TEXT: '"
  ..o=-
  The Role-Playing Supplement
  
  INTRODUCTION
  Welcome to the Who's Who gaming supplement. This soufcepack
  allows gamel's 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 or five volumes
  of DC's Who's Who.This particular volume covers the characters
  featured in issues #9-13 of the DC series. Garners are advised to
  insen these pages into their Who's Who binders directly after the DC
  entries they supplement.
  In addition to our standard game statistics, each cillry in this
  volume includes a personality descriptions, advice for using the
  character in your own Adventures, descriptions of the Subplots in
  which the character has been involved, and a complete listing of the
  character's appearances in the DC Comics. The cut-off date for these
  appearance lists is December of 1992, so any appearances afler 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.
  Notes on the Appearance Listings
  Where applicable. the DC character checklists are divided into two sections: issues published through
  Crisis on Infinitc Earths ("pre-Crisis") and issues published since ("current') ··Prc+Crisis·' also applies to
  characters who have undergone major renovations since Crisis. such as Supennan. Hawkman. Legion of
  Super-Heroes, Shade. and Batman; Their "current" listings begin at the point the changes went into effect.
  In some cases (such as The Joker or Lois Lane). the pre-Crisis listings are furthcr divided into Earth-Onc
  and Earth-Two versions. Missing from the checklists are any non-canonical issues, ones in which the
  character appears only in an "imaginary tale," in a flashback to an earlier issue, as a dream image, or in
  reprints.
  The sale exception in the reprint category applies to newspaper strip reprints, such as those in early issues
  of Superman and the recent Batman collection; Batman: The Sunday Classics supersedes thc random
  Batman Sunday strip reprints of the I960s in these checkJists.
  DC Comics Presents #26. which introduced the
  ew Teen Titans (but only as characters in Dick
  Grayson's dream), is the only exception to the dream image rule.
  Any current issue mat has "flashback" in parentheses indicates that the character's only appearance in that
  book is in a flashback to a pre-Crisis story, thus clarifying that the episode is still a part of his/her history.
  "Behind the scenes" indicates that the character makes no physical appearance in the issue but has some
  sort of innuence on (or is referred to within) the story; In some cases, the character's involvement is not
  revealed until a later issue.
  "Mention" is a reference to a character that cannot be construed as even a behind the scenes role but which
  imparts information about that character. For instance, Action Comics #55 [ reveals that the Russian hero
  Starfire has changed his named to Red Star but the character himself doesn't appear in the issue.
  The numbers behjnd some issue (ides refers to different incarnations of the same series. For example.
  Legion of Super-Heroes (I) refers to lhe 1973 series, LSH (2) refers 10 the 1980-1984 series, LSH (3)
  refers to the 1984-1989 series, and LSH (4) refers to the present series.
  Comic book litles are taken from the issue's indicia, not its cover. For instance, Thc Flash Spectacular #1
  is listed as DC Special Series # II.
  
  BODY: "This Attribute represents a Character's
  standard resistance to physical damage." (DC HEROES
  Second Edition, Choraeter Handbook)
  APs
  Benchmarks
  1-2:
  A nonnal human who is susceptible to normal pain
  stimulus.
  ~-15
  ~
  Body in thi} range literally possess steel-har~ skin.
  Meramol"'o, Fires/arm, Demon ~
  ~
  The body has density-_ranglng from titanium at a lJ~ to
  diamond hardness (at a 15). Atlhis level the individual is
  nearly ID\'Y.lnerable and can easilx withstand anti-tank fire.
  \Vonder- ~mall. Marliall Mat1h,Ul/er, Power Girl
  olamon
  GTlIndy
  INTELLIGENCE (INT): "Intelligence represents a
  Character's ability to think rapidly and his/her
  knowledge of facts."(DC HEROES Second Edition,
  Character Handbook)
  3-4:
  5-6,
  7-8:
  9-10:
  11-12:
  APs
  1-2:
  3·4:
  5-6:
  7-8:
  9-10:
  Body conditioned to withstand moderate damage without
  great pain. The individual can weather many blunt attacks,
  as a prizefighter or a martial arliSL
  Amanda Waller, John Cons/amine, Hlm/ress, Captain
  Boomerang
  The body is conditioned to withSland the greatest amount of
  physical damage humanly possible. The individual
  possesses exceplional resistance 10 fatigue.
  Ballnan, Brollze Tiger, The Warlord, Jonah Hex
  The body can endure attacks from street-level weaponry,
  such as knives, chains, bats, and small caliber guns. The
  body has a density equal to a brick wall.
  Swamp Thing, Aquamoll, Hall'kmall, Deaths/rake the
  Temlillator
  The body is resilient enough (0 resisl most mililary
  weapons. such as high caliber automatic rines.
  Big Bardo, Red Star, Gold a/The Metal Men
  The body can withstand high impact explosives that could
  demolish a reinforced concrete bunker. Characters with a
  Benchmarks
  This person has the problem-solving abilities of the average
  high school graduate.
  Major Force, G'norl
  This individual is the equivalent of a particularly bright
  high school graduate.
  Plastic Man, Ragmall, Peacemaker, Guy Gardller
  The individual has the ability to process information on the
  level of me induslrious college student.
  Anthro the C(JI't' Boy, The Flash (Wally West), 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.
  AqlUJman, Nightwing, Scarecrow
  The inlclleci equals a professional who is one of three
  world authorities on a subject.
  Swamp Thing, Hawkman, Grodd, lVonder Woman, Joker
  22-24:
  25-27:
  28-30+:
  11-12:
  13-15:
  16-18:
  19-21:
  22-24:
  25-27:
  28-30,
  The bOO
  is virtually indestructible and can wilhstan
  highly cftargcd plasma beams and direct hilS from powerful
  demolition bombs.
  ~
  Superman, Oa{,kseid,
  alar, Ares
  Allhis I
  ·el, Ihe bod)~is--irnpe('lious::toconvenlional
  ~eaponrysave for nuclear munitions, and has the density of
  a wall of Promethium (at a 20).
  B imstone. Phantom STranger
  At this- evel, the body can survive the crushing forces of
  space for extended durations and survive the direct
  detonation of amulti-=--kiktton.nuclcaraevice.
  Bodies in this range can withstand forces unleashed by
  gods.
  Spectre
  The body can resist;} direcl hit from a 100 megaton nuclear
  weapon.
  MOl/i/or, Ami -Mo"itor
  The person is a genius or has intellect on par with an
  individual who is the best authority in the world on a
  subject.
  Batman, Superman. Jollll COIlS/amine
  The individual's intelligence is beyond what is normally
  experienced on Eanh, with the ability to conceive conceplS
  centuries beyond current conventions.
  Lex Lnthor, Pariah, The Brain, Jor-El
  The person has an intellecl giving the illdividualthc ability
  to adopt concepts completely foreign 10 his society or
  environment.
  Vri! Dox 1/ a/the LEGION. Brainiac, Higli/a/her, Darkseid
  This individual has Ihe intellectual ability to master every
  worldly subject
  Phantom Stranger, Sandman
  This individual possesses intellect wilh the ability to
  comprehend and utilize knowledge spanning the galaxy.
  At this level, the individual can understand and process
  knowledge on a universal scale.
  Ami-Monitor
  The individual can understand and conceive knowledge that
  is muili-versal in magnitude.
  Monitor
  
  INFLUENCE: "Influence represents the power of a
  Characler's personality and presence."(DC HEROES
  Secolld Edition, Character Handbook)
  their notoriety is so comprehensive as (0 be a household
  word across the world.
  SlI'amp rhing, Child
  1-2:
  5-6,
  7-S,
  9-10:
  11-12:
  Benchmarks
  The individual receives the normal attention accorded :my
  living creature.
  This person has the persuasive ability to hold and draw the
  attention of a small audience.
  m051 millor elllenainers
  The individual at this level of Innuence can hold and draw
  the aHention of a largc audience.
  Flash (Jay Garrick), Black Canary. IJooster Gold. Wildcal
  The personality is so unique as to be highly regarded by
  several people across a nation or a suite.
  Viking Prince, Queen HiPPo/Y1/!, Green Arrow, B/ackflre
  This individual's personality is strong enough to aUract the
  attention of the leaders and citizens of many separate
  nations,
  AJ1Ill1u/a Waller, Balma/l, Circe, Jolm Constal11ine, WOllder
  Woman
  The person's presence is powerful enough to have gained
  the attention of c\'en legendary personages. In some cases
  13-15:
  16-18:
  19-21:
  22-24:
  25-27:
  28-30:
  This individual can easily garner the aUclltioll of an
  individual from ~lI1olher species.
  Spectre, Demun
  This person can attract Ihe anemion of powerful persOn3gcs
  such as Demons and the Lords of Order and Chaos without
  eITon.
  Doctor Fare (lIS Nabll)
  This individual receives reaclions from people as if the
  person were a god or goddess without needing any display
  of power or a reputation.
  Phanrom Strallger
  This person has:m overwhelming presence. and can
  establish a reputation across the galaxy.
  This person can forcc a rcaction from univcrs:\1 audiences
  and personages such as Death, Destiny. Sandman. etc.
  Nerga/
  Muili-versal notice can lx: accomplished.
  Death
  \Vo/lder Woman
  AURA: ''This Attribute represents a Character's
  ability to intercede with hislher personality to affect
  the actions of others and also indicates his or her
  level of magical power."(DC HEROES Second
  Edition, Character Handbook)
  APs
  Benchmarks
  11-12:
  13-15:
  This individual is capable of genemting mYlhs and legends
  that last for several centuries.
  Johll Constallt;lle, Eclipso
  This personality can gain the respeCI of even legendary
  figures, such as King Arthur, and sway (he opinions of
  beings of great mystical power.
  Arion. Circe. ZaWII!l{/. Brother Blood
  1-2:
  3-4:
  5·6,
  7-S,
  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 He-f, Speedy, Hounnan (Rex Tyler), The Atom (Ray
  Palmer)
  This person has a presence ~trong enough to change the
  emotional status of an auditorium-sized crowd of people
  from dead ctllmto an electrified frenzy.
  Queell Hippulyle. Aquaman, Big Ban/a. Mister Mimcle
  This individual has a mystique capable of affecting Ihe
  opinions of people across the nation. The person can gain
  loyally and respecl upon appearance.
  Bmman, Enemy Ace, The Warlord. Green urntem (Hal
  Jordmz)
  The individual can alter the opinions of various citiz.ens
  3eross the world and is capable of generating a cult
  following within :I region the si7.e of a country.
  16-18:
  19-21:
  22-24:
  25-n
  28-30:
  The individual can reason with and possibly alter strong
  personalities. such as Ihose of angels and demons.
  Demoll, Darhe;d
  When it comes to strength of personality, this individual
  can wall: amongst the gods as a near-equal.
  Spectre, X'Hal, SlIpenJllIII
  This indivudal's Aura is powerful enough to make his or
  her word law across the galaxy.
  /Joctor Fate (as Nabu)
  This personality is powerful enough to etch a legendary
  standing across the universe. The most powerful beings in
  the univcrse will heed this individual.
  Phantom Slranger. MonilOr, Ami-Monilor
  Thc individual's presence stretches beyond the confines of
  this universe.
  Dearh, Sandman
  
  ANGEL & THE
  APE
  SAM SIMEON
  DEX:
  8
  STR:
  6
  BODV:
  6
  INT:
  4
  WILL:
  6
  MIND:
  6
  INFL:
  7
  AURA:
  6
  SPIRJT:
  5
  TNITtATlVE:
  19
  HERO POINTS:
  35
  -Powers: HypnosIs: 5, Jumpmg: 1
  'Skills: Acrobatics: 8, Artist: 4, Charisma: 7
  'Advantages: Area Knowledge (Gorilla Cily);
  Connections: Comics Industry (High)
  ·Drawbacks:Strange Appearance
  'Motivation: Thrill of Adventure
  -Occupation: Artist
  'Wealth: 6
  ANGEL O'DAY
  DEX:
  4
  STR:
  3
  BODV:
  3
  INT:
  6
  WILL:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  30
  'Skllls: Detective: 6, MartIal Artist: 4, Vehicles: 4,
  Weaponry: 4
  'Advantages: Attractive; Connections: Street (Low);
  Scholar (foreign languages: see below)
  'Motivation: Thrill of Adventure
  -Occupation: Detective
  'Wealth: 5
  'Equipment:
  .45 Pistol [BODV: 4, EV: 5, Ammo: 12, Range: 4, R#:
  2]
  Powers and Abilities
  As a descendant of the infamous Gorilla Grodel, Sam
  Simeon has access to "mind-<:ontrol" abilities that allow
  him to sway the attitudes and opinions of those who come
  into contact with him. Although he cannot directly
  manipulate the wills of others, Sam's powers allow him
  to implant surprisingly effective hypnotic suggestions
  capable of influencing all but the most resolute of
  individuals. In addition to these powers, of course, Sam
  ha, all the capabilities of a healthy, fuU-grown gorilla: he
  can lift approximately one ton, he can grasp objects with
  his prehensile toes, and he is mnazingly agile_
  Angel Q'Day is an accomplished detective, athlete,
  and martial artist. She is expert in kung-fu, karate.
  sharpshooting, and fencing.
  Sam's Mental Powers
  The powers he inherited from Gorilla Grodd
  allow Sam to broadcast a low-level hypnotic
  suggestion that prompts those who meet him to
  overlook the fact that he is actually a gorilla. This
  suggestion automatically affects a111iving things with
  a WtLL of 5 or less_ Those who are affected by the
  suggestion automatically overlook Sam's Strange
  Appearance Drawback. Sometimes, when Sam is
  under a great deal of stress, his mass suggestion
  falters. Whenever Sam has sustained Mental or
  Mystical damage (or whenever the Gamemaster
  decides that Sam is facing particularly trying
  circumstances), the suggestion drops instantly.
  Foreign Languages
  In DC HEROES, characters with a Scholar field in
  a particular foreign language are considered fluent in
  that language. In other words, a character with
  Scholar (French language) can speak, read, and write
  French. Angel O'Day has Scholar fields in Chinese,
  Japanese, Afrikaans, Swahili, Greek, Latin, Spanish,
  German, Russian, and Atlantean.
  Angel's Detective Agency
  Angel runs a detective agency out of New York
  City that specializes in cases involving super-heroes
  or super-villains. Normally, Angel must be Persuaded
  to accept a case using the rules found in the Rules
  Manual. Super-humans receive a -1 column shift
  bonus to the OV and RV of such Persuasion attempts.
  Personality/Role-playing
  Sam Simeon is fun-loving, easy-going and
  difficult to dislike. He particularly enjoys the fact that
  he can indulge in ape-like behavior without attracting
  the undue attention of outsiders. Sam is fond of
  making puns and wisecracks that allude to his
  heritage, and a beautiful female never fails to catch
  his eye_
  Although Angel sometimes comes off as a sort
  of "dumb blonde," she is extremely bright and
  channing_ Acutely aware of the way people perceive
  her, she sometimes plays up her "airhead" image to
  poke fun at those she meets. She particularly enjoys
  employing this tactic against Sam.
  
  AQUAMAN
  DEX:
  10
  STR:
  8
  BODY:
  8
  ["T:
  8
  WILL:
  8
  MIND:
  7
  [NFL:
  6
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE: 26 [28]
  HERO POINTS:
  100
  -Powers: Ammal Conlrol: 15, Ammal Summoning:
  12, Conn·ol: 4, Empalhy: 6, Speak Wilh Animals:
  12, Swimming: 7, Telepathy: 4, Ultra Vision: 7,
  Waler Freedom: 12
  -Skills: Vehicles: 6
  -Limitations: Animal Control, Animal Surrunoning,
  and Speak With Animals work only on marine and
  waLer-based life forms (whales, seagulls, etc.).
  -Advantages: Connections: Atlantis (Low), Justice
  League International (High); Leadership; Lightning
  Reflexes
  -Drawbacks: Authority Figure (Atlantis, later in
  career only); Married (separaled); Public [denliIY;
  Falal Vulnerability 10 lack of comact wilh water;
  Exile (forced)
  -Alter Ego: Arthur Curry
  -Mutivlltion: Upholding the Good
  -Occupation: Protector of the Seas and Oceans
  -Wealth: 4
  -Equipment:
  CAMOUFLAGE SUIT [BODY: 6, Thief (Slealll1): 8]
  Aquaman's Camouflage Suit allows him to operate
  underwater without attracting attention. The Suit's
  APs of Thief (Stealth) act as the OV and RV of any
  Perception Check aimed at detecting Aquaman while
  he is wearing the Suit. Aquaman automatically gains
  Surprise (see the Rules Mallual, page 24) against any
  undersea opponent who fails 10 detecl his approach.
  At preselll, Aquaman rarely uses the camouflage Suit.
  Powers and Abilities
  Like all Atlanteans, Aquaman is perfectly
  adapted
  to underwater life.
  He can breathe
  underwater indefinitely, see clearly in murky water
  (Ultra Vision), swim at speeds approaching 100 miles
  per hour, and his body can withstand the pressures of
  the ocean depths. On land, Aquaman is superhumanly
  strong (able to lift about four tons) and fasl.
  Unlike the other members of his race, Aquaman
  was born with blonde hair. considered by the Atlanteans
  to be "The Curse of Kordax." He also has mulant
  telepathic powers that enable him to summon.
  communicate with, and gain the cooperation of sea life
  over a range of approximately five miles. With intense
  concentration, Aquaman can apply these abilities
  against non-aquatic life fom1s to a limited degree.
  Aquaman's Vulnerability
  A true water-breather, Aquaman can survive on
  lhe surface world for only a limited duration. For
  every twenty minutes he remains out of the water.
  Aquaman loses one point from both his STR and his
  Curren! BODY Condition. Although his STR can fall to
  no lower than 3 in this fashion, there is no limit to the
  amount of Current BODY Condition Aquaman can
  lose. If he remains out of water long enough, he
  might fall unconscious or even die. Note that the
  amount of water Aquaman needs to overcome this
  vulnerability is not great. As little as a quick shower
  or a rainy day resets his "clock" and automatically
  restores all 10SI STR and Current BODY Condition
  Aquaman's Undersea Allies
  Here are statistics for some of the creatures
  Aquaman frequently Summons and Controls:
  SHARK
  DEX:
  3
  STR:
  4
  BODY:
  6
  INT:
  0
  WILL:
  0
  MIND:
  2
  INFL:
  2
  AURA:
  0
  SPIRlT:
  3
  INITIATIVE: 5 [7]
  ·Powers: Claws: 7, SWllnmmg: 5, Water Freedom: 5
  WHALE
  DEX:
  I
  STR:
  12
  BODY:
  12
  I IT:
  I
  WtLL:
  2
  Mh D:
  2
  [NFL:
  2
  AURA:
  0
  SPIRIT:
  2
  INITIATIVE: H61
  -Powers: Sonar: 7, Sw,mmmg: 4, Water Freedom: 3
  DOLPHIN
  DEX:
  3
  Sm:
  3
  BODY:
  3
  INT:
  2
  WILL:
  3
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE: 7 [10]
  ·Powers: ]umpmg: I, Sonar: 7, Swummng: 5, Water
  Freedom: 6
  OCTOPUS
  DEX:
  2
  STR:
  I
  BODY:
  I
  [NT:
  0
  WtLL:
  I
  MrND:
  I
  INFL:
  I
  AURA:
  0
  SPlRlT:
  I
  INJTIATIVE: 3 151
  -Powers: EXira Llfnb (x6): 2, Shrinking: 4,
  Swimming: I, Water Freedom: 3
  -Skills: Millitary Science (Camouflage): 3
  
  BIG BARDA
  DEx:
  9
  STR:
  I 1
  BODY:
  9
  INT:
  7
  WILL:
  8
  MIND:
  7
  INFL:
  7
  AURA:
  6
  SPIRlT:
  8
  INITIATIYE: 27
  HERO POINTS:
  I()()
  ·Powers. Invulnerability. 13, Runmng. 7
  -Skills: Charisma: 8, Gadgetry: 6, Martial Artist: 10,
  Military Science: 7, Vehicles: 6, Weaponry: 10
  -Advantages: Area Knowledge (Apokolips);
  Connections: Apokolips Underground (High),
  Justice League International (High); Insta-Change;
  Iron Nerves; Lightning Reflexes
  -Drawbacks: Married
  -Motivation: Upholding the Good
  -Occupation: Warrior
  -Wealth: 4
  -Equipment:
  BATILE ARMOR [BODY: 12]
  Mega-Rod [BODY: 15, Energy BiasI: 16, Flight: 8,
  Gravity Increase: 8]
  Driven by Barda's WILL (sce below), the Mega-
  Rod propels its wielder at an airspeed of almost
  250 miles per hour and fires powerful energy blasts
  capable of demolishing battle tanks. Barda can also
  use the Rod to briefly increase the force of gravity
  upon a target object
  Powers and Abilities
  A native of Apokolips, Barda is physically
  superior to humans. In peak condition, she can easily
  lift a battle tank (weighing almost thirty Ions) over
  her head, and her inhuman stamina allows her to
  wilhsland attacks up to and including light artillery
  bombardments. When she doesn't feel like using the
  Mega-Rod's Flighl Power, Barda's powerful legs
  allow her to run at speeds of up to 100 miles per
  hour.
  The Mega-Rod
  Barda's
  Mega-Rod
  was
  constructed
  by
  Darkseid's weaponsmiths on Apokolips. Its advanced
  design allows the Rod to draw the energies it needs to
  operate directly from its user's willpower (much like
  the Power Rings worn by the members of the Green
  Lantern Corps). In DC HEROES terms, the Rod's
  Energy Blast Power is automatically Linked to twice
  the user's WILL, while Ihe Rod's Right and Gravity
  Increase Powers are Linked directly to the user's
  WILL. Thus, since Barda has a WILL of 8, the Rod has
  16 APs of Energy Blast (2 x 8) and 8 APs of both
  Flight and Gravity Increase in her hands. In any case,
  all of the Rod's Powers are limited to 18 APs (ie. if
  Hal Jordan picked up the Mega-Rod, he would be
  limited to an 18 AP Energy Blast and 18 APs of
  Flighl, despile the facI that his WILL is 25).
  When fully charged with X-Element, Ihe Mega-
  Rod is capable of opening Boom Tubes (see
  Technology, Boont Tube; R#: 4 for determining X-
  Element depletion) that allow Barda to Warp over a
  distance of 65 APs and Dimension Travel to or from
  Apokolips. At present, Barda rarely uses this ability,
  presumably because her supply of X-Element has
  been limited ever since she ned to Earth.
  arda's Battle Armor
  Barda's armor is another product of advanced
  Apokolipsian technology. When it is not being worn,
  the armor automatically phases into another
  dimension. At will, Barda can surrunon the armor out
  of extra-dimensional storage and cause it to
  instantaneously form about her person. In DC
  HEROES terms, this ability gives Barda the 1l1sta-
  Change Advantage.
  ersonality/Role-playing
  In her days as one of Darkseid's Female Furies,
  Barda was a tough talking, no-nonsense warrior.
  Since coming to Earth, however, she has mellowed
  considerably, though her old personality occasionally
  roars to the surface. At present, Barda is cynical bUl
  affectionate.
  Using Big Barda in Adventures
  An Apokolipsian who dwells on Earth, Barda is
  an excellent tool for drawing the player heroes into
  adventures set upon her former homeworld. She
  might ask the Player Characters for assistance after
  her husband Scott is captured by Darkseid's forces,
  or the Player Heroes might seek her assistance after
  Darkseid captures one of their own.
  Don't forget that Barda is both female and
  extremely tough. You might create an entertaining
  role playing encounter by using her to shut up any
  tough-Ialking chauvinistic player heroes.
  ubplots
  Barda is frequently involved in Family Subplots
  that revolve around her atlempts lO become an
  
  BLACK CANARY
  DEx:
  7
  STR:
  4
  BODY:
  5
  INT:
  6
  WILL:
  5
  MIND:
  5
  INFL:
  6
  AURA:
  6
  SPIRIT:
  5
  INITlATlVE: 21
  HERO POINTS:
  75
  -SkIlls: Acrobatics. 5, Art,st (Actor). 5, Detective: 6,
  Manial Artist: 8
  -Advantages:
  Area
  Knowledge
  (Seallle);
  Connections: Green Arrow (High), Justice League
  International (High)
  -Drawbacks: Secret Identity
  -Alter Ego: Dinah Laurel Lance
  -Motivation: Seeking Justice
  -Occupation: Florist
  -Wealth: 5
  -Equipment:
  Knives (x6) [EV: 3, BODY: 6]
  Black Canary conceals the knives in her costume.
  She can throw the knives at targets up to 150 feet
  (4 APs) away.
  Powers and Abilities
  Dinah Lance is an olympic-class acrobat and the
  equivalent of a world champion martial artist. Due to
  her years of experience. she is a brilliant detective
  and a master of disguise.
  Black Canary's Sonic Scream
  Early in her career, Dinah had the ability to emit
  sonic screams capable of shaltering wood and
  disabling most humans at a range of nearly 500 yards
  (Sonic Beam: 10). Canary lost this ability after she
  was tortured by Seattle drug dealers_
  One of Canary's favorite tactics was to use her
  scream to induce violent vibrations in an inanimate
  object. causing that object to explode. Treat such an
  attack as a Trick Shot (+2 Column Shift penalty to
  the attack's OV). If the Trick Shot destroys the target
  object, the object explodes as though it had the Bomb
  Power with an AP rating equal to its original BODY.
  Furthermore, anytime Canary used her Power
  underwater or against a character with the Super
  Hearing Power, the RV of her attack received a
  special -2 Column Shift bonus.
  Personality/Role-playing
  Dinah's personality has two distinct facets. On
  the one hand. she is kind, compassionate, well-
  mannered and forgiving. But on the other, she is
  blunt, quick to anger, and fiercely determined. Not
  surprisingly, the individuals whom she likes get the
  former treatment, while those she doesn't like get the
  latter. Ever since the ordeal that led to the loss of her
  Powers, the Canary has become a bit more cynical
  and spiteful. She now pursues her war against
  criminals with a palpable vengeance.
  In any case, Black Canary is truly something
  special. Despite one or two personal shortcomings,
  she has still managed to garner the respect of the
  entire superhuman community.
  Using Black Canary in Adventures
  Her
  mastery
  of
  disguise
  makes
  Canary
  particularly well-suited to undercover missions.
  Perhaps she could assist the Player Heroes in such an
  endeavor, or perhaps the heroes could encounter the
  undercover Canary during one of their investigations.
  Furthermore, don't forget that Dinah has ties to
  the old Justice Society of America. (She is the
  daughter of the original Black Canary.) Perhaps the
  Player Heroes must seek out the Canary to recover a
  family heirloom or keepsake that provides them with
  a clue they need to defeat one of the Justice Society's
  old adversaries.
  SUbplots
  Dinah has been engaged in a long-running
  Romance Subplot with Oliver Queen, the Green
  Arrow. for many years. This romance is currently
  under hard times. From time to time, she is also
  involved in Job Subplots surrounding her business,
  Sherwood Florist.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Backgrollnd/Roster Book (card included); Justice
  League Sourcebook
  
  BLASTERS
  DUST DEVIL
  DEX:
  4
  STR:
  2
  BODY:
  3
  INT:
  2
  WILL:
  3
  MIND:
  4
  {NFL:
  4
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE: 10
  HERO POINTS:
  25
  -Powers: Air Control. 8
  -Advantages: Connection: Blasters (High)
  -Drawbacks: Age(young)
  -Alter Ego: Moshe Levy
  -Motivation: Thrill of Adventure
  -Occupation: Schoolboy
  -Wealth: 1
  MRS LEVY
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  3
  WILL:
  3
  MIND:
  4
  INFL:
  3
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE: 8
  HERO POINTS:
  5
  -Advantages. ConnectIOn. Blasters (HIgh)
  -Wealth: 5
  FRAG
  DEX:
  5
  STR:
  3
  BODY:
  6
  INT:
  4
  WILL:
  4
  MIND:
  4
  INFL:
  4
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE: 13
  HERO POINTS:
  25
  -Powers: Self Link (Projectile Weapons). 12
  -Limitations: Miscellaneous: Frag must be angered
  to use his Power, and II takes him two complete
  phases to reform his body after he explodes.
  -Advantages: Connection: Blasters (High); Scholar
  (German)
  -Alter Ego: Fritz Klein
  -Motivation: Unwanted Power
  -Occupation: Former Shipping Clerk
  -Wealth: 4
  LOOKING GLASS
  DEX:
  4
  STR:
  3
  BODY:
  4
  lNT:
  5
  WILL:
  4
  MIND:
  4
  I. FL:
  4
  AURA:
  4
  SPIRIT:
  4
  I~"TIATIVE: 13
  HERO POINTs:
  25
  -Powers: Energy Blast. 8, Flash. 8
  -Advantages: Connection: Blasters (High)
  -Drawbacks: Age(old); Loss Vulnerability: Looking
  Glass' Powers do not function when he does not
  have a source of light energy to rechannel.
  -Alter Ego: Dexter Fairfax
  -Motivation: Upholding the Good
  -Occupation: Writer
  -Wealth: 5
  JOLT
  DEX:
  6
  STR:
  2
  BODY:
  3
  INT:
  4
  WILL:
  3
  MIND:
  5
  INFL:
  4
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE: 14
  HERO POINTS:
  25
  -Powers: AttractIOnlRepulsIOn. 16, Force Field: 8
  -Limitations: Joll's Force Field only protects her
  own person. Miscellaneous: Jolt does not have full
  control over her powers.
  -Advantages: Connection: Blasters (High)
  -Alter Ego: Carlotta Rivera
  -Motivation: Unwanted Power
  -Occupation: Adventurer
  -Wealth: 4
  CRACKPOT
  DEX:
  4
  STR:
  3
  BODY:
  3
  !NT:
  6
  WILL:
  5
  MIND:
  5
  !NFL:
  6
  AURA:
  6
  SPIRIT:
  4
  INITIATIVE: 16
  HERO POINTS:
  25
  -SkIlls. Charisma (persuasIOn). J8
  -AdYantages: Connection: Blasters (High)
  -Alter Ego: Amos Munroe
  -Motivation: Thrill of Adventure
  -Occupation: Con Man
  -Wealth: 4
  CHURLJENKINS
  DEX:
  7
  STR:
  4
  BODY:
  4
  INT:
  7
  WILL:
  6
  MIND:
  5
  !NFL:
  6
  AURA:
  6
  SPIRIT:
  4
  L~ITIATtVE: 20
  HERO POINTS:
  25
  -SkIlls: Gadgetry. 9, VehIcles. 7
  -Advantages: Attractive; Connection: Blasters
  (High)
  -Motivation: Thrill of Adventure
  -Occupation: Pilot
  -Wealth: 4
  GUNTHER
  DEX:
  2
  STR:
  2
  BODY:
  4
  [NT:
  9
  WILL:
  8
  MIND:
  7
  L'ffi.:
  5
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE: 16
  HERO POINTS:
  25
  -Skills: Gadgetry. II, SCientISt. II
  -Advantages: Connection: Blasters (High)
  -Drawbacks: Exile (forced); Strange Appearance
  -MotiYation: Thrill of Adventure
  -Occupation: Schoolboy
  -Wealth: 1
  
  BLUE DEVIL
  DEX:
  8
  STR:
  7
  BODY:
  8
  INT:
  5
  WILL:
  6
  MIND:
  7
  INFL:
  7
  AURA:
  5
  SPIRIT:
  8
  INITIATIVE: 22
  HERO POINTS:
  50
  ·Powers: Bomb: 3, Extended Heanng: 5, Flash: 6,
  Jumping: 5, Regeneration: 4, Sealed Systems: 9,
  Skin Armor: 4, Ultra Vision: 5
  -Skills: Acrobatics: 9, Artisl (Actor): 2, Gadgetry: 7,
  Mili,ary Science (Demolitions): 3, Vehicles: 5,
  Weaponry: 7
  -Advantages: Connection: Hollywood (Low);
  Lightning Reflexes; Luck; Scholar (special effects)
  -Drawbacks: Miscellaneous: Blue Devil has been
  mystically sealed into his battlesuit; he cannot
  remove it; Unluck
  -Alter Ego: Daniel Patrick Cassidy
  -Motivation: Thrill of Advenlure
  -Occupation: Stunt Man/Special Effects Artisl
  -Wealth: 6
  -Equipment:
  Trident [BODY: 10, Flame Project: 8, Flight: 7,
  Lightning: 8,J
  Blue Devil's trident is capable of discharging
  powerful bursts of heat and electrical energy. With
  the trident, the Devil can propel himself through
  the air at speeds approaching 100 miles per hour. In
  fact, special relays in his battlesuit allow Blue
  Devil to alter the trident's flight path by remote
  control at a range of almos, 400 yards (7 APs).
  Powers and Abilities
  All of Blue Devil's powers stem from the
  battlesuit Lhat Nebiros permanently grafted lO his
  body. Thanks to the suit, Cassidy is superhumanly
  strong (able to lift approximately two tons or leap
  more than 100 yards) and able to resist damage up to
  and including high-powered rifle rounds. The suit
  also augments Cassidy's natural recuperative powers
  and enhances his senses, enabling him to see in the
  dark and increasing the range of his hearing by a
  factor of 32.
  The Blue Devil Battlesuit
  Before the Blue Devil suit was mystically fused
  to his body, Dan Cassidy had no powers, a DEX of 6,
  a STR of 4, a BODV of 4, an INA.. of 5, a SP'RIT of 6,
  and the Acroba,ics Skill rated at 4 APs. The suit itself
  had all Blue Devil's Powers along with a DEX of 8, a
  5TH of 8, a BODY of 8, and the Acrobatics Skill rated
  at 9 APs. The suit's Bomb and Flash Powers
  represent various pyrotechnic gimmicks and special
  effects Cassidy built into the suit's circuitry. When
  using these Powers as pan of an Intimidation attempt,
  Cassidy receives a special -I Column Shift bonus to
  the OV of the attempt.
  Kid Devil
  Shortly after Dan Cassidy began his career as
  Blue Devil, young Edward "Gopher" Bloomberg
  constructed his own battlesuit and began acting as
  Cassidy's sidekick. Bloomberg is the nephew of
  Marla Bloom, the director of the original "Blue
  Devil" movie.
  KID DEVIL
  DEX:
  2
  STR:
  2
  BODV:
  2
  INT:
  4
  WILL:
  4
  MIND:
  5
  INA..:
  4
  AURA:
  4
  SPIRIT:
  5
  INIT'ATIVE: 10
  HERO PO'NTS:
  20
  -Skills: Gadgetry. 6, SCientist: 3
  -Advantages: Connections: Blue Devil (High),
  Motion Picture Industry (Low); Scholar (super-
  hero history and trivia)
  -Drawbacks: Age (young)
  -Alter Ego: Edward "Gopher" Bloomberg
  -Motivation: Thlill of Adventure
  -Occupation: Student
  -Wealth: 0
  -Equipment:
  KID DEVIL SUIT [DEX: 5,STR: 6, Booy: 6, Bomb:
  3, Flash: 5, Jumping: 4, Sealed Systems: 8, Ultra
  Vision: 5]
  Essentially, the Kid Devil suit is a smaller, weaker
  version of the Blue Devil suit.
  Trident [Flame Project: 6, Flight: 5, Lightning: 6,
  BODV: 7]
  The House of Weirdness
  Dan Cassidy inhabits a strange mystical structure
  known as the "Hollse of Weirdness." The house's back
  door exits into Malibu Beach, while its front door exits
  into the suburbs of Metropolis. Other doors scattered
  throughout the house exit into other dimensions and
  locations of all descriptions. Exactly where the portals
  lead is left to the Gamemaster's discretion.
  The exterior w4:11ls of the house have a BODY of
  10; the interior walls have a BODV of?
  
  WANDJINA "THE THUNDERER" - deceased
  powers are mutually linked as Jay has never shrunk
  without growing wings nor sprouted WIngs In hiS
  normal sized form. He is also an experienced and
  capable combatant, able to easily ove.rcome a.oy
  restrictions of his reduced size. DUring earlier
  appearances, Blue Jay could fire blasts of energy
  from his hands.
  The Silver Sorceress's magical ability was said to
  be a combination of mystical forces and technology.
  Her magic allowed her to perform a number of tasks
  such as healing all but the most grievous injuries,
  understanding any language, and changing her
  appearance. As a long-established hero of her
  homeworld, Silver Sorceress was highly experienced
  in hand to hand combat.
  Alona with Blue Jay and the Silver Sorceress,
  D
  .
  .
  Wandjina was the last surviving superhero of hIS
  destroyed homeworld. For a time after his world's
  destruction, Wandjina toiled endlessly trying to
  restore a semblance of life to his once lush world, but
  to no avail. Though they saved thousands of lives,
  their world was dead.
  The three heroes came to Earth where they
  struck out upon a crusade to rid this new world of its
  nuclear weapons, thereby saving it from nuclear
  destruction. Their efforts became misdirected
  however, by Colonel Rumaan Harjavti, a petty third-
  world dictator who sent them against the Soviet
  Union.
  There the beroes battled the Justice League, who
  were sent to defend the Soviet missile silos. During
  the battle. a nuclear reactor was inadvertently
  damaged and began to melt down. In a heroic rescue.
  Wandjina exposed himself to lethal radiation in order
  to safely shut the reaclor down.
  Wandjina the Thunderer
  -Powers: FlIght. 9, Weather Control. 15
  -Skills: Weaponry (Melee): 10
  -Drawbacks: Guill (over destruction of homeworld);
  Serious IJTational Attraction to eliminating nuclear
  weapons.
  -Alter Ego: Unknown
  -Motivation: Responsibility of Power
  -Occupation: Hero
  DEX:
  10
  STR:
  16
  BODY:
  13
  [NT:
  5
  WILL:
  7
  MIND:
  7
  [NFL:
  6
  AURA:
  4
  SPIRIT:
  8
  INITIATIVE:
  21
  HERO POINTS:
  55
  BLUE JAY
  SILVER SORCERESS
  deceased
  -Powers. Shnnking. 6, FlIght. 7, EneroY Blast. 8
  -Skills: Gadgetry: 7, Scientist: 5
  -Limitations: Power Restriction: Flight cannot be
  used without Shrinking.
  -Advantages: Connection: JLl (High); Genius; Sharp
  Eye
  -Drawbacks: Exile (voluntary, from homeworld);
  Guilt (over destruction of homeworld); Secret
  Identity
  -Alter Ego: Jay Abrams
  -Motivation: Responsibility of Power
  -Occupation: CrimefighterfFormer JLl Member
  -Wealth: 2
  BLUE JAY &
  SILVER
  SORCERESS
  Blue Jay possesses abilities ideally geared to
  covert reconnaissance and assault. He can shrink to a
  heiaht of 10 inches tall and grow wings capable of
  o
  catrying his diminutive fonn. It is believed that these
  Powers and Abilities
  ·Powers: *Mysllc Lmk
  Dimension Travel: 10*, Magic Sense: 10, Flight:
  10*, Sorcery: 20
  -Skills: Charisma: 5, Occultist: 2
  -Advantages: Connections: JLI (High), Insta-Change
  -Drawbacks: Exile (voluntary, from homeworld);
  Guilt (over destruction of homeworld); Secret
  Identity
  -Alter Ego: Laura Cynthia Neilsen
  -Motivation: Responsibility of Power
  -Occupation: CrimefighterfFormer ILl Member
  -Wealth: 2
  DEX:
  7
  STR:
  4
  BODY:
  5
  lNT:
  5
  WILL:
  5
  MIND:
  6
  INFL:
  4
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE:
  16
  HERO POtNTS:
  65
  a
  -
  DEX:
  6
  STR:
  3
  BODY:
  4
  1"T:
  8
  WILt.:
  12
  MtND:
  10
  1'IFL:
  5
  AURA:
  6
  SPIRJT:
  9
  INITIATIVE:
  19
  HERO POtNTS:
  60
  
  BRONZE TIGER
  DEX:
  10
  STR:
  4
  BODY:
  6
  tNT:
  7
  WILL:
  8
  MIND:
  7
  INFL:
  7
  AURA:
  5
  SPIRIT:
  7
  lNITlATIVE:
  28
  HERO POINTS:
  60
  -SkIlls: *llllked
  Acrobalics: 10*, Charisma: 7*, Martial Artist: 10*,
  Military Science (Tracking, Camouflage): 7*,
  Thief: 10*
  -Advantages: Connections: Lady Shiva (Low),
  Richard Dragon (High), Suicide Squad (High);
  Intensive Training; Iron Nerves; Leadership;
  Lightning Retlexes
  -Drawbacks: Minor Psychological InstabiliIy; Minor
  Rage; Traumatic Flashbacks (when confronred with
  the Bronze Tiger Mask; see below.)
  -Alter Ego: Ben Turner
  -Motivation: Responsibility of Power
  -Occupation: Mercenary
  -Wealth: 5
  Powers and Abilities
  Ben Turner is one of the foremost Martial Artists
  in the world, having trained in dozens of forms for
  many years. He has achieved champion status in
  many of them, and specializes in lac kwon do.
  Although it is not widely known, Turner has defeated
  Batman in single combat. making him one of a select
  group of fighters in the world who can claim that
  distinction.
  Apart from his combat skills, Turner is a highly-
  trained field agent, capable of performing sensitive
  operations with the highest level of expertise. His
  knowledge of security systems and stealth tactics
  grant him the ability to infiltrate even the most highly
  fortified installalions (Thief).
  As a result of his years of training, Ben Turner is
  a remarkable athlete. His Acrobatic ability rivals that
  of most Olympic medalists, and his physical strength
  and stamina are extraordinary.
  The Bronze Tiger Mask
  During his period of capture with the League of
  Assassins, their leader, the Sensei, had Turner
  construct a mask that was to be the receptacle of his
  anger. Turner called the mask "Bronze Tiger," and
  while he wore it, he did the Sensei's bidding.
  Years later, the psychological effects of the
  Sensei's conditioning still linger. Sarge Steel used a
  replica of the Tiger mask to force Turner to admit he
  still liked violence.
  In game terms, when Tumer is confronted with
  the mask (or a good likeness of it), he suffers
  Traumatic Flashbacks of the days he wore the mask,
  and the violent deeds he committed. In order to
  maintain his composure in the face of this item, he
  must roll an Action Check with the AV/EV and
  OV/RV both equal to his WILLlWlLL, thus requiring
  an 11 to succeed.
  If this Check fails, Turner can take no actions
  during that phase, as he is too absorbed in reliving the
  Flashback's events. Otherwise, he does not succumb
  to the trauma and may act normally. Turner must
  continue rolling against the trauma each phase that he
  is exposed to the mask. Hero Points may never be
  spent to affect this Check in any way.
  Attacks made against the Bronze Tiger while he
  is experiencing Traumatic Flashbacks automatically
  receive the -I Column Shift Blindside bonus to the
  OV. (Note that in this case the bonus applies to
  Jnlerrogation and Intimidation attempts as welL)
  While Turner is actually wearing the Tiger mask,
  he will obey the commands of the Sensei. In addition,
  his Rage Drawback intensifies to Catastrophic, and
  he no longer has to check against his Traumatic
  Flashbacks Drawback.
  Personality/Role-playing
  Ben Turner is a confused and deeply emotional
  man. He 1s possessed of an inner anger that can drive
  him to acts of extreme heroism or violence, and often
  the choice is not his own. This anger has cost Turner
  dearly over the years, however it is also his anger that
  fuels his strength and courage, making him a virtually
  unstoppable force in combat.
  After his studies with the a-Sensei, Turner
  appeared to have mastered his rage, and showed
  remarkable control in the face of adversity. Recently,
  however, Turner has reverted to form. He is often
  subject to fierce mood swings and violent outbursts.
  As a resuit, Turner generally keeps to himself,
  rebuffing even his closest friends.
  In spite of all his anger, Ben Turner is an honest
  and trustworthy man, and can always be counted on
  when his comrades need him most.
  Using Bronze Tiger in Adventures
  Bronze Tiger has had a long and varied career,
  allowing him to be used in a wide variety of
  
  CHUCK TAINE
  DEx:
  8
  STR:
  3
  BODY:
  5
  INT:
  6
  WILL:
  5
  MIND:
  3
  INFL:
  3
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  19
  HERO POJ~'Ts:
  60
  -Powers: Jumping: 7, Stretching: 6
  -Skills: Acrobatics: to, Charisma (Persuasion): 5,
  Marlial Artist: 4, Military Science: 6, Vehicles: 5,
  Weaponry: 5
  -Bonuses: Miscellaneous: When Chuck is "inflated,"
  he is considered to be insulated, granting him a +2
  Column Shift bonus to his RY against electrical
  attacks (see also "Bouncing Battles" below).
  -Limitations: Miscellaneous: Stretching only allows
  Chuck 10 inflate himself into a ball shape. While in
  this fonn, Chuck's Physical RY is II; Jumping and
  Acrobatics are only useable while in ball shape.
  -Advantages: Connections: Legion of Super-Heroes
  (High), United Planets Militia (High); Leadership
  -Drawbacks: Married
  -Alter Ego: Bouncing Boy
  -Motivation: Responsibility of Power
  -Occupation: U.P. Militia Instructor
  -Wealth: 6
  Powers and Abilities
  Chuck Taine has the power to inflate his body
  into a large rubber-like ball shape (Stretching). This
  fann is extremely flexible and resilient, allowing him
  to withstand attacks from most firearms. This
  flexibility also allows Chuck to bounce like a ball,
  capable of reaching a distance of 1200 feet in a single
  bounce (Jumping).
  In
  addition
  to
  his
  Powers,
  Chuck is a
  professional military instructor, and is well-versed in
  hand-to-hand combat and marksmanship (Martial
  Arts, Weaponry). His personality and experience also
  make him a natural leader (Leadership Advantage).
  Bouncing Battles
  During recent years, Chuck has refrained from
  using his Powers in battle. relying instead on his
  Legion combat training and Weaponry Skills to help
  defend his Militia students. When Chuck does use his
  Powers, he is a bounding, bouncing dervish on the
  battlefield. Chuck employs a number of special
  tactics as a result of his unique Powers, including:
  -Bounce Attack: In his inflated form, it is difficult
  for Chuck to use his arms and legs to fight with, so
  instead he simply crashes right through his
  enemies. This is treated as a Charging Attack,
  using Chuck's APs of Jumping as the EY, and his
  DEX as the AY. Chuck will often combine this
  attack with a Multi-Attack, literally bowling
  through the opposition.
  -Quick-Inflate Escape: If Chuck is being held, he
  can quickly inflate himself (or deflate himself if
  he's already inflated) to escape capture. In game
  terms, he can add his APs of Stretching to his STR
  when attempting to break a Grapple.
  ·Oodge: Chuck can choose to surrender his Dice
  Action in a phase and go on the defensive,
  bouncing rapidly all over the place in seemingly
  random patterns. This makes him an extremely
  difficult target. When Chuck is Dodging, he can
  add his APs of Acrobatics to his DEX to determine
  his Physical OY.
  Personality/Role-playing
  Chuck Taine is one of the friendliest and most
  well-liked Legionnaires. His warm smile and easy-
  going manner make him a popular hero, in spite of
  his rather weak and ridiculous powers. Chuck is a
  very loyal friend, an is always there with a kind word
  or a reassuring hand at just the right time.
  Although he has always suffered from feelings
  of insecurity, Chuck is extremely brave. His selfless
  acts of heroism are as well-known as his bad jokes.
  Chuck will always be willing to risk himself to save
  another person who's in danger.
  Chuck's talent as a leader is unquestionable, but
  he often doubts his own ability. He occasionally sees
  himself as the eager young kid he once was, and feels
  overwhelmed by the responsibilities he has to deal
  with on a daily basis. Chuck has been feeling even
  more doubtful since the Great Collapse.
  Using Chuck Taine in Adventures
  Chuck's position as Instructor General of the
  U.P. Militia, as well as his old job as a Legion
  Academy instructor, make him an ideal trainer and
  mentor for new or young Characters. Additionally, he
  can get the Player Heroes in contact with the Legion,
  since he still maintains ties with his old friends there.
  Subplots
  Chuck is involved in an ongoing Romance
  Subplot with his wife, Luomu Durgo (fonnerly Duo
  
  CRIMSON Fox
  DEX:
  8
  STR:
  3
  BODY:
  5
  INT:
  6
  WILL:
  7
  MIND:
  6
  lNFL:
  8
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  26
  HERO POINTS:
  50
  'Powers: Broadcast Empath: 5, Empathy: 4,
  Jumping: 2, Regeneration: 2
  'Skills: *linked
  Acrobatics: 8*, Charisma: 8*, Detective: 4, Martial
  Artist: 6, Military Science (Tracking): 6*, Thief: 8'
  -Limitations: Miscellaneous: The Crimson Fox's
  Empathy Power is only usable between the
  D'Aramis sisters and only creates an uneasy feeling
  in one when the other is in
  trouble~ Broadcast
  Empath can only inspire feelings of physical
  attraction, and must be used al close range.
  'Advantages: Area Knowledge (Paris); Attractive;
  Connections: Publishing Industry (High), Justice
  League International (High); Intensive Training;
  Lightning Reflexes; Scholar (publishing)
  'Drawbacks: Minor Irrational Attraction to Captain
  Atom; Secret Identities
  -Alter Ego: Vivian & Constance D'Aramjs
  'Motivation: Responsibility of Power (Constance),
  Thrill of Adventure (Vivian)
  -Occupation: Publishing Executive
  'Wealth: 8
  'Equipment:
  Costume [BODY 2, EV: 4, Claws: 6, Cling: 41
  Powers and Abilities
  Both Vivian and Constance D'Aramis have
  honed their physical capabilities to their finest. (Note:
  From here on the Crimson Fox will be referred to in
  the singular unless a specific statement is made about
  either Vivian or Constance.) The Crimson Fox is
  extremely dexterous, able to "dodge bullets" if she
  can see and accurately gauge the actions of the
  gunman. Her strength is capable of carrying her over
  20 feet in a single leap and her body seems to heal
  more rapidly than that of a normal human. The Fox
  has the endurance of an olympic triathlete and the
  acrobatic grace of a gymnast.
  The Crimson Fox is able to trigger the release of
  pheromones in those she is touching or is in close
  proximity to. This causes the subject to become
  unusually attracted to the Fox, though not so much
  that their judgment is strongly affected.
  The Crimson Fox's costume is designed to be
  both stylish and practical. Her gloves have built in
  claws composed of tempered steel which are
  unbreakable though flexible allowing her to use them
  like fingers. Her long, lrailing cowl, though unwieldy
  in appearance, is in fact not uncomfortable and can
  be used like a whip in combat (EV: 4).
  Vivian and Constance D'Aramis seem LO share a
  mild psychic rapport which allows one sister to be
  overcome with an "uneasy feeling" when the other is
  in trouble. This rapport is similar to that reported in
  other identical twins.
  Two in One
  In order to avoid the normal problems of a dual
  identity, Vivian and Constance faked Constance's
  death to that they could continue their work at
  Revson as Vivian D'Aramis and fight crime as the
  Crimson Fox simultaneously. This has caused a
  number of unique problems however, which they
  hadn't fully considered. Since the two sisters take
  turns at being D'Aramis and the Fox, some confusion
  occurs when one sister must deal with something the
  other has done while in that identity.
  Though identical in nearly every physical
  respect, Vivian and Constance are different enough in
  personality to cause some problems. While
  Constance has adopted a normal english accent,
  Vivian continues to speak english with a heavy
  french accent. The two are also of a slightly different
  mindset. While Constance is more practical and
  reserved, Vivian is more outgoing and socially
  aggressive.
  Personality/Role-playing
  As mentioned above, Vivian and Constance are
  similar in their attitudes but with significant
  differences. Vivian is the party-goer and regularly
  tries to avoid her administrative duties at Revson.
  When Crimson Fox is encountered it is most likely
  that Vivian is the one wearing the costume.
  Constance is more practical and handles most of the
  sisters' business at Revson. Though she is every bit as
  capable of being the Crimson Fox as Vivian, she will
  typically be encountered in her role as "Vivian
  D'Aramis."
  Vivian revels in her heroic adventures as the
  Crimson Fox, often flirting with death. She is cocky
  and confident and flaunts her physical abilities. When
  Constance is wearing the costume, the Fox becomes
  
  VICTORIA GRANT
  Vicki Grant was Chris King's faithful partner for many
  years in the heroic lives of their youth. Though they
  occasionally had their differences, they always fought
  together as heroes.
  When Chris became separated from Vicki, she fell in
  with the city's darker element and her mind became twisted
  by the Children of the Sun. She became psychotic and
  wanted only Chris' death.
  Like Chris, Vicki has begun to manifest her H-Powers
  in ways which go beyond the H-Dials original parameters.
  When she dials O-R-E-H, she takes tbe form of frightening
  villains instead of heroes. Vicki can store up an amount of
  H-Power energy like a battery which allows her to
  occasionally activate her powers without her diaL She is
  also able to hold her powered form beyond the nonnal one
  hour limit.
  -Powers: Omm-Power: 20
  -Limitation: Vicki Grant must activate her H-Dial
  24 times before she can use the Omni-Power
  without its aid.
  -Advantages: Connection: Children of the Sun
  (High); Iron Nerves
  -Drawbacks: Catastrophic Irrational Attraction to
  killing Chris King;
  Serious Psychological
  Instability (feels she has been spnrned by King and
  wants to destroy him at any cost); Serious Rage;
  Secret Identity
  -Motivation: Psychopathic
  -Wealth: 2
  -Equipment:
  H-Dial [BODY: 9, Omni-Power: 20]
  Over the years Chris and Vicki have become hundreds
  of heroes. No two have ever been exactly alike and it
  doesn't appear that that will change in the future. Some of
  the Heroes that they have become in the past include:
  Vicki Grant
  The Dial "H" Heroes
  -Color Commando: his gun converted light to energy
  (Energy Blast: 10).
  -Alchemiss: had control of earth, air, fire, & water (Air
  Control: 5, Earth Control: 5, Flame Control: 5, Water
  Control: 5).
  -Composite Man: produced many duplicates (Split: 20).
  -Aniwoman: brought inanimate objects to life (Animate
  Objects: 12).
  DEX:
  4
  STR:
  5
  BODY:
  6
  INT:
  2
  WILL:
  3
  MIND:
  2
  INFL:
  3
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE:
  9
  HERO POINTS:
  50
  CHRISTOPHER KING
  The H-Dials
  DIAL IIHII FOR
  HERO
  Chris' Omni-Power, his "H-Powers", stem from a
  psychic link he has with the H-Dial which gave him his
  powers for many years. The H-Powers cause Chris to
  become a different hero every hour, each with a different
  name and powers. Since these Powers are totally random,
  Chris does not pay a Hero Point fee when they change (the
  Gamemaster should split up Chris' Omni-Power APs
  among his Attributes and Powers to reflect each new form).
  He automatically knows what his hero name is and how to
  use his powers. At the end of one hour Chris reverts to his
  own form, and will automatically revert back in less than
  an hour if he expends a specific amount of energy while in
  this hero form. This form cannot be renewed as normal
  Onmi-Powers can. When one hour has passed since his last
  form appeared, Chris will become a new hero.
  ·Powers: Orum-Power: 20
  -Advantages: Connections: New Titans (Low),
  Titans West (High), Fairfax Police Dept. (Low)
  -Drawbacks: Guilt; Secret Identity
  -Alter Ego: Dial "H"
  -Motivation: Upholding the Good
  -Occupation: Hero
  -Wealth: 3
  Originally, Chris and his friend Vicki Grant activated
  their powers by dialing H-E-R-O on their H-Dials which
  were found in the attic of Chris' house. Chris' H-Dial was in
  the form of a watch and Vicki's was on a chain like a
  pendant.
  When Vicki became corrupted by the Children of the
  Sun, she broke into Chris' house and stole his H-Dial which
  he had set aside along with his past life as a super hero.
  During the New Titans' battle with Vicki, her dial came
  into the possession of Chris. The currenl location of either
  H-Dial is currently unknown.
  It would appear that prolonged exposure to or use of
  the H-Dials has altered Chris and Vicki as they now no
  longer need the dials to activate their powers.
  Chris' H-Powers
  DEx:
  3
  STR:
  2
  BODY:
  2
  INT:
  3
  WILL:
  4
  MIND:
  4
  INFL:
  3
  AURA:
  2
  SPIRIT:
  3
  INlTIATIVE:
  9
  HERO POINTS:
  50
  
  DIRK MORGNA
  deceased
  DEX:
  5
  STR:
  4
  BODY:
  5
  INT:
  7
  WILL:
  6
  MIND:
  4
  INFL:
  3
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  17
  HERO POINTS:
  70
  'Powers: Energy Absorption: 10, Flame Being: 10,
  Flame Immunity: 10, Flame Project: 12, Flash: 10
  'Skills: Charisma: 7, Martial Artist: 6, Vehicles
  (Space): 4
  -Limitations: Energy Absorption only works against
  Heat or Fire-based attacks.
  -Advantages: Attractive; Connections: Legion of
  Super-Heroes (High), Earthgov (Low); Uncertainty
  'Drawbacks: Minor Irrational Fear of Darkness;
  Public Identity
  'Alter Ego: Sun Boy
  'Motiyation: Responsibility of Power
  'Occupation: Spokesman
  'Wealth: 8
  Powers and Abilities
  Dirk Morgna had the power to generate an
  enonnous amount of heat and flame from within his
  body. He could employ this energy to produce a
  variety of effects: Dirk could create a brilliant Flash
  of light to blind his opponents, he could generate an
  aura of flames around himself (Flame Being), or he
  could simply attack a target with fire hot enough to
  melt steel (Flame Project). As a side-effect of his
  powers, Dirk was all but invulnerable to fire and heal
  (Flame Immunity, Energy Absorption).
  Dirk excelled in Legion combat training
  techniques (Martial Artist). He was also a persuasive
  speaker, whose Charisma Skill was put to horrible
  misuse by the Dominator-controlled Earthgov.
  Background Update
  After conquering his doubt and uncertainty about
  his position as spokesman for the corrupted Earthgov,
  Dirk
  had
  finally
  decided
  to
  do
  something
  decisive.when he heard the news about the moon
  exploding. He donned his Sun Boy costume and went
  out into the rain, only to be caught in a powersphere
  explosion caused by the Dominators.
  The explosion had an effect on Dirk's powers,
  causing him to bum uncontrollably from within. The
  incredihle pain caused by this resulted in insanity, as
  well as horrendous physical disfiguremenl. Dirk
  ended up a constantly burning skeleton, in unending
  pain but unable to weep.
  The DominalOrs captured Dirk and locked him
  away in the Weisinger Chambers, and lead the people
  of Earth to believe that he had died in the
  powersphere explosion. This deception might as well
  have been true, since after Dirk was freed by the
  Legionnaires, he was executed by Circe in an act of
  desperation and mercy. After she shot Dirk, Circe
  turned the gun on herself.
  "Saved" from Circe
  Although Dirk was shot in the head by Circe in
  the comics, there is no reason he cannot survive in a
  DC HEROES campaign (in fact, his corpse was
  recently animated by Mordru). To use Dirk in a game
  set after the powersphere explosion, give him the
  following Drawbacks: Serious Psychological
  Instability, Traumatic Flashbacks (both of his
  childhood
  and
  the explosion),
  and
  Strange
  Appearance. Drop his Attractive Advantage, and add
  a Power Limitation that he must have at least 5 APs
  of Flame Being active at all times.
  Personality/Role-playing
  Dirk Morgna was an enthusiastic member of the
  Legion from the start, always interested in the inner
  workings of the Legion as much as the actual
  missions he went on. His handsome face and
  charming wit served to make teen idols of almost all
  the Legionnaires.
  Although he was outwardly happy and decisive,
  Dirk suffered from feelings of inadequacy and
  uncertainty as a result of years of emotional abuse at
  the hands of his Father. After the Great Collapse,
  these feelings began to surface. As the other
  Legionnaires quit, Dirk fell deeper and deeper into
  depression, eventually bowing to pressure and
  quilting the team himself.
  While he was serving as the spokesman for
  Earthgov, Dirk was truly demoralized. He had
  resigned himself to do whatever he was told, in the
  vain hope that things would work themselves out.
  Only toward the end of his life did Dirk shake
  himself out of the stupor he had been in under
  Earthgov, just in time to "die" ignominiously in a
  powersphere explosion.
  
  DR. LIGHT II
  DEx:
  6
  STR:
  2
  BODY:
  6
  INT:
  10
  WILL:
  5
  MIND:
  5
  INFL:
  5
  AURA:
  4
  SPIRIT:
  3
  INITIATIVE:
  23
  HERO POINTS:
  40
  'Powers: Energy Absorption: 25, Flash: 10, Flight: 9,
  Illusion: 7, Ultra Vision: 14
  'Skills: Gadgetry: 7, Martial Artist: 4, Scieotist: 10
  -Bonuses: Energy Absorption can also be used to
  redirect energy (see "Light Absorption" below);
  Ultra Vision gives Dr. Light the ability to view the
  entire light spectrum from infrared to ultraviolet.
  -Limitations: Power Restriction: Dr. Light's Energy
  Absorption only works on light energy.
  -Advantages:
  Connections:
  Justice
  League
  International
  (High),
  Japanese
  Scientific
  Community (Low); Scholar (astronomy, light/solar
  technology)
  -Drawbacks: Catastrophic Irrational Fear of total
  darkoess; Loss Vuloerability: All Powers drop to 0
  APs in presence of total darkness; Secret Identity;
  Uncertainty
  'Alter Ego: Kimiyo Hoshi, Kimiko Hoshi
  -Motivation: Responsibility of Power
  -Occupation: Scientist / Member of Justice League
  Europe
  'Wealth: 6
  'Equipment:
  5 AP ABC Omni-Gadget
  Light Absorption
  Dr. Light possesses the ability to absorb vast
  amounts of light energy and release it in blasts of
  devastating force. Though absorbing light energy is an
  Automatic Action, redirecting it in the form of a light
  energy blast is a Dice action. To do this Dr. Light
  makes an Action Check using her APs of Energy
  Absorption Power as AVIEV against an OVIRV equal
  to the APs of light energy she is trying to absorb.
  RAPs from the action are the APs of the light blast
  which she can project. A normal attack can then be
  made against her target nsing RAPs from t1ie absorbed
  energy as AVlEV against her target's Dex/Body as
  OVIRV. The energy she absorbs is cumulative though
  it cannot exceed her APs of Energy Absorption. Dr.
  Light retains this absorbed energy for a number of
  phases equal to RAPs absorbed.
  Powers and Abilities
  In addition to her Energy Absorption Power, Dr.
  Light can produce bursts of intense, dazzling light to
  blind her opponents and can fly at speeds a high as
  450 mph, though she has no innate protection from
  windburn during flight. She can sec the entire light
  spectrum from infrared to ultraviolet and can use this
  vision to see invisible objects.
  Though she typically relies on her light powers,
  Kimiyo is a capable martial artist having had years of
  practice. Because of her secret identity, she
  sometimes falls back on this ability so as not to
  reveal her light powers in public.
  Kimiyo Hoshi is an authority on astronomy and
  solar activity and the world's foremost authority on
  light technology. Since she has spent considerably
  more time as Dr. Hoshi, scientist, than Dr. Light,
  superhero, she still tends to analyze problems
  scientifically and frequently employs a variety of
  gadgets to assist her as a member of t1ie Justice League.
  Born of Crisis
  The new Dr. Light was created during the Crisis
  on Infinite Earths as a result of manipulations by the
  Monitor, a fact which she has certainly forgotten
  along with the rest of the world. During the crisis her
  powers manifested themselves differently than they
  do now. She was able to create constructions of soJid
  light such as light barriers (Force Manipulation: 20)
  and could only fly on disks of solid light (presumably
  created by this Power).
  When she first received her powers, Dr. Light was
  harsh and impatient, caring little of what the
  multiverse required of her. When she witnessed
  Supergirl fighting alone against the Anti-Monitor,
  Hoshi was touched by the courage and selflessness of
  the heroine and was inspired to soften her personality
  and use her gifts to serve humanity_ Kimiyo also
  believed herself partially responsible for Supergirl's
  death when Kimiyo cried out, distracting the
  Kryptonian and allowing the Anti-Monitor to deliver a
  killing blow (Deatli Guilt Subplot). Now that the Crisis
  has faded from her mind, Kimiyo credits her gentler
  attitude to a diet restricting certain food additives.
  
  DOROTHY
  SPINNER
  DEX:
  3
  STR:
  3
  BODY:
  3
  !NT:
  4
  WILL:
  7
  MIND:
  7
  !NFL:
  3
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE: 10
  HERO POINTS:
  20
  -Skills: Thief (Stealth): 3
  -Powers: Force Manipulation: 15 (see below)
  -LimHations: Miscellaneous: Force Manipulation is
  usable only to conjure memories or ideas from
  Dorothy's subconscious.
  -Advantages: Connection: Doom Patrol (High)
  -Drawbacks: Age (young); Innocent; Strange
  Appearance
  -Motivation: Upholding the Good
  -Occupation: Adventurer
  -Wealth: 2
  Powers and Abilities
  Dorothy has the unique ability to physically
  manifest ideas and images from her subconscious
  mind. Although the exact limits of Dorothy's powers
  have yet to be measured, there is no doubt that her
  conjured constructs are potentially quite powerfuL So
  far, no limits on the sort of objects or ideas she can
  manifest have been discovered, though she has yet to
  gain conscious control over her abilities.
  Dorothy's Power
  In DC HEROES terms, Dorothy's powers are
  represented by a twisted version of the Force
  Manipulation Power. Remember that Dorothy's
  constructs are controlled only by her subconscious
  mind at present; she cannot summon or control them
  directly.
  Whenever Dorothy suffers any sort of stress or
  begins to take damage, she must make an Action
  Check using her INT as both the AV and the av, her
  WtLL as the EV, and her MIND as the RV. If this
  Action Check earns one or more RAPs, Dorothy's
  powers begin to manifest themselves. At this point,
  the GM determines the exact image that is pulled
  from Dorothy's subconscious and allots Dorothy's 15
  APs of Power between any Attributes, Skills, or
  Powers necessary to simulate the image in DC
  HEROES tenns. For instance, when Dorothy is scared,
  the GM might decide that she summons forth a
  horrible "spider-beast" that she dreamed about as a
  child. The beast might have a DEX of 4, a STR of 4, a
  BODY of 4,2 APs of Claws, and I AP of Cling (15
  APs total). When her powers manifest themselves in
  this fashion, Dorothy's mind races, meaning the
  image summoned might totally change in a single
  phase. "Killing" one of Dorothy's images innicts no
  harm upon her; it only dispels the image killed,
  though Dorothy's mind will replace the image with
  another during the next phase. Note that nothing
  prevents Dorothy's summoned images from hanning
  her friends or even herself. In fact, the images often
  seem to prefer such targets, perhaps due to Dorothy's
  neurotic "self-loathing."
  To bring the images back under control and stop
  her powers from manifesting themselves, Dorothy
  must succeed at another Action Check using her tNT
  as the AV and av, her WtLL as the EV, and her
  MIND as the RV. Since bringing the powers under
  control is a Difficult Action, both the av and RV of
  such an Action Check receive a +2 Column Shift
  penalty. Dorothy can attempt to bring her powers
  under control once per phase, though doing so counts
  as her Dice Action.
  Dorothy and the Materioptikon
  While she was living in the Doom Patrol's
  "Secret Sanctuary" headquarters, Dorothy's powers
  were inexplicably enhanced due to the proximity of
  the Materioptikon, a weapon the old Justice League
  of America captured from a villain known as Doctor
  Destiny. As long as she was in the same building
  with the Materioptikon, Dorothy's APs of "Force
  Manipulation" were increased to 25.
  Dorothy's Appearance
  Dorothy's Strange Appearance is much less
  severe than the standard Drawback described in the
  Character Handbook. Because of her appearance,
  any Character Interaction attempt Dorothy makes is
  automatically considered Challenging (+ I Column
  Shift to the avfRY) unless she is well-acquainted
  with her target. Furthermore, for the purposes of
  Character Interaction, the average Character is
  Suspicious of Dorothy when they first meet.
  
