TEXT: 1
  tm
  IntroductIon
  IntroductIon
  With the DC ADventures roleplaying game, you can create your own super hero and take your place amongst 
  the legendary characters of DC Comics. Have you ever wanted to team-up with 
  Batman, thwart Lex Luthor’s schemes, or defend the universe 
  as part of the Green Lantern Corps? Now you can with  
  DC ADventures!
  Powered by the award-winning MutAnts & MAsterMinDs 
  game system, the 280-page DC ADventures Hero’s 
  Handbook provides you with everything you need 
  to create your own fantastic stories set in the DC 
  Universe. Lavishly illustrated by DC Comics artists, 
  the full-color, hardcover Hero’s Handbook contains 
  hero creation and game play information, advice on 
  creating your own adventures and series, an overview 
  of the DC Universe, and 28 of its most famous heroes 
  and infamous villains.
  A Strong 
  FoundAtion
  DC ADventures is built on the MutAnts & MAsterMinDs 
  game system, winner of multiple awards and the lead-
  ing super-hero RPG for nearly a decade. DC ADventures 
  is a complete, stand-alone game, but it is also fully 
  compatible with the third edition of the M&M game 
  rules.
  EASy to uSE
  Everything your hero does in DC ADventures is resolved 
  with a simple system of action checks: a twenty-sided die roll, plus or 
  minus modifiers based on your hero’s traits and the situation. Compare the result to a number that 
  rates the difficulty and you immediately know if your attempt succeeded or failed and by how much.
  HEroic Action
  DC ADventures uses hero points to give characters the opportunity to really pull out all the stops when it counts. Play-
  ers can spend hero points to improve die rolls and help their heroes shake off damage. Hero points put the keys to 
  success in the players’ hands and give the Gamemaster a way to reward them for successful and heroic play.
  gEt into tHE gAmE!
  You don’t have to wait to try out the DC ADventures game for yourself. This Quick Start gives you everything you need to 
  take the game out for a spin, complete with a super-hero slugfest between Superboy, the Teen of Steel, and the brawl-
  ing bombshell Knockout!
  Check out DC ADventures on the web at mutantsandmasterminds.com/dc_adventures
  dc Adventures QuIck stArt
  dc Adventures QuIck stArt
  
  2
  tm
  the rules
  the rules
  cHEck ExAmplES
  Difficulty (DC)
  Example (Traits Used)
  Very easy (0)
  Notice something in plain sight 
  (Awareness + Perception)
  Easy (5)
  Climb a knotted rope (Strength 
  + Athletics)
  Average (10)
  Hear an approaching 
  security guard (Awareness + 
  Perception)
  Tough (15)
  Disarm an explosive (Intellect + 
  Technology)
  Challenging (20)
  Swim against a powerful 
  current (Strength + Athletics)
  Formidable (25)
  Climb a wet, slippery rock-face 
  (Strength + Athletics)
  Heroic (30)
  Overcome a sophisticated 
  security system (Intellect + 
  Technology)
  Super-heroic (35)
  Convince the guards even 
  though you have no credentials, 
  they should let you into the 
  building (Presence + Deception)
  Nigh-impossible (40)
  Track a trained commando 
  through the jungle on a 
  moonless night after 12 days of 
  rainfall (Awareness + Perception)
  tHE rulES
  Games have rules, and DC ADventures is no different in that respect. The essence of the MutAnts & MAsterMinDs game sys-
  tem that powers DC ADventures is actually quite simple. The vast majority of the rules expand upon the core mechanics of 
  the system, providing special-case rules or situational modifiers. So long as you understand the essentials of the game, 
  you can handle just about any situation that comes up; just choose an appropriate type of check, a Difficulty Class, and 
  make a roll to see if the character succeeds or not! It’s that simple.
  rAnk
  Every trait in DC ADventures—abilities, skills, powers, and 
  so forth—has an associated rank, a value telling you how 
  strong (or weak) that trait is. Ranks run from –5 (very weak) 
  all the way up to 20 (incredibly strong) or more, with an 
  average of 0. Superboy’s Strength, for example, is rank 
  15, far above the greatest Strength of an ordinary human 
  (around rank 5). The Kid’s Intellect, on the other hand, is 
  rank 1; above average, but it doesn’t break the bank.
  diFFiculty clASS
  Every task—from making an attack to avoiding harm to 
  figuring out a gadget—has a Difficulty Class or DC, a num-
  ber that tells you how hard that task is to perform. DCs 
  range from 0 (automatic, so easy it’s not worth rolling) to 
  40 (nearly impossible):
  cHEckS
  Actions in DC ADventures are all resolved through checks, 
  a roll of a 20-sided die, plus a modifier derived from a 
  character’s trait ranks. If the total of the check equals or 
  exceeds the Difficulty Class, the action is a success. If it 
  doesn’t, then it’s a failure.
