 
  •Locate other Power Rings: The ability to detect 
  other Power Rings from several thousand light­
  years away (Life Sense; this Power can't be used in 
  any other fashion). 
  •Manifest user's Willpower: This allows the user to 
  create objects from the force of will (Omni-Power, 
  linked to 1/2 the user's WILL). 
  •Project an "energy selP': The power to separate an 
  "energy self' from the ring-wielder (Spirit Travel). 
  This energy self can travel billions of times faster 
  than light and perceive its surroundings normally. 
  •Protect user physically and heal: The power to 
  protect the user from physical harm (Invulnerability) 
  and hostile environments, such as the vacuum of 
  outer space (Sealed Systems). The ring also speeds 
  up the user's natural healing abilities to 1 6  times 
  normal (Regeneration). While wearing the ring, 
  Sinestro has a BODY of 10. While the ring is on his 
  finger, it has a BoDY equal to his WILL. 
  •Provide information: The ability to store huge 
  amounts of information (Recall). 
  •Shield the wearer: The ability to envelop the ring­
  wielder with a protective sheath of yellow energy 
  (Skin Armor; Sinestro loses 1 AP of both Force 
  Manipulation and Omni-Power for each AP of Skin 
  Armor he activates). 
  •Understand languages: The ability to comprehend 
  and translate virtually every language in the 
  universe (Comprehend Languages). 
  Despite all of its virtues, Sinestro's Power Ring 
  does have a flaw: it must be recharged every 24 
  hours using a special Power Battery (see below). 
  Note that Sinestro's ring makes use of yellow 
  energy, meaning that the Power Rings of the Green 
  Lantern Corps do not affect its constructs. 
  Power Battery [BODY: 25, Energy Absorption: 1 8, 
  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 tum invisible (Invisibility of 15). 
  Powers and Abilities 
  Sinestro's most formidable weapon, of course, 
  was his yellow power ring. Sinestro ' s  ring was 
  identical to those worn by the members of the Green 
  Lantern Corps, save for the fact that it had no special 
  vulnerability to the color yellow. 
  Sinestro's formidable intellect and willpower 
  made him dangerous even without his ring. 
  Personality/Role-playing 
  While he was alive, Sinestro had two ambitions: 
  to gain revenge upon the Green Lantern Corps, and to 
  usurp as much power as possible. 
  Sinestro was a notorious schemer. He never 
  simply called his opponents out to battle. Instead, he 
  preferred to concoct elaborate plots and mask his 
  own involvement in those plots for as long as 
  possible. He usually enslaved others to carry out his 
  schemes, and often had several contingency plans 
  and escape routes laid out in case his schemes went 
  awry. This sort of preparedness made Sinestro 
  extremely difficult to incarcerate. Over the years, he 
  always managed to escape from even the most 
  formidable prisons ever devised. 
  
  Using Sinestro in Adventures 
  While he was alive, Sinestro was capable of more 
  destruction than almost any other threat the player 
  heroes are likely to face. He was ideally suited to 
  epic-scale Adventures that force the player heroes to 
  cooperate with hordes of other adventurers. Sinestro 
  was also a fine vehicle for drawing the player heroes 
  into Adventures set against the exotic backdrop of 
  outer space. 
  Sinestro 's Death 
  Although Sinestro is dead, his soul lives on in the 
  remnants of the shattered Central Power Battery on 
  Oa. Given his tremendous intellect and penchant for 
  amazing escapes, it's likely that he will one day 
  escape even this prison. 
  Appearances in DC Heroes 
  Role-Playing Game, Second Edition 
  Atlas of the DC Universe 
  Sinestro 's Ring 
  S1de 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Aclion Comics #443-444; The Brave and 
  The Bold ( l )  #173-174; Crisis On Infinite Earths #5, 
  9- 1 0; DC Special Series #6; The Flash ( l )  #222; 
  Green Lantern (2) #7, 9, 1 1 ,  15, 18, 52, 73 (behind 
  the scenes), 74, 82, 91 -92, 123- 1 25, 1 27, 195, 1 98; 
  Secret Society of Super-Villains # 1 -5, I 0; Super 
  Friends # ! 0, 45-46; Who's Who '86 #2 1 ;  World's 
  Finest Comics #254 
  Current: Green Lantern (2) #200; Green Lantern 
  Corps #2 17 -224; Green Lantern Corps Annual #2; 
  Green Lantern: Emerald Dawn #5-6; Green Lantern: 
  Emerald Dawn II # 1 -6; Millennium #8; Secret 
  Origins (3) #7 (flashback), 23 (flashback); Who's 
  Who '88 #3; Who's Who '90 # I  
  Top 
  Front 
  
  SPIDER-GIRL 
  DEX: 7 
  STR: 
  5 
  BODY: 
  6 
  I NT: 
  4 
  WLLL: 
  3 
  MIND: 
  4 
  I NFL: 4 
  AURA: 
  3 
  SPTRIT: 4 
  INITIATIVE: 
  17 
  HERO POINTS: 45 
  •Powers: Extra-Limb (hair): 8, Omni-Arm: 7 ,  
  Stretching: 2 
  •Limitations: Miscellaneous: Omni-Arm is limited 
  to mimicking very simple objects. 
  •Skills: Charisma: 6, Detective: 3, Martial Artist: 6, 
  Thief: 5 
  • Advantages: Attractive; Connections: Law 
  Enforcement Community (Low), Legion of Super­
  Villains (High), Street (High) 
  •Drawbacks: Minor Irrational Attraction to attractive 
  men 
  •Alter Ego: Sussa Paka 
  •Motivation: Thrill of Adventure 
  •Wealth: 6 
  Powers and Abilities 
  Paka underwent mutagenetic experiments as a 
  young child, which gave her the amazing ability to 
  control her hair as a sort of prehensile limb. She may 
  use her hair to create shapes, such as hand-like forms 
  for grasping, or flail it wildly about to entangle one or 
  more opponents. Although Spider-Girl's hair is not 
  particularly strong, she is well-trained in its use and 
  can manipulate it very effectively. 
  lSpecifics on Spider-Girl's Hair 
  S pider-Girl can use her prehensile hair to 
  p.:rform a number of unusual feats. She can Grapple 
  targets or attack Physically with the hair at ranges up 
  to 2 APs (the limit of her Stretching Power. The A V 
  of such an attack is equal to her DEx, the EV is equal 
  to her APs of Extra Limb). And she can use her 
  Omni-Arm Power to form useful simple objects out 
  of her hair-giant hands, pry bars, etc. 
  Personality/Role-playing 
  Spider-Girl originates from Taltar, a matriarchal 
  world. Taltarian scientists developed her special 
  abilities as a weapon against the dominant male 
  presence in the universe which they believed would 
  one day endanger their world. Despite her 
  upbringing, Paka does not necessarily believe that 
  males are evil or even inferior to females. In fact, 
  she loves men and spends much of her free time 
  teasing and chasing them, and sometimes getting 
  them to chase after her. The main reason she tried to 
  join the Legion of Super-Heroes was to surround 
  herself with sexy male Legionnaires. And when she 
  failed, she was happy enough to end u p  in the 
  Legion of Super-Villains in the company of Cosmic 
  King. 
  Spider-Girl is independent. She has always 
  used her abilities selfishly, and to this day, she 
  refuses to become involved in schemes that do not 
  benefit her directly. She would much rather annoy 
  others than aid t11em, especially the members of the 
  Legion of Super-Heroes, against whom she still 
  holds a grudge. 
  Although she is considered a criminal, Spider­
  Girl's real interests are adventure and survivaL In 
  reality, she holds no malice at all. In fact, she 
  occasionally aids those on the side of the law. Paka 
  never uses her abilities to kill or seriously harm her 
  opponents. Generally, she will use her powers only 
  to protect herself or prevent confrontation 
  altogether. 
  Spider-Girl's Addictions 
  When she was i n  Cosmic King's Legion of 
  Super-Villains, Spider-Girl was Seriously Irrationally 
  Attracted to both Cosmic King and the narcotic drugs 
  with which he occasionally supplied his followers. 
  She has since been cured of both addictions. 
  Using Spider-Girl in Adventures 
  Spider-Girl is an independent detective whom 
  the heroes can run across at any time or place. She 
  might become involved in a Romantic Subplot with 
  any male player hero who happens to catch her fancy. 
  Subplots 
  Spider-Girl is most often involved in Subplots 
  that revolve around her fascination with men and her 
  troubles with the law. 
  
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #323, 372; Legion of 
  Super-Heroes (3) #1-2, 4-5, 8, 1 8; Superboy ( I )  #208 
  Current: Legion of Super-Heroes (4) #22-23 (text); 
  Who's Who '90 #3; Who's Who in the Legion of 
  Super-Heroes #4 
  Spider Girl's Thieving Tools 
  "Pick" for mechanical locks 
  Security system "reroute• board 
  D O D  
  D O D  
  D O D  � 
  @ @  
  "Pick" for magnetic locks 
  "Pick" for electronic locks 
  D O D  
  D O D  
  D O D  
  
  VANDAL SAVAGE 
  DEx: 7 
  STR: 
  9 
  BODY: 
  9 
  I NT: 
  10 
  WILL: 
  10 
  MIND: 
  8 
  I NFL: 9 
  AURA: 
  7 
  SPIRIT: 8 
  INITIATIVE: 
  28 
  HERO POINTS: 1 10 
  •Powers: Dimension Travel: 8, Invulnerability: 16, 
  Systemic Antidote: 15 
  •Skills: Charisma: 8, Detective: 9, Gadgetry: 7, 
  Martial Artist: 8, Military Science: 10, Occultist: 7, 
  Scientist: 7, Weapomy: 6 
  •Advantages: Connections: Business Community 
  (High), Illuminati (High); Connoisseur; Genius; 
  Omni-Connection; Scholar (business, history, 
  political science); Sharp Eye 
  •Drawbacks: M inor Irrational Attraction to 
  destroying the Flash 
  •Alter Ego: Vandar Adg 
  •Motivation: Power Lust 
  •Wealth: 16 
  Immortality 
  Vandal Savage is nearly immortal, not aging, 
  and all but immune to disease. If subjected to 
  traumatic injury, however, he can die. 
  Savage's Powers in DC HEROES 
  Savage has only recently regained a few Powers 
  that he possessed earlier in his career (his high STR 
  and the ability to open interdimensional warps). 
  Before he regained these Powers, his STR was rated at 
  4 APs and he could not Dimension Travel. 
  To maintain his Powers, Savage must drink 
  human blood. If he fails to drink the blood at least 
  once a month, the Powers fade away. 
  Velocity-9 
  Velocity-9 is a drug Savage invented to combat 
  his arch-enemy, the Flash. Anyone who takes the 
  drug acquires the Superspeed Power rated at 9 APs 
  but must make an Action Check using WILL/WILL as 
  the AV/EV against an OV/RV of 9/9 to avoid 
  developing a Catastrophic Irrational Attraction to the 
  drug. Should the user develop this Attraction, he 
  must keep taking additional doses of V-9 every 48 
  hours or die. 
  Velocity-9 addiction can be treated using the 
  Medicine (Medical Treatment) Subskill. To do so, 
  make a Medicine Action Check against an OV/RV of 
  6/6. Treatment takes roughly one month and requires 
  proper facilities. 
  Powers and Abilities 
  Vandal Savage's foremost ability i s  h i s 
  longevity; h e  i s  nearly immortal, though h e  can be 
  killed by extreme injuries. Savage is also inhumanly 
  strong (able to bench-press almost 25 tons); his body 
  is extremely durable, making him impervious to most 
  normal injuries-; and he has the ability to warp 
  between dimensions, a power that comes in handy 
  when he needs to beat a hasty retreat. 
  Personality/Role-playing 
  Vandal Savage has pursued power relentlessly 
  ever since he gained his immortality. Over the last 
  several centuries, he has adopted innumerable 
  personalities and subtly manipulated history in ways 
  that benefit himself. 
  Until recently, Savage enjoyed direct conflict 
  with his enemies. But after he encountered the 
  powerful metahuman heroes of the 20th Century, he 
  began distancing himself from his dirty work as 
  much as possible, reducing the chance that he might 
  suffer a permanent defeat. Now, he mainly works 
  through intermediaries and l imits his own direct 
  involvement to the predictable gloat that precedes a 
  plan coming to fruition. 
  Savage's ultimate ambition, of course, is the 
  complete conquest of the world. The one unique 
  virtue he brings to this ambition is patience. Unlike 
  many of his rivals in the super-villain community, 
  Savage is willing to bide his time. After all, only his 
  enemies are getting older. 
  Using Vandal Savage in Adventures 
  Two characteristics generally distinguish a 
  Vandal Savage Adventure: a complex scheme and an 
  economic bent. Savage's plots are always 
  complicated affairs with several l ayers built-in 
  between himself and his enemies. Likewise, most of 
  Savage's crimes are set against a backdrop of high 
  finance or economic exploitation. 
  
  Subplots 
  Vandal Savage has a personal grudge against the 
  Flash, and he will pursue a fight with him whenever 
  he can. Other than that, because of his 50,000 years 
  of life, he has probably been involved in just about 
  any Subplot imaginable. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are part of present 
  continuity. 
  Pre-Crisis: Action Comics #515-516, 542-543, 552-
  553, 556; All-Star Comics #37, 64-65; Crisis On 
  Infinite Earths #4-5, 9; The Flash ( l )  #1 37, 215, 235; 
  Green Lanrern ( I )  #10; Who's Who '87 ( 1 )  #25 
  Current: Flash (2) # 1 -2 ,  1 2- 14, 1 6- 1 8, 48-50; 
  Infinity, Inc. Annual #2 (flashback); Justice Society of 
  America # 1 -3, 4 (behind the scenes), 5-8; Time 
  Masters # l -8; Who's Who '90 #4 
  
  I' 
  WEATHER 
  WIZARD 
  DEX: 4 
  STR: 
  3 
  lNT: 
  5 
  WILL: 
  4 
  lNFL: 3 
  AURA: 
  3 
  BODY: 
  MIND: 
  SPIRIT: 
  INITIATIVE: 
  12 
  HERO POINTS: 
  •Skills: Gadgetry: 5, Thief: 7 
  4 
  3 
  4 
  50 
  •Advantages: Connection: Flash's Rogues' Gallery 
  (Low); Scholar (weather sciences) 
  •Alter Ego: Mark Mardon 
  •Motivation: Mercenary 
  •Wealth: 4 
  •Equipment: 
  Weather Wand [BODY: 5, Air Control: 14, Flight: 8, 
  Fog: 25, Ice Production: 14, Lightning: 1 4, Water 
  Control: 14, Weather Control: 1 6] 
  The Weather Wand is a potent weapon that 
  allows Weather Wizard to manipulate climatic 
  conditions over an area as large as a small city. 
  Controlling the Weather 
  With his Wand, the Weather Wi zard has 
  complete control over local weather. To change the 
  weather, he uses his Weather Control Power as 
  described on page 53 of the Character Handbook. 
  Here are the game effects of instituting some of the 
  weather conditions listed: 
  •Rain: Visibility is impaired. All ranged attacks 
  suffer -1 Column Shift to their AVs. All Vehicle 
  Skill Checks suffer -2 Column Shifts to their A Vs 
  and EVs. 
  •Monsoon: Same as above, only ranged attacks 
  suffer -3 Column Shifts to their A Vs, and Vehicle 
  Skill Checks suffer a -4 Column-Shift penalty to 
  their A Vs and EVs. 
  •Record Cold: All unprotected Characters attack 
  with a - I  Co l umn-Sh ift penalty to their AVs. 
  Unprotected Characters are also attacked 
  Physically (A V/EV of 2/2) after one phase of 
  exposure (0 APs of time), again after two phases ( 1  
  AP of time), again after four phases (2 APs of 
  time), and whenever the total time of exposure 
  reaches a new AP level thereafter. 
  •Record Heat: All unprotected Characters attack 
  with a - l  Column-Shift penalty to their A Vs. 
  U nprotected Characters are also attacked 
  Physically (A V /EV of 2/2) after one phase of 
  exposure (0 APs of time), again after two phases (I 
  AP of time), again after four phases (2 APs of 
  time), and whenever the total time of exposure 
  reaches a new AP level thereafter. 
  •Tornado/Gale: See the Rules Manual, page 64. The 
  size of the tornado or hurricane (gale) that is 
  summoned is equal to the RAPs earned on the 
  Weather Control Action Check (minimum value of 
  7, maximum value of 1 5; adjust up or down if the 
  RAPs don't fall into this range). 
  Powers and Abilities 
  With the Weather Wand, Mardon can alter 
  weather conditions on a scale ranging from a few 
  square feet to an entire city. The wand can change 
  conditions immediately, create more than one effect 
  at once, and even alter conditions within enclosed 
  spaces. Mardon has a mental link with the Weather 
  Wand, allowing him to control it by thought alone; 
  even if he is separated from the wand, he can wield 
  its powers. The wand also allows the Weather Wizard 
  to create compressed clouds of water vapor, thick 
  enough to stand on, allowing him to fly. 
  Personality/Role-playing 
  Mardon does not realize the potential of the 
  power he possesses and lacks the ingenuity to 
  exercise his abilities to their fullest. He still commits 
  only pelly crimes and never fails to leave ironclad 
  evidence behind him. Despite these shortcomings, 
  he has a cocky attitude and sees himself as a 
  formidable super-villain. 
  Weather Wizard is obsessed with avenging 
  himself upon those who defeat him. He first used his 
  abilities to get back at the three guards who first 
  escorted him to prison, and later, he became bent on 
  avenging his defeats at the hands of the second 
  Flash (Barry Allen). 
  Mardon is no fighter, this much he knows. His 
  Weather Wand is his strength, and he will stay at 
  least arm's length from his opponents, hoping the 
  wand will get him out of tight spots. Most often, he 
  uses weather conditions to slow down adversaries or 
  negate their super-powers in order to give him time 
  to escape. 
  