  ELASTI-GIRL
  deceased
  DEX:
  6
  STR:
  4
  BODY:
  6
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  5
  AURA:
  3
  SPIRIT:
  3
  lNITIATIVE:
  16
  HERo POINTS:
  55
  ·Powers: Growth: J2, Shrinking: J2
  ·Skills: Artist (Actor): 7, Charisma (Persuasion): 5
  ·Bonuses: Growth can be used to enlarge specific
  pans of Elasti-Girl's body (see"Elasti-Girl's Strange
  Powers" below).
  -Limitations: Elasti-Girl's STR and mass are reduced
  by I AP for every 3 APs of Shrinking she engages.
  ·Advantages: Attractive; Connections: Doom Patrol
  (High), Hollywood (Low); Scholar (tailoring)
  ·Drawbacks: Public Identity; Miscellaneous: The
  process that gave Elasti-Girl her powers also
  radically shonened her lifespan.
  ·Alter Ego: Rita Farr-Dayton
  -Motivation: Unwanted Power
  -Occupation: Actress
  ·Wealth: 7
  Powers and Abilities
  The strange volcanic gases that Rita inhaled
  granted ber the power to dramatically increase and
  reduce her size. She could Grow to over 40 feet in
  height, gaining sufficient mass and strength to lift a
  small building and crush solid steel. Rita could also
  Shrink to less than an inch tall.
  In addition to her Powers, Rita was a well-
  known actress (Artist/Actor), and a master seamstress
  (SchoIar/tailoring).
  Elasti-Girl's Strange Powers
  When Rita Farr regained consciousness after she
  fell in the river, she had no control over her Powers;
  she would shrink and grow at random. To represent
  this in game terms, add the following Limitations to
  her Growth and Shrinking Powers: Minor Power
  Burnout; Miscellaneous: Whenever Elasti-Girl rolls a
  natural "2" on aoy Dice Action, her Shrinking Power
  activates. Roll a die to determine how many APs of
  Shrinking she activates. If Elasti-Girl rolls a natural
  "20," her Growth Power activates, also at a random
  AP level (roll a die). These random activations of her
  Powers last until she can retreat from any stressful
  situation (like combat) and concentrate for at least 4
  APs (1 minute) of time.
  Once Elasti-Girl gained better control of her
  Powers, she learned to enlarge individual pans of her
  body. This allowed her to perform a number of
  Power stunts by Growing certain parts of her body,
  including:
  ·Legs: By lengthening her legs, Elasti-Girl can run at
  speeds of up to 60 miles per hour (6 APs).
  ·Arrns and Shoulders: Enlarging her arms and
  upper body allowed Elasti-Girl to strike powerful
  blows in combat and lift great weights (STR: 6).
  ·Fingernails: Elongating her fingernails granted Rita
  the Claws Power rated at 6 APs.
  -Miscellaneous: By distorting and enJarging various
  parts of her body, Elasti-Girl could gain the
  equivalent of 3 APs of Stretching.
  Note that all of the above stunts were performed
  using the Growth Power, so Rita could not use them
  in combination with Growth, and could only use one
  stunt at a time.
  Personality/Role-playing
  Rita Farr was a starry-eyed young actress thrust
  into the bizarre world of the Doom Patrol by a quirk
  of fate. Her comparatively normaJ appearance and
  powers set her apart from the rest of the team, but it
  never affected her performance or dedication.
  The tragic loss of Rita's dream career in
  hollywood
  sometimes
  surfaced
  in bouts of
  depression. In spite of her beautiful features, she
  considered herself a "freak."
  Using Elasti-Girl in Adventures
  Elasti-Girl was a very active member of the
  original Doom Patrol, so she could be involved in
  any adventure set in that team's era (the sixties).
  especially if it involved the bizarre or the
  supernatural. Her formidable Powers and bravery
  always put her in the forefront of any battles the
  Doom Patrol fought, making her an ideal Player
  Character for action-based adventures.
  Subplots
  As the only female member of the original Doom
  Patrol, Rita was naturally involved in a number of
  
  ELEMENT GIRL
  deceased
  DEX:
  3
  STR:
  6
  BODY:
  6
  INT:
  5
  WILL:
  4
  MIND:
  4
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITlATlVE:
  12
  HERO POINTS:
  0
  -Powers: Molecular Chameleon: 2, Omni-Arm: 2,
  Self-Manipulation: 2
  -Skills: Detective: 4, Martial Artist: 5, Thief: 5,
  Vehicles: 3, Weaponry: 3
  -Drawbacks: Guill (see below); Strange Appearance;
  Falal Vulnerability to Ihe strange meleor that gave
  Urania her powers (range of2 APs).
  -Alter Ego: Urania Blackwell
  -Motivation: Seeking Justice
  -Occupation: Former government agent
  -Wealth: 4
  -Equipment:
  Mask [BODY: I]
  Element Girl's mask covers her face and cancels out
  the effects of her Strange Appearance Drawback.
  Noticing that the mask is artificial while observing
  Element Girl is an Extreme Perception Check
  (OVIRV of 8/8).
  ,Powers and Abilities
  Like Metamorpho, Element Girl had the power
  10 transform her body into any element or compound
  found in Ihe human body. She could also bend her
  body into a wide variety of different fanTIs and exert
  strength capable of crushing concrete.
  Element Girl in Her Prime
  After she was deserted by Metamorpho and the
  top secret government agency that employed her,
  Element Girl became listless and unmotivated.
  During this time, she acquired a variant of the Guilt
  Drawback that gradually drained away all her
  acquired Hero Points and atrophied her Powers and
  Abilities. In her prime, Element Girl had the
  following statistics:
  ELEMENT GIRL (OLD VERSION)
  DEX:
  5
  STR:
  8
  BODY:
  9
  INT:
  5
  WILL:
  4
  MIND:
  4
  INFL:
  5
  AURA:
  5
  SPIRrr:
  6
  lNITIATIVE:
  17
  HERO POINTS:
  40
  -Powers: Molecular Chameleon: 9, Omni-Arm: 6,
  Self-Manipulation: 12
  -Skills: Detective: 4, Martial Artist: 5, Thief: 5,
  Vehicles: 3, Weaponry: 3
  -Drawbacks:
  Strange
  Appearance;
  Falal
  Vulnerability to the strange meteor that gave
  Urania her powers (range of 2 APs).
  -Alter Ego: Urania Blackwell
  -Motivation: Seeking Justice
  -Occupation: Former government agent
  -Wealth: 6
  Molecular Transformation
  Element Girl easily transformed her body into
  just about any element or compound she imagined.
  When she assumed solid form, her STR and BODY
  were immediately raised to an AP level equal to the
  Body of the substance mimicked. When she assumed
  gaseous or liquid form, she was treated as though she
  was using the Dispersal Power at an AP level equal
  to her APs of Molecular Chameleon. Some of Ihe
  forms Element Girl commonly assumed included:
  -Anesthetic Gas [attacks everyone within a volume
  of 9 APs with an AVIEV of 8/8, rolled against the
  target's BODy!BODY]
  'Case-Hardened Steel [raised Element Girl's STR
  and BODY 10 12]
  'Fog [acts as a Fog cloud rated at 9 APs]
  'Lodestone [raised Element Girl's Str to 9 and
  allowed her to function as a magnet with the
  Magnetic Control Power rated at 8 APs]
  -Water [allowed Element Girl to pour through cracks
  and opertings and travel through sewer systems at a
  rate of 9 APs]
  Note that Elemenl Girl could assume all of these
  sample forms only when she was in prime condition.
  The "Agency"
  While she was active, the top secret "agency"
  that employed Element Girl boasted more than one
  hundred operatives and had a Wealth rating of 13.
  Personality/Role-playing
  When she began her career, Element Girl was
  the archetypical dashing, headstrong secret agent.
  Perhaps her only flaw was the over-developed sense
  of patriotism that gave her such blind faith in the
  
  FIREHAWK
  DEx:
  5
  STR:
  7
  BODY:
  8
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  5
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  15
  HERO POINTS:
  40
  -Powers: Dispersal: 9, Flame Control: 10, Flight: 9,
  Flame Being: 12, Flame Project: 12, Sealed
  Systems: 3
  -Advantages: Connections: Firestorm (High), U.S.
  Government (Low), Vandemeer Institute of Meta-
  Human Studies (High); Insta-Change; Scholar
  (political science)
  -Drawbacks: Secret Identity
  -Alter Ego: Lorraine Reilly
  -Motivation: Responsibility of Power
  -Occupation: Administrative Assistant
  -Wealth: 5
  Powers and Abilities
  Martin Hewett's experiment endowed Lorraine
  Reilly with power over heat and flames at a
  molecular level. As Firehawk, she can generate fire
  hot enough to melt steel, and she can control existing
  flames, making them more intense or extinguishing
  them at will (Flame Project, Flame Control).
  When Lorraine becomes Firehawk, she manifests
  large wings of orange flames. These wings, combined
  with her control of heat, allow her to Fly faster than
  sound. She has Pushed this Power in the past to
  briefly achieve escape velocity (15 APs), but the
  strain knocked her unconscious.
  Firehawk has a blue fire surrounding her wrists,
  calves, and hair. This fire, which can be expanded to
  shield her entire body, protects her with intense heat.
  This fiery aura burns anything that touches her, and
  grants her invulnerability from other fire-based attack
  forms (Flame Being).
  If Firehawk intensifies this aura, she can
  Disperse herself until she actually becomes fire. In
  this form she can walk through solid objects.
  The experiment also toughened Lorraine's body,
  making her about 16 times as strong as she was
  originally and allowing her to resist attacks from
  small-caliber firearms (BODY).
  The Captains of Industry
  The Captains of Industry is a mjnor super-hero
  team operated by the Vandemeer Institute of Meta-
  Human Studies. Even though she was originally
  blackmailed into joining them, Firehawk still
  operates with the Captains from time to time.
  Two other members of the Captains are Catalyst,
  a "Living Pharmacopoeia" who can generate any
  drug by excreting it through his skin, and Maser, an
  optimistic young hero with the power to turn himself
  into electromagnetic radiation.
  CATALYST
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  5
  WILL:
  2
  MIND:
  3
  INFL:
  3
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  II
  HERO POINTS:
  10
  -Powers: POIson Touch: 7, Systemic Antidote: 3
  -Bonuses: Catalyst can use his Poison Touch Power
  to generate any drug from a simple sedative to
  crack cocaine. His APs of Poison Touch can
  therefore mimic certain effects of the following
  Powers: Acid, Broadcast Empath, Hypnotism,
  Mind
  Blast,
  Phobia,
  Sensory
  Block,
  and
  Suspension. Note that in all cases the AV of these
  attacks is DEX, since Catalyst must touch his target
  for the drng to take effect.
  -Advantages: Connections: Vandemeer Institute of
  Meta-Human Studies (Low), Krieg Pharmaceutical
  (High)
  -Drawbacks: Serious Irrational Attraction to drugs
  -Alter Ego: Unrevealed
  -Motivation: Mercenary
  -Occupation: Hero
  -Wealth: 5
  -Equipment:
  COSTUME [BoDY: 7, Sealed Systems: 7, R#: 3]
  MASER
  DEX:
  5
  STR:
  4
  BODY:
  5
  !NT:
  2
  WILL:
  9
  MIND:
  5
  !NFL:
  3
  AURA:
  5
  SPIRIT:
  4
  !I\TJTIATIVE:
  10
  HERO POINTS:
  25
  -Powers: Dispersal. 15, Energy Blast. 7, Energy
  Absorption: 7, Flight: 29, Magnetic Control: 10,
  Radar Sense: 5, Sonar: 4, Thermal Vision: 7, Ultra
  Vision: 7, X-Ray Vision: 5
  -Bonus: Magnetic Control may be used to achieve
  flight if there are ferrous objects within 5 APs.
  -Limitations: Flight Power may only be used when
  Dispersed; All of Maser's Power AP ratings are
  lowered by 3 APs and they acquire the Catastrophic
  Power Burnout Limitation if he is not wearing his
  Neural Amplifier Headband (see below).
  -Advantages: Attractive; Connection: Vandemeer
  Institute of Meta-Human Studies (Low)
  
  MARTIN STEIN
  FlRESTORM THE NUCLEAR MAN
  During his battle with the Soviet hero Pozhar,
  RO"'NIE RAYMOND
  -Powers: DIspersal: 9, Energy AbsorptIon. 6, Energy Blast:
  11, Flight: 15, Heat Vision: 8, Matter Manipulation: II,
  Radar Sense: 10. Regeneration: 4, Sealed Systems: 15.
  Thermal Vision: 6, Ultra Vision: 6
  -Limitations: Power Restriction: Firestorm cannot use his
  Energy Blast or Matter Manipulation while Dispersed.
  -Advantages: Connections: Justice League of America
  (High), Vandemeer University (High); Insta-Change
  -Drawbacks: Minor Psychological Instability (late in the
  career of first Firestorm only); Secret Identity:
  Miscellaneous: Firestorm is a composite creature that is
  formed when Raymond and Stein merge together.
  -Alter Egos: Ronnie Raymond & Martin Stein
  -Motivation: Upholding the Good
  -Equipment:
  JLA Signal Device [BODY: 3, Telepathy: 25] Lim.itation:
  The Device's Telepathy represents the range of its signal.
  -Skills: Acrobatlcs. 2
  -Occupation: Student
  ·Weallh: 3
  -Skills: SCientIst. 8
  -Advantages: Connection: Scientific Community (High);
  Scholar (physics)
  -Occupation: Professor
  ·Wealth: 5
  Firestorm Reborn
  ,
  Although Raymond maintained control of Firestorm,
  Stein'S mind remained active. and could offer Raymond
  advice (Use the Mental Attributes listed below when
  Firestorm suffers a Mental Attack, but use Stein's
  Attributes for problem-solving).
  Late in the career of the original Firestorm, he would
  suffer periodic "attacks," where he would have to maintain
  intense concentration Of split into Raymond and Stein. This
  is represented in game terms by his Minor Psychological
  Instability: whenever Firestorm rolls a nalUral "2," he
  would suffer an "attack." During the next 2 APs of time,
  Firestorm must roll an Action Check against OV/RVs of
  818, using his WtLrJWlLL as the AV/OV. Failure indicates
  that Firestonn immediately splits into Raymond and Stein.
  ,
  DEX:
  2
  STR:
  2
  BODY:
  3
  IN1':
  8
  WILL:
  5
  MIND:
  6
  INFL:
  4
  AURA:
  4
  SPIRIT:
  4
  INITIATlVE:
  14
  HERO POINTS:
  20
  ,
  DEx:
  7
  STR:
  8
  BODY:
  10
  INT:
  4
  Wn..L:
  5
  MIND:
  5
  INFL:
  6
  AURA:
  5
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  70
  DEx:
  4
  STR:
  4
  BODY:
  4
  TNT:
  4
  WILL:
  5
  MIND:
  5
  INFL:
  6
  AURA:
  5
  SPIRIT:
  5
  Il\'lTIATIVE:
  14
  HERO PO[f\,'TS:
  20
  The Original Firestorm
  As Earth's fire elemental, Firestorm has tOlal control
  over fire and flames (Flame Control). He can also generate
  Dames from his own body with sufficient heat to melt the
  super-alloy Promethium, and can cover himself in flames to
  protect himself from harm (Flame Project, Flame Being).
  By absorbing all of the fire for miles around into himself,
  he can Grow to enonnous proportions.
  Firestorm also maintains his former control over
  matter, allowing him to reshape it into any fonn he desires
  through concentration (Mauer Manipulation). This ability
  also allows him to absorb and neutralize all forms of
  energy (Energy Absorption).
  Firestorm can cause the molecules of his body to
  become denser, granting him greater strength and durability
  (Density Increase), or he can actually become energy by
  Dispersing his molecules entirely. In this "energy form" he
  can fly through space at light speed, and he no longer
  requires air to breathe (Flight, Sealed Systems).
  Through his connection to the Earth, Firestonn gains
  insight into cosmic evenlS, especially those that threaten the
  environment (Awareness). This mystical nature also makes
  him nearly impossible to kill (Invulnerability). He also has
  the ability to instanlly Teleport to any open flame on Earth
  When Raymond and Stein first became Firestorm,
  they gained the power to rearrange matter and energy.
  Powers and Abilities
  ·Powers: Awareness. 9. DensJly increase. 8, DIspersal: 16,
  Energy Absorption: II, Flame Being: 15, Flame Control:
  16, Flame Project: 20, Flash: 15, Flight: 30, Gravity
  Decrease: 5 Gravity Increase: 5, Growth: 13, Heal
  Vision: 15, Invulnembility: 14, Matter Manipulation: 18,
  Regeneration: 10, Sealed Systems: 25, Teleportation: 25
  -Skills: Scientist: 8
  -Limitations: Power Restrictions: Firestorm can only
  Teleport lO open flames; Firestorm can only use a
  maximum of 15 APs of Flight unless he is Dispersed and
  in outer space; Firestorm's Powers have no direct effect
  on other elementals.
  -Advantages: Connections: Firehawk (High), Vandemeer
  Institute for Melahuman Studies (Low), Soyuz (Low),
  Maya (Low), Captain Atom (Low), the Orishas (Low);
  Scholar (physics)
  -Drawbacks: Miscellaneous: Firestorm has sworn not to
  use his Matter Manipulation Power, due to its
  destabilizing effects on the environment.
  -Alter Ego: Martin Stein
  -Motivation: Responsibility of Power
  -Occupation: Elemental
  FIRESTORM
  DEX:
  7
  STR:
  9
  BODY:
  12
  (NT:
  9
  WILL:
  8
  MIND:
  8
  INFL:
  10
  AURA:
  12
  SPIRIT:
  9
  INITJAT1VE:
  26
  HERO POINTS:
  110
  
  Powers and Abilities
  DEX:
  7
  STR:
  4
  BODY:
  7
  1~'T:
  6
  WILL:
  9
  MIND:
  6
  INFL:
  6
  AURA:
  5
  SPIRJT:
  8
  INITIATIVE:
  46
  HERO POINTS:
  120
  Barry Allen's speed and reflexes were heightened
  to a level 7.5 million times that of a normal human.
  He could casually run at over 15,000 miles per
  second, and routinely pushed his speed to that of light
  itself! In addition to granting him swift movement,
  Flash's Power of Superspeed also allowed him to
  perform tasks that would normally take years in mere
  seconds.
  By running in tight circles, Flash could control
  the flow of air to create tornadoes or a vacuum. By
  spinning his arms like a fan, he could generate
  powerful gusts of wind to blow down opponents.
  The Flash's amazing speed allowed him 10
  perform a number of stunts, including:
  Personality/Role-playing
  The Flash had complete control over the
  vibrations of his atoms. With concentration, he could
  pass through solid matter (Dispersal) and even travel
  to other dimensions (Dimension Travel), simply by
  carefully attuning his atomic vibrations to those of
  his destination.
  In his capacity as a police scientist, Barry
  possessed many useful Skills. He was trained in
  police procedure and law, as well as fingerprinting,
  blood testing, and clue analysis (Detective). Barry
  was also an accomplished inventor (Gadgetry). His
  creations included his collapsible costume and
  storage ring, as well as the Cosmic Treadmill, which
  allowed him to travel through time.
  The Fastest Man Alive
  -Running: The Flash could travel at a speed of 25
  APs. This incredible velocity allowed him to run
  across the surface of water as if it were solid, or up
  and down vertical walls. Additionally, he could
  reach the speed of light (29 APs) if he Pushed his
  Superspeed (see the Rules Manual, pages 10-11).
  -Super-Speed: The Flash was so fast that he could
  accomplish tasks in a tiny fraction of the time a
  normal human would need. He could subtract his
  APs of Superspeed from the time (in APs)
  necessary to perform any task.
  -Creating Whirlwinds: By running in a circle at
  snper-speed, Flash could create a powerful
  whirlwind. This effect was treated as the Air
  Control Power, allowing him to attack opponents
  with gusts of wind, move a volume of air, or even
  create a vacuum (see p. 32 of the Character
  Handbook for more details).
  -Multi-Take-Away: A favorite tactic Flash used
  against thugs was to zip around in their midst and
  snatch all their guns away_ This was treated as a
  combination Multi-Attack and Take-Away, but
  because Flash used this maneuver so often, be
  received a special
  ~ 1 Column Shift modifier to the
  OVand RV.
  The Rash was a true hero in every sense of the
  word. He was a loyal friend and teammate, and an
  upstanding citizen. Barry would never consider
  working outside the law, which sometimes put him at
  odds with "vigilantes" like Batman.
  deceased
  FLASH II
  -Powers: Air Control: 14, Dimension Travel: 8,
  Dispersal: 12, Superspeed: 25
  -Skills: Detective: 5, Gadgetry: 4, Scientist: 6
  -Limitations: Miscellaneous: AU other Powers only
  work while Superspeed is in effect. Power
  Restrictions: Air Control cannot be used to fly;
  Dimension Travel may only be used for Travel.
  -Advantages: Area Knowledge (Central City);
  Connection: Justice League of America (High);
  Lightning Reflexes
  -Drawbacks: Secret Identity
  -Alter Ego: Barry Henry Allen
  -Motivation: Upholding the Good
  -Occupation: Police Scientist
  -Wealth: 5
  -Equipment:
  COSTUME STORAGE RING [BODY: I, Shrinking:
  10, R#: 2] Limitation: Shrinking only works on the
  Flash's costume.
  JLA SIGNAL DEVICE [BODY: 3, Telepathy: 25]
  The Flash's Signal is incorporated into the lightning
  symbol on his costume. Limitation: The Device's
  Telepathy Power represents the range of its signal.
  COSMIC TREADMILL [BODY: 8, Time Travel: *,
  R#: 3] *The Treadmill's APs of Time Travel are
  equal to double the user's APs of Superspeed.
  Limitation: The Treadmill can only be used by
  Characters possessing Superspeed and control over
  their body's vibrations (Dimension Travel and/or
  Dispersal).
  
  DEX:
  5
  STR:
  2
  BODY: 12 (3)
  lNT:
  1
  WILL:
  12
  M1ND:
  4
  INFL:
  3
  AURA:
  2
  SP1RlT:
  3
  INITIATIVE:
  9
  HERO POINTS:
  35
  -Advantages: Connections: Green Lantern Corps
  (Low), Justice League International (Low)
  -Drawbacks: Serious Trrational Attraction to
  stupidity.
  oAlter Ego: G'nort Esplande Gneesmacher
  oMotivation: Nothing Better to Do
  -Occupation: Green Lantern
  oWealth: 0
  oEqnipment:
  POWER RING [BODY: 12, INT: 10, Comprehend
  Languages: 20, Flight: 40, Force Manipulation: 12,
  Recall: 20, Sealed Systems: 16, Invulnerability: 18,
  Life Sense: 40, Omni-Power: 6, Regeneration: 4,
  Skin Armor: 4, Spirit Travel: SOl
  A Green Lantern's Power Ring is an incredible
  tool with a number of capabilities limited only by the
  GL's imagination and willpower (a serious limitation
  indeed in the hands of a being like G'nort). Some of
  these abilities are as follows:
  oFly: The ability to propel the ring-wielder at speeds
  approaching 1500 times the speed of light (Flight).
  oForm objects from emerald energy: The ability to
  create tangible objects and tools ant of the ring's
  "emerald energy" (Force Manipulation). This
  ability is directed by (and Linked to) the user's will
  power (W1LL). G'nort can only correctly form
  objects which he fully comprehends (bones, pooper
  scoopers, newspapers, etc.).
  oLocate other Green Lanterns: The Ring allows
  G'nort to detect other Power Rings up to several
  thousand light years away (Life Sense; this Power
  can't be used in any other fashion).
  -Manifest user's will power: This allows the user to
  manifest many abilities through the sheer force of
  will (Omni-Power; this Power is linked to 1/2 the
  user's WILL).
  oProject an "energy selr': This Power allows G'nort
  to separate his "energy" or spirit self from his body
  and travel freely at the speed of thought while
  perceiving his surroundings normally (Spirit
  Travel). G'nort rarely uses this ability because it
  confuses and frightens him.
  oprotect user physically and heal: This protects
  G'norl from physical ham1 (Invulnerability). It also
  allows him to survive hostile environments such as
  the vacuum of space (Sealed Systems). The Ring
  also speeds the user's healing abilities to 16 times
  normal (Regeneration). G'nOrl also has a BODY of
  12 when wearing the ring and while worn, the ring
  itself has a BODY equivalent to his WILL (12).
  ·Provide information: The ring has the ability to
  store huge amounts of information (Recall) and aid
  the user in problem-solving tasks (G'nort can
  substitute the ring's INT for his Own INT when
  making Action Checks that involve problem-
  solving). Apparently, G'nort has forgotten that his
  ring can do this, for he rarely solves any problems.
  -Shield the wearer: The ring can envelop the ring-
  wielder with a protective sheath of green energy
  (Skin Armot; G'nort loses 1 AP of both Force
  Manipulation and Omni-Power for each AP of Skin
  Annor he activates). Due to his extreme clumsiness
  and stupidity, G'nort has taken to keeping this
  Power up at all times (when he remembers to).
  °Understand languages: The ring allows G'nort to
  comprehend and translate virtually every spoken
  language in the universe (Comprehend Languages),
  but even the Power Ring can't help him read.
  Despite all its virtues, the Power Ring does have
  a couple flaws: it must be recharged every 24 hours
  using the Power Battery (see below), and all of its
  Powers are useless against anything colored yellow
  (i.e., a green rolled-up newspaper formed with Force
  Manipulation won't strike a yellow target; the ring's
  Sealed Systems Power is useless against yellow
  gases, etc.).
  Note: G'nort always forgets about the Ring's
  vulnerability to yellow, and can't tell time to save his
  life. He is usually reminded to charge his ring when
  his head hits the pavement after his Flight fails.
  Power Battery [BODY: 25, Energy Absorption: 18,
  Invisibility: 15, R#: 2] The Power Battery is usable
  only to recharge the Power Ring every 24 hours
  (Energy Absorption). The Ring wielder can will
  the battery to tum invisible (Invisibility of IS).
  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:
  
  GARRYN BEK
  DEX:
  5
  STR:
  3
  Booy:
  3
  INT:
  6
  WILL:
  4
  MlND:
  6
  INFI.:
  4
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  15
  HERO POINTS:
  20
  'Skills: Vehicles (Space Craft): 7, Weaponry: 5
  -Advantages: Connections: Cairn Drug Lords
  (High), LE.G.LO.N. (High); Rich Family
  -Drawbacks: Married~Uncertainty
  -Motivation: Unwanted Power
  'Occupation: LEG.LO.N. Member I Administrative
  Director
  'Wealth: 9
  ,Powers and Abilities
  Garryn Bek does not currently possess any
  superhuman abilities, though for a sl1011 time he did
  (see "Garryn Bek and the Emerald Eye" below).
  Though he has no powers, Bek is still a valuable
  L.E.G.l.O.N.
  member,
  and
  contributes
  his
  administrative skills and fighting abilities to the
  LE.G.LO.N. cause.
  Garryn Bek is a capable spacecraft pilot and
  frequently accompanies other LE.GJ.O.N. members
  on missions in this capacity. Bek is also competem
  with weapons and can provide needed firepower
  during armed combat.
  Garryn Bek and the Emerald Eye
  For a time, Garryn Bek fell under the influence
  of the Emerald Eye, a mysterious space artifact. The
  eye developed a symbiotic relationship with Bek; the
  Eye became protecti ve of Bek, and Bek became
  psychologically addicted to the Eye. The Eye was
  apparently guided by Bek's subconscious reactions
  and would lash out at anyone who Bek felt even
  mildly threatened by.
  Gradually the Eye began to affect Bek's mind
  and body. Bek became paranoid, megalomanical, and
  eventually developed delusions of godhood. The Eye
  had the ability to transform Bek's body, giving him
  superhuman physical characteristics. It also used this
  ability on Bek's estranged wife Marij'n, slimming her
  from a significantly overweight woman to the peak of
  physical fitness (see Hero Team, L.E.G.LO.N.).
  GARRVN BEK (EVE INFLUENCED)
  DEX:
  8
  Sm:
  16
  BODY:
  14
  !NT:
  15
  WtLL:
  15
  MtND:
  9
  {NFL:
  II
  AURA:
  9
  SPtRtT:
  IO
  lNlTlATIVE:
  34
  HERO POINTS:
  75
  'Powers: Garryn Bek exhibited a number of powers
  while under the influence of the Emerald eye (see
  below).
  'Skills: Vehicles (Space Craft): 7, Weaponry: 5
  -Advantages: Connections: Cairn Drug Lords
  (High), L.E.G.LO.N. (High); Rich Family
  -Drawbacks: Catastrophic Irrational Attraction to
  the Emerald Eye; Married; Mistrust; Minor
  Psychological Instability; Serious Rage
  The Emerald Eye itself was a mystery to
  LE.G.LO.N. It was found by Bek aboard a derelict
  explorer ship and apparently began its symbiotic
  bond with him at that time. It would not leave him
  and would eliminate anyone Bek got mad at (which
  was eventually the entire crew of his ship).
  After altering Bek and his wife, the Eye
  accompanied them on a mission to stop the Computer
  Tyrants of Colu. The Tyrants severely beat the Eye,
  and it ran away, gradually taking the power it had
  bestowed on the Beks with it.
  The Emerald Eye displayed a wide variety of
  powers while in the company of Garryn Bek. It also
  had the special ability to "share" some of its abilities
  with Garryn Bek and his wife, similar to the Power
  Bonus Usable On Others, though the Eye still retains
  the use of its powers as well. The Emerald Eye (or one
  of the Beks) has used its Force Manipulation powers in
  many ways, though other manifestations may be
  possible as welL Some examples of Physical Powers
  that have been mimicked are: Energy Blast, Flight,
  Disintegration, Force Shield, and Sealed Systems.
  THE EMERALD EVE
  DEX:
  13
  Sm:
  22
  BODY:
  16
  lNT:
  5
  WILL:
  10
  MIND:
  12
  INFL:
  8
  AURA:
  15
  SPIRIT:
  9
  INITIATIVE:
  28
  'Powers: Force Manipulation: 24, Life Sense: 65,
  ReflectionlDeflection: 20, Empathy: 20
  -Limitations: Power Restriction: Empathy will only
  work on the Eye's symbiotic partner.
  'Advantages: Lightning Reflexes
  -Drawbacks: Catastrophic Irrational Attraction to
  
  iberty
  During his first outing with the JLA, General
  Glory rushed into a burning building, fearing there
  were homeless people inside. Though there were no
  homeless and the General fell through a weakened
  stairway, he did escape death and saved the life of a
  small bull terrier.
  Inspired by the General's good nature, Fire and
  the Blue Beetle made a star-spangled mask for the
  dog who the General named Liberty. Liberty is now
  the General's companion while be's not out being a
  hero.
  LIBERTY
  ersonafity/Role-playing
  JOSEPH JONES
  -Skills: Chamma: 3, MIlItary SCIence: I
  -Advantages:
  Connection:
  Justice
  League
  International (Low); Insta-Change; Luck
  Note: Joe Jones can only activate his lnsta-Change
  if he recites the Lady Liberty Oath.
  -Drawbacks: Age (old); Secret Identity
  -Motivation: Upholding the Good
  -Occupation: Retired Good Guy
  -Wealth: 4
  -Powers: AnalytIcal Smell/TrackIng Scent: 5,
  Extended Hearing: 3
  -Advantages: Conneclions: General Glory (High);
  JLA (Low); Luck
  -Drawbacks: Serious Irrational Attraction to
  piddling in inappropriate places.
  General Glory is the boy scout's boy scoul. He is
  courteous and upstanding to a fault. He will never
  hesitate to defend the innocent and constantly sings
  When Jones finally found the Liberty Oath in
  Guy Gardner's General Glory Comic #1 and returned
  10 his life as General Glory, the Evil Eye was
  incensed and began a campaign against the General
  which ultimately ended in his death.
  DEX:
  3
  STR:
  0
  BODY:
  2
  INT:
  I
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AURA:
  I
  SPlRIT:
  I
  INITIATIVE:
  6
  DEX:
  2
  STR:
  I
  BODY:
  I
  INT:
  2
  WILL:
  3
  MIND:
  4
  INFL:
  3
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  5
  HERO POINTS:
  20
  Powers and Abilities
  Joseph Jones
  GENERAL GLORY
  'Powers: Jumping: 2
  'Skills: Acrobatics: 6, Military Science: 2
  ·Advantages:
  Connection:
  Justice
  League
  International (High); Gift of Gab; Insta-Change;
  Intensive Training; Iron Nerves; Lightning
  Reflexes; Luck; Popularity
  'Drawbacks: Secret Identity
  -Alter Ego: Joseph Jones
  -Motivation: Upholding the Good
  -Occupation: Good Guy
  -Wealtb: 4
  ·Equipment:
  Although General Glory carries no equipment, he has
  been known to employ objects. such as trash can
  lids, as shields. With these items he can perform
  Blocks (see the Rules Manual, page 23).
  As Joe Jones was the only one who saw the vision of
  Lady Liberty, it is not fully understood how General
  Glory got his powers. Lady Liberty seems to have
  transformed Joe into the ultimate physical fighting
  machine of his day.
  General Glory can easily lift such things as
  motorcycles and has been known to lift WW II tanks.
  His increased physical prowess also allows him to
  run great distances, jump as high as a four story
  building and endure the choking smoke of burning
  buildings.
  The General is an exceptional hand to hand
  fighter and an accomplished acrobat, able to perform
  amazing spins and tumbles while in combat. Whether
  this ability is a result of Lady Liberty's influence or
  intense training on the General's pan is not known.
  When General Glory's identity was erased and he
  was placed back in civilian society, the General, now
  Joe Jones, lived a normal, lonely life and slowly grew
  old. Continually plagued by his old adversary the
  Evil Eye, Jones was forced to move from retirement
  home to retirement home.
  DEX:
  8
  STR:
  5
  BODY:
  7
  INT:
  4
  WILL:
  8
  MIND:
  9
  INFL:
  9
  AURA:
  10
  SPIRIT:
  7
  INITIATIVE:
  23
  HERO POINTS:
  100
  
  GIM ALLON
  DEX:
  8
  STR:
  5
  BODV:
  6
  INT:
  6
  WILL:
  7
  MIND:
  6
  INFL:
  6
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE:
  20
  HERO POINTS:
  60
  ·Powers: Growth: 8
  -Skills: Detective: 8, Vehicles: 7, Weaponry: 5
  -Limitations: Miscellaneous: Gim suffers a great
  deal of pain from the use of his Power (see "Gim's
  Growth Power" below).
  -Advantages: Connections: Legion of Super-Heroes
  (High), Science Police (High)
  -Drawbacks: Married
  -Alter Ego: Colossal Boy
  -Motivation: Upholding the Good
  -Occupation: Science Police Captain
  -Wealth: 6
  -Equipment:
  Science Police Blaster [BODV: 3, AV: 6, EV: 7,
  Range: 7, R#: 2]
  Powers and Abilities
  Gim possesses the power to enlarge his body to a
  height of over 25 feet (Growth). This increase in size
  also proportionately increases his strength and
  resilience, granting him enough STR to lift over 100
  tons and the ability to resist all but the most powerful
  Earthly weapons.
  Since Gim's run-ins with
  Starfinger, the use of his Growth Power is quite
  painful, so he rarely uses it except in emergencies.
  Gim has been trained as a Science Police
  Officer, giving him Skills in the areas of Detective
  work, piloting (Vehicles), and the use of all manner
  of Weaponry.
  Gim's Growth Power
  Since the use of his power is painful, gim rarely
  uses it unless faced with large numbers of enemies or
  super-villains. For each AP of Growth engaged (Gim
  need not grow to maximum size) the following
  effects occur:
  -3 feet arc added to Gim's height.
  -I AP is added to Gim's RV against Physical Attacks.
  -I AP is added to Gim's weight and volume.
  -I AP is added to Gim's STR.
  Additionally, for every two APs of Growth
  engaged, Gim's OV decreases by one AP (I AP of
  Growth has no effect on OV, while 2 to 3 APs
  engaged decreases Gim's OV by I AP, and 4 to 5
  APs engaged decreases OV by 2 APs, etc.).
  When using his power, sometimes the pain in
  Gim's legs is so great that he must immediately rerum
  to nonnal size. This is represented in game terms by a
  special Power Burnout Limitation. Any time Gim
  rolls a natural "2" (double ones) on any Dice Action
  while his Growth is engaged, the Power immediately
  fails. He must lose the remainder of that combat
  phase and the next combat phase as he recovers from
  the pain. However, he still has his full OV/RV
  against any attacks made against him. In addition,
  Gim may not use his Growth Power for 10 APs (I
  hour) after such a failure.
  Personality/Role-playing
  Gim Allon is an honest and hard-working man
  whose main goal is to use his powers and skills to
  help other people. He is very brave, often putting
  himself at risk to save the lives of his comrades.
  Although normally the strong silent type, Gim
  can become verbose and argumentalive when faced
  with a difficult situation. Apart from these outbursts,
  however, Gim is sofl-spoken and kind to everyone he
  meets.
  Using Gim Allon in Adventures
  His position in the Science Police makes Gim a
  good source of information on criminals and crimes.
  Player heroes might meet Gim if they call on the S.P.,
  and might think he is nothing more than a particularly
  dedicated S.P. officer, since he rarely uses his powers
  anymore.
  Gim still maintains contacts with his Friends in
  the Legion, but his S.P. duties usually keep him too
  busy to spend time with them. An adventure
  involving a powelful villain (or villains) might bring
  Gim in as a reinforcement for the Legion, reuniting
  him with his pals.
  Subplots
  Ever since Gim first captured Char Burrane
  (Starfinger), the two have been mutual Enemies.
  When Slarfinger tortured Gim and severely damaged
  his legs, it became painful for Gim to walk, let alone
  
  GUY GARDNER
  DEX:
  7
  STR:
  4
  Booy: 10 (5)
  !NT:
  3
  WILL:
  18
  MIND:
  6
  INFL:
  8
  AURA:
  3
  SPIRIT:
  8
  INITIATIVE:
  18
  HERO POINTS:
  70
  oAdvantages: Connections: General Glory (Low),
  Justice League International (High); Iron Nerves
  oOrawbacks: Public Identity; Serious Rage
  oMotivation: Thri 1\ of Adventure
  -Occupation: Adventurer
  oWealth: 4
  oEquipment:
  POWER RING [BODY: 18, INT: la, Comprehend
  Languages: 20, Flight: 40, Force Manipulation: 18,
  Invulnerability: 18, Life Sense: 40, Omni-Power: 9,
  Recall: 20, Regeneration: 4, Sealed Systems: 16,
  Skin Armor: 4, Spirit Travel: 50] Limitation: The
  Power Ring is subject to periodic power outages,
  which occur seemingly at random (see "Power
  Outages" below).
  Guy's yellow Power Ring is an incredible weapon
  with a number of capabilities limited only by his
  imaginarion and willpower. Some of these abilities are as
  follows:
  -Fly: The ability to propel the ring-wielder at speeds
  approaching 1500 times the speed of light (Flight).
  -Form objects from yellow energy: The ability to create
  tangible objects and tools out of the ring's "yellow
  energy" (Force Manipulation). This ability is directed by
  (and Linked to) the user's will power (WILL). Guy can
  only correctly form objects which he fully comprehends.
  Considering his limited technical expertise, he usually
  sticks to fairly simple objects like giant fists and sporting
  goods.
  -Locate other Power Rings: The Ring allows Guy to
  detect other Power Rings up to several thousand light
  years away (Life Sense; this Power can't be used in any
  other fashion).
  -Manifest user's will power: This allows the user to
  manifest many abilities through the sheer force of will
  (Omlli-Power; this Power is linked to 1/2 the user's
  WILL).
  -Protect user physically and heal: This protects Guy from
  physical harm (Invulnerability). It also allows him to
  survive hostile environments such as the vacuum of
  space (Sealed Systems). The Ring also speeds tbe user's
  healing abilities to 16 times nonnal (Regeneration). Guy
  also has a BODY of 10 when wearing the ring and while
  worn, the ring itself has a BODY equivalent to his WILL
  (18).
  -Provide information: The ring has the ability to store
  huge amounts of information (Recall) and aid the user in
  problem-solving tasks. However, the ring will only relay
  this information in Korugarian, the language of the ring's
  former user, Sinestro. Until Guy learns this alien
  language, this ability is uselcss to him.
  -Shield the wearer: The ring can envelop the ring-wielder
  with a protective shemh of yellow energy (Skin Armor;
  Guy loses I AP of both Forcc Manipulation and Omni-
  Power for each AP of Skin Armor he activates).
  -Understand languages: The ring allows Guy to translate
  virtually every language in the universe, but only into
  Korugarian (Comprehend Languages). The ring cannot
  translate it's nalive KOnlgarian to the ring user's language
  (in this case English).
  Powers and Abilities
  Guy Gardner gains nearly unlimited power from his
  yellow Power Ring. With it, be can accomplisb anytbing
  short of raising the dead, provided his will is strong
  enough. Unlike his old GL ring, his new one is not
  vulnerable to yellow (or anything else for that matter), and
  it doesn't have to be recharged every 24 hOUrs, although it's
  energy seems to come and go bccause it needs to come into
  contact with a Green Lantern ring to recharge itself (see
  "Power Outages" below).
  Guy was once a gym teacher and later a social worker,
  but he retains little knowledge of those fields now.
  Although he's had no combat training, and has a notorious
  glass jaw, Guy is still a reasonable hand-Io-hand
  combatant. He has apparently used his ring to gradually
  improve his physique, so he has maintained top physical
  condition, even Ihough he cats like a pig and never
  exercises. Also, Guy was taught to figbt dirty by Lobo, and
  was forced 10 work out when he lost his GL ring.
  Power Outages
  Although the yellow Power Ring Guy seized from
  Sinestro doesn't need to be recharged every 24 hours, it
  occasionally loses its power for no apparent reason. In
  gamc terms, treat the ring as having a Reliability Number
  of 3. Whenever Guy rolls a 3 or less on any Dice Action,
  the Power Ring "conks." None of it's Powers will work,
  with the exception of Sealed Systems, which will continue
  to function for I day (15 APs) after the ring fails. Tbe GM
  can roll ID I0 to determine the APs of time that pass before
  the ring's Powers return.
  The One, True Green Lantern
  Before he gained Sinestro's yellow Powcr Ring, Guy
  Gardner served a long stint in the Green Lantern Corps.
  During this period, he had the standard GL Power Ring,
  which bad abilities nearly identical to his new one, with me
  following exceptions:
  
  HAWKWOMAN
  DEX:
  8
  STR:
  4
  BODV:
  6
  INT:
  9
  WILL:
  8
  MIND:
  8
  INFL:
  6
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE:
  25
  HERO POINTS:
  100
  -Skills: Charisma: 8, Detective: 6, Martial Artist: 9,
  Medicine: 7, Military Science: 8, Vehicles: 6,
  Weaponry: I I
  -Advantages:
  Area
  Knowledge
  (Downside,
  Thanagar);
  Connections:
  Justice
  League
  International (Low), Thanagar (High), Hawkman
  (High), Chicago Police Departmenl (Low)
  -Alter Ego: Shayera Thai
  -Motivation: Seeking Justice
  -Occupation: Policewoman, Goodwill Ambassador
  -Wealth: 4
  -Equipment:
  ANTI-GRAV BELT [BODV: 9, Gravity Decrease:
  7].Limitation: Gravity Decrease only allows the
  wearer to hover in place and lift great weights.
  Battle Armor [BODY: 9]
  GUN HARNESS [BODV: 8, Energy Blast: II, Force
  Field: 3, Telescopic Vision: 5, R#: 3] Bonus:
  Energy Blast can be used through Force Field.
  Miscellaneous Drawback: The Harness is large and
  bulky: a Wingman' DEX, Flight, and Gravity
  Decrease are reduced by 2 APs while wearing it.
  Helmet [Body: 9, Thermal Vision: 13)
  Mace [BODV: 9, EV: 5]
  Pistol [BODV: 5, EV: 6, Ammo: 8, R#: 2]
  Wings [STR: 6, BODV: 10, Flight: 8] Limitation: The
  Wings will not function unless used with an Anti-
  gray Bell.
  Background Update
  In a recent battle that lOok place in the
  Netherworld, Hawkwoman was apparently killed.
  Also, in the Hawkworld series, it was shown that
  Shayera Thai had no actual super-powers. Therefore
  the Sealed Systems, Skin Armor, Speak With
  Animals, and Telescopic Vision have been deleted
  from her statistics.
  Powers and Abilities
  All Wingmen are issued an Anti-Grav Belt and
  Wings which allow them to soar through the
  Thanagarian skies and patrol the Downside. The Belt
  grants its wearer limited control over gravity,
  allowing her to levitate and hover, and to lift great
  weights, presumably by making objects touched
  lighter (Gravity Decrease). The Wings afford the
  Anti-Grav Belt wearer the maneuverability needed to
  fly swiftly and with great agility. The Wings
  themselves are useless without a Belt. Thai uses them
  to fight the criminal element on Earth as well as on
  Thanagar. She has experience and skill in their use
  and can use them for daring maneuvers or power
  dives. Hawkwoman gains an advantage by being able
  to allack from the sky.
  Shayera protects herself with standard Wingman
  Armor, capable of withstanding heavy weapons fire.
  She always employs a weapon as well, usually a hand
  blaster or laser rifle (EV: 6), with deadly accuracy.
  On occasion, she may use archaic Earth weapons,
  such as the Mace.
  As a member of the Wingmen of Thanagar,
  Shayera trained intensively in the use of weapons,
  military arts, combat, and interrogation (Charisma,
  Weaponry, Military Science and MarIial ArIis!) to
  survive the harshness of the Downside.
  Flying Techniques
  Hawkwoman is a master of fighting while in
  flight. Her Wings let her fly at speeds of up to 250
  mph and make difficult twists and turns. Some
  special tactics Thai uses include:
  -Buffeting opponents: Shayera's wings can produce
  up to 700 lbs. of pressure that can be used to allack
  opponents. Treat this wind allack as the Super
  Breath Power (APs of Flight as the AVfEV of a
  Physical Allack) against everyone within 4 APs of
  Hawkwoman. Keep in mind that Knockback
  Damage from any attack is considered Killing
  Combat.
  -Charging Attack: Hawkwoman may fly into her
  opponents, adding her velocity to the damage she
  incurs on her target. This is an AULOmatic Action
  (for movement) and a Dice Action ( for the
  Allack). The AV of a Charging Allack is equal to
  Hawkwoman's DEX; the EV is equal to her speed
  in APs (of Flight Power). The OVfRV is the
  defender's DEXlBoDV as usual. If she is making an
  di ving attack from at least 4 AP's above the target,
  she adds +I Column Shift to the AV and EV of the
  Charging Attack. Hawkwoman may take damage
  as well. Check the Result Table
  usin e the
  ,
  0
  
  The Source
  Highfather's Staff
  The Alpha Bullets
  75
  75
  75
  BODY:
  MIND:
  SPIRIT:
  75
  75
  75
  THE SOURCE
  DEX:
  75
  STR:
  INT:
  75
  WILL:
  INFL:
  75
  AURA:
  HERO POINTS: 500
  ePowers: Omm-Power: 50, PrecognItIon: 75, Recall:
  100
  eAdvantages: Leadership
  Using his Staff, Highfather can manipulate the
  energies of the Source. In game terms, he gains APs of
  Omni-Power and Precognition equal to his WlLL. Whether
  any other being can use the Staff is unknown; the
  Gamemaster may deny any Character other than Highfather
  the use of its Powers, or, if the Character is a hero who is
  good of heart (or blood-related, such as Mister Miracle), he
  may be able to use them.
  The Source has become a major part of the New God
  saga. It is said to contain the ultimate knowledge of the
  universe and the Life Equation, two closely related
  concepts. It rests beyond the Promethean Galaxy, and
  manifests itself for mortal eyes in the form of Highfather's
  giant glowing wall.
  Highfathcr turns to the Source for guidance in times of
  trial. To gain advice from the Source, Highfather makes an
  Interrogation Attempt using his INFLlAuRA against an
  OV/RV of 414. Other Characters that are pure of heart
  (Heroes) may ask the Source for advice using an OVIRV of
  818, and evil or power mongering Characters (Villains)
  must make an Interrogation roll against 15115. The more
  positive RAPs gained, the clearer the advice, though it will
  always be cryptic (RAPs exceeding the OV/RV of the
  attempt will yield fairly clear answers). The Source always
  writes its answers in burning letters on the wall with a
  disembodied flaming hand.
  Since the Source has the Leadership Advantage, it can
  grant a supply of Hero Points to any New God. Highfather
  has free access to these Hero Points and may, in lllrn, grant
  them to others using his own Leadership Advantage.
  In times of great need, Highfather may invoke the
  Alpha Bullets, projectiles of energy that extend the will of
  Highfather to every corner of existence. The Bullets seek
  out whatever individuals Highfather needs and upon
  contact, instantly summon them to his side.
  In game terms, the Bullets seek out their quarry using
  Powers and Abilities
  ·Powers: Invulnerability: 12
  °Skills: Charisma (Persuasion): 15, Weaponry: II
  oAdvantages: Area Knowledge (Supertown);
  Connection: The New Gods (High); Leadership;
  Miscellaneous: Highfalher shares a link with the
  Source and can use its Hero Points at will.
  -Drawbacks: Catastrophic Irrational AtLraction to
  peace
  -Alter Ego: Izaya the Inheritor
  oMotivation: Upholding the Good
  -Occupation: Ruler
  -Equipment:
  Wonder Staff [BODY: 16, Precognition: 17, Omni-
  Power: 17] Note: Highfather's Staff is linked
  directly to the Source. Its Powers always function
  at an AP level equal to its user's WILL (see also
  "Highfather's Staff' below).
  Aero Discs [BODY: 12, Flight: 8]
  HIGHFATHER
  As a New God, Highfalher possesses remarkable
  strength, sufficient to lift over 3 tons. His skin is as dense
  as steel, granting him resistance 10 most Earthly weapons.
  Highfather's New Genesis heritage also grants him
  immor1ality; he cannot be killed by any means short of total
  disintegration.
  Highfather can conjure vast amounts of energy
  through his Wonder Staff, which is linked directly to the
  Source. He can manipulate this energy to accomplish
  virtually any effect.(Omni-Power). Highfather typically
  uses this Power lO heal the sick and wounded (Damage
  Transference), and to protect those in need with Force
  Fields and Illusions. The Staff also provides Highfather
  with a portion of the Source's vast insight, allowing him to
  peer into the likely future (Precognition).
  In addition to his mighty powers, Highfather is one of
  the most intelligent beings in the universe. Coupled with
  his compassion and wisdom, his intelligence makes him a
  truly effective leader who is loved and admired by all the
  people of New Genesis.
  When he was called Izaya, Highfather was a military
  commander, and mastered the use of all forms of
  Weaponry. Since he forsook his warlike ways, he never
  employs weapons of any SOI1.
  DEX:
  10
  STR:
  7
  BODY:
  12
  INT:
  18
  WILL:
  17
  MIND:
  18
  INFL:
  13
  AURA:
  15
  SPJRJT:
  II
  INITIATIVE:
  41
  HERO POINTS:
  200
  
  THUNDERBOLT
  Personality/Role-playing
  oPowers: Self LInk (LightnIng). 10, LJghtmng: 10,
  Flight: 25, Energy Absorption: 10, Weather
  Control: 10
  oLimitations: Thunderbolt's Energy Absorption
  Power can only be used to absorb electrical energy,
  and her Weather Control Power can be used only to
  create thunderstonns.
  oAdvantages: Lightning Reflexes
  -Drawbacks:
  Strange
  Appearance,
  Attack
  Vulnerability vs. electricity-manipulating and
  electromagnetic Powers.
  oAlter Ego: Jonni Thunder
  -Motivation: Seeking lustice
  While Jonni had the Thunderbolt powers, she
  could send the entity out of her body. Her physical
  form went into a comatose state while her personality
  drove the Thunderbolt form. This form was
  composed of living lightning and could control
  electrical current, fly, and project lightning from its
  hands, as well as the ability to create drenching
  thunderstorms.
  Later, while in the company of Skyman and
  Infinity, Inc., lonni learned that this energy form was
  alien, and sought to control her while it freed other of
  its race. After releasing one other of its race, who
  possessed Sky man for a time, the beings were
  banished back to their statue receptacles and were
  buried deep beneath the Peruvian Andes.
  Though lonni Thunder started her career as a
  law-enforcement agent, she was too independent, too
  much of a loner (like her father) to work for the
  police department or the D.A.'s office.
  lonni casts herself in a Philip Marlowe mold and
  is almost obsessed with living out the life of a pulp
  detective. Like such heroes, she follows her own
  personal code of ethics. She tends to go farther out on
  a limb than she should for her clients, and she can't
  be stiffed on her fees any more than she can be
  bought. Though she projects a hard, independent
  appearance, lonni is compassionate and harbors a
  strong love of humanity.
  DEX:
  13
  STR:
  6
  BODY:
  8
  INT:
  5
  WILL:
  3
  MrND:
  4
  lNFL:
  6
  AURA:
  3
  SPIRIT:
  5
  INITIATIVE:
  26
  HERO POINTS:
  50
  Powers and Abilities
  °Skills: Acrobatics: 3, Animal Handling (Riding): 3,
  Detective: 7, Martial Artist: 4, Vehicles (Land): 4,
  Weaponry (Firearms): 4
  oAdvantages: Area Knowledge (Los Angeles);
  Connections: Leon Bergstrom (High), Det. Mike
  Sanchez (Low), Skyman (High), Infinity, Inc.
  (Low); Sharp Eye
  oDrawbacks: Public Identity
  oMotivation: Upholding the Good
  Note:
  While Jonni Thunder possessed the
  Thunderbolt powers she had the Unwanted Power
  Motivation.
  -Occupation: Private Detective
  °Wealth: 4
  oEquipment:
  Handgun [BODV: 4, EV: 4, Range: 4, Anuno: 6, R#:
  3]
  1957 T-bird Convertible [BODY: 9, STR: 5, Running:
  7, R#: 4]
  JONNITHUNDER
  While she was possessed by the Thunderbolt
  entity, Jonni Thunder had the ability to become
  Thunderbolt at will (Insta-Change). Currently
  however, Jonni has no superhuman powers. She
  possesses an acute perceptiveness that makes her an
  extremely good private detective and the drive to see
  her cases through to the end, no matter how
  dangerous they might be.
  From James Thunder, her father, she learned to
  shoot and fight, and learned a variety of acrobatic and
  riding skills which her father picked up during his
  days as a Hollywood stuntman.
  a.k.a. Thunderbolt
  Shortly after her father's death, Jonni became
  involved in a case involving a statue of a lightning
  haired woman, which her father acquired from a man
  he had arrested. This statue held the living essence of
  a lightning-powered alien which took refuge in her
  body and, for a time, was under her control.
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  5
  WILL:
  3
  MIND:
  4
  INFL:
  3
  AURA:
  3
  SPIRlT:
  3
  INITIATIVE:
  13
  HERO POINTS:
  25
  
  KILOWOG
  DEx:
  4
  STR:
  II
  BODY: 12 (9)
  INT:
  9
  WILL:
  17
  MIND:
  5
  INFL:
  5
  AURA:
  4
  SPIRIT:
  12
  INITIATIVE:
  18
  HERO POINTS:
  50
  °Skills: Charisma (Intimidation): 7, Gadgetry: II,
  Scientist: 13, Vehicles: 6
  -Advantages: Connections: Green Lantern Corps
  (High), Justice League International (High);
  Genius; Scholar (genetics)
  -Drawbacks: Forced Exile; fnnocent; Strange
  Appearance
  -MotiYation: Responsibility of Power
  -Occupation: Green Lantern Corps InstrucLor
  oWealth: 6
  oEquipment:
  POWER RING [BODY: 17, INT: 10, Comprehend
  Languages: 20, Flight: 40, Force Manipulation: 17,
  Recall: 20, Sealed Systems: 16, InYulnerability: 18,
  Life Sense: 40, Omni-Power: 8, RegeneraIion: 4,
  Skin Armor: 4, Spirit Travcl: SOl
  A Green Lantern's Power Ring is an incredible
  tool with a number of capabilities limited only by the
  GL's imagination and willpower. Some of these
  abilities are as follows:
  oFly: The ability to propel the ring-wielder at speeds
  approaching 1500 times the speed of 1ighl (Flight).
  oForm objects from emerald energy: The ability to
  create tangible objects and tools out of the ring's
  "emerald energy" (Force Manipulation). This
  ability is directed by (and Linked to) the user's will
  power (WILL). Kilowog can only correctly form
  objects which he fully comprehends. Kilowog is an
  accomplished scientist and inventor, and can create
  enonnollsly complicated objects with his ring.
  -Locate other Green Lanterns: The Ring allows
  Kilowog to detect other Power Rings up to several
  thousand light years away (Life Sense; this Power
  can't be used in any other fashion).
  oManifest user's will power: This allows the user to
  manifest many abilities through the sheer force of
  will (Omni-Power; this Power is Ijnked to 1/2 the
  user's WILL).
  -Project an "energy self": This Power allows
  Kilowog to separate his "energy" or spirit self from
  his body and travel freely at the speed of thought
  while perceiving his surroundings normally (Spirit
  Travel).
  oprotect user physically and heal: This protects
  Kilowog from physical harm (Invulnerability). It
  also allows him to survive hostile environments
  such as the vacuum of space (Sealed Systems). The
  Ring also speeds the user's healing abilities to 16
  limes normal (Regeneration). Kilowog also has a
  BODY of 12 when wearing the ring and while worn,
  the ring itself has a BODY equivalent to his WILL
  (17). The ring cannot, however, bring the wearer
  (or anyone else) back from the dead.
  ·Provide information: The ring has the ability to
  store huge amounts of information (Recall) and aid
  the user in problem-solving tasks (Kilowog can
  substitute the ring's TNT for his own TNT when
  making Action Checks that involve problem-
  solving).
  ·Shield the wearer: The ring can envelop the ring-
  wielder with a protective sheath of green energy
  (Skin Armor; Kilowog loses I AP of both Force
  Manipulation and Omni-Power for each AP of Skin
  Armor he activates).
  -Understand languages: The ring aJlows Kilowog to
  comprehend and translate virtually every language
  in the universe (Comprehend Languages).
  Despite all its virtues, the Power Ring does have a
  couple flaws: it must be recharged every 24 hours
  using Ihe Power Battery (sce below). and all of its
  Powers are useless against anything colored yellow
  (i.e., a green hammer fonned 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,
  fnvisibility: 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 Lantem Corps are
  among the bravest and most noble beings in the
  universe. Any potentia] Green Lantern must meet all
  of the following requirements:
  oFearlessness: GLs must have a SPIRIT of 12 or
  higher
  and
  the
  Iron
  Nerves
  Advantage.
  Additionally, all Green Lanterns must follow a
  strict code of behavior. Any deviation from this
  code can result in disciplinary action, including
  removal from the Corps.
  oHigh Will power: The higher the will power, the
  more potent the GL. Creatures with a WILL below
  15 will be selected for the Corps only under the
  
  L.E.G.I.O.N.
  GARV
  DEx:
  4
  STR:
  18
  BODY:
  16
  TNT:
  4
  WILL:
  4
  MIND:
  5
  TNFL:
  5
  AURA:
  3
  SPIRIT:
  7
  INITIATIVE:
  13
  HERO POINTS:
  75
  -Powers: Density Increase: 9, Invulnerability: 12
  -Limitations: Density Increase is Always On and is
  reflected in the Attributes shown above.
  -Skills: Vehicles (Space Craft): 4
  -Advantages: Connections: L.E.G.I.O.N. (High)
  -Drawbacks: Serious Irrational Auraction to Strata;
  SIrange Appearance
  -Motivation: Thrill of Adventure
  -Occupation: L.E.G.I.O.N. Member I Director of
  L.E.G.1.0.N. Recruit Training
  -Wealth: 5
  LYDEA MALLOR
  DEX:
  8
  STR:
  3
  BODY:
  4
  INT:
  6
  WILL:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  6
  SPIRJT:
  5
  INITIATIVE:
  19
  HERO POINTS:
  50
  ·Powers:Darkness: 15, Energy Blast: 12
  -Skills: Vehicles (Space Craft): 4
  -Advantages: Area Knowledge (Talok VIII);
  Connections: L.E.G.I.O.N. (High), Talok VIII
  government (Low); Iron Nerves
  -Drawbacks: Authority Figure; Guilt; Public
  Identity; Minor Rage
  -Motivation: Responsibility of Power
  -Occupation: L.E.G.1.0.N. Member I Planetary
  Champioo of Talok Vl1I
  -Wealth: 8
  MARI.I'N (BEK)
  DEX:
  6
  STR:
  4
  BODY:
  3
  INT:
  10
  WILL:
  9
  MIND:
  5
  INFL:
  6
  AURA:
  3
  SPIRIT:
  4
  [NITIATlVE:
  22
  HERO POINTS:
  25
  -Skills: *linked
  Detective: 4, Gadgetry: 10*, Medicine: 10*,
  Scientist: 13, Vehicles (Space Craft): 4
  -Advantages: Conoection: L.E.G.I.O.N. (High);
  Genius; Rich Family
  -Dra\,'backs: Married
  -Motivation: Upholding the Good
  -Occupation: L.E.G.I.O.N. Member
  -Wealth: 10
  Shortly after she began working with the
  L.E.G.I.O.N., Marij'n fell under the influence of the
  Emerald Eye, a mysterious space artifact. For a short
  time the Eye shared its immense power with Marij'n
  and Garryn Bek, as well as reducing Marij'n's portly
  form to its present level of fitness. These changes
  came at a cost however, as the Eye developed a
  symbiotic relatiooship with Bek and Marij'n,
  inspiring egomania and a warped view of their own
  place in the universe. Marij'n's temporarily Eye-
  altered form appears beJow.
  MARIJ'N (EYE INFLUENCED)
  DEX:
  8
  STR:
  12
  BODY:
  13
  INT:
  II
  WILL:
  12
  MIND:
  8
  INFL:
  9
  AURA:
  7
  SPIRIT:
  9
  INITIATIVE:
  28
  HERO POINTS:
  75
  -Powers: Marij'n, IJke her husband Garryn Bek,
  exhibited a number of powers while under the
  influence
  of the
  Emerald
  Eye.
  For
  more
  information on the Emerald Eye, see Garryn Bek's
  entry elsewhere in this volume.
  -Skills: *linked
  Detective: 4, Gadgetry: II ':', Medicine: 11*,
  Scientist: 13, Vehicles (Space Craft): 4
  -Drawbacks: Catastrophic Irrational Attraction to
  the Emerald Eye; Married; Mistrust; Minor
  Psychological Instability
  TELEPATH
  DEx:
  4
  STR:
  3
  BODY:
  5
  INT:
  5
  WILL:
  6
  MIND:
  II
  [NFL:
  3
  AURA:
  3
  SPIRIT:
  6
  INITIATIVE:
  12
  HERO POINTS:
  50
  -Powers: '"'lmked
  Life Sense: 6*, Mind Probe: 15, Telepathy: 20
  -Skills: Vehicles (Space Craft): 4
  -Advantages: Connections: L.E.G.I.O.N. (High)
  -Drawbacks: Guilt; Innocent
  -Motivation: Upholding the Good
  -Occupation: L.E.G.1.0.N. Member
  -Wealth: 5
  Other L.E.G.I.O.N. Members
  For information on L.E.G.LO.N. member Vril
  Dox, refer to his entry in Who's Who #1. For more
  information on Captain Comet, Phase, Lobo, Strata,
  and Lyrissa Mallor (deceased), refer to their entries in
  Who '.'I Who # 2. Information on Garryn Bek and
  Stealth can be found elsewhere in this voJume. A
  page for Lady Quark will appear in the upcoming
  
  LADY SHIVA
  DEX:
  9
  STR:
  4
  BODY:
  5
  INT:
  7
  WILL:
  7
  MIND:
  6
  [NFL:
  6
  AURA:
  6
  SPIRIT:
  7
  INITIATIVE:
  26
  HERO POINTS:
  75
  ·Skills: *linked
  Acrobatics: 9*, Martial Artist: 9*, Detective: 7*,
  Military Science: 7*, Medicine (First Aid): Y,
  Thief: 9*, Weaponry: 9*
  -Advantages: Attractive; Connections: Robin (Low),
  The Question (Low), Richard Dragon (High);
  Intensive Training; Iron Nerves; Lightning
  Rellexes; Scholar (oriental philosophy)
  -Drawbacks: Serious Irrational Attraction to testing
  her combat skills against worthy opponents
  -Alter Ego: Sandra Woosan
  -Motivation: Mercenary
  ·Occupatiou: Mercenary/Martia[ Artist
  ·Wealth: 8
  ·Equipment:
  Katana [BODY: 8, EV: 5]
  Nunchakas [BODY: 2, EV: 4]
  Sai (x2) [BODY: 8, EV: 3]
  The sai are specially designed knives used for
  blocking. When Lady Shiva is fighIing with a pair
  of sai, she gains a -I Column Shift to the OV of
  any B[ocks and Take Always shc attempts against
  opponents' melee weapons.
  Shuriken (x4) [BODY: 5, EV: 2]
  The shuriken are star-shaped throwing blades.
  Shiva can throw up to four of them simultaneously.
  She adds one to her final die roll (i.e., after rc-
  rolling all doubles) for each additional shuriken she
  throws after the first.
  Powers and Abilities
  Lady
  Shiva is
  one of the highest paid
  mercenaries in the world today. Her skill, coupled
  with a flawless sense of professionaEsm, make her a
  valued operative no matter what the mission requires.
  Among the ranks of practicing martial artists,
  Shiva stands alone. Her skill and artistry are
  unmatched, and she continues to improve every day.
  In fact, in a recent fight with the Batman, she would
  have defeated him were it not for the Caped
  Crusader's superior physical strength.
  Kung Fu Fighter
  Many years ago, Shiva worked alongside Ben
  Turner (now known as Bronze Tiger) and Richard
  Dragon. The trio became well-known and feared in
  criminal circles. Although all three were of nearly
  equal ability, the best of them was Dragon. He has
  since retired from martial arts and lives a life of
  seclusion, but will help his friends in times of need.
  RICHARD DRAGON
  DEX:
  10
  STR:
  5
  BODY:
  6
  INT:
  9
  WILL:
  [ I
  MIND:
  9
  INFL:
  8
  AURA:
  9
  SPIRIT:
  8
  INITIATIVE:
  32/33
  HERO POINTS:
  100
  -Powers:
  ~·mystl.c lmk
  Danger Sense: 3*, Jumping: 2*, Mind Over Matter:
  I*, Running: 5*, Skin Armor: 1*, Superspeed: [*
  ·Skills: *linked
  Acrobatics: [0*, Martial Artist: [0*, Detective: 9*,
  Mi[itary Science: 9*, Thief: 10*, Vehicles: [0*,
  Weaponry: 10*
  -Limitations: Miscellaneous: Dragon's Powers are
  not actually meta-human abilities, but rather a
  function of his supreme training and concentration.
  If he does not have the Dragon's Claw to help him
  focus his ki, or inner energy, Dragon must make an
  Action Check using his WilllWill against OV/RVs
  of 10/10. Positive RAPs indicate that he can use his
  Powers for a time (in APs) equal to the RAPs
  gained in the Check.
  ·Advantages: Connections: Bronze Tiger (High),
  Lady Shiva (High), Central Bureau of Intelligence
  (High), O-Sensei (High); Intensive Training; Iron
  Nerves; Leadership; Lightning Reflexes; Scholar
  (martial arts, oriental philosophy); Sharp Eye
  -Motivation: Responsibility of Power
  -Occupation: Former Martial Arts Instructor
  ·Wealth: 4
  -Equipment:
  The Dragon's Claw [BODY: []
  The Claw was given to Richard by his teacher, the
  O-Sensei. The jade talisman seems to mystically
  collect and direct dragon's energies in times of
  need, although it is probable that the Claw serves as
  
  In stark contrast to it's heyday, the Legion only has
  access to a small rag-tag fleet of starships. Currently, most
  are in need of considerable repair (raise their R#s by 2 (0
  represent this). The list below is not exhaustive, and only
  represents the Legion's most commonly used ships:
  Until very recently, Dawnstar had been possessed by a
  mysterious consciousness known as the Bounty Entity.
  While under its influence, Dawnstar became known as
  Bounty, one of the most highly paid bounty hunters in the
  galaxy. The entity left Dawnstar's body after she suffered
  critical wounds in a fight with Sade, another bounty hunter.
  Celeste (McCauley) Rockfish, originally a private
  investigator, had been severely wounded by Roxxas after
  tracking the Legion to Winath. Her life was saved,
  however, by a strange green energy that may have been a
  manifestation of the Emerald Energy coming from Oa. This
  energy also gramed Celeste several powers, including the
  ability to Fly at sonic speeds, project destructive Energy
  Blasts, and generate a blinding Flash of light. She is still
  learning how to control her powers.
  Legion Starships
  Blaster Rifles (x6) [BODY: 7, Energy Blast: 10, R#: 2]
  Chronal Howitzer [BODY: 6, Teleponation: 65, Time
  Travel: 40, R#: 2] Limitation: The Chronal Howitzer
  must be thrown, exploding on contact with the ground or
  a target. It only works once, sending everyone and
  everything within the blast radius (0 APs/lO feet) into
  the past or future. The exact time and place the target is
  sent to must be preset before the Howitzer is used.
  Distorters (x 12) [BODY: 6, Chameleon: 10, R#: 2]
  Limitation: Chameleon does not transform clothing.
  Hand-Held Blasters (x24) [BODY: 5, Energy Blast: 8, R#: 2]
  TELEPATHIC EARPLUGS [BODY: 4, Telepathy: 8, R#: 2]
  TRANSUITS [BODY: 5, Sealed Systems: 30, R#: 2J
  For descriptions of Brainiac 5, Cham (Reep Daggle),
  Laurel Gand, Kono, and Rokk Krinn see Who's Who HI.
  For Jan Arrah, Brin Londo (Furball), Ayla Ranzz, Kent
  Shakespeare, and Vi see Who's Who #2. Entries for Tenzil
  Kem and Mysa appear elsewhere in this volume.
  More Legionnaires
  The Legion has limited access to equipment, most of
  which has been salvaged or acquired through the black
  market. The quantities listed in parenthesis below represent
  the number currently on-hand at the headquarters on Talus
  (There are enough Telepathic Earplugs and Transuits to
  equip all Legionnaires).
  Note that the Chronal Howitzer was recently
  used to
  banish Glorith to the End of Time. It is up to the
  Gamemaster to decide if the Legion has been able to
  acquire another of these rare items in his campaign.
  Legion Equipment
  eRr ESTE
  Powers and Abilities
  -Powers. Energy Blast. ro, Flash. 10, Flight. la, Force
  Field: 10, Invulnerability: 10, Regeneration: 10
  -Skills: Detective: 7, Martial Artist: 6, Weaponry: 4
  -Bonuses: Force Field is Useable On Others.
  -Limitations: Miscellaneous: If Celeste pushes her Energy
  Blast or Flash, she becomes unconscious and transparent
  for I hour (IOAPs of time).
  -Advantages: Connection: Legion of Super-Heroes (High)
  -Alter Ego: Celeste McCauley, Celeste Rockfish
  -Motivation: Unwanted Power
  'Wealth: 6
  THE BOUNTY ENTITY
  INT:
  8
  WILL:
  9
  MIND:
  9
  (NFL:
  8
  AURA:
  8
  SPIRIT:
  8
  INlTiA1WE:
  16
  HERO POINTS:
  70
  ·Powers: Personality Transfer: 16
  -Drawbacks: Catastrophic Irrational Attraction to hunting
  contracted victims and killing them
  -Motivation: Mercenary
  THE LEGION OF
  SUPER-HEROES
  DAWNSTAR
  ·Powers. Life Sense. 30, Sc.\led Systems. 20
  -Skills: Acrobatics: 5, Detective: 5, Martial Artist: 5,
  Military Science (Tracking): 8, Weaponry: 8
  -Ad"antages: Connection: Legion of Super-Heroes (High);
  Sharp Eye
  -Drawbacks: Minor Psychological Instability; Traumatic
  Flashbacks
  -Alter Ego: formerly Bounty
  -Motivation: Responsibility of Power
  'Wealth: 6
  -Note: When Dawnstar had her wings, she had the Flight
  Power rated at 42 APs.
  Dawnstar has lost her wings, but retains her
  Starhavian powers of tracking. She can follow a being
  across the galaxy by sensing their location at a range of up
  to 1.9 million miles (Life Sense). If this power is not
  sufficient to find a target, Dawnstar is also well-versed in
  conventional Tracking and Detective Skills.
  DEX:
  12
  STR:
  4
  BODY:
  6
  INT:
  8
  WILL:
  7
  MIND:
  7
  INFL:
  8
  AURA:
  7
  SPIRIT:
  7
  INITIATIVE:
  30
  HERO POINTS:
  70
  " , ,
  DEx:
  7
  STR:
  5
  BODY:
  5
  INT:
  8
  WILL:
  10
  MIND:
  7
  INFL:
  6
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  23
  HERO POINTS:
  70
  ,
  