  So, for example, an unarmed attack check for Superboy 
  is his Fighting ability rank (4), plus his Close Combat: Un-
  armed skill rank (5), for a total of 9, plus the result of a roll 
  of the die. The DC is the Parry of his target, plus 10 (19, in 
  the case of Knockout).
  dEgrEES
  Checks often have degrees of success or failure: Just rolling 
  a success or failure counts as one degree. Every five full 
  points a check result is over or under the difficulty class 
  adds a degree. Fractions are ignored. So DC 10 check with 
  a result of 13 is one degree of success, just as a result of 8 is 
  one degree of failure. A result of 16 is two degrees of suc-
  cess (6 over DC 10, ignoring the fraction) whereas a result 
  of 5 is two degrees of failure (5 under DC 10).
  rESiStAncE cHEckS
  Avoiding an effect is a resistance check, with a Difficulty 
  Class of the effect’s rank plus 10 or 15 depending on the 
  effect. A successful resistance means you avoid the effect, 
  a failed check means you suffer some (or all) of the effect.
  circumStAncE modiFiErS
  Some circumstances make checks easier or harder, result-
  ing in a positive or negative modifier to the check. Charac-
  ters at an advantage are said to have a circumstance bonus 
  for the check, while those at a disadvantage have a circum-
  stance penalty. Apply a modifier of +2 if the character has 
  a bonus (+5 for a major bonus) and a modifier of -2 for a 
  penalty (-5 for a major penalty).
  Action!
  When things really start happening in a DC ADventures 
  game, time is broken down into six-second segments 
  called rounds (sometimes “action rounds”). A round isn’t 
  very much time. Think of it like a page in a comic book, 
  just long enough to go around the table once, with each 
  
  3
  tm
  the rules
  the rules
  character doing something. Each character’s portion of 
  the round is called their turn.
  On your turn, your character can move and do something 
  else like make an attack or use a power. So, for example, 
  on his turn, Superboy could fly (or run at super-speed) and 
  also throw a punch, use his heat vision, lift a heavy object, 
  or some other action.
  moving
  A normal person can move about 30 feet per turn (twice that 
  if doing nothing other than moving). Heroes and villains of-
  ten have powers that allow them to move much faster. Su-
  perboy, for example, has both the Flight and Speed powers, 
  making him faster than a fighter jet! Such characters can 
  move up to the listed speed for their power each turn.
  AttAcking
  DC ADventures characters can attack in various ways, from a 
  simple punch to using weapons or amazing powers, but it 
  is all handled the same way: characters have an attack bo-
  nus, based off Fighting for close attacks and Dexterity for 
  ranged attacks, modified by the character’s Close Combat 
  or Ranged Combat skill. Superboy, for example, has Fight-
  ing 4 and Close Combat: Unarmed 5, giving him a bonus 
  of (4 + 5) or 9 when throwing a punch. His Dexterity 2 and 
  Ranged Combat 7 skill also give him a 9 bonus with his 
  heat vision.
  When making an attack, roll a check using the attack’s 
  bonus against a Difficulty Class equal to 10 plus the tar-
  get’s appropriate defense: Parry for close attacks, Dodge 
  for ranged attacks. A check total (the die result plus the 
  bonus) that equals or exceeds the DC is a success, while a 
  total that is less than the DC is a failure.
  dAmAgE
  An attack that hits causes damage, which is ranked like all 
  other traits in DC ADventures. Unarmed damage is based 
  on Strength rank, while the damage caused by powers is 
  based on the power’s rank (such as Superboy’s heat vision, 
  which does Ranged Damage 12).
  A character hit by a successful attack can avoid some or 
  all of the damage with a damage resistance check. This is 
  a check of Toughness rank against a difficulty class equal 
  to 15 plus the damage rank. So, for example, Superboy re-
  sisting a punch from Knockout is a check of his Toughness 
  15 against a DC of  (Knockout’s Strength 15 plus the base 
  difficulty class of 15) or 30. The results of a damage resis-
  tance check are shown on the accompanying table:
  dAmAgE rESiStAncE cHEck
  toughness vs. [damage rank + 15]
  Success: The damage has no effect.