  Using Weather Wizard 
  in Adventures 
  The Weather Wizard is just plain silly and fun. 
  He's a good villain to begin an Adventure with, since 
  he only uses his Powers for petty theft. He is also a 
  good lead-in to a more sinister villain, who could be 
  manipulating him into committing his crime. 
  Remember, if the heroes bring him in, they will 
  find themselves on his revenge list and will probably 
  be one of his targets should he ever escape from jail. 
  Subplots 
  Weather Wizard seems most preoccupied with 
  gaining revenge on those who have wronged him in 
  the past, particularly the Flash. He seems to spend 
  most of his time thinking up schemes to fulfill his 
  vengeful needs and to fill his pockets with money. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #441; Adventure Comics 
  #450, 466; Crisis On Infinite Earths #5, 9; DC 
  Super-Stars # J O; Detective Comics #353; The Flash 
  ( I )  # 1 10, 130, 145, 175, 222, 23 1 ,  242-244, 254, 
  256, 325-326, 338-342, 347-350; Justice League of 
  America #41; Super Friends #37; Who's Who '87 (1) 
  #25; World's Finest Comics #276 
  fl 
  Current: Blue Devil #30; Flqsh (2) # 1 9; Justice 
  League America #43; Secret Origins (3) #41; Secret 
  Origins Annual #2; Who's Who '90 #4 
  Weather Wizard's Wand 
  bottom view 
  0 
  top view 
  © 
  
  SUPPORTING CAST 
  ALFRED 
  PENNYWORTH 
  DEX: 3 
  STR: 
  3 
  BODY: 
  lNT: 
  4 
  WTLL: 
  4 
  MIND: 
  (NFL: 2 
  AURA: 
  2 
  SPIRIT: 
  INITIATIVE: 
  9 
  HERO POINTS: 
  3 
  3 
  3 
  10 
  •Skills: Artist (Actor): 8, Detective: 4, Medicine: 4 
  •Advantages: Connections: B atman ( H igh), 
  N ightwing (Low); Connoisseur; Rich Friend 
  (Bruce Wayne) 
  •Alter Ego: None 
  •Motivation: Upholding the Good 
  •Wealth: 5 
  Powers and Abilities 
  A l fred ' s  unique abilities make him one o f  
  Batman's most valuable resources. Besides being a 
  good butler, Alfred is also a trained medic and a 
  near-incomparable actor. Because he has kept up his 
  training, Alfred's medical abilities now rival those of 
  a physician. He's even picked up some detective 
  skills from observing the Batman over the years. 
  Because of those things, all of Alfred's Skills are 
  upgraded from those published previously. 
  Impersonating the Batman 
  Alfred often uses his acting abilities to mimic 
  Batman's voice, diverting suspicion from Bruce 
  Wayne or throwing enemies off. To perform such a 
  feat, Alfred must call upon his Artist (Actor) Skill. 
  Alfred can automatically impersonate the Batman's 
  voice, but anyone who hears the impersonation is 
  allowed a Perception Check (A V /EV equal to the 
  listener's !NT/WILL) to detect his deception. The OV 
  and RV of the Check are both equal to Alfred's APs 
  of Skill (5/5). I f  the listener is familiar with Batman's 
  voice, he is allowed -2 Column Shifts to both the OV 
  and the RV of the Perception Check. 
  Personality/Role-playing 
  Alfred Pennyworth is a loyal man who has cared 
  for Wayne Manor and its residents for decades. He is 
  the only family left to Bruce Wayne save Robin, and 
  he would die for Bruce if a situation called for it. He 
  cares for Wayne in a paternal way and sometimes 
  even treats him as an overly adventurous boy. 
  Although he would prefer his master to stop playing 
  vigilante and often says so, A l fred, more than 
  anyone, understands what drives Batman. Still, he 
  likes to throw out an occasional sarcastic remark or 
  argue about Batman's obsessive behavior. 
  Alfred is a kind and generous man. In his role of 
  butler he may seem aloof, but he is actually far from 
  it. Alfred has made many sacrifices and put himself 
  in danger's way for his master. He is perceptive, 
  witty, opinionated, and decisive-a true match for 
  Batman's steel. Only he can order the Batman to his 
  room to rest. 
  Using Alfred Pennyworth 
  in Adventures 
  Alfred often acts as Bruce Wayne's representative. 
  In this manner he can secretly bring information to 
  the Batman, who can later assist the Players. Also, 
  Wayne might send Alfred to manipulate the player 
  heroes in a way that would benefit the Batman's 
  investigations. If you want the heroes to meet 
  Batman, it might be interesting to foreshadow his 
  appearance with an appearance by Alfred. 
  Subplots 
  Although Alfred himself does not have a Secret 
  Identity, his boss does. Therefore, he is most often 
  involved in Subplots in which he tries to protect his 
  master's secrets. In addition, he is frequently 
  involved in Job Subplots. 
  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 (Alfred Beagle)-Earth Two: Balman # 1 6- 1 8, 
  2-34, 36, 40, 52, 55, 62-64, 67-68, 70, 73, 8 1 ,  83, 85, 92; 
  The Brave and The Bold # 1 67 ;  DC Super-Stars # 1 7; 
  
  Detective Comics #75, 82-83, 96, 98-99, I 0 I ,  I 05, I 09-
  1 1 0, 179, 209, 223; Infinity, Inc. #9; Star Spangled Comics 
  #65-66, 9 1 ,  93, 1 00, 109, 1 1 8, 1 2 1 ,  125; Superman Family 
  #2 1 1 ;  Wonder Woman ( I )  #294-295; World's Finest 
  Comics #12, 1 9, 57, 64 
  Pre-Crisis (Alfred Pennyworth)-Earth One: Action 
  Comics #478; Batman #99, 105, 1 10 - 1 1 2, 120, 1 25, 128, 
  1 3 1 ,  1 35, 140- 1 4 1 ,  145, 147- 1 48, 1 50- 1 5 1 ,  1 54- 1 57, 159, 
  1 62-163, 1 88- 1 9 1 ,  200-202, 205, 209-2 1 1 , 2 1 4-217, 2 1 9, 
  222, 226-227, 230, 232, 234-236, 240, 247-250, 252-253. 
  256, 260-261 ,  263-264, 266-268, 270-280, 284-285, 287-
  290, 297-307, 3 10, 3 1 2, 3 1 5, 3 1 6  (behind the scenes), 3 1 7. 
  3 1 9-323, 325-33 1 ,  335-356. 358-36 1 ,  363-364, 366-379, 
  38 1 ,  383-385, 387-388, 390, 394-395, 400; Batman and the 
  Owsiders #I, 3, 6, 13, 16, 1 9-20, 25-26; Batman and the 
  Oursiders Annual # I ;  Batman Annual #8- 1  0; Batman 
  Family #4, 7-8, 1 1 - 1 3, 1 7- 1 8, 20; Batman Special # I; Blue 
  Devil #19; The Brave and The Bold #79, 82-83, 88-90, 96, 
  100- 1 0 1 ,  105, 1 1 3, 1 4 1 - 142, 1 47, 1 50- 1 5 1 ,  1 53, 1 57, 165, 
  1 68- 1 69. 1 7 1 ,  1 73, 1 76, 1 77 .  1 84, 1 87 ,  1 90- 1 9 1 ,  1 93 
  (behind the scenes), 194, 200; Crisis on Infinite Earths #5; 
  DC Comics Presents #4 1 ,  83; DC Comics Presents Annual 
  #2; DC Special Series # I ,  8, 1 5; Detecti1·e Comics #234, 
  24 1 , 245, 249, 304, 306-307, 320, 328, 334, 336, 340, 349. 
  356, 359, 36 1 ,  364-370, 372-373, 378-38 1 ,  383 (behind the 
  scenes), 385-387, 393-395, 400-40 I .  4 1 2, 4 1 8. 42 1 -422. 
  425, 428-429, 434, 436, 438, 440-441 , 445-447, 449-450, 
  455-473, 478, 480-489, 492-494, 497-498, 500-504, 506-
  5 I I ,  5 1 3-524, 526-530, 532, 535-544, 546-548, 551-552, 
  554-555, 559-560, 563-564; Justice League of America 
  #61 (behind the scenes). 1 54: Man-Bat ( I )  # I ;  The New 
  Wayne Manor 
  !,ky.I\Jll \o 
  bedroom 
  opAA lo J:Srlar 
  second floor 
  first floor 
  pGIIO 
  Tom 
  DraKe!:. 
  Room 
  I I 
  � 
  I 
  t�=tr"-
  Teen Tirans ( I )  #33, 37: Super Friends #5, 32 (behind the 
  scenes). 35, 44: Superman ( I )  405 (behind the scenes); 
  Superman's Pal, Jimmy Olsen # I l l ;  Swamp Thing ( I )  #7; 
  The Untold Legend of Batman # 1 -3; Who's Who '86 #17: 
  World's Finest Comics #77, 80, 134- 1 35, 1 39, 168, 1 7 1 ,  
  1 74, 1 8 1 ,  199, 202, 2 1 8, 248, 250, 259-260, 268, 275-276, 
  279-28 1 ,  284-286, 289, 290 (behind the scenes), 29 1 ,  294, 
  296, 303, 308-309. 3 14-315, 322-323 
  Current: Action Comics #606, 654; Adventures of 
  Superman #467; Batman #40 1 -408, 4 1 0-4 1 6, 4 1 8, 420, 
  423, 425-426, 428, 43 1 ,  433-443. 444 (behind the scenes), 
  445, 448, 452, 454-457, 459, 462, 465, 467-469, 47 1 -472, 
  474; Batman Annual # 1 2- 14; Batman: Bride of the Demon; 
  Batman: Full Circle; Batman: Son of the Demon; Batman: 
  The Cult #3-4, Batman: The Killing Joke; Batman J-D; 
  Batman Versus Predator # I ;  Christmas with the Super­
  Heroes #2; Cosmic Odyssey #2; Deathstroke the 
  Terminator #7; Detectil•e Comics #567, 569, 57 1 ,  573-578, 
  580-582, 59 1 , 594, 596, 598-60 1 , 608-609, 61 3-616, 6 1 8-
  620, 622, 624-63 1 ,  635, 638, 641 -644; Detectil'e Comics 
  Annual # l ;  Green Arrow Annual # I ;  Legends of the Dark 
  Knight #1 -9, 10 (behind the scenes), 1 1 -25, 27, 30-3 1 ;  
  Manlumter (2) # 17; Ms. Tree Quarterly # I ;  The New Teen 
  Titans (2) # 1 8; The New Titans #55. 58, 60-6 1 ;  The 
  Question Annual #2; Robin # I :  Robin II # 1 -4; Secret 
  Origins (3) #39; Secret Origins Annual #3; Starman #9; 
  Suicide Squad #40; Superman (2) #44, 64; Swamp Thing 
  (2) #66; Teen Titans Spotlight # 1 4; Who's Who '88 #4; 
  Who's Who '90 #3; Wonder Woman (2) #57; World's Finest 
  Comics # 1 -3 
  third floor 
  basement 
  dl!>g.JISIO' SIOI391J/ 
  make up room 
  I _Jtll"e ex pans en 
  W}S.IOI'OIJ 
  I I I 
  0 3 6 
  feet 
  12 
  
  SUPPORTING CAST 
  AMANDA BLAKE 
  WALLER 
  DEx: 3 
  STR: 
  3 
  BODY: 
  3 
  I NT: 
  I I  
  WTLL: 
  8 
  MIND: 
  8 
  INFL: 9 
  AURA: 
  8 
  SPIRIT: 
  8 
  IN!TIATIVE: 
  23 
  HERO POINTS: 
  35 
  •Skills: Charisma: 10, Detective: 8, Weaponry: 3 
  •Advantages: Connections: Checkmate (Low), 
  Republican Party (High), Suicide Squad (High), 
  Task Force X (High), U.S. Government (High); 
  Iron Nerves; Leadership; Omni-Connection; 
  Scholar (bureaucracy, politics) 
  •Alter Ego: the "WaJI" (nickname) 
  •Motivation: Seeking Justice 
  •Wealth: 9 
  •Occupation: Director of Task Force X 
  Task Force X/Suicide Squad 
  The Suicide Squad is a team of meta-human 
  operatives that carries out special intelligence 
  missions for the U.S. government. Most of the Squad 
  members are convicted criminals who agreed to join 
  the Squad in return for reduced prison sentences. 
  Originally, the Squad was a part of Task Force 
  X ,  the meta-human arm of the U.S. intelligence 
  community. In those days, the Squad had a group 
  Wealth rating of 12. 
  Currentl y ,  the Squad i s  a government 
  organization with only semi-official status. Amanda 
  Waller has complete control over the Squad and is 
  free to refuse missions. The Squad now receives a $1 
  million fee (Wealth value of 16, good for one roll 
  only) for each mission Waller accepts. 
  Powers and Abilities 
  Waller's most impressive talents are her nearly 
  unrivaled charisma and determination. A born 
  leader, she is capable of effectively commanding 
  even tough criminals. She is also so strong-willed, 
  she has opposed Batman without tlinching. Waller 
  also has a knack for devising intricate, but effective, 
  political schemes. 
  Personality! Role-playing 
  Amanda Waller, or "the Wall" as her operatives 
  call her, is hard-nosed and obstinate; she is not easily 
  intimidated by anyone. This determined, often 
  unrelenting nature makes her an excellent leader for 
  the rag-tag group of meta-humans known as the 
  Suicide Squad. 
  Amanda Waller is also very intelligent. She is 
  not only a scholar in politics, hut street smart. She 
  knows how to deal with people and prefers to talk, or 
  intimidate, her way out of most situations. "The 
  Wall" can out-argue anyone, even Batman, and will 
  not accept insubordination. 
  One of Waller's greatest weaknesses i s  her 
  inability to trust anyone. She often has difficulties 
  with authority figures (especially when they are 
  wrong) or rules that do not fit into her plans. 
  The less-seen side of this remarkable woman is 
  that of the caring mother who has suffered due to the 
  loss of loved ones. This is no doubt why she is so 
  hard on the Suicide Squad and others. 
  Using Waller in Adventures 
  As the head of the Suicide Squad, Waller often 
  tries to recruit heroes with abilities that fit the 
  req uirements of a given mission. She might, 
  therefore, attempt to convince the player heroes to 
  accompany the Suicide Squad on a pm1ieular mission 
  tailored to their abilities. She is also the primary 
  contact person for the Suicide Squad, making her an 
  ideal Contact for the heroes. 
  Subplots 
  Amanda's family was murdered, and she often 
  feels guilt or hostility in relation to the incident. She, 
  therefore, is often involved in Death Guilt Subplots 
  about her family as well as about the members of the 
  Suicide Squad whom she has lost. She has many 
  enemies which often entangle her in Enemy Subplots, 
  and, for the most part, her team, the Suicide Squad, is 
  a secret organization that must maintain its Secret 
  Identity. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book 
  
  Appearances in DC Comics 
  Adventures of Superman #449, 48 1 ;  Captain Atom 
  (3) #21-22, 24-25, 30, 49; Checkmate! #1, 8-9, 15-
  16, 18; Deadshot # 1 ,  4; Doom Patrol and Suicide 
  Squad Special #I; The Fury of Firestorm #55, 62-64; 
  Hawkworld #23; invasion! # 1 -3; Justice League 
  America #27; Justice League International # 1 3; 
  Legends # I ,  3-5; Manhunter (2) #6-7 ,  14; 
  Millennium #3; Secret Origins (3) #14, 28; Suicide 
  Squad # 1 -5, 8-14, 19, 2 1 -55, 56-57 (behind the 
  scenes), 58-66; Suicide Squad Annual #1; Superman 
  Annual (2) #1; Who's Who '88 #4; Who's Who '90 #1; 
  Wonder Woman (2) #26, 61 
  Amanda Waller's Office 
  I 
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  SUPPORTING CAST 
  CHUNK 
  DEX: 3 
  STR: 
  4 
  BODY: 
  8 
  TNT: 
  9 
  WILL: 
  8 
  MIND: 
  5 
  INFL: 4 
  AURA: 
  4 
  SPIRIT: 5 
  INITIATIVE: 
  16 
  HERO PoiNTs: 65 
  •Powers: Dimension Travel: 6, Projectile Weapons: 8, 
  Teleportation: 20 
  •Skills: Gadgetry: 6, Scientist: 7 
  •Limitations: Miscellaneous: Dimension Travel can 
  only be used for transit between the Earth 
  Dimension and the "Chunk Dimension," a pocket 
  dimension at a Travel Distance of I from the Earth 
  Dimension ( see pp. 20-2 1 
  o f  the Magic 
  Sourcebook). 
  •Advantages: Area Knowledge (Chunk Dimension); 
  Connection: Flash (High); Genius 
  •Drawbacks: Public Identity; Miscellaneous: Chunk 
  must period ically banish items to the Chunk 
  Dimension in order to survive, much like other 
  living creatures need to eat. 
  •Alter Ego: Chester P. Runk 
  •Motivation: Unwanted Power 
  •Wealth: 9 
  Chunk's Statistics 
  Because Chunk's abilities were more clearly 
  defined in Who's Who ' 90, his Dimension Travel has 
  been lowered from 8 APs to 6 APs, and his Attributes 
  and Skills have been raised. 
  Powers and Abilities 
  Chunk has the ability to send matter to another 
  dimension through his own body, which acts as a 
  portal. This dimension is comprised of vast deserts 
  and barren landscapes. With his abilities, Chunk can 
  also travel to this dimension himself; he often goes 
  there when he needs some time alone. He can even 
  take others with him and has done so upon occasion. 
  In fact, for a time he took criminals there and left 
  them to fend for themselves. Later the Flash 
  convinced him that tlus was wrong, so he freed them 
  all. 
  Because of his ability, Chunk must consume 
  (transport to another dimension) 47 times his own 
  weight ( 1 2.5 tons or 9 APs) each week to fill the 
  vortex within him. 
  Runk is also a genius, and his knowledge of 
  physics and technology is formidable. 
  Personality/Role-playing 
  Although Chester committed crimes to satiate his 
  hunger, he is not a criminal in the normal sense. He is 
  not greedy or dangerous; in fact, he's downright 
  sweet. Others are drawn to his mild nature; but, 
  unfortunately, they often take advantage of it. Being 
  kind-hearted, he does not seem to mind. 
  Chester lives in the mansion formerly owned by 
  Wally West. Wally's mother is his secretary, and he 
  remains one of Wally West's closest friends. 
  Using Chunk in Adventures 
  Chester now uses his abilities as a removal 
  specialist, sending unwanted inorganic materials 
  through to the Chunk Dimension and satisfying his 
  need i n  the process. The P layer Characters, 
  therefore, could contact him to get rid of some 
  hazardous waste and dense or dangerous materials 
  they can't handle. 
  Subplots 
  As of this writing, Chester is involved in a 
  Romantic Subplot w i th Wally West's former 
  girlfriend, Connie. His Power Complications also 
  keep him occupied, and he is often involved in the 
  Flash's own Subplots. 
  The Chunk Dimension 
  To survive, Chunk must absorb large quantities 
  of matter into his Chunk dimension. If he goes two 
  days without absorbing any matter, his Attributes are 
  lowered according t o  the rules for 
  Loss 
  Vulnerabilities found on page 23 of the Character 
  Handbook. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book 
  
  Appearances in DC Comics 
  Flash (2) #9- 1 1 ,  15, 1 8-19, 21-25, 27-28, 35-36, 47-49, 
  55, 58-60; Flash Annual #2-4; Invasion! #2; Manhunter 
  (2) #8; Who's Who '88 #1; Who's Who '90 #3 
  Flash's Old Mansion, now 
  owned by Chunk 
  0 �� DOD 
  