  JACQUES FOCCART
  L
  J
  -Powers: Flight: 12, Fog: 10
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Drawbacks: Innocent, Unluck
  -Alter Ego: Comet Queen
  -Motivation: Thrill of Adventure
  -Wealth: 5
  -Powers: InvIsIbility. J3
  -Skills: Detective: 5, Martial Artist: 6, Military Science: 6,
  Weaponry: 6
  -Bonuses: Miscellaneous: Invisibility affects all recording and
  electronic scanning devices.
  -Advantages: Connections: Legion of Super-Heroes (High), UP
  Council (High)
  -Alter Ego: Lnvisible Kid 11
  -Motivation: Responsibility of Power
  -Wealth: 6
  Myc
  -Powers: Filght. 8, Somc Beam. 8
  -Skills: Acrobatics: 5, Martial Artist: 11, Military Science: 4,
  Thief: 6, Weaponry: 6
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Lightning Reflexes
  -Drawbacks: MiscelJaneous: Myg is currently under the effect of
  Dominion brainwashing,
  -Alter Ego: Karate Kid II
  -Motivation: Responsibility of Power
  -Wealth: 7
  -Skills. Martwl Artist. 5, VehIcles. 4
  -Limitations: Miscellaneous: STR and BODY are raised to their
  higher values only at nighl.
  -Advantages: Connection: Legion of Super-Heroes (High)
  -Drawbacks: Married
  -Alter Ego: Nighl Girl
  -Motivation: Responsibility of Power
  -Wealth: 5
  PETER DUR.';;IN
  -Powers: ProJecllle Weapons: I I
  -Skills: Vehicles: 4, Weaponry: 4
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Alter Ego: Porcupine Pete
  -Motivation: Upholding the Good
  -Wealth: 5
  DEX:
  5
  STR:
  4
  BODY:
  4
  INT:
  5
  WILL:
  5
  MIND:
  4
  INFL:
  5
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  65
  DEX:
  9
  STR:
  5
  BODY:
  6
  INT:
  6
  WILL:
  7
  MIND:
  6
  INFL:
  5
  AURA:
  5
  SPIRIT:
  5
  INITIATIVE:
  24
  HERO POINTS:
  60
  YLlLlA
  ATII
  DEX:
  9
  STR:
  3120
  BODY:
  3116
  INT:
  3
  WILL:
  6
  MINO:
  4
  !NFL:
  2
  AURA:
  2
  SprRIT:
  4
  INITIATIVE:
  16
  HERO POINTS:
  60
  DEX:
  5
  STR:
  5
  BODY:
  5
  INT:
  4
  WILL:
  3
  MIND:
  4
  INFL:
  4
  AURA:
  2
  SPIRIT:
  4
  INITlATrVE:
  13
  HERO POINTS:
  60
  IF
  D
  W
  BREK B
  NIN
  LEGION SUBS
  -Powers: POIson Touch: 13
  -Limitations: Miscellaneous: Drura has only limited control over
  her Poison Touch Power: any time she rolls a natural 2, she
  accidentally infects the nearest Character, friend or foe.
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Alter Ego: Infectious Lass
  -Motivation: Upholding the Good
  -Wealth: 5
  D
  S
  ·Powers: Densny Increase: 6, SuspensIOn: 9
  -Limitations: Suspension can only be used with Density Increase;
  Miscellaneous: The word "Nura" must be spoken by Dag or
  someone in his hearing range to activate his Density Increase
  withaUl also activating Suspension.
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Alter Ego: Stone Boy
  -Motivntion: Upholding the Good
  -Wealth: 5
  ·Powers: Flame lmmunily. 12, Ice ProductIon. 12
  -Skills: Vehicles: 6
  -Advantages: Connection: Legion of Super-Heroes (High);
  Leadership
  -Alter Ego: Polar Boy
  -Motivation: Upholding the Good
  -Wealth: 6
  D
  GRAVA
  -Powers: Split: I
  -Limitations: Split Power takes approximately 30 APs of time
  (DyvudlFrenk's lifespan) to fully activate. Currently, the only
  effect of this Power is thal Dyvud/Frenk has two heads.
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Alter Ego: Double Header
  -Motivation: Thrill of Adventure
  -Wealth: 4
  AN
  DEX:
  6
  STR:
  4
  BODY:
  5
  {NT:
  4
  WILL:
  5
  MIND:
  4
  INFL:
  3
  AURA:
  4
  SPIRIT:
  3
  INITIATIVE:
  13
  HERO POINTS:
  70
  AG
  ENTIJ\f
  DEx:
  4
  STR:
  7
  BODY:
  6
  tNT:
  4
  WILL:
  4
  MIND:
  4
  INK:
  3
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE:
  II
  HERO POINTS:
  60
  RURA
  EHlyr
  DEX:
  5
  STR:
  3
  BODY:
  4
  INT:
  4
  WILL:
  4
  MIND:
  3
  INfL:
  2
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE:
  11
  HERO POINTS:
  60
  YVUIl
  RENK
  TZUN
  DEX:
  3
  STR:
  4
  BODY:
  4
  INT:
  3
  WILL:
  2
  MIND:
  3
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INlTIATIVE:
  8
  HERO POI!\'TS:
  20
  DEX:
  9
  STR:
  3
  BODY:
  4
  INT:
  2
  WILL:
  3
  MIND:
  2
  INFL:
  2
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  13
  HERO POINTS:
  20
  
  LUORNU DURGO
  DEx:
  6
  STR:
  5
  BODY:
  5
  INT:
  6
  WILL:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  19
  HERO POINTS:
  50
  -Powers: Force Field: 19, Spltl. I
  -Skills: Martial Artist: 7, Weaponry: 5
  -Advantages: Connections: Legion of Super-Heroes
  (High), United Planets Milttia (High)
  -Alter Ego: Triplicate Girl, Duo Damsel
  -Motivation: Responsibility of Power
  -Occupation: V.P. Militia Instructor
  -Wealth: 6
  -Equipment:
  FORCE FJELD BELT [BODY: 5, Force Field: 20,
  Force Shield: 16, Sealed Systems: 16, R#: 2]
  Note: Luornu only used the belt for a short time
  after the loss of her second body. She has since
  returned it to Brainiac 5.
  Powers and Abilities
  Although Luornu had lost her ability to triplicate
  herself, she was recently reunited with one of her
  previously-believed-dead bodies. She was also endowed
  with the ability to project Force Fields by Brainiac 5
  during the peliod that she wore his force field bell.
  Luornu also possesses a number of useful Skills
  that serve her well as a U.P. Militia Instructor. Her
  Legion combat training has been added to over the
  years with a wider knowledge of fighting techniques,
  making
  her
  an
  accomplished
  hand-to-hand
  combatant. In addition, Luornu is well-versed in the
  use of a wide variety of firearms and melee weapons,
  the use of which she teaches to her Militia cadets.
  Triplicate Girl
  When she first joined the Legion, Luomu had
  her full Cargggite triplicating powers, and used the
  heroic name Triplicate Girl. With her Split Power,
  she could make two duplicates of herself. When she
  used the Split Power, all of her Altributes and Skills
  were reduced by 2 APs (the APs of Split).
  TRIPLICATE GIRL
  DEX:
  7
  STR:
  6
  BODY:
  6
  INT:
  7
  WII.L:
  7
  MIND:
  7
  INFI.:
  6
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE:
  22
  HERO POINTS:
  50
  -Powers: Split: 2
  -Skills: Martial Artist: 7
  -Limitations: Triplicate Girl can ooly use her Split
  Power at maximum APs.
  -Advantages: Connection: Legion of Super-Heroes
  (High)
  -Alter Egn: Luornu Durgo
  -Occupation: Legionnaire
  Duo Damsel
  After losing one of her bodies in a battle with
  Computo, Luornu simply changed her name to Duo
  Damsel. When she used her Split Power to become
  two people, all of her Attributes and Skills were
  reduced by I AP (the APs of Split). (Note that
  Luol11u's Attributes and Skills had been permanently
  reduced by the death of her third body.)
  Duo DAMSEL
  DEX:
  6
  STR:
  5
  BODY:
  5
  INT:
  6
  WII.L:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  3
  SPLR.rr:
  3
  INITIATIVE:
  19
  HERO POINTS:
  50
  -Powers: SplIt: 1
  -Skills: Martial Artist: 6
  -Advantages: Coooection: Legion of Super-Heroes
  (High)
  -Alter Ego: Luornu Durgo-Taine
  -Occupation: Legionnaire
  Personality/Role-playing
  For a woman who has endured so many shocking
  hardships,
  Lliornu
  Dlirgo-Taine
  remains
  an
  enthusiastic and active person. Her spirit has not
  diminished aJong with her powers, rather she seems
  even more determined to help others with her skills
  and experience.
  Luornu takes her job as Co-Instructor General of
  the U.P. Militia Academy very seriously, and spends
  much of her free time getting to know the cadets.
  She believes that working for a cause gives her life
  true meaning.
  Apart from her duties as Instructor, Luornu
  enjoys married life with her husband, Chuck Taine
  (Bouncing Boy). What began as Chuck's infatuation
  with a pretty girl has evolved into a strong and
  meaningful relationship, one which is at least as
  important to Luornu as her work.
  
  METAL MEN
  GOLD
  DEX:
  II
  STR:
  7
  BODY:
  9
  INT:
  7
  WILL:
  6
  MtND:
  6
  INFL:
  6
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  24
  HERO POINTS:
  75
  'Powers;
  OmI1l~Arm: 6, Regeneration: 4, Self
  Manipulation: 12, Stretching: 13
  'Skills; Detective: 4, Scientist: 5, Vehicles: 4
  'Advantages; Connection: Will Magnus (High);
  Leadership
  -Drawbacks: Miscellaneous: Gold receives a -2
  Column Shift penalty when llsing Character
  Interaction against human beings.
  'Motivation; Upholding the Good
  -Occupation: Robot
  IRON
  DEX:
  7
  STR:
  14
  BODY:
  12
  [NT:
  4
  WILL:
  6
  MIND:
  5
  INFL:
  6
  AURA:
  5
  SPIRIT:
  7
  INITIATIVE:
  17
  HERO PorNTS:
  35
  'Powers;
  Omnl~Arm: 7, RegeneratiOn: 4, Self
  Manipulation: 13, Stretching: 10
  'Advantages: Connection: Will Magnus (High)
  'Drawbacks; Attack vulnerability:
  ~2 Column Shifts
  versus Magnetic Attacks; Innocent; Miscellaneous:
  Iron receives a ~2 Column Shift penalty when using
  Character Interaction against human beings.
  'Motivation; Upholding the Good
  'Occupation: Robot
  LEAD
  DEX:
  5
  STR:
  12
  BODY:
  13
  [NT:
  2
  WILL:
  4
  MIND:
  3
  [NFL:
  4
  AURA:
  3
  SPIRIT:
  7
  INITIATIVE:
  II
  HERO POINTS:
  35
  'Powers: Energy AbsorptiOn: 12, Omnl~Arm: 5,
  Regeneration: 4, Self Manipulation: 10, Stretching:
  13
  'Limitations: Energy Absorption only works on
  radiation.
  -Advantages: Connection: Will Magnus (High)
  -Drawbacks: Innocent; Miscellaneous: Lead
  receives a -2 Column Shift penalty when using
  Character Interaction against human beings.
  'Motivation: Upholding the Good
  'Occupation; Robot
  MERCURY
  DEX:
  13
  STR:
  6
  BODY:
  5
  [NT:
  3
  WILL:
  3
  MIND:
  4
  INFL:
  6
  AURA:
  2
  SPWT:
  5
  INITIATIVE:
  22
  HERoPoIms:
  35
  .Powers: OmnJ-Ann: 4, RegeneratIon: 4, Self
  Manipulation: 14, Stretching: 8
  'Advantages; Connection: Will Magnus (High)
  -Drawbacks:
  Innocent~ Serious Irrational Attraction
  to declaring that "mercury is the only metal that is
  liquid at room temperature;" Miscellaneous:
  Mercury receives a ~3 Column Shift penalty when
  using Character Interaction against human beings.
  'Motivation; Thrill of Adventure
  'Occupation; Robot
  PLATINUM
  DEX:
  II
  STR:
  7
  BODY:
  9
  [NT:
  5
  WtLL:
  3
  MtND:
  4
  INFL:
  5
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE:
  21
  HERO POINTS:
  35
  'Powers:
  Omnt~Arm: 6, Regeneration: 4, Self
  Manipulation: 13, Stretching: 13
  'Advantages: Connection: Will Magnus (High)
  -Drawbacks: Innocent; Serious Irrational Attraction
  to Will Magnus; Miscellaneous: Tina receives a -2
  Column Shift penalty when using Character
  Interaction against human beings.
  'Alter Ego; Tina
  'Motivation: Upholding the Good
  'Occupation: Robot
  TIN
  DEX:
  9
  STR:
  4
  BODY:
  8
  [NT:
  3
  WtLL:
  2
  MtND:
  3
  INFL:
  5
  AURA:
  6
  SPIRIT:
  6
  [NITlATIVE:
  17
  HERO POINTS:
  35
  'Powers:
  Omnr~Afln: 6, RegeneratIOn: 4, Self
  Manipulation: 12, Stretching: 13
  'Skills: Gadgetry: 6
  'Advantages: Connection: Will Magnus (High);
  Scholar (robotics)
  -Drawbacks: Innocent; Minor Physical Restriction:
  stuttering; Miscellaneous: Tin receives a -2 Column
  Shift penalty when using Character Interaction
  against human beings.
  
  MOTHER Box
  Miracle Escapes
  ·Powers: Danger Sense: 12, Life Sense: 6, Omni-
  Power: J1
  -Advantages: Leadership
  OV/RV
  2/2
  414
  6/6
  8/8
  10110
  15115
  Mother Box
  Restraint Type
  Quick Binding (rope tie)
  Tightly bound (heavy rope or cord)
  Handcuffs
  Chained to Wall
  Locked in a Jail Cell
  Locked in Safe
  Mister Miracle is the world's foremost escape
  arList, and can easily free himself from any bonds.
  The AVlEV of the attempt equals his APs of Thief
  Skill (13) against an OV/RV based on the level of the
  restraint. Positive RAPs indicate a successful escape.
  Mother Box is a free-thinking entity, a living
  computer with incredible power. Scott's personal
  Mother Box is worked into the hood of his costume,
  and provides him with companionship and assistance
  in times of need.
  and can design and build all manner of useful gadgets
  (Gadgetry and Genius). His years on Apokolips
  taught him all about the many aspects of war
  (Military Science), and he can pilot any type of
  vehicle with amazing ability (Vehicles).
  Scott carries a wide range of equipment. In
  addition to his Aero Discs and Multi-Cube, he always
  seems to have just the right thing concealed in his
  pocket to save the day (Omni-Gadgets), but will
  never resort to a device when pure Skill will suffice.
  Mother Box is a special kind of Omni-Gadget,
  because she can be used over and over again, unlike a
  standard Omni-Gadget.
  With her Leadership Adyantage, Mother Box
  can transfer some of her Hero Points to Scott. In
  addition, through his own affection for Mother Box,
  he can transfer some of his Hero Points back to her.
  This requires a successful Action Check using
  DEx:
  -
  STR:
  -
  BODY:
  7
  INT:
  10
  WILL:
  6
  MIND:
  6
  [NFL:
  6
  AURA:
  6
  SPIRIT:
  6
  HERO POINTS:
  75
  Powers and Abilities
  -Skills: Acrobatics: 11, Gadgetry: 14, Martial Artist:
  6, Military Science: 10, Thief: 13, Vehicles: II
  -Advantages: Buddy (Oberon); Connections: Justice
  League International (High), New Genesis (High);
  Genius; Insta-Change; [ron Nerves; Lightning
  Reflexes; Luck; Scholar (military hardware,
  restraints)
  -Drawbacks: Married; Secret Identity
  -Alter Ego: Scott Free
  -Motivation: Thrill of Adventure
  -Occupation: Escape Artist
  -Wealth: 5
  -Equipment:
  Aero Discs [BODY: 12, Flight: 8] Limitation: the
  Discs are controlled by Mother Box, and cannot be
  used if she is taken away.
  Multi-Cube [BODY: 3, INT: 2, Flash: 5, Flight: 7, Heat
  Vision: 9, Illusion: 5, Telepathy: 15, Recall: 10,
  Sonic Beam: 9, R#: 2] The Cube can release a
  cable with STR: 9, BODY: 1, and a Length of 5 APs.
  Limitations: Flight only allows the Cube itself to
  fly; Telepathy represents range of communicator
  signal; Will not work without Mother Box.
  MOTHER BOX see "Mother Box" below.
  JLl Signal Device [BODY: 4, Telepathy: 25]
  Limitation:
  the Device's Telepathy Power
  represents the range of its signal.
  II AP ABCD Omni-Gadgets (x5)
  Scott Free has no meta-human abilities, but more
  than compensates in skill and determination. He is a
  superior athlete, easily surpassing Olympic levels in
  gymnastic prowess (DEX and Acrobatics). Scott is in
  excellent physical condition, and is a superior hand-
  to-hand combatant (Martial Artist).
  Mister Miracle has trained rigorously over the
  years in many diverse Skills. He is best known for his
  unsurpassed talent as an escape artist, including the
  ability to pick locks and crack safes (Thief). Miracle
  is a genius with other mechanical devices as well,
  MISTER MIRACLE
  SCOTT FREE
  DEX:
  II
  STR:
  4
  BODY:
  6
  INT:
  10
  WILL:
  7
  MIND:
  8
  [NFL:
  6
  AURA:
  6
  SPIRIT:
  10
  INITIATIVE:
  31
  HERO POINTS:
  120
  
  Fractal Forcefield
  Miracle Escapes
  Shilo is the protegee of Scott Free, the famous
  escape artist Mister Miracle. As such, he is among
  the finest escape artists in the world. The AVrEV of
  an escape attempt equals Shilo's APs of Thief Skill
  (12) against an OV/RV based on the level of the
  restraint. Positive RAPs indicate a successful escape.
  OVIRV
  2/2
  4/4
  Shilo's costume can generate a strong "fractal
  forcefield. " This energy barrier can be created around
  Shilo to proteci him from harm, adding the APs of
  Force Field to his RV versus Physical Attacks. The
  Force Field can also expand to cover a sphere with 8
  APs of volume, enough to cover about ten people.
  While the Force Field is up, Shilo may not make
  Physical Attacks with exterior targets.
  Instead of protecting himself, Shilo can use the
  Force Field to entrap one or morc opponents. Such an
  attack is a Dice Action using the APs of Force Field
  as the AVlEV, and the target's DEX/DEx as the
  OV/RV. Multiple targets may be trapped, as long as
  they are all within 10 feet (0 APs) of one another,
  using the highest DEX among them as the OV/RV.
  Positive RAPs indicate that the targets are surrounded
  by a bubble of "fractal energy." The bubble can be on
  the ground or in the air, but cannot be moved by
  Shilo once created.
  To maintain the bubble, Shilo must expend one
  Automatic Action per Phase, and must stay within 8
  APs (1/4 mile) of it. He may not use the Force Field
  for any other purpose until he drops the bubble. To
  Break free, trapped targets must attack the bubble
  frQm the inside. The Bubble is treated as an
  inanimate object with a BODY of 8.
  (Scientist, Gadgetry, Genius).
  Most useful to Shilo's performance career is his
  ability to execute amazing escapes from any sort of
  entrapment (Thief). His skill is only surpassed in this
  area by his teacher, Scott Free.
  In combat, Shilo uses a variety of built-in
  weapons and devices in his costume. He can fire
  energy or heat blasts, shock waves, or explosive
  "enerjams" from his gloves. Shilo's Aero-Discs allow
  him to fly at over 200 miles per hour, although he
  sometimes has trouble controlling them.
  Restraint Type
  Quick Binding (rope tie)
  Tightly bound (heavy rope or cord)
  MISTER MIRACLE
  SHILO NORMAN
  Powers and Abilities
  -Skills: Acrobalics: 5, Gadgetry: 9, Martial Artist: 8,
  Scientist: 6, Thief: 12
  -Advantages: Connections: Justice League America
  (Low), New Genesis (Low), Scott Free (High);
  Genius; Insta-Change; Lightning Reflexes
  -Drawbacks: Secrel Idenlity
  -Alter Ego: Shilo Norman
  -Motivation: Thrill of Adventure
  -Occupation: StudentIPerformance Artist
  -Wealth: 4
  -Equipment:
  MIRACLE COSTUME [BODV: 6, Bomb: 7, Cling: 5,
  Danger Sense: 6, Energy Blast: 8, Force Field: 8,
  Jumping: 5, Magnetic Control: 5, R#: 2] Bonus:
  Force Field can be used to trap others (see "Fraclal
  Forcefield" below). Miscellaneous: Mother Box is
  worked into the costume, providing power for all of
  its gadgets. See also "MOIher Box" below.
  Aero Discs [BODY: 12, Flight: 8] Limitation: the
  Discs are controlled by Mother Box, and cannot be
  used if she is taken away_
  Mini-Transmitters (x4)
  [BODY:
  I, Cling,
  I,
  Telepathy: 13, R#: 3] Limitalion: Telepathy
  represents range of signaL; Will nOI work without
  Mother Box.
  Multi-Cube [BODY: 3, !NT: 2, Flash: 5, Flight: 7, Heat
  Vision: 9, Illusion: 5, Telepathy: 15, Recall: 10,
  Sonic Beam: 9, R#: 2] The Cube can release a
  cable with STR: 9, BODY: J, and a Length of 5 APs.
  Limitations: Flight only allows the Cube itself to
  fly; Telepathy represents range of communicator
  signal; Will not work without Mother Box.
  Shilo Nannan, like his mentor Scott Free, relies on
  his determination and training to fight crime and thrill
  audiences. He is a skilled Martial Artist and Acrobat,
  but relies more on his costume's weaponry than his fists.
  Shilo is an excellent student, learning about
  physics and pbilosophy with equal aptitude. He is
  particularly accomplished with electronics, and
  personally designed all of his costume's gadgets
  DEX:
  7
  STR:
  4
  BODY:
  5
  INT:
  8
  WILL:
  7
  MIND:
  7
  INFL:
  4
  AURA:
  5
  SPIRIT:
  9
  INITIATIVE:
  23
  HERO POINTS:
  50
  
  MVSA NAL
  DEX:
  5
  STR:
  3
  BODY:
  3
  INT:
  9
  WILL:
  7
  MIND:
  6
  INFL:
  10
  AURA:
  II
  SPIRIT:
  14
  INITIATIVE:
  24
  HERO POINTS:
  100
  -Powers: Awareness: 10, Magic Sense: 10, Sorcery:
  20
  -Skills: Occultist: 10
  -Limitations: Minor Power Burnout on Sorcery:
  Mysa must make a Burnout roll hefore she uses her
  Sorcery Power. If the 2D I0 roll is egual to or less
  than 8, the Sorcery Power fails before she gets a
  chance to use it at all, and she must resort to her
  Occultist (Ritual Magic) Skill instead. The normal
  rules regarding Power Burnout apply to any Dice
  Powers mimicked by her Sorcey as welL
  -Advantages: Attractive; Connection: Legion of
  Super-Heroes (High)
  -Drawbacks: Innocent; Married (still considers
  herself married to Mordru); Uncertainty
  -Alter Ego: The White Witch
  -Motivation: Upholding the Good
  -Occupation: Legionnaire
  -Wealth: 6
  Powers and Abilities
  Mysa Nal is able to cast a nearly limitless variety
  of spells, capable of accomplishing viltually anything
  she can imagine (Sorcery). She is also extremely
  sensitive to the flow of mana through the universe,
  and can sense when "cosmic" events are occurring by
  feeling the resultant disturbance in the mana flow
  (Magic Sense, Awareness).
  Mysa was so confused and demoralized by her
  treatment at the hands of Mordru that she had great
  difficulty directly manipulating mana, and had to
  resort to the use of incantations and material
  components to accomplish what she lIsed to with a
  wave of her hand (Occul!ist). She is currently
  recovering from this ordeal as well as possession by
  the Amethyst power.
  Mysa's Sorcery Power
  Using her Sorcery Power, Mysa can focus mana
  energies to produce a wide variety of magical results.
  In game terms, Sorcery allows Mysa to mimic the
  effects of other Powers, subject to certain basic
  restrictions. Using the Sorcery Power is known as
  casting a spell, which is a three-step process:
  First, the caster decides what effect she wishes to
  achieve and determines which Power most closely
  resembles that effect, along with appropriate Bonuses
  and Limitations (if any).
  Second, the Sorcerer decides how many APs of
  Sorcery to use while invoking the effect. Since spell
  casting is extremely tasking on the psyche, the caster
  must then immediately cross-reference the number of
  APs of Sorcery she is invoking (as an EV) against her
  SPIRIT (as an RV) on the Result Table. The resulting
  RAPs (if any) are immediately inflicted upon the
  caster as Mystical Bashing Damage. Damage earned
  in this fashion may not be eliminated through the use
  of Last Ditch Defense, nor may Hero Points be spent
  to raise the caster's RV against such damage.
  Finally, the caster resolves the effects of the
  mimicked Power using the appropriate rules found in
  the Character Handbook. A Power mimicked by
  Sorcery may be used as long as the caster likes.
  However, for every phase that a mimicked Power is
  used or remains in effect, the caster again suffers the
  appropriate Mystical Bashing Damage described
  above.
  A Sorcerer may invoke more than one Power at a
  time using Sorcery, but the totaJ number of APs the
  Sorcerer has placed in mimicked Powers may never
  exceed her Sorcery APs. Furthermore, the total AP
  value of all invoked Powers is used as the Effect
  Value when determining the Mystical Bashing
  Damage suffered by a Sorcerer with more than one
  invoked Power in effect.
  A Sorcerer may dupl icate as many Powers
  during a single phase as she sees fit but may only
  resolve those Powers subject to the usual restrictions
  found on pages 14 and 15 of the Rules Manual.
  XolaAq
  When Mysa first encountered the Legion, she
  had been imprisoned in the body of the evil sorceress
  Xola Ag. She was hypnotized by Evillo of Tartarus to
  work with his Devil's Dozen as "The Hag."
  THE HAG
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  9
  WILL:
  7
  MIND:
  6
  INFL:
  10
  AURA:
  I I
  SPIRIT:
  14
  INITIATIVE:
  20
  HERO POINTS:
  50
  ·Powers: Sorcery: 15
  -Skills: Occultist: 8
  
  THE QUESTION
  DEX:
  7
  STR:
  4
  BODY:
  5
  TNT:
  7
  WILL:
  9
  MIND:
  9
  INFL:
  7
  AURA:
  6
  SPIRIT:
  7
  INITIATIVE: 23
  HERO POINTS:
  55
  -Skills: Acrobatics: 4, Detective: 7, Martial Artist: 8,
  Thief: 7, Weaponry: 5, Vehicles (Land): 5
  -Advantages:
  Area Knowledge (Hub City);
  Connections: Batman (Low), Green Arrow (Low),
  Hub City Government (High), Hub City Media
  (High), Lady Shiva (Low); Iron Nerves; Sharp Eye
  -Drawbacks: Secret Identity
  -Alter Ego: Charles Victor Szasz, Vic Sage
  -Motivation: Seeking Justice
  -Occupation: Journalist
  -Wealth: 6
  -Eqnipment:
  MASK [Cling: 8, BODY: I]
  Limitation: Cling is usable only to hold the mask
  on the Question's face
  BELT BUCKLE GAS DISPENSER [Fog: 8, Illusion:
  12, BODY: 5]
  Limitation: Illusion is usable only to change the
  Question's hair and clothes color. See below for
  complete descriptions of the Question's items.
  Powers and Abilities
  Having received his training from the legendary
  Richard Dragon, the Question is a highly-trained
  martial artist and hand-to-hand combatant. Under
  normal circumstances, he is easily capable of
  defeating four armed men of lesser experience in a
  hand-ta-hand confrontation. Beyond his fighting
  abilities, the Question is also a skilled acrobat and
  detective.
  Pseudoderm
  The Question's mask is made of a special
  substance known as pseudoderm that binds to human
  flesh when treated with a special gas that Question
  carries in his belt buckle. Using the gas to attach the
  mask takes Question three phases and surrounds him
  for the next three phases with the Fog Power rated at
  8 APs. Once attached, the mask clings to Question's
  face with a STR of 8 (ie. only characters with a STR of
  8 or greater can tear it from his face). A special side
  effect of the gas used to activate the pseudoderm
  temporarily changes the color of the Question's hair
  and clothes. An observer studying the Question can
  determine that there is something unusual abollt his
  hair or clothes with a successful Perception Check
  against an OV/RV of 12/12 (equal to the gas's APs of
  Illusion Power).
  Dr. Aristotle Rodor
  Dr. Rodor is the Question's friend and mentor.
  He has the following game statistics:
  ARISTOTLE RODOR
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  8
  WILL:
  8
  MIND:
  7
  INFL:
  4
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE: 17
  HERO POINTS:
  15
  -SkIlls: Gadgetry: 5, Martial ArtIst: 3, SClenlIst: 5
  -Adyantages: Scholar (philosophy); Sharp Eye
  -Motivation: Seeking Justice
  -Occupation: Professor
  -Wealth: 5
  Personality/Role-playing
  Although his methods often seem unsubtle or
  unsympathetic,
  the
  Question's
  actions
  are
  unwaveringly guided by a strict, though complex
  moral code. A student of philosophy and ethics, Vic
  Sage has spent long hours retlecting upon the role of
  the hero in modern society. Vic may have began his
  career as a mere "concerned" investigative reporter,
  but he now believes he is fulfilling a sort of spiritual
  destiny through his activities as the Question.
  In manner, Vic is typically blunt and brooding,
  almost apocalyptic.
  Using the Question in Adventures
  The Question can be encountered during just
  about any street-level adventure in which the player
  heroes find themselves embroiled. His idiosyncratic
  moral code and his ability to make the heroes
  question their own actions and activities should
  provide for some interesting role playing. In any
  case, GMs should remember that the Question rarely
  tangles with the so-called "super-villains" who prowl
  the DC Universe, preferring instead to deal with less
  flamboyant and (in his eyes) more dangerous
  menaces.
  
  STARFIRE (EARLY REv STAR)
  Personality/Role-playing
  Starfire
  I
  Early in his career as a young hero of the Soviet
  Union, Leonid Kovar was given the name Starfire.
  His powers were not as Formidable as they are today,
  but he was still a powerful hero of the people.
  uncontrollable ability to ignite into a white-hot being
  of flame. When in this fom1, everything he touches
  bums, including his clothes and hair.
  -Powers: Jumping: 3, Runrung: 5
  'Skills: Acrobatics: 2, Military Science: 3
  -Advantages: Connections: Soviet Government
  (High), Teen Titans (Low); Lightning Reflexes
  -Drawbacks: Serious Irrational Attraclion to
  Defending Soviet Union
  -Alter Ego: Leonid Kovar
  -Motivation: Responsibility of Power
  -Occupation: Soviet Hero
  'Wealth: 4
  Using Red Star in Adventures
  As a hero of the Soviet government, Starfire (and
  later Red Star), was serious and humorless. He
  performed his heroic deeds with grim determination.
  Like many of the Soviet people, he believed in the
  ideals of conununism and that his government had
  the best inlerests of the people at heart. He followed
  the orders of his superiors without question, even to
  the extent of seeing to the death of his own fiance
  who had been infected with a deadly plague and sent
  to America to spread the disease.
  Since the collapse of the Soviet union and his
  treacherous treatment at the hands of his former
  superiors, Leonid has returned to America in an
  attempt to fonn his own ideology. During his alliance
  with the New Titans Red Star has begun to loosen his
  tightly bound personalilY, Ihough it can't yet be said
  that he has developed a passable sense of humor.
  Heroes who work with or encounter the New
  Titans are liable to meet Red Star as well. Though he
  has not been a Titan long, Red Star is spending most
  DEX:
  5
  STR:
  6
  BODV:
  5
  INT:
  3
  WILL:
  5
  MIND:
  5
  INFL:
  3
  AURA:
  3
  SPIRIT:
  4
  lNITIATlvE:
  13
  HERO POINTs:
  25
  The powers gained by Leonid Kovar from
  contact with the alien spacecraft arc continually
  evolving and changing. Red Star has always had
  greatly heightened strength, stamina, and reflexes,
  which have apparently increased even more since his
  Starfire days. His strength is sufficient to "whip"
  pavement and to wield stone columns like clubs. His
  resistance to damage is such that he can withstand
  being punched through a solid slone wall without
  being stunned. Though nowhere near as fast as the
  Flash, Red Star can run al incredible speeds and can
  leap great distances. He has jumped from a window
  in Titan's Tower, landing in New York harbor in a
  single leap. He has apparently undergone extensive
  physical training while in the care of the Soviet
  Union and possesses a formidable acrobatic skill to
  compliment his physical power.
  For a time, Red Star's fists seemed to glow
  during combat. Whether this was merely the
  manifestation of his physical powers or some
  additional, short-lived energy power is unknown.
  The latest alteration in Red Star's power is his
  ·Powers: Flame Being: 12, Jumping: 7, Running: 7
  'Skills: Acrobatics: 4, Military Science: 5, Thief: 4,
  Weaponry: 6
  -Limitations: Red Star has no control over his Flame
  Being Power. He will ignite if angered and when
  struck by incendiary attacks, and must be "put out"
  in order 10 turn the Power off (smothered, sprayed
  with a fire extinguisher, etc.). With supreme effort,
  Red Star can attempt to turn his power on or off
  through force of will. This is a Dice Action using
  his WILL as the AVIRV against OVIRVs of 12/12.
  Positive RAPs indicate success.
  -Advantages: Connections: Soviet Government
  (Low), New Titans (High); Lightning Reflexes
  'Drawbacks: Exile (voluntary, from former Soviet
  Union)
  'Alter Ego: Leonid Kovar, Starrire
  -Motivation: Responsibility of Power
  -Occupation: Hero
  'Wealth: 3
  RED STAR
  Powers and Abilities
  DEX:
  9
  STR:
  10
  BODY:
  10
  [NT:
  5
  WILL:
  7
  MIND:
  7
  INFL:
  4
  AURA:
  4
  SPIRIT:
  6
  INITIATIVE:
  20
  HERO POINTS:
  60
  
  Powers and Abilities
  As the Earth's air elemental, Red Tornado
  possesses virtually limitless powers. He has complete
  control over air, and can shape and comrol it in any
  way he sees fit (Air Animation, Air Control). This
  also allows him to Fly.at speeds of over 30,000 miles
  per hour, and generate gusts of wind powerful
  enough to demolish buildings (Super Breath).
  When he leaves his robotic body, Red Tornado
  can actually become wind, allowing him to Grow 10
  immense size, become Invisible, or even completely
  intangible (Self Link: Spirit Travel). Note that when
  Red Tornado is outside of his robot body, he has no
  Physical Attributes and as such is immune to
  Physical Attacks.
  Red Tornado's power over wind allows him to
  control air currents and pressure zones, granting him
  the Weather Control Power. With it, he can create
  tornados and hurricanes, as well as any desired level
  of temperature or precipitation. Red Tornado can also
  use his mastery of air to generate powerful bolts of
  Lightning.
  ·Powers: Air Animation: 19, Air Control: 19,
  Awareness: 9, Flight: 15, Growth: 14, Invisibilily:
  9. Invulnerability: 12, Lightning: 9, Self-Link
  (Spiril Travel): 12, Super Breath: 19, Telepathy: 9,
  Weather Control: 12
  -Bonuses: Red Tornado's APs of Spirit Travel are
  added to his Initiative when he is not occupying his
  robotic body.
  -Limitations: Dimension Travel may only be used
  for travel; Red Tornado's Powers have no direct
  effect on other elementals.
  -Advantages: Connections: Firestorm (High),
  Captain Atom (High), Justice League of America
  (Low)
  -Drawbacks: Innocent; Unluck; Miscellaneous: Red
  Tornado is trying to relearn what it means to be
  human.
  -Motivation: Seeking Justice
  -Occupation: Elemental
  -Equipment:
  ROBOTIC BODY [DEX: 7, STR: 9, BODY: 12, R#: 3]
  Red Tornado's Air Control
  Red tornado has complete control over air,
  represented by his Air Animation, Air Control, Super
  Breath, and Weather Control Powers. Of these
  Powers, Air Control is his most flexible and powerful
  weapon, granting him the following abilities:
  Red Tornado's nature as an elemental also grants
  him a number of supernatural abilities. He is virtually
  impossible to kill (Invulnerability), and possesses a
  special Awareness of cosmic happenings, especiaJly
  when the Earth's well·being is involved.
  The Original Red Tornado Robot
  -Forceful Gusts: Red tornado can generate winds
  with hurricane force to use against his opponents.
  This is treated as a Physical auack with AVIEVs
  equal to the APs of Air Control, and OV/RVs equal
  to the target's DExlBoDY.
  -Buffeting Winds: Using carefully controlled
  windstorms, Red Tornado can lift and toss his
  opponents as if they were rag dolls. This auaek
  affects everyone and everything within an area
  equal to the APs of Power (except Red Tornado).
  Red Tornado may shape this volume in any way he
  sees fit. Each target is attacked separately, using
  the APs of Power as the AVlEV and the target's
  DEX/BoDY as the OVIRV. The target does not
  sustain damage from this attack, but is Knocked
  Back a number of APs distant equal to the RAPs
  received minus the target's weight in APs. Red
  Tornado may choose which direction each target is
  Knocked Back.
  -Vacuum: Red Tornado may attempt to remove
  existing volumes of air to create a vacuum, using
  his APs of Air Control as Ihe AV/EV and the
  volume of air to be displaced as the OVIRV. The
  OV/RV receives a special +2 Column Shift
  modifier due to the difficulty of creating a vacuum.
  Characters caught in a vacuum lose 1 AP of
  Current BODY Condition per phase of exposure.
  -Flight: Red Tornado may propel himself with gusts
  of wind al a speed of 19 APs.
  -Move Air: Red Tornado may move a volume of air,
  using the APs of Power as AV/EV and the volume
  10 be moved as the OV/RV. RAPs equal the
  distance the volume is displaced.
  Before he was transformed into Earth's air
  elemental, Red Tornado was a powerful android,
  8
  9
  90
  7
  MIND:
  13
  SPIRIT:
  HERO POINTS:
  7
  WILL:
  9
  AURA:
  28/23
  RED TORNADO
  lNT:
  INFL:
  INITIATIVE:
  
  Using Rhea Jones in Adventures
  The easiest way to incorporate Rhea into an
  adventure is to force the player heroes to seek her out
  so she can provide them with the clues or insights
  they
  need
  to
  solve
  some
  cosmic
  mystery.
  Unravelling such a mystery might allow the player
  heroes to foil an "epic scale" plot threatening all of
  creation.
  An adventure revolving around the player
  heroes' attempts to convince Rhea to use her powers
  on their behalf might also prove interesting.
  No matter how harrowing the circumstances in which
  she found herself, she absolutely refused to give up
  hope or put anything but the brightest possible face
  on her predicament. After her mother died and Rhea
  realized that her father was in terrible danger, for
  instance, rather than accept his demise, she decided
  to help her father by stowing away aboard an air
  force jet bound for Antarctica. Throughout these
  early adventures and her first few forays alongside
  the Doom Patrol, Rhea's innocence seemed to shield
  her from the dangers of the outside world.
  Later, after she awoke from her coma, Rhea's
  personality changed completely. With her powers
  heightened, she was now attuned to the cosmos in a
  fashion incomprehensible to most mortals. Tn this
  state she seems to pursue her own agenda and
  interacts with mortals in a manner that is difficult to
  understand. When last seen, she was travelling out
  into the cosmos in pursuit of new mysteries.
  Rhea's newfonnd abilities and the "destiny" she
  believes they have thrust upon her constitute a Power
  Complication Subplot.
  Subplots
  Appearances in DC Comics
  Doom Patrol (2) #3-18, 22-24, 26, 33, 34 (behind the
  scenes), 36-42; Doom Patrol Annual #1; Invasion!
  #2-3; Superman (2) #20; Who's Who '88 #2; Who's
  Who '9/ #9
  Before the Dominators' gene bomb exploded,
  beginning Rhea's strange transformation, she was far
  less powerful. In her old Lodestone identity. Rhea
  had the following statistics:
  LODESTONE
  Rhea's bond with the magnetic spectrum enables
  her to generate enormously powerful waves of
  magnetic energy. By properly controlling these
  emanations, Rhea can transport herself at faster-than-
  light speeds, shatter small mountains, and generate
  force fields capable of stopping the most powerful
  weapons known to man.
  ·Powers. Flight. 40, Force Field: 20, Invulnerability:
  14, Magnetic Control: 30, Sealed Systems: 30,
  Telekinesis: 25
  'Advantages: Connection: Doom Patrol (High)
  ·Motivation: Responsibility of Power
  -Occupation: Cosmic Force
  Lodestone
  Powers and Abilities
  RHEA ~ONES
  Personality/Role-playing
  When Rhea first began her career as a costumed
  adventurer, she was headstrong and happy-go-lucky.
  Powers. Flight. 8, Force FIeld: 9, Magnelic Control:
  9, Telekinesis: 6
  'Advantages: Connection: Doom Patrol (High)
  -Drawbacks: Innocent
  'Alter Ego: Rhea Jones
  'Motivation: Upholding the Good
  -Occupation: Ex~circusperformer
  'Wealth: 3
  DEX:
  7
  STR:
  10
  BODY:
  ]2
  INT:
  ]8
  WLLL:
  8
  MLNO:
  7
  INFL:
  12
  AURA:
  8
  SPLRLT:
  8
  INITIATIVE:
  37
  HERO POLNTS:
  7S
  DEx:
  4
  STR:
  7
  BODY:
  6
  INT:
  S
  WILL:
  S
  MIND:
  S
  INFL:
  4
  AURA:
  4
  SPLRJT:
  S
  INITIATIVE:
  13
  HERO POINTS:
  40
  .
  
  ROBIN III
  DEx:
  7
  STR:
  2
  BODY:
  4
  INT:
  7
  WILL:
  5
  MIND:
  5
  INFL:
  7
  AURA:
  5
  SPIRJT:
  6
  INITIATIVE: 23
  HERO POINTS:
  20
  -Skills: "linked
  Acrobatics:
  7*, Charisma (Persuasion):
  5,
  Detective: 7*, Gadgetry: 7*, Martial Artist: T',
  Medicine (First Aid, Forensics): 4, Thief: 7",
  Weaponry (Melee Weapons, Missile Weapons): 7*
  -Advantages: Connections:
  Batman
  (High),
  Nightwing (High), New Titans (Low); Intensive
  Training; Scholar (computers); Sharp Eye
  -Drawbacks: Age (young); Secret Identity
  -Alter Ego: Timothy Drake
  -Motivation: Responsibility of Power
  -Occupation: Student
  -Wealth: 5
  -Equipment:
  COSTUME [BoDY: 5] Rohin's costume is constructed
  of woven kevlar fiber which is highly resistant to
  bullets. His cape as well as his costume is resistant
  to fire and acid.
  Staff [BODY: 8, EY: 3] Robin's combat staff is
  composed of ceramic coated magnesium alloy and
  breaks down into sections for easy carrying. When
  being wielded in combat it produces an eerie wail
  which distracts his opponents. Robin receives a -1
  Column Shift to the OV when using it in combat.
  Batarang wlRope [BODY: 7, EV: 3, Gliding: 2J The
  rope is 4 APs long.
  Radio [BODY 1, Radio Communication: IO} Robin's
  radio can be used as a two-way radio and can also
  pick up police and fire department transmissions.
  Razor "R" (wi optional rope) [BODY: 7, Claws: 3,
  Gliding: 2]. The rope is 4 APs long.
  Sling wlbullets [BODY: 2, EY: 3]
  Swingline Gun [BODY: 3, Raoge: 5, Glidiog: 2]
  Binoculars [BODY: I, Telescopic Vision: 4]
  Smoke Pellets (x6) [BODY: I, Fog: 10j
  Tracking Device [BODY: I, Radio Communication:
  10] Limitation: Radio Communication only emits a
  traceable signal.
  Poison Antidote [BODY: I, Systemic Antidote: 5J
  Air Supply [BODY: I, Sealed Systems: 5]
  5 AP AB Omni·Gadgets (x2)
  Powers and Abilities
  Tim Drake has been as well trained to work with
  the Batman as anyone could possibly be. After Tim
  and Dick Grayson convinced Batman to accept him
  as the new Robin, Tim was trained by Alfred and
  Batman in the operations of the Batcave. After this,
  Tim spent a time with Dick Grayson learning from
  him what it takes to be a partner to someone like
  Batman. Tim was then sent to Paris to learn Tibetan
  martial arts from its last living master, the Ruhal
  Lama.
  During
  this
  trip Tim's
  training
  was
  supplemented by former DEA agent Clyde Rawlins
  and the mysterious Lady Shiva. Robin now employs
  a unique and effective martial arts style combining
  the best qualities of his tutors, the acrobatic speed of
  the Batman, the discipline of the Ruhal Lama, the
  power of Rawlins, and the grace of Shiva. He has
  been taught to use his small stature, which causes
  most foes to underestimate him, to his advantage
  during combat.
  Robin's physical prowess is complimented by his
  amazing deductive ability and computer knowledge.
  Even before he received any training from Batman, Tim
  had deduced the secret identities of Batman (Bruce
  Wayne), the second Robin (Jason Todd), and the
  original Robin and Nightwing (Dick Grayson). Since he
  became Robin, Tim has also discovered the identity of
  the Huntress (Helena Bertinelli). Tim's amazing affinity
  for computers gives him access to a wealth of
  information through "hacking". He can bypass all but
  the most sophisticated computer safeguards.
  Personality/Role-playing
  Tim Drake began his association with Batman
  not with a desire to become Robin, but with a deep
  concern for Batman's mental well-being. He felt that
  Batman needed a Robin by his side to temper his
  violent methods. After Dick Grayson, the original
  Robin, refused to return to being the Batman's
  sidekick, Tim strove to assume the role himself.
  Now that he has been accepted as the new Robin,
  Tim's concern for the welfare of Batman has changed
  to a concern for living up to Batman's expectations.
  He often worries about being everything Batman
  needs him to be.
  Recently, Tim's father, Jack Drake, has emerged
  from his coma and returned to Tim's life. Tim is
  
  STARFIRE
  DEX:
  7
  STR:
  6
  BODY:
  8
  {NT:
  5
  WILL:
  6
  MIND:
  8
  INFL:
  7
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  23
  HERO POINTS:
  65
  ·Powers: Comprehend Languages: 14, Energy Blast:
  II, F1ighl: 12, Solar Suslenance: 15
  -Skills: Charisma: 7, Martial Artisl: 8, Weaponry
  (Melee Weapons, Missile Weapons): 8
  -Advantages:
  Area
  Knowledge
  (Tamaran);
  Attractive; Connections: Fashion Industry (Low),
  New Tilans (High), Tamaran rulers (High);
  Lighlning Reflexes; Popularity; Sharp Eye
  -Drawbacks: Exile (voluntary, from Tamaran),
  Serious Irrational Attraction to Nightwing; Minor
  Rage
  -Alter Ego: Princess Koriand'r/Kory Anders
  -Motivation: Upholding the Good
  -Occupation: Fashion model, Princess
  -Wealth: 6
  Starfire's Starbolts
  Due to the experi ments performed on Koriand'r
  and her sister Komand'r by the Psions, Starfire can
  channel pall of the solar energy her Tamaranian body
  absorbs naturally into blasts of devastating force.
  These blasts, called slarbolIs, are capable of blowiog
  a hole through plate steel and incinerating a person.
  Powers and Abilities
  Like the rest of her Tamaranian race (except her
  sisler BlackfJre), SlarfJre has the ability 10 absorb solar
  energy into her body and convert it into the ability to
  fly. Koriand'r has had a considerable amount of
  opportunity to hone her flying abilily (especially as a
  Titan), and is highly skilled at aerial maneuvering.
  Her Tamaranian environment has not only
  provided her with her power of flighl, but exceptional
  hand to hand manial fighting skills. Though her race
  is pacifistic by nature, all Tamaranians are well
  trained in the warrior's art, and Koriand'r panicularly
  so. This training includes not only emply handed
  techniques, but combat with weapons as well. Starfire
  is capable of holding her own with all but the best
  martial artists on earth, though as a member of the
  New Titans, she relies heavily on her starbolts and
  flight.
  Personality/Role-playing
  Like the rest of her race, Koriand'r is an open,
  caring, sensuous person with highly charged
  emotions. She often allows these emotions to govern
  her actions in spite of her (or anyone else's) better
  judgment.
  When she first came to Earth, Koriand'r was
  extremely naive in tJle ways of Earthlings (Innocent
  Drawback). She was fortunate enough LO have been
  taken into the care of the New Teen Titans who
  slowly acclimated her to Earth CUSLOms as painlessly
  as possible.
  Slt'1rfire is extremely aggressive in combat. Her
  warrior upbringing often leaves her confused as to
  why Earthlings show mercy to their enemies. Against
  exceptionally vile adversaries, or if one of her
  teammates (particularly Nightwing) is hurt, she will
  fly into a rage, sometimes entering Killing Combat.
  Using Starfire in Adventures
  Any adventure which involves the New Titans
  will likely include an encounter with Slarfire. Her
  highly aggressive nature might lead unsuspecting
  heroes to believe her to be a villain or that she has
  gone berserk. This assumplion could lead further into
  a full blown confrontation between the heroes and the
  New Titans.
  Subplots
  Staffire is occasionally involved in Family and
  Enemies Subplots on her homeworld of Tamaran
  wilh her family and her sister Komand'r (Blackfire).
  Her obligations to her family, the rulers of Tamaran,
  sometimes call her back to her home planet.
  StarfJre is deeply in love with Nighlwing (Dick
  Grayson). Grayson must continually disguise himself
  when visiting Koriand'r's apartment to conceal his
  hero idenlily. Recently Starrire was kidnapped by
  Mirage of the Team Titans who replaced her (0 have
  an affair with Nightwing. Though their relationship
  was strained after Starfire escaped, d1ey seem to now
  recognize their mutual love, and have become
  
  Sound Nullify
  STEALTH
  Stealth uses the power Sound Nullify, which is
  nOl listed in the Character Handbook. It is described
  as follows:
  Aside from her mutant-born sound nullifying
  powers, Stealth has the ability to reflect or deflect
  damaging sonic attacks. To deflect a sonic altack, she
  makes
  an
  Action
  Check
  using
  her APs
  of
  RefiectionlDefiection as AV/EV and the APs of the
  incoming attack as OV/RV. If positive RAPs are
  indicated the attack is automatically detlected. Stealth
  can then choose to reflect the attack back at her
  attacker or direct it at another target using the RAPs
  as AVIEV against the target's DExlBoDY as OVIRV.
  Stealth also displays exceptional hand to hand
  fighting abilities as well as an remarkable skill with
  weapons. She is extremely dexterous and athletic,
  capable of relying as much on her own fighting
  prowess as the fOlTllidable L.E.G.1.0.. weapons.
  Stealth's moderately high power level and
  excitement-loving attitude make her a fun Player
  Using Stealth in Adventures
  Stealth is a high-spirited, adventure-loving
  member of the L.E.G.1.0.N. who enjoys the exciting
  missions she frequently takes part in. She treats her
  fellow L.E.G.1.0.N. members with an equal amount
  of friendship except for Vril Dox, who she views as a
  cold-hearted, megalomanical bastard and a threat to
  the well-being of her son. She shares the group's
  common mistrust of Lobo and has fought with him
  on occasion.
  Personality/Role-playing
  Shortly after the L.E.G.l.O.N. was formed,
  Stealth went into an uncontrollable mating rage
  during which she forcibly mated with Vril Dox and
  then brutally killed him. During later testing it was
  discovered that this rage was caused by an unusual
  gland in her system which released a rage·inducing
  hormone. As this gland burned itself out in the
  episode, it is assumed that it served a "one-shot"
  purpose. It is not known if this gland is a result of
  Stealth's mutation or if her emirc race possesses such
  a gland.
  During Stealth's delivery of her baby, her body
  went through several painful transformations. The
  procedure involved the complete mutation of her
  body and the eventual restoration of her body and an
  egg-pod which contained her infant son.
  Stealth's Mating Rage and Pregnancy
  Powers and Abilities
  Factor Cost: 6
  -Range:
  ormal
  -Link: STR
  -Type: Auto
  -Base Cost: 5
  -Powers: Energy Absorption: 10, Sound Nullify: 15,
  Reflection/Deflection: 9
  -Skills: Charisma: 5, Martial Artist: 10, Thief
  (Stealth): 8, Vehicles: 4, Weaponry: 4
  -Bonus: Sonic attacks can be Deflected al any target.
  not just the original aHacker.
  -Limitations: Stealth's RefiectionlDefiection and
  Energy Absorption Powers only affect sonic attacks
  and other sound energy.
  -Advantages: Connection: L.E.G.I.O.N. (High):
  Lightning Reflexes
  -Drawbacks: Exile (voluntary); Catastrophic
  Inational Attraction to protecting her child
  -Motivation: Thrill of Adventure
  -Occupation: L.E.G.l.O.N. Member
  -Wealth: 5
  Sound Nullify allows Stealth to generate a field
  through which no sound can pass. Normal hearing is
  completely blocked. The APs of Sound Nullify
  become the OV/RV of any attempts to penetrate the
  field through the use of such Powers as Directional
  Hearing or Sonar.
  Sound Nullify also reduces the effect of Sonic
  Beam and other sound based attacks. Whenever a
  sonic attack is made from within a nul-sound field or
  is made at a target within a nul-sound field, the APs
  of the attacking power are reduced by the APs of
  Sound Nullify. If any APs of the attacking power
  remain, they are applied normally.
  The nul-sound field generated has a volume
  equal to the Stealth's APs of the Power. This field
  remains in effect for as long as Stealth wishes
  (through the expenditure of an Automatic Action each
  successive phase) or until Stealth falls unconscious.
  DEX:
  10
  STR:
  10
  BODY:
  10
  I
  T:
  6
  WILL
  8
  MIND:
  II
  [NFL:
  4
  AURA:
  7
  SPIRIT:
  10
  INITIATIVE:
  24
  HERO POINTS:
  75
  
  MARK SHAW
  Powers and Abilities
  Control Power must be given verbal instructions or they
  will stand motionless; Targets of Thinker's Mind Probe
  Power must be verbally questioned and will respond
  verbally as well. Miscellaneous: Carmichael's Powers
  come from microchips implanted in his brain. His chips
  have been fitted with dampers that can inhibit his
  Powers: when they are activated, his Mental Attributes
  and Skills drop 1O the values listed to the right of the
  slash and he loses his Powers. The "button" that controls
  the dampers is normally held by Oracle, who keeps
  careful track of the Thinker's activities.
  ·Advantages: Connection: Suicide Squad (High); Genius;
  Scholar
  ("cyberpunk"
  fiction,
  electronics);
  Miscellaneous: The Thinker can "jack-in" to computer
  networks by plugging any phone line into his head. He
  can then download information directly to his Recall or
  operate anyon-line computer remotely using Scientist.
  ·Drawbacks: Serious Psychological Instabilily
  ·Alter Ego: Cliff Carmichael
  ·Motivation: Psychopath
  -Occupation: Government Tool
  oWealth: 4
  ·Note: Carmichael is currently free of the influence of the
  dampers in his brain, due to both thc disbanding of the
  Squad and his own computer skills.
  Adam Cray gained his Atom powers from a belt made
  of the same white dwarf star material that gives Ray Palmer
  (Atom II) his powers. Using it, he can control his size and
  density to become as small as an insect or as heavy as a
  rhino (or both). Atom can control his density and size to
  such an extent that he can actually enter telephone lines and
  travcl through them at the speed of light (Teleportation).
  ·Skills. */rnked
  Acrobatics: 8*, Artist (Actor): 6*, Charisma: 6*,
  Detective: 7*, Martial Artist: 8*, Gadgetry: 7*, Military
  Science: 7*, Thief: 8*, Vehicles: 8*, Weaponry: 8*
  -Advantages: Connection: Suicide Squad (High); Genius;
  Intensive Training; LighLning Reflexes; Sharp Eye
  -Alter Ego: Manhunter
  ·Motivation: Seeking Justice
  -Occupation: Bounty Hunter
  oWealth: 6
  -Equipment:
  MANHUNTER MASK [BODY: 4, DaDger Sense: 4,
  Thermal Vision: 7, Directional Hearing: 4, Extended
  Hearing: 4, Telescopic Vision: 4]
  Power Baton [BODY: 5, EV: 5, Energy Blast: 7, Jumping: 5,
  Magnetic Control: 5, R#: 2] Miscellaneous Drawback:
  The Baton cannol be used for Killing Combat.
  5 AP C Omni-Gadgels (x2)
  DEx:
  S
  STR:
  4
  BODY:
  6
  INT:
  7
  WILL:
  6
  MIND:
  6
  INFL:
  6
  AURA:
  5
  SPIRIT:
  7
  INlTlAT1VE:
  25
  HERO POINTS:
  70
  SUICIDE SQUAD
  ATOM III deceased
  NEMESIS
  -Skills: Acrobaucs: 4, Martial ArtJst. 5, MilItary Science:
  3, Thief: 7, Weaponry: 3
  -Advantages: Connection: Suicide Squad (High); Rich
  Family
  -Drawbacks: Secret Identity; Uncertainty
  -Alter Ego: Adam Cray
  -Motivation: Seeking Justice
  -Occupation: Burglar
  oWealth: 4
  -Equipment:
  SIZE-CHANGING BELT [BODY: 5, Density Increase: 5,
  Gliding: 6, Shrinking: 12, Teleportation: 22] Limitations:
  The Atom can only Teleport over telephone lines, and
  travel over cellular (broadcast) lines causes him extreme
  discomfort; Gliding may only be used while 8 or more
  APs of Shrinking are in effect.
  THE NEW THINKER
  ·SkJlls: *lmked
  Artist (AcLOr): 6*, Acrobatics: Y, Charisma: 6*, Martial
  Artist: 7*, Military Science: 9*, Thief: 7*, Vehicles: 7*,
  Weaponry: 7*
  ·Advantages: Connections: Suicide Squad (High), U.S.
  Intelligence (Low); Connoisseur; Intensive Training;
  Lightning Reflexes; Scholar (disguise)
  ·Alter Ego: Thomas Tresser
  ·Motivation: Seeking Justice
  ·Occupation: Secret Agent
  oWealth: 6
  ·Equipmcnt:
  Concussion Gun [BODY: 3, EV: 7, Super Breath: 5, R#: 3]
  Quick-Change Masks [BODY: I, Chameleon: 10] Nemesis'
  Masks arc made of latex that applies quickly (4 APs) and
  can be dissolved instantly with a special gas
  Tranquilizer Gun [BODY: 4, EV: 4, Poison Touch: 6, R#: 21
  ·Powcrs: Control: 11, Mmd Probe: 9, Recall: 12
  ·Skills: */inked
  Gadgetry: 12/6*, Scientist: 12/6*
  ·Umitations: Power Restrictions: The Thinker's Powers
  have a maximum range of 1 AP; Targets of Thinker's
  DEX:
  7
  STR:
  4
  BODY:
  5
  INT:
  9
  WILL:
  6
  MIND:
  6
  TNFL:
  6
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE:
  26
  HERO POINTS:
  65
  -
  DEX:
  5
  STR:
  3
  BODY:
  4
  INT:
  4
  WILL:
  5
  MIND:
  4
  INFL:
  4
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  15
  HERO POINTS:
  35
  DEX:
  3
  STR:
  3
  BODY:
  3
  TNT:
  12/6
  WILL:
  12/7
  MlND:
  12/4
  TNFL:
  5
  AURA:
  5
  SPIRIT:
  3
  INITIATIVE:
  14
  HERO POINTS:
  30
  
  TASMANIAN DEVIL
  DEX:
  7
  STR:
  9
  BODV:
  7
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  3
  AURA:
  5
  SPIRlT:
  4
  INITIATIVE:
  17
  HERO POINTS:
  50
  -Powers: Analytical Smellrrracking Scent: 6, Claws:
  5, Digging: 5, Extended Hearing: 5, Running: 6,
  Ultra Vision: 5
  -Skills: Artist (Actor): 4
  -Advantages: Connections: Global Guardians
  (High), Justice League International (Low);
  Lightning ReOexes
  -Drawbacks: Minor Rage; Strange Appearance
  -Alter Ego: Hogh Dawkins
  -Motivation: Responsibility of Power
  -Occupation: Hero
  -Wealth: 5
  Powers and Abilities
  The Tasmanian Devil possesses a number of
  superhuman powers, but chief among them is his
  incredible strength. He can easily demolish a brick
  wall, lift an armored personnel carrier, or burrow
  through rough soil (Digging). The Tasmanian Devi!'s
  enlarged musculature also allows him to Run at
  sustained speeds of more than 60 miles per hour.
  In addition to his brute strength, the Tasmanian
  Devil also has enhanced senses of hearing and smell
  (Extended Hearing, Analytical Smell/Tracking
  Scent). Additional rod cells in his eyes allow him to
  see at night as well as in the day, but he remains
  blinded by total darkness (Ultra Vision).
  Hugh Dawkins
  When he's not out fighting crime and injustice
  as the Tasmanian Devil, Hugh Dawkins returns to the
  form of a normal man. The transformations to and
  from his Devil form are instantaneous, although it is
  possible to attack Hugh in his normal form in a
  Blindside or Surprise situation.
  HUGH DAWKINS
  DEx:
  4
  STR:
  3
  BODY:
  4
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  3
  AURA:
  5
  SPtRlT:
  4
  INITIATIVE:
  12
  HERO POINTS:
  50
  -Skills: Artist (Actor): 4
  -Advantages: Connections: Global Guardians
  (High), Justice League International (Low)
  -Alter Ego: Tasmanian Devil
  -Motivation: Responsibility of Power
  -Occupation: Parl-lime drama coach
  -Wealth: 5
  Personality/Role-playing
  Hugh Dawkins feels very strongly about his job
  as a hero, and will do whatever it takes to protect the
  innocent and uphold freedom for all people.
  Although he can be light-hearted and jocular, Hugh
  takes his role as a hero very seriously, and will stop
  the laughs when the chips are down.
  When in his normal, human form, Hugh
  Dawkins is a true pacifist. He will always try to use
  reason to solve a problem, resorting to violence only
  when absolutely necessary. Hugh's duties with the
  JLl and Global Guardians leave little time for his
  human occupation as a drama coach, a job he enjoys
  almost as much as being a super-hero.
  In his large, furry form, however, Tasmanian
  Devil is bold and adventurous. His fearsome
  appearance belies his outgoing, friendly nature.
  Unlike his human self, the Tasmanian Devil often lets
  his fists do the talking for him, especially when
  super-villains are involved.
  Using Tasmanian Devil in Adventures
  As a part-time reserve member of both the
  lustice League and the Global Guardians, the
  Tasmanian Devil can turn up just about anywhere. He
  can be used as a Player Character or NPC in
  adventures involving either team.
  Hugh spends most of his time in Australia, so he
  might be involved in any adventures set in that
  country. He will gladly offer his services as a guide
  to the land and its culture to any well-known heroes
  travelling there. Minor (and Player-generated) heroes
  should have to Persuade Hugh to help them, perhaps
  by offering him temporary leadership of their team.
  Subplots
  In a Miscellaneous Subplot, Hugh has had
  difficulty dealing with his more savage tendencies as
  the Devil. Recently, however, he has come to accept
  his alter-ego as a part of himself.
  