  Failure (one degree): The target has a –1 circumstance 
  penalty to further resistance checks against damage.
  Failure (two degrees): The target is dazed until the end 
  of their next turn, able to move or attack, but not do 
  both. The target has a –1 circumstance penalty to fur-
  ther checks against damage.
  Failure (three degrees): The target is staggered: able 
  to move or attack, but not both, each turn, and mov-
  ing at only half speed. The target has a –1 circumstance 
  penalty to further checks against damage. If the target 
  receives three degrees of failure on a Damage resistance 
  check again, apply the fourth degree of effect.
  Failure (four or more degrees): The target is incapaci-
  tated : knocked out and unable to act.
  HEro pointS
  Heroes have a resource called hero points, representing 
  the determination and strength of spirit that helps them 
  accomplish the impossible when they have to. The Game-
  master awards players hero points for facing difficulties 
  in the game and generally behaving heroically. You can 
  spend your hero points to do one of the following:
  Re-roll a die roll and take the better of the two rolls. 
  •	
  If the second roll is a 10 or less, add 10 to it so the 
  result is 11–20.
  Immediately remove a dazed condition from dam-
  •	
  age, allowing your hero to act normally.
  The DC ADventures Hero’s Handbook describes many other 
  uses for hero points, but these two are the basics for this 
  Quick-Start.
  
  4
  tm
  superboy
  superboy
  superboy
  superboy
  When Superman was 
  believed 
  killed 
  by 
  Doomsday, 
  Project 
  Cadmus 
  attempted 
  to replace him with 
  a clone, grown from a 
  combination of Krypto-
  nian and human DNA. When 
  Superman returned, he gave the 
  young man the name “Kon-El” and 
  the secret identity of “Conner Kent.” 
  Since then, Superboy has worked to live 
  up to the legacy of the Man of Steel, including attend-
  ing school in Smallville and working with the Teen Titans. 
  He has his work cut out for him, since he learned his human 
  DNA came from none other than Superman’s arch-foe Lex Luthor!
  Superboy’s tactile telekinesis seems like superhuman strength 
  (along with invulnerability and flight) but allows him to do some 
  things sheer strength cannot. He can disassemble machines and 
  other objects he is touching simply by willing it, extend the protection 
  of his telekinetic field over someone else, or project force down into the 
  ground to create a powerful shockwave.
  Str
  StA
  Agl
  dEx
  Fgt
  int
  AWE
  prE
  15
  10
  2
  2
  4
  1
  2
  2
  poWErS
  Flight: Array (26 points)
  Flight 13 (30 miles per round) • 
  •	
  26 points
  Speed 13 (30 miles per round) • 
  •	
  1 point
  Heat Vision: Ranged Damage 12 (heat) • 24 points
  Invulnerability: Protection 5, Impervious Toughness 12; 
  Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)  
  • 22 points
  Super-Senses: Senses 7 (Acute and Extended Hearing, 
  Extended Vision 3, Infravision, Ultra-Hearing) • 7 points
  Super-Speed: Quickness 6 • 6 points
  Super-Strength: Enhanced Strength 3, Limited to Lifting 
  (Lifting Str18; 6,000 tons) • 3 points
  Tactile Telekinesis: Array (15 points), Alternate Effects of 
  Strength Damage, Feature 1: Can exert Strength without 
  moving • 1 point
  Disassemble:
  •	
   Transform 5 (assembled into disassembled), 
  Continuous • 1 point
  Shield Others:
  •	
   Protection 15, Affects Others Only • 1 point
  Shockwave:
  •	
   Burst Area Affliction 12, Extra Condition, 
  Limited Degree (Resisted by Fortitude; Dazed and 
  Vulnerable, Stunned and Defenseless), Limited (Superboy 
  and targets must be touching the ground) • 1 point
  AdvAntAgES
  All-out Attack, Extraordinary Effort, Move-by Action, Second 
  Chance (resist mind control), Taunt
  SkillS
  Close Combat: Unarmed 5 (+9), Deception 4 (+6), Insight 4 (+6), 
  Perception 6 (+8), Ranged Combat: Heat Vision 7 (+9)
  oFFEnSE
  InITIaTIVE +2
  Unarmed +9
  Close, Damage 15
  Heat Vision +9
  Ranged, Damage 12
  dEFEnSE
  DODgE
  9
  FOrTITUDE
  13
  Parry
  9
  TOUgHnESS
  15
  WIll
  11
  complicAtionS
  Identity: Conner Kent, Smallville High School Student.
  relationship: Conner has been romantically involved with 
  Cassie Sandsmark (Wonder Girl).