  SUPPORTING CAST 
  L IGHTNING LORD 
  DEx: 5 
  STR: 
  3 
  BODY: 
  5 
  I NT: 
  7 
  WILL: 
  6 
  MIND: 
  5 
  INFL: 6 
  AURA: 
  5 
  SPIRIT: 
  6 
  iNITIATIVE: 
  20 
  HERO POINTS: 70 
  •Powers: Lightning: 8 
  •Skills: Martial Artist: 4, Science: 5, Vehicles: 5 
  •Advantages: Connections: Legion of Super-Heroes 
  (Low), Ranzz family (High); Leadership 
  •Drawbacks: Guilt; Mistrust 
  •Alter Ego: Mekt Ranzz 
  •Motivation: Upholding the Good 
  •Wealth: 7 
  Mistrust 
  Although he has regained some of his esteem, 
  Lightning Lord i s  a paroled criminal who h as 
  committed many horrible crimes. For this reason, the 
  public will never trust him completely. 
  Powers and Abilities 
  Lightning Lord's abilities are exactly those of his 
  siblings. He has the power to absorb electrical energy 
  and release i t  i n  powerful bursts. Ranzz never 
  received Legionnaire training, however, so he has 
  less control than his brother Lightning Lad. 
  Although in good physical shape, he is a poor 
  hand-to-hand combatant. In the past, he relied on his 
  rage to give him the su·ength and edge he needed to 
  defeat an enemy. 
  Since his days as a criminal, Mekt has rarely 
  used his lightning abilities. As a result, he is even less 
  skilled in their use than he used to be. With a little 
  training, he could conceivably regain a great deal of 
  lost ability. Should this happen, raise his DEx and 
  BODY to 6 APs, his STR to 4 APs, and his Lightning 
  Power to 1 1  APs. 
  Personality/Role-playing 
  Mekt was born w ithout a t w in ,  an odd 
  biological condition that made him a social outcast 
  on his home planet of Winath. Disturbed by his 
  treatment, Mekt Ranzz retaliated by using h i s  
  powers for self-serving schemes, which later led to 
  his reputation as a dangerous criminal. 
  After some counseling, Mekt has developed a 
  conscience over the crimes and heinous acts he 
  committed. Recently, his brother, Garth (Lightning 
  Lad), and Garth's wife, Imra (Saturn Girl), took him 
  in and placed him in charge of operations at their 
  Lightning Ring Plantation. He is proud to help his 
  sibling and glad to have the chance to prove his 
  newfound goodness. Recently, Lightning Lord 
  proved his since�ity and loyalty to his family by 
  almost dying while protecting them from the dreaded 
  Roxxas the Butcher. 
  Guilty about his past l ife, Mekt has undergone a 
  complete emotional change. He is now kind and 
  unwilling to harm anyone or use his powers to be 
  forceful. At times he even seems naive, but that 
  seems to be a protective psychological response to all 
  that he has faced in his. life. 
  ' 
  Using Lightning Lord in Adventures 
  Although he appears naive, Lightning Lord is 
  actually quite savvy in the ways of the universe. He 
  knows how the underworld and super-v i l l ain 
  organizations operate. In Adventures, he is best used 
  as the sorrowful voice of experience. More than 
  likely he will not volunteer his experience, but if the 
  heroes need to get information, Mekt might be 
  Persuaded to aid them. Remember that Mekt's 
  hesitancy to speak about his past could lead to some 
  entertaining interplay as the player heroes try to 
  cajole information out of him. 
  Subplots 
  Presently Mekt is involved in a lengthy Family 
  Subplot with his brother and his brother's wife, as 
  he grows accustomed to a family relationship. 
  Mekt is also kept busy by his Job as a business 
  executive of the Lightning Ring Ranch. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #33 1  (variant), 354-
  355 (variant), 372; Crisis On Infinite Earths #9- 1 0; 
  Legion of Super-Heroes (2-4) #300 (variant), 302; 1 -
  6, 45; 3; Secrets of the Legion of Super-Heroes # 1; 
  Superhoy (1) #147, 172, 207-208; Superboy and the 
  Legion of Super-Heroes #24 1 ;  Superman (I) #147 
  (variant); Superman 's Pal, Jimmy Olsen #63 
  (variant), 86 (variant); Who's Who '86 # 1 3  
  Current: Legion of Super-Heroes (4) #3, 1 0, l l  
  (behind the scenes); Who's Who '90 #4; Who's Who 
  in /he Legion of Super-Heroes #4 
  
  Planet Winath 
  
  SUPPORTING CAST 
  MA a PA KENT 
  MARTHA FORDMAN KENT 
  DEX: 2 
  STR: 
  1 
  BODY: 
  2 
  lNT: 
  3 
  WILL: 
  2 
  MIND: 
  2 
  I NFL: 3 
  AURA: 
  3 
  SPIRIT: 3 
  INITIATIVE: 
  8 
  HERO POINTS: 5 
  •Skills: Artist (Cooking): 3, Charisma: 4 
  •Advantages: Connection: S u perman ( H igh); 
  Scholar (Rhubarb pie-the best recipe i n  the 
  whole state!) 
  •Drawbacks: Age (Old) 
  •Motivation: Upholding the Good 
  •Wealth: 4 
  JONATHAN KENT 
  DEX: 2 
  STR: 
  2 
  BODY: 
  INT: 
  3 
  WILL: 
  2 
  MIND: 
  INFL: 3 
  AURA: 
  3 
  SPIRIT: 
  INITIA Tl VE: 
  8 
  HERO POINTS: 
  2 
  2 
  3 
  5 
  •Skills: Animal Handling: 2, Weaponry (Firearms): 2 
  •Advantages: Connection: S uperman (High); 
  Scholar (Farming, Science-fiction literature) 
  •Drawbacks: Age (Old) 
  •Motivation: Upholding the Good 
  •Wealth: 4 
  Ma and Pa Kent and Superman 
  Ma and Pa Kent remain a stabilizing influence in 
  Superman ' s  often chaotic life. Whenever he is 
  troubled, Superman is compelled to visit them (treat 
  as a Minor Irrational Attraction). Should either Ma or 
  Pa Kent die, Superman immediately pays a 50 Hero 
  Point "grief' fee. 
  Powers and Abilities 
  Jonathan Kent is not only a successful farmer, he 
  i s  a crack shot with a rifle and very good with 
  animals. He is also well-educated, being especially 
  knowledgeable about literature, which is one of his 
  greatest loves. Over the years, this passion has 
  allowed h i m  to develop the abilities of an 
  accomplished storyteller. 
  Martha Kent is a natural born charmer, and a 
  marvelous cook to boot. With her genuine personality 
  and giving nature, she inspires confidence and trust. 
  Personality/Role-playing 
  Jonathan and Martha Kent must be among the 
  most understanding parents in America. Not only did 
  they manage to raise a young orphan, but they 
  instilled in him a strong sense of morals and 
  responsibility that led him to become the world's 
  greatest hero. 
  The Kents are a typical American farming 
  family. Hard working, they have successfully run a 
  farm for decades while simultaneously raising a 
  child. 
  Pa Kent is quick with a joke and loves the 
  l i festyle he has created. He is something of a 
  workaholic, and proud (but not pompous) about his 
  accompl i shments. Jonathan's main concern is 
  protecting his farm and family, even against powers 
  only Superman himself can handle. 
  Martha is a generous and loving woman, quick 
  to offer words of support or advice. She cares for Pa, 
  making sure he does not work too hard and that he 
  always has a full glass of lemonade. Ma and Pa are 
  Superman's truest friends and closest confidants. 
  Only at home with his family can the Man of Steel be 
  little Clark Kent again. 
  Using Ma and Pa Kent 
  in Adventures 
  Let's face it, everyone who reads comics knows 
  that Superman is Clark Kent. However, in this role­
  playing game, the Player Characters are not privy to 
  this information. M a  and Pa Kent are good for 
  tantalizing the players with this sacred information. 
  The player heroes might meet the Kents as a 
  result of an accident that leaves the heroes stranded 
  somewhere near Smallville, Kansas. Perhaps Pa will 
  drive by and take the heroes home for dinner and 
  help them solve their transportation problems. Of 
  course, Ma is smart enough to keep all the couple's 
  Superman paraphernalia hidden or to explain away 
  those few items that can't be hidden. The Kents' 
  "cover-up" might lead to lots of entertaining 
  interplay. 
  Subplots 
  Ma and Pa Kent are Family Subplot Characters 
  for Superman. Tf anything goes wrong with them, he 
  jumps right in to save or help them. He's a good son, 
  and although he has never disobeyed them, they still 
  worry about him. 
  
  _.:::._� 
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  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Atlas of the DC Universe, 
  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 #I 06, 132, 
  1 4 1 ,  1 58, 1 72, 1 86, 1 89; The New Adventures of 
  Superhoy # 1 5- 1 6; Secret Orif.:ins #I; Superman ( l )  
  #I , 5 3 ,  57, 6 1 ,  73, 74, 90, 1 05; World's Finest 
  Comics #57, 69 
  Pre-Crisis-Earth One: Action Comics #242, 288, 
  337, 399, 469, 494, 500, 507-508, 538, 558; 
  Adventure Comics # 1 49, 2 1 1 , 2 1 7-2 1 9, 224-225, 
  236, 238, 240, 242, 247-248, 25 1 , 257, 259-260, 262, 
  267, 269-274, 276-278, 281-286, 288-294, 296-298, 
  Small ville 
  1 .  Bus station 
  2. City Hall 
  301 ,  304-309, 3 1 1 -3 1 5, 369-370, 378; 453-458; The 
  Amazinf.: World of Superman; The Brave and The 
  Bold # 1 92; DC Super-Stars # 1 2; The New 
  Adventures of Superhoy #1 -2, 4- 1 9, 2 1 -54; Superboy 
  ( I )  # l - 10 0  (most issues), 1 02 - 1 22, 1 24-1 26, 1 28, 
  1 30- 1 3 1 ,  1 33-134, 1 37, 1 39- 1 40, 142, 1 44-146, 148, 
  1 50- 1 5 1 ,  1 53-1 55, 1 57, 1 59, 1 6 1 - 1 62, 1 64, 1 67- 1 70, 
  1 73, 175- 1 80, 1 82, 1 84, 1 86- 1 87, 189. 192- 1 94, 1 96, 
  208, 255; Superman ( I )  # 130, 1 4 1 ,  1 52, 1 6 1 , 249, 
  286, 296, 3 1 8, 327, 362, 369, 380; Superman Annual 
  ( 1 )  # 1 0; Superman Family # 1 82, 1 9 1 - 1 97, 2 1 6; 
  Superman: The Secret Years # 1 ,  4; World's Finest 
  Comics #84, 285, 300 
  Current: Action Comics #596-597, 644, 652, 653 
  (background only), 655. 667, 668 (Pa), 669; Action 
  Comics Annual #3 (Pa); Adventures of Superman 
  #430, 436, 440 (Ma), 445-446 (Pa), 448, 450-45 1 ,  
  453-454, 456-457, 462-465, 468-469, 474, 480, 482, 
  486; Man of Steel # 1 ,  6; Superman (2) #2, 8, 1 2, 20-
  22, 30, 33-34, 4 1 , 45, 50 (Ma), 57, 59; Superman For 
  Earth; Superman: The Man of Sree/ # I ,  3; World of 
  Smallville # 1 -4; Who's Who '88 #4; Who's Who '90 # I  
  SMALL COUNTY I 
  LOWELL COUNTY 
  I 
  0.1 
  0.7 
  0.4 
  3. Fordman's Department Store 
  4. Smallville High School 
  5. Tankland St. Bridge 
  Kent/Lang Farms 
  Simonson Quarry 
  5 miles to south 
  6. Kensington St. Bridge 
  7. Eisenhower St. Bridge 
  ' I 
  
  SUPPORTING CAST 
  M AXWELL LORD 
  DEX: 2 
  STR: 
  2 
  BODY: 
  2 
  TNT: 
  t l  
  WILL: 
  7 
  MIND: 
  5 
  INFL: 8 
  AURA: 
  8 
  SPIRIT: 3 
  INITIATIVE: 
  2 1  
  HERO POINTS: 45 
  •Powers: Hypnosis: 1 5  (see below) 
  •Bonuses: Miscellaneous: Max c<m implant hypnotic 
  suggestions telepathically (without speaking to the 
  target) over great distances (range of 1 5  APs). 
  •Limitations: Miscellaneous: every time Lord uses 
  his Hypnosis Power, his nose bleeds. 
  •Skills: Charisma: I 0 
  • Advantages: Connections: Justice League 
  International (High), United Nations (High); Gift 
  of Gab; Omni-Connection 
  •Alter Ego: None 
  •Motivation: Seeking Justice 
  •Wealth: 13 
  Lord's Statistics 
  As a result of character growth, Maxwell Lord's 
  statistics have changed, primarily in i mproved 
  Attributes, from those published previously. 
  Powers and Abilities 
  Maxwell Lord recently developed the ability to 
  "push" people subconsciously. He can implant a 
  suggestion into someone ' s  subconscious mind, 
  forcing the target to suddenly get an idea, hear 
  something, or have a change of heart. Although Lord 
  doesn't really need to use this ability to persuade 
  people to do what he wants, it sometimes gives him 
  an edge. When he uses the Power, however, it gives 
  him a noticeable nosebleed. 
  Specifics on Max's 
  Hypnotic Powers 
  After the Dominators exploded their Gene 
  Bomb, Max developed the Power to influence the 
  subconscious minds of others. But with his Power, 
  Max can never force a mind to accept something 
  completely alien to it. For instance, he could never 
  force Martian Manhunter to believe himself to be a 
  badger, or hypnotize Blue Beetle into believino he is 
  b 
  the President of the United States. But he might 
  possibly persuade Beetle to quit the Justice League, 
  or convince the Manhunter that some of his 
  teammates don't like him. If he wishes, Max can 
  substitute his APs of Power for his A V and EV when 
  making Persuasion attempts (this is considered a 
  "use" of the Power, so it will cause Max's nose to 
  bleed). 
  Just recently, Max informed the Justice League 
  that he no longer has this ability. Whether this is true 
  or not remains to be seen. 
  Personality/Role-playing 
  Max well Lord is one of the most conniving, 
  manipulative, h ard-nosed, and (often) ruthless 
  businessmen in the DC Universe. He is a shrewd 
  dealer, a fast talker, and one of the best things that 
  ever happened to Justice League International. 
  A lthough Lord was once an uncaring 
  entrepreneur, he had a change of character after an 
  encounter with an alien super-computer. Frustrated 
  by his own shortcomings as a person, he has now 
  fully invested himself in the Justice League. Because 
  he dreams secretly of being a hero himself, he is 
  determined to make the Justice League work, and 
  he'll use any means he can to do so. 
  The Leaguers themselves have finally forgiven 
  Max for his past failings. There is a bond among 
  them, and Lord now considers the League members 
  to be his friends, particularly Martian Manhunter. 
  Still, most of the time he tries to keep his personal 
  life separate from those of the team. 
  Using Maxwell Lord in Adventures 
  Maxwell Lord is a schemer and troublemaker. 
  He might try to recruit the player heroes for a mission 
  that the Justice League i s  ostensibly unable to 
  undertake. Such missions often hold a great number 
  of surprises. 
  Subplots 
  Maxwell Lord has many enemies, some known 
  and some unknown. H itmen t hreaten h i s  l i fe 
  constantly. H e  i s  often involved i n  Subplots 
  regarding these Enemies and his Friends in the 
  Justice League. 
  
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Justice League Sourcebook 
  Appearances in DC Comics 
  Adventures of Superman #449; Booster Gold # 1 6; 
  Captain Atom (3) #22, 24-25; Detective Comics 
  #595; Doom Patrol #25 (behind the scenes); Green 
  Maxwell Lord's Office 
  -
  Lantern (3) #9; Hawkworld (2) #23; Invasion! #l-3; 
  Justice League #1 -4, 6; Justice League America #26-
  27, 29-3 1 , 33-35, 37, 40-47, 49-50, 52-55, 57, 59-63; 
  Justice League Annual #3-5; Justice League Europe 
  #I, 4-5, 1 3  (behind the scenes), 1 7, 19, 20 (behind the 
  scenes), 21, 3 1 -36; Justice League International #7, 
  9, l l - 1 4, 1 6, 1 9-22, 24-25; Justice League Quarterly 
  # I ,  2 (behind the scenes), 3-4; Mister Miracle (2) 
  # I I ,  1 7 ,  25-26; Power of The Atom #5; Secret 
  Origins (3) #35; Suicide Squad # 1 3; Who's Who '88 
  #4; Who's Who '90 #2 
  � 
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  BLUE BEETLE9S 
  B u G  
  DEX: 5 
  lNT: 
  1 0  
  STR: 
  1 0  
  WILL: 
  3 
  Features 
  BODY: 
  1 0  
  MtND: 
  0 
  •Computer: The Bug has a powerful computer [ lNT: 
  10, WILL: 3, Recall: 20). 
  •Fuel Requirements: The Bug is completely solar­
  powered and capable of operating almost a month 
  without maintenance [Solar Sustenance: 20]. 
  •Hull Protection: The Bug has an armored hull and 
  magnetic deflector shields [ Boov: 1 0, Force 
  Shield: 5J. Blue Beetle can also electrify the Bug's 
  hull [ Lightning: I 0; attacks anyone who touches 
  the hull[. 
  •Legs: The Bug's "legs" arc sharp and capable of 
  functioning like pincers [Claws: 8; use the Bug's 
  DEX as A V]. The B ug's two forelegs can also 
  grasp, hold, and even throw objects [Extra Limb 
  (x2): 1 0; the forelegs use the Bug's DEX as their 
  AVJ. 
  •Offensive Weaponry: The Bug can project beams 
  of magnetic or solar energy [Magnetic Control: 9, 
  Heat Vision: 9; Magnetic Control can also be used 
  to magnetize the Bug's hull]. 
  •Sealed Environment: The Bug i s  a sealed 
  environment, capable of remaining underwater for 
  a day before coming up for air I Scaled Systems: 
  15J. 
  •Sensors: The Bug features a full range of sensors 
  [Directional Hearing: 10, Extended Hearing: 6, Full 
  Vision: 6. Radar Sense: 1 2, Super Hearing: 1 2, 
  Telescopic Vision: 5, Ultra Vision: IOJ. 
  •Stealth: The Bug is both streamlined for silent 
  operation [Thief (Stealth): 8] and h ighly 
  maneuverable [the Bug's DEX of 5 provides the 
  operator with a "Team Attack" bonus of - I  Column 
  Shift to the OV of all piloting rolls[. 
  I 
  TECHNOLOG Y 
  •Supersonic Flight: The B ug i s  capable of 
  supersonic tl ight I Flight: I I J. 
  •Underwater Speed: While underwater, the Bug can 
  attain speeds of up to 60 m iles per hour 
  [Swimming: 6]. 
  Description/Role-playing 
  Presently, Blue Beetle uses the Bug to transport 
  the J ustice League America and conduct 
  reconnaissance at battle scenes. Since joining the JLl, 
  he has added enough seats to carry the whole team. 
  ln fact, when Beetle applied to join the League, the 
  Bug was one of his selling points. With it, he 
  becomes super-human in a way, controlling its 
  mechanisms as easily as he controls his own body. 
  After joining the JLI, Blue Beetle lined the Bug 
  with personal items to make it more "homey." Now, 
  he can listen to classic rock while the other Leaguers 
  arc fighting Despero. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Backf!,round/Roster Book, Justice Leaf!.ue Sourcebook 
  Appearances in DC Comics 
  Blue Beetle (6) # 1 -7, 9-24; Booster Gold #22, 25; 
  Captain Atom (3) #2; Crisis On Infinite Earths # 1 ,  3, 
  6-7, 9; Firestorm Annual #5; Invasion! #2; Justice 
  League # 1 -3, 5; Justice LeaJ.Jue America #42, 47, 6 1,  
  6 3 ;  Justice League Annual # I ;  Justice League 
  Europe #34; Justice League International #7, 1 9, 25; 
  Justice League Special #2; Legends #2, 4-5; 
  Millennium #2, 8; Mister Miracle (2) #7-8, 25; Secret 
  Orif!,ins (3) #2; Starman #6; The Weird # 1 -2; Who's 
  Who '90 #1 
  
  top view 
  front view 
  I I I 
  I 
  0 2.5 5 
  10 
  feet 
  extra seating 
  interior view 
  side view 
  