  TENZIL KEM
  DEX:
  5
  STR:
  4
  BODY:
  5
  INT:
  6
  WILL:
  5
  MIND:
  5
  INFL:
  4
  AURA:
  3
  SPIRlT:
  4
  INITIATIVE:
  15
  HERO POINTS:
  60
  -Powers: Acid: 20, Systemic Anlidote: 20
  -Skills: Artist (Actor): 2, Charisma (Persuasion): 6,
  Detective (Law): 3
  -Limitations: Miscellaneous: Tenzil's Acid Power
  represents his digestive juices. He must therefore
  eat the target in order to use Acid on it; Tenzil's
  Acid Power does not work on magnozite; Systemic
  Antidote applies only to ingested toxins.
  -Advantages: Connections: Legion of Super-Heroes
  (High), United Planets Governments (Low), Anti-
  Earthgov Resistance (High); Gift of Gab; Omni-
  Connection; Scholar (politics)
  -Alter Ego: Matler-Eater Lad
  -Motivation: Thrill of Adventure
  -Occupation: Legionnaire
  -Wealth: 7
  Powers and Abilities
  Tenzil Kern's Bismollian digestive system allows
  him to eat matter in all its fonns (Acid). His stomach
  acids are powerful enough to dissolve any material he
  consumes (although Inertron gives him indigestion).
  A side-effect of this ability makes Tenzil inunune to
  ingested poisons (Systemic Antidote).
  Since he ignored most of his Legion combat
  training, TenziJ is a poor combatant, and prefers to
  use
  diplomacy
  to
  resolve
  tense
  situations
  (Charisma/Persuasion). From his years on the
  Bismollian Senate, he picked up some knowledge of
  law (Detective/Law) as well as a number of
  important Connections.
  The Miracle Machine
  The Miracle Machine was a tremendously
  powerful device that could literally transform the
  user's thoughts into reality. The Legion kept it locked
  in the ultra-secure armory room of their base.
  When the Omega creature threatened to destroy
  the entire universe, Brainiac 5 had Tenzil eat the
  Machine. It turned out that Brainiac 5, who had
  become insane, had used the Machine to create
  Omega. After Tenzil ate the Machine, Brainiac 5
  claimed he was the rightful ruler of the universe
  because he had saved it.
  The alien energies of the Miracle Machine drove
  Tenzil temporarily insane, and also endowed him
  with its powers. It is rumored that some vestiges of
  the power (and the insanity) still remain.
  MIRACLE MACHINE [BODY: 20, Omni-Power: 50]
  Personality/Role-playing
  Tenzil thoroughly enjoys being in the Legion,
  along with all the excitement and adventure
  membership brings.He will try to outhink his
  opponent ralher than engage him physically.
  Tenzil dislikes responsibility and will avoid it at
  all costs. As a matter of fact, the antics lhat
  comprised the last thirteen years of his life were a
  deliberate attempt to get out of being a Senator on
  Bismoll.
  Tenzil is a loyal Legionnaire, always willing to
  tell a bad joke at just the wrong moment. His jovial
  nature and devil-may-care attitude provide his
  teammates with hour upon hour of fun and laughter,
  whether they like it or not.
  Using Tenzil Kern in Adventures
  Tenzil Kern is best suited for "soft" missions,
  such as signing autographs and shaking hands. These
  types of "adventures" not only suit his particular
  talents, but they also have a tendency to become
  more complicated than they first seem. Tenzil ntighl
  find a simple book signing suddenly has become a
  deadly space battle with the Khunds, and he will have
  to either talk or eat his way out of the situation.
  In any "normal" Legion adventure, Tenzil can
  provide handy comedy relief, either as a Player
  Character or NPC. Additionally, he knows hundreds
  of minor officials and dignitaries throughout the
  galaxy, granting him access to vital documents, secret
  formulas, and important guest lists for fancy parties
  that he would never be invited to on purpose.
  Subplots
  In a long~running Job Subplot, Tenzil served a
  13-year Senate term on Bismoll (under protest).
  Since starring in a wide range of commercials and
  holo-movies, he has become well-known (if not
  popular) all over the United Planets (Public
  
  THORN
  DEX:
  6
  STR:
  3
  BODY:
  4
  INT:
  4
  WILL:
  5
  MIND:
  4
  [NFL:
  3
  AURA:
  4
  SPIRIT:
  3
  iNITIATIVE:
  17
  HERO POINTS:
  40
  oSkills: *linked
  Acrobatics: 6*, Charisma: 5, Detective: 4*, Manial
  Anist: 6*, Military Science (Tracking): 4*, Thief:
  6*, Weaponry: 6*
  oAdvantages: Connection: Booster Gold (Low);
  Intensive Training; Lightning Reflexes
  oDrawbacks: Catastrophic Psychological Instability:
  Thorn suffers from a classic case of multiple
  personality disorder. Rose Forrest is unaware that
  she is Thorn, and the Thorn considers Rose her
  sister.
  oAlter Ego: Rose Forrest
  -Motivation: Seeking Justice
  -Occupation: Advertising Agency Creative Director
  °Wealth: 7
  oEquipment:
  Explosive Thorn [BODY: I, Bomb: 5, R#: 2]
  Flash Thorn [BODY: I, Flash: 5, R#: 2]
  Acid Thorn [BODY: I, Acid: 5, R#: 2]
  Smoke Thorn [BODY: I, Fog: 5, R#: 2]
  Night Vision Goggles [BODY: 2, Ultra Vision: 6]
  5 AP C Omni-Gadget Thoms (x5)
  'Powers and Abilities
  The Thorn is an exceptional athlete and physical
  combatant, proficient in judo and karate (Acrobatics,
  Martial Artist). She is also adept at infiltration
  techniques, including stealth, climbing, tracking, and
  bypassing security (Thief, Military Science).
  Thorn carries a veritable arsenal of specialized
  "thorns," small thorn-shaped gadgets and thrown
  weapons, which she employs expenly (Weaponry).
  Her array of thorns include: explosive thorns, smoke
  thoms, magnesium flash thoms, and highly corrosive
  acid thorns. It is unknown whether Thorn makes
  these gadgets herself or if she is supplied with Ihem
  by some unknown benefactor.
  Leading a Dual Life
  Rose Forrest suffers from multiple personalily
  disorder. Her inner feelings of anger and outrage
  against those that murdered her father manifest in her
  second personality: The Thorn.
  In game terms, this is treated as Psychological
  Instability, although there are some important
  differences from the standard rules found in Ihe
  Character Handbook:
  Whenever Rose rolls a natural "2" (double ones)
  on any Dice Action, Thorn will begin to emerge.
  Since the Thorn persona is fully aware of Rose's life,
  she will wait for an appropriate time and place to
  emerge fully. Often this results in Thorn waiting for
  Rose to go to sleep before becoming dominant.
  Once the Thorn persona is in control, she will
  immediately put on her costume and continue her war
  on crime in Metropolis. She will normally stay in
  control for about 8 hours (13 APs), and then return
  home so that Rose can "wake up" and resume her
  nannal life, feeling tired but otherwise oblivious to
  the night's activities.
  If Thorn needs to keep control for more than a
  full day (is APs), she must make an Action Check,
  using her INTIWILL as the AV/EV and Rose's (her)
  INTfMtND as the OYfRV. Success indicates that
  Thorn can keep control for another day, after which
  another Check will be required. Each Action Chcck
  after the first suffers a + t Column Shift to the
  OVfRY, making it very difficult for Thorn to keep
  control for more than 3 or 4 days (17 APs).
  Note that if Thorn is to be used in an adventure,
  it can be assumed by the Gamel113ster that she is
  already Thorn, without requiring Rose to actually roll
  a natural "2" during game play.
  Personality/Role-playing
  Rose Forrest is a kind and gentle individual. She
  generally keeps to herself and is very dedicated to her
  job at McClellan & Johnson. Rose quietly goes about
  her normal life, blissfully unaware that she rises at
  night to fight crime as the Thorn.
  ,
  Once she dons the Thorn costume, Rase s
  attitude changes completely. The only constant
  between Thorn and Rose is that they are both quiet,
  although in the case of Thorn, silence is a tactic of
  stealth rather than a personality trait.
  Thorn is compelled to fight crime, especially The
  1000. Her driving motivation borders on mania, since
  all of Rose's aggression seems to be channeled
  through Thorn. As a result, Thorn is tOlally ruthless
  when battling members of The 1000, and will stop al
  nothing to see them destroyed.
  Using Thorn in Adventures
  Since Thorn is based in Metropolis, she can
  become entangled in any adventures set lhere. Her
  
  VIXEN
  DEX:
  8
  STR:
  4
  BODY:
  5
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  6
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE:
  23
  HERO POINTS:
  60
  ·Skills: Acrobatics: 8, Martial Artist: 6, Thief
  (Stealth): 8
  -Advantages: Attractive; Connections: Animal Man
  (Low), Martian Manhunter (High), Suicide Squad
  (High); Lightning Reflexes
  -Drawbacks: Minor Irrational Fear of the Tantu
  Totem releasing her "animal side;" Secrel Identity
  ·Alter Ego: Mari Jiwe McCabe
  -Motivation: Seeking Justice
  -Occupation: Fashion DesignerlModel
  ·Wealth: 8
  ·Equipment:
  Tantu Totem [BODY: 6, SPIRIT: 6, Animal Mimicry:
  12, Danger Sense: 6] Bonus: Animal Mimicry can
  be
  used
  to
  mimic
  physical
  attack
  forms.
  Limitations: Animal Mimicry can only mimic one
  Attribute, Power, or Skill at a time; Only a member
  of the Jiwe family may use the totem, and it must
  be used in the cause of justice; The totem beslows
  the Serious Rage Drawback upon its user.
  Powers and Abilities
  Vixen's Powers come from the Tantu totem she
  wears around her neck. The totem allows her to gain
  anyone animal ability at a time, such as the strength
  of the rhinoceros, or the flight of the hawk (Animal
  Mimicry). It also grants Vixen an enhanced
  sensitivity to her environment, allowing her to sense
  the approach of foes (Danger Sense).
  Since she joined the Suicide Squad, Mari has
  relied less on the Powers of the totem, and more on
  her formidable Martial Arts training. She is
  incredibly agile, capable of dodging past arrows and
  bullets with ease (DEX, Acrobatics).
  The Tantu Totem
  The Tantu totem is a golden amulet that Vixen
  wears around her neck. It allows her to acquire
  various animal Powers. Unlike the normal Animal
  Mimicry Power, the totem can only mimic one
  Power, Skill, or Attribute at a lime, but it can also
  manifest physical attack forms, such as claws.
  Common animal abilities Vixen can use include:
  ·Cheetah: Running: 6
  ·Dolphin: Swimming: 5
  ·Eagle: Telescopic Vision: 9
  ·Elephant: STR: 7
  -Hawk: Flight: 6
  ·Owl: Ultra Vision: 6
  ·Rhinoceros: BODY: 9
  -Tiger: Claws: 4
  ·Wolf: Analytical Smellrrracking Scent: 7
  Only members of the Jiwe family can use the
  Powers of the totem; in the hands of others it is
  merely a trinket. Even when wielded by a Jiwe, the
  totem must be used in the cause of justice, to protect
  the innocent. If the LOtem is used for evil or selfish
  goals, its user will actually become the beast he
  soughl to mimic (including all Physical and Mental
  Attributes),
  and
  will
  be
  afflicted
  with
  the
  Catastrophic Rage Drawback.
  Even when used righteously, the lolem can
  sometimes unleash the animal instincts within its
  user. As a result, Vixen will occasionally lose control
  of her powers and fly into a bestial rage, entering
  Killing Combat against her foes. This tendency is
  represented by the Serious Rage Drawback.
  Personality/Role-playing
  Vixen is a level-headed, individualislic, and
  highly-motivated heroine. She is a stern figure in the
  field, usually keeping to herself and acting alone, as
  befilS her abilities. Her independent streak has gotten
  her into many arguments with team leaders in the
  past, as she will rarely back down if she believes she
  is in the right.
  Although she can be fierce in battle, Vixen is
  actually a very tender and sensitive person. She still
  suffers from guilt whenever she loses control of her
  "animal side", and constantly fights to keep it inside.
  As a Player Character, Vixen should be strong
  and outspoken, bUI rarely a leader. She follows her
  heart and her instincts, and woe be to any who stand
  in her way. In combat, Vixen tends to use her Martial
  Arts and Acrobatics. reserving her Animal Mimicry
  for truly powerful villains.
  Using Vixen in Adventures
  Vixen's wide range of contacts make her a
  particularly t1exible hero to lise in adventures. As a
  
  QUANTUM QUEEN
  -Powers: Dispersal: IS, Energy Blast. 20, Flame Being: 10,
  Flame Project: 30, Flash: 15, Flight: 32, Heat Vision: 25,
  Invisibility: IS, Mauer Manipulation: 20, Sealed
  Syslems: 15, Self-Link (Flash): 20, Shrinking: 7, Split:
  10
  -Limitations: Power Restriction: Must activate at least 1
  AP of Split in order to use Shrinking.
  -Advantages: Attractive; Connection: Legion of Super-
  Heroes (Low); Popularity
  -Motivation: Responsibility of Power
  ·Wealth: 5
  RE;-ANIlIfAGE
  RefleclionIDeflection: 9] Note: The sword's Mental Blast
  power is linked to the user's WILL
  -Powers: Broadcast Empath. 15, Empathy. 15, Mmd Blast:
  10, Telekinesis: 5
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Drawbacks: Serious Psychological Instability when in the
  presence of strong personalities or emotions; Uncertainty
  -Motivation: Upholding the Good
  -Wealth: 5
  -Powers: Damage Transference. 7, Invulnerability: 15,
  Regeneration: IS
  -Skills: Martial Artist: 6, Scientist: 8, Vehicles: 7,
  Weaponry: 7
  -Bonuses: Invulnerability is Useable on Others: range of
  touch, must use within 6 APs (4 minutes) of death.
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Leadership; Scholar (Computers)
  -Alter Ego: [mmorto
  -Motivation: Responsibility of Power
  -Wealth: 5
  -Equipment:
  Blaster Carbine [BODY: 5, EV: 12, R#: 2]
  Aviax can become any creature of flight he can
  imagine (Shape Change). He is also an excellent pilot
  (Vehicles) and Scientist.
  PSYCHE
  ,Powers and Abilities
  DEX:
  5
  STR:
  2
  BODY:
  3
  INT:
  8
  WILL:
  6
  MIND:
  7
  INFL:
  5
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE:
  18
  HERO POINfs:
  50
  DEX:
  6
  5TR:
  3
  BODY:
  4
  INT:
  5
  WILL:
  6
  MIND:
  5
  INFL:
  5
  AURA:
  5
  SPIRIT:
  5
  INmATlVE;
  16
  HERO POIf\!"TS:
  65
  DEx:
  7
  5TR:
  4
  BODY:
  6
  INT:
  9
  WtLL:
  8
  MIl\'D:
  8
  INFL:
  7
  AURA:
  7
  SPlRIT:
  6
  INITIATIVE:
  25
  HERO POI1\"TS:
  75
  DARTALON
  AVIAX
  ELVAR
  ·Powers. Claws. 6, Projectile Weapons. 5
  -Skills: Weaponry (Exotic): 8
  -Bonuses: Dartalon can fire up to five quills per phase with
  his Projectile Weapons Power. He can either Multi-
  Attack up to five targets with no QV/RV penalty, or
  attack one target with a -3 Column Shift bonus to the
  av.
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Drawbacks: Strange Appearance
  -Aller Ego: Dartalg
  -Motivation: Unwanted Power
  -Wealth: 5
  -Equipment:
  Explosive Quills (x6) [BODV: I, Bomb: 7]
  Poison Quills (x6) (BODY: I, EV: 3, Poison Touch: 7]
  -Skills. Acrobatics. 10, Martml Arnst. 8. Weaponry (Melee
  Weapons): II
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Lightning Reflexes
  -Aller Ego: Elva
  -Motivation: Thrill of Adventure
  -Wealth: 5
  -Equipment:
  Energy Sword [BODY: 10, EV: 14, Mental Blast: 7*,
  ·Powers. Shape Change. 7
  -Skills: Acrobatics: 4, Scientist: 5, Vehicles: 8
  -Limitations: Shape Change can only be used to turn into
  any creature of flight, real or imagined.
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Lightning Reflexes; Scholar (Biology)
  -Drawbacks: Attack Vulnerability:As a result of his
  lightweight skeletal slIUcrure, Aviax suffers a -1 Column
  Shift penalty to his RV against attacks that involve
  impact or physical force.
  -Alter Ego: Ornitho
  -Motivation: Thrill of Adventure
  -Wealth: 5
  THE WANDERERS
  DEX:
  7
  STR:
  3
  BODY:
  4
  TNT:
  7
  WILL:
  5
  MIND:
  5
  !NFL:
  4
  AURA:
  5
  SPIRIT:
  4
  INITIATIVE:
  20
  HERO POINTS:
  60
  DEX:
  6
  STR:
  5
  BODY:
  5
  INT:
  3
  WILL:
  6
  MIND:
  6
  INK:
  6
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  21
  HERO POINTS:
  65
  DEX:
  10
  STR:
  4
  BODY:
  4
  INT:
  4
  WILL:
  7
  MIND:
  5
  lNFL:
  3
  AURA:
  5
  SPIRIT:
  5
  lNITlATIVE:
  20
  HERO POINTS:
  55
  
  WAVERIDER
  DEX:
  6
  STR:
  4
  BODY:
  5
  INT:
  7
  Wu..L:
  9
  MIND:
  8
  INFL:
  4
  AURA:
  5
  SP1R1T:
  5
  INITIATIVE:
  19
  HERO POINTS:
  75
  ·Powers: Awareness: 10, Chameleon: 15, Dispersal:
  20, Energy Blast: 15, Flight: 30, Invisibility: 15,
  Postcognition: 50, Precognition: 50, Self-Link
  (Time Travel): 50
  -Skills: Gadgetry: 5, Scientist: 6
  -Bonuses: Self-Link (Time Travel) represents
  Waveridcr's nature as a being composed of
  tachyons (see "One With the Timestream" below).
  -Limitations: Power Restrictions: Awareness only
  detects disturbances in the timestream; Waverider
  cannot take other people or objects with him when
  he Time Travels; Postcognition and Precognition
  may only be used to view the past and future
  "histories" of other people, and Waverider must
  touch his target to use one of these Powers.
  -Advantages: Connections: The Linear Men (High),
  Justice League America (Low), Superman (Low);
  Iron Nerves; Lightning Reflexes; Scholar (quantum
  physics, super-heroes)
  -Drawbacks: Exile (voluntary, from his own time);
  Guilt; Married
  -Alter Ego: Matthew Ryder
  -Motivation: Responsibility of Power
  -Occupation: Guardian of the Timestream
  -Equipment:
  'Linear Men' Bracelet [BODY: 5, Suspension: 20,
  Time Travel: 60, R#: 2] Miscellaneous: the bracelet
  allows instantaneous communication with any
  other bracelet wearer, even across time and space.
  Bonuses: Suspension can be used to put people and
  objects
  in stasis or stop time altogether.
  Limitations: Time Travel only allows travel to and
  from locations of existing time disturbances or the
  Vanishing Point (see "The Linear Men" below).
  Powers and Abilities
  Monarch's experiment turned Matthew Ryder
  into Waverider, a being of pure energy, constructed
  of faster-than-light particles called tachyons. This
  transformation also merged Ryder with the
  timestream, granting him a number of time-related
  Powers as well.
  As an energy being, Waverider can become
  intangible, and can easily pass through solid objects
  (Dispersal). He can alter his electromagnetic
  emissions to appear as another person (Chameleon)
  or become totally Invisible. Waverider can also
  generate Energy Blasts powerful enough to demolish
  a steel wall, and can propel himself across interstellar
  distances at twice the speed of light (Flight).
  Waverider can ride the timestream, granting him
  access to the past and future (Time Travel). The
  limits of this Power are not known, but he has
  traveled back to the days of the dinosaurs (50 APs),
  forward to his own time of 2030 (28 APs), and
  "sideways" to the Vanishing Point, home of the
  Linear Men (see "The Linear Men" below).
  His connection
  to the timestream gives
  Waverider the ability to look into a person's past
  history or most probable future merely by touching
  him (Postcognition, Precognition). This connection
  also makes him very sensitive to disturbances in the
  space-time continuum (Awareness).
  Matthew Ryder is an accomplished Scientist,
  specializing in the field of quantum physics
  (Scholar).
  One with the Timestream
  Waverider's Self-Link (Time Travel) Power
  represents his nature as a being at one with the
  timestream. In addition to allowing Time Travel (as
  the Power), this Power makes Ryder an energy being,
  with no need to eat, sleep, or breathe. He can survive
  indefinitely in any style environment including space,
  and is totally immune to gas and poison attacks. He
  can also add his APs of Time Travel to his RV
  against any time-based attack.
  The Linear Men
  After his first encounter with the self-styled time
  monitors known as the Linear Men, Waverider was
  able to steal a time control bracelet from one of them.
  This bracelet gives the wearer limited control over
  time, including the ability La put others in stasis.
  To accomplish this, Waverider uses the bracelet's
  Suspension Power as an Attack, with AVfEVs equal
  to the APs of Suspension, and OV/RVs equal to the
  target's INT/MrND. Positive RAPs indicate success,
  although the degree of success varies. If the RAPs
  equal or exceed the target's MIND, then Waverider
  can put the target in stasis for as long as he likes,
  breaking the stasis at any time. RAPs less than the
  target's MIND indicate the number of phases the target
  is held in stasis before he breaks free.
  
  WILD DOG
  DEX:
  7
  STR:
  4
  BODY:
  5
  INT:
  6
  WILL:
  6
  MIND:
  5
  INFL:
  6
  AURA:
  4
  SPIRIT:
  7
  L'\IITIATIVE:
  23
  HERO POINTS:
  45
  oSkills: *linked
  Acrobatics: 4, Artist (Actor): 4, Gadgelry: 3,
  Martial Artist: 7*, Mililary Science: 6*, Thief: 7*,
  Vehicles: 7*, Weaponry: 7*
  oAdvantages: Area Knowledge (Quad Cilies);
  Connection: Quad Cities Police Departmenls
  (Low); Inlensive Training; Lightning Reflexes;
  Scholar (automotive mechanics)
  oDrawbacks: Secret Identity
  oAlter Ego: Jack Wheeler
  oMotivation: Seeking Juslice
  oOccupation: Mechanic
  oWealth: 5
  oEquipment:
  BODY ARMOR [BODY.· 7]
  JATf submachine gun [BODY: 4, AV: 5, EV: 5,
  Ammo: 4, R#: 3]
  "ROVER" JEEP PICK-UP [STR: 6, BODY: 8,
  Running: 7, R#: 2]
  STUN GLOVE [BODY: I, Lighlning: 6, R#: 5]
  Limitation: Lightning has No Range.
  4 AP C Omni-Gadget
  Powers and Abilities
  Wild Dog has no meta-human Powers; he fights
  crime with his athletic and Marine training instead.
  Wild Dog is well-versed in several Martial Arts, and
  is an excellent marksman as well (Weaponry). His
  time in the Marines also taught him a great deal about
  mililary tactics and technology (Military Science), as
  well as making him an accomplished driver
  (Vehicles).
  In addition to his skills, Wild Dog uses a variety
  of weapons and vehicles in his fight against
  terrorism. His costume is reinforced wilh lightweight
  armor, allowing him to survive attacks by low and
  medium caliber firearms. Wild Dog's preferred
  weapon is his JATI submachine gun, one of the few
  fuJly automatic weapons that can be accurately fired
  in one hand. As a backup, he has a high-voltage
  "stun" glove worked into his costume as well.
  Wild Dog's Pick-Up
  Wild Dog has a lendency to ride inlo batlle in his
  jeep pick-up "Rover" whenever possible. He can use
  the vehicle in combat to achieve a variety of effects:
  -Driving Into Combat: Wild Dog gains some
  protection from riding inside the jeep. Any attacks
  aimed at the jeep muSI use Wild Dog's Vehicles
  Skill as the OV and Rover's BODY as the RV. If an
  allacker wanIS 10 mike direcily al Wild Dog, he
  uses Wild Dog's Vehicles Skill as the OV, and
  Wild Dog's BODY as the RV, bUI musl lake a +2
  Column Shift penalty to the OV because only a
  small percentage of Wild Dog is visible through Ihe
  windows. However, it is more difficult for Wild
  Dog to shoot accurately while driving, even though
  he is well-practiced in doing so. He suffers a + I
  Column Shifl penalty to the OV of any allacks he
  makes while driving.
  oDodging and Weaving: Provided he has sufficienl
  room to maneuver, Wild Dog can drive in erratic
  weaving patterns to avoid enemy fire. This action
  counts as a Dodge, so Wild Dog loses his Dice
  Action for any phase in which he is doing so, but
  gains an additional +I Column Shift to his (and
  Rover's) OV.
  oRamming: Wild Dog can use Rover to smash
  through obstacles such as windows and gates, as
  well as running down criminals. Such attacks are
  considered Charging Allacks, and use Wild Dog's
  Vehicles Skill as the AV and thc speed of Rover
  (usually 7 APs) as Ihe EV. The OV/RV of an
  inanimate object (such as a gate) is equal 10 it's
  BODy!BODY, whiJe a living target uses DEX/BoDY.
  After a Charging Allack, there is a chance that Rover
  wiJllake damage as well. Look directly to the Result
  Table, using the EV of the Charge as an EV, and
  Rover's BODY as the RV to find the amount of
  damage sustained by Rover. Wild Dog may spend
  Hero PoinLS to increase the RV in this check, or
  reduce the damage through Last Ditch Defense.
  Note that Jack Wheeler is an accomplished
  mechanic and auto customizer (represented by his
  Gadgetry Skill and Scholar Advanlage), so he can
  usually get Rover up and running after a ballie in a
  few days. Wheclcr also has a small fleet of vehicles
  positioned around the Quad Cities, just in case he
  needs a quick getaway or Rover becomes totally
  demolishcd.
  
  BLACKFIRE
  DEX:
  7
  STR:
  6
  BODY:
  6
  INT
  7
  WILL:
  8
  MIND:
  6
  [NFL:
  7
  AURA:
  8
  SPIRIT:
  5
  INITIATIVE:
  23
  HERO POlNTS:
  45
  ·Powers: Comprehend Languages: 14, Energy Blast:
  II, Solar Sustenance: 15
  ·Skills: Charisma: 8, Martial Artist: 7, Military
  Science: 7, Thief (Steallh): 5, Weaponry (Melee
  Weapons, Missile Weapons): 7
  -Advantages:
  Area
  Knowledge
  (Tamaran);
  Connection: Vegan Worlds (High); Leadership;
  Popularity
  -Drawbacks: Authority Figure; Serious Irrational
  Hatred of Starfire; Public Identity
  ·Alter Ego: Komand'r
  ·Motivation: Responsibility of Power (formerly
  Power Lust)
  -Occupation: Queen of Tamaran
  ·Wealth: 15
  Powers and Abilities
  Blackfire is an incredibly hcalthy and athletic
  woman. Her physical capabilities have been honed to
  high levels and she has been expertly trained in hand
  to hand as well as anned combat. [11 the combat arena
  she is nearly as capable a fighter as her sister
  Koriand'r, Starfire of the New Titans. Her inability to
  fly like the rest of her Tamaranian race gives her a
  unique insight and added drive to emerge victorious
  in battle.
  Blackfire is a fine tactician and can organize
  highly effective military assaults on a citywide scale.
  Though she is sometimes feared and mistrusted by
  tbose she rules, her scheming intellect is never in
  question.
  Like the rest of her Tamaranian race, Blackfire
  has the ability to learn languages which are alien to
  her by merely touching rhe person speaking it.
  Blackfire's Starbolts
  When Komand'r and her sister Koriand'r were
  kidnapped by rhe alien Psions, they were subjected to
  strange experiments involving huge doses of solar
  radiation. The Tamaranians' solar absorbing
  physiology reacted unpredictably wirh rhe radiation
  and Komand'r and her sister were given the ability to
  collect this radiation and project il in bolts of
  destructive energy called starbolts.
  Blackfire has used this power to intimidate and
  enforce her will upon others as well as to perform
  arbitrary executions. The power of her blast is
  capable if incinerating beings as large as a
  Gordanian. It is not unusual for Blackfire to use her
  slarbolts as Killing Combat.
  Personality/Role-playing
  Blackfire's personality is harsh and vengeful,
  fuelled by many years of shame and preferential
  treatment to Koriand'r. For years she has sought Ihe
  downfall of her sister, her family, and the entire
  Tamaranian race because she was viewed as a freak
  and was passed over as ruler.
  After the Citadel made Komand'r queen and
  absolute ruler of Tamaran. her attitude softened and
  she realized that her own hate had made her despise
  the planet of her birth. The potential for her planet to
  return to its once glorious state dawned in her mind
  and she used her vast power 10 help overthrow the
  Citadel. Once freed of the Citadel oppression, the
  Tamaranians made Komand'r their rightful queen.
  Her rule is now firm but just, and she is adjusting to
  putting the needs of her people over her own.
  Using Blackfire in Adventures
  Starfaring heroes in the Vega star system can
  easily visit Tamaran where Blackfire rules. Blackfire
  herself would be difficult 10 encounler unless the
  heroes are involved in something which is of
  consequence to the entire planet or of personal
  interest to Komand'r herself.
  Because of her previous villain background, it
  wouldn't be surprising for Blackfire to once again
  attempt to increase her power by subjugating other
  races, or to again go on a vengeful lear against
  Starfire. Should this occur, Starfire, or perhaps an
  entire race, could be in desperate need of the Player
  Characters' help.
  Subplots
  BlackfLre has been embroiled for many years in
  the exacting of her revenge upon her sister, family,
  and race (Family/Enemies Subplot). Now thaI this
  period in her life is over, Komand'r's time is taken up
  almost exclusively by the ruling or her people
  (JoblPublic Relalions Subplots).
  
  CAPTAIN COLD
  DEle
  5
  STR:
  3
  BODY:
  5
  INT:
  6
  WILL:
  4
  MIND:
  5
  INFL:
  5
  AURA:
  4
  SPlRJT:
  3
  iNITIATIVE:
  16
  HERO POI~'TS:
  50
  oSkills: Gadgetry: 6, Thief: 3, Weaponry (Exotic): ro
  oAdvantages: Connections: Flash's Rogues Gallery
  (High), Suicide Squad (Low), Underworld (Low);
  Scholar (cryogenics)
  oDrawbacks: Public Identity
  oAlter Ego: Leonard Snart
  -Motivation: Mercenary
  oOccupation: Bounty Hunter
  oWealth: 3
  oEquipment:
  Cold Gun [BODY: 5, Ice Produclion: 13, Illusions: 7,
  Suspension: 13] Miscellaneous Bonus: Suspension
  is Usable on Others (see Powers and Abilities
  below).
  COSTUME [BODY: 4, Cold Immunity: 6]
  Powers 8nd Abilities
  Captain Cold's powers stem from his extensive
  knowledge of cold-generating technology and from
  his Cold Gun. The Cold Gun fires blasts of super-
  cooled air which instantly attracts and freezes
  moisture in the nearby area allowing Captain Cold to
  create a number of ice-related effects. With his Cold
  Gun, Captain Cold can create simple constructs of ice
  sucb as walls, barriers, and cages. He can produce ice
  bridges and slides to travel on at a speed of up to 250
  miles per hour (8 APs). Offensively, the Cold Gun
  can fire a bolt of solid ice at his target or encase it in
  a block of ice. The Strength and volume of the icy
  lomb are equal to RAPs achieved on the target.
  At its highest setting, the Cold Gun can reduce
  its target's temperature to absolute zero (-459.6TF).
  When this setting is used on inanimate objects, it
  reduces the objects RV by I for each AP of Ice
  Production used. This has the effect of making the
  object extremely brittle and susceptible to physical
  blows. On human targets, this produces a different
  result. If an attack using APs of Suspension as
  AVfEV is successful against an OVfRV equal to the
  target's Dex/Body, the target is encased in ice and
  immediately goes into a kind of suspended animation
  (Suspension). If the RAPs equal or is exceed the
  target's Body, the target is placed in Suspension until
  the ice around him melts (normally, I AP of volume
  per AP of time). RAPs less than the target's Body,
  indicates the number of phases the target is held
  before he breaks free.
  Golden Snowball Recoveries
  After his recent stint with the Suicide Squad,
  Captajn Cold has seen some advantages to working
  within the law. Inspired by this insight he has
  established a partnership with his sister Lisa, the
  Golden Glider, and has begun advertising their
  services as "Golden Snowball Recoveries", a bounty
  hunter/retrieval service. Working under this pretext,
  Cold can gouge his clients legally, so long as he
  performs adequate service. Thus far Cold has not
  (often) returned to his normal criminal activities.
  His partner and sister, Lisa Snart, was also once
  one of the second Flash's foes. When the Flash
  inadvertently killed Lisa's lover, the villain known as
  the Top, Lisa gave up her career as a champion ice-
  skater. Using technologies from both the Top and
  Captain Cold to develop her skates and gimmicked
  jewels, Lisa became the Golden Glider and embarked
  on a campaign of vengeance against the Flash.
  GOLDEN GLIDER
  DEX:
  6
  STR:
  2
  BODY:
  3
  !NT:
  5
  WILL:
  5
  MIND:
  4
  INFL:
  6
  AURA:
  5
  SPIRIT:
  3
  INITIATIVE:
  21
  HERO POINTS:
  35
  oSkills. AcrobatIcs. 3, Gadgetry: 5, MartIal Artist: 4
  oAdvantages: Connection: Captain Cold (High);
  Lightning Rellexes
  oDrawbacks: Public Identity
  oAlter Ego: Lisa Snart, Lisa Star
  oMotivation: Mercenary
  oOccupation: Bounty Hunter
  oWealth: 3
  oEqulpment:
  SKATES
  [BODY: 4, Claws (blades): 4, Ice
  Production: 6] Miscellaneous Limitation: The
  skates' lee Production Power can only be used to
  create an "ice sled" to skate along.
  Hypno-Jewel [BODY: I, Hypnotism: 5]
  Force Field Jewel [BODY: I, Force Field: 6]
  Teleport Jewel [BODY: I, Teleportation: 5]
  Illusion Jewel [BODY: I, Illusion: 5]
  Force Beam Jewel [BODY: I, EV: 8]
  Acid Jewel [BODY: I, Acid: 6]
  Mass Jewel [BODY: I, Gravity Increase: 9]
  
  CHEETAH
  CAT-MAN'S COSTUME [BODY: 2, SPIRIT: 3, Dumb
  Luck: 9, Invulnerability: 9] Limitation: The
  Costume's Powers can only be used to save Cat-
  Man from imminent, life-threatening danger,
  effectively granting him "nine lives."
  Powers. Claws. 4, Runnlllg. 6
  'Skills: Military Science (Tracking): 2, Thief
  (Stealth): 3
  -Limitations: Running is limited to two consecutive
  phases.
  'Advantages: Lightning Reflexes
  The grounds of Thomas Blake's mansion house a
  collection of rare and dangerous cats from around the
  world. Blake has trained several of these "big cats" to
  aid him in his Cat-Man crime sprees, further
  reinforcing his cat motif.
  Cat-Man wil1 rarely have more than one or two
  big cats with him at any time. He can control all of
  their actions during play through the use of one
  Automatic Action (as per the Pet Advantage).
  Cat-Man's Ferocious Henchmen
  Although initially skeptical about the mystic
  properties of the cloth, Cat-Man has escaped certain
  death time and time again since donning his costume.
  An incident involving Catwoman resulted in part of
  his mask being torn off. He was injured in that spot
  soon afterwards by hot steam, fuJly convincing him
  of the suit's powers.
  Now, whenever he is wearing his costume, Cat-
  Man believes himself immune to harm. He will take
  ridiculous risks and go to any lengths in order to
  achieve his goals, confident in his costume's power to
  save him.
  It is up to the Gamemaster to decide if Cat-Man's
  costume has any real magical properties, or if he is
  simply extremely lucky. In the latter case, the GM
  can use Cat-Man's Luck Advantage and Hero Points
  to save him from certain death. However, if the GM
  decides that the costume truly has mystical
  properties, he can use the following description of it
  in his campaign:
  DEx:
  4
  STR:
  3
  BODY:
  3
  INT:
  1
  WlLL:
  2
  MTND:
  2
  INFL:
  2
  AURA:
  0
  SPIRIT:
  2
  INITIATIVE:
  9
  •
  Cat-Man has no super-human powers, but he is
  an Olympic-level athlete (Acrobatics) and a superior
  Martial Artist. His years of big game hunting taught
  him the art of tracking and stalking prey (Military
  Science, Thief), as well as the use of all manner of
  Weaponry. Over the years, Cat-Man has created an
  arsenal of cat-motif weapons and equipment
  (Gadgetry).
  Powers and Abilities
  CAy-MAN
  The Cat-Man Came Back...
  Cat-Man's cowl and cape are fashioned from the
  orange cloth he found wrapped around a native
  carving of a cat. Legend has it that the cloth is
  imbued with magical properties that endow its owner
  with the cat's "nine lives."
  'Skills: Acrobatics: 10, Animal Handling: 5,
  Gadgetry: 7, Martial Artist: 8, Military Science
  (Tracking): 7, Thief: 10, Weaponry: 6
  'Advantages: Area Knowledge (Gotham City);
  Connection: Underworld (Low); Lightning
  Reflexes; Luck; Pets (see "Cat-Man's Ferocious
  Henchmen" below); Scholar (big cats)
  -Drawbacks: Serious Irrational Attraction to
  gambling and taking risks; Miscellaneous: Cat-Man
  believes that he is invulnerable when he is wearing
  his costume.
  'Alter Ego: Thomas Blake
  -Motivation: Mercenary
  -Occupation: Professional Criminal
  'Wealth: 8
  'Equipment:
  CATAPULT BOOTS [BODY: 3, Jumping: 3, Ammo:
  I] The Catapult Boots have compressed metal
  springs in the heels, allowing Cat-Man to jump 80
  feet in a single bound. However, they must be "re-
  loaded" after each use (Ammo restriction).
  Catarang w/Rope [STR: 7, BODY: 7, Claws: 4,
  Gliding: 2] Rope is 4 APs long.
  Cat Claws [BODY: 4, Claws: 5]
  DEX:
  10
  STR:
  5
  BODY:
  6
  1m:
  7
  WILL:
  5
  MIND:
  5
  INFL:
  7
  AURA:
  6
  SPIRIT:
  7
  INTTIATIVE:
  28
  HERO POINTS:
  75
  
  CHESHIRE
  DEX:
  8
  STR:
  4
  BODY:
  5
  INT:
  8
  WILL:
  6
  MIND:
  7
  INFL:
  6
  AURA:
  6
  SPtRlT:
  6
  INITIATIVE:
  26
  HERO POINTS:
  65
  -Skills: 'linked
  Acrobatics: II, Detective: 5, Gadgetry (Build
  Gadget): 8*, Martial Artist: 8*, Thief: 8*, Vehicles:
  4, Weaponry: 8'
  -Advantages: Connection: Wen Ch'ang (High),
  Deathstroke (Low), Arsenal (High), Underworld
  (High), Mercenaries (Low); Intensive Training;
  Iron Nerves; Lightning Reflexes; Scholar (poisons)
  -Drawbacks: Minor Irrational Attraction to Roy
  Harper (Speedy)
  -Alter Ego: Jade (last name unknown)
  -Moti\'ation: Mercenary
  -Occupation: Professional Assassin
  -Wealth: 9
  -Equipment:
  POISON CLAWS [BODY: 4, Claws: 5, Poison
  Touch: 8]
  Cheshire uses razor-edged artificial nails and coats
  them with a variety of poisons which can cause
  sleep, pain, or death. Treat the Poison Touch Power
  of whatever poison she uses as Bashing or Killing
  Damage, depending on her intent.
  Powers and Abilities
  Cheshire is a master of several martial arts, many
  of which were thought to be lost to time. These skills,
  combined with her triple-jointed acrobatic ability,
  make her incredibly dangerous and unpredictable.
  Because of her skill with these nigh-unknown styles,
  Cheshire's initial attack on any given foe receives a -2
  OV Column Shift. Her ability is such that she can
  keep two steps ahead of even the most highly
  qualified martial artists such as Nightwing and
  Jericho.
  During combat, Cheshire makes great use of the
  surrounding resources, using stair railings and
  chandeliers as springboards for counterattacks.
  Cheshire's athletic outward appearance belies her
  considerable knowledge of poisons and gadgetry. She
  frequently constructs unique weapons and equipment
  to use during her assignments. In the past such
  devices have included things like weapons designed
  to compensate for the speed of certain New Titans,
  aud jet propelled cable harnesses which allowed her
  strike team to reach the top of a mountain quickly,
  without having to climb the treacherous slope, and
  quietly, without activating the cable car and alerting
  her targets.
  Cheshire's Poisons
  Cheshire makes regular use of her claws which.
  aside from being formidable weapons in themselves,
  are usually coated with poisons which are custom-
  made for whatever mission she is on. During her
  marriage to Kruen Musenda, Jade learned about both
  mundane and exotic poisons and is likely one of the
  world's foremost authorities on their use. Aside from
  the more common knockout poisons (Poison Touch
  which does Bashing Damage) and lethal poisons
  (Poison Touch which does Killing Damage), she also
  uses venoms which cause her victim to writhe in
  pain, unable to move. This immobilizing poison acts
  as Poison Touch against the victim's DEX rather than
  BODY. This damage is treated as Bashing Damage for
  the purpose of recovery.
  Personality/Role-playing
  Cheshire prefers to keep her business personality
  separate from her private personality. On assignment
  she is strictly business, brutal and unmerciful, unable
  to let even her deeply hidden love for Roy Harper
  alter her effectiveness. She seems to take a gleeful
  satisfaction in bringing down her targets.
  Tn her private life she is more casual and
  feminine, though still alert to danger. She meditates
  regularly and spends most of her free time with her
  mentor. Wen Ch'ang.
  Using Cheshire in Adventures
  Due to her frequent assignments, Cheshire can
  be encountered almost anywhere heroes may venture.
  She is so skilled at her job however, that encounters
  with her will be either by chance or near the
  completion of her job. Heroes will often encounter
  her after her mission is completed, by investigating
  the death of some political or corporate dignilary.
  Scratches and poison, Cheshire's calling cards, will
  invariably be discovered. The PCs might then have to
  
  The Dark Circle has existed as an organization
  for thousands of years, working behind the scenes to
  undermine the very foundations of civilization. Their
  mission has always been one of replacing reason with
  instinct so that the darker, primal side of nature can
  flourish in the universe.
  Oddly enough for an organization dedicated to
  destroying scientific enlightenment, the Dark Circle
  has access to an astonishing array of high-tech
  equipment, even by 30th century standards. This
  technology has been acquired since the world
  Dolminus joined the Circle, bringing with it the
  renewed ability to manipulate the "weapons of light"
  without heing "seduced" by them. The various
  technological advancements employed by the Dark
  Circle include:
  Dark Circle Science
  Description
  -Teleportation: By lapping into the energy of the
  Dark Circle's home sun, they can employ
  teleportation technology on a far larger scale than
  anything seen elsewhere in the galaxy. In lhe past,
  the Circle has demonstrated the ability to teleport
  the entire population of a planet, or to send one
  individual halfway across the galaxy.
  -Cloning: It is through the mechanism of cloning that
  the Circle has been able to muster so many loyal
  troops. The knowledge of cloning was brought to
  the Circle hy a human named Norak, a brilliant
  scientist and strategist. For a time, the whole Dark
  Circle organization was composed entirely of
  clones of the five members of the inner circle. It is
  unlikely that this is still the case, and they certainly
  employ independent agents of the worlds they
  infiltrate who are not clones, but actually believe in
  the tenets of the Circle.
  -Brainwashing: The most powerful weapon in the
  Dark Circle's arsenal is not a gun, tank, or bomb
  (although they have access to many of those as
  well). The Dark Circle uses powerful techniques of
  brainwashing
  to
  subvert
  entire
  planetary
  populations. It is unknown if tbe source of this is
  technological or merely effective propaganda,
  although evidence suggests equal portions of each
  are used. Often, the Circle will subvert key
  planetary leaders and officials as a prelude to total
  dominion over the populace.
  TYPICAL DARK CIRCLE AGENT
  ONTIIR OF TSAURON del'
  THE DARK CIRCLE
  NORAK
  d
  d'
  -SkIlls: Chansma (PersuasIOn): 5, MartIal Artist: 5,
  Military Science: 5, Weaponry: 5
  -Advantages: Connection: Dark Circle (Low)
  -Drawbacks: Catastrophic [rrational Attraction to
  converting others to the Cult of the Dark Circle'
  Secret Identity
  ,
  -Motivation: Seeking Justice
  -Occupation: Agent
  -Wealth: 4
  -Equipment:
  Blaster [BODV: 5, Energy Blast: 7, R#: 2]
  -Skills: Chansma:7, Martial Artist: 4, Medicine: 8,
  Military Science: 5, Scientist: 8, Weaponry: 6
  -Advantages: Connection: Dark Circle (High);
  Scholar (cloning techniques); Sharp Eye
  -Drawbacks: Calastrophic Irrational Attraction to
  converting others to the Cult of the Dark Circle
  -Motivation: Power Lust
  -Occupation: Member of the Inner Circle
  -Wealth: 8
  -Skills: Chamma: 6, Martial ArtISt: 6, Military
  Science: 6, Weaponry: 7
  -Advantages: Connections: Dark Circle (High),
  Science Police (High); Iron Nerves
  -Drawbacks: Catastrophic Irrational Attraction to
  converting others to the Cult of the Dark Circle;
  Mistrust
  -Motivation: Power Lust
  -Occupation: Dark Circle Double Agent
  -Wealth: 7
  - ecease
  DEX:
  4
  STR:
  3
  BODV:
  4
  1m:
  8
  WILL:
  8
  MIND:
  8
  INFL:
  7
  AURA:
  6
  SPIRIT:
  9
  INITIATIVE:
  21
  HERO POINTS:
  25
  DEx:
  4
  S11<:
  4
  BODV:
  5
  [NT:
  4
  WILL:
  4
  MIND:
  3
  INFL:
  4
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  14
  HERO POINTS:
  [5
  - e ease{..
  DEX:
  5
  STR:
  6
  BODV:
  7
  [m:
  6
  WILL:
  9
  MIND:
  8
  !NFL:
  6
  AURA:
  5
  SPIRIT:
  9
  INITIATIVE:
  19
  HERO POINTS:
  30
  
  Dev-Em in the 20th Century
  DEV-EM (20TH CENTURY)
  Before he suffered nearly fatal exposure to lead
  and was transported to the 30th century, Dev-Em was
  considerably more powerful. Although he was not yet
  mentally unstable, he was still an extremely cruel and
  brutal individual.
  Personality/Role-playing
  Daxamite is successfully removed from the lead's
  influence, he may Recover normally, and his Powers
  return at the rate of I AP per minute. In any case,
  each exposure permanently reduces each of the
  Daxamite's Powers and Physical Attributes by a
  number of APs equal to the number of minutes the
  exposure lasted (Attributes to a minimum of 4).
  Daxamites also lose all their Powers (and their
  Physical Attributes are reduced to 4) when they are
  not in the presence of yellow sun radiation. Daxam
  itself sits beneath a red sun.
  Dev-Em is protected from these vulnerabilities
  by the lead-poisoning antidote given to him by the
  ICC. Unlike the serum developed by Brainiac 5,
  however, this one can be intentionally scaled back by
  the ICC, making him vulnerable and controllable.
  Powers. DlfectlOnal Heaflng. 10, Extended Hearing:
  10, Flight: 17, Heat Vision: 19, Invulnerability: 23,
  Microscopic Vision: 17, Sealed Systems: 15, Super
  Breath: 15, Super Hearing: 8, Superspeed: 12,
  Systemic Antidote: 20, Telescopic Vision: 15,
  Thermal Vision: 15, X-Ray Vision: 15
  -Advantages: Lightning Reflexes
  -Drawbacks: Fatal Vulnerability: lead, Range of 3
  APs; Loss Vulnerability (all Powers and Physical
  Attributes):
  lead,
  Range
  of 3
  APs;
  Loss
  Vulnerability (all Powers and Physical Attributes):
  lack of yellow sun radiation, range of 0 APs.
  -Motivation: Thrill Seeker
  -Occupation: Bully
  -Wealth: 3
  Even before his mind was (probably) effected by
  his trip through time and lead poisoning, Dev-Em
  was an antisocial bully. His greatest pleasure was to
  tonnent who he saw as the ultimate dweeb: Lar Gand
  DEX:
  17
  STR:
  27
  BODY:
  20
  lNT:
  5
  WILL:
  8
  MIND:
  7
  INFL:
  6
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE:
  42
  HERO POINTS:
  50
  -
  -Powers: Directional Hearing: 8, Extended Hearing:
  8, Flight: 15, Heat Vision: 17, Invulnerability: 21,
  Microscopic Vision: 15, Sealed Systems: 13, Super
  Breath: 13, Super Hearing: 6, Superspeed: 10,
  Syslemic Antidote: 18, Telescopic Vision: 13,
  Thermal Vision: 13, X-Ray Vision: 13
  -Skills: Martial Artist: 7, Weaponry: 7
  -Advantages: Lightning Reflexes
  -Drawbacks: Serious Psychological Instability
  -Motivation: Psychopath
  -Occupation: Agent
  -Wealth: 4
  Daxamite Vulnerabilities
  Powers and Abilities
  Dev-Em is a Daxamite and as such, gains all of
  their standard abilities. When under the light of a
  yellow star, Daxamites gain herculean strength and
  endurance. They can fly at over 30,000 miles per
  hour, survive the explosion of a thermonuclear bomb,
  and travel thorough space unprotected (as indicated
  by their Flight, BODY, Invulnerabilily, and Sealed
  Systems scores, respectively). Daxamites also
  possess a number of specialized vision powers and
  h~i~htened senses, including: Heat Vision, X-Ray
  V~sl.on, Ultra Vision, Telescopic Vision, Microscopic
  VISIOn, and Extended Hearing. All these Powers
  function much like those manifested by Superman.
  Dev-Em keeps his Daxamite powers at all times,
  eve~ under a red sun, because of the lead-poisoning
  aobdote given to him by the Interstellar Counter-
  Intelligence Corps.
  DEV-EM
  Daxamites have Fatal and Loss Vulnerabilities to
  lead. If a Daxamlte comes within 3 APs of the
  element (or any compound that contains it), he
  immediately loses his Powers, and his Physical
  Attributes drop down to 4. Thereafter, the Daxamite
  lo~es one point of Current BODY Condition every
  mlllute (4 APs of time) until he is either removed
  from the presence of the lead or dead. If the
  DEX:
  15
  STR:
  25
  BODY:
  18
  INT:
  5
  WILL:
  8
  MIND:
  7
  INFL:
  6
  AURA:
  6
  SPIRIT:
  6
  INITlATIVE:
  40
  HERO POINTS:
  60
  
  DOCTOR PSYCHO
  DEX:
  2
  STR:
  2
  BODY:
  3
  !NT:
  10
  ""ILL:
  9
  MIND:
  9
  INFL:
  6
  AURA:
  4
  SPIRIT:
  7
  INITIA1lVE:
  18
  HERO POINTS:
  50
  -Powers: Mental Illusion (see below): 15, Broadcast
  Empath: 10, Empathy: 10, Hypnolism: 5, Mind
  Blast: 5, Mind Shield: 3, Shrinking: 1
  -Skllls: Medicine: 4, Occultist: 4
  -Limitations: Dr. Psycho's Shrinking is Always On,
  being a consequence of his extreme dwarfism and
  nOl an actual Power.
  -Advantages: Scholar (psychology)
  -Drawbacks: Minor Irrational Attraction to hurting
  women; Minor Physical Restriction (dwarfism)
  -Alter Ego: Unknown, hut reputed to aClually he
  "Dr. Psycho."
  -Motivation: Psychopathic
  -Occupation: Therapist
  -Wealth: 4
  Menta/Illusions
  Dr. Psycho uses the Power Mental Illusion,
  which is not listed in the Character Handbook. It is
  descrihed as follows:
  -Link: WtLL
  -Range: Normal
  -Type: Dice
  -Base Cost: 50
  -Factor Cost: 6
  This Power allows its user (0 alter the perception
  of his target, causing him to perceive (see, hear,
  smell, etc) whatever the user wishes. The mental
  illusion is visible only LO its target but that person
  will react to it as if it were real.
  To project a menta] iUusion, the user must make
  an action check with AVfEy equal to APs of Mental
  Illusion against an OV/RV equal to the target's
  INT/MINO. If RAPs exceed the victim's MIND the
  victim perceives whatever the user wishes' (no
  telepathic contact is necessary). The illusions will
  endure for a time in APs equal to the RAPs which
  exceeded Ihe victim's MIND. A subsequent Check can
  be made before this time is up to continue the
  illusions.
  A victim of Mental Illusion can suhconsciously
  combat its effects each phase by making a check
  using his lNTlWlLL as the AV/EV against an OVIRV
  equal to APs of the user's Mental lIIusion Power.
  Hero Point expenditure on the OV/RV is not allowed.
  If the victim's cumulative RAPs exceed the user's
  APs of Mental Illusion, the victim's perceplion
  returns to normal.
  A target under the effects of Mental Illusion can
  sustain damage if he is "attacked" by the illusion he is
  experiencing. Any illusory danger created will fight
  with Attrihutes, Skills, and Powers equal to the user's
  APs of Mental Illusion. Damage by illusory
  assailants is sustained hy the target's MIND, though
  the target may perceive it as physical damage.
  Powers and Abilities
  Dr. Psycho's horrific ability to alter the
  perception of olhers is so powerful that he has used it
  to influence such characters as Wonder Woman and
  the Greek god Hermes. He often augments this ability
  by using his Broadcast Empath Power to cause his
  victim to react to the illusions as he wishes. If a
  successful Check is made with Broadcast Empath,
  Dr. Psycho gains -2 Column Shifts on the RV for his
  Mental TIIusion Attack against that victim.
  In addition to his powers of mental illusion, Dr.
  Psycho can read the minds and emotions of anyone
  within the range of his power and can deliver a
  menial blast capahle of stunning a hero or rendering a
  normal human unconscious.
  Captain Wonder
  When Dr. Psycho's powers first began to
  ~anifesl, it was while he was hypnotizing a young
  grrl named Marva. While she was in a trance, Psycho
  was able to use Marva as a medium to extract
  ectoplasmic energy from the ether and shape it into
  anything he desired. He used this power to creme
  new bodies for himself which he could "wear and
  discard at will, like a cloak." After Marva's death
  Psycho created an "ectoplasmatron" to replace her a~
  his conduit to the spiritual world. One of the hodies
  Dr. Psycho created for himself was Captain Wonder,
  drawn from the mind of Steve Trevor. Captain
  Wonder possessed all the powers and abilities Trevor
  believed Wonder Woman possessed. Since Trevor
  perceived Wonder Woman's powers as greater than
  they actually were, so was Captain Wonder more
  powerful than Wonder Woman herself.
  
  DOCTOR SPECTRO
  DEX:
  4
  STR:
  3
  BODY:
  3
  INT:
  7
  WILL:
  5
  MLNo:
  7
  INFL:
  6
  AURA:
  5
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  75
  -Skills: Gadgetry: 8, Scientist: 8, Vehicles: 5
  -Advantages: Connections: Captain Atom (Low),
  General Wade Eiling (High); Genius; Scholar
  (optics); Miscellaneous: Dr. Spectro knows pan of
  Captain Atom's Dark Secret.
  -Drawbacks: Unluck
  -Alter Ego: Tom Emery
  -Motivation: Mercenary
  -Occupation: Government Operative
  -Wealth: 6
  -Equipment:
  SPECTRO SUIT [STR: 5, BODY: 5, Flash: 10,
  lllusion: 12, Heat Vision: 10, Invisibility: 10J
  FLYING PLATFORM [STR: 5, BODY: 6, Flight: 8,
  Energy Blast: 10, R#: 3]
  HOLOGRAM PROJECTOR [BODY: 4, Extended
  Hearing: 13, Illusion: 13, Telescopic Vision: 13,
  R#: 3] Note: Projector is a large and bulky device
  (2 APs weight) that must be "fired" from a tripod.
  Hypno-Beam Goggles [BODY: 1, Control: 9, R#: 3]
  Limitations: Control has a range of 2 APs; Spectro
  must look into target's eyes to attack with Control;
  Control only puts victim into trance: Character will
  mindlessly follow Spectro and obey simple
  commands, but can make a free check to break free
  if given a self-destructive command.
  Powers and Abilities
  Dr. Spectro has no innate super powers, relying
  instead on his various color-based gadgets in combat.
  Spectra's suit has many weapons and other devices
  built in, including: a laser powerful enough to melt
  through concrete (Heat Vision), hypnotic goggles that
  can render a target helpless (Control), and light-
  generating pods distributed all over the costume, that
  can generate holograms or bright light (Illusion,
  Flash), or even make Spectro all but Invisible.
  In addition to his costume, Spectro utilizes a
  number of larger devjces as well. He uses a special
  Flying platform that can reach speeds in excess of
  250 miles per hour that mounts a powerful Energy
  Blaster between the handlebars. Spectro also has a
  large, semi-portable hologram projector that can send
  holographic images complete with sound up to 8
  miles away, as long as there is an unobstructed line-
  of-sight from the projector to the target. The projector
  is also equipped with telescopic sights and a
  parabolic microphone that allow Spectro to see and
  hear whatever is going on at the target zone, so he
  can properly direct the hologram.
  Charlie Hendel
  Currently Charlie Hendel (another man under
  Eiling) has been using Dr. Spectro's equipment. He is
  a ruthless backstabber who deliberately put Emery
  into a coma {Q take his job.
  SPECTRO
  DEX:
  5
  STR:
  4
  BODY:
  4
  INT:
  5
  WtLL:
  5
  MtND:
  5
  INFL:
  6
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE:
  16
  HERO POINTS:
  50
  -SkIlls: Weaponry: 5, Vehicles: 5
  ·Advantages: Connection: General Wade Eiling
  (High)
  -Alter Ego: Charlie Hendel
  ·Motivation: Mercenary
  ·Occupation: Government Operative
  -Wealth: 5
  -Equipment:
  As Doctor Spectro, above.
  Personality/Role-playing
  Tom Emery is a crafty man who decided to cash
  in on the fabricated story of Dr. Spectro for personal
  gain. Since he's only in it for the money. he will
  never fight to the finish, and will use his holographic
  gadgets to make good his escape if a battle turns
  against him.
  A major weakness of Dr. Spectra is his reliance
  on his gadgets. Since he is a poor marksman, and a
  worse hand-to-hand fighter, he becomes helpless if
  deprived of his technology. For this reason, as well as
  his dislike of costumed "antics," Spectra will often
  stay in the background, casting his lIIusions from
  miles away_
  Using Doctor Spectro in Adventures
  Although his "traditional" enemy is Captain
  Atom, Spectro is clearly no match for the hero. He
  
  DRAAGA -deceased
  DEX:
  12
  STR: '
  17
  BODY:
  12
  INT:
  2
  WILL:
  4
  MIND:
  5
  INFL:
  4
  AURA:
  3
  SPIRIT:
  4
  INITJAnYE:
  22
  HERO POINTS:
  65
  -Skills: Martial Artist: 15, Weaponry: 12
  -Advantages: Conneetions: Warworld (High),
  K'Raamdyn (Low); Lightning Reflexes
  -Drawbacks: Catastrophic Irrational Attraction to
  killing Superman in eombat; Minor Rage; Strange
  Appearanee
  -Alter Ego: Death-Rite
  -Motivation: Psyehopathie
  -Oecupation: Gladiator
  -Wealth: 3
  -Equipment:
  ARMOR [BOOL' /5]
  Powers and Abilities
  Draaga's alien physiology gave him massi ve
  superhuman strength, sufficient to smash through
  hardened steel with his bare hands and lift weights in
  excess of 2000 tons. This same strengthening also
  granted his body the toughness to resist all but the
  most powerful of explosives.
  More important than his natural-born Powers
  were Draaga's years of gladiatorial combat in
  Warworld's Great Games, This experience gave him
  expert skill at arms (Weaponry), and made him
  master of dozens of alien Martial Arts. These Skills,
  combined with his single-minded determination,
  made Draaga a warrior to be feared aeross the galaxy,
  Background Update
  Draaga was one of Brainiac's mind-controlled
  pawns in the attaek on Earth known as the "Panie in
  the Sky," During that battle, Draaga managed to
  break free of Brainiac's control, and grew to respect
  the other heroes' bravery in eombat In a final act of
  self-sacrifice, Draaga hurled himself into Brainiac's
  Doomsday Weapon, giving the other heroes time to
  fling the Weapon a safe distanee from Earth before it
  overloaded and detonated,
  Personality/Role-playing
  Draaga was a warrior, first and foremost. His life
  was a series of conflicts, from his early days as a
  soldier to his glory as Warworld's champion. When
  he first encountered Superman, his goal was simple:
  total victory.
  When he was left alive after suffering defeat at
  the hands of the Man of Steel, his unwavering
  determination was turned again to one task: hunt
  down Superman and fight him to the death.
  At this point in Draaga's life, he was a bold and
  merciless fighter, and would not hesitate to kill his
  ehosen opponenL The only thing he hated more than
  defeat was weakness, like the weakness shown by the
  deposed warlord MonguL
  During the battle with Brainiac, however, Draaga
  began to see that there was more to life than simply
  the next battle, He began to see that what really
  mattered was the cause you were fighting for, and not
  just the fight itselC
  It was this realization that lead to Draaga's final
  act of courage: sacrificing his own life to save Matrix
  (a,k,a, Supergirl), and aiding in the ultimate defeat of
  Brainiac. Had he survived that battle, Draaga might
  have become a powerful force for good,
  The Death-Rite
  Draaga's people are a race of warriors that value
  honor and glory above all else, If one of their number
  should fall in combat, and not be killed, it then
  beeomes his sole task in life to finish the battle, in the
  so-called "death-rite,"
  In the death-rite, the defeated warrior must
  regain his lost honor by hunting down his opponent,
  no matter where he might be, and engaging him in a
  fight to the finish, Only when one of the eombatants
  lies dead can the rite be complete.
  During this fight, the warrior's attention is solely
  on his death-rite opponent. Because of his single-
  minded pursuit of his target, the warrior suffers a -1
  Column Shift penalty to his OV against attacks from
  other sources, but his target suffers the same OV
  penalty against his attaeks,
  Using Draaga in Adventures
  If Player Heroes are travelling through space,
  they might end up on Warworld, where the mightiest
  of their number would be forced to face Draaga in
  single combaL Since the Heroes would probably be
  unwilling to kill Draaga (if they win), they might also
  incur the death-rite, just as Superman did.
  On Earth, Draaga can be used as a rampaging
  villain, out to find Superman and kill him, Player
  Characters would have to intervene to prevent
  
  TRANS-DIMENSIONAL GATEWAY [BODY: 12,
  Dimension Travel:
  10, R#: 2] Limitation:
  Dimension Travel can only be used to travel to and
  from the Phantom Zone.
  When Superman first discovered the Eradicator,
  it was in the form of a small device that resembled
  the birthing matrix in which he had been sent to
  Earth. The Eradicator was originally created in this
  shape, and was intended to be a weapon. Over the
  miUennia, however, the device developed an artificial
  intelligence, and many other powers as well.
  The full extent of the power of the Eradicator is
  unknown. The description below only lists the
  Powers it displayed during its quest to recreate
  Krypton.
  ,
  The Eradicator Device
  The Phantom Zone is a misty, formless realm
  that bridges the present with the past of the planet
  Krypton. There is no oxygen in the Zone, but for
  some reason beings who enter the Zone can breathe.
  The laws of physics in the Earth dimension do not
  apply to the Phantom Zone. Hundreds, perhaps
  thousands of relics from Krypton float in the Zone,
  like a vast museum of lost science and technology.
  The first known gateway into the Phantom Zone
  was created by the Eradicator in its attempt to
  recreate Krypton on Earth. The Phantom Zone has a
  Travel Value of 10, and can be reached using the
  Dimension Travel Power.
  Perhaps the most devastating power of the
  Eradicator was its ability to move, rearrange, and
  transform existing matter through sheer force of will
  (Matter Manipulation, Telekinesis). One example of
  this power was when it demolished a run-down
  tenement and remade it as a shining Kryptonian
  building. The Eradicator presumably used this same
  ability to cause changes in the sun's makeup so that it
  would eventually become a red dwarf like Krypton's.
  The Phantom Zone
  THE ERADICATOR [BODY: 20, INT: 8, WILL: 9,
  MIND: 8, Bomb: 15, Energy Blast: 15, Force Field:
  20,
  Hypnotism:
  13,
  Illusion:
  15,
  Matter
  Manipulation: 20, Mind Probe: 15, Mutation: 15,
  Power Reserve:
  15,
  Remote
  Sensing:
  50,
  Suspension: 30, Telekinesis: 20, Telepathy: 9,
  Teleportation: SOl
  THE ERADICATOR (HUMANOID)
  THE ERADICATOR
  Powers and Abilities
  ·Powers: Extended Hearing: 8, Directional Hearing:
  8, Dispersal: 15, Energy Blast: 15, Flight: 27, Heat
  Vision: 15, Hypnotism: 13, Lightning: 13, Matter
  Manipulation: 20, Sealed Systems: 25, Solar
  Sustenance: 25, Super Hearing: 8, Superspeed: 10,
  Telekinesis: 20, Telepathy: 9, Telescopic Vision:
  13, Thermal Vision: 13, X-Ray Vision: 13
  -Skills: Gadgetry: 13, Scientist: 13
  -Bonuses: Miscel1aneous: The Eradicator receives a -
  2 Column Shift bonus to the RV whenever he
  makes any attack against a Kryptonian (i.e.
  Superman); Telepathy can be used to establish a
  permanent "mind link" with any Kryptonian,
  allowing both linked characters to know where the
  other is :md what he is thinking. This "mind link" is
  temporarily disrupted in strong magnetic fields.
  -Limitations: Hypnotism has No Range.
  -Advantages: Area Knowledge (Krypton); Genius;
  Iron Nerves; Scholar (Kryptonian history)
  -Drawbacks: Catastrophic Irrational Attraction to
  remaking Krypton.
  -Motivation: Power Lust
  When the Eradicator took on human form
  it
  became a fabulously powerful energy being. It had
  ~any powers in common with Superman, including
  hIS strength and durability. As an energy being,
  however, the Eradicator could also become intangible
  (Dispersal), and had control over many forms of
  energy (Energy Blast, Lightning).
  The Eradicator could propel itself through space
  at over 36,000 miles per second, fast enough to Fly
  from Earth to the Sun in about an hour. In addition, it
  seemed to require neither food nor air to survive
  (Solar Sustenance, Sealed Systems).
  In addition to its incredible physical powers, the
  Eradicator possessed several mental powers as wel1.
  It could subtly influence the actions of others through
  suggestion (Hypnotism), and it could communicate
  with others using Telepathy.
  DEX:
  12
  STR:
  25
  BODY:
  20
  INT:
  8
  WILL:
  9
  MlND:
  8
  INFL:
  9
  AURA:
  4
  SPIRlT:
  6
  INITIATIVE:
  39
  HERO POINTS:
  ISO
  
  LASHINA
  MALICE VUNDABARR
  5
  5
  3
  BODY:
  MIND:
  SPIRIT:
  Little Malice's evil companion is Chessure, a wicked creature
  of shadow who attacks {hose attracted to the innocent miss
  Vundabarr.
  DEX:
  8
  STR:
  8
  BODY:
  9
  INT:
  5
  WILL:
  7
  MIND:
  8
  INFL:
  6
  AURA:
  5
  SPIRIT:
  8
  iNITIATIVE:
  23
  HERO POfNTS:
  55
  DEX:
  4
  STR:
  3
  BODY:
  8
  INT:
  6
  WILL:
  8
  MIND:
  9
  INFL:
  4
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  14
  HERO POINTS:
  35
  -Powers: Bomb: 5. Claws: 3
  -Advantages: Area Knowledge (Apokolips); Connection: Female
  Furies (High); Iron Nerves; Pet (Chessure)
  -Motivation: Thrill Seeker
  -Occupation: Female Fury Cadet
  Recently, a number of Female Fury "Cadcts" have gone on a
  killing spree on Earth, collecting badges of identity from slain
  policemen, firemen, heroes, etc.
  The Fury Cadets
  -Powers: Analytical Smellrrracking Scent: 8. Claws: 4, Extended
  Hearing: 3. Ultra Vision: 3
  -Orawbacks: Calaslrophic Irrational Attraction to following
  Artemis' orders
  VILLAIN TEAM
  -Occupation: Female Fury
  -Equipment:
  Bow [BODY: 10, STR: 81 Artemis' bow can shoot arrows to a range
  equal to its STR (1/4 mile).
  Damage Arrows [BODY: 2, EV: 6]
  Bola Arrows [BODY: 13, STR: 9]
  WOLFHOUNDS OF ARTEMIS
  -Skills: Marlial Artist: 8, Military Science: 4, Thief: 5, WeaponrY'
  10
  -Advantages: Area Knowledge (Apokolips); Connections: Female
  Furies (High). Suicide Squad (High); Lightning Rel1exes
  -Drawbacks: Serious Irrational Hatred of Bernadeth
  -Alter Ego: Duchess
  -Motivation: Thrill Seeker
  -Occupation: Female Fury. Former Suicide Squad Membcr
  -Equipment:
  BATTLE LASHES [Body: 8, STR: 9, EV: 10] Lashina's Battle
  Lashes have a maximum range of 4 APs (160 feet).
  Mega-Gun [BODY: 7, EV: 8, Bomb: 9, R#: 2] Lashina (Duchess)
  used the Mega-Gun while a member or the Suicide Squad.
  DEX:
  4
  STR:
  3
  INT:
  2
  WILL:
  5
  INFL:
  3
  AURA:
  2
  INITIATIVE:
  9
  Artemis keeps 2-3 of her cybernetically enhanced
  wolfhounds with her at all times (her Cyberpak). They are
  sequentially named (Unus, Secondus, Tertius. etc).
  MAD HARRIET
  ARTEMIS
  -Skills: Martial ArtIst: 6, Mllttary SCience: 3, Weaponry: 8
  -Advantages: Area Knowledge (Apokolips); Connection: Female
  Furies (High)
  -Motivation: Thrill Seeker
  -Occupation: Female Fury
  -Equipment:
  HEAVY MATTER BOOTS [BODY: 12, EV: 16, Jumping: 2]
  Stompa's Heavy Matter BOOIS, or "Gun-Boots," can crush
  almost any material. She can also use them to stomp on her foes.
  -SkIlls: AcrobatICS: 4, MartIal ArtIst: 7, Weaponry: 10
  -Advantages: Area Knowledge (Apokolips); Connection: Female
  Furies (High); Lightning Reflexes
  -Drawbacks: Minor Irrational Allraction to pain; Minor
  Psychological Inslability
  -Alter Ego: Harriet the Hag
  -Motivation: Psychopathic
  -Occupation: Female Fury
  -Equipment:
  POWER SPIKES [BODY: 10, EV: 15] Mad Harriet's Power Spikes
  can cut through almost any material.
  BERNADETH
  -Skills: MIlitary SCIence. 4, Weaponry. 9
  -Advantages: Area Knowledge (Apokolips); Connections: Female
  Furies (High), Desaad (High), Apokolips (Low); Lightning
  Reflexes
  -Drawbacks: Minor lrralional Hatred of Lashina
  -Motivation: Power Lust
  -Occupation: Leader of Female Furies
  -Equipment:
  Fahren-knife LBoDY: 8, EV; 8, Heal Vision: 12, Flight: 5] The
  Fahrcn-knife can expand from the size of a dagger to 'short
  sword size. h ~an also fly at any target Bernadeth desires.
  -Skills: Ammal Handhng: 9, Gadgetry: 8, Weaponry: 10
  -Advantages: Area Knowledge (Apokolips); Connection: Female
  Furies (High); Lightning Reflexes; Pels (Cyberpak)
  -Motivation: Thrill Seeker
  FEMALE FURIES
  DEx:
  7
  STR:
  9
  BODY:
  II
  INT:
  3
  WiLL:
  7
  MIND:
  7
  INFL:
  5
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE:
  17
  HERO POINTS:
  50
  DEX:
  8
  STR:
  7
  BODY:
  9
  INT:
  5
  WILL:
  7
  MIND:
  7
  INFL:
  5
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE: 20
  HERO POINTS:
  50
  DEX:
  9
  STR:
  8
  BODY:
  10
  INT:
  3
  WIl.L
  7
  MIND:
  8
  INFL:
  5
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE: 21
  HERO POINTS:
  50
  DEX:
  6
  STR:
  5
  BODY:
  8
  TNT:
  6
  WILL:
  7
  MIND:
  8
  INFL:
  6
  AURA:
  5
  SPIRJT:
  8
  lNITIAT1VE: 20
  HERO POINTS:
  55
  
  GLORITH
  DEX:
  4
  STR:
  2
  BODY:
  5
  !NT:
  6
  WILL:
  7
  MIND:
  7
  !NFL:
  14
  AURA:
  II
  SPIRlT:
  9
  L'lITiATIVE:
  24
  HERO POINTS:
  75
  ·Powers: *Mystic Link
  Cell Rot: 15*, Mutation: 15*, Power Drain: 14*,
  Suspension: 15*, Time Travel: 35*
  ·Skills: Occultist: 12
  -Bonuses: Glorith can use Time Travel to pull a
  person or object out of the past or future. This is
  treated as the Dimension Travel (Summoning)
  Power, replacing Travel Value with the APs of
  time the target is distant from her; Time Travel can
  be used to accelerate or reverse the aging process in
  any Character or object (see "The Ravages of
  Time" below); Suspension is Useable On Others
  (see "Frozen in Time" below).
  -Limitations: Mutation can only evolve or devolve a
  target along its "actual" evolutionary path (exact
  effects determined by the Gamemaster); Power
  Drain works only on Time Travel.
  ·Advantages: Attractive; Scholar (history, politics);
  Miscellaneous: Glorith can increase her power. by
  collecting mystical items. All of her Powers are
  raised by I AP for each Artifact in her possession.
  -Drawbacks: Serious Irrational Attraction to power;
  Minor Rage
  -Motivation: Power Lust
  -Occupation: Empress
  ·Wealth: 8
  ·Note: The Power APs listed above represent
  Glorith's base abilities, without any ArtifaclS. She
  can usually be assumed to have at least five
  Artifacts, raising all of her Powers by 5 APs.
  During the recent Khund-U.P. war, she was in
  possession of no less than a dozen Artifacts. and
  probably many more.
  Powers and Abilities
  Glorith is an immensely powerful sorceress who
  can control the very flow of time itself. She uses this
  ability 10 achieve a variety of effects, nol the leasl of
  which is the power to simply move herself or others
  through time. She can also use her powers to speed
  up or reverse the effects of time on any person or
  object (Time Travel, Cell Rot).
  Additionally, Glorith can hold a person frozen in
  time, effectively putting him in slasis, unable to move
  or even think. It is likely that she uses a variation of
  this ability on herself as well, to combat the effects of
  aging (Suspension).
  Glorith can choose to evolve or devolve a target
  rather than altering its age. In this way she can
  transfonn men into slobbering apes, brilliant future
  beings, or helpless puddles of protoplasm (Mutation).
  [f her power over time fails her, Glorith can tum
  10 her formidable arcane knowledge to defeat her
  foes (Occultist). She presumably used Ihis lore to
  banish Valor to the Bgztl Buffer Zone in the 20th
  century (using the Ritual Magic Subskill to mimic
  Dimension TravellBanishment).
  Background Update
  During the most recent Khundish invasion of
  U.P. space, it was discovered by the Legion that
  Glorith was behind the entire war. She had used her
  powers to put herself in place as the Khund's Demon
  Mother. Glorith then pulled "losleeh'· weapons from
  time, giving them to the Khunds. This lechnology
  allowed them to launch a devastating offensive.
  During the war, the Khunds were also capturing
  numerous mystical artifacts, sending them back to the
  "Demon Mother." It was Glorith's intention to use
  these items to increase her powers, allowing her to
  finally achieve her goal of total domination of the
  universe.
  Fortunately, Legionnaires Vi and Laurel Gand
  had managed to infiltrate Ihe palace on Khundia.
  Glorith discovered Laurel and froze her in time.
  Glorith's concentration was shaken, however, when
  she received news of the Khund's defeat. During that
  moment of weakness, Vi emerged from a hiding
  place in Laurel's earring and fired a chronal howitzer
  at Glorith, sending her to the End of Time.
  Frozen in Time
  Glorith can use her Suspension Power to put
  others in stasis. To accomplish this she makes an
  Attack, with AV/EVs equal
  to
  Ihe APs of
  Suspension, and OV/RVs equal [0 the target's
  lNFtlSPIRlT. Positive RAPs indicale success, although
  the degree of success varies. If the RAPs equal or
  exceed the target's SPIRIT, then Glorith can put the
  target in stasis for as long as she likes, breaking the
  stasis at any time. RAPs less than the target's SPIRIT
  indicate the number of phases the target is held in
  stasis before he breaks free.
  