  Secret: His connection to Lex Luthor sometimes makes 
  Superboy doubt himself.
  Weakness: Kryptonite leaves Superboy impaired, disabled, 
  and eventually debilitated in terms of Strength and powers. His 
  condition becomes dying after a few minutes of exposure.
  poWEr pointS
  abIlITIES
  76
  SkIllS 
  13
  POWErS
  93
  DEFEnSES
  24
  aDVanTagES
  5
  TOTal
  211
  SupErboy 
  pl12
  
  5
  tm
  knockout
  knockout
  5
  knockout
  knockout
  Str
  StA
  Agl
  dEx
  Fgt
  int
  AWE
  prE
  15
  15
  3
  3
  9
  0
  1
  2
  poWErS
  Fast Healer: Regeneration 3 (Knockout removes a –1 penalty 
  due to damage every three rounds) • 3 points
  Strong: Enhanced Strength 4, Limited to Lifting (lifting Str 19; 
  12,000 tons) • 4 points
  Tough: Immunity 2 (Aging, Disease), Impervious Toughness 8 
  • 10 points
  AdvAntAgES
  All-out Attack, Attractive, Fast Grab, Improved Initiative, Power 
  Attack, Takedown
  SkillS
  Acrobatics 4 (+7), Expertise: Dancer 6 (+8), Insight 4 (+5), 
  Intimidation 6 (+8), Perception 4 (+5), Ranged Combat: 
  Throwing 6 (+9)
  oFFEnSE
  InITIaTIVE +7
  Unarmed +9
  Close, Damage 15
  Throwing +9
  Ranged, Damage 15
  dEFEnSE
  DODgE
  9
  FOrTITUDE
  15
  Parry
  9
  TOUgHnESS
  15
  WIll
  9
  complicAtionS
  Competitive: Knockout likes to win. She lives 
  for the fierce competition of battle.
  Flirtatious: Knockout is a notorious flirt, 
  often mixing it with her fighting.
  Power loss: At least some of 
  Knockout’s tremendous Strength 
  seems to come from her confidence. 
  Occasions when she has been 
  dispirited have weakened her considerably.
  poWEr pointS
  abIlITIES
  96
  SkIllS 
  15
  POWErS
  17
  DEFEnSES
  14
  aDVanTagES
  6
  TOTal
  148
  knockout 
  pl12
  A former Female Fury from Apokolips, Knockout (“Kay” to her friends) rebelled against Granny Goodness and escaped to 
  Earth. She became a dancer in a Hawaiian club called the BoomBoom Room before the challenge of Earth foes like the 
  Boy of Steel drew her attention. Unable to resist a challenge (or a pretty face), Knockout has committed crimes largely 
  for the challenge and the opportunity to fight worthy opponents. In spite of her flirtatious, devil-may-care attitude and 
  her escape from the fire-pits of Apokolips, Knockout is a stone-cold killer.
  
  6
  tm
  county FAIr knockout!
  county FAIr knockout!
  A dAy At tHE FAir
  Go over the information in The rules with the player(s) 
  and give them the opportunity to look over the character 
  sheets. You might want to have them make a few test die-
  rolls and checks to get the feel of it. When you’re ready to 
  begin, read the following to Superboy’s player:
  The county fair is being held in Smallville this year 
  and Superboy, the town’s famous local hero, is in-
  vited as the guest of honor! You’re supposed to put 
  on a big of a show for the crowd: lift a tractor or two, 
  do some fly-bys, then the mayor is supposed to give 
  a speech and offer you thanks for all your help. All 
  things considered, you’d rather be just Conner Kent, 
  enjoying the fair on your own, but you should be 
  able to do that later. Right now, it’s showtime!
  Ask Superboy’s player to describe his arrival at the fair 
  and what sort of stunts he does to entertain and impress 
  the crowd. Encourage the player to be imaginative and to 
  ham things up a bit. After all, it’s not every day one gets to 
  be the Boy of Steel!