  M oTHER Box 
  DEX: 
  STR: 
  BODY: 
  7 
  TNT: 
  10 
  WILL: 
  6 
  MIND: 
  6 
  I NFL: 6 
  AURA: 
  6 
  SPIRIT: 6 
  HERO POINTS: 7S 
  •Powers: Danger Sense: 12, Life Sense: 6, Omni­
  Power: I I  
  •Advantages: Leadership 
  Special Rules for Mother Box Use 
  Mother Boxes are the free-thinking, living 
  computers employed by the New Gods of New 
  Genesis. Tn a sense, Mother Box is a special Omni­
  Gadget that can be used over and over again. 
  Because Mother Box has the Leade rship 
  Advantage, she can automatically transfer her Hero 
  Points to her user. In addition, through his affection 
  for Mother Box, the user can transfer Hero Points back 
  to her. To do so, the user must make a successful 
  Action Check using his TNFL/AURA as the AV/EV 
  against an OY/RY of 6/6 (Mother Box's SPIRIT). Only 
  one such attempt is allowed per day. Note that all Hero 
  Points spent to enable Mother Box to use her Omni­
  Power must come from Mother Box herself. 
  The user's affection can also repair a Mother 
  Box. Treat this as a nmmal Repair attempt, though no 
  tools are necessary, and the user's lNFL/AURA are 
  used as the A V /EV of the attempt. 
  Any Character who possesses both a Mother Box 
  and a sample of X-Eiement can automatically create 
  a Boom Tube capable of transporting him between 
  dimensions and galaxies. Boom Tubes have the Warp 
  Power rated at 6S APs, the Dimension Travel Power 
  rated at 8 APs, and remain open for approximately 8 
  seconds ( I  AP). 
  Finally, only Characters who are spiritually 
  worthy can usc Mother Boxes. In game terms, this 
  means only Characters with heroic Motivations 
  (Upholding the Good, Seeking Justice, Thri ll of 
  Adventure, Responsibility of Power, etc.) can use a 
  box; those with villainous Motivations cartnot. 
  How Characters Use the 
  Mother Box 
  The New Gods use the Mother Box in many 
  ways, and some have special uses for the wondrous 
  mechanism. Orion, for instance, uses his Mother Box 
  TECHNOLOG Y 
  to help calm him, while the Forever People use their 
  Mother Box to help them form the Infinity Man. 
  All Mother Boxes are capable of transforming 
  matter, sensing living beings, and warning their users 
  of imminent peril. 
  Lightray, Mister Miracle (Scott Free), and others 
  integrate their Mother Boxes into their costumes to 
  protect them. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, Law o}Darkness 
  Appearances in DC Comics 
  Action Comics #S86, 593, 67S; Adventures of 
  Superman #489; Adventure Comics #459-460; Blue 
  Beetle (6) #2 1 ;  The Brave and The Bold ( l )  # 1 1 2; 
  Cosmic Odyssey #1; DC Graphic Novel #4; Forever 
  People ( I )  # I - l l (2) 1 -6; Justice League America 
  #29-30; Justice Leaf?ue International #I I ,  IS; Justice 
  League of America # 1 83; Mister Miracle ( I )  #9, I I ,  
  I S, 19-20, 23 (2) 2-3, 9, I 1 - 1 2, 14- 1 8, 21 -24, 27; 
  New Gods ( I )  #2-6, 13- J 8 (3) 1 -2, 4-6, 9, 1 2-I 6, 23-
  24, 27; Superman (2) #6S; Superman: The Man of 
  Steel #10; Super-Team Family #IS; Swamp Thing (2) 
  #62; Warlord Annual #6; Who's Who '86 #16; Who's 
  Who '90 #2 
  
  front view 
  side view 
  top view 
  
  S.T.A.R. LABS 
  TYPICAL S.T.A.R. LABS SCIENTIST 
  DEx: 2 
  STR: 
  2 
  BooY: 
  2 
  [NT: 
  6 
  Wru.: 
  5 
  MIND: 
  3 
  I NFL: 2 
  AURA: 
  2 
  SPIRIT: 2 
  INITIATIVE: 
  10 
  •Skills: Gadgetry: 6, Scientist: 6 
  •Advantages: Scholar (specialty of own facility) 
  S.T.A.R. LAUS SECURITY OFFICER 
  DEx: 3 
  STR: 
  3 
  BooY: 
  TNT: 
  2 
  WiLL: 
  2 
  MIND: 
  [Nrt.: 2 
  AURA: 
  2 
  SPIRIT: 
  iNITIATIVE: 
  7 
  •Skills: Weaponry: 3 
  DR. JENET KLYBURN 
  DEX: 2 
  STR: 
  2 
  BODY: 
  lNT: 
  7 
  WILL: 
  7 
  MIND: 
  I NFL: 4 
  AURA: 
  3 
  SPIRIT: 
  INITIATIVE: 
  1 3  
  HERO POINTS: 
  •Skills: Gadgetry: 8, Scientist: 7 
  •Advantages: Genius 
  3 
  2 
  2 
  2 
  3 
  2 
  10 
  Klyburn is the d i rector of S.T.A.R. 's New 
  York facility. 
  0 Typical S. T.A.R. Labs Facility 
  The typical S.T.A.R. Labs faci l i ty has the 
  following features: 
  •Laboratory: Each facility has a laboratory rated at 
  16 APs. S.T.A.R.'s (now destroyed) main facility 
  in Metropolis featured a lab rated at 20 APs. 
  •Security Systems: The typical S.T.A.R. Labs 
  building has security systems rated at 9 APs ( 1 1  
  APs for the Metropolis main facility). 
  •Top Personnel: Each facility has between ten and 
  I 00 research scientists (as described above). Each 
  scientist has the Scholar Advantage in the field in 
  which h is  fac ility spec ializes ( see the l ist of 
  facilities). At least one scientist at each branch has 
  the Genius Advantage, allowing the branch to 
  produce the most advanced equipment imaginable. 
  Every location also has approximately twice as 
  many security officers as scientific personnel. 
  TECHNOLOG Y 
  •Funding: Each S.T.A.R. facility has an individual 
  Wealth rating of 16 for funding projects. 
  Connections with 5. T.A.R. Labs 
  With the Gamemaster's permission. Characters 
  who have High-level Connections with S.T.A.R. 
  Labs can Persuade S.T.A.R. scientists to Repair and 
  Construct Gadgets. Due to recent budget restrictions, 
  however, all such Persuasion attempts are now 
  considered Strenuous (+3 Column Shifts to the OY 
  and RY). 
  Some of the Largest Facilities Are: 
  •Central City: Concentration of meta-human 
  studies; Connection: Flash (High) 
  •Chicago: High-tech manufacturing; Connection: 
  Blue Beetle (High) 
  •Gotham: B ioengineering and bio-weaponry; 
  Connection: Wayne Enterprises (Low) 
  •New York: Concentration of meta-human studies: 
  Connection: New Titans (High) 
  •Metropolis: Downtown Facility-Administrative 
  offices and various research; Queensland Park 
  Facil ity-Marine biology. Note: The Metropolis 
  Downtown Facil i ty was destroyed during the 
  Armageddon 200 I saga. It is currently being rebuilt 
  outside the downtown area. 
  •Pheonix: Meta-human research, geophysics, 
  meteorology, natural disasters; Connections: 
  Rampage (High), Starman (High) 
  •San Diego: C hemical engineering, chemical 
  warfare; Connection: Animal Man (Low); Director: 
  Dr. Myers 
  •San Francisco: Meta-human research; Connections: 
  New Titans (Low), Red Star (High). Thu,lder & 
  Lightning (High) 
  •Seattle: Psychology, psionics; Connection: Green 
  Arrow (Low) 
  Using S. T.A.R. Labs in Adventures 
  A S.T.A.R. Labs facility is a good setting for an 
  Adventure. Perhaps a scientiJ"ic experiment goes 
  awry, and the player heroes arc called in to help solve 
  the problem. S.T.A.R. Labs is also a good place for 
  the heroes to gain information and seck help on 
  scientific matters. Because the scientists at these 
  facilities are always willing to learn something new, 
  it wouldn't be too difficult for the heroes to interest 
  
  S.T.A.R. personnel in some new scient ific 
  phenomenon they've encountered. 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #426, 439-440, 442 
  (mention), 454, 456, 464, 480 (behind the scenes), 
  487, 503, 508, 5 1 3  (behind the scenes), 522, 525, 
  532-533, 536-537, 539, 552 (behind the scenes), 574, 
  58 1 ;  Advelllure Comics #454, 459, 464, 472; Batman 
  #305, 308, 3 16, 358; Batman and the Outsiders #4; 
  Blue Devil #2-3, 1 7; The Brave and The Bold ( I )  
  #1 47, 1 60, 1 79; Crisis On Infinite Earths #9; The 
  Daring New Advelllures of Supergirl #4 and 13 (both 
  behind the scenes); DC Comics Presents #3-5, 8, 1 7, 
  23-24, 26, 35, 48, 50, 55, 57, 90, 93-94; Detective 
  Comics #468, 478-479: The Flash ( I )  #2 1 2, 285, 288, 
  296; The Fury of Firestorm #20 (behind the scenes); 
  The Fury fl{ Firestorm Annual # I ;  Green Lantern (2) 
  # 1 74 (behind the scenes), 1 75-1 77; The Joker #8; 
  Justice League of America # 1 25 .  1 30- 1 3 1 ,  1 54 
  (behind the scenes). 1 62, 1 73 - 1 74, 1 8 1  (mention), 
  22 1 ,  24; Justice League of America Annual #3; 
  Karate Kid #I I (behind the scenes), 1 2-14; The New 
  Teen Titans ( I )  #2, 3 (behind the scenes). 7, 1 7, 32. 
  36 (2) 1 3; Phantom Zone #I; Red Tornado #2; Secret 
  Society fJ{ Super-Villains #10, 1 2- 1 3; Super Friends 
  # 1 -2; Superman ( I )  #246, 25 1 ,  253, 258, 274, 290, 
  293. 303-304, 310, 3 1 2, 3 15-3 1 6, 323, 326, 33 1 . 342, 
  345, 347. 355, 370, 378, 396, 399, 403 (behind the 
  scenes), 407: Superman Family #178, 1 85, 1 87- 1 89, 
  1 92, 1 94- 195. 202 (behind the scenes), 203, 22 1 
  (behind the scenes); Superman Spectacular # I ;  Tales 
  Main U.S. locations of S. T.A.R. Labs 
  0 
  of the New Teen Titans # I ;  Tales of the Teen Titans 
  #5 1-54, 56-58: Who's Who '86 #20; Wonder Woman 
  ( I )  #322-323; World's Finest Comics #258, 266, 276-
  277, 294, 301, 308 
  Current: Action Comics #622, 644, 650-65 1 (behind 
  the scenes), 670; Adl'entures of Superman #450, 452-
  454, 459, 464, 482-484; Animal Man # 1 -4, 33 
  (behind the scenes), 35-36, 4 1 -43, 47; Aquaman (4) 
  #6 (mention); Armageddon 2001 #2: Blue Beerle (6) 
  #1-4. 6, 9, 1 1 - 1 2, 14- 1 9; Blue De1•il #22 (behind the 
  scenes), 25, 28; Booster Gold # 1 -2, 6-7 (behind the 
  scenes), I I ,  I 3, 1 6  (behind the scenes); Detective 
  Comics #595, 607; Doctor Fate (2) #26 (mention); 
  Firesrorm (2) #94 (behind the scenes), 99 (mention); 
  Firestorm, the Nuclear Man #76-77, 82 (behind the 
  scenes), 9 1  (behind the scenes); Flash (2) # I  (behind 
  the scenes), 3-4, 1 4  (mention), 50; The Fury of 
  Firesrorm #58: Hawk and Dove (3) #2, 1 9-20 (behind 
  the scenes); Hawk and Dove Annual # I ;  Justice 
  League # I ;  Justice League Annual #2; Justice League 
  International #7-8, I I ,  1 5  (all behind the scenes); 
  Justice League Quarterly # I ;  The New Teen Titans 
  (2) #19, 22 (behind the scenes), 24, 29, 33, 36-37, 4 I -
  43, 45-49; The New Titans #SS-56, 58-59, 62-65, 66 
  (behind the scenes), 79, 8 1 ,  85-86; The New Titans 
  Annual #5; The Outsiders #25-26, 28; Peacemaker 
  (2) #2 (text); The Phantom Stranger (3) # 1 -2; Sec.Tet 
  Origins (3) #4, 28 (sec Who's Who '88 #3, p. 5), 37, 
  46; Secret Origins Annual #3: Starman #7. 13- 1 4, 19-
  2 1 .  25, 32-33, 35 ( behind the scenes), 36-39; 
  Superman (2) #24, 30-3 1 ,  37, 6 1 ;  Superman: The 
  Man of Steel #4-5; Swamp Thing Annual #4: Teen 
  Titans Spotlight #9, 16- 1 7; War of the Gods # 1 -2, 4; 
  The Weird # 1 -2, 4; Who's Who '90 #4 
  0 
  
  APOKOLIPS 
  PARADEMO!': CAPTAINS 
  DEX: 6 
  STR: 
  6 
  BooY: 
  7 
  I NT: 
  3 
  WILL: 
  4 
  MIND: 
  2 
  I NFL: 3 
  AURA: 
  3 
  SPIRIT: 2 
  INITIATIVE: 
  1 2  
  HERO POINTS: 5 
  •Powers: Flight: 8 
  •Skills: M ilitary Science: 5, Vehicles: 6. Weaponry: 6 
  •Advantages: Leadership 
  PARADEMON FOOTSOLDIERS 
  DEX: 6 
  STR: 
  6 
  BODY: 
  6 
  I NT: 
  2 
  WILL: 
  3 
  MIND: 
  2 
  I NFL: 2 
  AURA: 
  2 
  SPIRIT: 2 
  INITIATIVE: 
  10 
  HERO POINTS: 0 
  •Powers: Flighr: 8 
  •Skills: Military Science: 4, Vehicles: 6, Weaponry: 6 
  DoG CAVALRYMAN 
  DEX: 6 
  STR: 
  6 
  BODY: 
  6 
  !NT: 
  3 
  WILL: 
  2 
  MIND: 
  2 
  I NFL: 3 
  AURA: 
  2 
  SPIRIT: 
  2 
  INITIATIVE: 
  1 2  
  HERO POINTS: 5 
  •Skills: Animal Handling: 7, Mil itary Science: 5, 
  Vehicles: 4, Weaponry: 6 
  •Drawbacks: Serious I rrational Allraction to 
  violence 
  •Equipment: 
  UNIFORM ! BODY: 7, Skin Armor: 3 1  
  DoG Mo NT 
  DEX: 5 
  STR: 
  6 
  BODY: 
  8 
  I NT: 
  I 
  WILL: 
  2 
  MIND: 
  2 
  I NFL: 2 
  AURA: 
  2 
  SPIRIT: 2 
  INITIATIVE: 
  8 
  •Powers: Claws: 9, Running: 5 
  TYPICAL "HU GER DoG" 
  DEX: 2 
  STR: 
  2 
  BoDY: 
  2 
  I NT: 
  2 
  WILL: 
  2 
  MIND: 
  2 
  I NFL: 2 
  AURA: 
  2 
  SPIRIT: 
  I 
  fNITIATIVE: 
  6 
  HERO POINTS: 
  () 
  •Skills: Thief (Stealth): 5 
  GEOGRAPHY 
  Apokolips Weaponry 
  Standard Blaster l EY: 5, BoDY: 3, R#: 2 1  
  Heavy Blaster [EV: 8, BODY: 3 .  R#: 2) 
  Extra Heavy Blaster [EV: 1 2, BODY: 3, R#: 2] 
  WAR DOG ROBOT [ DEX: 8, STR: 8, BoDY: 1 0. INT: 
  2, WILL: I ,  MIND: I ,  Claws: 9, Skin Armor: 4] 
  Description/Role-playing 
  Apokolips is a planet of unspeakable pain and 
  deprivation. The entire population lives and dies to 
  serve a malevolent dictator, Darkseid the Destroyer. 
  Hidden forever in the shadow of New Genesis. 
  its lush, verdant twin, Apokol i ps wallows in 
  barrenness and desolation. If there ever was a natural 
  ecology, it has long since been ovemm with cities so 
  large they combine to create a world of man-made 
  machines. edifices, and sprawling factories that build 
  weapons of war and other destructive devices. 
  Apokolips is powered by nuclear "fire-pits" from 
  which towers of radioactive name burst forth, visible 
  even from orbit. Waste and unusable machinery are 
  thrown into the pits, and unfortunate "lowlies" or 
  "hunger dogs," dredge out what is left to use in new 
  constructs. 
  Living conditions on Apokolips arc terrible, and 
  simple cxi�tence is a chore for most lowlics. The 
  majority of inhabitants do not have the comfons of 
  the extremely high level of technology on their 
  world. Most lowlics are lucky to live in shanties or 
  run-down apartments. The planet's surface is filthy 
  and almost uninhabitable, and beneath it live horrible 
  creatures the residents hope never to face. 
  Visitors to Apokolips are easily lost in the maze 
  of machinery and bui I dings that decorate the 
  patchwork planet. The inhabitants are not friendly, 
  since they only care for their survival, and those 
  obviously not from the area are quickly apprehended 
  or destroyed by some paramilitary patrol. 
  Darkscid lives in relative luxury. and from his 
  Tower of Rage he views the city and its poorest area. 
  Armagetto. 
  Hazards 
  Life on Apokolips is perilous. Visitors to this 
  world can look forward to: acid rain storms (all 
  unprotected Characters are attacked with the Acid 
  Power at 1 -7 APs); clouds of poisonous gas (Poison 
  