  HEAT WAVE
  DEX:
  5
  STR:
  3
  Booy:
  5
  !NT:
  7
  WILL:
  4
  MIND:
  4
  !NFL:
  4
  AURA:
  4
  SPIRIT:
  3
  INITIATIVE:
  16
  HERO POIl\'Ts:
  40
  -Skills: Gadgetry: 7, Thief: 4, Weaponry (Exotic): 7
  -Advantages: Connection: Flash's Rogues Gallery
  (High); Scholar (thermodynamics)
  -Drawbacks: Minor Irrational Fear of cold; Mistrust
  -Alter Ego: Mick Rory
  -Motivation: Responsibility of Power (formerly
  Mercenary)
  -Occupation: Inventor, Firefighter
  -Wealth: 3
  -Equipment:
  Heat Gun [BODV: 5, Flame Project: 13, Heat Vision:
  j 0] Bonus: Heat Vision has an Area Effecl.
  Limitation: Harne Project has a maximum range of
  lAP.
  INSULATED
  COSTUME
  [BODY:
  4,
  Flame
  Immunity: 6]
  Firefighting Device [BODY: 6, Flame Control: 8, R#: 3]
  Power Restriction: Flame Control can only be used 10
  decrease the intensity and volume of flames.
  Powers and Abilities
  Heat Wave possesses no super-human powers or
  abilities, relying instead on his knowledge of heat and
  fire to create high-tech weaponry (Gadgelry,
  Scholar). Using his skills, he has construcled a highly
  flame-resistant costume (Flame Immunity) and a
  special firefighting device that actuaUy sucks the heat
  energy from surrounding fires (Flame Control).
  Heat Wave's most important gadget, however, is
  his Heat Gun. It is a compact and durable pistol-like
  weapon that he keeps in a holster on his left shoulder.
  Its primary mode of use generates a short-range
  stream of fire, much like a flamethrower (Flame
  Project). The Gun's secondary mode actually raises
  the temperature in a spherical area to nearly a
  thousand degrees by exiting the water molecules in
  the air, in the same fashion that a microwave oven
  heats food (Heat Vision).
  Cryophobia
  Ever since Rory was trapped in a freezing meat
  locker as a child, he has suffered from an overriding
  fear of the cold. His case was so severe that it drove
  him to not only avoid cold things and places, but to
  actually pursue fire and heat as a way of life.
  Racy's cryophobia is represented in game terms
  by his Minor Irrational Fear of cold. Whenever he is
  confronted by below-freezing temperatures or
  Characters using cold-based Powers, he must make a
  "Fear roll" each phase that he is exposed to them. If
  he rolls less than a 5 on 2D I0, he must withdraw if
  possible, or be immobilized with fear until he can
  make a successful Fear roll in a subsequent phase.
  Before receiving therapy while in prison, Rory's fear
  of cold was much more severe. When using Heat Wave
  during that era, change his Irrational Fear to Serious.
  The Heat Wave Impostor
  During
  the
  early
  days
  of
  Mick
  Rory's
  reformation, his parole officer used a device called a
  "Light-Mesmerizer" to hypnotize him and learn the
  secrets of his high-tech weapons. The parole officer
  used this knowledge to build some heat-based
  gadgets and become Heat Wave himself, framing
  Rory in the process. Aided by the second Flash
  (Barry Allen), Rory stopped the impostor, clearing
  his name.
  HEAT WAVE IMPOSTOR
  DEX:
  3
  STR:
  2
  BODY:
  4
  INT:
  5
  WILL:
  5
  MIND:
  4
  INFL:
  5
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  13
  HERO POINTS:
  20
  -SkIlls: Chansma: 5, Thief: 3, Weaponry: 5
  -Advantages: Connection: Central City Department
  of Corrections (High)
  -Drawbacks: Dark Secret (criminal deeds); Secret
  Identity
  -Alter Ego: Edward Hobart
  -Motivation: Mercenary
  -Occupation: Parole Officer
  -Wealth: 4
  -Equipment:
  Heat Gun [BODY: 5, Flame Project: 13)
  INSULATED
  COSTUME
  [BODY:
  4,
  Flame
  Immunity: 6, Thermal Vision: 6]
  Light-Mesmerizer [BODY: 2, Hypnotism: 7, R#: 2]
  FLYING BLOWTORCH [DEX: 6, STR: 6, BODY: 7,
  Air Control:
  7, Flame Project:
  12, Radio
  Communications: 8, Vehicles: 3, R#: 2]
  ersonalitylRole-playing
  While he was a criminal, Heat Wave was driven
  to commit crime more as a source of income than
  
  HUGO STRANGE
  DEX:
  7
  STR:
  3
  BODY:
  5
  INT:
  9
  WILL:
  9
  MIND:
  7
  INFL:
  6
  AURA:
  4
  SPIRIT:
  5
  INlTIATIVE: 24
  HERO POINTS:
  75
  'Powers: Hypnotism: 5, Suspension: 9 (see below)
  'Skills: Detective: 9, Gadgetry: 9, MaJtial Artist: 5,
  Medicine: 9, Scientist: 9
  -Limitations: Miscellaneous: Suspension is only
  usable to slow down autonomic processes and
  "simulate death." (See below.)
  'Advantages:
  Genius; Leadership;
  Scholar
  (psychology); Sharp Eye
  -Drawbacks: Serious Irrational Attraction to
  destroying Batman; Serious lrrational Atlraction to
  protecting Batman's secret identity
  -Motivation: Psychopath
  'Occupation: Psychiatrist
  'Wealth: 10
  Powers and Abilities
  Strange boasts no super-human abilities, though
  he has dedicated most of his life to sharpening his
  mental faculties. A genius-level intellect, Professor
  Strange possesses nearly unparalleled knowledge of
  psychiatry and psychology. He is also an expert
  physicist and yoga master, a discipline that allows
  him to slow his autonomic functions and simulate
  death. When Strange started tangling with the
  Batman, he dedicated himself to physical fitness as
  part of a vain effort to match the Batman's physical
  prowess. Although this regimen has born some fmit,
  Strange is nowhere near a match for the Caped
  Crusader.
  Psychology
  Professor Strange's knowledge of psychology
  and psychiatry are nearly unequalled in the DC
  Universe. His skills are so well developed that he can
  frequently anticipate a target's actions or deduce facts
  about the target's life. In DC HEROES terms, once
  Strange has studied a subject for four months (or
  somehow acquired a detailed psychological profile of
  the subject), he can make predictions or deductions
  about the subject with a successful Medicine Action
  Check. The OVs and RVs of these Checks are
  determined by consulting the Universal Modifiers
  table, basing the difficulty on the quantity and quality
  of information available on the subject. Picking up
  important details after a brief conversation would be
  Beyond the Limit (15115), while making a deduction
  based on months on direct psychiatric analysis would
  only be Difficult (4/4). Treat RAPs from this Check
  much as you would the RAPs from the use of
  Detective Skill (see the Character Handbook, page
  57; The more RAPs gained, the more detailed
  Strange's profile is, granting a deeper insight into the
  subject and more important information about him.
  Note that any character with the Scholar
  (psychology) Advantage can duplicate this feat. Such
  characters do not receive their Scholar bonuses to the
  OV of "deduction" Action Checks; the Advantage
  simply allows them to make such Checks.
  Yoga
  As a yoga master, Strange has complete mastery
  over his mind and body, allowing him to slow or stop
  his autonomic functions. Th.is ability allows Strange
  to duplicate all the abilities of the Suspension Power
  (Character Handbook, page 44), save for the fact that
  he cannot control the rate at which his body ages.
  Furthermore, Strange can use his yoga abilities to
  simulate death. The OV and RV of the Perception
  Check necessary to penetrate such a deception are
  both equal to Strange's APs of Suspension.
  Thugs
  Like most adversaries of the Caped Crusader,
  Hugo Strange tends to use large armies of thugs to
  carry out his plans.
  STRANGE'S THUGS
  DEX:
  3
  STR:
  3
  BODY:
  3
  !NT:
  2
  WILL:
  2
  MIND:
  2
  {NFL:
  2
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE:
  9
  HERO POINTS:
  0
  'SkIlls: Martial ArtISt: 4, VehIcles: 3, Weaponry: 4
  Batman '5 Secret
  During one of their earlier encounters, Professor
  Strange managed to discover Batman's secret
  identity, and for many years, this knowledge served
  as his greatest weapon. Strange was so intent on
  besting the Caped Crusader himself, however, that he
  
  WALL CRAWLERS
  SHOCK TROOPS
  Intergang Equipment
  -Equipment:
  'GASSER' ARMOR [BODY: 6, Sealed Systems: 9,
  Thermal Vision: 7, R#: 2]
  Gas Guo [BODY: 4, Fog: 7, Poison Touch: 7, R#: 3]
  Limitation: Fog and Poison Touch must be used
  together. Bonus: All targets within Fog are affected
  by Poison Touch.
  -Skills. "linked
  Martial Artist: 5*, Thief: 5*, Weapoory: 5*
  -Advantages: Connection: Tntergang (Low);
  Intensive Training
  -Motivation: Mercenary
  -Occupation: Hired Muscle
  -Wealth: 4
  -Equipment:
  'WALL-CRAWLER' ARMOR [STR: 5, BoDY: 6,
  Flight: 8, Cling: 4, R#: 2J
  Laser Pistol [BODY: 4, AV: 5, EV: 5, Range: 5,
  Ammo: 10, R#: 3]
  Skills.
  linked
  Martial Artist: 5*, Vehicles: 5*, Weaponry: 5*
  -Advantages: Connection: Intergang (Low);
  Intensive Training
  -Motivation: Mercenary
  -Occupation: Hired Muscle
  -Wealth: 5
  -Equipment:
  'HEAVY METAL' ARMOR [STR: 7, BODY' 8]
  Energy Truncheon [BODY: 4, AV: 6, EV: 6, Range: 2,
  Ammo: to, R#: 2]
  Through Morgan Edge's dealings with DeSaad,
  Intergang has gained quite an arsenal of advanced
  weaponry, including the robotic war machine
  Tunnoil. Turmoil was destroyed by Superman during
  its rampage in MetropoJis.
  -
  DEX:
  5
  STR:
  4
  BODY:
  3
  INT:
  2
  WILL:
  2
  MIND:
  3
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  II
  HERO POINTS:
  5
  DEX:
  5
  STR:
  4
  BODY:
  4
  TNT:
  2
  WILL:
  3
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  II
  HERO POINTS:
  10
  -
  . * .
  MORGAN EDGE
  BRUNO "UGLY" MANNHEIM
  -SkIlls: Artist (Photographer): 3, Charisma: 8,
  Weapoory: 5
  -Advantages: Connections: Galaxy Corrununications
  (High),
  Intergang (High),
  DeSaad
  (Low);
  Connoisseur; Gift of Gab; Leadership; Omni-
  Connection; Scholar (broadcastiog)
  -Drawbacks: Dark Secret (Connection 10 Intergang);
  Serious Physical Restriction (heart condition)
  -Motivation: Power Lust
  -Occupation:
  Former
  CEO
  of
  Galaxy
  Communications
  -Wealth: 17
  INTERGANG
  GASSERS
  -SkIlls. CharIsma (IntimidatIOn, Interrogation): 7,
  Martial Artist: 5, Military Science: 5, Thief: 6,
  Vehicles: 6, Weapoory: 6
  -Advantages: Connections: Galaxy Communications
  (High),
  Intergang
  (High),
  Street
  (High);
  Leadership; Scholar (crime)
  -Motivation: Power Lust
  -Occupation: Head of Intergang
  -Wealth: 12
  -Equipment:
  .45 Automalic [BODY: 4, EV: 5, Raoge: 4, Ammo: 8,
  R#: 2]
  -SkIlls.
  linked
  Martial Artist: 5*, Thief: 5*, Weaponry: 5*
  -Advantages: Connection: Intergang (Low);
  Intensive Training
  -Motivation: Mercenary
  -Occupation: Hired Muscle
  -Wealth: 4
  DEX:
  5
  STR:
  3
  BODY:
  3
  INT:
  6
  WILL:
  4
  MIND:
  4
  INFL
  6
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  20
  DEX:
  6
  STR:
  4
  BODY:
  4
  INT:
  4
  WILL:
  6
  MIND:
  4
  INFL:
  3
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  15
  HERO POINTS:
  35
  IlJEX:
  :>
  :,iTR:
  j
  tsODY:
  4
  INT:
  3
  WILL:
  3
  MIND:
  3
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  12
  HERO POINTS:
  5
  . *
  
  THE "OKER
  DEX:
  5
  STR:
  4
  BODY:
  3
  !l-.'T:
  9
  WILL:
  12
  MIND:
  5
  INFL:
  10
  AURA:
  7
  SPIRIT:
  7
  INITIATIVE:
  24
  HERO POINTS:
  120
  oSkills: Artist (Actor): 5, Charisma: 10, Gadgetry:
  II, Vehicles: 5, Weaponry: 7
  oAdvantages: Connections: Arkham Asylum (Low),
  Underworld (High)
  oDrawbacks: Serious Irrational Attraction to
  practical jokes; Catastrophic Psychological
  Instability
  oAlter Ego: Unknown
  oMotivation: Psychopath
  oOccupation: Psychopath
  oWealth: 6
  oEquipment:
  Acid Flower [BODY: 2, Acid: 8, R#: 2J Limitation:
  Acid has a range of 0 APs.
  Electric Joy Buzzer [BODY: 4, Lightning: 9, R#: 2]
  Limitation: Lightning has No Range.
  Joker Venom Ring [BODY: 5, Poison Touch: 8, R#:
  2] Limitation: Killing Combat only. Bonus: When
  the Joker Venom kills, it leaves the victim's lips
  pulled back in a twisted smile.
  Powers and Abilities
  The Joker has a peculiar genius for the creation
  of deadly devices that he uses to implement his
  bizarre crimes. He usually carries several of his
  insidious inventions with him at all times but is DOl
  above resorting to whatever weapon happens to be
  expedient. He favors razor edged playing cards and
  exploding cigars but he is just as proficient with
  guns, knives and baseball bats.
  Unpredictability
  The Joker is a brilliant criminal mastermind
  whose worst enemy is often his own dementia. His
  Psychological Instability gives him radical mood
  swings that often result in a sudden change of plans.
  Ironically, it is this whimsical spontaneity that makes
  it so difficult for Ihe World's Greatest Detective to
  second guess him using logical deduction.
  Maniacal Strength
  Most of the time the Joker is ponrayed as being
  in slightly better than average physical condilion but
  occasionally he seems to be much stronger and
  overcomes opponents that are normally out of his
  league. This is because his insanity drives him to fits
  of self destructive exertion.
  This is represented in game terms as follows:
  Whenever the Joker succumbs to his Psychological
  Instability, his ST. is increased by I AP and his
  BODY is increased by 3 APs until he recovers.
  Joker Venom
  By far the most infamous of the Joker's
  inventions. this venom has become the arch-villain's
  trademark. This deadly poison can take many forms,
  including liquids. solids, and even gasses, and has
  been used in everything from bombs to balloons.
  Joker Venom attacks are always resolved as
  Poison Touch, with the Limitation that they can only
  be used 10 inflict Killing Damage and the Bonus that
  if the damage is lethal it contorts the victim's face
  into a macabre parody of the the Jokers grin.
  Thugs
  Like most adversaries of Ihe Caped Crusader, the
  Joker tends to use large armies of thugs to carry out
  his plans.
  JOKER'S THUGS
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  2
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRIT:
  3
  INtTIATlVE:
  9
  HERO POINTS:
  0
  oSkllls: Marnal Artist: 4, Vehicles: 3, Weaponry: 4
  Personality/Role-playing
  When playing the Joker bear in mind that while
  he is given to jokes and pranks there is nothing funny
  about him. He is a murdering psychopath whose
  twisted thoughts seethe with hatred.
  To the Joker, the world is a cruel joke so lerrible
  that he has no choice but to laugh. His own face is a
  constant reminder of the injustice he has had to
  endure. The Balman is the best joke of all; a man
  who actually believes in justice. Joker hopes to tell
  him the punch line one day.
  Using the Joker in Adventures
  There is no method to the Joker's madness.
  Sometimes he will plan a series of crimes based on a
  simple theme such as playing card suits or famous
  children's books, but just as often his crimes are
  
  KALIBAK
  DEX:
  8
  STR:
  21
  BODY:
  16
  lNT:
  6
  WILL:
  17
  MIND:
  9
  INFL:
  10
  AURA:
  6
  SPIRIT:
  12
  lNlTIATIVE:
  26
  HERO POINTS:
  110
  -Powers: Invulnerability: 20
  'Skills: Charisma (Intimidation): 11, Martial Artist:
  II, Weaponry: 11
  'Advantages: Area Knowledge (Apokolips);
  Connection: Apokolips (High); Iron Nerves
  -Motivation: Nihilist
  -Occupation: Warrior
  -Equipment:
  Beta Club [BODY: 30, EV: 5, Energy Blast: 17]
  Kalibak's favorite weapon, the beta-club is capable
  of unleashing energies powerful enough to bring an
  army to its knees. The wielder can vary the form of
  the attack at will by changing the kind of energy
  generated by the club. Kalibak favors a meta-beam
  or a crippling neural blast. Regardless of the chosen
  attack form, the Attack is always resolved as an
  Energy Blast.
  Powers and Abilities
  The firstborn son of Darkseid is one of the
  mightiest warriors Apokolips has ever known, with
  sufficient strength to rend steel as if it were paper,
  crush diamond into powder or throw a car into orbit.
  Kalibak is tough enough to withstand any earthly
  weapon save the most powerful nuclear devjces and
  is more than a match for the most "super-heroes."
  Though his technique looks like brawling to the
  uninitiated, Kalibak was trained since childhood in
  the art of war, mastering many weapons and unarmed
  fighting styles. As one of Darkseid's Elite he has
  learned that intimidation is the most effective way to
  lead the soldiers of Apokolips and has become an
  effective commander.
  Desaad's Meddling
  In the past, Desaad has used a device on Kalibak
  to enhance his existing abilities. The maximum range
  of this device is unknown but it is capable of
  transmitting its power across dimensions and has
  affected Kalibak while he was on Earth. While under
  Desaad's influence Kalibak's Physical Attributes are
  increased by 3 APs each, giving him DEX: II, STR:
  24, BODY: 19 and an Initiative of 35. Desaad is able
  to watch Kalibak and experience the pai n he sustains
  and the pain he inflicts while in his enhanced state.
  Personality/Role-playing
  Kalibak the Cruel, Scourge of Apokolips is
  Darkseid's most ferocious warrior. Tn battle he seems
  more beast than man, but despite his primitive
  instincts Kalibak is a true warrior with a strong
  personal code of honor.
  Most of the time, Kalibak will simply follow
  Darkseid's corrunands, eager to serve in any way his
  lord sees fit. When under orders he is not very
  creative and if a situation comes up that was not
  covered in his orders Kalibak will either return to
  Apokolips or abandon his mission to attack any
  worthy heroes in the area.
  When Kalibak fights opponents that he considers
  unworthy he will curse them as he fights, referring to
  them as "maggots", "insects", "mice" and the like.
  His bombastic rhetoric is colorful but barbaric,
  typical of the warrior's simple minded arrogance.
  Using Kalibak in Adventures
  Kalibak is usually one of the first of Darkseid's
  Elite tbe Player Heroes will encounter when the arch-
  villain is hatching another of his schemes. The
  Scourge of Apokolips will usually be found guarding
  some key piece of equipment that he will defend by
  trying to engage his most powerful opponent in
  single combat.
  Kalibak sometimes initiates plots of his own that
  involve killing Orion or trying to win his father's
  favor. As both Kalibak and Orion have travelled to
  earth many times in the past the Player Characters
  could easily become involved in the struggle.
  Subplots
  Kalibak has had an Enemy Subplot with the New
  Genesis hero Orion since the two first met. Since
  Kalibak learned that he and Orion were half-brothers,
  the hatred has intensified, becoming an obsession.
  Kalibak thinks Orion is Darkseid's favorite son
  despite his traitorous allegiance to New Genesis and
  blames him for his fathers rejection. Kalibak is
  certain that if he can eliminate Orion he will be able
  to win Darkseid's favor.
  
  KILG%RE (BATTLE TANK FORM)
  Virtual Space
  Dopplegangers
  more utilitarian forms such as the battle-tank in
  which the Flash first encountered him. The stats for
  that body are:
  The Kilg%re can use his Matter Manipulation in
  combination with his Gadgetry and Scientist skills
  and his Genius advantage to create machines that can
  do things he cannot. Using these abilities he has
  created a cloning chamber that allows him to create
  cybernetic host bodies that appear human.
  He has also created parasitic snakelike creatures
  that allow him to control the bodies of human
  victims. The snakes have a BODY of 3, Running: 5,
  and Control: 7. Characters under the Kilg%re's power
  receive a +2 AP bonus to their Physical Attributes
  and the Lightning Reflexes advantage. Fortunately,
  the parasites can be torn off fairly easily (using a
  Trick Shot in combat), but doing so inflicts I RAP of
  Killing Damage on the victim.
  The Kilg%re's inorganic bodies do not continue
  to lose Current BODY Condition when it is reduced
  below 0 in Killing Combat.
  When the Kilg%re's Current BODY Condition
  indicates a mortal wound his current body is
  destroyed. If this happens, his consciousness
  becomes dormant until it is brought into contact with
  a computer, allowing him to use his Personality
  Transfer to revive himself.
  Mental and Spiritnal attacks affect the Kilg%re
  normally and may be Ihe only way 10 kill him, if such
  a thing is possible. So far no sure method has been
  devised to defeat the Kilg%re.
  -AddItIOnal Powers: Claws: II, ProjectIle Weapons:
  9, Running: 9, Slrelching: 3
  -Limitations: Stretching cannot add to RV.
  If the Kilg%re has access to sufficient energy
  and
  computing
  power
  his
  powers
  increase
  geometrically with proximity. Within a 7 AP radius
  of his consciousness his manipulative abilities
  transcend mere electromagnetism, allowing him
  DEX:
  5
  STR:
  9
  BODY:
  18
  INT:
  16
  WrLL:
  19
  MIND:
  13
  [NFL:
  10
  AURA:
  9
  SPIRIT:
  12
  INITIATIVE:
  33
  HERO POrNTS:
  90
  ..
  -Powers: Animate Objects: 18, Energy Blast: 7,
  Invulnerability: 19, Malter Manipnlation: 19,
  Personality Transfer: 19
  -Skills: Gadgetry: 16, Scientist: 16
  -Bonuses: Kilg%re can use his Personality Transfer
  to inhabit computers; Matter Manipulation is
  permanent.
  -Limitations: Power Restrictions: Animate Objects
  only works on objects affected by his Maller
  Manipulation Power; Matter Manipulation only
  works on metals; Personality Transfer only works
  on computers.
  -Advantages: Lightning Reflexes; Genius
  -Drawbacks: Strange Appearance
  -Motivation: Unknown
  KILG%RE
  Kilg%re's Consciousness
  Powers and Abilities
  The Kilg%re is a powerful alien being who was
  imprisoned in a limbo dimension for destroying his
  homeworld. He was accidentally freed by the Flash
  during speed trials in the Utah Salt Flats.
  An electro-mechanical-organic life form, the
  Kilg%re is able to manipulate the energy on which it
  thrives giving it electromagnetic control over most
  metals. His extraordinary power and control allow
  him to manipulate, reshape and animate objects with
  a predominanIly metallic content.
  Kilg%re is a being from another dimension with
  a life cycle very different from our own. He is able to
  transfer his consciousness into any sufficiently
  complex computer, which serves as his host.
  So long as he has a computer 'brain,' Kilg%re is
  able to fashion a new body for himself with his
  Matter Manipulation power any time he likes. He
  does not seem to be able to transmute elements but he
  has no difficulty reshaping them into whatever fonn
  he desires, no matter how bizarre or complex.
  The Ability Ratings above are based on the
  silver-skinned humanoid form that Kilg%re uses
  when interacting with earthlings. He seems to prefer
  DEX:
  7
  STR:
  10
  BODY:
  12
  !NT:
  16
  WILL:
  19
  MIND:
  13
  !NFL:
  10
  AURA:
  9
  SPIRIT:
  12
  INITIATIVE:
  35
  HERO POINTS:
  90
  
  KING SNAKE
  DEx:
  8
  STR:
  5
  BODV:
  6
  INT:
  8
  WILL:
  7
  MIND:
  8
  INFL:
  7
  AURA:
  5
  SPIRIT:
  7
  INITIATIVE:
  27
  HERO POINTS:
  30
  ·Powers: Directional Hearing: 8, Analytical Smell: 5
  -Skills: *linked
  Acrobatics: 8*, Charisma: 7*, Detective: 4, Martial
  Artist: 8*, Medicine (First Aid): 3, Thief: 8*
  -Advantages: Area Knowledge (Hong Kong);
  Connections:
  British
  Aristocracy
  (Low),
  Underworld (High); Connoisseur; Intensive
  Training; Iron Nerves; Lightning Reflexes;
  Miscellaneous: King Snake is not affected by
  Darkness, Fog, or other vision-obscuring Powers.
  -Drawbacks: Catastrophic Physical Restriction
  (blind); Serious Irrational Attraction to eliminating
  Robin (Tim Drake); Seriolls Irrational Attraction to
  eliminating Lady Shiva; Serious Rage; Secret
  Identity; Traumatic Flashbacks: King Snake relives
  his crippling at the hands of Shiva (though he
  blames Robin) when his plans encounter Robin.
  -Alter Ego: Sir Edmund Dorrance
  -Motivation: Power Lust
  -Occupation: Crime Lord (Businessman)
  -Wealth: 15
  -Note: Although King Snake is completely blind, he
  can function as well as any sighted person, even in
  combat. He will usually capitalize on this ability
  even further by facing his opponents in darkness.
  Powers and Abilities
  Though blinded during his training, Edmund
  Dorrance has honed his remaining senses to acute
  levels and is easily as perceptive as any sighted person
  (and in some cases, morc so). With this training and
  perception, King Snake has established himself as a
  vicious adversary and one of the world's foremost
  martial artists. He can detcnnine the location of a single
  person within an amphitheater simply by the sound of
  their breathing, and can detect the faintest hint of
  perfume from several yards away in a steady breeze.
  Also due to his intense martial training, Dorrance can
  employ the techniques of meditation and acupressure to
  aid in his recovery from pain.
  In the world of crime, King Snake has made a
  considerable name for himself through his sales of
  weapons and heroin and ruthless gang activity. To the
  world at large however, Dorrance is a respected
  businessman and wealthy property owner in Hong
  Kong who is now moving his interests to the United
  States and Gotham City. He has already had more
  than one run-in with Batman and/or Robin.
  Lynx and the Ghost Dragons
  King Snake keeps in his employ a ruthless gang
  from China called the Ghost Dragons led by a vicious
  young woman named Lynx. Their reputation as nasty
  characters is surpassed only by their ability to back it
  up.
  Lynx herself is nearly on a par with Robin in the
  field of martial arts. Her feminine appearance belies
  her skill and hides a ruthlessness nearly the equal of
  King Snake's own. She has faithfully served King
  Snake as leader of the Ghost Dragons, and has
  leamed the consequences of displeasing him (by the
  loss of her left eye).
  LYNX
  DEX:
  6
  STR:
  2
  BODV:
  4
  )NT:
  3
  WILL:
  4
  MIND:
  4
  INFL:
  4
  AURA:
  3
  SPIRlT:
  4
  INITIATTVE:
  15
  HERO POINTS:
  10
  -Skills: >i'lll1ked
  Acrobatics: 3, Martial Artist: 6*, Thief: 3, Weaponry
  (Melee Weapons): 4
  -Advantages: Connection: King Snake (High);
  Leadership
  -Drawbacks: Minor Irrational Fear of King Snake;
  Minor Physical Restriction (no left eye)
  -Alter Ego: Ling (first name unrevealed)
  -Equipment:
  Knife [BODV: 8, EV: 3]
  TYPICAL GHOST DRAGON MEMBER
  DEx:
  5
  STR:
  2
  BODY:
  4
  [NT:
  2
  WILL:
  3
  MIND:
  4
  [NFL:
  3
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  12
  HERO POINTS:
  5
  -SkIlls: *linked
  Acrobatics: 2, Martial Artist: 5*, Thief: 2, Weaponry
  (Melee Weapons): 3
  -Advantages: Connection: King Snake (Low)
  -Equipment (pick one from the following):
  Knife/Sai [BODY: 8, EV: 3]
  Baseball Bat/Pipe [BODV: 4, EV: 3]
  Chain [BODV: 8, EV: 2]
  
  KOBRA
  DEX:
  10
  STR:
  5
  BODY:
  6
  INT:
  II
  WILL:
  II
  MIND:
  12
  INFL:
  9
  AURA:
  8
  SPIRIT:
  10
  INITIATIVE:
  34
  HERO POINTS:
  110
  -Skills: *Iinked
  Acrobatics: 8, Charisma: 12, Marlial Artisl: 10*,
  Gadgetry: 9, Military Science: II *, Scienlisl: 9,
  Thief: 10*, Vehicles: 10*, Weaponry: 10'
  -Advantages: Connections: Financial Community
  (High),
  Mosl
  World
  Governments (Low),
  Underworld (High); Genius; Intensive Training;
  Iron Nerves; Leadership; Lighining Reflexes
  -Drawbacks: Secret Identity
  -Alter Ego: Unknown
  -Motivation: Power Lust
  -Occupation: Would~beWorld Conqueror
  -Wealth: 20
  -Equipment:
  KOBRA ARMOR [BODY: 11, STR: 8, Flash: 9, Fog:
  6, Poison Touch: 9, R#: 2, 10 AP ABC Omni~
  Gadget built~in]
  Kobra wears a suit of specially constructed ballistic
  armor capable of repelling small arms and light
  machinegun fire. Among the special features built
  into the armor are: a gauntlet-mounted entangle
  line (STR: 8); a radio transceiver (range of 12 APs);
  and a gauntlet~mounted gas dispenser capable of
  firing blinding and knock out gasses (rated Flash: 9
  and Poison Touch: 9 respectively) into the face of
  any victim Kobra successfully Grapples with the
  entangle tine.
  Powers and Abilities
  Although he possesses no superhuman powers,
  Kobra is a fearsome weaponeer and
  hand~to~hand
  combatant. Highly trained in most of the manial arts
  known to man. his skills rival even those of the
  legendary Batman.
  Even more formidable than Kobra's physical
  prowess is his notorious cunning. A scientist and
  master crintinal of the first rank, Kobra is dangerous,
  efficient, and totally unpredictable.
  The Ark
  Kobra maintains a huge. flying platform known
  as "The Ark" that serves as his base of operations:
  THE ARK [BODY: 14, INT: 7, Flighl: 12, Force Field:
  5, Heat Vision: 10, Radar Sense: 20, Recall: 15,
  Super Hearing: 14, Thief (Slealth): 14, 12 AP
  ABCD Omni~Gadgels(x4)]
  In battle, the Ark can defend itself with a series
  of point defense lasers (Heat Vision: 10) and several
  batteries of air-to-air and air-to-ground missiles (AV:
  13, Bomb: 13, Flighl: 14, Radar Sense: 19).
  Other features the Ark boasts include: a
  super~
  advanced computer system (lNT: 7, Recall: 15),
  defensive force screens (Force Field: 5), navigation
  and eavesdropping equipment (Radar Sense: 20 and
  Super Hearing: 14), anti-radar "stealth" equipment
  (Thief/Stealth: 14), and a 16 AP Laboratory.
  Eve is Kobra's long-time personal assistant,
  second-in-command, and lover.
  EVE
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  5
  WILL:
  6
  MIND:
  6
  INFL:
  3
  AURA:
  3
  SPIRIT:
  6
  INITIATIVE:
  13
  HERO POINTS:
  15
  -SkIlls: Chansma. 6, Martial Artis!. 6, VehIcles: 3,
  Weaponry: 3
  -Advantages: Connection: Kobra (High)
  -Alter Ego: Unknown
  -MotiYation: Power LUSI
  -Occupation: Servant
  -Wealth: II
  -Equipment:
  Venom Pistol [BODY: 4, Poison Touch: 6, Ammo: 8,
  R#: 2]
  Kobra's Followers
  Kobra maintains a large anny of followers and
  disciples. It is estimated that between one hundred
  and one hundred fifty Kobra cultists live aboard the
  Ark, and the estimated size of Kobra's earthbound
  annies stretches well into the thousands.
  TYPICAL KOBRA MINION
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  2
  WILL:
  6
  MIND:
  6
  INFL:
  3
  AURA:
  5
  SPIRIT:
  5
  [NITIATIVE:
  10
  HERO POINTS:
  5
  -Skllls:Marllal ArLlst: 5, Military SCience: 5,
  
  LEX LlITHOR II
  Lex Luthor /I
  Luthor's Hatred of Superman
  As far as the public is concerned, Lex Luthor died in
  the crash of h.is LexWing over the Andes. It was then
  revealed that he had a son, who had been raised in secret in
  Australia by his mother.
  In reality, Luthor's brain, eyes, and pan of his spinaJ
  cord were saved fTom his disease-ravaged body by master
  geneticists Dr. Tcng and Dabney Donovan. Manipulating
  Luthor's DNA, they then grew a new man around what was
  left of Lex Luthor.
  Lex Luthor 11 is Lex Luthor, but hjs new body, accent,
  and personality have completely fooled everyone (except
  Dabney Donovan, who survived Luthor's assassination
  attempt), and he has become Metropolis' favorite son. He
  now plays the part of a generous philanthropist, friend to
  all, while behind the scenes he is as ruthless as ever.
  -Skills: Chansma: 10, Gadgetry: 1), Martial Artist: 5,
  Scientist: IS
  -Advantages: Connections: Business Community (High),
  U.S. Military (High); Connoisseur; Genius; Leadership;
  Omni-Connection; Popularity; Scholar (business,
  aerospace engineering, weapon design)
  -Drawbacks: Dark Secrets (Illegal activities, The fact [hat
  he is actually Lex Luthor); Catastrophic Irrational
  Attraction to destroying Superman personaUy; Public
  Identity
  -Motivation: Power Lust
  -Occupation: CEO of LexCorp International
  -Wealth: 25
  -Equipment:
  16 AP ABCD Onmi-GadgeLS (x2)
  NOle that although Lex has access to incredible scientific
  advances (as these Omni-Gadgets represent), he rarely
  carries any unusual Gadgets around with him. He will
  only prepare one of these Gadgets when he is expecting
  trouble.
  Until the arrival of Superman, Lex Luthor was the
  most powerful man in Metropolis. After he was arrested
  and publicly humiliated by the Man of Steel, his entire life
  changed. Luthor had found a true competitor, possessing
  both power and intelligence.
  Luthor's hatred of Superman knows no bounds, and
  yet there also exists a sort of respect for him. Luthor truly
  despises Superman, buy also considers him a worthy
  opponent, deserving of only the most grandiose and
  complicated destruction.
  It is important to note that Luthor's desire to kill
  DEX:
  4
  STR:
  5
  BODY:
  5
  tNT:
  14
  WILL:
  6
  MIND:
  6
  !NFL:
  8
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE:
  28
  HERO POlNTS:
  95
  -
  deceased
  LEX LUTHoR
  -Skills: Charisma; 10, Gadgetry: 15, Scientist: 15
  -Advantages: Connections: Business Community (High),
  Underworld (High), U.S. Military (High), Brainiac
  (Low); Connoisseur; Genius; Leadership; Omni-
  Connection; Popularity; Scholar (business, aerospace
  engineering, weapon design)
  -Drawbacks: Dark Secret (Illegal activities); Calastrophic
  lrratianal Attraction to destroying Superman personally;
  Minor Physical Restriction: metal hand; Public Identity
  eMoth'ation: Power Lust
  -Occupation: Fonner CEO of LcxCorp International
  -Wealth: 25
  -Equipment:
  METAL HAND [BODY: 14, STR: 7]
  The Metal Hand was a fully-functional robotic
  replacement for Luthor's right hand. lls STR could not be
  used for lifting or throwing, but could be used to grip or
  crush, or as the EV of a punch.
  KRYPTONITE RING [BODY: 1J
  Luthor wore the Kryptonite ring for the better part of a
  year before losing his hand to the radiation it gave ofr.
  The ring is currently in the possession of Batman, who
  was entrusted with its care by the Man of Steel himself.
  16 AP ABCD Omni-Gadgets (x2)
  Note that although Lex had access to incredible scientific
  advances (as these Omni-Gadgets represent), he rarely
  carried any unusual Gadgets around with him. He would
  only prepare one of these Gadgets when he was
  expecting trouble.
  Powers and Abilities
  Lex Luthor was physically unexceptional, and
  possessed no super-human powers. However, his intellect
  was without equal, and lives on in his "son," Lex Luthor II
  (see below). Luthor's knowledge of science and technology
  were sufficient to allow him to construct fantastic robots
  and
  weapons,
  advanced
  well
  beyond
  anything
  commercially available (Gadgetry, Scientist, Genius
  Advantage).
  In addition to his purely technical knowledge, Lex was
  also a brilliant businessman. He used a combination of
  savvy and ruthlessness (with more than a dash of criminal
  exploit) to build a worldwide corporation of immense
  power and prestige. His personal riches amounted to
  billions of dollars, aU of whkh was passed on to his so-
  called "son" when he "died."
  DEX:
  4
  STR;
  3
  BODY:
  4
  INT:
  14
  WILL:
  6
  MIND:
  6
  INFL:
  8
  AURA:
  6
  SPIRIT:
  5
  INITIAliVE:
  26
  HERO POINTS:
  95
  
  MADMAN
  DEX:
  6
  STR:
  3
  BODY:
  4
  [NT:
  2
  WILL:
  2
  MIND:
  4
  [NFL:
  6
  AURA:
  7
  SPIRIT:
  2
  INITIATIVE:
  16
  HERO POINTS:
  35
  -Powers: Control: 10, Mind Probe: 7, Remote
  Sensing: 12
  -Skills: Acrobalics: 8, Gadgetry: 2, MarIial ArIs: 5,
  Thief: 3, Weaponry (Firearms, Exotic): 2
  -Limitations: Control Power has No Range; Mind
  Probe and Remote Sensing only work on victims
  who have been Controlled; All Powers are Always
  On.
  -Drawbacks: Secret Identity; Loss Vulnerability of
  Mental AUributes when Control a\tempi fails.
  -Alter Ego: Fleeter (firsl name unrevealed)
  -Motivation: Mercenary
  -Occupation: Professional Thief
  -Wealth: 2
  Madman's Mindlink
  Exposure to the ex peri mental ray and the
  irradiated biological organisms has changed Fleeler's
  body chemistry. With the slightest !Ouch Fleeler can
  control the minds and actions of his victims (which
  he calls his Madmen). It appears that this contact
  develops a mindlink with his victims, making them
  all part of a kind of communal mindlink with Fleeter.
  To establish this link, Madman must make an Action
  Check against his intended target using his DEX as
  AV and the APs of his Control Power as EV against
  the target's DEx!WILL as the OVfRV. If RAPs exceed
  the victim's MIND, the target becomes part of the
  communal mindlink under Madman's control. Unless
  given direct instructions by Reeter, the Madmen will
  do what Reeter does and say what he says.
  Fleeter as well is effected by this mindlink. The
  knowledge and perceptions of his Madmen are
  constantly swirling through his mind and he feels any
  critical pain they do (but suffers no damage from it).
  If he focuses on specific individuals he can see
  through their eyes or draw on their knowledge. To do
  this, he makes an Action Check using his APs of
  Mind Probe as AVIEV against the INT/MIND of the
  person he wishes to utilize. Positive RAPs will allow
  Madman to perceive with the target's senses. The
  number of RAPs achieved will determine how much
  information can be drawn from the target's mind.
  (See the Information Table in the Character
  Handbook, page 39).
  Madman can "infect" as many people as he
  wants, but if he tries to actively control the actions of
  too many victims at one time, Madman loses himself
  in the communal mind and begins carrying out the
  same actions they arc. Whenever Madman attcmpts
  to actively control a number of Madmen greater than
  his APs of Mind Control, make an Action Check
  using the highest WILL amongst the Madmen plus
  one per Madman actually controlled as AV/EV
  against Fleeter's APs of Control/WILL as OV/RV.
  Positive RAPs indicate that Fleeter has lost himself in
  the Communal mindlink for a number of phases
  equal to the RAPs. During this time, the Madmen
  (and Fleeter) will continue doing the last thing they
  were doing.
  Powers and Abilities
  Aside from his mindlink power, Madman is a
  skilled acrobat and hand to hand fighter. Though not
  as stylish as some other fighters, Madman has a wild,
  whirling style which makes him a dangerous and
  unpredictable foe.
  Madman also has a nLlmber of sk.ills which aid
  him in his career of crime, such as the ability to
  disarm basic security systems and handle a variety of
  weaponry.
  Personality/Role-playing
  Madman has the mentality of an ordinary
  criminal, though he does set his sights somewhat
  higher than most. With the recent acquisition of his
  mindlink powers he is certain to aim even higher,
  though he is likely to remain a common crook at
  heart. While before he got his powers he might have
  planned to steal some high-tech piece of equipment
  to aid him in his crimes, now he is liable to usc others
  to commit his crimes for him or to create a distraction
  while he performs his work. In the end, however,
  money is the only important thing to him.
  Using Madman in Adventures
  Madman is an excclJel1l villain for GMs who
  want to provide relatively powerful villains for their
  heroes to fight but don't have Lhe time or inclination
  to write intriguing, in depth adventures. A typical
  madman plot would involve Madman discovering
  something he wants, usually something of great value
  
  METALLO
  DEX:
  5
  STR:
  18
  BODY:
  13
  [NT:
  3
  WILL:
  2
  MIND:
  2
  INFL:
  4
  AURA:
  2
  SPIRIT:
  2
  [NITIATIVE:
  12
  HERO POINTS:
  45
  ·Powers: Energy Blast: 10, Growth: 2, Sealed
  Systems: 13, Skin Armor: 10
  ·Skills: Gadgetry: 3
  ·Limitations: Growth is Always On, and its effects
  are already figured in to the above Attributes; Skin
  Armor does not protect Metallo's Head: a
  Strenuous Trick Shot (+3 OV Column Shifts) will
  hit the head, bypassing the Skin Armor.
  ·Advantages: Connections: LexCorp (Low),
  Brainiac (Low)
  -Drawbacks: Strange Appearance
  ·Alter Ego: John Corben
  -Motivation: Mercenary
  -Occupation: Former confidence man
  ·Wealth: 2
  Background Update
  Metallo was recently freed from custody by
  Cerberus, who then built him a new robotic body.
  Even in this larger and stronger housing, Metallo was
  no match for Superman, who turned Metallo's head
  over to the Metropolis Police Special Crimes Unit.
  The Powers and Attributes above reflect the new
  body; see "The Original Metallo" below for his
  previous form.
  Powers and Abilities
  Metallo is a cyborg: a human brain housed
  within a robotic body. Although his body has been
  destroyed several times, his head always survived to
  be attached to a new body. Metallo's most recent
  body was provided by Cerberus, and was even more
  powerful than his previous form. It granted him
  massive superhuman strength, sufficient to demolish
  a vault door and lift several thousand tons. 1t was
  resilient enough to take full-strength punches from
  Superman and only become moderately dented.
  Metallo has displayed the ability to build robots
  from spare parts (Gadgetry). It can be assumed that
  Professor Vale taught Metallo this ability so he could
  repair himself when damaged.
  The Kryptonite Connection
  In order to function, Metallo needs radioactive
  material, which he uses as a power source. The
  material is housed in a containment vessel located in
  his chest cavity, where a heart would be in a human.
  Any radioactive ore will provide Metallo power,
  but he is at his strongest when energized by
  Kryptonite. When he is powered by Kryptonite, in
  addition to the negative effects this has on Superman,
  raise Metallo's STR and Energy Blast by 4 APs each.
  The Original Metallo
  Until Metallo was rebuilt by Cerberus, his body
  was human-sized, and was significantly weaker.
  While he was using this body, he displayed the
  ability to control other robots through sheer force of
  will, although they apparently needed to have at least
  some LexCorp components to be affected (Control).
  It is unknown if he was able to accomplish this feat
  while in his most recent form.
  When he faced-off with the Doom Patrol during
  his global search for Kryptonite, Metallo cobbled
  together a small army of robotic drones from
  LexCorp spare parts. These drones had no will of
  their own so they would cease to function if Metallo
  turned his atlention away from them. In game terms,
  the drones can only act if ~Ietallo uses his Control
  Power on them, and he can only Control a maximum
  number of robots at once equal to his APs of Control.
  METALLO (ORIGINAL FORM)
  DEX:
  6
  STR:
  15
  BODY:
  II
  INT:
  3
  WILL:
  2
  MIND:
  2
  [NFL:
  4
  AURA:
  2
  SPIRJT:
  2
  INITIATIVE:
  13
  HERO POINTS:
  45
  ·Powers: Control: 8, Energy Blast: 10, Sealed
  Systems: II
  'Skills: Gadgetry: 3
  -Limitations: Control only works on robots that have
  LexCorp components.
  ·Advantages: Connections: LexCorp (Low),
  Brainiac (Low)
  -Drawbacks: Strange Appearance; Miscellaneous:
  Metallo must be repaired like a gadget if he is
  damaged.
  (He
  may
  not
  make
  Resting
  or
  Desperation Recovery Checks.)
  ·Equipment: ROBOT DRONES (x8) [DEX: 7, STR:
  6, BODY: 6, Claws: 5, Extra Limbs (x2): 6, R#: 3]
  
  MIRROR MASTER
  DEX:
  4
  STR:
  3
  BODY:
  4
  INT:
  7
  WILL:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE:
  16
  HERO POlNTS:
  60
  ·Powers: Dimension Travel: 5
  -Skills: Detective: 4, Gadgetry: 5, Thief: 6, Weaponry: 7
  -Limitations: Power Restriction: Dimension Travel can
  only be used to travel to and from the "mirror dimension"
  (See "The Mirror Dimension" below).
  -Advantages: Area Knowledge (mirror dimension)
  ·Alter Ego: McCulloch
  -Motivation: Mercenary
  -Occupation: Mercenary
  ·Wealth: 5
  -Equipment:
  Mirror Guns (x2) [BODY: 3, Heat Vision: 8, R#: 2]
  Holo-Mirrors (x6) [BODY: I, Illusion: II]
  The Holo-Mirrors are tiny, illusion-generating devices
  that can be used for a variety of effects (see "Mirror,
  Mirror..." below).
  Looking Glass [BODY: 1, Chameleon: 8]
  The looking glass can be "fired" at a target by shining
  reflected light off of its surface. Once hit, the target turns
  into a humanoid mirror, and will involuntarily take on
  the form and appearance of anyone touched. This effect
  persists until the Looking Glass is smashed, at which
  point the Power immediately fails.
  5 AP C Omni-Gadget Mirrors (x2)
  -Note: It is unknown if McCulloch's Dimension Travel
  Power is natural or acquired from a Gadget.
  Powers and Abilities
  .
  The current Mirror Master employs a wide variety of
  mirror-based Gadgets and weapons, all of which were
  originally devised by Samuel Scudder, the original Mirror
  Master (see below). In facL, McCulloch has admitted that
  he doesn't even know what some of his weapons do.
  As an accomplished mercenary, McCulloch possesses
  a number of useful Skills, including investigative and
  infiltration skills (Detective, Thief). He is quite competent
  at using all forms of Weaponry, and has trained himself
  with basic knowledge of Gadgetry, in order to repair and
  reload his Mirror Master weapons.
  Mirror Master has also demonstrated the ability to
  literally walk into mirrors, transporting himself into another
  place known as the "mirror dimension." It is unknown if
  this ability is acquired through Scudder's technology,
  McCulloch's, or if it is an actual "super power" (Dimension
  Travel).
  'Mirror, Mirror...
  The most versatile Gadgets employed by all the
  various Mirror Masters are the "Holo-Mirrors". These small
  illusion-generating devices can be used to accomplish a
  nearly endless variety of effects. Some of their more
  common uses include:
  -Mirror Images: The mirrors can make Mirror Master
  appear to split into as many as 11 duplicates. Any attack
  aimed at any Mirror Master will hit a duplicate,
  "shattering" it, unless the attacker first determines which
  one is the real Mirror Master. This is accomplished with
  a Perception Check against OV/RVs equallo the APs of
  Illusion Power (11/11). Note that Characters with special
  senses such as Thermal Vision will automatically spot
  the real Mirror Master.
  Mirror Master often uses this ability whenever he makes
  an appearance. If violence ensues, only his mirror image
  gets shot at. In fact, Mirror Master rarely goes anywhere
  truly "in person."
  -TeIeportation: Mirror Master can appear to instantly
  teleport from one spot to another, although this is
  actually a use of his llIusion Power. Treat this effect as
  II APs of Teleportation, with the Limitation that Mirror
  Master must set up a Holo-Mirror in the proper location
  beforehand.
  -Disorientation: By using funhouse-style mirrors, illusions
  of himself defying gravity, and so forth, Mirror Master
  can confuse and disorient his opponents, making them
  become dizzy and unable to act. Treat this as an attack
  using his APs of Illusion Power as the AVfEV against
  OV/RVs equal to his opponent's INT/MIND. RAPs are
  subtracted from the target's DEX and Initiative for a
  number of phases equal to the RAPs earned. This use of
  the Mirrors can have an Area Effect, provided that Mirror
  Master sets up sufficient Mirrors ahead of time.
  The Mirror Dimension
  Through unknown means, the current Mirror Master
  can enter a strange place called the "mirror dimension"
  simply by stepping into any large mirror. Once there, he
  can appear in any mirror within 20 APs range (l000 miles)
  and either step through it (effectively teleporting) or simply
  look through it to see what's going on on the other side. It is
  important to note that this ability will not work if there is
  no light where the target mirror is located, since a mirror
  needs light in order to create a reflection.
  If Mirror Master so chooses, he can allow others to
  step through a mirror with him, entering the mirror
  dimension. Once there, they will certainly become
  disorienled, as everything there is a backwards reflection of
  reality. As a result, all Action Checks attempted by
  Characters other than the Mirror Master suffer a +2
  Column Shift modifier to the OV. Also, without the Mirror
  Master's guidance, a Character wiII quickly get lost there,
  
  MR. FREEZE deceased
  DEX:
  5
  STR:
  3
  BODY:
  5
  INT:
  7
  WILL:
  6
  MIND:
  6
  INFL:
  5
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE:
  17
  HERO POINTS:
  65
  -Powers: Cold Immunity: 10
  -Skills: Gadgetry: 8, Scientisl: 6, Thief: 6, Vehicles:
  5, Weaponry: 8
  -Advantages: Conneclion: Gotham Underworld
  (Low); Leadership; Scholar (cryogenics)
  -Drawbacks: Fatal Vulnerability to temperatures
  above freezing.
  -Alter Ego: Unknown
  -Motivation: Psychopath
  -Occupation: Professional Criminal
  -Wealth: 8
  -Equipment:
  CONTAINMENT SUIT [Ice Production: 17, STR: 7,
  BODY: 7]
  Mr. Freeze's containment suit maintains his body
  temperature at a steady 7' Celsius, keeping him
  comfortable and alive. The suit also acts as armored
  protection (able 10 repel .30 caliber anuor-piercing
  bullets with ease) and a strength-enhancing exo-
  skeleton that enables Freeze to lift over one ton over
  his head. With the suit's built-in frost projeclOrs,
  Freeze can blanket a small house in two-foOl thick
  ice without effort. By pushing his powers to their
  limits, Freeze can blanket a large building in ice.
  In DC HEROES tenus, Freeze is allowed to Push the
  suit's APs of Ice Production. If Ihe Push attempt
  fails, treat the containment suit as though it has
  failed a Reliability Check. When making Physical
  Attacks with his Ice Production Power, Freeze must
  use his APs of Weaponry Skill as his AV.
  Powers and Abilities
  Freeze has no superhuman jX>wers, though he does
  possess a brilliant scientific mind and is especially
  knowledgeable in the field of cryogenics. Freeze keeps
  himself in excellent physical shape, making him au
  above average hand-lo-hand combatant.
  Cold Generation
  Mr. Freeze's stock-in-trade has always been the
  Ice Production Power, an ability that allows him to
  conjure enonnous volumes of ice from thin air. Freeze
  can shape the ice in any way he chooses, permitting
  him to fonn ice walls, ice bridges. icy weapons, etc. Ice
  Production has a number of useful applications:
  -Freeze can trap a target in a block of solid ice. Make
  an Action Check with Ihe AV equal 10 Freeze's
  APs of Weaponry and the EV equal to his APs of
  Power. RAPs earned equal the BODY and volume of
  the ice that surrounds the target. While the target is
  trapped, his or her DEX is reduced by the RAPs
  earned by Freeze (the target can't move if his or her
  DEX is reduced 10 0 or less in this fashion). To
  break free, the target must destroy the surrounding
  ice (Le. reduce its BODY to 0 or less).
  -Freeze can create an "ice sled" that enables him to
  move along the ground at a rate of 7 APs per phase.
  -Freeze can create an "ice shield" that allows him to
  add his APs of Power to his RV againsl Physical
  Attacks. though he is unable to enter into Physical
  Combat while he is prolecled by such a shield.
  Earlier Equipment
  Earlier
  in
  his
  career,
  Freeze
  used
  less
  sophisticated versions of his containment suit and
  freezing equipment
  CONTAINMENT SUIT (early) [BODY: 6]
  Like its successor. this suit also maintained
  Freeze's low body temperature, though it lacked its
  successor's offensive capabilities.
  Freeze Pistol [lee Production: 13, BODY: 6, R#: 2]
  Before he built freeze projectors into his
  battlesuit, Freeze used a variety of "freezing pistols,"
  all of which had roughly the same game statistics.
  GIANT FREEZING RA Y [Ice Produclion: 20.
  Running: 7, BODY: 7, R#: 4]
  Mounted on the back of truck, the giant freeze
  ray was capable of freezing entire city blocks at a
  time. Freeze only brieny possessed this device and
  has never managed to acquire the resources necessary
  to build a second one.
  Personality/Role-playing
  Mr. Freeze is something of a tragic figure in that
  he is obviously more educated and intelligent than
  most of the criminals in Gotham City, but his
  affliction keeps him isolated from society. He is torn
  
  MR. MXYZPTLK
  DEX:
  10
  STR:
  2
  Booy:
  10
  !NT:
  4
  WILL:
  7
  MINO:
  9
  lNFL:
  6
  AURA:
  3
  SPIRJT:
  7
  INITIATIVE:
  20
  HERO POINTS:
  175
  ·Powers: Air Walking: 15, Animale Image: 25,
  Animate Objects: 25, Dimension Travel: 12,
  Invisibility: 15, Matter Manipulation: 20, Omni-
  Power: 25, Teleportation: 25
  ·Advantages: Area Knowledge (Fifth Dimension);
  Connection: Lex Luthor (Low)
  -Drawbacks: Catastrophic Lrrationa] Attraction to
  gamesmanship (see below); Catastrophic Irrational
  Attraction to making mischief; Catastrophic
  Irrational Altraction to humiliating Superman
  ·Alter Ego: Unknown
  ·Motivation: Thrill Seeker
  -Occupation: Troublemaker
  Powers and Abilities
  The highly advanced Fifth Dimensional science
  at Mxyzptlk's disposal allows him to perform
  virtually any feat he can imagine simply by force of
  will. In the past, Mxyzptlk has instantly engraved his
  own face on Mouor Rushmore, animated billboard
  images, and turned vast skyscrapers into living
  beings. Whether or not Mxyzptlk's abilities are
  inherent in his person or stem from hidden gadgets
  remains unknown.
  It is important to note that despite appearances,
  there is nothing "magical" about Mxyzptlk's powers;
  they are simply the result of incredibly advanced
  science.
  Mxyzptlk's "Magic"
  By sheer force of will, Mxyzptlk can perform
  just about any stunt he can imagine. In DC HEROES
  terms, this ability is represents by Omni·Power.
  Mxyzptlk can use his APs of Omni-Power to
  mimic the affects of any Power or Skill at any time.
  To do so, however, be must pay a number of Hero
  Points equal to the Base Cost of the Power mimicked.
  He can even mimic several abilities simultaneously,
  though he must divide his APs of Omni-Power
  between the mimicked abilities. Once Mxyzptlk has
  decided to mimic an ability and paid its Base Cost, he
  can continue to use that ability for a period of one
  hour without paying its Base Cost again. though once
  he decides to mimic a different ability, he must either
  drop the first, or divide his APs as described above.
  Mxyzptlk the Gamesman
  Natives of the Fifth Dimension, like Mxyzpllk,
  operate according to a strange psychology that
  humans can never hope to understand. One of
  Mxyzptlk's personal quirks is a love of games and
  puzzles. This quirk forces him to create a set of
  "rules" for each of his trips outside the Fifth
  Dimension. One of these rules always describes a
  condition by which Mxyzptlk will voluntarily return
  to his home.
  Although he always respects his own rules,
  Mxyzpllk is not above stacking them in his own
  favor. The return condition he chooses is always
  absurd and almost impossible to achieve (ie. he will
  return if forced to say his own name backwards or if
  forced to paint his own face blue).
  To violate the rules he sets for himself after
  leaving the Fifth Dimension, Mxyzptlk must
  overcome a Catastrophic Irrational Attraction using
  the rules described in the Character Handbook.
  The Fifth Dimension
  Mxyzptlk hails from a strange plane far removed
  from the Earth and known as tbe Fifth Dimension.
  The Fifth Dimension stands at a Travel Distance
  from the Earth plane that constantly varies between
  12 and 25. Mxyzptlk's Dimension Travel Power is
  such that he can only travel to the Eal1h Plane when it
  is particularly "close" to his homeworld (roughly
  once every 90 days).
  Personality/Role-playing
  Mr. Mxyzptlk comes from a race of egocentrics
  and he is the absolute worst of the lot. His main goals
  in life are to spread mischief and to assert his own
  "superiority."
  Mxyzptlk's greatest weakness is his seemingly
  infinite gullibility. Although the conditions he sets
  for his return to the Fifth Dimension are always
  seemjngly impossible to achieve, Superman always
  outsmarts him and sends him on his way, often by
  using Mxyzptlk's incredible vanity as a weapon.
  Just as Mxyzptlk seems almost impossibly
  strange to humans, human interaction and mores are
  almost completely unfathomable to him. Although he
  
  NIMBUS
  DEX:
  9
  STR:
  3
  BODY:
  5
  INT:
  7
  WILL:
  5
  MIND:
  4
  INFL:
  7
  AURA:
  5
  SPIRIT:
  4
  INITIATIVE:
  23
  HERO POINTS:
  30
  ·Powers: *linked
  Air Control: 8, Dispersal: 12, GrowIh: 12,
  Hypnotism: 5*, Invisibility: 7, Lightning: 10, Self-
  Link (Fog): 8, Weather Control: 8
  oSkills: Scientist: 5
  -Bonuses: Nimbus' Powers increase exponentially
  while he is wearing the Converter (see "Cosmic
  Converter" below); Nimbus' STR is not reduced
  when he uses his Dispersal Power; Self-Link (Fog)
  may cover an area in APs equal to the number of
  APs of Growth Nimbus has active; Invisibility is
  Useable On Others: Nimbus may make up to 7
  Characters Invisible within Normal Range. The
  Characters stay invisible until Nimbus chooses to
  make them visible or they move farther than 7 APs
  away from him.
  -Limitations: Power Restrictions: Dispersal, Flight,
  and Growth may only be used when Self-Link
  (Fog) is active; Dispersal may not be used to pass
  through solid objects unless there are cracks or
  holes for Nimbus to flow through; All of Nimbus'
  improved Powers, Attributes, and Advantages are
  gained through the Cosmic-Converter Belt.
  Without it, he reverts to his Mist Powers (see
  below).
  oAdvantages: Lightning Reflexes
  oDrawbacks: Age (old); Minor Psychological
  Instability: Nimbus became intoxicated with his
  new powers when he put on the Converter.
  -Motivation: Power Lust
  ·Occupation: Would-Be Conqueror
  ·Wealth: 7
  oEquipment:
  COSMIC-CONVERTER BELT [BODY: 10, Energy
  Absorption: 13] Limitation: Energy Absorption
  only works on stellar energy.
  The Converter absorbs stellar energy which
  Nimbus uses to increase his powers. The Belt
  presumably has other Powers that were used by
  Starman II, but during the short time Nimbus had it
  he did not make use of them (see "Cosmic
  Converter" below).
  -Note: The Cosmic-Converter Belt was recently
  destroyed by Stannan II and Stmman III.
  Powers and Abilities
  Originally, the man who would become Nimbus
  was the Mist, a minor wartime scientist-tumed-villain.
  He gained the Power of Invisibility from his "inviso-
  solution." He was also able to make others invisible as
  well.
  Over the years, the solution granted the Mist the
  power to actually become a living cloud (Self-
  link/Fog). In this form he could Fly, was virtually
  immune to physical harm, and could flow through
  tiny openings and under doors (Dispersal).
  Eventually, the Mist gained the power of
  Hypnosis, allowing him to subvert people's minds to
  his whim. It was this Power that allowed him to trick
  Starman II into battling Starman III, affording him
  access to the Converter Belt.
  While in possession of the Belt, the Mist becomes
  Nimbus, and gains the power to control the winds and
  weather (Air Control, Weather Control), as well as the
  ability to increase his size to over forty feet tall
  (Growth). By summoning hurricanes and monsoons,
  Nimbus can generate powerful bolts of Lightning.
  Cosmic Converter
  Starman II's Cosmic-Converter Belt, among other
  things, collects and stores vast amounts of stellar
  energy. When the Mist puts the Belt on, the stored
  energy
  immediately
  increases
  his
  powers
  tremendously.
  While Nimbus is in possession of the Belt, his
  Powers gradually increase. For every AP of time that
  passes after he puts on the Belt, his Air Control,
  Growth, and Weather Control Powers each increase
  by I AP. For Example, after 1 AP of time (8 seconds),
  Nimbus' Powers go up by 1 AP. After 2 APs of time
  (16 seconds), they go up by a total of 2 APs, and so
  on.
  While Nimbus is Dispersed, the Converter itself
  is scattered throughout his cloud-like being. To get it
  to become solid requires the use of Matter
  Manipulation, Magnetic Control, or Starman's Cosmic
  Rod. AVIEVs for the attempt equal the APs of Power
  being used (13 for the Cosmic Rod), while the
  OV/RV equals Nimbus' APs of Dispersal (12). In
  addition, re-assembling the Converter is a Strenuous
  task, adding a +3 Column Shift modifier to Nimbus'
  OVIRV.
  
  PRANKSTER
  DEX:
  3
  STR:
  2
  BODY:
  2
  INT:
  5
  WILL:
  4
  MIND:
  4
  INFL:
  4
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  12
  HERO POINTS:
  45
  -Skills: Charisma (Persuasion): 5, Gadgetry: 7
  -Advantages: Connection: Galaxy Broadcasting
  (Low); Genius; Popularity; Scholar (Practical
  Jokes, Children's Television)
  -Drawbacks: Serious Irrational Attraction to
  humiliating and killing Morgan Edge; Minor
  Psychological Instability
  -Alter Ego: Oswald Loomis
  -Motivation: Thrill Seeker
  -Occupation: Comedian
  -Wealth: 5
  -Equipment:
  Chainsaw [BODY: 7, Claws: 5, R#: 3]
  GIANT SQUIRTING FLOWER [BODY: 10, Super
  Breath: 20, R#: 2] Limitation: The Giant Squirling
  Flower must be connected to a high-pressure water
  source, such as a large city's water main.
  Tear Gas Flower [BODY: I, Fog: 5, Poison Touch: 4,
  Ammo: 1, R#: 3] Limitation: Fog has a range of 0
  APs and only lasts for 2 APs (16 seconds). Bonus:
  Poison Touch attacks all targets withiu the Fog.
  Uncle
  Oswald
  Loudner
  [BODY:
  1,
  Super
  Ventriloquism: 3] The Loudner is simply a
  megaphone with a mOUlh painted on it.
  X-Ray Specs [BODY: I, X-Ray Vision: I]
  Powers and Abilities
  The Prankster has no meta-human abilities, so he
  must rely on his devious cunning to gain fame and
  fortune. His experience in carnivals and kiddie shows
  gives him a well-developed (albeit twisted) sense of
  humor,
  and
  something of a golden
  tongue
  (Charisma/Persuasion).
  Oswald uses his knowledge of pranks and jokes
  to create a wide range of gimmicks (Scholar,
  Gadgetry), many of which are built on a grandiose
  scale using advanced technology (Genius).
  Perfidious Perils of the Prankster
  Loomis employs an arsenal of dangerous
  practical jokes. His first prank was to blanket
  downtown Metropolis with soap-sud snow, causing
  dangerous driving conditions and mass panic. If this
  trick is used in a game, the Gamemaster can assume
  that several cars and busses slUd off the street. Player
  heroes must then stop the vehicles and save any
  bystanders from harm. If Player Characters need to
  drive through the suds themselves, they must make a
  Vehicles (Land) roll anytime they need to change
  speed or direction. The OVIRVs for such an attempt
  are 8/8 (Extreme).
  Other jokes used by the Prankster include banana
  peels (DEx/DEx against 6/6 or fall), exploding
  whoopie cushions (Bomb: 3), joy buzzers (Lightning:
  2), and trap doors. No trick is too dangerous or stupid
  for the Prankster. He will gladly stoop to any depths
  to get the attention he thinks he deserves.
  Personality/Role-playing
  Rather than seeking power or money, the
  Pranksler spends his time trying to gain world-wide
  fame. Loomis' ultimate goal is to write a book about
  his life, inmlOftalizing himself and his comedy for all
  time.
  Loomis feels that his brand of slapstick humor is
  unjustly disappearing from television and films, and
  he will do whatever it takes LO keep it alive. He
  blames big media companies and executives for this
  decline, especially his former employer, Morgan
  Edge of Galaxy Communications. Loomis especially
  hates Edge, and will go to great lengths to embarrass,
  humiliate, or even kill him.
  If the Prankster is in a bad situation or is
  cornered by heroes, he will invariably surrender. He
  is not interested in getting himself hurt, only famous.
  To this end, he figures he can simply escape from jail
  later and begin his wacky campaign anew.
  Using the Prankster in Adventures
  The Prankster is out to gain attention, so his
  crimes will always involve big, overblown, attention-
  getting pranks. He especially likes getting super
  heroes involved because they generate even more
  publicity.
  Loomis has been setting up traps and pranks all
  over Metropolis for 25 years. Presumably, there are
  dozens left that he can trigger remotely, and even
  Superman can't find them all. Such Prankster "left-
  overs" can provide the basis for an entire adventure,
  even if the villain himself is behind bars.
  