  You do not need to ask the player to make any checks dur-
  ing this display; things like lifting a tractor are well within 
  Superboy’s capabilities. Once the player has had a chance 
  to talk a bit about what Superboy does, give the player a 
  token for a hero point and read the following:
  The applause and hollers of approval from the 
  crowd die down as the mayor takes the stage and 
  approaches the microphone at the podium, he 
  clears his throat to speak but, before he can do so, 
  a loud voice cuts interrupts. “You call those feats of 
  strength?” the booming female voice says. “I’ll show 
  ya strength. Here, pup, catch!”
  Suddenly, a heavy tractor is lifted off the ground 
  by a curvaceous figure in green with flaming red 
  hair: Knockout! She hefts the massive piece of farm 
  equipment as if it were almost weightless and 
  throws it right at you!
  cAtcHing tHE trActor
  Good thing we established earlier that Superboy can lift a 
  tractor, because now he has to catch one! While the Teen 
  of Steel is invulnerable enough not to be seriously hurt 
  by tons of hurtling metal, the stage and the people on it 
  are not so lucky! If Superboy’s player doesn’t think of it, 
  you may want to gently mention that. Ideally, he needs to 
  catch the tractor and prevent it from hitting anyone.
  This is a test of Superboy’s Dexterity, made possible by 
  his Super-Strength and Speed. Ask the player to roll the 
  die and add Superboy’s Dexterity rank (2) to the result. A 
  check total of 10 or more (a roll of 8 or better) means he 
  catches the tractor. A lower check total (a roll of 7 or less) 
  means it hits him instead! Superboy’s player can spend 
  the hero point awarded right before Knockout showed up 
  to ensure success: the hero point guarantees a roll of 11.
  If Superboy catches the tractor, he can set it down safely or 
  prepare to toss it back at Knockout. If it hits him, have the 
  player make a Toughness resistance check against rank 10 
  damage as described under Damage in The rules. (Hint: 
  Superboy’s player needs to succeed at a DC 25 Toughness 
  check.) Either way, award Superboy’s player a hero point 
  for the heroic effort of trying to protect the crowd.
  knockout puncH
  Knockout uses the momentary distraction to move in and 
  try and land a punch. After Superboy has caught the trac-
  tor (or failed to do so), roll an attack check for Knockout 
  against Superboy’s Parry Defense + 10. A total less than 
  the DC means Knockout misses. A total that equals or ex-
  ceeds the Defense Class hits, requiring Superboy’s player 
  to make a Toughness resistance check against Knockout’s 
  Strength damage (15 + 15, or 30). 
  If Superboy is still holding the tractor when Knockout hits 
  him, and she manages to daze him (or worse) he needs to 
  make another Dexterity check (DC 10) to avoid dropping it.
  Hit mE WitH your bESt SHot
  For the rest of the fight, alternate turns between Superboy 
  and Knockout, letting each make an attack and move (if 
  desired). Things go back and forth until one combatant 
  gets taken out of the fight. If Superboy staggers Knockout, 
  she tries to make a run for it. The specific tactics are up to 
  the player and the Gamemaster, but here are a few things 
  to keep in mind:
  tHE HigH ground
  Superboy can fly, and Knockout can’t, so he may try to stay 
  out of her reach, maybe even using his heat vision from 
  a distance. Knockout doesn’t hesitate to either throw big, 
  county FAir knockout!
  Now you get to play a short DC ADventures encounter, using the character sheets for Superboy and Knockout in the 
  center of this booklet. Give Superboy to one player, another player can run Knockout or the Gamemaster may do so. 
  Note that while these are the full character sheets for these characters, space does not permit the explanation of all of 
  the abilities of these characters. This basic encounter is meant to be a brawl, and you can learn more about individual 
  powers and advantages in the Hero’s Handbook.
  
  7
  tm
  county FAIr knockout!
  county FAIr knockout!
  scale
  Smallville
  County Fair
  Main Pavilion
  Horse Barn
  Food
  tent
  Horse
  Arena
  Day Care
  Center
  Main
  gate
  vendor 
  gate
  4h
  Building
  Storage
  Administration
  Admin
  Gate
  Carnival gate
  bathrooms
  bathrooms
  bathrooms
  Agricultural
  Exhibit Tent
  Cattle
  Barn
  Sheep
  Barn
  Swine
  Barn
  bathrooms
  Junior arts
  & Crafts
  Fiber 
  arts
  Livestock Gate
  Cooking Exhibition 
  and Competition
  COMMERCIAL
  EXHBITIONS
  Stage and 
  Performance area
  Craft 
  Hall
  Carnival
  Rides
  Carnval 
  Games
  Funhouse
  Information
  Poultry, Rabbit 
  & Cavies Tent
  Camelid
  Tent
  50 feet
  Horse Paddock
  Playground
  heavy things at the Teen of Steel, or even to grab a hos-
  tage from the crowd to use as a human shield so the Kid 
  will fight her close up (the way she likes it).