  Touch of 3-8 APs); horrible diseases (physical 
  attacks with EVs ranging from 1 -8); high winds 
  (subtract 2 APs from all movement rates when 
  moving against the wind); and confusing geography 
  (periodic Perception Checks against an OV fR V of 
  5/5 to avoid getting lost). 
  Using Apokolips in Adventures 
  Apokolips is a role-pl aying gauntlet. I t  is 
  probably the most challenging setting in the DC 
  Universe and is well-suited for testing a Character's 
  mettle. Just staying alive here presents several unique 
  challenges. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Apokolips Sourcebook, Background/Roster Book, 
  Law of Darkness 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #459-460; Crisis on 
  Infinite Earths #8, 1 2; DC Graphic Novel #4; DC 
  Special Series # 1 0; First Issue Special #13; Forever 
  People ( I )  #6; Justice League of America # 1 83-185; 
  Legion of Super-Heroes (2) #287, 289-290, 293-294; 
  Legion of Super-Heroes Annual (2) # I ;  Mister 
  Miracle ( I }  #5-9, 2 1 -22, 24-25; New Gods ( I ) # l ,  7, 
  1 2- 14, 1 6- 1 9, (2) 6; Superman's Pal, Jimmy Olsen 
  #141; Super-Team Family # 1 5; Who's Who '85 #J 
  Current:Action Comics #586, 592; Adventures of 
  Superman #426; Cosmic Odyssey # I ,  4; Doctor Fate 
  ( 2 )  # 1 1 - 1 2; The Fury of Firestorm #58; Justice 
  League International # 1 9-2 1 ;  Legends # l -6; 
  Miffennium #8; Mister Miracle (2) 1 7- 1 8; New Gods 
  (3) 1 -3, 5-13, 1 5- 1 7, 1 9-28; Secret Origins (3) #33; 
  Suicide Squad #3, 34-36; Superman (2) #3; Swamp 
  Thing (2) #62; Warlord ( I )  # 1 2 1 ;  Warlord Annual 
  #6; War of the Gods #3-4; Who's Who '90 #3 
  Apokolips 
  
  ATLANTIS 
  First Age Personalities 
  LORD ARION 
  DEX: 6 
  STR: 
  4 
  BODY: 
  6 
  lNT: 
  8 
  WILL: 
  1 0  
  MIND: 
  9 
  I NFL: 1 0  
  AURA: 
  1 3  
  SPIRIT: 
  I I  
  INITIATIVE: 
  26 
  HERO POINTS: 
  75 
  •Powers: '''Mystic Linked 
  Danger Sense: 9*, Energy Absorption: 2�', Illusion: 
  8*, Magic Sense: 9, Power Reserve: 8*, Sorcery: 8 
  •Skills: Animal Handl ing: 4, Martial Artist: 6, 
  Occultist: 7, Weaponry: 6 
  •Limitations: Miscellaneous: Power Reserve can 
  only be used in conjunction with Sorcery. Arion's 
  Power Reserve begins at 0 APs. The APs of energy 
  he absorbs using Energy Absorption are added to 
  his Power Reserve until it reaches its full capacity 
  of 8 APs. Arion retains absorbed energy for 8 APs 
  of time. 
  •Advantages: Area Knowledge (Atlantis); 
  Connection: Atlantis (High); Leadership; 
  Popularity 
  •Drawbacks: Authority Figure 
  •Alter Ego: None 
  •Motivation: Upholding the Good 
  •Wealth: 1 0  
  GARN DANUUTH 
  DEx: 5 
  STR: 
  4 
  B01w: 
  TNT: 
  8 
  WILL: 
  9 
  MIND: 
  I NFL: 
  10 
  A URA: 
  1 2  
  SPIRIT: 
  TNlTfATIVE: 25 
  HERO POINTS: 
  •Powers: *Mystic Linked 
  5 
  8 
  1 0  
  75 
  Control: 1 0*, Energy Absorption: 2*, Flight: 8*, 
  Magic Blast: 1 0, Power Reserve: 6''', Sorcery: 7, 
  Spirit Travel: 1 2  
  •Skills: Animal Handling: 3, Martial Artist: 6 ,  
  Occultist: 6, Weaponry: 6 
  •Limitations: Miscel laneous: Power Reserve can 
  only be used in conjunction with Sorcery. Garn 's 
  Power Reserve begins at 0 APs. The APs of energy 
  he absorbs using Energy Absorption are added to 
  his Power Reserve until it reaches its full capacity 
  of 8 APs. Gam retains absorbed energy for 8 APs 
  of time. 
  GEOGRAPHY 
  •Ad vantages: 
  Connections: 
  Area Knowledge (Atlantis); 
  Mu (High), Darkworld ( Low); 
  Leadership 
  •Alter Ego: None 
  •Motivation: Power Lust 
  •Wealth: 7 
  TYPICAL ATLANTEAN 
  DEX: 2 
  STR: 
  2 
  I NT: 
  3 
  WILL: 
  3 
  I NFL: 3 
  AURA: 
  3 
  INITIATIVE: 
  8 
  BODY: 
  2 
  MIND: 
  3 
  SPIRIT: 
  3 
  •Skills: Animal Handling: 2, Weaponry: 2 
  Modern Personalities 
  MERA 
  DEx: 6 
  STR: 
  6 
  BODY: 
  7 
  !NT: 
  7 
  WILL: 
  7 
  MIND: 
  5 
  }NFL: 3 
  AURA: 
  4 
  SPIRIT: 4 
  lNlTIAT!VE: 
  1 6 [ 18 1  HERO POINTS: 
  25 
  •Powers: Swimming: 6, Telepathy: 3, Water Control: 
  8, Water Freedom: 8 
  •Skills: Charisma: 4 
  •Advantages: 
  Area Knowledge (Atlantis); 
  Connections: Aquaman (High), Poscidonis (High) 
  •Drawbacks: Married; Fatal Vulnerability: Mera 
  begins to die after being out of contact with water 
  for one hour. 
  •Alter Ego: Mera Curry 
  •Motivation: Responsibility of Power 
  •Wealth: 8 
  TYPICAL MOJ>ERN ATLANH�AN 
  DEX: 3 
  STR: 
  3 
  BODY: 
  3 
  I NT: 
  2 
  WILL: 
  2 
  MIND: 
  2 
  I NFL: 2 
  AURA: 
  2 
  SPIRI"f: 2 
  INITIATIVE: 
  7 19 1  
  • Powers: Swimm ing: 4 ,  Telepathy: 3, Water 
  Freedom: 4 
  •Drawbacks: Fatal Vulnerability to lack of contact 
  with water; Strange Appearance (Tritonians only) 
  Description 
  Today, most Allanteans live in the domed cities of 
  Poseidonis and Tritonis, located approximately 7,000 
  feet beneath the surface of the North Atlantic Ocean. 
  
  Other Atlantean outposts include the Domain of the 
  ldyllists, who maintain their philosophy of pacificism 
  despite the actions of their onetime ruler, Thar the 
  Insane, and the cave-dwelling Savages of Maarzon, a 
  society of primitives whose origins are unknown. 
  Poseidonis and Tritonis arc now separate 
  kingdoms, peacefully coexisting after a lengthy period 
  of costly warfare. While both kingdoms possess a high 
  degree of technological sophistication, the Tritonians 
  tend to apply their knowledge to civil engineering and 
  other peaceful pursuits, while Poseidonis remains more 
  militant in its outlook. Poseidonians are often embroiled 
  in civil and political disputes that frequently erupt into 
  full-scale revolution. 
  Poseidonis has a primarily agrarian economy, 
  having developed sophisticated salt-water hydroponic 
  fanning techniques in its huge, ocean-floor fanning 
  communes. The city trades with several surface 
  nations but places heavy restrictions on the sale of its 
  technological creations, which are far more advanced 
  than those of surface technology. In recent years, the 
  city was opened to visits from surface dwellers, but 
  this did not last long. 
  Tritonis is located several hundred leagues south 
  of Poseidonis. Its population of mer-people is less 
  inclined to engage in aggressive behavior and directs 
  its energies to a thorough exam ination of the 
  environment and the betterment of undersea life. 
  Using Atlantis in Adventures 
  Atlantis is a great setting for Adventures and a 
  good vehicle for the Players to meet Aquaman. 
  Perhaps the heroes can assist Aquaman in turning 
  back an ecological threat that endangers both the 
  underwater cities and the surface world. The ocean is 
  always an interesting environment in which to set an 
  Adventure because of the limitations it places on the 
  0 
  City of the 
  GotdenGate 
  (former s1ta) 
  Economy and 
  Agriculture 
  Economy 
  Mtning 
  �Sa Satt 
  Other 
  o1jJ. Tounsts & 
  Resor1s 
  Agnculture 
  0 General F�uming 
  0 
  Doma1n of 
  the \dyllists 
  Characters. Remember to refer to the rules for 
  underwater Adventures on page 25 of the Rules 
  Manual. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas ofrhe DC Universe, Background/Roster Book 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comin #230, 269-270, 276, 278. 284-
  286, 290. 295, 297-298, 302, 307, 309-3 1 3. 325-326, 365, 
  3 7 1 .  475, 5 1 9; Admlfure Comics #260. 266. 269, 280, 304, 
  333. 435-437, 441 -444. 446-450, 461 -466, 478: Aquaman 
  ( I )  #3. 7. 14. 1 8-24, 28, 30, 32-36, 38, 40-43, 46-49. 5 1-52. 
  60, 62: Arion. Lord of Arlamis # 1 -35; Arion. Lord of Arlamis 
  Special # I ;  The !\tom #5; Batman # 19: The Bra1•e and The 
  Bold #5 I ,  73, I 1 4; Comic Cal'lllcade # 1 8; Crisis 011 lnji11ite 
  Earths # 1 -7, 10. 1 2; DC Comics Presents #5, 46, 75; DC 
  Special Series #5; Justice League oj' America #86, 90, 1 1 0, 
  135, 1 42, 1 46, 2 1 7 ;  More Fun Comics #73; Mystery In 
  Space #57; Sensation Comics #35; Showmse #30; Superhoy 
  ( I )  #52, 192. 1 94; Superman ( I )  #67, 1 1 7, 1 22, 1 29, 1 35, 
  138-139. 146, 148. 1 54, 1 56-158. 165, 1 76, 204, 266, 408: 
  Superman':; Girl Friend. Lois Lane #28, 42, 44; Superman's 
  Pal. Jimmy Olsen #52-53, 63, 76; Superman: The Secret 
  Years #2-3: Teen Titans #49; Warlord ( I )  #5. 1 5, 27. 39. 55-
  62, 75, 86; Warlord Annual # l -3; Who's Who ·ss # I ;  
  World's Finest Comics #29, 262, 268: Wonder Woman ( I )  
  #8. 57. 2 1 5  
  Current: Action Comics Weel..ly #6 17: Aqua man (2) # 1 -4, 
  (3) 1 -5, (4) 1 :  Aquaman Special ( I )  # 1 ,  (2) 1 :  Tile Atlantis 
  Chronicles # l-7; The Books of Magic # l :  Doom Patrol (2) 
  # 1 7: lm•asion1 #2; Secret Origins (3) # I I :  Superman (2) 
  # 1 2, 63; Time Maslen· #6-7: Warlord ( I )  # 1 99, 1 2 1 ;  Who's 
  Who '90 #1 
  0 Aquarmn's 
  IOJmer HQ 
  C'o "''% l?t�/ 
  ��94-
  0 
  Triton is 
  i=!:=l 
  0 20 
  60 
  
  HAWKWORLD 
  BYTH (fORMER ADMINISTRATOR Of PROTE�::TION) 
  DEX: 9 
  STR: 
  6 
  BODY: 
  7 
  [NT: 
  7 
  WrLL: 
  8 
  MIND: 
  7 
  I NFL: 4 
  AURA: 
  5 
  SPIRIT: 4 
  INITIATIVE: 
  22 
  HERO POINTS: 
  50 
  •Powers: Shape Change: 13 
  •Skills: Charisma: 7, Detective: 7, Martial Artist: 7, 
  Military Science: 9, Weaponry: 9 
  •Bonuses: Miscellaneous: Byth's Shape Change 
  Power allows h i m  to assume the form of any 
  animal he has ever seen. Byth can also use Shape 
  Change to alter only a single part of his body, 
  allowing him to assume parts of several forms 
  simultaneously. 
  •Advantages: Area Knowledge (Thanagar); 
  Connections: Thanagarian Underground (High), 
  Wingmen (Low); Leadership 
  •Drawbacks: Catastrophic Irrational Attraction to 
  the "K rotan Drug;" Serious Psychological 
  Instability; Serious Rage 
  •Motivation: Power Lust 
  •Wealth: 1 2  
  TYPICAL WINGMAN 
  DEX: 7 
  STR: 
  5 
  BODY: 
  6 
  I NT: 
  3 
  WILL: 
  5 
  MIND: 
  6 
  I NFL: 4 
  AURA: 
  3 
  SPIRIT: 
  6 
  INITIATIVE: 
  1 8  
  HERO POINTS: 
  L O  
  •Skills: Martial A rtist: 7 ,  Military Science: 7 ,  
  Vehicles: 5 ,  Weaponry: 7 
  •Advantages: Lightning Reflexes 
  Wingmen Equipment 
  Battle Armor l Boov: 91 
  Helmet [ BODY: 9, Thermal Vision: 13 1 
  ANTI-GRA V BELT [ BODY: 9, Gravity Decrease: 7 ]  
  Wings [STR: 6 ,  BODY: 10, Flight: 8) The wings will 
  not function unless used with an anti-grav belt. 
  Rifle [BODY: 5, AV: 4, EV: 6, Ammo: 1 5, R#: 2) 
  Pistol [BODY: 5, EV: 6, Ammo: 8, R#: 2] 
  Mace [BODY: 9, EV: 5] 
  The Krotan Drug 
  This strange narcotic endows anyone who uses it 
  with shape-shifting abilities (Shape Change: 13), but 
  GEOGRAPH Y  
  a l l  users automatically develop a Catastrophic 
  lmttional Attraction to the drug. 
  Description 
  Thanagar is a divided society, with human 
  masters living in gleaming, towering cities in the sky, 
  and their alien slaves cast down into the squalor of 
  their lower-level slums. These slums breed crime, 
  disease, malnutrition, murder, and black market 
  activity. The aliens arc watched c losely by the 
  Thanagarian police, the Wingmen, an elite airborne 
  corps of paramilitary personnel whose flight is made 
  possible by artificial wings and the power of Nth 
  Metal, an anti-gravity device. 
  The native Thanagarians have grown decadent, 
  corrupt, and blind to the cruelty their society forces 
  on enslaved al iens. Even the Wingmen police 
  command is corrupt, with officials recently involved 
  in the drug trade that plagues the alien slums. 
  Using Thanagar in Adventures 
  Thanagar is one of the most unsavory settings in 
  the DC Universe and an ideal proving ground for 
  heroes. An interesting method for bringing the heroes 
  to Thanagar is to have a close friend or relative 
  kidnapped by slave traders to work on Thanagar's 
  Downside. Heroes who find themselves in such a 
  predicament might turn to Hawkman to help them 
  navigate Thanagar's many perils. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas of the DC Unil'erse 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Action Comics #588; The Brm·e and The 
  Bold ( l )  #34, 42-43; DC Comics Presents #95; DC 
  Super-Stars #14; Hawkman ( 1 -2) #I, 1 2. 1 8- 1 9; 1 - 1 2; 
  Hawkman Special # I ;  Justice League qf America 
  #80-8 1 ,  1 17; Let< ion of Super-Heroes (2) #290, 294, 
  3 1 3; Legion of Super-Heroes Annual (3) # I ;  The 
  Shadow War of Hawkman #1-4; Showcase # 1 0 1 - 1 03; 
  Superhoy ( I )  #2 1 7; Who's Who '87 #23; World's 
  Finest Comics #269-270, 278-279 
  
  Current: i\dvenlures of' Superman #448; Animal 
  Man #6; Cosmic Odyssey #2-3; 1/awkwor/d ( 1-2) # l -
  3 ;  I ,  6-7, 10- 1 2, 1 4- 1 5, 17, 19; Hawkworld Annual 
  # I ;  lm'asion' # 1 -2; New Gods (3) # 1 8; Power of The 
  Atom #8; Suicide Squad #23; Superman (2) #26; 
  Swamp Thing (2) #57-58, 97; Who's Who '90 #2; 
  Wonder Woman (2) #25 
  Thanagar 
  
  AMETHYST 
  DEX: 4 
  STR: 
  3 
  BODY: 
  7 
  I NT: 
  10 
  WILL: 
  1 4  
  MIND: 
  9 
  [NFL: 10 
  AURA: 
  1 5  
  SPIRIT: 
  15 
  INITIATIVE: 
  24 
  HERO POINTS: 
  85 
  •Powers (t30th Century only): Awareness: 10, 
  Flight: 1 0, Magic Sense: 1 0, Self-Link (Spirit 
  Travel): 25t, Sorcery: 22, Truesight: 15 
  •Skills: Occultist: I I ,  Weaponry (melee weapons): 4 
  •Advantages: Area Knowledge (Gcmworld); 
  Connections: Gemworld (High), Lords of Order 
  (Low); Popularity 
  •Drawbacks: Innocent; Serious Physical Restriction: 
  Amethyst is blind. 
  •Equipment: 
  Amethyst Necklace !BODY: 6. Dimension Travel: 12] 
  •Alter Ego: Amy Winston 
  •Motivation: Upholding the Good 
  •Wealth: 8 
  •Occupation: Princess of Gem world 
  Amethyst's Statistics 
  Amethyst's statistics have been altered since the 
  Background/Roster Book and Atlas of the DC 
  Uni1•erse were publ i shed due to some recent 
  revelations. She is now blind and has found her 
  "inner sight" with the help of Dr. Fate (Truesight). In 
  her 30th Century incarnation, she has shown that she 
  can manifest herself as a soul-being (Self-Link [Spirit 
  Travel!). 
  Amethyst's Magic 
  In DC HEROES terms, Amethyst uses the Sorcery 
  Power (see the Character /-lam/hook, page S I ). 
  Powers she frequently mimics include: Dimension 
  Travel, Magic B last, Energy Blast, Magic Field, 
  Force Field, Magic Shield, and Force Shield. 
  , 
  Powers and Abilities 
  Amethyst is a Lord of Order and a sorceress. By 
  skillfully reshaping ambient magical forces, she can 
  fly, project powerful bolts of eldritch energy, travel 
  between the dimensions, or perform just about any 
  other feat she can imagine. 
  While fighting the Anti-Monitor's shadow 
  demons. Amethyst was struck blind. She has since 
  developed an extraordinary magical sense that enables 
  her to "see" beyond the limits of normal vision. 
  Personality/Role-playing 
  Over the course of her career, Amethyst 
  metamorphosed from a mere Earth child into the soul 
  of Gemworld. There arc three stages in her 
  development: 
  •Adolescence-the Heir Apparent: The first stage 
  of Amethyst's development was one of tremendous 
  growth. She began her adventures as a child, but 
  her personality soon blossomed to match her new, 
  mature appearance. 
  Although Amethyst was young, cautious, and 
  unsure of herself, she always poscsscd many of the 
  inherent qualities of a Lord of Order. During her 
  early excursions into Gemworld, she was caught up 
  in events t hat one would normally find 
  overwhelming, and she quickly learned to rise to 
  the occasion. 
  This stage ended with the destruction of Dark Opal. 
  •Womanhood-the Preserver: The second stage in 
  Amethyst's development began with a disastrous 
  event that trapped her and her friend Emerald on 
  Earth. This was a volatile phase for Amethyst; 
  during this era she grew up and learned the truth 
  about herself. 
  Right in the midst of her hardship and sacrifice, 
  she was swept up into the Crisis on Infinite Earths 
  and blinded by agents of the Anti-Monitor. With 
  the aid of Doctor Fate, she discovered her status as 
  a living Lord of Order and learned to compensate 
  for her blindness by developing her innate magical 
  senses. 
  This difficult period ended when Amethyst 
  merged with the Gemworld and underwent her 
  staggering physical transformation. 
  •Deification-the Soul of Gem world: Amethyst's 
  cycle o f  growth ended when she accepted her 
  position as the soul of her people and bestowed the 
  bounty of a Golden Age upon them. Now mature 
  and wise, she is more a goddess than a woman. 
  