  PSI-PHON &
  DREADNAUGHT
  PSI-PHON
  DEx:
  3
  STR:
  3
  BODY:
  3
  INT:
  4
  WILL:
  3
  MIND:
  3
  INFL:
  2
  AURA:
  3
  SPIRIT:
  2
  INITIATIVE:
  9
  HERO POINTS:
  40
  ·Powers: Neutralize: 25
  -Bonuses: Neutralize uses the target's INT/MIND as
  the OVfRV;
  'eutfalize will also work on DEX and
  BODY, to a minimum of 10 and 6, respectively;
  Neutralized Attributes will not Recover nonnally
  (see "Power Failure" below).
  -Limitations: .See "Power Failure" below.
  -Drawbacks: Strange Appearance
  -Alter Ego: J'Ankway
  -Motivation: Thrill Seeker
  -Occupation: Henchman
  DREADNAUGHT
  DEX:
  5
  STR:
  9
  BODY:
  10
  !NT:
  2
  WILL:
  I
  MIND:
  2
  !NFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE:
  9
  HERO POINTS:
  25
  -Powers: Adaptation: 25, Growth: 3
  -Skills: Charisma (Intimidation): 7
  -Bonuses: Adaptation can be used to duplicate
  Physical Attributes; Tbere is no limit to the total
  cumulative APs that may be duplicated by
  Adaptation: the AP rating only determines the
  maximum raling any single Power may have.
  -Limitations: Dreadnaught may only Adapt
  Attributes and Powers while they are being
  Neutralized by Psi-Phon; Adaptation may nOL
  duplicate Skills.
  -Drawbacks: Strange Appearance
  -Alter Ego: Breemmill
  -Motivation: Thrill Seeker
  ·Occupation: Henchman
  Powers and Abilities
  Psi-Phon can psycbically block the use of super-
  powers (Neutralize), and then analyze those powers
  and encode Dreadnaught with them. Apart from this
  ability, Psi-Phon is a tiny and weak individual with
  no significant Skills.
  Dreadnaught is a massive brute who is strong
  enough to pulverize stone in his bare hands, and can
  expand until he is about 15 feet tall (Growth),
  becoming even stronger when he does so. His
  massive strength also affords him a degree of
  invulnerability (BODY). Also, Dreadnaught can be
  "programmed" by Psi-Phon with the powers of those
  whose powers have been Neutralized (Adaptation).
  Power Failure
  Psi-Phon may only attempt to Neutralize an
  Attribute or Power if he has seen it used and he has
  line-of-sight to the target. He then makes an action
  check using his APs of
  eutralize against OV/RVs
  equal to the target's INT/MIND. Positive RAPs indicate
  that the entire Power has been Neutralized. Attributes
  that are Neutralized drop to human maximums (DEX:
  10, STR: 5, BODY: 6).
  If a target of Psi-Phon's Neutralize Power has
  been affected by it in the past, that target is much
  more resistant to it. In order to Neutralize a Power or
  Altribute of someone who has been affected by it
  during a past encounter (not earlier in the current
  encounter), Psi-Phon must score RAPs equal to the
  target's WILL, or there is no effect.
  Attributes and Powers Neutralized by Psi-Phon
  do /lol Recover normally: he can keep them
  Neutralized as long as he is conscious. However, if
  he tries to Neutralize [00 many Powers, he runs the
  risk of burning out and returning all blocked Powers.
  At the end of each Phase, Psi-Phon must make an
  Action Check using the total number of Powers and
  Attributes he has Neutralized as the AVIEV against
  his APs of Neutralize as the OV and his MIND as the
  RV. Positive RAPs are taken as Mental Bashing
  Damage. If his Current MIND Condition drops La 0,
  all affected Characters regain their lost Attributes and
  Powers. In addition, Dreadnaught loses all of his
  Adapted Abilities.
  The Hunters
  Psi-Phon and Dreadnaught are the servitors of an
  unnamed alien being they refer to as "the master."
  When they became too independent, they were
  retrieved by a pair of raucous "hunters" called YB2
  and R3B2. Superman easily dispatched the two
  "hunters" when he discovered that they were beings
  
  PSYCHO-PIRATE
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  5
  WILL:
  2
  MIND:
  2
  lNFL:
  6
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  13
  HERO POlNTS:
  75
  -Powers: Broadcast Empath: 22
  -Limitations: Psycho-Pirate's Broadcast Empath
  Power must be periodically "recharged" by contact
  with the Medusa Mask. It is not known how long
  his power lasts between charges but it is likely
  between 8 and 48 hours. Psycho-Pirate's victims
  must be looking at him for his power to affect
  them.
  -Advantages: Scholar (emotions)
  -Drawbacks: Catastrophic Psychological Instability:
  Public Identity
  -Alter Ego: Roger Hayden
  -Motivation: Psychopathic
  -Occupation: Professional Criminal
  -Wealth: 0
  Powers and Abilities
  Psycho-Pirate's powers come from the energy he
  has absorbed from the enchanted Medusa Masks.
  Hayden has somehow managed to fuse the Medusa
  Masks into a single golden Mask. Though he no
  longer needs the Mask to effect the emotions of
  others, he must come into regular contact with it in
  order to "recharge" his emotion controlling abilities.
  The slightest contact seems to be sufficient though it
  is not known exactly how long a charge lasts.
  Psycho-Pirate's emotion controlling powers are
  incredibly strong, able to affect the minds of such
  people as the original Dr. Fate and Green Lantern. To
  do this, Psycho-Pirate makes a Mental Attack using
  his APs of Broadcast Empath as AYfEY against his
  victim's [NTfMIND as OYfRY. If RAPs earned by the
  attack are greater than the target's MIND, the victim is
  overwhelmed by whatever emotion Psycho-Pirate
  wishes. The Pirate must, however, get his victims to
  look at his face for his power to take effect, as the
  Pirate must make an expression which is indicative of
  the emotion he wishes to induce.
  Though insane, Roger Hayden is an expert on
  human emotions and psychology in general. He is
  also the only person in the universe who fully
  remembers the events of the Crisis on Infinite Earths
  and what the multiverse was like.
  Continuity Blues
  Not long ago, Roger Hayden's warped psyche,
  powered by the energy he absorbed from the Medusa
  Mask, began to produce heroes from the (now
  destroyed) Pre-Crisis worlds. As his power gave
  substance to various characters, his own physical
  form began to dissipate. When confronted with their
  own non-existence, the Pre-Crisis characters
  vanished into bits of color, though Hayden's form did
  not regain any substance.
  AIJ of these happenings were witnessed by the
  two aliens who had given Animal Man his powers
  and Dr. Highwmer, a doctor at Arkham Asylum who
  was developing a theory involving the true nature of
  the Crisis.
  Eventually Psycho-Pirate dissipated into nothing,
  declaring that he was being "taken out of the
  continuity." Dr. Highwater, apparently driven insane
  by these events and the realization of his theory, took
  Hayden's place in the asylum.
  Personality/Role-playing
  Psycho-Pirate is a person who has lost touch
  with reality (quite literally). His psyche fluctuates
  from near-lucidity to raving mania with rapid mood
  swings. This condition was created in part by the
  power of the Medusa Mask and by his knowledge of
  the Pre-Crisis period. For a time during the Crisis,
  Roger Hayden's sanity was restored by the Anti-
  Monitor so that the Psycho-Pirate could aid him in
  destroying the multiverse.
  Using Psycho-Pirate in Adventures
  Psycho-Pirate's career has spanned a broad
  criminal spectrum from simple bank robbery to
  cooperating with a super-villain team to working with
  the Anti-Monitor. Though his emotion controlling
  powers are particularly fonnidable, Psycho-Pirate can
  be used in any type of adventure where he has
  something to gain or where his insanity could come
  into play.
  It is possible that Roger Hayden is gone forever
  and that Dr. Highwater could emerge from Arkham
  Asylum as the new Psycho-Pirate. It is not known
  what changes, if any, might appear in this new
  Psycho-Pirate.
  
  TYPICAL RA'S AL GHUL FOLLOWER
  Ra's al Ghul is a quiet and contemplati ve
  manipulator. He is content with tiny gains, for he
  knows that time is on his side and he will outlive his
  foes. He has the luxury of planning for hundreds of
  years at a time, so subtlety and patience are his
  trademarks. His only real weakness is his daughter
  Talia; he desires her by his side and cannot help but
  indulge her sometimes eccentric whims.
  The Batman once referred to Ra's al Ghul as the
  most dangerous criminal genius on the face of the
  Earth, probably hecause Ra's challenges Ihe Batman
  on each and every level of his being. He is the
  Batman's equal in strength and stamina and is
  perhaps more than a match for Batman when it comes
  to strategy and tactics. Furthermore, Ra's fortune
  rivals that of Bruce Wayne and his genius in devising
  oSkills: Martial Artist: 5, Thief: 4
  oAdvantages: Connections: Ra's al Ghul (Low)
  -Drawbacks: Serious Irrational Attraction to obeying
  Ra's without question.
  -Motivation: Mercenary
  -Occupation: Criminal
  oWealth: 6
  Personality/Role-playing
  Background Update
  Ra's al Ghul's Followers
  Batman recently uncovered information that
  allowed him to piece together the true history and
  origin of Ra's al Ghul. This adventure concluded
  with a duel to the death at the edge of the Lazarus Pit,
  a battle Batman seemingly won. Although Ra's is
  presumed dead, Batman couldn't locate his body.
  Considering the knack he has shown for escaping
  death's clutches in the past, it is possible that Ra's
  might return.
  Ra's maintains a worldwide network of spies,
  operatives, and assassins. You can assume that each
  of these operatives has the following statistics:
  ,
  DEX:
  4
  STR:
  4
  BODY:
  4
  INT:
  3
  WILL:
  3
  MIND:
  4
  [NFL:
  2
  AURA:
  2
  SPIRIT:
  5
  INITIATIVE:
  II
  HERO POINTS:
  5
  RA'S AL GHUL
  Although, Ra's possesses no superhuman powers
  or abilities, he is slightly su·onger than the average man.
  He has developed both his mind and body to the peak
  of human potential, much like his arch-enemy Batman.
  Ra's is an expert martial artist, scientist, and physician.
  Beyond his physical and mental capabilities, the
  fact that he has access to a worldwide network of secret
  operatives and an almost unlimited supply of money
  makes Ra's an even more dangerous opponent.
  The Lazarus Pit
  Powers and Abilities
  Ra's has the ability to create a specialized bath
  of unknown chemicals known as the Lazarus PU. The
  pit can only be formed every other year and only at a
  location where multiple "ley lines" (pathways of
  mystical energy) converge.
  Anyone who steps into the pit's fiery contents is
  automatically cured of all diseases and injury
  (Regeneration: 10). Bathing in the pit also bestows
  the Invulnerability Power (rated at 12 APs) upon the
  bather for a period of two years and prevents him
  from aging for as long as the Invulnerability Power
  remains in effect.
  Just after a bather emerges [rom the pit, his Sm is
  boosted to 8 APs and he acquires the Serious Rage
  Drawback. These effects last for approximately an hour.
  -Powers: Invulnerability: 12
  oSkills: Charisma: 11, Detective: 10, Gadgetry: 10,
  Martial Artist: 9, Medicine: 9, Scientist: to
  -Advantages: Connections: League of Assassins
  (Low), Underworld (High); Leadership; Lightning
  Reflexes; Omni-Connection; Scholar (Middle East)
  -Drawbacks:
  Minor Irrational Attraction
  to
  converting the Batman to his cause.
  oAlter Ego: Unknown
  -Motivation: Power Lust
  -Occupation: Crime Lord
  oWealth: 20
  DEX:
  9
  Sm:
  5
  BODY:
  6
  INT:
  10
  WILL:
  10
  MIND:
  8
  INFL:
  10
  AURA:
  8
  SPIRIT:
  10
  INITIATIVE:
  33
  HERO POINTS:
  100
  
  RAINBOW RAIDER
  DEX:
  4
  STR:
  2
  BODY:
  4
  INT:
  7
  WILL:
  4
  MJND:
  4
  INFL:
  4
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  15
  HERO POINTS:
  50
  'Powers: Broadcast Empath: 13, Power Drain: 13,
  Flash: 13, Heat Vision: 12, Telekinesis: 3,
  Invisihility: 13, Force Manipulation: 6
  'Skills: Artist (PainIer): 5, Gadgetry (Build Gadget):
  5
  -Limitations: Power Restrictions: Power Drain only
  works on STR; Rainbow Raider's Power Drain does
  not transfer RAPs of STR to him; Rainbow Raider
  cannot make a Multi-Attack with his Flash Power;
  Rainbow
  Raider
  can
  only
  use
  his
  Force
  Manipulation Power to fly, project Energy Blasts,
  and create simple constructs.
  'Advantages: Connections: Flash's Rogues Gallery
  (Low); Scholar (art)
  -Drawbacks: Minor Irrational Attraction to stealing
  valuable artwork; Minor Physical Restriction:
  Before the accident which caused Roy Bivolo to
  absorb the power of his goggles, he was color-
  blind. His Artist Skill only allowed him to display
  his artistic potential, not any finished talent; Public
  Identity
  'Alter Ego: Roy G. Bivolo
  -Motivation: Mercenary
  -Occupation: Professional Criminal
  'Wealth: 6
  'Equipment:
  The Rainbow Raider's color powers used to come
  from his "Prisma-Goggles" which his father
  invented. Ever since a color-draining device·
  exploded while he was using it, Rainhow Raider's
  powers emanate from his own eyes. His original
  goggles had a BODY of 4 and all of the Powers
  listed above.
  Spectrum Powers
  Rainbow Raider can project light beams from his
  eyes of any color in the spectrum. Each color
  produces a different effecl. The effects of these
  different colors are:
  -Infrared: Rainbow Raider's infrared beam is a blast
  of searing infrared light capable of melting through
  solid steel (Heat Vision).
  -Red: Rainbow Raider's red beam causes his target to
  feel intense rage (Broadcast Empath). The victim
  will typically attack the nearest person or object in
  view.
  -Orange: Rainbow Raider's orange beam allows him
  to manipulate small or lightweight ohjects from a
  distance (Telekinesis).
  ·Yellow: Rainhow Raider's yellow beam causes his
  target to experience intense fear to the point that
  the victim is afraid to perform any action which
  might harm him (Broadcast Empath).
  -Green: Rainbow Raider's green beam inspires
  extreme envy in ils victim, typically distracting him
  from his previous goal (Broadcast Empath).
  -Blue: Rainbow Raider's blue beam causes its victim
  to suffer from extreme depression. The victim
  typically sits and sulks for the duration of the effect
  (Broadcast Empath).
  -Violet: Rainbow Raider's violet beam causes its
  target to feel overwhelming passion for the first
  person of the opposite sex he sees (Broadcast
  Empath).
  ·Ultraviolet: Rainhow Raider's ultraviolet beam
  (which he calls his
  Invisi~beam) can render the
  Raider or any nearby object completely invisihle
  (Invisibility).
  Rainbow Raider's red, yellow, green, hlue, and
  violet beams (those which manifest his Broadcast
  Empath Power) act against his target's DEX/MIND as
  OVIRV against the APs of the Raider's Power as
  AVIEV.
  In addition to his spectrum of colored beams,
  Rainbow Raider can project beams of "black light"
  and "white light" which have the following effects:
  'Black: Rainhow Raider's black light beam covers its
  target with a coating which sucks the energy and all
  color from it. This attack uses Rainbow Raider's
  APs of Power Drain as AVlEV against his target's
  DEx/BoDY as OV/RV. RAPs are the APs of
  Strength which are drained from the victim in 2
  phases (1/2 in the first phase, 1/2 in the second
  phase). If the target is reduced to 0 APs of Strength,
  he cannot fight until his Strength returns.
  White: Rainbow Raider's white light beam blinds its
  target for a number of phases equal to RAPs earned
  (Flash). This attack is made against the target's
  DExlBoDY as OVIRV.
  
  REVERSE-FLASH
  deceased
  DEX:
  7
  STR:
  3
  Booy:
  6
  INT:
  10
  WILL:
  6
  MIND:
  5
  INFL:
  4
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE:
  46
  HERO POINTS:
  70
  -Powers: Air Conlrol: 14, Dimension Travel: 8,
  Dispersal: 12, Invisibilily: 12, Superspeed: 25
  -Skills: Gadgelry: 16, Scieotist: 10, Thief: 5
  -Limitations: Miscellaneous: Zoom is protected
  from the friclion of using his Superspeed by a
  chemically dupljcaled version of Ihe Flash's aura.
  This Power is treated as having Serious Power
  BumouI, but only while travelling at speeds of 25
  APs or more; Use of Invisibility results in a -2
  Column Shift modifier to Zoom's OV.
  -Advantages: Connection: Flash's Rogues Gallery
  (High); Genius; Sharp Eye
  -Drawbacks: Serious Irrational Attraction to
  harassing the Flash (Barry Allen); Public Ideotity
  -Alter Ego: Eobard Thawne. alias Professor Adrian
  Zoom
  -Motivation: Mercenary
  -Occupation: Professional Criminal
  -Note: Early in his career, Zoom obtained all of his
  Powers from his costume. Although it is unclear
  when, at some point he managed to permanently
  endow himself with super-speed powers.
  -Wealth: 6
  -Equipment:
  REVERSE-FLASH
  COSTUME
  [BODV:
  3,
  Hypnotism: 9, Mind Blast: 7, Telepathy: 9, R#: 2]
  Miscellaneous Bonus: Devices within the Costume
  actually endow Zoom's brain with mental Powers.
  Even if the Costume is somehow taken from him,
  these Powers will remain for 10 APs of time.
  COSTUME STORAGE RING [BODY: I, Shrinking:
  10, R#: 2] Limitation: Shrinking only works on the
  Reverse-Flash's costume.
  Powers and Abilities
  Professor Zoom possessed all of the powers of
  the second Flash, Barry Allen. His speed and reflexes
  were heightened to a level 7.5 million times that of a
  normal human. He could casually run at over 15,000
  miles per second, and could push his speed to that of
  light itself! In addition to granting him swift
  movement, Zoom's Power of Supers peed also
  allowed him to perform tasks that would normally
  take years in mere seconds.
  By runnjng in tight circles, Zoom could control
  the flow of air to creme tomadoes or a vacuum. By
  spinning his arms like a fan, he could generate
  powerful gusts of wind to blow down opponents (Air
  Control).
  Zoom also had complete control over the
  vibrations of his atoms. With concentration, he could
  pass through sol id matter (Dispersal) and even travel
  to other dimensions (Dimension Travel), simply by
  carefully attuning his atomic vibrations to those of
  his destination.
  In addition to his powers of speed, Zoom was a
  scientific Genius from the 25th century. with access
  to that era's most advanced equipment (Gadgetry.
  Scientist).
  The Fastest Villain Alive
  The Reverse-Flash's amazing speed allowed him
  to perform a number of stunts, including:
  -Running: Zoom could travel at a speed of 25 APs.
  This incredible velocity allowed him to run across
  the surface of water as if it were solid, or up and
  down vertical walls. Additionally, he could reach
  the speed of light (29 APs) if he Pushed his
  Superspeed (see the Rilles Manllal, pages 10-11).
  -Super-Speed: Zoom was so fast that he could
  accomplish tasks in a tiny fraction of the time a
  nonnal human would need. He could subtract his
  APs of Superspeed from the time (in APs)
  necessary to perform any task.
  -Creating Whirlwinds: By running in a circle at
  super-speed, Zoom could create a powerful
  whirlwind. This effect was treated as the Air
  Control Power, allowing him to attack opponents
  with gusts of wind, move a volume of air, or even
  create a vacuum (sec p. 32 of the Character
  Handbook for more details).
  -[nvisibility: In order to help him commit his crimes,
  Zoom developed the ability to vibrate himself in
  such a way as to become invisible. Accomplishing
  this task took grem concentration: while invisible,
  Zoom's OV suffered a -2 Column Shift penalty.
  Professor Zoom's 25th Century Gear
  In addition to his costume, Zoom employed a
  wide array of amazing gadgets. including:
  
  ROXXAS
  DEX:
  4/8
  STR:
  4/6
  BODY:
  4
  INT:
  6
  WILL:
  7
  MIND:
  5
  INFL:
  9
  AURA:
  7
  SPIRIT:
  7
  INITlATlVE:
  21125
  HERO POINTS:
  60
  oPowers: Mind Oyer Matter: 10
  oSkills: Martia! Artist: 7, Military Science: 9,
  Vehicles: 4, Weaponry: 9
  oLimitations: Roxxas only gains his heightened DEX
  and STR (shown aboYe to the right of the slash)
  when he is is a Rage.
  oAdvantages: Connection: Underworld (Low)
  oDrawbacks: Catastrophic Psychological Instability;
  Catastrophic Rage
  oAlter Ego: Kivun Roxxas
  oMotivation: Psychopath
  -Occupation: Assassin
  oWealth: 5
  oEquipment:
  Blaster [BODY: 5, Energy Blast: 7, R#: 2]
  Bombs (x2) [BODY: 2, Bomb: 15]
  Chrona! Howitzer [BODY: 6, Teleponation: 65, Time
  Travel: 40, R#: 2] Limitation: The Chrona]
  Howitzer must be thrown, exploding on contact
  with the ground or a target. It only works once,
  sending everyone and everything within the blast
  radius (0 APsllO feet) into the past or future. The
  exact time and place the target is to be sent to must
  be preset before the Howitzer is used.
  Grenades (x6) [BODY: 2, Bomb: 7, Ammo: I, R#: 2]
  Nerve Toxin Grenades (x4) [BODY: 2, Bomb: 5, Fog:
  6, Poison Touch: 9, Ammo: I, R#: 2]
  Powers and Abilities
  Although Roxxas has no true super powers, he
  becomes a raving killing machine when angered.
  During these rages, his strength and speed are
  augmented to peak human levels, presumably
  provided by an added rush of adrenaline as well as
  Roxxas' ability to push himself without regard for his
  physical well-being. In addition to his enhanced DEX
  and Su, Roxxas also becomes nearly impervious to
  pain during his rages, and can continue to fight (or
  flee) well after normal men would have fallen (Mind
  Over Maner).
  Even more dangerous than his physical abilities
  is Roxxas' twisted but brilliant intellect. He is a
  master in the use of all Weapons of destruction, and
  has learned all about demolitions. since he favors
  explosives above all other weapons (Military
  Science). As well as his more technical knowledge,
  Roxxas is an excellent Martial Artist, and is skilled in
  the use of all forms of Vehicles.
  The Chronal Howitzer
  Roxxas uses a variety of fearsome weapons, but
  his most powerfuI weapon is the dreaded Chronal
  Howitzer. It can be used to literally blow a person out
  of time and space, depositing him anywhere and
  anywhen the user desires.
  Before use, the Howitzer must be set to the
  proper time/space co-ordinates. The target can be
  anywhere within 65 APs of distance (16,000 light
  years) and 40 APs of time (130,000 years). Setting
  the device takes about five minutes (7 APs).
  The Howitzer must be thrown to its target. It can
  be thrown at a Character, using the target's DExiDEX
  as the OVIRV, or it can be aimed at a panicular spot
  on the ground, using the distance to the target (in
  APs) as the OV/RV. In either case, use thrower's
  DEX/STR as the AV/EV. If the Attack earns positive
  RAPs, the Howitzer detonates on target. If the Attack
  fails, the Howitzer will bounce and scatter off target a
  distance of 10-100 feet (roll ID I0 and multiply by
  10) and then detonate.
  When the Howitzer detonates, it sends all matter
  within a 0 AP (10 foot) radius to the preset time and
  place. If any Characters are in the radius, they may
  try to resist being affected provided they have not yet
  committed an action during that phase. Such
  resistance requires an Action Check with AV/EVs
  equal to that Character's INT/WILL, and OV/RVs
  equal to the Time Travel or Teleportation APs being
  used (whichever is greater). If this Check succeeds,
  earning RAPs greater than or equal to the APs of
  Time Travel or Teleportation (whichever is lesser),
  the Character remains at that point in time and space.
  Personality/Role-playing
  Kivun Roxxas is probably the most monstrously
  evil villain of the 30th century. He is unquestionably
  insane, and was "haunted" by the ghosts of his
  victims, who whispered to him sadistically and
  pushed him ever deeper into insanity. He has recently
  put his "ghosts" to rest.
  Roxxas revels in violence and destruction, and
  will go out of his way to cause as much pain and
  humiliation in his victims as possible. He is so
  
  SHADOW THIEF
  DEX:
  8
  STR:
  4
  BODY:
  5
  !NT:
  7
  WILL:
  8
  MIND:
  7
  INFL:
  6
  AURA:
  5
  SPIRIT:
  7
  INITIATIVE:
  25
  HERO POINTS:
  55
  'Skills: *linked
  Detective: 7*, Gadgetry: 7*, Martial Artist: 8*,
  Thief: 8*, Vehicles: 8*, Weaponry: 8*
  -Advantages: Intensive Training; Lightning
  Reflexes; Scholar (espionage)
  'Alter Ego: Carl Sands
  -Motivation: Mercenary
  -Occupation: Assassin
  'Wealth: 9
  'Equipment:
  FIELD GENERATOR
  [Dispersal:
  15,
  Two-
  Dimensional: 13, Thief (Stealth): 10, BODY: 7]
  Field Generators like the one used by the
  Shadow Thief are usually used to make repairs on
  Thanagarian spacecraft. This particular Generator
  (and a similar one once used by Hawkman) has
  been modified to allow Sands to take on the form
  of a human shadow. In shadow form, Sands has
  complete control over his tangibility, allowing him
  to easily pass through walls and other solid objects.
  So great is his control over density that Sands can
  render parts of his body intangible while leaving
  other parts solid enough to hold physical objects.
  In DC HEROES terms, the Field Generator
  possesses the Dispersal and Two-Dimensional
  Powers. Whenever Sands activates any APs of
  Dispersal, the same number of APs of Two-
  Dimensional automatically become active (Two-
  Dimensional APs cannot be activated on their
  own). Sands can even Disperse his body, increasing
  his RV against Physical Attacks, while leaving his
  hand solid enough to fire a gun or throw a punch.
  Since it is easier for Sands to sneak up on a target
  in shadow form, use the generator's APs of Thief
  (Stealth) when he is sneaking around with the
  generator switched on. Note that Sands' Dispersal
  does not affect others using Field Generators (see
  the Two-Dimensional Power description found on
  page 31 of the Character Handbook).
  In addition to all its abilities, the generator has a
  special drawback. If the wearer uses its special
  abilities for too long, he becomes permanently
  trapped in shadow form. After the wearer has left
  the generator activated for 8 full minutes (7 APs)
  he must make an Action Check each phase the
  generator remains activated using the generator's
  APs of Dispersal as the AY and EY against an
  OV/RVequal to the wearer's BODy/BoDY. If these
  Action Checks earn cumulative RAPs that equal or
  exceed
  the
  wearer's
  BODY,
  he
  becomes
  permanently and completely intangible.
  Shuriken (x8) [EV: 2, BODY: 6J
  Katana [EV: 4, BODY: 12]
  Powers and Abilities
  Although he possesses no superhuman powers,
  Sands is a martial arts expert and an extremely
  formidable
  hand-to-hand
  combatant.
  He
  is
  particularly skilled in the stealth and concealment
  techniques invented by the feudal Japanese ninja.
  Beyond his hand-to-hand capabilities, Sands is
  an experienced spy and espionage expert.
  Shadow Walking
  When Sands is in his shadow form, he is allowed
  to add the field generator's APs of Dispersal Power
  to his RV against Physical Attacks, making him
  almost completely invulnerable to hann. In addition,
  he can effortlessly pass through any substance with a
  BODY equal to or lower than his APs of Dispersal (ie.
  just about any substance he is likely to encounter).
  Hiring Carl Sands
  Carl Sands is among the most notorious and
  effective assassins and covert operatives in the DC
  Universe. Simply locating Sands requires a High-
  level Connection with the underworld or the
  cooperation of an individual with such a Connection.
  Hiring Sands requires a successful Wealth Check
  against an OVIRV of 16/16.
  Personality/Role-playing
  In many ways, Carl Sands is the archetypal
  assassin. He lives by a code that forbids him to relent
  once he has undertaken an assignment. As a
  consequence, he pursues his missions with a fierce
  determination that makes him a dangerous opponent.
  Another part of Sands' code prevents him from
  feeling compassion for his victims. Long ago, he
  learned to effectively separate his business activities
  from his personal feelings. Although he gains no
  
  SHARK
  DEX:
  9
  STR:
  12/10 BODY:
  8
  INT:
  6
  WILL:
  7
  MI D:
  6
  INFL:
  7
  AURA:
  2
  SPIRlT:
  7
  INITIATIVE:
  22 [23]
  HERO POINTS:
  100
  -Powers: Aura of Fear: 6, Chameleon: 6, Claws: 7,
  Growth: 12, Invisibility: 6, Matter Manipulation:
  12, Mental Blast: 12, Mind Drain: 9, Mind Probe:
  9, Swimming: 6, Telekinesis: 9, Telepalhy: 7,
  Water Control: 6, Water Freedom: J0
  -Skills: Charisma (Intimidation): 7, ScienlisI: 6
  -Bonuses:
  The
  Shark
  can
  use
  his
  Matter
  Manipulation Power to surround himself or others
  with an invisible Force Field. He can make this
  Field yellow to prolect himself from Green Lanlern
  Power Rings.
  -Limitations: The Shark's STR is only 10 out of the
  water.
  -Drawbacks: Serious Irrational Attraction to making
  his victims feel fear before killing them; Serious
  Rage; Strange Appearance; Loss Vulnerability: The
  Shark can be returned to his normal, uDevolved,
  form if exposed to certain forms of radiation (see
  "The Many Deaths of the Shark" below).
  -Motivation: Power Lust
  -Occupation: Hunter
  -Wealth: 0
  Powers and Abilities
  The Shark's super-evolved brain grants him vast
  mental powers, among which are: Telekinesis strong
  enough 10 lift 12 tons and propel himself through the
  air at over 100 miles per hour, the ability to project
  Mental Blasts powerful enough to rupture steel, the
  power to read and send thoughts (Telepathy, Mind
  Scan), the power to cause unnatural fear in his
  opponents (Aura of Fear), the ability to command
  water to create spouts and waves (Water Control), the
  power 10 become Invisible, the ability to mentally
  mask or change his appearance (Chameleon), and the
  power to actually "feed" off the minds of humans
  (Mind Drain).
  The most frightening Power of the Shark is his
  ability to mentally alter matter itself (Matter
  Manipulation), allowing him to change objects' color
  and shape or form entirely new objects out of the
  very air around him. He can use this Power to create
  Force Fields capable of repelling heavy weapons fire,
  and he can color them (or anything else) yellow, so
  that the Green Lanterns' Power Rings will not affect
  them.
  The Shark's mind is so powerful thai he can
  command the molecules of his own body 10 expand,
  granting him the power of Growth. Using this ability,
  he can attain a height of over 40 feet, and gains
  additional strength as well.
  In addition to his awesome mental powers, the
  Shark is a powerful physical specimen, whose super-
  strength increases when he is underwater. His tough
  skin can repel small arms fire, and his razor-sharp
  teeth can be used as an effective weapon at close
  range (Claws). The Shark's powerful muscles can
  propel him through the water at speeds up to 60 miles
  per hour (Swimming), and his gills allow him to
  survive underwater as well as he does on land (Water
  Freedom).
  The Many Deaths of the Shark
  Ever since his "birth" in atomic radiation, the
  Shark has been "killed" many times, only to return
  again. Radiation and radioactive wastes have a
  powerful effect on him, usually triggering some form
  of mutation.
  If the Shark is in his mutated (humanoid) form,
  exposure to radiation will eventually return him to
  the form of a normal tiger shark. Every phase in
  which he is exposed to radiation (Range: I AP), roll
  an attack using the APs of radiation (ranging from 7
  to 25 APs, depending on the strength of the radiation)
  as the AVIEV against OVfRVs equal 10 Ihe Shark's
  WlulWILL. When the cumulative RAPs from these
  altacks exceed the Shark's MIND, he is instantly
  devolved into a normal shark, possessing the
  following Attributes and Powers:
  TIGER SHARK
  DEx:
  6
  STR:
  4
  BODY:
  6
  !NT:
  0
  WtLL:
  0
  MI D:
  2
  INA..:
  2
  AURA:
  0
  SPIRJT:
  2
  INITIATIVE:
  8
  ·Powers. CJaws. 7, SWImming. 6, Water Freedom: 6
  -Drawbacks: Serious Rage; Fatal Vulnerability to
  being removed from the water: as a normal shark,
  the Shark can only breathe in waler. If he is
  removed from it, he will suffocate in six minutes.
  Exposure to radiation in his normal shark form
  will cause a return to the Shark's mutated form, using
  the same procedure detailed above.
  
  SHRAPNEL
  DEx:
  5
  STR:
  8
  Booy:
  12
  tNT:
  2
  WILL:
  4
  MIND:
  3
  INFL:
  5
  AURA:
  3
  SPIRIT:
  4
  lN1TIATIVE:
  12
  HERO POINTS:
  25
  -Powers: Self-Link (Projectile Weapons): 13,
  Projectile Weapons: 12, Claws: 6, Dispersal: 4
  -Limitations: Shrapnel's Dispersal Power has the
  Miscellaneous Limitation: cannot actually pass
  through solid objects. Though attacks still pass
  through him (see Fragmentation below).
  -Drawbacks: Serious Irrational Attraction to
  establishing a "reputation;" Strange Appearance
  -Alter Ego: Mark (last name unrevealed)
  -Motivation: Mercenary
  -Occupation: Hired Killer
  -Wealth: 5
  The Jagged Edge
  Shrapnel's body is composed of thousands of
  organisms which resemble metal fragments. Shrapnel
  can utilize his composite body in a number of unique
  ways. All of Shrapnel's attack forms are considered
  Killing Combat unless he chooses otherwise.
  -He can use the jagged edges of his body to inflict
  damage during hand to hand combat. Though he
  does more damage with his natural strength, he can
  substitute his APs of Claws for his normal EV
  when cutting materials.
  -Shrapnel can hurl portions of his body at a target
  with explosive force. The auack is made using
  Shrapnel's APs of Projectile Weapons as AY/EY
  against his target's DEx/BODY as OY/RY.
  -He can also explode his entire body, spraying his
  razor sharp fragments in all directions. When he
  explodes, Shrapnel's APs of Self-Link (Projectile
  Weapons) act as the AY/EY against the DExiBODY
  of all targets within range as OYlRY. Range of the
  fragmentation explosion is 1/2 the APs of Self-Link
  in APs of distance. Each target within range of the
  explosion must check for damage. All projected
  fragments return to Shrapnel's body and reform at
  the beginning of the next phase.
  -Shrapnel can also disassemble his fragment fonn in
  order to pass through small openings such as mail
  chutes and spaces in fallen building debris.
  Shrapnel can move through small spaces in this
  way at a speed equal to his APs of Dispersal.
  Powers and Abilities
  Shrapnel has apparently not had his powers for
  long and is still only capable of using them in the
  grossest terms. Though obviously deranged by the
  process which turned him into Shrapnel, he is still
  coherent enough to be a significant threat. His body
  is capable of withstanding a great deal of damage.
  During one of his few appearances, he was struck by
  an oncoming car without taking noticeable damage.
  His strength has also been greatly enhanced. He can
  hurl a police car over 20 feel.
  Shrapnel has a kind of naive creativity when
  performing his assignments. He makes use of his
  immediate resources such as stealing clothing to
  cover his appearance, and killing people to use their
  home as a hideout.
  As Shrapnel's background is still shrouded in
  mystery, its is not currently known if "Mark"
  possessed any other knowledge or abilities before
  becoming Shrapnel.
  Personality/Role-playing
  Shrapnel is a mildly psychotic individual with a
  single-minded drive. His speech is disjointed,
  apparently an effect of the process which turned him
  into Shrapnel. Beyond the accomplishment of a
  single goal, Shrapnel is capable of considering little
  more than avoiding potential delays
  in
  the
  achievement of the goal.
  Shrapnel is currently fixated on establishing a
  "reputation" for himself as a hired assassin. He took
  the first step towards achieving this reputation by
  killing Walter Williamson, an executive vice-
  president in Kansas City.
  Using Shrapnel in Adventures
  Shrapnel is an up and coming assassin for hire,
  out to make a name for himself. Shrapnel can be used
  in this capacity as i:l killer assigned to eliminate some
  target or targets close to the Player Heroes. His
  power is massive however, and care should be taken
  to make sure the Player Heroes and Shrapnel are on a
  similar power level.
  If
  Characters
  interfere
  with
  Shrapnel's
  assignment, he will certainly view them as a threat to
  the accomplishment of his goal and perhaps attempt
  to eliminate them.
  
  SILVER BANSHEE
  DEX:
  9
  STR:
  5
  BODY:
  10
  INT:
  3
  WILL:
  7
  MIND:
  6
  INFL:
  7
  AURA:
  8
  SPIRlT:
  10
  INITIATIVE:
  21
  HERO POINTS:
  40
  ·Powers: *Mystic Link
  Claws: 6, Life Sense: 10*, Spiritual Drain: 20,
  Warp: 10*
  'Skills: Occultist: 2
  -Limitations: Power Restrictions: Silver Banshee's
  Spiritual Drain Power does not add APs of her
  victim's SPIRIT to her own. In addition, Silver
  Banshee must be certain of exactly whom she is
  attacking for the Spiritual Drain Power to have an
  effect; While it existed, the Tome of Clan
  McDougal worked as proof against the effects of
  the Silver Banshee's wail, protecting anyone who
  was touching it.
  'Advantages: Connection: Blaze (Low); Insta-
  Change; Lightning Reflexes
  -Drawbacks: Serious Irrational Attraction to
  exacting revenge on Crone; Secret Identity
  'Alter Ego: Siobhan McDougal
  -Motivation: Psychopathic
  The Banshee's Wail
  The supernatural power of Silver Banshee's
  voice is capable of instantly killing most people, and
  has even rendered Superman comatose. To use the
  life draining power of her voice, Silver Banshee
  makes an attack against her intended victim using her
  DEX/APs of Spiritual Drain as AV/EV against her
  victim's DEX/SPIRlT as OVIRV. Her power is
  "visually cued" so she must be certain that her target
  is who she perceives him to be, or her power will not
  have its normal deadly effect. Therefore a Character
  who disguises himself can avert death at Silver
  Banshee's hands. In cases such as this, the victim will
  suffer no actual SPIRIT damage but will be completely
  disoriented for a number of rounds equal to RAPs
  received.
  The special nature of Silver Banshee's power
  allows her to reduce her victim's SPIRIT below 0
  killing them if it reaches a negative number equal t~
  its original value. If death does not occur instantly as
  a result of the Banshee's initial attack, the victim falls
  into a coma, indistinguishable from death, for a
  length of time equal to RAPs received.
  Powers and Abilities
  Aside from the lethal power of her voice,
  Siobhan McDougal has a number of other abilities in
  her mystical Silver Banshee form. Her speed and
  reflexes are incredibly acute and she has the strength
  of 10 men. Her body is immune to harm such that she
  can withstand the impact of large-caliber weapons at
  point-blank range without damage.
  Silver Banshee can also use her vocal powers to
  teleport away. To do this, the Banshee emits an ear-
  splitting scream and vanishes in a wave of immense
  concllssive force. Though targets may not be drawn
  into her warp, RAPs achieved by the Silver Banshee's
  successful use of her Warp Power explode outward
  from her point of departure, shattering windows and
  throwing bystanders about. Successful RAPs of her
  Warp Power act as if they were APs of the Bomb
  Power and effect all targets within range using the
  RAPs as AV/EV against each potential target's
  DEX/BoDY as OV/RV.
  Silver Banshee has also displayed the ability to
  track or fi nd someone by their "psychic imprint." She
  is able to perceive and follow residual psychic energy
  left by people in day lO day life.
  In the past Siobhan McDougal has expressed
  concern about how long she could remain in Silver
  Banshee form. Though this time limit has never been
  revealed, it can be assumed that it is somewhere
  between 4 and 15 hours. It is left to the decision of
  individual Gamemasters to determine the exact
  length of time that Siobhan McDougal can remain the
  Silver Banshee, or if indeed there is a limit.
  The Tome of Clan McDougal
  Until it was destroyed (along with Castle Broen)
  by the Crone, the Silver Banshee suffered a driving
  need to obtain the Tome of Clan McDouaal
  o
  (Catastrophic Irrational Attraction). Only after she
  obtained this tome could she exact her revenge upon
  her brother and uncle.
  The Tome of Clan McDougal possessed a
  numbcr of mystical abilities. It could grow new pages
  as the history of Clan McDougal progressed, with
  each new page depicting and describing the next step
  in that history as it was happening. It also acted as
  proof against the effects of the Silver Banshee's
  powers so long as it was being touched.
  While it existed, the Tome apparently gave
  Silver Banshee greater control over mystic powers.
  The strength of this ability grew as the Banshee got
  
  STAR SAPPHIRE
  DEX:
  7
  STR:
  5
  BODY:
  6
  INT:
  8
  WILL:
  19
  MIND:
  14
  lNFL:
  9
  AURA:
  5
  SPIRIT:
  4
  INITIATIVE:
  24
  HERO POfNTS:
  100
  -Skills: Charisma: 9, Gadgetry: 7, Scientist: 7,
  Vehicles: 5
  -Advantages: Connection: Hector Hammond (Low);
  Insta-Change
  -Drawbacks: Serious Rage
  -Alter Ego: Carol Ferris
  -Motivation: Psychopathic
  -Occupation: Fonner Zamaron Queen
  -Equipment:
  STAR SAPPHIRE BATTLESUIT [BODY: 7, Flight:
  25, Force Manipulation: 19, Sealed Systems: 19,
  Skin Armor: 8]
  The Star Sapphire gem used to be mounted in a
  tiara, but in her latest incarnation Star Sapphire
  wears it in the helmet of a suit of battle armor.
  Power Sword [BODY: 5, EV: 21]
  Powers and Abilities
  The Star Sapphire gem is a physical conduit for
  the Zamaron queen, who will possess the host chosen
  by her people, bestowing knowledge and power.
  While wearing the gem the queen has the ability
  to project devastating energy blasts and to fly at
  incredible speeds. The gem also grants the user
  protection from all but the most deadly weapons and
  can even withstand energy bolts generated by Green
  Lantern Power Rings.
  Star Sapphire is extremely powerful, with
  abilities that rival those of the Green Lantern Corps.
  Shortly before her latest demise she was able to hold
  her own against an alien battle fleet.
  Carol Ferris
  Carol Ferris first met Hal Jordan before he
  became Green Lantern while he was working for her
  as a test-pilot. The pair have been maintaining a
  tempestuous love affair for years that has been
  hopelessly complicated by Hal's position in the Green
  Lantern Corps and Carol's villainous alter-ego.
  Carol is a competent career woman who values
  her independence but longs to settle down and start a
  family. She is confused by her relationship with Hal,
  and now that she is finally rid of Star Sapphire she
  may have a chance to sort things out.
  CAROL FERRIS
  DEX:
  3
  STR:
  2
  BODY:
  2
  INT:
  3
  WlLL:
  3
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPtRIT:
  2
  INITIATIVE:
  8
  HERO POINTS:
  15
  -SkIlls: VehIcles (Au, Land): 3
  -Advantages: Scholar (business)
  -Alter Ego: Star Sapphire
  -Motivation: Responsibility of Power
  -Occupation: Director of Ferris Aircraft
  -Wealth: 10
  Predator
  During a period of great stress Carol's
  subconscious desire to become Star Sapphire was so
  strong that the Star Sapphire gem created Predator, a
  manifestation of the aggressive side of her
  personality in masculine form. New information on
  the Predator has him appearing to be a Maltusian
  demon, although this, and his connection to Carol
  Ferris, cannot be verified as truth.
  The Predator existed to merge with Carol,
  creating the new Star Sapphire. He was similar to
  Star Sapphire in most respects, but was not as
  ruthless, especially where innocents were concerned.
  The Predators statistics were as follows:
  THE PREDATOR
  DEX:
  9
  STR:
  6
  BODY:
  6
  INT:
  7
  WlLL:
  9
  MIND:
  7
  INFL:
  9
  AURA:
  8
  SPIRIT:
  7
  INITIATIVE:
  25
  HERO POINTS:
  60
  -Powers: Hypnotism: [0
  ·Skills: Acrobatics: 9, Charisma (Intimidation): 9,
  Gadgetry: 5, Scientist: 5, Thief: 9, Weaponry: 9
  ·Equipment:
  BATTLESUIT [BODY: 7, Claws: 5. Gliding: 7,
  Thermal Vision: 7]
  Knife [Booy: 3, EV: 4]
  Axe [BODY: 4, EV: 7]
  Swingline [BODY: 9]
  Predator's swingline was 4 APs long. Used with his
  Acrobatics Skill it allowed him to move quickly by
  swinging from rooftop to rooftop.
  
  STARRO THE
  CONQUEROR
  DEX:
  4
  STR:
  13
  BODY:
  14
  [NT:
  9
  WILL:
  10
  MIND:
  9
  !NFL:
  8
  AURA:
  3
  SPIRIT:
  7
  INITIATIVE:
  21
  HERO POINTS:
  95
  ·Powers: Control: 4, Energy Absorption: 16, Energy
  Blast: 10, Flight: 5, Growth: 8, Power Reserve: 50,
  Regeneration: 1, Sealed Systems: 40, Split: 3
  oSkills: Scientist: 9
  oBonuses: Control has an Area Effect; Split allows
  Staff0 to turn up to three normal starfish into
  duplicates of himself (see "Staffa's Deputies"
  below); Splil also allows Staffa to spray forth
  thousands of miniature starfish (see "Miniature
  Starfish" below); RAPs absorbed through use of the
  Energy Absorption Power are added to Staffa's
  Power Reserve. Power Reserve can be used to
  augment Staffa's Flight Power, Energy Blast
  Power, or the Control Power of his miniature
  starfish: once APs are added to these abilities, they
  are considered "spent" and are subtracted from
  Starra's Power Reserve total until he replenishes
  the Reserve by absorbing more energy. The added
  APs remain for APs of time equal to Staffa'S
  Energy Absorption Power (16), at which time they
  return to their normal levels unless augmented
  again by Starro.
  oLimitations: Growth is Always On, and its effects
  are already figured in to the above Attributes;
  Power Reserve begins at 0 APs: one AP is then
  added to his total for every RAP he absorbs using
  Energy Absorption up 10 a maximum total of 50
  (Starro can retain absorbed energy indefinitely).
  oDrawbacks: Attack Vulnerabilily: Cold, -4 Column
  Shifts; Fatal Vulnerability: Garden Lime, 0 AP
  Range; Loss Vulnerability: Garden Lime, 0 AP
  Range, affects all Powers and Attributes.
  -Motivation: Power Lust
  oOccupation: Would-be Conqueror
  Powers and Abilities
  The mysterious alien known as Starro the
  Conqueror possesses vast physical and mental
  powers. His massive size and strength allow him to
  lift upwards of 200 tons, and he can crush steel with
  his enonnous tentacles. Starro is also very tough, and
  can casually resist all but the most powerful Earthly
  weapons. Even if he is injured, Starro can Regenerate
  his entire body from any small fragment of himself.
  Starm can absorb vast quantities of energy and
  use it to augment his other powers (Energy
  Absorption, Power Reserve). Using this energy, he
  can generate blasts of nearly limitless destructive
  force, depending on how much energy he has
  absorbed. He can Fly at a cruising speed of 30 miles
  per hour, but can augment his flight speed with
  absorbed energy 10 allow him interS/ellar flight
  capabilities. Stano can survive in the vacuum of
  space without air for many years (Sealed Systems).
  In addition to his physical powers, Starro can
  Control the minds of normal humans within an 80-
  foot radius, or he can spray forth thousands of
  miniature starfish to control more minds across
  greater distances (see below). Staffa can also turn
  ordinary starfish into duplicates of himself, known as
  "Starfish-Deputies" (Split).
  Starro's Deputies
  Starro can cause rapid growth and mutation in
  normal starfish, making them into duplicates of
  himself. These "Starfish-Deputies" share most of
  Starro's Powers, and follow his every command
  (presumably a passive use of his Control Power).
  STARFISH-DEPUTY
  DEX:
  8
  STR:
  5
  BODY:
  6
  !NT:
  2
  WILL:
  5
  MIND:
  4
  [NFL:
  2
  AURA:
  I
  SPIRIT:
  2
  TNiTlATlVE:
  12
  HERO POINTS:
  25
  oPowers: Control. 4, Energy AbsorptIOn. 16, Energy
  Blast: 10, Flight: 5, Growth: 8, Power Reserve: 25,
  Regeneration: 1, Sealed Systems: 40
  oBonuses: Control has Area Effect; RAPs absorbed
  by Energy Absorption can be used by the Deputy
  or by Starro himself (see Power Reserve Bonuses
  above).
  -Limitations: Power Reserve begins at 0 APs: one
  AP is then added to the total for every RAP
  absorbed using Energy Absorption up to a
  maximum total of 25 (excess can be "broadcast" to
  the Power Reserve of any other Deputy or Starro
  himself, however).
  oDrawbacks: Atlack Vulnerability: Cold, -4 Column
  Shifts; Fatal Vulnerability: Garden Lime, a AP
  Range; Loss Vulnerability: Garden Lime, 0 AP
  Range, affects all Powers and Attributes.
  
  SUDDEN DEATH
  DEX:
  5
  STR:
  8
  BODY:
  5
  INT:
  2
  WILL:
  3
  MIND:
  2
  INFL:
  3
  AURA:
  4
  SPIRIT:
  2
  INITIATIVE:
  10
  HERO POINTS:
  35
  'Powers: Damage Absorption (to STR, BODY, and
  Bomb): 10, Self-Liok (Bomb): 9, Skin Armor: 3
  -Bonus: Miscellaneous Bonus: Sudden Death
  absorbs APs from his own attacks as well as from
  the damage he receives.
  'Limitations:
  All
  Powers
  are
  Always
  On.
  Miscellaneous Limitation: Bomb Power will
  automatically go off when charged to full APs and
  can only be used in this way.; Miscellaneous
  Limitation:
  APs
  gained
  through
  Damage
  Absorption dissipate after Bomb Power is used.
  'AdYantages: Connection: Velvet Tiger (Low)
  -Drawbacks: Serious Irrational Attraction to
  destroying Hawk & Dove, Secret Identity
  -Alter Ego: Dwayne Wainright
  -Motivation: Mercenary
  -Occupation: Criminal for Hire
  'Wealth: 2
  Damage Absorption
  Sudden Death uses
  the
  power, Damage
  Absorption, which is not listed in the Character
  Handbook. It is described as follows:
  'Link: BODV
  'Range: Self
  'Type: Dice
  'Base Cost: 75
  'Factor Cost: 8
  This Power allows a character to absorb APs of
  damage from Physical attacks and add it to his own
  Attributes and/or Powers.
  Every time the Character is hit by a Physical
  attack, he makes an Action Check using the APs of
  Damage Absorption as AV/EV against an OVIRV
  equal to the RAPs done by the attack. The resulting
  RAPs are subtracted from the RAPs done by the
  attack. If any attacking RAPs remain they are applied
  to the character normally. The Subtracted RAPs can
  then be distributed among one or more of the
  character's Powers or Attributes. The increase in APs
  will last for a time in APs equal to the APs of
  Damage Absorption.
  The Powers and Attributes thai Damage
  Absorption applies to must be defined when the
  Power is purchased. Five Hero Points must be added
  to the base cost of Damage Absorption for each
  eligible Power or Allribute past the second.
  Damage Absorption can be purchased with a -I
  Factor Cost Limitation: Only Useable Against Hand-
  to-Hand Attacks, or a -2 Factor Cost Limitation: Only
  Usable Against One Energy Type ( Electrical, Light,
  Sonic, etc).
  Powers and Abilities
  During a fight, Sudden Death becomes tougher
  and stronger and his body begins to build up
  explosive energy, distributing absorbed APs equally
  among his STR, BODY and Bomb Power. Note that
  unlike normaJ use of the Damage Absorption Power,
  Sudden Death absorbs APs of tbe damage he inflicts
  as well as the damage he takes. When the APs of this
  built up energy equal his APs of Bomb, Sudden
  Death instantly explodes in a burst of tremendous
  force. After exploding, his body reforms within 0
  APs of where he was when he exploded, and his STR
  and BODY are returned to their base levels.
  Beyond the obvious advantages he gains from
  his powers, Sudden Death has nothing which makes
  particularly suited for combat. He relies on the sheer
  force of his massive strength to handle most
  opponenLs and his exploding ability to take care of
  more powerful foes. Much to his disadvantage, his
  fighting style consists of staying close to his target
  and pounding him until his body has amassed enough
  energy to explode.
  Personality/Role-playing
  Dwayne Wainright is a shallow, short-sighted
  thug who happens to have incredible powers. His
  chauvinistic, muscle-beach attitude keeps him
  constantly in the face of any man who might be
  getting more attention than he is, and sparks his drive
  to pick up women (sometimes literally).
  Once the line has been drawn and crossed,
  Sudden Death will push the battle until he is
  victorious or unconscious. Unless it appears that he
  might get killed, his ego will not allow him to retreat
  from a fight, particularly against a woman.
  Using Sudden Death in Adventures
  Sudden Death is a powerful though shon-sighted
  thug. He sees what he wants and tries to take it.
  
  DEATHSTROKE
  THE TERMINATOR
  DEX:
  10
  Sm:
  6
  BODY:
  7
  INT:
  8
  WILL:
  9
  MIND:
  10
  !NFL:
  6
  AURA:
  6
  SPIRIT:
  6
  lNlTIATIVE:
  26
  HERO POINTS:
  100
  ·Powers: Jumping: 3, Regeneration: 5, Systemic
  Antidote: 6
  'Skills: Acrobalics: 9, Charisma 8, Detectiye: 5,
  Marlial Artist: 9, Military Science: 11, Thief: 9,
  Vehicles: 8, Weaponry: 12
  -Advantages:
  Connections:
  Mercenary
  Organizations (High), Third World Nations (Low),
  New Titans: (High); Connoisseur; Iron Nerves;
  Leadership; Lightning Reflexes; Mistrust; Omni-
  Connection; Scholar (taclics)
  'Drawbacks: Age (old); Guilt; Catastrophic
  Irrational Attraction to fulfilling contracts; Married;
  Minor Physical Restriction (blind in right eye);
  Public Identity
  'Alter Ego: Slade Wilson
  -Motivation: Mercenary
  -Occupation: Assassin
  'Wealth: 13
  'Equipment:
  ARMOR [BODY: 10, Radio Communications: 12
  APs]
  Power Staff [BODY: 7, EV: 3, Energy Blast: II]
  Pistol [BODY: 5, EV: 6, Range: 5/8, Ammo: to, R#: 2]
  Assault Rifle [BODY: 6, EV: 6, Range: 9, Ammo: 20,
  R#: 3]
  Infrared Scope [BODY: 2, Telescopic Vision: 4,
  Thermal Vision: 12]
  Telescopic Sights [BODY: 2, Telescopic Vision: 6]
  Sword [BODY: 8, EV: 5]
  Knives (2) [BODY: 4, EV: 3J
  Grenades [BODY: 6, Bomb: 8, Ammo: 1, R#: 2]
  Flash Grenades [BODY: 6, Flash: 8, Ammo: I, R#: 2]
  Powers and Abilities
  Deathstroke has greatly enhanced strength,
  reflexes, and metabolism due to an injection of
  adrenocorticotropic hormones which he was given
  during an army medical experiment. This enhanced
  potential, combined with his extensive military
  training and his arsenal of high tech weaponry, make
  Deathstroke the most formidable of Foes.
  Deathstroke's Equipment
  Deathstroke's body armor is composed of finely
  woven steel mesh and Petrizine ballistic vinyl
  overlaid with Urwyndium alloy disks. The suit is
  capable of withstanding continuous fire from an
  assault rifle or close exposure to an exploding
  grenade.
  Deathstroke's mask contains a miniaturize radio
  transceiver. His associate, Wintergreen, is often
  equipped with a similar device in his watch.
  The gloves of Deathstroke's costume are lined
  with microchip sensor relays which act as a safety for
  his Power Staff. This prevents anyone else from
  using the staff without first obtaining the gloves.
  Deathstroke's Power Staff can fire a blast of
  concussive force sufficient to pierce the gas tank of
  an armored vehicle, causing it to explode. Unlike his
  previous slaff, his current model telescopes from 14"
  to 4' and has multiple intensity settings from stun to
  kill. The staff is also fingerprint activated allowing
  only Deathstroke to tire the staff without wearing his
  costume's gloves.
  Deathstroke's pistol and assault rifle can be
  loaded with a variety of specially designed
  ammunitions.
  Besides
  normal
  (EV: 6)
  and
  fragmentation (EV:7, R#: 4) rounds, some shells are
  hollow and tilled with a special gel which reacts on
  contact with air, producing smoke (Fog: 5) or tear gas
  (Sensory Block: 5). Deathstroke carries enough
  regular ammunition to reload both weapons three
  times.
  Both the pistol and rifle can be equipped with
  either an infrared night scope or a telescopic sight in
  one phase. The pistol itself converts from a standard
  pistol to a sniper rifle in three seconds (one phase)
  using a removable barrel extension.
  Wintergreen
  Deathstroke's companion and sometimes man-
  servant for twenty years is W. R. Wintergreen.
  Wintergreen is incredibly dedicated to Slade Wilson,
  and has chronicled Wilson's life and the exploits of
  the Tenninator for many years.
  A retired officer of MI-5, Wintergreen is still in
  excellent physical condition and as capable with a
  rifle as he is with a computer. His staunch,
  unflappable british manner is balanced by a great
  love for life and an eye for the ladies.
  
  Lookout Peak
  The Terra Men
  o Equipment:
  Energy Weapon [EV: 8, BODY: 6, Range: 7, R#: 3]
  7
  o
  7
  BODY:
  1
  MIND:
  Anti-Pollutant Bomb [AV: 16, EV: 16, BODY: 2]
  The anti-pollutant bomb affects an area of 60
  square miles. When it detonates, make an Action
  Check using its AVIEVagainst an OV/RV equal to
  the AV/EV of the contaminants blanketing the
  affected area (717 in the case of Lookout Peak).
  Any RAPs earned are pelmanently subtracted from
  both the AV and EV of the contaminants. If the AV
  and EY are reduced to zero or less in this fashion,
  the contaminants are eradicated altogether.
  TERRA MEN
  DEX:
  6
  STR:
  INT:
  3
  WILL:
  INITIATIVE: 9
  Manning developed his hatred of toxic wastes
  and pollutants after he was sent to jail for callously
  polluting the small town of Lookout Peak so severely
  that its residents were evacuated. During his second
  encounter with Superman, Manning briefly used the
  town of Lookout Peak as a hideout. During thal era,
  the entire town was blanketed with toxic pollutants.
  Any unprotected Characters that entered the town (ie.
  anyone without the Sealed Systems Power or an
  appropriate Gadget) suffered a Killing Physical
  Attack with an AV/EV of 717 at the end of each
  fifteen full minutes (8 APs) of exposure.
  Later, Manning cleaned up lookout peak with a
  special anti-pollutant bomb of his own creation:
  Superman. Because he keeps himself in excellent
  physical shape, Manning is an above average hand-
  to-hand combatant.
  Manning has built an anny of robots, known as
  "Terra Men," that remain completely under his sway.
  Indistinguishable from normal humans beyond close
  contact, the Terra Men are frequently dressed in
  western attire and carry energy weapons similar to
  Manning's own, though less powerful.
  The Terra Men are immune to Mental and
  Mystical attacks and are capable of performing only
  those tasks Manning has programmed them to
  perform.
  Powers and Abilities
  oSkills: Charisma: 6, Gadgetry: II, Science: 8,
  Weaponry: 8
  oAdvantages: Area Knowledge (Lookout Peak):
  Scholar (business, pollution, robotics)
  -Drawbacks: Catastrophic Irrational Attraction to
  cleaning up pollutants and industrial waste.
  oAlter Ego: Tobias Manning
  oMotivation: Psychopathic
  -Occupation: Former industrial contractor
  oWealth: II
  oEquipment:
  EXO-SKELETON [STR: 12, BODY: 11, Air Control:
  16]
  Terra Man's exo-skeleton greatly enhances his
  physical strength and stamina and protects him
  from harm. While wearing the exo-skeleton,
  Manning can lift approximately 40 tons over his
  head for a short while and can easily withstand
  attacks from small-caliber artillery shells. Perhaps
  the exo-skeleton's most potent feature is its built-in
  wind control functions. By pressing the suit's
  abilities to their fullest, Manning can blanket a
  small town with gale-force winds.
  Energy Pistols (x2) [EV: II, BODY: 6, Range: 7,
  R#: 3]
  Manning's pistols house high-powered lasers
  capable of melting through solid steel in seconds.
  Concussion Bombs (x4) [Bomb: 15, BODY: 2,
  Ammo: 1, R#: 2]
  These concussion bombs are so powerful that they
  can briefly stun Superman. Despite their high AP
  rating, their blast radius is limited to a Range of 3
  APs.
  Excavation Bazooka [EV: 16, BODY: 7, Range: 10,
  R#: 3]
  The excavation bazooka is a more powerful version
  of Manning's energy pistols.
  Although Manning has no super-human powers,
  he possesses an extremely inventive intellect. This
  coupled with his manic desire to rid the world of its
  pollution makes him an opponent worthy of
  TERRA-MAN
  DEX:
  6
  STR:
  4
  BODY:
  4
  INT:
  7
  WILL:
  8
  MIND:
  7
  INFL:
  6
  AURA:
  4
  SPIRIT:
  6
  INITIATIVE:
  19
  HERO POINTS:
  40
  
  Two-FACE
  DEX:
  6
  STR:
  4
  BODY:
  4
  INT:
  7
  WILL:
  9
  MIND:
  5
  INFL:
  7
  AURA:
  6
  SPIRIT:
  7
  INITlATIVE:
  22
  HERO POINTS:
  75
  oSkills: Charisma (Intimidation): 8, Detective (Law,
  Police Procedure): 7, Martial Artist: 6, Thief: 7,
  Vehicles (Land): 7, Weaponry: 7
  oAdvantages: Area Knowledge (Gotham City);
  Connection: Underworld (High); Leadership
  -Drawbacks: Catastrophic Irrational Attraction to
  making all decisions by flipping a coin; Serious
  Irrational Attraction to committing crimes that
  revolve
  around
  the
  number
  two;
  Serious
  Psychological Instability
  oAlter Ego: Harvey Dent
  oMotivation: Psychopalh
  -Occupation: Former District Attorney
  oWealth: 8
  oEquipment:
  Thompson Submachine Gun [AV: 5, EV: 5, BODY: 4,
  Ammo: 5, Range: 5, R#: 3]
  .45 Pistol [EV: 5, BODY: 4, Ammo: 8, Range: 4,
  R#: 2]
  Powers and Abilities
  Two-Face has no superhuman powers, though he
  is in good physical shape and is an excellenl hand-to-
  hand combatant. Denl's natural abilities are enhanced
  by his psychological instability, which renders him
  the frequent recipient of adrenaline bursts and makes
  him an almost tOlally relentless opponent. Perhaps
  Dent's most formidable ability is his criminal genius,
  which has also been enhanced by his mania.
  Two-Face's Coin
  Due to his dual nature, Harvey Dent has resorted
  to making all his decisions by flipping a special two-
  headed silver dollar he received as a gift from his
  father while he was still a child. Dent has scarred one
  of the coin's two heads. If the scarred side comes up
  when the coin is flipped, Dent selects the most
  ruthless and heinous course of action he can imagine.
  If the coin's unmarred side comes up, however, he
  selects a kind and compassionate course of action.
  For example, if a bystander is caught attempting to
  activate a silent alarm during one of Dent's heists,
  Dent will flip the coin. If the scarred side comes up,
  he'll kill the bystander; but if the unmarred side
  comes up, he'll take no action other than preventing
  Ihe bystander from triggering the alarm. In order to
  ignore the results of the coin, Dent must overcome
  his Catastrophic Irrational Attraction using the rules
  fonnd in the Character Handbook.
  When using Two-Face in play, GMs are urged to
  make Harvey's decisions by flipping a real coin in
  the open before all the Players ("tails" representing
  the coin's scarred side).
  Dent's Crimes
  Two-Face's crimes inevitably revolve around the
  number two. For instance, he might rob a basebaJ I
  stadium during a double-header or attempt to steal
  the Doubleday diamond. To break his pattern and
  commit a crime that does not revolve around the
  number two, he must overcome his Serious Irrational
  Attraction using the rules found in the Character
  Handbook.
  Thugs
  Like most adversaries of the Caped Crusader,
  Two-Face tends to use large annies of thugs to carry
  ont his plans. When possible, he selects thugs that
  have a connection with the number two, such as
  mobs of identical twins.
  Two FACE'S THUGS
  DEx:
  3
  STR:
  3
  BODY:
  3
  INT:
  2
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE:
  9
  oSkIlls: MartIal Artist: 4, VehIcles: 3, Weaponry: 4
  Personality/Role-playing
  His dual nature makes Harvey Dent difficult to
  pin down. Sometimes he is extremely abrasive and
  ranks among the Batman's most malicious foes.
  Other times, he is more subdued. The exact
  personality he manifests at any given time is
  detennined only by a coin toss. This fact more than
  any other makes Two-Face dangerous; he is
  completely unpredictable.
  Before his accident, Dent was a kind man who
  dedicated his life to public service, though it now
  seems obvious that his evil half had always been
  buried within him.
  
  UNIVERSO
  DEX:
  6
  STR:
  3
  BODY:
  5
  INT:
  II
  WILL:
  16
  MIND:
  IS
  INFL:
  4
  AURA:
  3
  SPIRIT:
  9
  INITIATIVE:
  21
  HERO POINTS:
  60
  ·Powers: Hypnotism: ]2
  -Skills: Charisma: 5, Gadgetry: 9, Scientist: 7
  -Limitations: Miscellaneous: Universa's Hypnotism
  only affects those in his direct line of sight.
  -Advantages: Connections: Dark Circle (High),
  Legion of Super-Heroes (Low); Headquarters
  (Expansive); Iron Nerves; Leadership: Popularity
  (on New Earth only)
  -Drawbacks: Mistrust
  -Alter Ego: Vidar
  -Motivation: Power Lust
  -Occupation: Would-Be Conqueror
  -Wealth: 6
  -Equipment:
  Hypno-Gem [BODY: 12, SPIRIT: 12, Control: 16,
  Hypnotism: 16] Bonus: The Powers of the Gem are
  considered Mystical in nature.
  POWER RING [BODY: 16, [NT: 10, Comprehend
  Languages: 20, Flight: 40, Force Manipulation: 16,
  Invulnerability: 18, Life Sense: 40, Ornni-Power: 8,
  Recall: 20, Regeneration: 4, Sealed Systems: 16,
  Skin Armor: 4, Spirit Travel: 50]
  Bonus: Vidar's BODY is 12 APs while he is
  wearing the ring.
  Limitations: For Each AP of Skin Armor used,
  Force Manipulation and Omni-Power are each
  reduced by I AP; Life Sense can only be used to
  detect other Green Lanterns.
  Drawbacks: The Power Ring is completely
  useless against the color yellow; The ring must be
  charged once every 24 hours with the Power
  Battery; The ring's BODY is only 6 when Vidar is
  not wearing it.
  Power Battery [BODY: 25, Energy Absorption: 18,
  Invisibility: 15, R#: 2]
  -Note: Universo was stripped of his Green Lantern
  Power Ring and Battery over 20 years ago, and has
  been unable to regain the Hypno-Gem since his last
  defeat at Ihe hands of the Legion of Super-Heroes.
  Powers and Abilities
  Universo is one of the galaxy's foremost
  hypnotists. He can plant powerful suggestions in his
  victims' minds without visibly putting them in a
  trance. Universo simply looks into the target's eyes
  and speaks his suggestion in a strong, soothing voice.
  With the aid of the Hypno-Gem, Universo's powers
  are magnified considerably. Not only is his power of
  Hypnosis made stronger, but the Gem also allows
  him to directly dominate his victims, dictating their
  every action through mental commands (Control).
  Vidar was once the Green Lantern of the space
  sector containing Earth, but his ring was taken from
  him by the Guardians and given to his son, Rond.
  While Vidar was in possession of the Power Ring, he
  had all the powers and abilities of a GL, along with
  the requisite weakness to the color yellow.
  Along with his formidable powers of suggestion,
  Universo is also an accomplished Scientist, capable
  of creating and analyzing new technological
  inventions (Gadgetry). He is also a very convincing
  speaker, and a natural leader (Charisma, Leadership),
  although he uses his Hypnotism to gain followers in
  preference over mundane Persuasion.
  Universo's Hypnotism
  Universo's powers of hypnosis are his most
  potent weapon in his endless attempts to conquer
  the Earth. To put a target in a trance, he must make
  an Action Check using his APs of Hypnotism as the
  AV/EV against OV/RVs equal to the target's
  INTIMIND. If the attack is successful, Universo may
  then implant suggestions as he wishes.
  Universo must divide the RAPs earned
  between each of the implanted suggestions as
  desired. The completion of each suggestion is later
  treated as a separate Action Check when the time
  comes for the suggested action to take place. The
  AV/EVs of this Check are equal to the RAPs
  allocated by Universo with OV/RVs equal to the
  opponent's INT/MIND.
  If the Action Check
  Succeeds, the suggestion is carried out by the
  victim.
  A Hypnotism victim will not do anything
  completely against his Motivation or beliefs, but
  Universo can often get around this restriction. If he
  attempted to Hypnotize Laurel Gand into injuring
  her husband Rond Vidar, for example, the attempt
  would fail; but Universo could Hypnotize Laurel
  into believing that Rond was actually a Khund
  officer, probably creating the same result.
  