  lEt’S tAkE tHiS upStAirS
  Speaking of flying, Superboy might try grabbing Knock-
  out and flying her quickly away from the Fair, either out 
  into the abandoned fields or straight up into the air. Grab-
  bing her takes a successful unarmed attack check against 
  her Parry. If it succeeds, Knockout makes a Strength check 
  against a DC of Superboy’s Strength+10 (25). If she loses, 
  Superboy has grabbed her in a hold and can move her. If 
  she wins, she breaks out of the hold. Knockout gets a new 
  Strength check each round to get loose. Of course, if she’s 
  thousands of feet up in the air when she does.... well, suf-
  ficient to say that she is incapacitated by the fall.
  rAttlEd
  Knockout certainly isn’t above using flirtation and force-
  fulness to rattle Superboy’s confidence. She’s fond of tak-
  ing a punch and laughing, “My Granny hits harder than 
  that!” She can make an Intimidation check (with a total 
  bonus of +10 to the die roll with her skill and Attractive 
  advantage) against Superboy’s Will+10 (21) with success 
  demoralizing him and imposing a –2 penalty to all of his 
  checks until the start of Knockout’s next turn. Of course, 
  Superboy can also taunt Knockout, using his Deception 
  (+6) in the same way against her Will+10 (19).
  bluE ribbon bAttlE
  Feel free to use elements of the surrounding County Fair 
  as props. Knockout is likely to grab vehicles, booths, even 
  prize heifers to use as weapons! Plus there are likely gen-
  erators, power cables, kerosene, metal drums, and similar 
  things around. If she’s losing, Knockout might cause an ex-
  plosion or topple over a carnival ride to cover her escape.
  Speaking of which, why did Knockout show up and come 
  after the Teen of Steel in the first place? That’s an oppor-
  tunity for you to continue the adventure, Gamemaster, 
  maybe once you’ve gotten your hands on the DC ADven-
  tures rulebook and have a chance to get a whole group of 
  heroes together!
  
  8
  tm
  next Issue...
  next Issue...
  DC ADVENTURES HEro’S HAndbook
  Join the never-ending battle for truth and justice in the world’s finest super 
  hero universe, using the world’s greatest super hero roleplaying game!
  The DC ADventures Hero’s Handbook is a complete super-hero RPG, based on 
  the award-winning MutAnts & MAsterMinDs system. Take on the roles of legend-
  ary DC heroes like Superman, Batman, or Wonder Woman, or create your own! 
  Get started right away with a wide selection of hero archetypes, or build from 
  scratch using a comprehensive design system.
  The Hero’s Handbook provides everything you need for hours of adventure in 
  the DC Universe, including all the rules of the game, an overview of the origi-
  nal comic book super hero setting, and details on major heroes and villains, 
  complete with ready-to-use game information. It’s all presented in gorgeous 
  full-color, with art by some of DC’s most famous illustrators.
  Experience super hero adventure in the world that helped define the 
  genre: Become a hero of legend with the DC ADventures Hero’s Handbook!  
  •		280-page full-color hardcover, $39.95
  DC ADVENTURES HEroES & villAinS 
  volumES i & ii
  The DC Universe spans 75 years and almost countless characters. The two-volume Heroes 
  & Villains set details hundreds of those characters for use in your DC ADventures games. 
  Vol. I goes from Abrakadabra and Adam Strange to Killer Moth and Kobra, while Vol. II 
  covers from the League of Assassins and Legion of Super-Heroes to Zatanna and Zauriel. 
  Over three hundred individual and team entries in all, spanning over six hundred pages, 
  all with DC ADventures RPG stats.
  With Heroes & Villains in-hand, you will never lack for characters to use in your game, 
  from heroic guest-stars and villainous foes to heroes suitable as ready-to-play charac-
  ters. You’ll also have a comprehensive guide for modeling your own DC characters based 
  on existing examples. It’s the comprehensive guide to the heroes and villains of the DC 
  Universe no fan should be without!		•		320-page full-color hardcovers, $49.95
  DC ADVENTURES univErSE
  From a swirl of stars held in a vast and mysterious hand to the distant reaches of the 853rd century and beyond; from 
  the streets of Metropolis and Gotham to the thousands of space sectors patrolled by the Green Lantern Corps: the DC 
  Universe covers vast stretches of time and space. Home to 75 years of the greatest tales of comic book history, this uni-
  verse is now yours as a setting for endless adventures.