  Using Amethyst in Adventures 
  The Gemworld is one of the most peculiar 
  locales in the DC Universe and is an excellent setting 
  for off-beat, "change of pace" adventures. Once the 
  action moves to Gemworld, of course, Princess 
  Amethyst becomes both a convenient tour guide and 
  an obvious ally of the player heroes. 
  As a Lord of Order, Amethyst might also rush to 
  the aid of heroes beleaguered by the forces of Chaos. 
  Subplots 
  Since Amethyst was an adopted child, she is 
  frequently involved in Family Subplots. She is also 
  involved in Friend Subplots centered around her 
  relationship with Emerald, and Enemies Subplots 
  that feature the forces of Chaos and Dark Opal. She 
  was once involved in a Romantic Subplot with Lord 
  Topaz, which ended shortly after the Crisis. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Atlas of the DC Universe . 
  Magic Sourcebook 
  Amethyst's necklace 
  0 
  side view 
  Appearances in DC Comics 
  Amethyst ( I )  #1 - 1 6, (2) 1 -4; Amethyst Annual # I ;  
  Amethyst. Princess of Gemworld # 1 - 1 2; Amethyst 
  Special # 1 ;  Crisis on Infinite Earths #5, 10-1 1 ; DC 
  Comics Presents #63; Legion of Super-Heroes (2) 
  #298, (3) 63, (4) 20; Who 's Who '85 # I ;  Who's Who 
  '87 (2) # I ;  Who's Who '90 # I  
  front view 
  back view 
  chain 
  
  BLAZE 
  DEX: 7 
  STR: 
  5 
  BODY: 
  7 
  INT: 
  9 
  WILL : 
  7 
  MIND: 
  7 
  I NFL: 10 
  AURA: 
  7 
  SPIRIT: 
  7 
  INITIATIVE: 
  26 
  HERO POINTS: 
  55 
  •Powers: *Mystic Linked 
  Chameleon: 8*, Dimension Travel: I 0, Sorcery: 1 3  
  •Skills: Occultist: I 0 
  •Advantages: Attractive (as Angelica); Connections: 
  Hell (Low), Street (High) 
  •Drawbacks: 
  Catastrophic 
  Rage; 
  Strange 
  Appearance (in demon form) 
  •Alter Ego: Angelica Blaze 
  •Motivation: Nihilist 
  •Wealth: 7 
  •Occupation: Ruler of a Netherworld Dimension 
  Blaze's Netherworld 
  Blaze inhabits her own pocket dimension that 
  she calls her Netherworld (located at a Travel 
  Distance of I from the Realm of the .Just Dead; sec 
  PP- 20-2 1 of the Magic Sourcebook). For the most 
  part, Blaze's realm consists of rocky outcroppings 
  and pools of molten lava, but Blaze is capable of 
  shaping the dimension to match her whims. Within 
  her Netherworld, Blaze's Sorcery increases to 20 
  APs, and she takes no Mystical Bashing Damage 
  from using the Power. While battling here, Blaze 
  freq uently uses her Sorcery to mimic the Earth 
  Control, Earth Animation, Flame Control , and Flame 
  Animation Powers. 
  Powers and Abilities 
  A minor demon, B l aze has a wide range of 
  occult powers. She can alter her appearance at will, 
  belch forth bursts of magical flame, and manipulate 
  ambient magical energies to accomplish just about 
  any imaginable aim. 
  Personality/Role-playing 
  Blaze is a creature of pure evil who seems to 
  have nearly l imitless power in the brimstone-filled 
  realm where she corrupts and enslaves human souls 
  for pleasure. 
  To keep her. elf entertained. she spends a good 
  deal of t ime recruit ing souls on Earth. For this 
  purpose, she becomes the sultry, alluring Angelica 
  B laze, the proprietor of a nightclub called Blaze's. 
  Blaze prefers to entice humans to the side of eviL 
  The kinder the personality the better. for she loves 
  nothing more than to torture those who are pure. 
  After leading her victims into temptation, she either 
  makes deals with them or allows her underlings to 
  destroy them. 
  B laze i s  a fiend who prides herse l f  in her 
  abilities to deceive ancl entice. N ot even other 
  creatures of the night can trust her. 
  Using Blaze in Adventures 
  Blaze is likely to try to lead innocent and pure 
  heroes into temptation by kidnapping them and 
  spiriting them off to her underground realm. 
  Blaze might also tempt a Non-Player Character 
  that is close to one of the heroes, necessitating a 
  dramatic rescue. 
  Subplots 
  Blaze is more likely to become involved in the 
  Subplots of others than Subplots of her own. She 
  could easily lead a Character into Power 
  Complications, Job, Family, Romantic, or Enemy 
  Subplots. She would use any of these to torture her 
  victims. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Superman-The Man of Steel Sourcebook 
  Appearances in DC Comics 
  Action Comics #656, 662; Adl'entures r1{ Superman 
  #469-470; Superman (2) #34, 47; Who's Who '90 #4 
  
  Blaze's nightclub 
  0 
  0 
  0 
  0 
  I I I 
  I 
  0 4 8 
  1 6  
  
  CAIN & ABEL 
  CAIN 
  DEX: 3 
  STR: 
  3 
  BODY: 
  3 
  lNT: 
  7 
  WILL: 
  6 
  MrND: 
  3 
  I NFL: 7 
  AURA: 
  6 
  SPIRIT: 4 
  INlTIATIVE: 
  17 
  HERO POINTS: 25 
  •Powers: A wareness: 6, Invulnerability: 8 ,  
  Regeneration: 8 
  •Skills: Artist (Storytell ing): 1 2, Charisma 
  (Intimidation): 7 
  •Bonuses: M i scellaneous: Cain ' s  Regeneration 
  Power works even after he is dead, making him 
  essentially immortal. 
  •Advantages: Area Knowledge (House of Mystery); 
  Connections: Abel (High), Dream D imension 
  (High), Morpheus (Low); Scholar (stories) 
  •Drawbacks: Serious Irrational Attraction to killing 
  his brother Abel 
  •Alter Ego: None 
  •Motivation: Responsibility of Power/Psychopath 
  •Wealth: N/A 
  ABEL 
  DEX: 2 
  STR: 
  2 
  Boov: 
  2 
  INT: 
  5 
  WILL: 
  2 
  MIND: 
  2 
  lNFL: 2 
  AURA: 
  7 
  SPIRIT: 
  INITIATIVE: 9 
  HERO POINTS: 25 
  •Powers: Awareness: 6, Regeneration: 8 
  •Skills: Artist (Storytelling): 1 2; Charisma: 4 
  •Bonuses: Miscellaneous: Abel ' s  Regeneration 
  Power works even after he is dead, making him 
  essentially immortal. 
  •Advantages: Area Knowledge (House of Secrets); 
  Connections: Cain (High), Dream Dimension 
  (High), Morpheus (Low); Pet (Goldie/Irving); 
  Scholar (stories) 
  •Drawbacks: Minor In·ational Fear of his brother Cain 
  •Alter Ego: None 
  •Motivation: Responsibility of Power/Unwanted 
  Power 
  •Wealth: N/A 
  Mystical Insights 
  Morpheus, the Lord of Dreams, often dispatches 
  Cain and Abel to contact mortals through their 
  dreams in order to give the dreamers insights into 
  their lives. When this happens, a mortal chooses one 
  of the brothers as a host and listens to a story that he 
  relates (Cain's stories are mysteries that are dark and 
  impenetrable; Abel's stories are secrets that the 
  listener cannot share with another soul). Once the 
  story (and the dream) has concluded, the dreamer can 
  find an insight into an earthly dilemma. Give the 
  dreamer a Perception Check against an OV /RV of 
  1 5/15 and allow him to add Cain or Abel's APs of 
  Artist (Storyteller) to both his Acting and Effect 
  Values. Treat the RAPs as Knowledge Points. 
  House of Mystery and 
  House of Secrets 
  The House of Mystery and the House of Secrets, 
  the respective residences of Cain and Abe l ,  are 
  usually located side-by-side in the Dream Dimension 
  of Morpheus. But when the flow of mystical energy 
  across the Earth is at a peak, one or both houses 
  sometimes shift into the Earth Dimension and appear 
  deep in the hills of Kentucky. In any case, only those 
  beings who are singled out to receive a mystery or a 
  secret by one or more of the powerful mystical 
  entities roaming the DC Universe can reach the 
  houses. 
  Inside, the houses defy belief. They are clearly 
  larger on the inside than they are on the outside and 
  contain a maze of rooms and hallways. Virtually 
  every room in the houses is a library crammed with 
  dusty tomes and bizarre artifacts. Those who wander 
  into one of the houses without a guide will inevitably 
  end up lost in the winding passageways. 
  The Mark of Cain 
  Cain bears a mark that was inscribed upon him 
  long before the beginning of civilization. This mark 
  signifies that anyone who causes Cain injury shall 
  suffer the wrath of ancient and mysterious mystical 
  forces. Outside of the Earth Dimension, this mark is 
  widely recognized and feared-almost no one aware 
  of its true nature would dare ignore it. 
  Powers and Abilities 
  Cain and Abel are a pair of occult entities who 
  are older than civilization itself. Long ago, they 
  gained the power of immortality and learned the art 
  of storyte lling, which they now put to use by 
  entranc ing sleeping mortals at the behest of 
  Morpheus and mystical beings of equal stature. 
  
  After he slew Abel for the first time, Cain 
  received a mark on his forehead that prevents anyone 
  from harming him. This mark was mocked by the 
  demons in Hell when Cain was sent there as an 
  emissary of Morpheus, but they too abided by the 
  warnings attributed to it. Nonetheless, the demons did 
  manage to shake Cain's self-confidence. 
  Personality/Role-playing 
  Abel is cowardly and paranoid. He particularly 
  fears the wrath of his temperamental and homicidal 
  brother, who attempts to slay him upon occasion 
  (though Abel always regenerates and forgives Cain, 
  begging his brother not to hurt him again). Abel is 
  always the more caring and gregarious of the two. 
  Cain is more malicious and angers easily, especially 
  at his brother's foolishness. But recently, Cain has made 
  an effort to turn over a new leaf. Lately, he has even 
  given his brother a gift, a gold baby gargoyle (since 
  named Goldie) as an apology. 
  Both brothers are extremely proud of their 
  storytelling abilities and will argue with one another 
  for the chance to entertain a traveler. They are also 
  equally afraid and awed by the master of the Dream 
  Dimension, Morpheus, and will do as he commands 
  as long as he is around to watch them. 
  Using Cain and Abel in Adventures 
  Cain and Abel are spirit guides, brothers, and 
  keepers of the ancient stories that teach lessons 
  through subconscious imagery. This being the case, 
  Cain and Abel are excellent vehicles for relating 
  secrets or clues to heroes in the heroes' dreams. They 
  are excellent for starting Subplots by giving a hero a 
  secret he cannot reveal or a mystery he cannot solve. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  BackRround!Roster Book. Magic Sourcebook, Atlas 
  of the DC Universe 
  Appearances in DC Comics 
  Cain: Ambush Bug #3, Blue Devil #20-21 ,  26, 29-30, 
  The Books of Magic #3; The Brave and The Bold 
  #93; DC Comics Presents #53; DC Special # 1 1 ;  DC 
  Special Series #21 ;  House of Secrets #92; House of 
  Mystery # 175-321 ;  Phantom Stranger (2) #24; Plop! 
  #1 -24; The Saga of the Swamp Thing #33; Sandman 
  (2) #2, 7 ,  9, 22, 24, 26; Secret Origins (3) #24; 
  Secrets of Haunted House # I ,  44 ; Swamp Thing (2) 
  #49-50; Who's Who '85 #4; Who's Who '90 # I ;  The 
  Witching Hour # 1 3  
  Abel: Blue Devil #20, 29; The Books of Magic #3; 
  DC Special Series #2 1 ;  House of Mystery #250-25 1 ;  
  House of Secrets #8 1 - 1 39, 1 4 1 - 1 54; Plop' #l-24; The 
  Saga of" the Swamp Thing #33; Sandman (2) #2, 7 ,  9-
  1 0, 22, 26; Secrets of Haunted House # I ,  40-46; 
  Swamp Thing (2) #49-50; The Unexpected #189-21 3; 
  Who's Who '85 # 1 ;  Who's Who '90 # 1 ;  The Witching 
  Hour #13 
  Feet 
  House of Mystery I House of Secrets 
  
  DEADMAN 
  DEX: 8 
  STR: 
  4 
  BODY: 
  7 
  [NT: 
  5 
  WILL: 
  6 
  MIND: 
  6 
  lNFL: 
  7 
  AURA: 
  8 
  SPIRIT: 8 
  INITIATIVE: 
  24 
  HERO POINTS: 65 
  •Powers: *Mystic Linked 
  Awareness: 8, Invisibility: 20*, Invulnerability: 
  1 2*, Personality Transfer: 1 8*, Self Link (Spirit 
  Travel): 30 
  •Skills: Acrobatics: 8, Martial Artist: 5, Occultist 
  (Occult Knowledge): 5, Thief: 6 
  •Advantages: Area Knowledge (Realm of the Just 
  Dead); Connections: Phantom Stranger (Low), 
  Rama Kushna (Low); Lightning Reflexes 
  •Limitations: Invisibility and Self Link (Spirit 
  Travel) arc Always On; Deadman can be seen 
  automatically by Characters with the Magic Sense 
  Power or by any Character he encounters in the 
  Afterworlds. 
  •Alter Ego: Boston Brand 
  •Motivation: Unwanted Power 
  •Wealth: N/A 
  The Realm of the Just Dead 
  Deadman spends most of his time roaming about 
  a formless, white void known as the Realm of the 
  Just Dead (Travel Distance of 9 from the Earth 
  Dimension; see pp. 20-2 1 of the Magic Sourcebook). 
  All who die pass through this plane on their way to 
  the Afterworlds. Deadman helps the newly departed 
  cross the void to reach the Gray Path, where they are 
  met by the Phantom Stranger, who ushers the souls of 
  the dead to their final resting places. 
  All Characters in the Realm of the Just Dead 
  move at a speed equal to their INFL (to a maximum of 
  4 APs per phase). You can assume that the whole 
  plane is only 15 APs from end to end, but the lack of 
  geography makes it difficult to navigate. Crossing the 
  plane without the aid of a knowledgeable resident 
  (like Deadman) requires a successful Action Check 
  using INFL/ AuRA as the A V lEV against an OV /R V of 
  6/6 (Strenuous Task). Anyone failing this Check is 
  doomed to wander aimlessly for a day ( 1 5  APs) 
  before making another Check. Fortunately, other than 
  a few disgruntled souls, the only hazard to be 
  encountered in the Realm of the Just Dead is the 
  herds of Poltergeists that sometimes roam the plane 
  in search of excess ectoplasmic energy. 
  POLTERGEIST 
  DEX: 7 
  STR: 
  8 
  BODY: 
  8 
  I NT: 
  WILL: 
  2 
  MIND: 
  8 
  I NFL: 7 
  AURA: 
  1 0  
  SPIRIT: 
  I l 
  INITIATIVE: 
  1 5  
  •Powers: Spirit Drain: 15 
  Powers and Abilities 
  Essentially little more than a ghost, Deadman has 
  the ability to enter and possess the bodies of the 
  living. He is also very attuned to the mystical goings­
  on in the multiverse and often relates important 
  informatjon to those to whom it applies. Deadman is 
  invisible to human eyes, although magical entities 
  can see and talk to him. 
  Personality/Role-playing 
  For the most part, Deadman is easy-going and 
  sarcastic. He often launches himself into battle without 
  thought or fear, playfully mocking his enemies as he 
  goes. But at times, the weight of his mission crashes 
  down upon him, temporarily causing him to adopt a 
  more morose posture. 
  When he first became Deadman, Boston Brand 
  experienced extraordinary isolation and loneliness. It 
  took a long time for him to accept existence without 
  the physical pleasures of life. As a result, he spent 
  much of his time absorbed in self-pity and misery, 
  bemoaning his fate. He was able to overcome his 
  depression only after he began to comprehend Rama 
  Kushna and the special missions he undertook in her 
  name. 
  Many of the members of Earth ' s  mystical 
  community can see and talk to Deadman, so he 
  spends much of his time consorting with them and 
  discussing cosmic events. When he is not visiting the 
  Phantom Stranger, the Spectre, Swamp Thing, or any 
  of his other friends, Deadman keeps busy exploring 
  the outer reaches of the spirit worlds and greeting the 
  souls of the recently departed in the Realm of the Just 
  Dead. In fact, he finds the latter task particularly 
  pleasing, especially when he is able to comfort a 
  particularly confused soul and safely steer him into 
  the care of the Phantom Stranger. 
  