  VELVET TIGER
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  5
  WILL:
  3
  MIND:
  4
  INFL:
  4
  AURA:
  4
  SPIRIT:
  3
  INITIATIVE:
  12
  HERO POlNTS:
  30
  ·Powers: DimensIOn Travel: 7
  -Skills: Charisma: 5, Scientist: 3, Thief: 5
  -Limitations: Power Restriction: Velvet Tiger's
  Dimension Travel can only be used to enter
  "Temporal Pockets" (see below).
  -Advantages: Attractive; Leadership
  -Alter Ego: Lani Gilbert
  -Motivation: Mercenary
  -Occupation: Extortionist
  -Wealth: 7
  -Equipment:
  Pistol [EV: 4, Ammo: 7, BODY: 4, R#: 3]
  Powers and Abilities
  The Velvet Tiger's only superhuman ability is
  the power to enter a "Temporal Pocket" between
  seconds where time only passes for her.
  In her capacity as co-owner of GBeam, Lani
  learned how to use computers to uncover other
  people's secrets. She is a skilled programmer with
  access to specialized "hacking" equipment that allows
  her to break into high-security systems.
  Since assuming the VeJvet Tiger persona, Ms.
  Gilbert has also become an accomplished thief. She is
  able to break into a secure building, take whatever
  she likes and leave no trace of her passing.
  Lani is a poor hand to hand combatant which
  forces her to rely on her temporal power and hired
  muscle to defend her against her many enemies.
  Temporal Pockets
  A Temporal Pocket is effectively another
  dimension with a Travel Value of 5, but it is only
  accessible to characters with a power similar to the
  Velvet Tiger's. Lani's Dimension Travel power can
  only be used to create one of these pockets.
  Lani can try to bring anything she is touching
  with her when she activates her power if she gets 1 or
  more RAPs on a Dice Action using her Dimension
  Travel as the AVfEV and the BODY of her taraet as
  o
  the OV/RV. She can bring other people with her
  (which works like Banishment), but she has to go
  with them.
  In a Temporal Pocket time does not pass for
  anyone but Lani and any Characters she brought with
  her. Everything in the pocket is affected by
  something she calls "temporal inertia," which means
  that they are fixed in time and very difficult to move.
  this also affects the air, making it hard to breathe.
  Characters who have not become accustomed to
  living in a Pocket would not be able to survive for
  long. The Velvet Tiger can try to suffocate/starve
  someone by bringing him with her and then stranding
  him. The Character will only be able to survive for an
  hour (10 APs), plus any extra time afforded by Ihe
  victim's Sealed Systems Power (if any). Without the
  Solar Sustenance Power, even a Character who can
  somehow breathe in a Pockel will begin to die of
  thirsl after 16 APs of time.
  The Velvet Tiger has mastered the environment
  of the Temporal Pockets and is able to interact
  normally, giving her a big advantage over opponents
  she brings with her. In any situation where Lani
  comes into direct conflict with one of her guests in a
  Pocket the Action Check should be adjusted by 2
  column shifts in her favor.
  Personality/Role-playing
  Lani Gilbert spent most of her childhood in
  Temporal Pockets, where she had the freedom to play
  with anyone or anything she liked without
  supervision. Her birth certificate says she is only ten
  years old, but she has lived for more than twenty
  years. Unfortunately, she has not matured normally
  and has a childlike that outlook makes her very
  dangerous. She has tried to kill her own brother on
  several occasions and can be lethal if provoked.
  Using Velvet Tiger in Adventures
  The Velvet Tiger is a blackmailer adept at
  learning other peoples secrets and using them to her
  advantage. Originally she restricted her activities to
  petty computer crime, but recently she used her
  power to become the kingpin of Washington's drug
  trade.
  Lani owns everything in the shadow world of the
  temporal pocket and wants to own as much as she
  can in the real world. Driven by greed, her schemes
  usually involve using stolen infonnation to make a
  quick buck. It is only a matter of time before she
  realizes the true impact her power could have and
  starts trading in military secrets and secret identities.
  
  SUPPORTING CAST
  BIBBO
  DEX:
  3
  STR:
  5
  Booy:
  4
  !NT:
  2
  WILL:
  3
  MINO:
  4
  INFL:
  3
  AURA:
  3
  SPIRJT:
  5
  INITIATIVE: 10
  HERO POINTS:
  15
  -Skills: MartIal Artist: 5, Weaponry (Melee): 4
  -Advantages: Area Knowledge (Metropolis Docks);
  Connections: Longshoreman's Union (Low), Street
  (Low), Superman (High); Luck
  -Alter Ego: Mr. Bibbowski (first name unknown)
  -Motivation: Thrill of Adventure
  -Occupation: Former boxer, former dock worker.
  current tavern owner and bouncer
  -Wealth: 10
  Powers and Abilities
  Allhough Bibbo does nol possess any super-
  human abilities, he is widely renowned for his
  formidable strength and fist-fighting prowess.
  Perhaps Bibbo's most extraordinary ability is the fact
  that fortune smiles upon him as evidenced by his
  winning the lottery.
  Gaining Bibbo's Respect
  As a general rule, Bibbo respects strength and
  courage more than just about any other human
  qualities. In game terms, this means that heroes
  interacting with Bibbo can use their APs of STR, APs
  of any Power that allows Ihem to make a Physical
  Attack, or APs of SPIRIT as both Ihe AV and EVof
  any Persuasion attempts aimed at him. Only
  characters with heroic Motivations (Seeking Justice,
  Upholding the Good, Responsibilily of Power, etc.)
  may employ such a tactic since Bibbo seems to
  recognize and shun "rough characters." Note that any
  Persuasion attempt made in this fashion must be
  accompanied by an appropriate display of power or
  courage.
  The Ace O'Clubs
  Bibbo is the current owner and proprietor of a
  seedy tavern located on the Metropolis walerfronl
  known as the Ace O'Clubs. The lavern is oflen the
  firsl stop for heroes or police investigators looking
  for information about the Metropolis underworld (ie.
  several Characters with Low level Street Connections
  are always present), though il is populated by thugs
  and hooligans who like 10 make trouble for such do-
  gooders.
  TYPICAL HOOLIGAN
  DEX:
  3
  STR:
  3
  BODY:
  3
  !NT:
  I
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AUR"
  2
  SPIRJT:
  2
  INITIATIVE: 6
  HERO POINTS:
  5
  -Skills: Weaponry (Melee): 3
  -Advantages: Area Knowledge (Metropolis Docks);
  Connection: Street (Low)
  -Wealth: 10
  -Equipment:
  Broken Bottle [EV: 2, Booy: I]
  Chairrrable [EV: 3, BODY: 2]
  Ever since he became associated with Supennan,
  Bibbo has been trying to force lhe more dangerous
  elements out of the Ace O'Clubs. Under most
  circumstances, he attempts to break up any brawls
  that erupt in the bar (arriving within three phases).
  Personality/Role-playing
  Bibbo is a carouser and hell-raiser who enjoys a
  good fight. Woe be unto those who anger him! While
  certainly nobody's idea of a good role model, Bibbo
  has a good heart and would give a needy friend the
  shirt off his back.
  Superman's recenl death humbled Bibbo even
  further, allowing him to recognize the true value of
  compassIOn.
  Using Bibbo in Adventures
  Bibbo is an excellent source of infonnation for
  player heroes visiting Metropolis. An ideal encounter
  might go something like this: the Player Heroes
  arrive at the Ace O'Clubs looking for information,
  where they are assaulted by hooligans. During the
  ensuing fight, the heroes gain Bibbo's respecI, so he
  decides to use his own Street Connections to help
  them.
  Subplots
  Bibbo's newfound fortune
  has been Ihe
  springboard for numerous Wealth Subplots.
  Furthermore, afler Superman died, Bibbo underwent
  a lengthy Death Guilt Subplol.
  
  CONNIE NOLESKI
  LINDA PARK
  -Skills. CharIsma. 4, DetectIve: 3
  -Advantages: Attractive; Connections: Flash (Wally
  West) (High), Keystone City Media (High)
  -Drawbacks: Minor Irrational Attraction to the Flash
  (Wally West)
  -Motivation: Seeking Justice
  -Occupation: Reporter
  -Wealth: 8
  DR JERRY MCGEE
  -SkIlls: Gadgetry: 7, Medlcme: 7, SCIentISt: 7
  -Advantages: Scholar (genetics)
  -Drawbacks: Married
  -Alter Ego: "Speed McGee"
  -Motivation: Upholding the Good/Psychopathic
  -Occupation: Scientist
  -Wealth: 6
  -Equipment:
  SPEED McGEE COSTUME [BODY: 7]
  While Jerry was Speed McGee, he had the
  Superspeed Power rated at 7 APs, a STR of 8, a
  BODY of 7, the Psychopathic Motivation, and the
  following Drawbacks: Serious Rage, Serious
  Psychological Instability, Strange Appearance, and
  Serious Irrational Attraction to steroids. The Speed
  McGee costume automatically injected Jerry with
  the steroids that gave him his powers at regular
  intervals.
  -Skills: Gadgetry: 7, Medicine: 7, Scientist: 7
  -Advantages: Attractive; Scholar (biomechanics)
  -Drawbacks: Married
  -Motivation: Upholding the Good
  -Occupation: Researcher
  -Wealth: 7
  -SkIlls: Chansma. 7
  -Advantages: Attractive; Connection: Fashion
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  3
  WILL:
  3
  MIND:
  3
  INFL:
  3
  AURA:
  3
  SPIRlT:
  3
  INITIATIVE: 8
  HERO POINTS:
  55
  .
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  7
  WILL:
  5
  MIND:
  3
  [NFL:
  3
  AURA:
  2
  SPIRIT:
  4
  INITIATIVE: 13
  HERO POINTS:
  25
  ..
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  2
  WILL:
  2
  MIND:
  2
  INFL:
  4
  AURA:
  4
  SPIRIT:
  3
  INITIATIVE: 8
  HERO POINTS:
  5
  MASON TROLLBRJDGE
  -SkIlls: Chansma (PersuasIOn): 3
  -Advantages: Connections: Chunk (High), Flash
  (High)
  -Drawbacks: Serious Irrational Attraction to
  involving herself in Wally's life and decisions
  -Motivation: Upholding the Good
  -Occupation: Secretary
  -Wealth: 5
  DR TINA MCGEE
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  2
  WILL:
  2
  MIND:
  3
  INFL:
  3
  AURA:
  2
  SPIRlT:
  3
  INITIATIVE: 7
  HERO POINTS:
  10
  -Skills: CharIsma (Persuasion): 3
  -Advantages: Connections: Flash (Wally West)
  (High), Justice Society of America (High)
  -Drawbacks:Age (old); Married
  -Motivation: Upholding the Good
  -Occupation: Housewife
  -Wealth: 5
  MARY WEST
  FLASH
  SUPPORTING
  CAST
  -SkIlls: VehIcles: 3, Weaponry: 3
  -Advantages: Scholar (home improvement)
  -Drawbacks: Age (old)
  -Motivation: Upholding the Good
  -Occupation: Businessman
  -Wealth: 6
  lOAN WILLIAMS GARRICK
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  2
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRlT:
  3
  INITTATIVE: 6
  HERO POINTS:
  5
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  3
  WILL:
  3
  MIND:
  3
  INFL:
  3
  AURA:
  2
  SPIRlT:
  3
  INITIATIVE: 9
  HERO POINTS:
  10
  I
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  7
  WILL:
  6
  MIND:
  5
  INFL:
  4
  AURA:
  3
  SPIRlT:
  4
  INITIATIVE: 13
  HERO POINTS:
  10
  
  HIPPOLYTE
  DEX:
  9
  STR:
  8
  BODY:
  8
  INT:
  10
  WILL:
  13
  MIND:
  10
  INFL:
  II
  AURA:
  10
  SPIRIT:
  10
  INITIATIYE: 32
  HERO POINTS:
  10
  SUPPORTING CAST
  The Amazons
  In all, approximately one thousand Amazons live
  on Paradise Island. Among the noteworthy Amazons
  are: Phillipus, Menalippe, Aella, Epione, Euboea,
  Hellene, and Mymosyne.
  TYPICAL AMAZON
  ·Powers: Directional Hearing: 3, Running: 6,
  Telescopic Vision: 2
  -Skills: Animal Handling: 7, Martial Artist: 8,
  Military Science (Tracking): 9, Weaponry: 10
  -Advantages: Area Knowledge (Themyscira);
  Connections: Amazons (High), Wonder Woman
  (High); Leadership
  -Drawbacks:
  Minor Irrational Attraction
  to
  overprotecting Princess Diana; Miscellaneous:
  Hippolyte's RV against Killing Combat is only 4,
  but she may use her Martial Artist Skill to augment
  it normally.
  -Motivation: Upholding the Good
  -Occupation: Queen of the Amazons
  -Wealth: 10
  Powers and Abilities
  As an Amazon, Hippolyte is unusually strong
  (able to lift a truck over her head) and fast (able to
  run at approximately 65 miles per hour). Her
  remarkable constitution enables her to withstand
  severe physical punishment, though her skin can be
  penetrated by projectiles and edged weapons.
  Like most Amazons, Hippolyte has been trained
  in the arts of war and combat. She also enjoys the
  typical Amazonian affinity for wildlife.
  Themyscira
  The Amazons inhabit a secret island located at
  the center of the Bermuda Triangle and known as
  Themyscira, or "Paradise Island." Stretching across
  Paradise Island is a vast marble city. Most of the
  walls comprising the city have a BODY of 13.
  Until recently, in DC HEROES terms, only
  characters with the Area Knowledge (Themyscira)
  Advantage knew the exact location of Paradise
  Island. Now that the gods have released the Amazons
  from exile, however, Queen Hippolyte and her
  subjects have allowed outsiders to visit Themyscira
  as ambassadors of other cultures.
  DEX:
  8
  STR:
  8
  BODY:
  8
  INT:
  8
  WtLL:
  8
  MIND:
  8
  INFL:
  7
  AURA:
  7
  SPIRIT:
  8
  INITIATIVE: 32
  HERO POINTS:
  10
  ·Powers: DlfectlOnal Heanng: 3, RunnIng: 6,
  Telescopic Vision: 2
  -Skills: Animal Handling: 7, Martial Artist: 8,
  Military Science (Tracking): 8, Weaponry: 8
  -Advantages: Area Knowledge (Themyscira);
  Connections: Amazons (Low), Wonder Woman
  (Low)
  ·Drawbacks: Miscellaneous: Each Amazon's RV
  against Killing Combat is only 4, but she may use
  her Martial Artist Skill to augment it normally.
  -Motivation: Upholding the Good
  -Wealth: 6
  Personality/Role-playing
  Hippolyte is a gentle, wise, loving queen who
  cares more for her daughter than for life itself. She
  has risked her own life for her daughter before and
  would unhesitatingly do so again. Hippolyte was
  often overprotective of Diana, forbidding her to
  return to Man's World for a time, but she soon
  relented, realizing that Diana's true place is in all the
  world, not only Themyscira.
  As a ruler, Hippolyte is compassionate but firm.
  Her demeanor is softly powerful and calm, but she
  can quickly shift to being the bold, angry, warrior-
  queen when the need arises. Hippolyte has a regal
  bearing and always makes certain she gets what she
  wants. She is far more world-wise than her more
  innocent daughter.
  Using Hippolyte in Adventures
  An adventure set in the Amazonian homeworld
  of Themyscira might prove interesting. In such an
  adventure, the player heroes would have an
  opportunity to explore a strange and interesting
  culture, perhaps learning as much about their own
  society as that of the Amazons. Of course, Hippolyte
  
  JOE POTATO
  DEX:
  3
  STR:
  3
  BODY:
  4
  INT:
  6
  WILL:
  4
  MIND:
  4
  INFL:
  4
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE:
  13
  HERO POINTS:
  20
  -Skills: Charisma: 5, Deteclive: 6, Martial Artist: 5,
  Vehicles (Land): 5, Weaponry (Fireanns): 5
  -Advantages: Area Knowledge (Gotham City);
  Connection: The Batman (Low); Iron Nerves;
  Sharp Eye
  -Drawbacks: Age (old); Minor Irrational Attraction
  to telling potato-related jokes and puns.
  -Motivation: Seeking Justice
  -Occupation: Private Detective
  -Wealth: 4
  -Equipment:
  .38 Pistol [BODY: 4, EV: 3, Ammo: 6, R#: 3)
  .44 Magnum (BODY: 4, EV: 5, Ammo: 6, R#: 3)
  Joe Potato Peeler [BODY: I]
  POTATO VAN [STR: 5, BODY: 7, Running: 7, R#: 2)
  Sawed-Off Shotgun [BODY: 4, AV: 5, EV: 5, Ammo:
  2, R#: 3)
  Powers and Abilities
  Joe Potato possesses no meta-human abilities
  but is a highly skilled investigator (Detective):
  Though he is not an exceptional physical specimen.
  Joe has trained in the Japanese Martial Art aikido,
  which aims to use the attacker's strength against him.
  During the course of his career, Joe has learned to
  expertly handle a gun (Weaponry), and can drive his
  Potato Van like a pro (Vehicles).
  The Art of Aikido
  Mrs. Potato's boy is an expert in the Japanese
  form of self-defense known as aikido. It involves the
  use of many types of holds and throws, in order to
  turn the strength of an attacker against him.
  In game terms, when Joe is attacked in hand-to-
  hand combat, he must wait for his opponent to act
  before he does (effectively holding his Initiative if his
  was higher than his opponent's). After his opponent
  attacks, Joe can immediately counter-attack (even if
  his Initiative indicates otherwise), and he gets a
  bonus of +1 to his AV for every Column Shift his
  opponent scored against him.
  Additionally, if Joe wins the Initiative in a phase,
  and elects to usc the Laying Back maneuver, he gains
  a bonus of +1 Column shift to his own OV, but does
  not suffer the usual penalty of adding +I Column
  Shift to the OVs of anyone he attacks that phase.
  The Joe Potato Peeler
  When it's time to scare the chives out of a crook,
  Joe pulls out his "patented Joe Potato Peeler." It's a
  wicked-looking chrome-plated potato peeler. but it's
  actually made of rubber.
  Joe can use the Peeler to help him in any
  attempts to Interrogate or Intimidate an opponent.
  When he pulls it out and brandishes it, he gains a
  bonus of -I Column Shift from his opponent's OV
  and RV against Interrogation and Intimidation,
  provided of course that the crook thinks the Peeler is
  real. If the target of Joe's Peeler can score positive
  RAPs in a Perception Check against OV/RVs of 616,
  he spots the trick, and Joe's attempt automatically
  fails.
  Personality/Role-playing
  Joe is a tough-as-nails, hard-boiled, no-nonsense
  P.l. He has lived all his life in the worst part of
  Gotham, and that has taught him to really hate crime.
  Joe's not a killer, however, and always "plays strictly
  by the recipe book."
  When using Joe Potato as an NPC, the
  Gamemaster should be sure to throw as many potato
  references into his speech as possible. Every word
  out of his mouth doesn't need to be "potato," but he
  should use as many potato puns and jokes as
  possible, to reinforce his character.
  Using Joe Potato in Adventures
  Joe works the mean streets of Gotham, and will
  take any decent job, if the money's there. He can be
  used in any adventures set in that city, and is
  especially useful as an NPC source of information or
  help for Player Heroes who are tracking down
  villains that are native to Gotham City.
  Joe Potato has worked with the Batman in the
  past, and has a great deal of respect and admiration
  for him. If the need arises. Joe can use his
  Connection with Batman to gain the aid of the caped
  hero. However, Joe will only resort to this if he can't
  get the job done himself. He will never run to Batman
  at the first sign of trouble.
  
  JOSHUA CLAY
  deceased
  DEX:
  5
  STR:
  3
  BODY:
  5
  [NT:
  6
  WILL:
  5
  MIND:
  5
  INFL:
  4
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  IS
  HERO POINTS:
  35
  -Powers: Energy Blast: [2, Flight: 6
  -Skills: Medicine: 7, Vehicles (Land): 5, Weaponry: 5
  -Advantages: Connection: Doom Patrol (High)
  -Drawbacks: Dark Secret (Vietnam desertion)
  -Alter Ego: Jonathan Carmichael, Tempest
  -Motivation: Unwanted Power
  -Occupation: Doctor
  -Wealth: 6
  Powers and Abilities
  Joshua Clay was bom with the 'meta-gene' but it
  laid dormant until a moment of crisis in Vietnam
  when it manifested as the mutant power to generate
  blasts of heat powerful enough to melt steel. As
  Tempest of the Doom Patrol, Joshua learned to
  channel this energy to produce thrust, propelling his
  body through the air. He could fly at speeds
  approaching 100 miles an hour but usually travelled
  at a steady cruising speed of 60 miles an hour.
  Reluctant Hero
  The Unwanted Power Motivation does not go far
  enough in explaining Joshua's reluctance La use his
  powers. Over the years he has had reason to blame
  many personal tragedies on his powers and came to
  associate his Tempest identity with disaster. Any
  time Joshua would be tempted to use his powers he
  had to roll an II or better on 20 I0 or he could not
  bring himself to do it and had to seek some other
  alternative, no matter how futile it seemed.
  Doom Doctor
  Joshua was a practicing physician who served as
  the Doom Patrol's resident medic. In this capacity he
  had to treat bizarre injuries to unique individuals on a
  regular basis.
  Normally, the Surgery subskill of Medicine is
  used to heal physical damage. When treating unusual
  patients standard action modifiers should be assigned
  as summarized on the universal modifier chart.
  As an example, treating Rebis is a Challenglng
  task because of "hir" peculiar physiology, modifying
  any surgery attempt by +1 Column Shift to the
  OV/RV. Treating whal is left of Cliff Steel's
  (Robotman's) human body is a Difficult task because
  of the intrusive cybernetics, so a +2 Column Shift
  modifier should be applied.
  Personality/Role-playing
  Like most of his friends in the Doom Patrol,
  Joshua felt that his powers were more of an affliction
  Ihan a blessing. He also Ihought that dressing up in
  colorful costumes to fight crime was kind of stupid
  and regretted the years he spent as Tempest.
  Since leaving the team Joshua became more
  introspective, searching for answers to the many
  problems that plagued his Iroubled life. He was
  usually an easygoing guy unless forced to deal with
  the four-color life he left behind, in which case he
  became frustrated and anxious.
  Joshua was part of the support for the new Doom
  Patrol, serving as their doctor. He had not been
  Tempest in a long time but would use his powers in
  self defense or if innocents were threatened in his
  presence.
  Using Joshua Clay in Adventures
  Joshua could have been involved in any plot that
  involved the Doom Patrol, especially if they were
  threatened by one of their old enemies whom he
  fought as Tempest. He was seldom encountered
  without the Doom Patrol, but would have made an
  excellent contact.
  SUbplots
  A deserter from the army, Joshua had been on
  the run since Vietnam. From time to time he thought
  he has been discovered, so he changed his identity
  and moved to another city. Among his friends in the
  Doom Patrol he had no need to conceal his true
  identity (Secret Past/Secret Identity Subplots).
  A criminal named Spooner provided Joshua
  with the identity of Jonathan Carmichael, allowing
  him to attend medical school and set up private
  practice. Underworld characters like Spooner from
  Joshua's Criminal Past proved problematical to him
  from time to time.
  
  SUPPORTING CAST
  KING JONN
  -SkIlls: Chansma: 7, Martial ArtiSt. 6, MJiJtary SCience: 8,
  Scientist: 6, Vehicles: 5, Weaponry: 4
  -Advantages: Connections: Science Police (High)
  -Drawbacks: Minor Psychological Instability (depression)
  -Alter Ego: Shvaughn Erin
  -Motivation: Upholding the Good
  -Occupation: Science Police Chief
  -Wealth: 6
  -Equipment:
  Blaster [BODY: 5, Energy Blast: 8, R#: 2]
  -Skills: Chansma: 10, Martial Artist. 5, MIlllary SCience: 9
  -Advantages: Connections: United Planets Governments
  (High), Legion of Super-Heroes (Low); Leadership
  -Motivation: Responsibility of Power
  -Occupation: Commander, United Planets Militia
  -Wealth: 12
  SEAN ERIN
  -Powers: Recall: 10
  -Skills: Charisma (Persuasion): 8, Gadgetry: 10, Martial
  Artist: 6, Military Science: 8, Scientist: 8, Vehicles: 8,
  Weaponry: 6
  -Advantages: Connections: Legion of Super-Heroes
  (High); Genius; Gift of Gab; Sharp Eye
  -Drawbacks: Catastrophic Physical Restriction: Loomis is
  missing his right arm and wears a prosthesis.
  -Motivation: Responsibility of Power
  -Occupation: Handyman
  -Wealth: 5
  LOOMIS
  ROND VIDAR
  -Powers: Iron Will. 14
  -Skills: Charisma: 6, Gadgetry: 8, Scientist 9
  -Advantages: Connections:
  Anti~Earthgov Resistance
  (High), Legion of Super-Heroes (High); Iron Nerves;
  Scholar (temporal physics)
  -Motivation: Responsibility of Power
  -Occupation: Former Green Lantern
  -Wealth: 5
  DEx:
  4
  STR:
  5
  BODY:
  5
  TNT:
  7
  WILL:
  5
  MIND:
  5
  INPL:
  4
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE:
  J7
  HERO POINTS:
  60
  "
  '
  ,
  DEX:
  6
  STR:
  5
  BODY:
  4
  TNT:
  II
  WILL:
  10
  MIND:
  5
  lNFL:
  4
  AURA:
  4
  SPIRIT:
  4
  TNlTIATIVE:
  23
  HERO POINTS:
  65
  DEX:
  3
  STR:
  3
  BODY:
  3
  lNT:
  8
  WILL:
  7
  MIND:
  6
  TNFL:
  8
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE:
  21
  HERO POINTS:
  60
  DEX:
  4
  STR:
  4
  BODY:
  5/12
  INT:
  9
  WILL:
  15
  MIND:
  13
  INFL:
  4
  AURA:
  3
  SPIRIT:
  12
  INITIATIVE:
  17
  HERO POINTS:
  70
  CALORIE QUEEN
  LEGION OF
  SUPER-HEROES
  SUPPORTING
  CAST
  MARTEALLON
  ·Powers: ACid: 18, SystemJc AntJdote: 18
  -Skills: Charisma: 8, Martial Artist: 6
  -Limitations: Miscellaneous: Acid represents Taryo's
  digestive juices. She must eat objects to dissolve them;
  Systemic Antidote is only for imbibed toxins; The more
  mass Taryn eals, the more her STR rises. She can add the
  APs of weight of objects eaten to her STR Attribute, to a
  maximum of 8. This increase lasts approximately one
  hour (10 APs),
  -Advantages: Connections: United Planets Governments
  (High), Tenzil Kern (High); Scholar (politics)
  -Alter Ego: Taryn Loy
  -Motivation: Thrill of Adventure
  -Occupation: Senator
  -Wealth: 5
  -Skills: Chansma. 10, DetectIve (Law). 8
  -Advantages: Connections: United Planets Governments
  (High), Science Police (High); Leadership; Scholar
  (politics)
  -Drawbacks: Married
  -Motivation: Upholding the Good
  -Occupation: Royal Aide
  -Wealth: 8
  CIRCE deceased
  -Skills: Martial Artist: 6, Military SCIence. 6, SCientist: 6,
  Vehicles: 6, Weaponry: 6
  -Advantages: Connection: Earthgov (High)
  -Motivation: Mercenary
  -Occupation: Science Police Officer
  -Wealth: 8
  -Equipment:
  Blaster [BODY: 5, Energy Blast: 7, R#: 21
  DEX:
  3
  STR:
  2
  BODY:
  3
  TNT:
  6
  WILL:
  6
  MIND:
  6
  INFL:
  7
  AURA:
  7
  SPIRIT:
  4
  INITIATIVE:
  16
  HERO POlNTS:
  60
  "
  DEX:
  6
  STR:
  4-8
  BODY;
  6
  INT:
  4
  WILL:
  4
  MlJ'w:
  3
  INFL:
  3
  AURA:
  4
  SPIRIT:
  2
  INITIATIVE:
  15
  HERO POINTS:
  60
  -
  DEX:
  4
  STR:
  5
  BODY:
  3
  TNT:
  8
  WILL:
  8
  MIND:
  4
  INFL:
  7
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE:
  21
  HERO POINTS:
  60
  
  SUPPORTING CAST
  LOIS LANE
  DEx:
  2
  STR:
  2
  Booy:
  2
  INT:
  3
  WILL:
  3
  MIND:
  3
  lNFL:
  3
  AURA:
  2
  SPIRIT:
  4
  INITIATIVE:
  10
  HERO POINTS:
  IS
  -Skills: Artist (Writer): 5, Detective: 3, Martial
  Artist: 3, Weaponry (Firearms): 2
  -Advantages: Area Knowledge (Metropolis);
  Connections: Dai Iy Planet (High), Superman
  (High); Sharp Eye
  -Drawbacks: Miscellaneous: Lois has a strange
  knack for getting into trouble, which frequently
  results from her tendency to rush headlong into
  situations that might be better approached with
  more caution (treat as a Serious Irrational
  Attraction
  if
  she
  tdes
  to
  overcome
  her
  impulsiveness).
  -Motivation: Thrill of Adventure
  -Occupation: Reporter
  -Wealth: 7
  Powers and Abilities
  Lois picked up self-defense and rudimentary
  firearms training while growing up on an army base
  and can hold her own when the going gets tough, but
  she is famous for her skill as a reporter.
  Doomsday
  Recently, Superman was killed by the creature
  known only as Doomsday. As this supplement goes
  to press the Man of Steel's ultimate fate is still
  uncertain. Obviously the outcome will have a
  profound effect on Lois, but as we cannot predict
  what the future holds for the Metropolis Marvel and
  his fiancee, we will have to watch and wait as the
  story is played out to its conclusion.
  Blind Spot
  Despite the fact that Lois Lane is widely
  recognized as one of the finest investigative reporters
  in her field she was never able to solve the mystery of
  Superman's secret identity.
  Countless clues presented themselves during her
  extended courtship with Clark Kent and Superman,
  but she never seemed to notice them.
  One of the possible reasons the ace reporter
  never managed to put two and two together is the
  ongoing effort by Superman to keep his identity a
  secret. Kal-EI is a brilliant man whose keen insights
  into human nature devised many believable
  di versions.
  A short time ago, the Man of Steel revealed his
  dual identity to Lois so their marriage could be based
  on honesty, trust, and mutual respect.
  When playing Lois before Superman has
  revealed his dual identity to her, bear in mind that she
  will subconsciously resist discovering his secret,
  conveniently rationalizing alternative explanations
  for any evidence she happens to encounter.
  Personality/Role-playing
  Lois is driven to succeed. Since she was a little
  girl she has tried to prove herself by working harder
  than anyone else. This outlook has done wonders for
  her career but has made her personal life rather
  difficult at times. Fortunately, her fiance also has a
  job that takes him out of town a lot.
  Using Lois Lane in Adventures
  Lois and Superman are inseparable. Lois is
  rarely involved in adventures that involve any hero
  other than Superman, and she has an uncanny knack
  for being in the wrong place at the right time (for a
  reporter). If The Man of Steel is indesposed for some
  reason (including his recent death), the Player Heroes
  might become involved in plots involving Lois,
  especially if the heroes arc based in Metropolis.
  Subplots
  Lois is involved in a Job Subplot with the Daily
  Planet that keeps her very busy and tends to get her
  into trouble. Before she knew ahout his dual identity
  she had a friendly rivalry there with Clark Kent.
  Lois has been swept up in a Romance Subplot
  that keeps changing, for at first her Romance was her
  infatuation with Superman. Later, it was her
  relationship with Clark Kent. Finally, the truth was
  revealed and she could declare her love for Kal-el.
  Since Superman died in her arms, Lois has been
  suffering through a particularly harrowing Death
  Guilt Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book. Superm(ln- The M{w of Steel
  Sourcebook. Deadly Fusion
  
  SUPPORTING CAST
  MERA
  DEX:
  6
  STR:
  6
  BODV:
  7
  INT:
  7
  WILL:
  7
  MIND:
  5
  INFL:
  3
  AURA:
  4
  SPIRIT:
  4
  INlTIATIVE:
  16 [18]
  HERO POINTS:
  25
  ·Powers: Force Manipulation: 11, Regeneration: 6,
  Swimming: 7, Telepathy: 3, Water Control: 8,
  Water Freedom: 8
  'Skills: Charisma: 4
  -Limitations: Power Restriction: Mera's Force
  Manipulation Power actually represents her ability
  to create "solid water" constructs. It can only be
  used to form simple objects like battering rams and
  waJIs. Any constructs created must be made from
  existing water within Normal Range.
  'Advantages:
  Area
  Knowledge
  (Atlantis);
  Connections: Aquaman (High), Poseidonis (High)
  'Drawbacks: Married; Serious Psychological
  Instability; Fatal Vulnerability: Mera begins to die
  after being out of the water for one hour.
  'Mntivation: Responsibility of Power
  -Occupation: Former Queen
  'Wealtb: 8
  Powers and Abilities
  Mera has the ability to mentally control large
  volumes of water (Water Control). Through the use
  of this ability, she can create objects out of water by
  "solidifying" it. She can form large fists, walls,
  platforms, etc. from any water within 2 miles (Force
  Manipulation).
  In addition to her command of water, Mera has a
  number of physical Powers. She can breathe and
  move about freely underwater (Water Freedom), and
  can communicate through limited Telepathy. Mera
  can swim fast enough to keep pace with her husband
  Aquaman (100 miles per hour). Her body is strong
  enough to aJlow her to survive the crushing pressures
  of the ocean depths (accounting for her high STR and
  BODY scores), and she can apparently survive mortal
  wounds through accelerated healing (Regeneration).
  "Solid Water"
  Mera's most formidable ability is her command
  over water, represented by her Water Control and
  Force Manipulation Powers. Some of the effects she
  can achieve using these Powers include:
  -The ability to summon a large wave to attack an
  opponent. This is a Physical Attack with AVfEYs
  equal to her APs of Water Control and OV/RVs
  equal to her opponent's DExiBoDY.
  -The ability to sweep an opponent underwater in an
  effort to drown him. This attack requires an Action
  Check with an AV/EV equal to Mera's APs of
  Water Control against an OV/RV equal to the
  opponent's DEXISTR. If this Check yields positive
  RAPs, the target is dragged underwater and suffers
  the appropriate penalties (see page 25 of the Rules
  Manual). To resurface, the opponent must gain
  positive RAPs on an Action Check, using his
  DEXISTR as the AVlEV, and the RAPs from the
  original Water Control Attack as the OVIRV.
  -The ability to automatically summon forth a large
  wave for propulsion along the surface of the water.
  [n this manner, Mera can travel at a speed equal to
  her APs of Water Control.
  -The ability to form objects out of "solid water."
  Mera can create any simple object out of water
  (subject to GM discretion). Created objects have
  total APs in Physical Attributes and Powers equal
  to her APs of Force Manipulation, but she may
  divide the Power APs between the object's Abilities
  as desired (no object Mera creates in this fashion
  may
  have
  Mental
  or Mystical
  Powers
  or
  Attributes). Objects Mera creates from "solid
  water" need not be given APs of BODY but in such
  cases, the created object immediately disperses into
  normal water upon physical contact with another
  solid object.
  Personality/Role-playing
  Mera is a truly sensitive and caring individual.
  She will go out of her way to help those in need, and
  often has to cajole her husband (Aquaman) to aid her
  in these endeavors. Although he too is genuinely
  heroic, he is often lost in thought regarding the many
  trials and tribulations of his life. It takes Mera's
  soothing but commanding voice to bring him out of
  his reveries.
  After the loss of her son, Mera gradually began
  to lose her grip on reality. She blamed Aquaman for
  her son's death, and even tried to kill him. Her
  attempt on his life was unsuccessful, and she returned
  to her home dimension through unknown means
  immediately thereafter. Still in a confused state of
  
  SUPPORTING CAST
  VICKI VALE
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  3
  WILL:
  3
  MIND:
  2
  INFL:
  3
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE:
  8
  HERO POINTS:
  10
  'Skills: Artist (Photographer): 6, Detective: 2,
  Charisma: 4
  'Advantages: Attractive; Connections: Picture News
  (High), Bruce Wayne (Low); Sharp Eye
  'Drawbacks: Miscellaneous: Vicki has a knack for
  getting into trouble, which frequently results from
  her tendency to rush headlong into situations that
  might be better approached with more caulion
  (treal as a Minor Irrational Attraction if she tries to
  overcome her curiosity).
  'Motivation: Thrill of Adventure
  ·Occupation: Photojournalist
  'Wealth: 6
  'Equipment:
  Camera [BODY: 1, Recall: 7, R#: 3] Vicki is seldom
  far from her equipment. She carries a portable
  camera in her purse and professional photography
  gear in the trunk of her car.
  Powers and Abilities
  Vicki Vale is a talented photographer who uses
  her investigative and deductive talents to reveal the
  trulh for all the world to see. She is also a persuasive
  beauty who is not above using her feminine wiles to
  sidestep masculine opposition.
  Photojournalism
  Vicki
  is
  one
  of
  the
  world's
  leading
  photographers. To prepare a photo spread she uses
  her Artist (Photographer) Subskill as the AV/EV
  against an OV/RV determined by the Automatic
  Action column of the Universal Modifiers table. The
  RAPs determine the success of her presentation;
  1-2 Fair: professional but forgettable - nOI her best
  work. Vicki usually rejects photos of this quality to
  maimain her reputation even if it means are-shoot.
  3-5 Good: A striking image thal effectively
  communicates the intended message or idea.
  6-9 Exceptional: She has created a memorable
  image that is evocative and affecting. Most of
  Vicki's work is of this caliber or better.
  10+ Award-Winning: The kind of picture that
  embodies the subject matter so perfectly it becomes
  famous. Vicki's work has won several major
  awards.
  Picture News
  Vicki works for a magazine called Picrure
  ews
  that chronicles current events and important issues of
  the day with photographs. Its accessible format has
  made it a popular publication widely read in many
  countries. Connections with Vicki or Picture News
  can be a valuable resource for Characters with
  investigative skills. PN's archival 'morgue' is a
  treasure trove of useful facts that could provide the
  much needed break that wraps up a difficult case.
  Personality/Role-playing
  Vicki is a driven woman, energetic and upbeat
  but with a serious mind. She is devoted to finding the
  truth and will not let anything stand in her way. A
  dedicated career woman, her job has always come
  first and probably always will.
  Using Vicki Vale in Adventures
  Vicki has a lot of contacts in the news industry
  and can provide useful background information on a
  wide variety of subjects.
  Bruce Wayne once dated Ms.Vale and he keeps
  an eye on her as the Batman. If she is in danger the
  Dark Knight will not be far behind.
  Subplots
  Vicki is involved in a Job Subplot that dominates
  her life, leaving her little time for romance. She is
  one of the best photographers working for Picture
  News and is perpetually 'on assignment,' which often
  takes her out the country for months at a time.
  Despite these obstacles Vicki has maintained an
  ongoing Romance subplot with Bruce Wayne. At
  present the two are no longer seeing each other, but
  their relationship was getting fairly serious for a
  while and they are still good friends.
  Vicki does not know Bruce Wayne's strange
  secret but her perceptive talents and quest for the
  truth may one day lead her to the ultimate conclusion
  that her ex-boyfriend is the Dark Knight.
  
  BATCAVE
  [BODY: 14 (slone walls), BODY: 17 (double-scaled doors),
  LAB: 15, Security System: 12]
  Description
  The Batcave serves as the Batman's headquarters as
  well as his sanctuary. It is here that he builds and repairs
  his various gadgets, deciphers important clues, and
  maintains his physical regimen.
  BATCOMPUTER [BODY: 6, INT: 6, Detective: 6,
  Gadgetry: 6, Medicine (Forensics): 6, Military Science:
  6, Radio Communication: 17, Recall: 13, Scientist 6,
  Split: 5, R#: 2J
  The Batcomputer has access 10 files on criminals and
  wrong·doers from law enforcement agencies throughout
  the world. II can be accessed remotely via a microwave
  link with the Batmobile (Radio Communication). It is
  also lied in to all of the equipment in the lab (see
  "Balman's Crime Lab" below). The Balcomputer's Split
  Power represents it's ability 10 muhi~task, allowing it to
  make duplicates of its "mind," each of which may run
  separate programs.
  BATMOBILE [STR: 7, BODY: 9, Flame Immunity: 8, Fog:
  7, Heat Vision: 7, Military Science (Tracking): 10, Radio
  Communication: 17, Recall: 12, Running: 7, Security
  System: 10, Skin Annor: 5, ThieF (Stealth): 8, Vehicles
  (Land): 5, R#: 2]
  For details on the Abilities of the Batmobile, see its
  separate entry in Who's Who #2.
  Aside from the ubiquitous Batmobile, the Batman also
  has access to highly sophisticated aircraft: the Batcopter,
  Batglider, and Batplane. These seldom-used vehicles are
  stored in hangars in a nearby hill. Camouflaged doors and a
  fog machine (Fog: 15) allow undetected entry and exit.
  BATCOPTER [STR: 7, BODY: 7, Flight: 7, Radar Sense: 17,
  Radio Communication: 18, Recall: 12, Thief (Stealth): 5,
  Vehicles (Air): 5, R#: 2J
  The Batcopler includes a "Steallh mode" which allows
  silent operation while hovering, and sophisticated auto-
  piloting capabilities (Vehicles). The Batcopter is also
  equipped with a 5 AP long cable and winch for rescue
  operations.
  BATGLlDER [STR: 3, BODY: 5, Flight: 2, Glidiog: 8]
  This heavily-modified bang glider is capable of takeoffs
  and landings from vertical surfaces, using a pair of jets
  attached to its wing pylons. It is collapsible, and can be
  reduced to the size of a backpack for transport if the jets
  are removed.
  BATPLANE [STR: 8, BODY: 10, Flight: II, Projectile
  Weapons: 7, Radar Sense: 20, Radio Communication:
  19, Recall: 12, Sealed Systems: 14, Vehicles (Air): 5,
  Hardened Defenses, R#: 2]
  TECHNOLOGY
  Batman's Crime Lab
  The lab has all of the latest equipment needed for
  forensic and analytical studies. Any and all equipment and
  data found here is tied into the Batcomputer so that test
  results may instantly be calalogued and applied {Q any
  investigations currently taking place.
  Each device is rated at 6 APs, the same rating as the
  Batcomputer's Skills. When the Batman uses any of the
  equipment in his lab, the APs of the Balcomputer's Skills
  enhance his ability by reducing the OVIRV of the analysis
  attempl by the APs of the Skill being used (6). Some of the
  more advanced items in the lab are:
  -Ballistic l\'licroscope: This item is used for comparing
  bullets to determine if they were fired by the same
  weapon. The Batman also maintains a large collection of
  various fireamls so that comparisons and test-firings can
  be made.
  -Chemical Chromograph: This piece of equipment is
  used to determine the chemical makeup of various
  substances.
  -Electron Microscope: This device allows detailed
  examination of miniscule traces of debris (Microscopic
  Vision: 20].
  -DNA Typing Spectrograph: This machine, after a long
  3-day process, will break down a tissue or bodily fluid
  sample and produce a DNA profile. This profile is then
  matched against a sample taken from a suspect. Chances
  of any two profiles from two different people being
  identical is roughly I in 10 billion.
  Harold the Hunchback
  Harold was rescued from a roadside beating by the
  Penguin, who discovered that the horribly deformed and
  mute hunchback possessed an intellect that surpassed even
  his own. Penguin proceeded to use Harold's genius to aid
  his "fowl" schemes, until they were foiled by the Batman,
  who rescued Harold from the Penguin's evil influence.
  Harold now Lives and works in the Batcave, aiding the
  Batman by building and repairing his equipment and
  maintaining the Balcomputer's files. In his free time,
  Harold likes to watch soap operas.
  HAROLD
  DEX:
  I
  STR:
  3
  BODY:
  3
  LV[:
  10
  WILL:
  4
  MIND:
  4
  {Nfl.:
  2
  AURA:
  I
  SPIRIT:
  3
  INITIATIVE:
  13
  HERO POINTS:
  IO
  -SkIlls: Gadgetry. 13
  -Advantages: Genius; Scholar (computers)
  -Drawbacks: Serious Physical Restriction: Mute; Strange
  Appearance
  -Occupation: Batcave TechnicaJ Assistant
  -Motivation: Unwanted Power
  -Wealth: 4
  
  BOOM TUBE
  Tube remains open for up to ten minutes, or until the
  summoner releases it.
  Darkseid (see Villains, Darkseid for details) has
  incorporated the circuitry necessary to control Boom
  Tubes directly into his uniform. He absorbs the X-
  Element necessary to power the tubes into his body.
  If Darkseid
  fails
  a Reliability Check
  while
  summoning a tube, his supply of X-Element is
  exhausted and must be replenished before he can
  summon another tube.
  The circuitry necessary to summon and control
  Boom Tubes is complex and rare. In his palace on
  New Genesis, Highfather of the New Gods maintains
  a vast machine incorporating such circuitry. Most of
  the Boom Tubes used by the New Gods are
  summoned by this machine. Alerting the machine to
  summon a Tube requires a Mother Box and a sample
  of X-Element. For all practical purposes, the range at
  which a Tube may be summoned is inlinite. The only
  limitation of Highfather's machine is that it is only
  capable of summoning a single Tube at a time. Since
  there are many New Gods who call upon the
  machine, users are not assured of getting a Tube
  every time they need one. When a user attempts to
  summon a Boom Tube with the machine, first roll
  against the the R# of his or her Mother Box. If this
  check fails, the Mother Box has run out of X-Element
  and may not be used to summon a Tube until the
  supply is replenished. If the check succeeds, roll
  against the Summoning Machine's R#. If this second
  check fails, someone else is using the machine and
  the summoner must begin all over again next phase.
  Summoning a Boom Tube
  SUMMONING MACHINE [Dimension Travel: 8,
  Warp: 65, BODY: 25, R#: 9)
  HIMON (INVENTOR OF THE BOOM TUBE)
  SkIlls. Chansma. 10. Gadgetry: 20. SClenllst: 25•
  Thief: 5
  ·Advantages: Area Knowledge (Apokolips);
  Connections: Mister Miracle (High); Genius;
  Scholat (the Source, X-Element); Sharp Eye
  ·Drawbacks: Guilt: Himon is pained by the fact that
  he discovered X-Element, thus boosting Darkseid's
  power.
  -Motivation: Responsibility of Power
  -Occupation: Scientist, Teacher
  ·Equipment:
  Mother Box (see Technology, Mother Box for details
  in Who's Who #f)
  PHASING CIRCUITRY [Teleportation: 18, BODY: 2,
  R#: 2]
  The phasing circuitry built into his costume allows
  Himon to teleport to a range of 250 miles.
  ANDROID DUPLICATES
  Over the years, Himon has constructed several
  robotic duplicates of himself. Each duplicate has all
  Himon's Attributes and Skills. The OVIRV of the
  Perception Check necessary to notice that a
  duplicate is not actually Himoll is 15/15.
  15 AP ABCD Omni-Gadgets (x2)
  Personality/Role-playing
  Himon is wise and egotistical. Reckless and
  overconfident, he often strolls right into incredibly
  dangerous situations. A true free spirit, he refuses to
  take orders from anyone.
  DEX:
  7
  STR:
  5
  BODY:
  6
  INT:
  21
  WILL:
  24
  MIND:
  15
  INFL:
  8
  AURA:
  8
  SPIRIT:
  9
  INITIATIVE: 36
  HERO POINTS:
  125
  •
  Boom Tubes
  Using Boom Tubes in Adventures
  Boom Tubes are generated with the aid of X-
  Element, a rare substance found only in isolated
  corners of the multiverse. With the proper controlling
  technology and enough X-Element, a knowledgeable
  user can summon a Boom Tube capable of
  connecting any two points in the uni verse.
  In DC HEROES terms, Boom Tubes have the
  Warp Power rated at 65 APs and the Dimension
  Travel Power rated at 8 APs. Once opened, a Boom
  Unless you are running an Adventure featuring
  the New Gods as player heroes, we recommend that
  you prevent the heroes from acquiring the ability to
  summon Boom Tubes themselves, as it can easily
  spoil game balance. Instead, the player heroes are
  more likely to encounter the Boom Tubes summoned
  by Highfather and Darkseid that allow them to
  transport their minions to Earth.
  
  LEXCORP
  LEXCORP SECURITY GUARDIBODYGUARD
  DEX:
  4
  STR:
  3
  BODY:
  3
  TNT:
  3
  WILL:
  3
  MIND:
  3
  [NFL:
  3
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE: 12
  HERO POINTS:
  5
  -SkIlls: Gadgetry. 2, MaltIaI Artist. 4, Military
  Science: 4, Vehicles: 3, Weaponry: 5
  -Advantages: Connections: Lexcorp (Low)
  -Motivation: Mercenary
  -Occupation: Soldiers, Bodyguards
  -Wealth: 4
  -Equipment:
  ARMORED VEST [Booy: 5]
  Laser Pistol [AV: 5, EV: 6, Ammo: 10, Range: 6,
  R#: 3]
  LEXCORP SCIENTISTffECHNICIAN
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  6-13
  WtLL:
  6
  MIND:
  4
  INFL:
  2
  AURA:
  2
  SPIRIT:
  2
  INITIATIVE: 10-17
  HERO POINTS:
  5
  -SkIlls: Gadgetry: 6-13, SCience. 6-13
  -Advantages: Connection: Lexcorp (Low); Genius
  (sometime); Scholar (scientific specialty)
  -Motivation: Mercenary
  -Occupation: Scientists
  -Wealth: 7
  TEAM LUTHOR AGENT
  DEX:
  5
  STR:
  4
  BODY:
  4
  INT:
  3
  WILL:
  4
  MIND:
  4
  INFL:
  3
  AURA:
  3
  SPIRIT:
  4
  INITIATIVE: II
  HERO POINTS:
  [5
  -SkIlls. MliItary SCIence. 4, Weaponry. 5
  -Advantages: Connection: Lexcorp (High)
  -Drawbacks: Miscellaneous: Team Luthor agents
  may act only upon the direct orders of a senior
  Lexcorp executive, usually Mr. Luthor himself.
  -Motivation: Mercenary
  -Occupation: Lexcorp employees
  -Wealth: 6
  -Equipment:
  TEAM LUTHOR BATTLESUIT [Dex: 7, SIr: 11,
  Body: 12, Energy Blast: 10, Flight: 7, Sealed
  Systems:
  14, X-Ray Vision: I [, Telescopic
  Vision: II]
  The Luthor battlesuit boosts the strength of its user
  by more than 1,000 times, allowing most users to
  TECHNOLOGY
  bench press several tons. In addition, the armor is
  capable of repelling a direct hit from a large caliber
  artillery shell. It also grants its wearers enhanced
  senses and allows them to fire energy blasts.
  Lexcorp Facilities
  In the United States, Lexcorp maintains facilities
  in Los Angeles, Denver, Houston, New Orleans,
  Chicago, Gotham City, Boston, and of course,
  Metropolis. Lexcorp's foreign holdings include
  facilities in Australia, Venezuela, Argentina, Brazil,
  Germany, Switzerland, France, South Africa, Saudi
  Arabia, Japan, Singapore, and Hong Kong.
  The typical Lexcorp facility is a large reinforced
  skyscraper (BODY of the exterior walls is 15; BODY of
  the interior walls is 13) and boasts a Laboratory rated
  at 16 APs (20 APs for the Metropolis facility), and a
  vehicle hangar. The typical facility is staffed by 20-
  200 security personnel; 40-400 scientists and
  technicians, and between one hundred and two
  thousand support personnel. As a whole, Lexcorp has
  a Wealth rating of 30. Individual facilities have
  Wealth Ratings of 24 (25 for the Metropolis facility).
  Lexcorp Gadgets
  LEXWING AIRCRAFT [STR: 8, BODY: 10, Flight:
  13, Radar Sense: 20, R#: 2]
  The Lexwing is a sleek, personal jet transport. It is
  favored by executives and wealthy celebrities.
  PROTOTYPE BATTLESUlT [DEX: 7, STR: 10,
  BooY: [0, Energy Blast: 10, Flight: 7, Sealed
  Systems: 14, X-Ray Vision: II, Telescopic Vision:
  II,R#:4]
  The battlesuit worn by Team Luthor went through a
  flawed prototype version before it was perfected.
  This version of the suit permanently reduces its
  wearer's INT to I if it is WOI11 for an hour or more at
  a time.
  POWER BROADCAST SATELLITE [Enchantment:
  8, Flight: 6, BODY: 7]
  Luthor built a special broadcast satellite that
  allowed him to interfere with the powers and
  abilities of certain meta-humans. Generally, the
  satellite boosted the power Luthor selected and
  prevented the meta-human from deactivating the
  power. When used to target Superman's Heat
  Vision, for instance, the satellite forced the Man of
  Steel to randomly blast characters and objects in his
  flight path.
  
  TECHNOLOGY
  PROJECT CADMUS
  DR. WALTER JOHNSON
  DONOVAN
  TYPICAL "HAIRY"
  D D
  DEX:
  3
  Sm:
  3
  BODY:
  3
  INT:
  8
  WILL:
  6
  MIND:
  6
  INFL:
  4
  AURA:
  4
  SPIRIT.
  4
  INITIATIVE: 15
  HERO POINTS:
  30
  'Skills: Gadgetry: 7, Scientist: 8
  'Advantages: Connections: Cadmus Project (High);
  Genius; Scholar (biochemistry)
  'Motivation: Upholding the Good
  -Occupation: Scientist
  'Wealth: 8
  'Skllls: Gadgetry. 9, ScwntIst. 9, Vehicles. 9
  'Motivation: Upholding the Good
  'Wealth: 0
  'Skills: Gadgetry: 9, SCientIst: 10
  'Advantages: Scholar (genetics)
  -Motivation: Power Lust
  -Occupation: Scientist
  'Wealth: 8
  R.
  ABNEY
  DEX:
  3
  Sm:
  3
  BODY:
  3
  INT:
  9
  WILL:
  7
  MIND:
  6
  INFL:
  4
  AURA:
  3
  SPIRIT:
  4
  INITIATlVE: 16
  HERO POINTS:
  35
  DEX:
  7
  Sm:
  6
  BODY:
  6
  lNT:
  10
  WILL:
  9
  MIND:
  9
  INFL:
  5
  AURA:
  4
  SPIRIT:
  5
  INITIATIVE: 22
  HERO POfNTS:
  25
  PATRICK MACGUlRE
  D
  THOMAS THOMPKINS
  J
  GABRIELLI
  'Skllls: Gadgetry. 4, Marual ArtIs!. 5, SCientist: 6
  'Advantages: Connections: Project Cadmus (High);
  Scholar (engineering)
  'Motivation: Upholding the Good
  -Occupation: Engineer
  'Wealth: 7
  'Skllls: CharIsma: 6, Gadgetry. 8, SCIentIst. 8
  'Advantages: Connections: Project Cadmus (High);
  Genius; Scholar (genetics)
  'Motivation: Upholding the Good
  -Occupation: Scientist
  'Wealth: 9
  R.
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  8
  WILL:
  6
  MrND:
  6
  TNFL:
  5
  AURA:
  5
  SPIRIT:
  4
  INITIATIVE: 16
  HERO POINTS:
  35
  DEX:
  4
  STR:
  4
  BODY:
  4
  INT:
  6
  WILL:
  6
  MIND:
  6
  INFL:
  4
  AURA:
  4
  SPIRIT:
  6
  INITIATIVE: 16
  HERO POINTS:
  35
  OHN
  DEX:
  2
  STR:
  3
  BODY:
  3
  INT:
  5
  WILL:
  4
  MIND:
  5
  INFL:
  4
  AURA:
  4
  SPIRIT:
  4
  lNlTIATIVE: 11
  HERO POINTS:
  35
  D
  BILEX
  'Powers: 'linked
  Mind Blast: 12*, Mind Probe: 12*, Remote
  Sensing: 12*, Telekinesis: 12*, Telepathy: 12*
  'Skills: GadgeTry: 12, Scientist: 12
  'Advantages: Area Knowledge (Cadmus Project);
  Connections: Superman (Low), Newsboy Legion
  (Low), Cadmus Project (High); Genius; Scholar
  (genetics)
  'Drawbacks: Strange Appearance
  -Motivation: Responsibility of Power
  -Occupation: Scientist
  'Wealth: 9
  VB
  DEX:
  6
  Sm:
  6
  BODY:
  6
  INT:
  12
  WILL:
  12
  MIND:
  10
  INFL:
  7
  AURA:
  7
  SPIRIT:
  7
  INITIATIVE: 25
  HERO POINTS:
  70
  DOCTOR ANTHONY RODRIGUES
  'Skllls: Chansma (PersuasIOn). 6
  -Advantages: Connections: Cadmus Project (High);
  Scholar (business)
  'Motivation: Upholding the Good
  -Occupation: Businessman
  'Wealth: 8
  'Skllls: Gadgetry. 8, SCIentIst. 9
  'Advantages: Connections: Cadmus Project (High);
  Genius; Scholar (polysyllabic words, physics)
  'Motivation: Upholding the Good
  -Occupation: Scientist
  'Wealth: 8
  DEX:
  3
  STR:
  2
  BODY:
  3
  INT:
  9
  WILL:
  6
  MIND:
  6
  INFL:
  4
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE: 16
  HERO POINTS:
  35
  
  GEOGRAPHY
  Psychologica/lnstability
  Most of Arkham's inmates suffered from the
  Psychological Instability Drawback. Whenever a
  character with this Drawback rolls a natural "2"
  while performing any Dice Action, he or she
  immediately breaks down and suffers consequences
  relative to the Instability's severity. Minor and
  Serious Instabilities frequently result in irrational and
  unpredictable behavior from the affected individual
  while Catastrophic Instabilities most frequently resul~
  in psychotic or violent behavior. See page 21 of the
  Character Handbook for more information.
  Straight Jackets
  Inmates
  Background Update
  Straight jackets were a staple of the asylum. The
  typical jacket has a BODY of II. Slipping out of a
  straight jacket requires an Extreme Thief (Escape
  Artist) Action Check (OYIRY of 8/8).
  Arkham's Statistics
  Arkham Asylum was recently destroyed (blown
  up) by Bane, one of the newest Batman foes.
  Arkham's outer walls had a BODY rated at 15
  APs. The Asylum's Securily System was rated at I I
  APs and its Laboratories were rated at 9 APs.
  In addition to Professor Milo and the Black
  Mask, Arkham was also home to the Joker, Two-
  Face, Tweedledee and Tweedledum, Crac, the
  Scarecrow, the Mad Hatter, Maxie Zeus, and
  Clayface, among olher menaces.
  'Skills: Medicine: 8, Gadgetry: 6, Science: 8
  'Advantages: Connections: Underworld (Low);
  Scholar (Chemistry)
  -Alter Ego: Unknown
  -Motivation: Psychopathic
  -Occupation: Criminal Scientist
  'Wealth: 8
  TYPICAL ARKHAM DOCTOR
  TYPICAL ARKHAM GUARD
  ARKHAM ASYLUM
  PROFESSOR MILO
  ARKHAM MAXIMUM SECURITY GUARD
  SkIlls. Martial ArtiSt. 4. MIlItary SCience: 4,
  Weaponry: 4
  'Advantages:Area Knowledge (Arkham Asylum);
  Connections: Gotham City PD (Low)
  -Motivation: Mercenary
  -Occupation: Security Guard
  'Wealth: 6
  -Equipment:
  ARMOR [BODY: 7]
  Stun Baton [EY: 6, BODY: 6]
  SkIlls. Medlcme. 5
  'Advantages: Scholar (Psychology)
  -Occupation: Psychologist
  'Wealth: 7
  ·SkIlls. Weaponry. 3
  'Advantages: Connections: Gotham City PD (Low)
  -Motivation: Mercenary
  'Occupation: Security Guard
  'Wealth: 5
  -Equipment:
  .38 Pistol [EY: 5, Ammo: 6, Range: 5, Booy: 6,
  R#: 2]
  DEX:
  3
  STR:
  4
  BODY:
  4
  INT:
  3
  \\"ILL:
  3
  MIND:
  3
  INFL:
  2
  AURA:
  2
  SPIRIT:
  4
  INITIATIYE: 10
  HERO POINTS:
  5
  •
  DEX:
  2
  STR:
  2
  BODY:
  2
  INT:
  5
  WILL:
  5
  MIND:
  4
  INFL:
  3
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE: 10
  HERO POINTS:
  0
  •
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  2
  WILL:
  2
  MIND:
  2
  INFL:
  2
  AURA:
  2
  SPIRIT:
  4
  INITIATIVE: 7
  HERO POINTS:
  0
  DEX:
  3
  STR:
  3
  BODY:
  3
  INT:
  9
  WILL:
  7
  MIND:
  4
  INFL:
  6
  AURA:
  6
  SPIRIT:
  5
  INITIATIVE: 18
  HERO POINTS:
  35
  
  DOCTOR FATE
  DEX:
  7
  S11<:
  4
  BODY;
  4/9
  [NT:
  7/10
  WILL:
  6111
  MIND:
  7/10
  L~FL:
  7/13
  AURA:
  7116
  SPIRIT:
  7/16
  lNITlATIVE:
  21/30
  HERO POU"fTS:
  100
  Note: Numbers to the left of the slash are lnza Cramer's normal
  statistics. Those to the right of the slash arc Inza's Sl<ltislics when
  she is wearing the Mystic Helmet.
  -Skills: Occultist: 7
  -Advantages: Insta-Change; Iron Nerves
  -Drawbacks: Married; Secret Identity
  -Alter Ego: Inza Cramer Nelson
  -Motivation: Upholding the Good
  -Occupation: Sorcerer
  -Wealth: 6
  -Equipment:
  MYSTIC HELMET [BODY: 9, I,": 10, WIU: II, MIND:
  10,INFL: 13, AuR.4.: 16, SPlRrr: 16, Awareness: 7, Flight:
  10, Invulnerability: 15, Magic Sense: 10, Sorcery: 28]
  Fate's Mystical Helmet is the source of all her powers.
  When she chooses to become Dr. Fate and dons the
  helmet, lnza Cramer's personality undergoes a slight
  shift.
  Powers and Abilities
  Doctor Fate is a remarkably potcm sorcerer and one of
  the most powerful beings on the planet Earth. Her affinity
  for magic allows her to: fly, travel between dimensions,
  conjure matter from thin air, transmute elements and
  compounds, project powerful bolts of force, and perform
  coumless other feats. For the most parL, her abilities are
  limited only by her imagination.
  Doctor Fate's Sorcery
  Powers Doctor Fate frequently mimics with her
  Sorcery Power include: Dimension Travel, Energy 81asl,
  Force Manipulation, Force Field. Force Shield, Magic Blast
  and Transmutation. Due to Inza Cramer's unique
  psychological profile, Fate fmds it easier to mimic Powers
  that creme rather than those that destroy. For this reason,
  treat her as though she has a Spirit of only 13 whenever she
  is resisting Mystical Bashjng Damage caused by using
  Sorcery to mimic a Power that inflicts damage. If she
  conjures a 20 AP Energy Blast, for instance, she takes 8
  points of Mystical Bashing Damage, though she suffers
  only 6 points of Bashing Damage if she conjures 20 APs of
  Transmutation.
  Doctor Fate Variants
  The Fate entity is supposed to be formed from a
  hybrid of Inza Cramer Nelson and her husband Kent. For
  some unknown reason, Kent is no longer able to become a
  part of [he Fate entity. Should he regain this ability,
  increase Fate's Sorcery to 30 APs. When Kent and Inza
  cooperated to form Fate, Fate appeared as a man when
  summoned into being by Kent and as a woman when
  summoned by Inza.
  During the Golden Age, when Fate was formed only
  by Kent Nelson and domjnated by the personality of Nabu,
  he had the following statistics:
  DOCTOR FATE I
  DEx:
  7
  S11<:
  II
  BODY:
  10
  INT:
  9/13
  WILL:
  6118
  MIND:
  7/14
  INFL:
  7116
  AURA:
  8m
  SPIRIT:
  8/22
  INITIATIVE: 23/36
  HERO POINTS:
  150
  -Powers: *mysl1c lmked
  Invulnerability: 15*, Telekinesis: 11*
  -Skills: Medicine: 5, Occultist: J6. Scientist: 7
  -Advantages: Connections: Earth's Mystical Communjty
  (High), lnfllljty Inc. (High), Justice League of America
  (High), Justice Society of America (High), Lords of
  Order (High); Insta·Change; Iron Nerves; Scholar
  (archaeology)
  -Drawbacks: Married; Secret Identity
  -Alter Ego: Kent Nelson/Nabu
  -Motivation: Seeking Juslice
  -Occupation: Archeologist/Sorcerer
  -Wealth: 6
  -Equipment:
  Helmet of Nabu [BODY: 10, INT: 13, WILL: 18, MIND:
  14,
  INFL: 16, AURA: 22, SPIRIT: 22, Awareness: 12, Magic
  Sense: 12, Sorcery: 40]
  While Nelson was wearing this version of the helmet, he
  was possessed by the spirit of Nabu. Anyone with a
  SPIRIT of less than 6 who dons this version of the helmet
  is instantly driven mad.
  The Magic Tower
  Doctor Fate maintains a mystic tower in Salem,
  Massachusetts as a base of operations. The tower features
  no doors or windows, but allows Fate and his invited guests
  (0 pass through its walls and enter at will. The tower is
  much larger on the inside than it is on the outside, and its
  interior layout changes at Fate's whim. Somewhere within
  it, Fate maintains an occult workshop rated at 16 APs.
  Recently, Fate created a gateway between the
  Nelsons' brownstone in New York City and the tower. This
  gale allows the Nelsons to travel between the tower and the
  brownstone instantaneously.
  Personality/Role-playing
  In
  the role of Doclor Fate,
  Inza Cramer is
  compassionate, well-mannered, and kind-hearted. Unique
  among the members of Earth's mystical community, lnza
  has decided to ignore events on the cosmological level
  whenever possible. Instead, she prefers to use her powers lo
  
  LUCIFER MORNINGSTAR
  REMIEL AND DUMA
  HELL'S
  HIERARCHY
  BEELZEBUB LORD OF THE FLIES
  AGONY AND ECSTASY
  Connection:Hell's Hierarchy (High)
  'Drawbacks: Strange Appearance
  -Motivation: Power Lust
  -Occupation: Demon Lord
  ·Powers: *MystlC Ll11k
  Animal Control: 18*, Animal Summoning: 18,
  Awareness: 12, Flight: 16*, Invulnerability: 15*,
  Regeneration: 8*, Sorcery: 25, Speak With
  Animals: 18
  -Limitation: Miscellaneous: Animal Powers work
  only 011 insects.
  'Skills: Occultist: 16
  'Advantages: Area Knowledge (Hell); Connection:
  Hell's Hierarchy (High)
  -Drawbacks: Strange Appearance
  -Motivation: Power Lust
  -Occupation: Demon Lord
  -Powers: *MysflC Lmk
  Flame Project: 16*, Magic Blast: 13, Mystic
  Freeze: 16, Sorcery: 20
  'Advantages: Scholar (Torture)
  -Drawbacks: Catastrophic Irrational Attraction to
  tormenting the damned; Strange Appearance
  'Motivation: Nihilist
  -Occupation: Torturers
  ABADDON THE DESTROYER
  'Powers: 'Mystic LlIlk
  Claws: 16*, Flight: 9, Invulnerability: 25*,
  Regeneration: 8*, Sorcery: 20
  'Advantages: Area Knowledge (Hell)
  -Motivation: Nihilist
  -Occupation: Demon Lord
  ",
  DEX:
  11
  STR:
  4
  BODY:
  13
  INT:
  12
  WILL:
  16
  MIND:
  13
  INFL:
  15
  AURA:
  17
  SPIRIT:
  15
  INITlATIVE: 38
  HERO POINTS:
  130
  DEX:
  II
  STR:
  18
  BODY:
  18
  INT:
  8
  WILL:
  14
  MIND:
  13
  INFL:
  14
  AURA:
  14
  SPIRIT:
  13
  INITIATIVE: 32
  HERO POINTS:
  110
  DEX:
  8
  STR:
  20
  BODY:
  17
  INT:
  6
  WILL:
  15
  MIND:
  15
  INFL:
  12
  AURA:
  12
  SPlRIT:
  J7
  INITIATIVE: 26
  HERO POINTS:
  180
  15,
  18,
  Travel:
  Sense:
  ·Powers: ¥Mysttc Lmk
  Awareness:
  18,
  Dimension
  Invulnerability:
  25*,
  Magic
  Regeneration: 10*, Sorcery: 40
  'Skllls: Occultist: 18
  -Advantages: Area Knowledge (Hell); Connection:
  Hell's Hierarchy (High)
  -Motivation: Power Lust
  'Occupation: Fonner Ruler of Hell
  Before Morpheus cut off his wings, Lucifer had the
  Flight Power rated at 12 APs.
  BELIAL FATHER OF LIES
  ·Powers: *Mystlc Lmk
  Awareness: 12, Dimension Travel: 12, Flight: 12*,
  Invulnerability: 17*, Magic Sense: 10, Magic Blast:
  16, Sorcery: 23
  'Skllls: Occuhist: 12
  'Motivation: Responsibility of Power
  'Occupation: Rulers of Hell
  For all practical purposes, the game stats for Remiel
  and Duma are identical, though their personalities
  diffcr slightly.
  ·Powers.
  MystIC Lmk
  Awareness: 13, Claws: 12, Detect (lie): 25, Flame
  Project*: 14, Invulnerability: 16*, Magic Blast: 16,
  Regeneration: 10*, Sorcery: 20
  'Skills: Occultist: 16
  'Advantages:
  Area
  Knowledge
  (Hell);
  ,
  DEX:
  8
  STR:
  12
  BODY:
  14
  INT:
  12
  WtLL:
  16
  MIND:
  J3
  INFL:
  12
  AURA:
  16
  SPIRIT:
  12
  INITIATIVE: 37
  HERO POINTS:
  100
  *
  DEX:
  8
  STR:
  6
  BODY:
  12
  INT:
  12
  WILL:
  16
  MIND:
  13
  TNFL:
  16
  AURA:
  19
  SPIRIT:
  16
  INITlATIVE: 36
  HERO POINTS:
  200
  DEX:
  6
  STR:
  8
  BODY:
  16
  INT:
  18
  WILL:
  21
  MIND:
  20
  INFL:
  20
  AURA:
  26
  SPIRIT:
  22
  INITIATIVE: 44
  HERO POINTS:
  350
  