  The Universe sourcebook details the cosmos of the DC ADventures setting, from its earliest history to its distant possible 
  futures. From the famous cities and hidden places of Earth to out amongst the stars. Even beyond the known universe 
  to the multiverse of parallel Earths.
  DC ADventures Universe is a comprehensive guide to the ultimate super hero setting, including information on numerous 
  characters, creatures, and places—everything you need for the backdrop of your DC ADventures game. With Universe, you 
  too can hold worlds in the palm of your hand.
  nExt iSSuE...
  Now that you’ve had a chance to try DC ADventures, your next step is the Hero’s Handbook. This is the game’s core 
  rulebook and the real beginning of your adventures in the DC Universe! You can make your own character and 
  create a legend!
  
  9
  tm
  lIcense & credIts
  lIcense & credIts
  Writing and Design: Steve Kenson     Editing and Development: Jon Leitheusser
  art Direction and graphic Design: Hal Mangold
  Interior art : Doug Hazlewood , Francis Manapul, Jesus Merino, Carlos Pacheco, Nicola Scott
  Publisher: Chris Pramas     licensing Consultant: Ray Winninger
  green ronin Staff: Bill Bodden, Steve Kenson, Jon Leitheusser, Nicole Lindroos,  
  Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz, and Jeff Tidball
  DC Adventures Quick Start © 2010 DC Comics. All rights reserved. Published by Green Ronin Publishing, LLC.  
  All characters, their distinctive likenesses, and all related elements are trademarks of DC Comics.
  Mutants & Masterminds, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.   
  The Mutants & Masterminds game system is © 2002-2010 Green Ronin Publishing LLC.
  The following is designated as Product Identity, in accordance with Section 1(e)  
  of the Open Game License, Version 1.0a: hero points, power points. 
  The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.
  OPEn gaME lICEnSE Version 1.0a
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copy-
  righted material including derivative works and trans-
  lations (including into other computer languages), 
  potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to re-
  produce, license, rent, lease, sell, broadcast, publicly dis-
  play, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the 
  extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work cov-
  ered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio repre-
  sentations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likeness-
  es and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly iden-
  tified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contribu-
  tor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise cre-
  ate Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.
  2. The license:  This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the Li-
  cense itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License.
  4. grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the ex-
  act terms of this License to Use, the Open Game Content.
  5. representation of authority to Contribute: If You 
  are contributing original material as Open Game Con-
  tent, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. notice of license Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, indepen-
  dent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or 
  co-adaptability with any Trademark or Registered Trade-
  mark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, indepen-
  dent Agreement with the owner of such Trademark or Reg-
  istered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the own-
  ership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the license: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this license: You MUST include a copy of 
  this License with every copy of the Open Game Content 
  You Distribute.
  11. Use of Contributor Credits: You may not market 
  or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission 
  from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to com-
  ply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automati-
  cally if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License.
  14. reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPyrIgHT nOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of 
  the Coast, Inc., Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary Gy-
  gax and Dave Arneson.
  Modern System Reference Document, Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, 
  and JD Wiker,  based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin 
  Publishing; Author Steve Kenson.
  Advanced Player’s Manual, Copyright 2005, Green Ronin 
  Publishing: Author Skip Williams.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Or-
  der, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, 
  Jeff Mackintosh, Jesse Scoble.
  Mutants & Masterminds, Second Edition, Copyright 2005, 
  Green Ronin Publishing; Author Steve Kenson.
  DC Adventures Hero’s Handbook, Copyright 2010, DC Com-
  ics;  Author Steve Kenson.
  DC Adventures Quick Start, Copyright 2010, DC Comics; 
  Author Steve Kenson.
  green ronin Publishing  
  815 S. Othello St.
  Suite 100 #304
  Seattle, WA 98118
  www.greenronin.com  
  www.mutantsandmasterminds.com
  TM
  dc Adventures QuIck stArt
  dc Adventures QuIck stArt
  
SOURCE: textdata/thevault/DC Heroes/5th Edition/DC Adventures Quick Start.pdf