  One of the unique aspects of the Deadman comic 
  series was the strange visuals of Deadman hovering in 
  space, sitting in cars driven by oblivious drivers, 
  leaping off satellites, irreverently sitting on someone's 
  head, etc. When playing Deadman, try to play up his 
  fun-loving nature by describing similar visuals. The 
  fact that Deadman is invisible to most often makes 
  him an ideal vehicle for comic relief. 
  Using Deadman in Adventures 
  Boston Brand makes a great informant. When 
  there is expository information of a mystical nature 
  that the G M  wants to convey to the heroes (especially 
  news of events on the spirit plane), Deadman is the 
  ideal conduit. While the Characters are strolling 
  along, for instance, an ordinary cab driver, news 
  vendor, or similarly nondescript person might 
  approach them and cheerfully announce that he is 
  Boston Brand. After a bit of light banter, Deadman 
  can then proceed to reveal what he knows, answer 
  any additional questions the player heroes care to ask 
  and di sappear as mysteriousl y  as he appeared, 
  leaving his host body just a little bewildered. 
  Of course, if there are no Non-Player Characters 
  around for Deadman to inhabit, he can always usc 
  one of the heroes' own bodies, providing the players 
  with plenty of opportunities for creative and 
  challenging role playing. 
  Subplots 
  Shortly after he was created, Deadman was 
  involved in a lengthy Enemies Subplot during which 
  Nanda Parbat 
  0 
  0 
  he sought the identity of his killer. Brand was also 
  involved temporarily in a Romantic Subplot with an 
  assassin named Lotus. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Background/Roster Book. Magic Sourcehook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #459-466; Aquaman 
  ( l) #50-52; The Brave and The Bold #79 86 104 
  1 33; Challenf(ers of the Unknown #74, 84-S7; Crisi.; 
  o� Infinite Earths #5, 7, 1 1 - 1 2; DC Comics Presents 
  #24; DC Super-Stars # 18; Detective Comics #500; 
  Forever People ( l )  #9- 10; .Justice League of America 
  #94; The Phantom Stranger (2) #33, 39-4 1 ;  Strange 
  Adventures #205-2 1 6; Superman Family # 1 84; 
  Swamp Thing Annual #2; Who's Who '85 #6; World's 
  Finest Comics #223, 227 
  Current: Action Comics #60.,1 -6 1 2, 6 1 8-621, 623-
  626, 642, 670; The Books of Magic #2; Christmas 
  with the Super-Heroes #2; Deadman (2) # 1 -4; 
  Deadman: Love After Death # 1 -2; Doctor Fate (2) 
  #8-9; Invasion! #2; Millennium #8; Secret Origins 
  (3) # 1 5; The Spectre (2) # 1 ,  I I , 23; The Spectre 
  Annual # I ;  Swamp Thing (2) #49-5 1 ,  55; War of the 
  Gods #4; Who's Who '90 #3 
  . · · · · · ·· · · ·· ·· · . . . . . . . . ... . .  
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  . :: .. ::. · .. : .. ::::. · .. : ...
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  . : .. ::: �-:.: -:
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  .·:.·.·.·.·.·:.·.·.·.·.·: . . . . . .  · · · · · · · ·· · · · ·  
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  . . . .. . 
  
  I 
  • 
  • 
  • VAMPIRE 
  DEX: 10 
  STR: 
  8 
  BODY: 
  I I  
  TNT: 
  9 
  WILL: 
  1 0  
  MIND: 
  10 
  I NFL: 1 0  
  AURA: 
  1 2  
  SPIRIT: 
  1 0  
  INITIATIVE: 
  29 
  HERO POINTS: 
  85 
  •Powers: Animal Control: 1 0, Dispersal: 1 0, Hypnosis: 
  8, Invulnerability: 1 8, Regeneration: 1 0, Self Link 
  (Fog): 7, Shape Change: 1 0, Vampirism: 1 0  
  ·Bonuses: Miscellaneous: Bennett's Regeneration 
  Power allows him to heal damage even after he has 
  been killed, making him immortal. 
  •Limitations: Miscellaneous: Shape Change can 
  only be used to transform into a bat or wolf; 
  Miscellaneous: Animal Control only works on 
  bats, rats, and wolves; Miscellaneous: Dispersal is 
  only in effect (and is always in effect) when 
  Bennett activates his Self Link ( Fog); 
  Miscellaneous: use of Vampirism Power leaves 
  telltale marks on the victim's neck. 
  •Advantages: Connection: Lords of Order (Low); 
  Connoisseur 
  •Drawbacks: Attack Vulnerability: -4 Column Shifts 
  vs. wooden stakes; Fatal Vulnerability: Bennett 
  takes 2 points of Physical Killing Damage each 
  phase he is exposed to sunlight; Miscellaneous: 
  crosses and holy symbols may be used to attack 
  Bennett with an EV of 8 provided the attacker truly 
  believes in the symbol he is brandishing; 
  Miscellaneous: Bennett must use Vampirism once 
  per week to survive; Guilt; Serious Irrational Fear 
  of garlic. 
  •Alter Ego: Andrew Bennett 
  •Motivation: Unwanted Power 
  •Wealth: 8 
  The Curse of the Vampire 
  Andrew Bennett has all of the powers and 
  limitations of the traditional vampire. He casts no 
  reflection, he is repulsed by garlic, he can be ha1med 
  only by wooden stakes or exposure to sunlight, etc. 
  Roughly once per week (sometimes less often), 
  Bennett must use his Vampirism Power to feed (his 
  use of this Power is considered Killing Combat). 
  Bennett can transform any target he kills with his 
  Vampirism Power into a vampire. Such a target gains 
  a STR, DEX, and BODY equal to 7 (or maintains his 
  own Physical Attributes if they are higher than 7), 
  gains all of Bennett's Powers rated at 5 APs, gains all 
  of Bennett's Drawbacks and Limitations (save Guilt), 
  and adds two APs to his INFL, AURA, and SPIRIT. All 
  of the target's other abilities (Mental Attributes, pre­
  existing Powers and Skills, etc.) remain the same. 
  Bennett's Other Forms 
  As a vampire, Bennett can assume the fom1 of a 
  wolf, a bat, or a cloud of mist. To assume either of 
  the first two fonns, he calls upon his Shape Change 
  Power. To assume the last form, he uses Self Link 
  (Fog). Here are his statistics in these forms: 
  BAT FOI{M 
  DEX: 6 STR: 1 BODY: 21 
  •Powers: Flight: 5, Radar Sense: 6 
  WoLF FoRM 
  DEX: 4 STR: 2 BODY: 41 
  •Powers: Analytical Smell!fracking Scent: 9, Claws: 
  4, Extended Hearing: 4 
  MIST FORM 
  In this form, Bennett's DEX and STR are both 0, 
  but his Dispersal Power becomes active, giving him 
  an RV of 2 1  vs. Physical Attacks. As a mist, Bennett 
  can fill a large room, obscuring vision as though the 
  room were covered with the Fog Power rated at 7 
  APs. Bennett's mist form can move roughly 1 00 
  miles per hour. 
  Immortality 
  Bennett's curse is even more malevolent than 
  that suffered by most vampires. Although he is still 
  vu lnerable to sunlight, holy symbols, wooden 
  stakes, and the like, none of these objects will truly 
  kill him. Whenever he is seemingly killed, he simply 
  reforms within a week, forced to continue on with 
  his cursed existence. 
  Within the last several decades, Bennett has 
  refused to feed, hoping to starve himself to death. For 
  this reason, he now lives in great physical pain. 
  Powers and Abilities 
  Bennett can do most of the things that other 
  vampires can do. He can summon and control 
  
  animals, use hypnosis, transform himself into a bat or 
  wolf, regenerate, and transform into a vapor. He has 
  strength enough to lift 6 tons and can withstand the 
  explosion of a couple sticks of dynamite. Having 
  been exposed to a super-vampiric formula, he cannot 
  die, although he can be seriously injured. 
  Personality/Role-playing 
  As noble as he was during his normal lifetime, 
  Bennett is even more so in his undead form. He has 
  never considered humans inferior to vampires, and 
  unlike his peers, he will not destroy human life or 
  violate his code of honor. The best example of this 
  behavior is his ability to fight the thirst for human 
  blood that has plagued him for four centuries. 
  Bennett has always managed to find some substitute 
  (such as animal blood or stored blood) for the blood 
  of the living. More than anything, he hates his undead 
  life and has spent the majority of it searching for 
  peace. 
  For hundreds of years, Bennett attempted to stop 
  Mary Seward 's wrongdoing by destroy ing the 
  vampiric Cult of the Blood Red Moon, which she 
  began for the purpose of destroying humanity. He 
  feels great guilt because it was he who made his 
  former lover a vampire in the first place. Although he 
  was finally able to destroy the cult, he still carries 
  hat guilt. 
  Using I .
  .
  .
   Vampire in Adventures 
  Bennett can be used to lead the player heroes 
  into the world of vampires and werewolves that 
  prowl about the darker comers of the DC Universe. 
  Such an adventure often provides an effective change 
  of pace. 
  Subplots 
  Bennett was first involved in a Romantic Subplot 
  with his lover Mary Seward, whom he infected with 
  the vampiric curse. She eventually succumbed to the 
  curse and founded the Cult of the Blood Red Moon, 
  which Bennett has since destroyed. Presently, most of 
  Bennett's Subplots revolve around his goal of finding 
  eternal peace. 
  Appearances in the DC HEROEs 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Magic Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre Crisis: The Brave and The Bold # 1 95; House of 
  Mystery #290-295, 297, 299, 302-320; Who's Who 
  '86 #1 1  
  Current: Doctor Fate (2) #1-6, Who's Who '90 #2 
  One of the many symbols of the 
  cult of the Blood Red Moon 
  
  MADAME XANADU 
  DEx: 3 
  STR: 
  2 
  BODY: 
  2 
  I NT: 
  1 0  
  WILL: 
  1 0  
  MIND: 
  8 
  I NFL: 9 
  AURA: 
  1 3  
  SPIRIT: 8 
  INITIATIVE: 
  22 
  HERO POINTS: 40 
  •Skills: Occultist: 1 3  
  •Advantages: Connections: Earth ' s  Mystical 
  Community (High), the Spectre (High); Scholar 
  (occult artifacts); Miscellaneous: due to the effects 
  of a magic ritual, Madame Xanadu ages at one­
  tenth the normal rate. 
  •Alter Ego: Unknown 
  •Motivation: Responsibility of Power 
  •Wealth: 6 
  •Equipment: 
  Tarot Cards [ BODY: I ]  Madame Xanadu uses her 
  Tarot cards as a focus, allowing her to pcrfom1 a 
  number of specialized occult Rituals (see below). 
  1 3  AP ABCD Omni-Artifact 
  Madame Xanadu's Greenwich Village parlor is a 
  sort of storehouse for occult artifacts and magical 
  objects of all descriptions. 
  *Note: Artifacts are described as Objects in the 
  Rules Manual. 
  Madame Xanadu's Occult Rituals 
  Madame Xanadu is a practitioner of Occu l t  
  Ritual Magic (see pages 60-6 1  o f the Character 
  Handbook or pages 23-28 of the Magic Sourcebook). 
  Among the Rituals she commonly employs are: 
  PREDICT FUTURE 
  Effect-Precognition: 1 7  
  Casting Time-15 minutes (8 APs) 
  Necessary Components-Tarot cards; Cost of $50 
  ( I  AP) 
  Special Restrictions-None 
  This i s  standard fortune telling. W h i le 
  employing this ritual, Madame Xanadu lays her 
  Tarot cards out in ritualized patterns. 
  SENSE EMOTION 
  Effect-Empathy: 1 0  
  Casting Time-15 minutes (8 APs) 
  Necessary Components-Tarot cards; Cost of $50 
  ( 1  AP) 
  Special Restrictions-None 
  Madame Xanadu can also use her Tarot cards to 
  gauge the emotional state of a client. 
  DETECT COSMIC CALAMITY 
  Effect-Awareness: 10 
  Casting Time-15 minutes (8 APs) 
  Necessary Components-Tarot cards; Cost of $50 
  ( 1  AP) 
  Special Restrictions-None 
  Any impending cosmic calamity will show up in 
  one of Madame Xanadu 's periodic readings. 
  ANSWER QUESTION 
  Effect-INT: 15, WILL: 1 5  
  Casting Time-1 5  minutes (8 APs) 
  Necessary Components-Tarot cards; Cost of $50 
  ( I  AP) 
  Special Restrictions-None 
  Instead of mimicking Powers, this Ritual mimics 
  the effects of a pair of Attributes; Madame Xanadu 
  can use the Ritual's INT and WILL as the A V /EV of 
  a single Perception Check or as the A V /EV of an 
  attempt to answer a question or solve a problem. 
  LEVITATION 
  Effect-Telekinesis: 2 
  Casting Time-Instantaneous (0 APs) 
  Necessary Components-None 
  Special Restrictions-None 
  Through the usc of this R itual, Madame 
  Xanadu can levitate small objects with a mere 
  wave of her hand. 
  ' 
  Role-playing Precognition 
  Playing out precognition in a game session is 
  tricky. The Gamemaster should reveal only minimal 
  information in Madame Xanadu's card readings, not 
  all the answers to the player heroes' problems. Also, 
  remember that few of Madame Xanadu 's predictions 
  come true in the expected manner. 
  Enterprising Gamemasters can even create their 
  own Tarot readings for games or give important clues 
  through Tarot cards. This is not at all necessary, but it 
  can add flavor to a game. 
  Powers and Abilities 
  One of the more enigmatic occultists in the 
  world, Madame Xanadu is a seer who excels as a 
  spiritual adviser and cartomanccr (one who performs 
  
  divination by cards). She is precognitive and senses 
  when her destiny is tied to the fate of another. Some 
  people are mysteriously compelled to enter her shop, 
  and some just stumble upon i t  by "accident," or 
  synchronous connection. She is so skilled at her 
  disciplines that she often uses her cards to gain 
  insights into those who seek her advice even before 
  they find her. 
  But although Madame Xanadu can dispense 
  essential wisdom and shed light on a problem, it is 
  ultimately the responsibility of her clients to heed her 
  advice and implement their own solutions. Those 
  who come looking for easy answers are inevitably 
  disappointed. The sort of problems Madame Xanadu 
  is interested in examining must always be faced 
  alone. 
  In her Greenwich V illage parlor, Madame X. 
  maintains a large collection of magical artifacts. She 
  monitors the active ones, dampens the power of the 
  dangerous ones, and safeguards the entire collection. 
  When she defeats a demons or creature of sorcery, 
  she often captures its essence and adds it to her 
  collection to keep it from causing further trouble. 
  Furthermore, Madame Xanadu has mastered a 
  wide variety of occult rituals, including a spell that 
  allows her to slow down the effects of aging. 
  Personality/Role-playing 
  Madame Xanadu 's origins are mysterious, and 
  she evidently prefers it that way since she takes 
  obvious pains to keep her past hidden. She i s  
  rumored to be o f  Eastern European gypsy descent, 
  and she speaks with a trace of an accent. 
  Madame Xanadu is a calm and sensuous woman 
  of great wisdom and patience. She cares deeply about 
  the people who come to her for assistance and invests 
  herself completely in her work. But Madame Xanadu 
  never involves herself in her clients' problems 
  personally. She holds back and advises, watching and 
  waiting, and letting her clients confront their inner 
  terrors alone. 
  Using Madame Xanadu in 
  Adventures 
  Madame Xanadu makes an excellent source of 
  information in any Adventure that touches upon the 
  supernatural-and sometimes in those that do not. If 
  the heroes are in Greenwich Village, New York, they 
  might come across a quaint shop on Christie Street 
  that stands beneath a sign reading "Enter Freely and 
  Unafraid." Feel free to compel them to enter. 
  Interplay with the mysterious Xanadu can be fun. 
  Also, Madame Xanadu can conveniently 
  separate the player heroes from any magical artifacts 
  they have captured by adding them to her collection. 
  Subplots 
  For a time, Madame Xanadu was involved in a 
  Romatic Subplot with the Spectre. During this era, she 
  provided the greatly de-powered Spectre with her 
  spiritual insights and acted as his confidante and aide. 
  At the peak of this relationship, the two became spiritual 
  lovers, and their magical bonding enhanced Madame 
  Xanadu 's mystical abilities in mysterious ways. 
  Appearances in the DC HEROEs 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Magic Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Blue Devil Annual # 1 ;  Crisis On Infinite 
  Earths # I  0, 1 2 ;  DC Comics Presents #65; DC 
  Special Series #2 1 ;  Doorway to Nightmare # 1 -5; 
  Madame Xanadu # I ;  Secrets of Haunted House #44; 
  Unexpected #190, 1 92, 1 94- 1 95; Who's Who '86 # 14; 
  Wonder Woman ( 1 )  #291 -293 
  Current: Blue Devil #3 1 ;  The Books ol Magic #2; 
  Captain Atom (3) #57; Millennium #4; The Spectre 
  (2) #1 -20, 23, 26, 28; The Spectre Annual # 1 ;  Suicide 
  Squad #8; War of the Gods #2-4; Who's Who '90 #3 
  Madame Xanadu's shop 
  Inner 
  sanctum 
  Kitchen 
  Bedroom 
  Office 
  
  NAIAD 
  DEX: 1 2  
  STR: 
  1 0  
  Boov: 
  8 
  I NT: 
  8 
  WILL: 
  I I  
  MIND: 
  1 0  
  !NFL: 9 
  AURA: 
  I I  
  SPIRIT: 
  9 
  IN ITIATIVE: 
  29 
  HERO POINTS: 80 
  •Powers: Dispersal: l 0, Force Manipulation: 1 8, 
  Growth: 12, Invulnerability: 1 3, Spirit Travel: 23, 
  Water Animation: 1 8, Water Control: 18, Water 
  Freedom: 1 2  
  •Bonuses: Miscellaneous: Naiad doesn't leave a 
  physical body behind when she uses her Spirit 
  Travel Power. instead, she can use Spirit Travel to 
  move her consciousness into any body of water 
  within range of her Power, no matter how large or 
  small (from an ocean to a single drop). When she 
  forms a new body using Spirit Travel, her Current 
  Body Condition is instantly restored to its full value. 
  • Limitations: M iscellaneous: Naiad ' s  Force 
  Manipulation represents her ability to shape water 
  into solid objects. She cannot usc Force 
  Manipu lation to form complex objects with 
  moving parts; Miscellaneous: Naiad's Powers have 
  no direct effect on other elementals. 
  •Advantages: Scholar (ecology, oceanology) 
  •Drawbacks: Loss Vulnerabi lity: When Naiad 
  inhabits bodies of water in which the pollution 
  count is particularly high, she is weakened. 
  Subtract 4 APs from her STR and all her Powers: 
  Serious Irrational Attraction to punishing polluters 
  •Alter Ego: Mai Miyazaki 
  •Motivation: Seeking Justice 
  •Wealth: N/A 
  Naiad in DC HEROES 
  Naiad's fluid body is represented by her 
  Dispersal Power. Add her active APs of Dispersal to 
  her Boov to determine her RV against Physical 
  Attacks. She can also use Dispersal to pour through 
  tiny openings, allowing her to pass through any 
  object that is not watertight. And unlike most 
  Characters with Dispersal, Naiad does not subtrael 
  any APs from her Sm when Dispersed-in this fonn, 
  she can still make Physical Attacks at her full EV. 
  Naiad's Spirit Travel Power makes her almost 
  impossible to defeat physically. And although she is 
  vulnerable to Mental and Mystical Attacks, she will 
  certainly use Spirit Travel to flee from an opponent 
  capable of defeating her in this fashion. 
  Powers and Abilities 
  Naiad i s  the fourth elemental, the sentient 
  embodiment of all the water on Earth. Although no 
  longer human, she still holds onto many of her 
  human characteristics, often appearing in the fom1 of 
  a giant woman made of water. Naiad's abilities allow 
  her to transfer her consciousness into any pool, lake, 
  or ocean and animate approximately 32 million cubic 
  feet of water, creating tidal waves or whirlpools. 
  Naiad can even shape water into solid forms, (a fist 
  for instance), for short periods of time. 
  As a water elemental, Naiad is bonded to all the 
  oceans, lakes, streams. etc. of the world and all the 
  life that is contained w ithin them. Toxins and 
  pollutants, therefore, cause her excruciating pain. 
  Firestorm discovered that a great dispersal of water 
  also can damage her. Beyond that, she is nearly 
  indestructible due to her ability to transfer her spirit 
  instantly from place to place in much the same 
  manner as Swamp Thing. 
  Personality/Role-playing 
  As a human, Mai Miyazaki was a strong-willed 
  and angry youth. Hon·ified by the damage done to the 
  Earth by man, she devoted her life to protecting the 
  environment and to fighting those too callous to care 
  about the damage they do. 
  Naiad holds onto some of the strongest emotions 
  of her lost humanity-hate and anger. When her body 
  died in an oil fire and transformed into a water 
  elemental, the anger lived on in a new form. She now 
  blames humanity for the damage it has caused to the 
  planet and prefers to punish and destroy. 
  Naiad dislikes the other elementals but cannot 
  harm them directly. She was finally convinced that 
  humanity also has a right to live on Earth, but she 
  still holds humans in the lowest regard. Naiad 1s 
  arrogant as well as powerful. 
  Using Naiad in Adventures 
  The heroes might encounter Naiad while they are 
  trying to stem an environmental disaster, such as a 
  major oil spill. Because of her nature, Naiad is likely 
  to assume that the heroes are not a help but a 
  hindrance, leading to combat unless the heroes can 
  calm her down. 
  
  Subplots 
  Naiad is often involved in Subplots that deal 
  with her pursuit of vengeance against mankind for its 
  treatment of Earth's waters. 
  Appearances to Date in DC Comics 
  Firestorm, the Nuclear Man #90-93; Who's Who 
  '90 #2 
  Mai's Miyazaki's sailboat, 
  The Naiad 
  
  WOTAN 
  DEX: 4 
  STR: 
  3 
  BODY: 4 
  I NT: 
  1 0  
  WILL: 
  1 0  
  MIND: 
  9 
  I NFL: 1 2  
  AuRA: 
  1 5  
  SPIRIT: 
  1 6  
  INITIATIVE: 
  26 
  HERO POINTS: 1 20 
  • Powers: A ware ness: 9, Magic Sense: 1 2, Sorcery: 30 
  •Skills: Gadgetry: I 0, Occultist: 1 1 ,  Scientist: I I 
  •Advantages: Genius; Leadership 
  •Alter Ego: Unknown 
  •Motivation: Responsibility of Power 
  •Wealth: 10 
  Sorcery 
  ln the past, Wotan most frequently mimicked the 
  following abilities w i th h i s  Sorcery Power: 
  Chameleon, 
  Dimension 
  Travel, 
  Flight, 
  fnvulnerability, Magic Blast, Personality Transfer, 
  Shape Change, and Spirit Drain. 
  Wotan has also perfected a spell of immortality 
  that he casts upon himself periodically to increase his 
  life span. 
  The A vatar 
  Before he confronted the Avatar, Wotan's 
  Motivation was Power Lust, and his lNFL and AURA 
  were rated at 10 and 13 APs, respectively. 
  Powers and Abilities 
  Wotan ' s  powers of sorcery are rather 
  formidable. For m i llennia he has used them to 
  transfer his spirit from one body to another, making 
  him essentially immortal. He has also developed 
  scientific skills and knowledge that almost rival his 
  magical abilities. But when Wotan tries to combine 
  these two forces, it often leads to failure due to their 
  essentially opposing natures. 
  Wotan can also sense the presence of magic and is 
  well aware of happenings in the magical community. 
  Personality/Role-playing 
  Wotan once occupied much of his time with an 
  exploration of pain and death. He once believed he 
  could understand these concepts only through the 
  cultivation of power. Thus, his innumerable attempts 
  to rule or destroy the world. 
  But recently, Wotan found peace at the tomb of 
  the Avatar in India, where he tried to conquer the 
  power of God. H i s  experiences in the tomb 
  transformed him to the extent that he is no longer a 
  being to be feared. Wotan now remains as near to the 
  tomb as possible to stay in contact with the source of 
  inner peace he has found. 
  Using Wotan in Adventures 
  When Wotan was a true villain, he was a "big 
  threat" and an ideal antagonist for Adventures on the 
  epic scale, particularly epics with a mystical bent. 
  Presently, Wotan is a source of wisdom and a 
  caretaker at the tomb of the Avatar. )f the heroes need 
  some guidance on the phi losophy of existencc­
  "what is the meaning of life?"-Wotan might be able 
  to assist them. 
  Subplots 
  Wotan is presently dealing with a Job as one of 
  the curators at the tomb of the Avatar. There, he 
  greets visitors and offers them words of wisdom and 
  peace. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Magic Sourcebook 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: A li-S tar Squadron # 1 -3, 4 7; All-Star 
  Squadron Annual #3; Justice League of America 
  #193; More Fun Comics #55-56, 70; Who's Who '87 
  ( J )  #26 
  Current: Doctor Fate (2) #14- 15, info on 24; Secret 
  Origim (3) #24; The Spectre (2) #7-8; Who's Who 
  '88 #4; Who's Who '90 #I 
  
  Tomb of A vatar 
  
  DOMINATORS 
  DEX: 2 
  STR: 
  2 
  BODY: 
  4 
  [NT: 
  8 
  WILL: 
  7 
  MIND: 
  6 
  I NFL: 4 
  AURA: 
  4 
  SPIRIT: 4 
  INITIATIVE: 
  1 4  
  HERO POINTS: 
  15-60 
  •Skills: Charisma: 6, Gadgetry: 1 3, Military Science: 
  1 1 ,  Scientist: 13, Vehicles (Space): 3 
  •Advantages: Genius; Scholar (bioengineering) 
  •Drawbacks: Miscellaneous: All Dominators must 
  obey the orders of other Dominators who belong to 
  a superior caste. 
  •Major Representatives: None; Dominators have no 
  individual identities. 
  •Motivation: Power Lust 
  •Wealth: 15 
  •Equipment: 
  DOMINATOR SPACECRAFT [ DEx: 4, STR: 1 0, 
  BODY: 1 5 , lNT: 14, WILL: 4, Energy Bl ast: 15, 
  Extended Hearing: 8, Flight: 24, Full Vision: 12, 
  Projectile Weapons :  1 9, Radar Sense: 35, Radio 
  Communications: 40, Recall: 25, Scaled Systems: 
  28, Skin Armor: 4, Super Hearing: 1 8, Telescopic 
  Vision: 6, Warp: 39, R#: 2 (R#: 5 on Projectile 
  Weapons)] 
  30TH CENTURY SPACECRAFT [ DEx: 4, STR: 10, 
  BoDY: 1 6, INT: 1 6 ,  WILL: 7, Energy Blast: 1 8, 
  Extended Hearing: 1 1 , Flight: 24, Force Field: 4, 
  Full V ision: 1 2, Projectile Weapons: 23, Radar 
  Sense: 40, Radio Communications: 43, Recall: 30, 
  Sealed Systems: 30, Skin Armor: 4, Super Hearing: 
  22, Telescopic Vision: 8, Warp: 40, R#: 2 (R#: 4 
  on Projectile Weapons)]. Both the 20th and 30th 
  Century models of the standard Dominator 
  spacecraft are incredibly sophisticated vessels. 
  Both are capable of flight at velocities approaching 
  the speed of light and warp travel at speeds of more 
  than 800 times the speed of light. Both carry 
  missile and energy-beam weaponry, a full range of 
  sensors, and a powerful computer. 
  GENE BOMB [BODY: 8, Mutation: 25, Neutralize: 
  25] The Dominators' Gene Bomb affects a human 
  target who possesses the so-called "meta-gene" in 
  one of three ways: it strips the target of previously 
  acquired super-human abilities; it alters the target's 
  previously acquired super-human abilities; or it 
  activates a dormant meta-gene, endowing the target 
  with super-human abilities (the bomb's Mutation 
  Power, a variant of the ability described in the 
  Character Handbook). Exactly how these abilities 
  A LIENS 
  function is best left up to the Gamemaster on a 
  case-by-case basis. In any event, the effects of the 
  bomb can be reversed with a special antidote. 
  The Gene Bomb is large enough to affect all 
  subjects within 25 APs of it� detonation zone. 
  Powers and Abilities 
  Dominators are fabulous scientists. They have 
  developed space-faring ships, elaborate machinery 
  and weapons, and even an ability to "grow" 
  mechanical technology from bio-organic forms. By 
  the 30th Century they will have the ability to clone 
  and genetically manipulate organisms. 
  ' Personality/Role-playing 
  From the 20th Century to the 30th, Dominators 
  maintain their focus and disposition. This race is 
  proud of its heritage and achievements and has very 
  little regard for other life forms. A good deal of the 
  Dominators' lust for power and desire to rule over 
  other races comes from their strong belief in their 
  own superiority. As a result, Dominators arc repulsed 
  by the appearance of most other races, especially 
  humans, whom they both hate and fear. Furthe1more, 
  the Dominators are born schemers and always 
  develop plans that leave themselves in the safest 
  possible position. 
  Most Dominators look exactly alike with the 
  exception of the size of the red disks on their 
  foreheads. They employ a rigid caste system, in 
  which those with the largest disks are important 
  government administrators, while those with smaller 
  disks hold lesser roles. Members of the race who 
  break from their appropriate role in the caste are 
  usually punished and often have their disks scraped 
  to reduce their status. 
  Using Dominators in Adventures 
  The Dominators are extremely formidable 
  villains who are more than capable of threatening an 
  entire world. Their carefully conceived plans will 
  usually attract the attention of several separate heroes 
  and hero teams, making them ideally suited for epic­
  scale campaigns and Adventures. 
  In the 30th Century, the Dominators are intent 
  on entrenching themselves on Earth and will 
  ruthlessly fight those who threaten their position. 
  
  Appearances in the DC HEROEs 
  Role-Playing Game, Second Edition 
  Background/Roster Book, Atlas of the DC Universe, 
  World in the Balance 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #36 1 ;  Legion of 
  Super-Heroes (3) #33-34; Superboy ( l )  #225 (behind 
  the scenes); Superboy and the Legion of Super­
  Heroes #243-245; Legion of Super-Heroes Annual 
  (2) # 3 (3) 1 -2 
  C urrent: Adventures of Superman #448-449; 
  Blasters Special # 1 ;  Captain Atom (3) #52; 
  Checkmate! #12; The Demon (3) #6; Emerald Dawn 
  II #2; Invasion! #1 -3; Justice League America #61 -
  62; Justice League Europe #4; L.E.G.I.O.N. '91 #27; 
  Legion of Super-Heroes (4) #3, 6, 1 1- 1 5, 1 9-22, 24-
  30; Legion of Super-Heroes Annual (4) #2; Starman 
  #5; Swamp Thing (2) #80-8 1 ,  96; Who's Who '90 #I; 
  Who's Who in the Legion of Super-Heroes #2-3 
  Dominator Caste System 
  The Ones 
  (White on Red) 
  • 
  Middle Caste 
  (Red) 
  • 
  Lower Caste 
  (Red) 
  Upper Caste 
  (Red) 
  Diamond Caste 
  Intellectuals and Scientists 
  (Red on Gray) 
  • 
  Elite Military Forces 
  (Blue) 
  
  KHUNDS 
  TYPICAL KHUNUIAN SOLDIER 
  DEX: 4 
  STR: 
  4 
  BODY: 
  6 
  lNT: 
  2 
  WILL: 
  4 
  MIND: 
  4 
  I NFL: 2 
  AURA: 
  2 
  SPIRIT: 4 
  INJTIATIVE: 
  10 
  •Skills: Martial Artist: 5, Military Science: 5 ,  
  Weaponry: 4 
  •Drawbacks: Minor Irrational Attraction to an 
  honorable death 
  TYPICAL KHUNDIAN WARLORD 
  DEX: 4 
  STR: 
  4 
  BODY: 
  6 
  INT: 
  7 
  WILL: 
  7 
  MIND: 
  7 
  I NFL: 6 
  AURA: 
  4 
  SPIRIT: 7 
  INITIATIVE: 
  19 
  •Skills: Charisma: 6, Martial Artist: 5, Military 
  Science: 9, Weaponry: 4 
  •Advantages: Leadership 
  •Drawbacks: Minor Irrational Attraction to an 
  honorable death 
  KHUNDIAN CYBER-WARRIOR 
  DEX: 8 
  STR: 
  9 
  BODY: 
  8 
  lNT: 
  2 
  WILL: 
  6 
  MIND: 
  6 
  [NFL: 2 
  AURA: 
  2 
  SPIRIT: 
  7 
  INITIATIVE: 
  1 2  
  HERO POl TS: 
  15 
  •Powers: Lightning: 9, Skin Armor: 4, Thermal 
  Vision: 4 
  • Skills: Vehicles: 5, Weaponry: 8 
  •Drawbacks: Minor Irrational Attraction to an 
  honorable death 
  WARLORU GARLAK 
  DEX: 5 
  STR: 
  5 
  BODY: 
  6 
  I NT: 
  9 
  WILL: 
  8 
  MIND: 
  8 
  I NFL: 8 
  AURA: 
  7 
  SPIRIT: 
  9 
  INITIATIVE: 
  24 
  HERO POINTS: 65 
  •Skills: Charisma: 8, Martial Artist: 7 ,  Military 
  Science: 12, Thief: 7, Vehicles: 7, Weaponry: 7 
  •Advantages: Leadership; Scholar (tactics) 
  •Drawbacks: Minor Irrational Attraction to an 
  honorable death 
  ALIENS 
  Khundian Equipment 
  General 
  Sonic Stunner ! BODY: 6, Sonic Beam: 7j This small 
  disk-shaped weapon is non-lethal and is used by 
  Khundian security forces. 
  Neutralizer [ BODY: 6, Neutralize: J 0, R#: 2 1  The 
  Khunds invented the neutral izer in the 30th 
  Century to nullify powers and characr.eristics 
  derived from the human meta-gene. 
  20th Century 
  Blaster [BODY: 6, Energy Blast: 7, R#: 2] 
  Body Armor [BODY: 71 
  BATTLECRUTSER [ DEX: 2, STR: 1 6, BODY: 17, INT: 
  I I , WILL: 4, Energy Blast: 1 6, Extended Hearing: 
  6, Flight: 20, Full Vision: 10, Projectile Weapons: 
  19, Radar Sense: 32, Radio Communications: 38, 
  Recall: 22, Sealed Systems: 28, Skin Armor: 6, 
  Super Hearing: 17, Telescopic Vision: 5, Warp: 37, 
  R#: 2 (R#: 3 on Projectile Weapons)] 
  30th Century 
  Blaster [BODY: 6, Energy Blast: 8, R#: 2J 
  Body Am1or [BODY: 8 1 
  BATTLECRUISER [DEx: 3, STR: 18, BODY: 1 8, INT: 
  13, WILL: 6, Energy Blast: 1 8, Extended Hearing: 
  I I , Flight: 23, Full Vision: 1 2, Projectile Weapons: 
  23, Radar Sense: 37, Radio Communications: 4 1 ,  
  Recall: 26, Sealed Systems: 29, Skin Armor: 7, 
  Super Hearing: 20, Telescopic Vision: 6, Warp: 39, 
  R#: 2 (R#: 3 on Projectile Weapons) I 
  Both the 20th and 30th Century models of the 
  Khundian Battlecruisers are incredibly sophisticated 
  vessels. Both are capable of flight at velocities 
  approaching the speed of light and warp travel at 
  speeds of more than 500 times the speed of light. 
  Both carry extremely potent missile and energy­
  beam weaponry, a full range of sensors, and a 
  powerful computer. 
  Powers and Abilities 
  Khunds are powerfully built, stocky, and able to take 
  great punishment. Despite their size, they are very 
  quick. Certain Khunds have undergone surgery to 
  enhance their bodies with cybernetic implants, since 
  the race has no super-powered members. 
  
  The Khunds also possess superior technological 
  know-how, but have applied it only toward military 
  ends. 
  Personality/Role-playing 
  The Khunds are one of the most warlike races in 
  the known universe. They live for battle; roughly 
  one half of all Khundian males serve in the military. 
  They take great pride in their warrior heritage and 
  consider most nonviolent races beneath their 
  contempt 
  Mostly eclipsed by its own moon, Khundia itself 
  is a dark, foreboding planet. Its atmosphere is thick 
  and acrid because the Khunds have carelessly 
  destroyed their ecosystem. Khundia is also extremely 
  over-populated, its people living under a constant 
  state of martial law. 
  Khunds believe themselves to be intellectuals, 
  although they promote prejudice and ignorance and 
  rely almost completely on brute force to attain their 
  goals. Dominated by the male of the species, Khunds 
  consider humiliation or defeat at the hands of a 
  female the worst fate possible. In fact, it is believed 
  that no female Khund known has been allowed in 
  their military. Hence, almost every male child learns 
  to battle at a very early age and is imbued with a 
  strong sense of honor which he will defend with his 
  life, even from the smallest insult. 
  The Khundian warlords are some of the best 
  military strategists in the galaxy, and by the end of 
  the 30th Century, after the Great Collapse of the 
  economy, the Khundian Regime will envelop a 
  number of worlds. 
  Using Khunds in Adventures 
  Khuncls are a warlike race capable of threatening 
  an entire world. For this reason, they are ideally 
  suited to adventures on the epic scale. If you plan to 
  run a "space opera" campaign or adventure, the 
  Khunds are among your ideal antagonists. 
  Appearances in the DC HEROES 
  Role-Playing Game, Second Edition 
  Atlas of the DC Universe 
  Appearances in DC Comics 
  *Note: Pre-Crisis appearances are not part of present 
  continuity. 
  Pre-Crisis: Adventure Comics #346-347; Legion of 
  Super-Heroes (2-3) #285, 287, 298-300, 307-310; 10, 
  5 1 ,  53-55; Superboy ( I )  #2 1 7, 236-237, 242-245; 
  Who's Who '86 # 12 
  Current: Detective Comics #595; Emerald Dawn II 
  #2, 4; Firestorm, the Nuclear Man #80; Hawk and 
  Dove (3) # I ;  Invasion! #1-3; Justice League Europe 
  #3 1 ;  Justice League International #22, 24; 
  L.E.G.!.O.N. '89 #8, I I , 20, 24-27; Legion of Super­
  Heroes (4) #8 (text), 9, I I , 13-17, 30; Power of The 
  Atom #7-8; Starman #5; Suicide Squad #23; Who's 
  Who '90 #4; Who's Who in the Legion of Super­
  Heroes #3; Wonder Woman (2) #25, 27 
  Khund Weapons 
  20th Century Blaster 
  30th Century Blaster 
  
SOURCE: textdata/thevault/DC Heroes/2nd Edition/MFG260 Who's Who in the DC Universe #1.pdf