  TEEKL
  Powers and Abilities
  Teekl the Cat
  Klarion's "Gang"
  Recently, Klarion assemhled a "gang" of magical
  beings to hunt down and gain revenge on Etrigan.
  Although Klarion successfully found Etrigan, the
  timely intervention of Lobo and Glenda Mark
  prevented him from killing the Demon.
  from the use of the Sorcery Power.
  -Drawbacks: Serious Irrational Attraction to eating
  -Motivation: Thrill Seeker
  -Occupation: Familiar
  TENZIN WYATT
  -Powers. DimenSIOn Travel. 10
  -Skills: Occultist: 4
  -Limitations: Dimension Travel can only be used to
  Summon and Banish the demon Rage (see helow).
  -Drawbacks: Catastrophic Irrational Attraction to
  destroying the Demon Etrigan; Catastrophic
  Psycbological Instability (catatonia): Only mention
  of the Demon will break Wyatt out of his catatonic
  state, but then the only action he will take is to grin
  insanely and summon forth Rage.
  -Motivation: Psychopathic
  -Occupation: Catatonic
  -Wealth: 0
  -Equipment:
  Strait-Jacket [BODY: II]
  C'TH THE UNDYING
  deceased
  RAGE
  -Powers. Analytlcal Smell/Trackmg Scent: 10,
  Claws: 8, Jumping: 4, Running: 6
  -Advantages: Ligbtning Reflexes
  -Drawbacks:
  Catastrophic
  Rage;
  Strange
  Appearance
  -Motivation: Nihilist
  -Occupation: Behemoth
  DEX:
  2
  STR:
  2
  BODY:
  2
  {NT:
  3
  WILL:
  3
  M,ND:
  I
  INFL:
  3
  AURA:
  4
  SPtRIT:
  3
  INITIATlVE:
  8
  HERO POINTS:
  10
  DEX:
  8
  Sm:
  10
  BODY:
  9
  {NT:
  I
  WILL:
  7
  MIND:
  6
  INFL:
  5
  AURA:
  2
  SP1RlT:
  7
  INITlATIVE:
  16
  HERO POINTS:
  20
  -
  DEX:
  3
  Sm:
  4
  BODY:
  5
  [NT:
  6
  WILL:
  7
  MIND:
  6
  [NFL:
  5
  AURA:
  8
  SPIRIT:
  7
  INITIATIVE:
  12
  HERO POINTS:
  25
  Instrumental to his escape from imprisonment in
  his home dimension was Klarion's familjar, reek!.
  She normally appears as a tabby cat, but can assume
  the form of a rather attractive feline humanoid at will.
  Teekl is Klarion's constant companion, although she
  is easily distracted by yummy tidbits (like people).
  -Powers: *myslic link
  Invulnerability: 12*, Sorcery: 14
  -Skills: Occultist: II
  -Advantages: Iron Nerves; Luck
  -Drawbacks: Age (young)
  -Motivation: Thrill Seeker
  -Occupation: Warlock
  Klarion has learned a tremendous number of
  magical
  spells, allowing
  him
  to
  mystically
  accomplish nearly any effect through the use of
  mystic words and gestures (Sorcery, Occultist). Some
  of the Powers he commonly mimics with his Sorcery
  include: Chameleon, Control, Dimension Travel,
  Flight, Telekinesis, and TelepOltation.
  KLARION THE
  WITCH-BOY
  -Powers.
  mystic lmk
  Analytical SmelllTracking Scent: 7, Claws: 4/7,
  [nvulnerability: 10*, Shrinking: 5/0, Telepathy: 2*
  -Advantages: Miscellaneous: Teekl can take the
  form of a humanoid "cat-woman" at will. In this
  form, she gains Ibe Attribute and Power APs Iisled
  to the right of tbe slash, as well as the Attractive
  Advantage; Teek! can allow her "master" (Klarion)
  to use her SPIRIT instead of his own to determine
  the amount of Mystical Bashing Damage suffered
  DEX:
  4
  Sm:
  2
  BODY:
  3
  [NT:
  5
  WILL:
  8
  MIND:
  8
  [NFL:
  6
  AURA:
  7
  SPIRIT:
  8
  INITIATIVE:
  15
  HERO POINTS:
  80
  DEX:
  9
  Sm:
  1/4
  BODY:
  2/5
  [NT:
  3
  WILL:
  5
  MIND:
  5
  {NFL:
  3
  AURA:
  10
  SPIRIT:
  12
  INITIATIVE:
  IS
  HERO POINTS:
  30
  . *
  
  Both the Lords of Order and the Lords of Chaos
  exist as abstract constructs; neither possess inherent
  physical forms. Whenever the Lords of Order or
  Chaos wish to appear on one of the physical planes,
  they use Sorcery to create Physical forms.
  Temporarily forfeiting 5 APs of Sorcery gives a lord
  28 APs to divide amongst his or her Physical
  Attributes (no more than 13 APs may be assigned to
  any single Attribute). If a physical form created by
  the lords in this fashion is "killed," (ie. its Current
  BODY Condition is reduced below 0), the lord
  inhabiting the form does not die, but is incapable of
  creating a new physical form for the next 1-10 years.
  A lord inhabiting a physical form that is knocked
  unconscious is treated like any other unconscious
  character (he or she wakes up after making a
  successful Recovery Check, etc).
  Realms of Order and Chaos
  Creating Earthly Agents
  Personality/Role-playing
  Physical Forms
  The Lords of Chaos and Order each inhabit a
  vast extra-dimensional realm adjacent to the Realm
  of the Just Dead. Both of these realms are located at a
  Travel Distance of 10 from the Earth Dimension. The
  Realm of Order is a plane of bright lights dominated
  by towering crystalline structures. The Realm of
  Chaos is a plane of darkness that echoes with the
  yammering of its inhabitants.
  Whenever possible, both the Lords of Order and
  the Lords of Chaos prefer to conduct their activities
  through intermediaries. Both groups have developed
  a number of magical spells that enable them to
  empower humans and other lesser beings. Generally,
  these spells mimic the Enchantment Power and allow
  the lords to bestow between 20 and 35 APs of
  increased Attributes and Powers upon a human
  subject. For a more detailed example of such a spell,
  see Kestrel's entry.
  Befitting their name, Lords of Order believe in
  pattern and structure. Most rarely speak, preferring to
  let their human thralls speak in their stead; after all,
  speaking is a disruption of ordered silence. lronically,
  TYPICAL LORD OF ORDER
  TYPICAL LORD OF CHAOS
  ·Powers: Awareness: 12, Dimension Travel: 14,
  Magic Sense: 12, Sorcery: 35
  'Skills: Occultist: 15
  -Drawbacks: Catastrophic Irrational Attraction to
  preserving order
  'Motivation: Responsibility of Power
  Note: Stats for a individual Lords of Order might
  vary from the listed totals by 1-10 APs.
  TYPHON LORD OF CHAOS
  LORDS OF ORDER
  AND CHAOS
  -Powers: Awareness: 12, DImensIOn Travel: 14,
  Magic Sense: 12, Sorcery: 35
  'Skills: Occultist: 13
  -Drawbacks: Catastrophic Irrational Attraction to
  preserving chaos.
  -Motivation: Nihilist
  Note: Stats for a individual Lords of Chaos might
  vary from the Iisted totals by 1-10 APs.
  ·Powers: *MystlC Lmk
  Awareness:
  10,
  Dimension
  Travel:
  14,
  Invulnerability: 15*, Magic Sense: 10, Sorcery: 30
  'Skills: Occultist: 12
  'Advantages: Connections: Lords of Chaos (High)
  -Drawbacks: Strange Appearance
  -Motivation: Nihilist
  'Occupation: Lord of Chaos
  Typhon personified himself in this form during
  his battle with Eric Stoner.
  DEX:
  .
  STR:
  .
  BODY:
  .
  INT:
  16
  WILL:
  16
  MIND:
  16
  INFL:
  16
  AURA:
  20
  SPIRIT:
  20
  INITIATIVE: 32
  HERO POINTS:
  100
  DEX:
  .
  STR:
  .
  BODY:
  .
  INT:
  14
  WILL:
  16
  MIND:
  14
  INFL:
  17
  AURA:
  20
  SPIRIT:
  20
  INITIATIVE: 31
  HERO POINTS:
  90
  ..
  DEX:
  8
  STR:
  8
  BODY:
  12
  INT:
  9
  WILL:
  16
  MIND:
  17
  INFL:
  14
  AURA:
  17
  SPIRIT:
  16
  INITIATIVE: 31
  HERO POINTS:
  90
  
  As Man-Bat, Kirk Langstrom becomes a
  dangerous and barely rational creature of the night.
  His only desires are to feed, to swarm with his fellow
  bats, and to ferociously protect his daughter Elizabeth
  from harm.
  In his human form, Langstrom is a quiet and
  unassuming scientist.
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  The Man-Bat Serum
  MAN-BAT SERUM [BODY: I, Shape Change: 17]
  Personality/Role-playing
  In DC HEROES terms, Langstrom's Man-Bat
  serum has the following statistics:
  Using Man-Bat in Adventures
  SUbplots
  Needless to say, the serum's Shape Change
  Power is limited to transforming its user into a Man-
  Bat creature like Langstrom. Transformed users
  acquire all of Man-Bat's Physical Attributes and
  Powers.
  Once a user has been transformed by the serum,
  the user remains transformed until he or she acquires
  an antidote known to both Langstrorn and the Batman
  (Neutralize: 25 usable only on the Man-Bat serum).
  Langstrom (and others exposed to the serum) must
  take this antidote every single day to avoid returning
  to Man-Bat form.
  The Man-Bat is a wild card. The stories featurino:r
  him frequently take the Batman into a realm full of
  ten-or. The Man-Bat's strength and agility challenge
  heroes like the Batman in ways simple human foes
  cannot manage. Remember that the Man-Bat is not
  evil, just obsessive about his wife and dauo-hter
  o
  .
  Kirk Langstrom is frequently entwined in Family
  Subplots revolving around his daughter and Power
  Complication
  Subplots centered
  around
  the
  peculiarities of his bat form.
  Batman Sourcebook, Batman Role-Playing Game
  Powers and Abilities
  MAN-BAT
  Powers. Extended HealIng, 4, Fltght. 6, Sonar: 12
  ·Skills: Acrobatics: 8, Thief (Stealth): 7
  ·Advantages: Lightning Reflexes
  -Drawbacks: Serious Irrational Attraction to
  protecting his daughter Elizabeth; Serious Physical
  Restriction: as Man-Bat, Langstrorn cannot speak;
  Minor
  Psychological Instability; Strange
  Appearance
  ·Alter Ego: Kirk Langstrom
  ·Motivation: Psychopathic
  Kirk Langstrom Form
  KIRK LANGSTROM
  The Man-Bat serum boosts Langstrom's physical
  strength (asMan-Bat he can bench press two lOlls
  with lillie elfort) and senses (he can hear a whisper at
  approximately two hundred yards), In addition, as
  Man-Bat, LangsLrom can fly at an airspeed of nearly
  60 miles per hour and transceive sonar signals at a
  range of almost four miles. Man-Bat's leathery hide
  provides him with limited protection against physical
  injury.
  In his human form, Langstrom is a poor hand-to-
  hand combatant but possesses a formidable scientific
  mind, His knowledge of chiroptera (the study of bats)
  is unrivaled.
  As Kirk Langstrom, Man-Bal has the following
  statistics:
  ·SkIlls: Gadgetry: 8, SCIence: 8
  ·Advantages: Genius; Scholar (chirop!era)
  ·Drawbacks: Minor Psychological Instabilily
  ·Motivation: Psychopathic
  ·Occnpation: Zoologist
  ·Wealth: 8
  DEX:
  10
  STR:
  7
  BODY:
  6
  INT:
  5
  WILL:
  5
  MIND:
  5
  INFL:
  7
  AURA:
  3
  SPIRIT:
  7
  INITIATIVE: 24
  HERO POINTS:
  45
  .
  ' .
  DEx:
  2
  STR:
  2
  BODY:
  2
  [NT:
  6
  WILL:
  5
  MIND:
  3
  [NFL:
  3
  AURA:
  3
  SPIRIT:
  3
  INITIATIVE: 11
  HERO POINTS:
  45
  
  PATCHWORK MAN
  deceased
  DEX:
  3
  STR:
  7
  BODY:
  12
  INT:
  I
  WILL:
  8
  MIND:
  3
  INFL:
  8
  AURA:
  2
  SPIRIT:
  9
  INITIATIVE: 12
  HERO POINTS:
  55
  ·Powers: Invulnerability: 16
  -Advantages:Iron Nerves (see below); Luck (sec
  below)
  -Drawbacks: Catastrophic Physical Restriction:
  Patchwork Man cannot speak and his long-term
  memory functions only sporadically.
  -Alter Ego: Gregori Arcane
  -Motivation: Unwanted Power
  Powers and Abilities
  The scientific process Anton Arcane used to
  create the Patchwork Man somehow boosted
  Gregori's strength and endurance to superhuman
  levels. Shortly after he was created, Patchwork Man
  was capable of lifting a large motorcycle or small car
  over his head. As he aged, however, his reconstructed
  body began to deteriorate and his muscles atrophied.
  Toward the end of his life, Patchwork Man was
  barely able to pull himself along the ground.
  Due to the unique neural construction of his
  composite body, it was difficult to inflict telling
  damage upon the Patchwork Man. Most blows and
  gunshots would simply tear off a piece of useless
  flesh, allowing Gregori to lumber onward. His
  rudimentary nervous system was incapable of
  transmitting pain.
  Deterioration
  At the time he created Ihe Patchwork Man,
  Anton Arcane had yet to perfect his revivification
  techniques. As a consequence, parts of the Patchwork
  Man's body died and atrophied over time, gradually
  weakening the creature until he was nearly an invalid.
  The above statistics reflect the Patchwork Man
  shortly after he was created (around the time of
  SWAMP THING #2, first series). Thereafter, his
  DEX, STR, and BODY decreased with time at a rate of
  roughly one point of STR and BODY per year and one
  point of DEX every two years. Just before he died,
  Patchwork Man had a DEX of I, a STR of I, and a
  BODY of3.
  The Patchwork Man Experiment
  Duplicating the techniques Anton Arcane used to
  create the Patchwork Man requires a successful
  Medicine (Surgery) Action Check against an OV/RV
  of 16/16. Unless the surgeon performing the
  operation has spent his or her life studying
  revivification (or recovers Arcane's notes on the
  subject or a similar text), treat the operation as a
  Difficult Action (ie. increase Ihe OV/RV to 22/22). If
  the operation Action Check nets RAPs that equal or
  exceed its RV, the dead patient is revivified with no
  ill effects. If Ihe ACIion Check nels RAPs greater
  than or equal to one-half its RV but less Ihan the full
  RV, the patient is revivified, but his or her INT is
  lowered to I and he or she "deteriorates" as explained
  above. If the Action Check nels a number of RAPs
  less than one-half its RV, the patient is briefly
  revivified, but dies within an hour. In any case,
  revivified patients have their STRS increased to 7 and
  their BODYS increased to 12.
  The Legacy of the Arcanes
  The members of the Arcane family share an odd
  mystical property that leaves them with an unusual
  affinity for the occult. This property often manifests
  itself as a series of bizarre coincidences and unusual
  events. Because of the property, each of the Arcanes
  exudes a special mystical aura that can be detected
  through the use of the Magic Sense Power.
  Miraculous Survival
  Before he deteriorated into invalidity, the
  Patchwork Man repeatedly demonstrated a unique
  ability to survive seemingly fatal attacks, falls, and
  collisions. Whether this ability stemmed from his
  rigid construction or the strange mystical aura that
  protects the Arcanes is unknown. In game terms, the
  ability is reflected by a special form of the Luck
  Advantage. Whenever Patchwork Man is subjected to
  obviously
  l~llal circumstances (falling off a mountain,
  finding himself at ground zero of an atomic
  explosion, etc.), roll one die. On any result but 0,
  Patchwork Man miraculously survives and resurfaces
  a few months later.
  Abby in Danger
  Even after his accident, Patchwork Man
  remained particularly attached to his daughter
  
  ZATANNA
  DEX:
  6
  STR:
  3
  BODY:
  5
  INT:
  9
  WILL:
  5
  MIND:
  6
  INFL:
  8
  AURA:
  14
  SPIRIT:
  13
  INITIATIVE: 23
  HERO POINTS:
  75
  -Powers:
  ~'MystlC Lmk
  Air Control: 10*, Earth Control: 10*, Flame
  Control: 10*, Flame Project: 10*, Ice Control: 10*,
  Plant Control: 10*, Sorcery: 16, Water Control:
  10*, Weather Control: 10*
  -Skills: Occultist: 9
  -Limitations: Miscellaneous: Zatanna must speak all
  of her spells aloud and backwards. She cannot use
  any of her Powers if she is unable to fulfill this
  condition.
  -Advantages: Connections: Justice League of
  America (High), Earth's Mystical Community
  (High),
  John Constantine
  (Low);
  Magical
  Background
  -Alter Ego: Zatanna Zatara
  -MotiYation: Upholding the Good
  -Occupation: Stage magician, Adventurer
  -Wealth: 5
  Powers and Abilities
  As a member of the fabled homo magi, Zatanna
  has the power to directly manipulate powerful
  magicks. Although she is capable of just about any
  feat she can imagine, she is particularly adept at the
  manipulation of elemental forces. With minimal
  effort, she can easily raise 50 foot tidal waves,
  summon gail force winds, or extinguish raging fires.
  Although it is widely believed that there is
  something special about the genetic structure of the
  homo magi that allows them to wield the forces of
  magic, this assertion has been disputed by a number of
  knowledgeable sorcerers and magicians. Similarly,
  many occultists believe the "backward speech"
  limitation Zatanna shared with her father and many
  other members of the homo magi is psychologically
  self-imposed. Theoretically, there is nothing preventing
  Zatanna from using her powers without speaking.
  Zatanna's Powers
  The exact limits of Zatanna's Powers have
  fluctuated wildly throughout her career. When she first
  began adventuring, she had only her Sorcery Power,
  and at that time, it was rated at only 14 APs. Later in
  her career (in JUSTICE LEAGUE OF AMERICA
  #191, first series), Zatanna overtaxed her Sorcery
  Power and lost it, gaining all her elemental control
  Powers in its stead. Later still, after her union with the
  Godhead, Zatanna regained her Sorcery Power and the
  Power's rating increased to 16 APs. At present, she
  can use all her listed Powers at their full levels.
  Note that Zatanna cannot use any of her Powers
  without directly describing her actions in "backward
  speech." To use Skin Armor to protect herself from
  some gunmen, for instance, she must say, "Tcetorp em
  morf eseht stellubl" (Protect me from these bullets I).
  Whether this strange restriction is psychologically self-
  imposed or not remains a mystery.
  Powers Zatanna frequently mimics with Sorcery
  include:
  Energy
  Blast, Flight, Force Field,
  Invisibility, Sealed Systems, and Skin Armor.
  Homo Magi
  Zatanna is a member of the fabled homo magi,
  humans beings with the ability to manipulate magic
  like extra-dimensional sorcerers. Whether or not this
  ability stems from a genetic mutation is a topic of
  heated debate among occultists and magicians. In any
  case, there is clearly something special about the
  homo magi that is responsible for their unique gifts.
  In DC HEROES terms, homo magi have the
  Magical Background Advantage (Cost of 10 Hero
  Points). No true human character can acquire the
  Sorcery Power without first purchasing this
  Advantage.
  All
  characters
  with
  a
  Magical
  Background are inherently magical in nature and can
  be detected using the Magic Sense Power.
  Personality/Role-playing
  The thing that immediately strikes most people
  who meet Zatanna is her innocence, a direct result of
  the solitude in which she was raised. In fact, to this
  day, Zatanna has met with few people who are not
  members of Earth's mystical community or
  superheros. She simply doesn't know much about
  basic human customs and habits. Although her
  essential innocence was greatly diluted by the death
  of her father, as time marches on, her loss seems to
  impact her less and less.
  For a short while after she united with a mystical
  entity known as the "Godhead," Zatanna seemed
  enlightened and at peace with the world. The effects
  of the union were only temporary, however, and
  Zatanna soon regained her old demeanor.
  
  GUARDIANS OF
  THE UNIVERSE
  TYPICAL GUARDIAN
  DEX:
  4
  STR:
  2
  BODY:
  15
  INT:
  17
  WILL:
  30
  MIND:
  20
  INFL:
  12
  AURA:
  14
  SPIRIT:
  10
  INITIATIVE: 33
  HERO POLNTS:
  150
  ·Powers: Flight: 40, Force Manipulation: 30,
  Invulnerability: 25, Regeneration: 10, Sealed
  Systems: 20, Spirit Travel: 45, Systemic Antidote:
  20, Telepathy: 50
  -Skills: Gadgetry: 18, Scientist: 20
  -Limitations: Miscellaneous: Force Manipulation is
  reduced by I AP for every week a Guardian
  remains separated from Oa.
  -Advantages: Genius; Scholar (the universe,
  metaphysics)
  -Drawbacks: Guilt (the Guardians still believe that
  they are responsible for releasing evil into the
  universe)
  -Major Representatives: Appa Ali Apsa (see
  below), Ganthet
  -Motivation: Responsibility of Power
  -Occupation: Mentors/Guides
  -Wealth: 30
  ApPA Au ApSA (DECEASED)
  DEX:
  4
  STR:
  2
  BODY:
  16
  INT:
  18
  WILL:
  35
  MIND:
  22
  INFL:
  14
  AURA:
  15
  SPIRIT:
  12
  INITIATIVE: 36
  HERO POINTS:
  165
  ·Powers: Flight: 40, Force Manipulation: 35,
  Invulnerability: 25, Regeneration: 10, Sealed
  Systems: 20, Spirit Travel: 45, Systemic Antidote:
  20, Telepathy: 50
  -Skills: Gadgetry: 18, Scientist: 20
  -Advantages: Area Knowledge (Oa); Genius;
  Scholar (alien races)
  -Drawbacks: Serious Psychological Instability
  -Motivation: Psychopath
  -Occupation: Mentor
  -Wealth: 30
  -Note: For a time, Appa forsook his Guardian
  heritage, though the later regained it. During this
  era, he had no Powers and his BODY was only 5.
  Appa Ali Apsa (a.k.a. "The Old Timer") was
  ALIENS
  responsible for creating the Mosiac, a society on
  the planet Oa which consists of cities that he stole
  from various planets.
  TYPICAL MANHUNTER
  DEX:
  8
  STR:
  II
  BODY:
  7
  [NT:
  9
  WILL:
  9
  MtND:
  9
  INFL:
  6
  AURA:
  6
  SPIRIT:
  10
  INTTTATIVE: 27
  HERO POINTS:
  75
  -Powers: Bomb: 10, Chameleon: 12, Skin Armor: 5
  -Skills: Detective: 9, Gadgetry: II, Martial Artist: 8,
  Scientist: 10, Weaponry: 8
  -Limitations:
  Miscellaneous:
  Bomb
  Power
  represents a self destruct mechanism-when a
  Manhunter's Current BODY Condition reaches 0,
  the Bomb Power activates and detonates the
  android.
  -Advantages: Iron Nerves; Lightning Reflexes;
  Omni-Connection
  -Drawbacks: Catastrophic Irrational Attraction to
  destroying the Guardians of the Universe and their
  works; Exile
  -Motivation: Power Lust
  -Occupation: Androids
  -Equipment:
  Power Baton [Energy Blast: 13, BODY: 7]
  TYPICAL CONTROLLER
  DEX:
  6
  STR:
  4
  BODY:
  14
  INT:
  15
  WILL:
  25
  MIND:
  20
  INFL:
  10
  AURA:
  13
  SPIRIT:
  10
  INlTlATIVE: 31
  HERO PDINTS:
  100
  -Powers: Comprehend Languages: 14, Energy
  Absorption: 15, Invulnerability: 24, Matter
  Manipulation: 25, Omni-Power: 12, Regeneration:
  12, Telepathy: 25
  -Skills: Gadgeu-y: 15, Scientist: IS
  -Advantages: Connections: Guardians of the
  Universe (Low), Legion of Super-Heroes (Low,
  30th century only), Darkstars (High); Genius;
  Omni-Connection
  -Drawbacks: Guilt
  -Motivation: Responsibility of Power
  -Occupation: Sentinels
  -Wealth: 20
  Powers and Abilities
  The Guardians' most formidable ability is their
  highly developed intellect. The brain of the average
  
  Guardian is capable of processing roughly 100,000
  times as much information as that of the average
  human. Over the years, the Guardians learned to use
  their formidable brains as energy storehouses,
  allowing them to siphon off some of the energy that
  collects on Oa and redirect it for their own purposes.
  With this energy, the Guardians can form solid
  constructs of pure force similar to those conjured by
  the members of the Green Lantern Corps, though the
  typical Guardian is much morc powerful than even
  the most formidable Green Lanterns. The Guardians
  have also evolved a techn.ique that allows them to
  "feed" off their own internal energies, meaning they
  needn't eat or rest.
  The Central Power Battery on Oa
  Perhaps the Guardians'
  most impressive
  achjevement is the enormous Central Power Battery
  on Oa. It provides the energy that powers the rings of
  all the Green Lanterns scattered across the cosmos.
  Use the following stats for the battery:
  CENTRAL BATTERY [Energy Absorption: 65,
  BODY: 65]
  Personality/Role-playing
  More than anything, the Guardians love their
  privacy. While on Oa, they did everything in their
  power to seal off this planet from the rest of the
  universe. These protective measures were undertaken
  just as much for the good of the many peoples of the
  cosmos as they were for the Guardians' own good_
  Oan technology was quite advanced and produced
  many weapons and devices that less advanced races
  were not prepared to encounter.
  One result of the Guardians' isolation instinct is
  their policy of choosing outsiders and intennediaries
  to do their work for them. The Guardians themselves
  only take a direct hand in universal affairs when
  absolutely necessary, and such occasions are few and
  far between,
  Central Power Battery
  Using the Guardians in Adventures
  In line with their policy of finding outsiders to
  carry OUl their missions for them, the Guardians
  might select the player heroes and ask them for
  assistance in some affair of great cosmic importance.
  Once such mission might consist of protecting the
  chosen progenitors of the immortal race (see Heroes,
  New Guardians for details) from a threat.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book, The Artas oj Ihe DC
  Universe (Appa Ali Apsa only)
  Appearances in DC Comics
  Pre-Crisis: Actioll Comics #443; AII-Slllr Squadron AI/Ilual # I:
  The Br(ll'e and The Bold #/55. /73-174: Crisis 01/ bifillite Earths
  #2.5, 7-10: DC Comics Presellts #60; DC Special Series #1.6:
  DC Super-Stars #14: TI,e Fla,sf, (I) #168,22/-222.237-238,241,
  319,323-324: The Fltry oJ Fire.storlll Annual #2 (bellind the
  scenes); Green umtem (2) #1,7,9.23,30·31,34.37,40.44,46,
  50 (behind tile scenes), 51-52. 55-56. 58-59, 63-64. 67-68, 70. 72,
  76-81. 87, 90-91. 96-97. 102, 107. II I, 116, 126-127. 130-132.
  1~8-155, 159-172. 177-179, 181-183. 185. 187. 193-195, 197-198:
  Justice League of America #80-81, 98 (behind the scenes), /28-
  /29. 140-141: Legioll of SutJer-Heroes (2) #267.295; Metal Men
  #5.J.: Omega Men #26 (behilld the scenes). 30: ShOlI'case #23
  (behind the scenes); Supermal/ (I) #247. 257; Superman Allllual
  (1) #10: Tales oJ the Greell Lamem Corps #1-3: Tales of the
  Green Lalltem Corps Anl/ual #1: Who's WIIO '85 #9; World's
  Finest Comics #198-199.259 (behind the scenes)
  Current: Adl'elllures of Superma/l #436; Blue Beetle (6) #21
  (behind the scenes); Firestorm, the Nllclear Mall #67: Flash (2)
  #8: Green Lall1em (2) #199-201, 203-205; (3) I (behind the
  .l'"cenes), 2-9, 13-14, 16-/9,33-35,36 (behind the scelles); Green
  Lallrel'll Allllilal (1) #3: Green Lanrem CO,.,JS #207-208. 220, 222-
  224: Green LlIIl1em Corps Anllual #2; Green Lallfem Corps
  Quarlerly #/-2.4: Gree" Lamern: Emel'a/tl Dall"ll #4-6; Greel/
  UII/tem: Emerald DawlI JJ #1,4,6; Green ulIltel'll: Galllhet's
  Tale: Greell Umtem: Mosaic #10: Greell Lall1em Special #1-2:
  GlI)' Gardl/er #1 Guy Gardner Rebom #3; Histor)' oJ the DC
  Ulliven"c #1-2; II/fillity, hrc. #46; Justice League America #64;
  Justice League Il/lematiollal #10: Mal/lwllter (2) #22: Millel/I/ium
  #/·8; New Guardians #12; Secret Origins (3) #18. 22-23: Teen
  Titclfls Spotlight #18: Who ',', Who '87 (2) #3: Who's \Vho '91 #/ I
  Size Comparison
  
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  Using Zatanna in Adventures
  As one of the few members of Em1h's mystical
  community that can be genuinely "nice," Zatanna is
  somewhat unique. Consequently, she makes an ideal
  guide for inexperienced or non-magically oriented
  heroes who become involved in mystically-oriented
  Adventures. Relatively easy to find (she was once a
  member of the Justice League and still keeps in touch
  with many of her old comrades), she can take the
  player heroes to magical "hangouts" such as the
  Bewitched nightclub in San Francisco.
  Subplots
  Throughout her career, Zatanna has been involved
  in three on-going Subplots: a Romance Subplot with
  the infamous John Constantine, a Family Subplot
  concerning her relationship with her father, and a
  Power Complication Subplot surrounding her ever-
  changing assortment of abilities.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster
  Book,
  Justice
  League
  Sourcebook, Magic Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Action Comics #434, 546; Adve1l1ure Comics
  #413-4/5,4/9,421; AIl-SllIr Squadroll #/4-/5, 53; The
  AlOm #19; Blue Devil #4-5, 13; The Bral'e and The Bold
  #169; Crisis Oil Infinite Earths #4-5, 9-12; DC Comics
  Presellts #18: DC Special BIlle Ribbon Diges! #5;
  Detective Comics #336. 355, 557: The Flash (1) #198 The
  Fury of FireSlOrm #4; Green Lantem (2) #42; Hawkman
  (1) #4; (2) 4; Infinity, Inc. #19; Justice League ofAmerica
  #5/, 87, /00-/02, 1/4, /6/-/68, /7/-/80, /82, /87-/88,
  /90-/9/, /94-/95, /98-200, 202, 206-209, 2/7, 2/9-223,
  225-230,233-239,241-245; Justice League of America
  Annual #1-3; The New Teen TitallS (1) #4-5; The Pha1l10fll
  Zone #2; The Saga ofSwamp Thing #24; Super Friends #5
  (behind the scenes); Supergirl (1) #1 -4, 7; (2) 20;
  Superman Family #2/4; Superman's Girl Friend, Lois
  Lane #132; Who's Who '87 (I) #26; Wonder Woma/l (I)
  #29/-293,300; World's Fillest Comics #207-208,274-278,
  285-286, 288, 300, 302
  Current: The Books of Magic #2; Hellbla::.er #63; Justice
  League ofAmerica #246-252,255-257; Mister £ #4; Secret
  Origills (3) #27; The Spectre (2) #7-8, II, 23; Swamp
  Thing (2) #49-50, 128 (behilld the scenes) War ofthe Gods
  #1-4; Who's Who '88 #4; Who's Who '91 #/2; Wonder
  Woman (2) #61; Zatwma Special #1
  
  Ancestral castle
  of the
  Arcane FamUy
  Patchwork Man as a pawn in a criminal scheme.
  Subplots
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  failed Un-men
  holding pit
  Patchwork Man was involved in two long-
  running Subplots-a Family Subplot centered around
  his attempts to protect his daughter Abigail and an
  Enemy Subplot centered around his hatred of his
  brother Anton.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Swamp Thing Sourcebook
  Appearances in DC Comics
  Current: Swamp Thing (2) #59, 83; Who's Who '91
  #10
  Pre-Crisis: HOllse ofSecrels #140; Swamp Thing (I)
  #2-3; Who's Who '86 #17
  specimen holding
  ca cso
  o
  0
  X-ray screen
  0="
  o
  examination I
  operating table
  o
  o
  o
  o
  oo
  o
  Not only was the Patchwork Man incapable of
  speech, but the many years he spent imprisoned
  beneath Castle Arcane had rolled his brain to the
  point where he could barely think as well. His only
  real memories of his former life were centered
  around his daughter Abigail, his instinct to protect
  her, and his hatred of his brother Anton.
  Before his accident, Gregori was a kind and
  successful man. He was well-educated, sensitive. and
  deeply devoted to his family.
  Patchwork Man can be encountered in one of
  three fashions: the player heroes can stumble across
  him as he roams the European countryside. an
  encounter with Abigail Arcane can draw the player
  heroes into conflict with the Patchwork Man, or the
  player heroes might stumble across a villain using the
  Using Patchwork Man in Adventures
  Abigail. Whenever he can see that Abigail is
  threatened, treat Patchwork Man as though he has the
  Iron Nerves Advantage and boost his STR to 8.
  Personality/Role-playing
  
  Sonar echo map returns to
  subject fallowed by update
  maps.
  time elapsed 1sec.
  Brave and Tile Bald #//9, /65; DC Comics Presellls
  #35; Detective Comics #400, 402, 407, 4/6, 429,
  458-459,48/,485,492,527; Man-Bat (/) #1-2;
  WIlo's Who '86 #14
  Current: Action Comics #600; Secret Origins (3)
  #39; WIlo's WIlo '9/ #/2
  Initial sighting screech hits
  terrain. Several "updating"
  screeches are emited to
  check for any movement.
  Man-Bat's Skull Transformation
  Subject emits initial sighting
  screech, or "ping", to visualize
  terrain.
  Pre-Crisis: Batman #254, 34/-342, 348, 36/;
  Batman Family #/1-20; BLue Devil AI/llual #/; The
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Appearances in DC Comics
  
  Domain of the
  Lords of Order
  HeliopoliS
  Limbo
  ands of Logic
  Lords of Order
  (pre~Crisis): The Brave and The Bold
  #181; More FUll COInics #67,· Showcase #75
  Lords of Order (current): Amethyst (1) #13; Doctor Fate
  (/) #1-2; (2) 1-6, 9-10, 19-20,25,41; Hawk alld Dal'e (3)
  #14-16; Invasion.' #1; Jt,/stice League #5; Justice League
  America #32; Justice League Europe #8; Justice League
  Illlerl/atiollal #7; Justice League Quarterly #2; Kid
  Etemity (2) #1-2 (behind the scenes), 3; Phanrom Stranger
  (3) #2; Salldmall (2) #24, 26-27; Secret Origills (3) #24,
  43, 48; The Spectre (2) #22~23 (behind the scenes); Who's
  Who '88#2; Wha's WI/([ '91 #10
  Lords of Chaos (current): Action Comics Weekly #610,
  632-634; Amethyst (1) #13,16; (2) 1-3; Doctor Fare (/)
  #1-4; (2) 3-4 (behilld the scelles), 5-6, 9-10, 18-22, 25
  (behind the scenes). 26-27, 33, 35-37, 4/; Doom Plltrol (2)
  #13-14; Hawk alld Dove (2) #1-5; (3) 14-16; Justice
  League Europe #8; Kid Eternity (2) #3; Legion of Super-
  Heroes (4) #19; Phantom Stranger (3) #1-4; Power Girl
  #1-4; Sandman (2) #24,26-27; Secret Origins (3) #43;
  Stamlall #43; Who's Who '88#2; Who's Who '91 #10
  The Grey Path
  REALM OF THE
  JUST DEAD
  Hell
  Mount Olympus
  ppearances in DC Comics
  Heaven
  the lengths to which they willingly go to preserve the
  order often seem inscrutable or absurd. The Lord of
  Order who visited the Dreaming during the Season 01'
  Mists, for instance, manifested himself as a cardboard
  box, a form the lord considered perfect and ordered.
  Lords of Chaos, on the other hand, are wild and
  unpredictable. Their entire existence is a non-
  sequitur. The Lord of Chaos who visited the
  dreaming during the Season of Mists, for instance,
  chose to appear as a small child in clown makeup.
  Unlike their counterparts, the Lords of Chaos prefer
  to speak for themselves, though they rarely make
  sense to outsiders, who are easily astounded by their
  speech and actions.
  *Note: Pre-Crisis appearances are not parr of present
  continuity.
  Lords of Chaos (pre-Crisis): The Brave alld The Bold
  #181; The Flash (/) #306-313; The New Advelltures af
  Superboy #25; The Phantom Stranger (2) #1 I; Showcase
  #75
  
  Crystal Femur
  -Powers: *mystic lin.k
  Invulnerability: 9*
  ·Skills: Occultist: 8
  ·Drawbacks: Age (old); Strange Appearance
  -Motivation: Power Lust
  ·Occupation:Se~nlKing
  -Equipment:
  Crystal Femur [BODY: 4, SPIRIT: 7, Magic Blast: 10,
  Power Reserve: 5, Spirit Drain: 9] The bone's
  Power Reserve can be used to enhance any of its
  user's Mystical Powers, including Sorcery.
  Personality/Role-playing
  Klarion acts in all ways like a child who is bored
  constantly. He likes nothing more than getting people
  to do what he wants them to, which is usually
  something awful. Klarion's "play" is often deadly, as
  it amuses him to see grownups do ridiculous things
  such as shooting each other or jumping off cliffs.
  Beyond his horrible and playful facade, Klarion
  is also motivated by unknown and mysterious urges.
  Sometimes he will want to simply play wilh toys or
  watch T.V"
  while other times he decides to revel in
  the misery he can cause using his magic.
  Klarion's only "friend" is his familiar TeekJ,
  although he also seems to like Jason Blood, whom he
  calls "uncle Jason," and his group of companions
  (Harry, Glenda, and Randu) which are referred to by
  Klarion as "cousins." Unfortunately, KJarion tires of
  friends easily, so he has tried to kill all of them on
  more than one occasion, especially Blood (whom he
  knows to be the Demon: Klarion knows the rhymes
  that will change Blood into the Demon and back
  again; see The Demon's entry in Who's Who #2).
  Using Klarion in Adventures
  When he's not banished in another dimension,
  Klarion can usually be found causing trouble in and
  around Gotham City (home 10 Jason Blood). A
  possible adventure might involve Randu sensing
  Klarion's arrival, and the subsequent efforts of Blood
  and his companious to stop the Witch-Boy's rampage
  without resorting to summoning the Demon. Also,
  although mystical exploits aren't normally his
  department, Batman might become involved in such
  an adventure, as he would in any that involve the
  welfare of Gotham.
  Subplots
  KIanon truly despises Etrigan for banishing him
  in the Beyond Region, and will do anything to see
  him destroyed painfully (Enemies Subplot).
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Demon (I) #7, 14-/5; Who's Who
  '87 (/) #25; Wonder Woman (1) #280, 282
  Current:The Demon (3) #3-15, /7; Demon Annllal
  #/; WaroJthe Gods #/; Who's Who '9/ #/2
  
  NERGAL
  DEX:
  8
  STR:
  8
  BODY:
  14
  INT:
  12
  WILL:
  15
  MIND:
  16
  INFL:
  25
  AURA:
  28
  SPIRIT:
  15
  INITIATIVE: 35
  HERO POINTS:
  180
  ·Powers: *MYSllC Ll11k
  Awareness: 12, Claws: 9*, Personality Transfer:
  9*, Regeneration: 8*, Sorcery: 21
  -Skills: Occultist: 14
  -Advantages: Area Knowledge (Hell); Connections:
  Hell's Hierarchy (High)
  -Motivation: Nihilist
  -Occupation: Demon Lord
  MNEMOTH
  DEX:
  13
  STR:
  9
  BODY:
  12
  INT:
  8
  WILL:
  6
  MIND:
  7
  INFL:
  10
  AURA:
  12
  SPIRIT:
  10
  INITIATIVE: 31
  HERO POINTS:
  54
  ·Powers: *MYSIIC Lmk
  Aura of Fear: 9, Emotion Control: 10*, F1ighl: 11*,
  Personality Transfer:
  16*, Telepathy:
  10*,
  Vampirism: 16
  -Limitations: Miscellaneous: Mnemoth can only use
  Vampirism on subjects he possesses with
  Personality Transfer.
  -Advantages: Connections: Hell's Hierarchy (Low)
  -Motivation: Nihilist
  -Occupation: Minor Demon
  TYPICAL LESSER DEMON
  DEX:
  6
  STR:
  8
  BODY:
  8
  INT:
  4
  WILL:
  4
  MIND:
  4
  INFL:
  8
  AURA:
  8
  SPIRIT:
  8
  INITIATIYE: J8
  HERO POINTS:
  30
  ·Powers: *Mystlc LlI1k
  Claws: 6*, Invulnerability: 12*, Regeneration: 5*
  -Motivation: Nihilist
  -Occupation: Demon
  More than 1,000,000 of these crealures live in Hell.
  Hell and Its Defenses
  Hell is a separate plane that lies at a Travel
  Distance of 10 from the Earth Dimension. Most of
  Hell is surrounded by an enormous and impenetrable
  iron wall (BODY: 60). Although there are a number of
  secret entrances that bypass the wall, most visitors
  enter through the enormous front gates (BODY: 55)
  which are always well-guarded. The power to open
  and close these gates rests in a simple iron key that is
  now in the possession of the angels Remiel and Duma.
  The Crown of Horns
  For a while, the Demon Elrigan owned the
  Crown of Horns, one of Hell's many lost treasures.
  The Crown had the following statistics:
  Crown of Horns [Power Reserve: 10, Sorcery: 25,
  BODY: 16)
  The Crown's Power Reserve is usable to augment
  any of the wearer's abilities and anyone wearing
  the Crown is immune to the Mystical Bashing
  Damage that results from using its Sorcery Power.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Magic Sourcebook (Nergal & Mnemoth)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of presem
  continuity.
  Hell's Hierarchy: Who's Who '91 #1/ (overall emry)
  Abaddon: The Demon (3) #5-7
  Agony and Ecstasy: Hellblazer #/2, 6/; Sandman (2) #4;
  Swamp Thing (2) #96-97, /25
  Asteroth: Action Comics Weekly #638-64/; The DeI/lOll
  (3) #1-2,30-33
  Azazel: Sandman (2) #4.24,26-27
  Beelzebub: The Demon (3) #2, 5-7; Sandman (2) #4;
  Swamp Thing (2) #96-98
  Belial: Arak, 5011 ojTJllmder #2; The Demon (3) #2-7, 19
  Lucifer Morningstar: The Books ofMagic #/; The Demon
  (3) #2,5-7. /9; Sandman (2) #4, 22-23
  Merlin (pre·Crisis): Adventure Comics #268. 395, 462;
  All-Star Comics #64-65; Batman #36; The Brave and The
  Bold #/09. /37; The Demon (I) #/-2,4-7; Justice League
  oj America #2; Showcase #6 (descendant); Super Friends
  #20; Supergirl (I) #/ (behind the scenes); World's Finest
  Comics #162,265
  Merlin (current): Action Comics Weekly #638·641; The
  Books afMagic#l; The Deman (2) #/-4; (3) /, 4-7,11,19-
  20; Heilblazer A1lnual H1; Secret
  Origill.~ (3) #/2
  (j1ashback: descendalll); Superman (2) H55; Swamp Thing
  (2) #87
  Mocax: The Demoll (3) #1-3,7,30
  Nergal (pre-Crisis): Arak, Son oj Thunder #43; More Fltn
  Comics #67
  Necgal (curcent): Hellblozer #6, 8, /0-/2, 60; Swamp
  Thillg (2) #96-98
  Satan (pre-Crisis): Adventure Comics #491-492; Barman
  Family #1; The Brave and The Bold #/08; DC Special
  Series #8; House oj Secrets #/50; Kid Eternit)' (I) #/5;
  Phantom Stranger (2) #/0; Shazam.' #35; Superman (1)
  #4/9 World's Finest Comics #254,269,278
  Satan (current): Doom Patrol (2) #47-48; Hellblazer #12
  (voice), 42, 44·45, 50, 59·61; The Spectre Annual OJ;
  Suicide Squad #36, 52
  
  aid her friends and neighbors in New York City in an
  almost maternal capacity. For a time, Inza's benevolence
  was corrupted by a Lord of Chaos who took up residence in
  the Fate helmet, but the interloper has since been defeated
  and exorcised.
  In sharp contrast to the modern version, the Golden
  Age Doctor Fate was a gruff and determined avenger
  thanks to the influence of Nabu.
  Using Doctor Fate in Adventures
  Due to her renowned benevolence. the latest Doctor
  Fate is nn ideal choice if you are looking for a powerful
  character to protect the player heroes and introduce them to
  mysticnl adventures. Fate is so powerful that she can
  plausibly show lip in a pinch Lo lend some much needed
  assistance.
  The new Doctor Fate might also find a way to
  demonstrate to the player heroes the importance of
  remembering that their adventures should positively impact
  the lives of others.
  Subplots
  Doctor Fate is involved in a biznrre and lengthy
  Romance Subplot with her husband Kelll, and she is often
  involved in Friends Subplots centered around the residents
  of the New York neighborhood she protects. Early in her
  career, she was involved in a Power Complications Subplot
  when she was temporarily possessed/influenced by a Lord
  of Chaos.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card incillded), Jllstice League
  Sourcebook, Magic Sourcebook, The World at War
  Sourcebook
  Appearances in DC Comics
  *Notc: Pre-Crisis appearnnccs are not pan of present continuity.
  Dr. Fate I· Kent Nelson (Pre-Crisis): Action Comics #516:
  Adl'elltllre Comics #461-463,465-466; All-Star Comics #3-/2, 14-
  21.58-63,66-74; AlJ-StarSql/adroll #1-5,15.19-21,23-24,27-28,
  30-32, 47-51. 53-54, 57-60; All-Star Squadroll Annual #2-3;
  America V$. the Justice Society #1-4; Amelhyst #13: The Bml'e and
  the Bold #156: Captail/ Carrot and His Amazing Zoo Crew #15;
  Crisis 011 II/fillite Earths #5, 9·1 I; DC Comics Presents #23; DC
  Special #29; DC Special Series #10; First Issue Special #9, Tire
  Flash (I) #170,236-237,305-313; Il1finity, Inc. H1·2, 19.2/·22,
  25, 27: Injinity, Inc. Amll/al #1; Justice League ofAmerica #2I-22,
  29-30,37-38,46-47,64-65, 73-74,82-83, /00-/02, /07-/08, /47-
  148, /59-/60, 166. /7/-/72, 183-/85, /93, 195,207-209,231-232,
  244; More FUll Comics #55-98: Showcase #55-56; Slmmp Thing
  (2) #46: Who's Who '85 #6: Wonder Woman (I) #242.291:
  World's Fillesl Comics #208. (Current): Action Comics #650
  (flashback), 663; AII-Slar Squadroll #67: The Books of Magic #1;
  Doctor Fme (I) #1-4; (2) 20-41; Doctor Fate AIII/Ital #1; Creell
  Lalltem COIPS Quarterl)' #1; Infiuiry, Illc. #25, 30. 38 (flashback).
  48. 49 (flashback); Infinity. Inc. Amlllal #2 (flashback); Jllstice
  League #1-2, 4-6; Justice League Annual #1; Jllstice League
  InternotiOllol #7, Last Days of tile Justice Sociely Special #1;
  Legends #4-6, Secret Origim' (3) #24. 31, 50: Swamp Thing (2)
  #49-50: War of tile God.s #1-2: The Weird HI.4; YOllng All-Stars
  #3,9,27: YOllllg All-Stars Ammal #1
  Dr. Fate II- Eric and/or Linda Strauss: Advelllllres ofSupemlOll
  #470; Blasters Special #1; Bille Beetle (6) #20; The Books of
  Magic #2; BOOSler Gold #22; Cosmic Odyssey #1-2 (behilld Ihe
  scenes). 34; Doclor Fate (I) #/.4; (2) 1-24; Dcx;tor Fate AI/llual
  #1: Doom Patrol (2) #29; Fire!ifOrm. the Nuclear Man #67-68:
  Flash (2) #8: Invasion! #2-3; Jllstice Leaglle America #31-32, 40;
  Justice League Europe #7-8: Justice League Iflfenuuional #10;
  Millennium HI, 3, 5-7: Mister Miracle (2) #17; The Speclre (2)
  #1/,23; Who's Who '88 #1
  Dr. Fate 111- as Inza Nelson (Pre-Crisis): At/vell/ure Comics
  #465; All-SUII' Comics #3,5·9, 15,66, 70-71; All-Star Squadroll
  #23. 28, 47; America vs. the Justice Society #1-3; DC Comics
  Presell1S #23; DC Special Series #10; Firsl Issue Special #9; The
  Flasll (I) #306-313: 11I/i'li/y. Illc. #21: Justice League ofAmerica
  #193; More Fun Comics #55-57, 60-64. 66-72, 75-77.86-87, 89;
  ShOH'case #55-56
  Dr. Fate 111- Inza Nelson (Current): Action Comics #670. 675;
  Advellfure!i ojSupermall #488-489; Animal Man #40; Armageddon
  2001 #2; Challengers of the UnknoIVn (2) #3; Doctor Fate (I) #2
  (memioll); (2) 20-41; Doctor Fate AIII/u{d #1: Legends #4; Mister
  E #1-2,4; Superman (2) #66: Superman: The Mall of Steel #10.
  20; Swalllp Thi/lg (2) #49: War of Ihe God.s #1-4; Who's Who '91
  #9; WOllderWoman (2) #61-62
  Helmet of Nabu
  
  .'
  .ccet>tlt<)
  ._
  '••
  8oco"<l1loor
  PreseJlts #30, 72; DC Super-Stars #/4; Detective Comks
  #477. 486, 49/, 496, 503, 507. 563; Greell um/em (2)
  #//7; The Joker #/-2, 7-9; Justice League of America
  #/26, /75; The Saga of Swamp Thing #30; Superman
  Family #197 (melllio/l); Who's Who '85 #1; World's Finesl
  Comics #254 (mention), 276
  Current: Ambush Bug Nothing Special #1; Animal Mall
  #7, 10, 20, 22-24; Arkham Asylum; Batman #403404, 408,
  4/5,426,433,45/.470,47/ (Illelllion). 48/-482, 49/;
  Batman Amlllal #11,13-14; Barman: Legends afthe Dark
  Knight #38; Batman: Run, Riddler, Run #2; Batman:
  Shadow afthe Bat #1-4; Captain Atom (3) #33: The De11wn
  (3) #8-9.11; Detective Comics #568,592 (behind the
  scenes), 593. 604, 625, 628, 635-637; Detective Comics
  Allllltal #5; Daclar Fale (I) #/-3; (2) 19-20, 22; /Ilfiltity,
  Iflc. #32; Infinity, Illc. Special #1; Jnvasion! #3; Legends of
  the Dark Knight #28,30; Millennium #2-3; The New Titans
  #69; Plastic Mall (3) #1; Robin 1I #1.4; Sandmal/ (2) #2,
  GROUND FLOOR
  (ad""....tnrtrve offie.t&""
  ~~)
  6!6E~cNT
  r~'"u=tm..'">Tt" 1:>IoGB.
  ~arul,,~~)
  SECOND FLOOR
  (ar"inary p3Umt1l """
  "!'<'C/lt.l"'l room,,)
  Appearances in DC Comics
  Amc
  (~"rI: room",,,,,,, 5tar,,~c)
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  * lote: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis; Earth-Two: Wonder Womoll (J) #305-308;
  World's Finest Comics #247
  Pre-Crisis; Earth-One: Action Comics #560; Batman
  #258, 260. 286, 294. 3/ /. 326-327, 346, 373, 387, 400;
  Batman and the Outsiders #/4; The Brave and The Bold
  #/43 (mel/tioll); Crisis On/nfillite Earths #12; DC Comics
  Batman Sourcebook; Atlas of the DC Universe;
  Magic Sourcebook, Deadly Fusion
  
  PAYBACK
  DEX:
  8
  STR:
  8
  BODY:
  10
  INT:
  8
  WILL:
  8
  MIND:
  II
  INA.:
  5
  AURA:
  2
  SPIRIT:
  9
  INITIATIVE: 21
  HERO POINTS:
  50
  -Powers: '"linked
  Mind Blast: 12*, Skin Armor: 3
  ·Drawbacks: Strange Appearance; Miscellaneous:
  Treat Payback as though he is a giant gadget with
  an R# of 4. If at any time he rolls a 4 or less, his
  own powers consumes him and he is killed.
  ·Motivation: Nihilist
  THE GUARDIAN
  DEX:
  9
  STR:
  5
  BODY:
  6
  !NT:
  7
  WILL:
  6
  MIND:
  5
  INA.:
  6
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE: 26
  HERO PaNTS:
  50
  ·Skills: *linked
  Acrobatics: 9*. Detective: 7, Martial Artist: 9*,
  Thief: 9*, Vehicles: 9*, Weaponry: 9*
  ·Advantages: Area Knowledge (Cadmus Project,
  Suicide Slum); Connections: Cadmus Project
  (High), Newsboy Legion (High), Metropolis Police
  (Low), Superman (Low); Intensive Training;
  Lightning Renexes
  ·Drawbacks: Secret Identity
  ·Alter Ego: James Harper
  ·Motivation: Upholding the Good·
  ·Occupation: Cadmus Project Security Chief
  ·Wealth: 6
  ·Equipment:
  Shield [BODY: 14, EV: 6, Energy Blast: 12]
  The Guardian can use his shield to perform Block
  maneuvers (see the Rules Manual, page 23), or he
  can use it as :1 makeshift club (EV: 6). The shield
  features a built in energy blaster that must be
  recharged (by plugging it into special equipment
  for twenty full minutes) after each use.
  The Newsboy Legion
  For complete details on the
  ewsboy Legion, see
  Heroes, Newsboy Legion in Who's Who #1.
  Cloning
  Working together, the Project Cadmus scientists
  have almost perfected a practical cloning process.
  Constructing a viable clone body is a Beyond the
  Limit
  action
  (OV/RVof
  15/15)
  that
  takes
  approximately three months and requires a Scholar
  field in the area of genetics to even attempt.
  Using Project Cadmus Adventures
  The cloning process that the Cadmus scientists
  have developed might make an interesting addition to
  any number of adventures. Perhaps tbe player heroes
  might be forced to hunt down or interact with clones
  of themselves.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Superman: The Mall ofSteel Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances arc not part of present
  continuity.
  Pre-Crisis: Adventure Comics Presents Dial "H" For
  Hero #484-485; DC Comics Presellts #44 (menlioll); The
  New Adventures of Superboy #49; New Gods (l) #12. /4,
  /7-/8; Superman Family #/9/-/94; Superman's Girl
  Friend, Lois Lane #/1/; Superman's Pal, Jimmy Olsen
  #133-/39, /42-/44, /46, /48
  Current: Action Comics #648-649, 678, 684-686;
  Advelllllres of Superman #448-449, 480, 485, 498-499;
  
  Action Comics #595, 599-600, 646-649, 656-657,
  660-664, 668, 671-673, 676-678, 680-681, 684-686;
  Adventures of Superman #424-425, 432-434, 441,
  445-447, 450-454, 456, 462, 467-468, 473, 476-478,
  497, 499; Black Orchid (1) #1-3; Boosler Gold #22;
  Doom Patrol (2) #10; Doom Patrol Annual #1;
  Invasion! #2-3; Justice League America #69; Justice
  League Quarterly #1 Lex Llithor: The Unout!wrized
  Biography; The Man of Steel #2, 4-5; Stannan #28;
  Supennan (2) #1-2, 4, 10, 13, 19-21, 27-28, 33, 40,
  42,44,47-51, 53-55, 65-67, 69, 77; Superman
  Special (2) #1; Superman: The Legacy of Superman
  #1; Superman: The Man of Steel #2-3, 6, 9, 19-20;
  SlVamp Thing (2) #79; Valor #1-3; Who's Who '91
  #11; World ofMetropolis #1-3; World's Finest #1-3
  Background/Roster Book; Superman: The Mon of
  Steel Sourcebook
  Appearances in DC Comics
  0
  °u
  I'<:lII
  o •
  0'u
  '-
  I'<:lII
  o •
  ·8
  I'<:lII
  *
  o •
  0u
  I[JJI[JJ
  open to
  maintenance/
  I'<:lII
  floor below
  storage room
  o •
  *
  ~~
  d"
  Corporate Offices
  90t;h ftoor of LEXCORP corporate headquarter5
  LEXCORP
  KLAASH [DEX: 12, STR: 20, Booy: 15, Invisibility:
  12, Flight: 13]
  Klaash was a robot Luthor built as part of an
  attempt to discredit Superman. Klaash was
  powered by the Power Broadcast Satellite and was
  [nvisible to everyone save Supennan.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Using Lexcorp in Adventures
  In many ways, Lexcorp is the evil flips ide of
  STAR Labs. Like STAR, Lexcorp can be used to
  introduce dozens of plot devices into a campaign
  (sinister robots, amazing weapons, etc), though most
  Lexcorp devices are even easier to incorporate into
  some stories because the devices were probably
  created with evil intent in the first place.
  
  After attaching itselfto the
  entrance (or positive) static
  bubble the tension point then
  polarizes and compresses the
  space in between itself and
  the exit (or negative) static
  bubble. The B.T. generator then
  drives an energy field through
  the static bubbles to stabalize
  travel through the area of
  compressed space.
  Legion of Super-Heroes (2) #290-294; Mister
  Miracle (1) #9-10, 18-19; New Gods (/) #1-3, 5, 9-
  10, 14-15, 18-19; The Secret Society of Super-
  Villains #5; Superman's Pal, Jimmy Olsen #/4/, J45,
  147; Super-Team Family #15
  Current: Action Comics #586, 600, 637-638, 656,
  673; Action Comics Annual #3; Advenlllres of
  Superman #456, 489, 495; Armageddon: lufema #2;
  Cosmic Odyssey #1, 3-4; Eclipsa #4; Justice League
  America #30; Justice League International #17-2/;
  Legends #4,6; Mister Miracle (2) #1-3,5, 17, 21, 28;
  New Gods (3) #1-6, 8, la, 13-14, 16, 18-23, 27-28;
  Suicide Squad #3, 33-34, 36; Superman (2) #35, 60,
  The tension point is then
  drawn towards the "entrance"
  bubble, attachs itselfto it and
  snaps back towards the "exit"
  bubble stretching the entrance
  bubble behind it. The colapse
  of hydrogen particles in the
  extruded entrance bubble help
  to power the operation,
  The Boom Tube generator
  makes a static bubble at the
  entry point while the
  destination of the tube is
  being layed in. Once the
  destination is determined a
  tension point is calculated
  between the two ends of the
  tube.
  Appearances in DC Comics
  Pre-Crisis: Adventure Comics #459-460; DC
  Graphic Novel #4 First Issue Special #13; Forever
  People (I) #1; Justice League ofAmerica #183, 185;
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  *Note: Pre~Crisis appearances are not part of present
  continuity_
  Apokolips Sourcebook
  
  Using the Batcave in Adventures
  In any adventure involving the Batman. the Batcave
  cun play an important role. He will regularly return to the
  cave to analyze new clues or compare noles with the
  Batcomputer. Batman spends much of his Lime in the cave,
  going over crime files, working out in the gymnasium, or
  simply meditating.
  It is important to note that the Batcavc houses Lex
  Luthor's Kryptonite ring, entrusted to Batman by Superman
  some time ago.
  Only Batman's most trusted friends and allies are
  allowed in the Balcave, and even then they are taken to the
  site blindfolded. so as not to give away the cave's location.
  Visitors to the cave are accompanied at all times by either
  Batman or Robin. The only Characters who have free
  access to the Batcave (aside from Balman himself) are:
  Alfred Pennyworth, Robin (Tim Drake), Nightwing (Dick
  Grayson), and Harold.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Batman Sourcebook
  ppearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present continuity.
  Pre-Crisis; Earlh·Two: All-Star Comics #69; Ba1lluIII #/2. /6,
  20.22.3/-32,34.38,40-4/.46.48-52.54-88.90-95: The Bralle
  lind The Bold #146, /67. /82,200: Detectil'e Comics #80.83, / /2.
  /22. /24, /30, 133·/34, /37. /42. /47-/48. /50, /53-156. /58-
  /59. /63-/65. /68-183. 185-/86. /88-/95, /96 (double). 197.20/.
  204-206, 208-2/4, 216-220, 222-224; Infinity, Inc. #9: Justice
  League oJAmerica #92: Star-S/Jallg1ed Comics #91-93. 95. 98-99,
  /02-/05. 109-//2. //4-//7, //9, /23, 126-127. /29-130; Wonder
  Woman (/) #282-283: World's Finest Comics #2. 14, 39-40, 42,
  44. 46-47. 50, 53·58. 60-70
  Batcave I, Pre-Crisis; Earth-One: AClion Comics #375. 556;
  Adl'elltllre Comics #34/.38/,446; Batman #96,98-112. /14, //6,
  //8. 120-/2/, 123. /25-127. 129-13/. 133-138. 141·143, 145.
  147-/49. /5/-/53. 155-159. 161-162. 164. 166. 168-169. 170-/75.
  /79-180, /83·184. /86. /88-/92. 195-197. 199-202,203
  (diagram). 209-210, 213-2/7. 222. 232, 248. 253. 256-257. 267.
  274-276,284.305,319. 340-342. 348. 350-356. 358. 360·361.
  365. 367·368. 37/, 375-378. 38/, 383-385, 387-389, 394. :
  Batmanlllld the Outsiders #/,3. /6. 19-20,26; Bmmall Annua/ #8.
  /0; Balmall Family #11; BamulII S/Jecial #1; The Br(/l'e and The
  Bold #54. 60, 83. 200: DC Comics Presems #83: Detectil'e Comics
  #225·229, 231-236. 238-245. 247, 249-25/. 253. 256. 258-260.
  262.265,267·269,271-272.274-277,279-285.289.291. 294, 298,
  300.302-304.311-313,3/5-318.320-32/.323. 327-328. 330-332.
  334,336-341.344-345.347-354.356-359,363-364. 366-368, 370.
  374.376.378.38/.384.387.390.392,402.407,418,438,456.
  460,462,493.518-520.522-523,526-527.529.534,537-539,
  541, 543-544, 546, 548, 551-552, 554-555, 557, 560-561. 563-
  566; Justice League of America 1132. 35. 61: Superman (I) 11174.
  186; SII/Jerman's Girl Friend.
  Loi~' Lillie #71: Superman '.\" Pal.
  Jimmy Olofell #91. / JI; The Untold Legend of The BlIllIIWI #3:
  World's Fillest Comics #71, 74-77, 80-81, 86-88, 90. 93-95. 98-99.
  101-102,105-/07/09-///.//5. //7. 122. /28. 13/. 134-135. /37.
  139, 141-147, 149-/52, 155-/56. 158-160. 162. /64-165. /68-/69.
  /7/. 173. 175-177. /8/. /83. /90,2//.214,283,285,289-291,
  294.296,301.303,322
  Batca\'c lIt Pre-Crisis; Earth·One: Ball/lall #289, 299, 303, 306.
  3/5-317.320.323-324.327-329.331-332.336.338-345; Batmall
  and lhe Owsiders #3-4, 6. 8, 10: Batman (llld the Owsiders Allnual
  #1: The Bml'e ant! The Bold #145. /49-150, /52. 156-157. 160,
  /69-/70, 178, 185-/87; DC Comics /'reselils #83; Detective
  Comics #470-471, 474. 480-481, 485, 487. 489-490, 493. 500,
  503-504, 507-509. 51/, 513; Jlls/ice League of America #154;
  Super Friends #3/; The Ulllold Legend of The Batlllan #1-3;
  World's Finest Comics #246-247. 251, 254, 256-259. 26/-262,
  264.266,268,270,272,275-276.279-280
  Current; Action Comics #683; Adl'el1l/tres of Superman Alllllwl
  #4; Batman #402-403. 406. 410-416. 42/. 424-426, 428. 432. 435-
  442.444.448-45/.454-457.459.465,467-469.47/-472.480-488.
  490: Balman Allllual #/2-14: Batman: Binh of Ihe Demoll;
  Batmall: Full Circle; Batman/Green Arrow: The Poison
  Tomorrow; Batmall: Legends of rile Dark Kllight #42-43: Batma,,;
  Penguin Trillmphlllll; BawulII: Seduction of Ihe GUll: Batman:
  Shadow oJThe Bar #5, 7-8; Bmman: Sword oJAzrael #1: BatlllOlI
  Vs. Pret!lItor#I-3; Detectil'e Comics #568-569,57/,573,575-576,
  58/, 594-596. 598-600, 605. 613. 6/5. 6/8-620, 625-626, 628,
  630-631,635-636,638.64/-645.647-648.650-651,653-655:
  Deleclil'e Comics An1lual #1. 5: Legeml.\" of the Dark Knight #32-
  33; Legends oflhe Dark Knighl AmI/wi #2; Robill 11/; Robillll #/-
  4; Robill 11/: Cry oj the Hllnlress 113-5; Supermall: The Mall oj
  Steel #2/; Who's Who '91 #13
  
  [)]J[)]J
  Current: Batman #403,408-409,4/2,445-447,455-
  457, 460-461, 465, 475-476, 484; Batman Annual
  #11, 13 (Who's Who); Detective Comics #613, 625,
  642; SuicideSqllad#1, 26; Who's Who '9/ #9
  equipmentl 0
  storage
  ~
  #9/; World's Finest Comics #65
  Pre-Crisis; Earth-One: Batman #98, //0-/11, 119,
  155, /57,344-346,348,350-356,359,361,363-368,
  371, 373-379, 382-385, 387, 389-390, 395, 400;
  Batman Annual #10; Batman Family #1 I, 16 (behind
  the scenes); Detective Comics #245, 251, 309, 3/6,
  320,509,5]]-5/3,515-518,520-522,524-527,529-
  532, 538, 541, 543, 547-548, 551, 562; World's
  Finest Comics #85, /36, 156
  D
  D
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  elevators
  maint/'.:nancl:
  LI
  [)]J
  o~a
  PICTURE NEWS
  []
  []
  []
  []
  Central City office
  [J
  []
  [J.
  []
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  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Appearances in DC Comics
  Background/Roster Book, Batman Sourcebook,
  Batman Role-Playing Game
  Pre-Crisis; Earth-Two: Batl/wn #49-50,52,56,61,
  64, 73, 75, 79,81,85,87; Detective Comics #152,
  155, /57, /64,167,216,22/; Star-Spangled Comics
  
  Using Mera in Adventures
  ---.y
  z._-
  Subject can mentally control
  the movement of the "solid
  water" constructions.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book
  Pre-Crisis: Action Comics #517-519, 536-540;
  Adventure Comics #435-437, 441-442, 444-451,
  460-463, 465-466, 477-478 Aquaman (/) #11, 13-
  16,18-28,30-40,41-44 (behind the scenes), 45-53,
  55, 58-60, 62-63; The Brave and The Bold #73,
  142; Crisis On Infinite Earths #9-10, 12; DC
  Comics Presents #5; Justice League of America
  #65,86,88,90, 110,157,242-243; Justice League
  of America Annual #2; The Shadow War of
  Hawkman #3; Showcase #59; Super Friends #25,
  27; Teen Titans #1; Who's Who '86 #15; World's
  Finest Comics #262, 264
  Current: Aquaman (2) #1-2, 4; (3) 1-4; (4) 6
  (flashback), 7; Aquaman Special (1) 1; (2) 1; Who's
  Who '91 #128
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Appearances in DC Comics
  This ability is used to create
  simple "solid water" tools or
  barriers.
  '"
  ~•
  •_,fI_
  ..
  ••
  •
  ..
  mind, Mera is living with the villain Thanatos, whom
  she believes to be Aquaman. Also living with them is
  a child who looks very much like her son, Arthur Jr.,
  and whom she believes to be her son.
  Subplots
  For the brief "happy" period of their marriage,
  Mera and Aquaman were inseparable. During this
  time, they can be used together as NPC guides to the
  Atlantean world, or even as a Player Hero "team."
  After her loss of sanity, Mera became something
  of a villain. Her formidable control over water makes
  her a dangerous opponent while underneath the
  waves. A possible adventure might involve her
  returning from her dimension, bent on destroying
  Aquaman once and for all, perhaps aided by the
  Ocean Master or Black Manta.
  Mera is involved in a long and tragic Romance
  Subplot with Arthur Curry (Aqua man). Their
  relationship has deteriorated badly since the loss of
  their son, Arthur. His loss not only ruined their
  marriage, but also caused Mera to lose her sanity and
  flee our dimension (Death Guilt Subplot).
  "."
  pO'
  ubject has ability to alter
  1e molecular density and
  ohesiveness of water.
  
  *Note: Pre-Crisis appearances are not part of present continuity.
  Pre-Crisis; Earth-Three:
  Cri~'js 011 Infinite Earths #1; DC
  Comics Presellfs AlUlllal 6/; -nle Secret Society of SUTJer-Villains
  #13-/4
  Lois Lane's Apartment in Metropolis
  191, 196, /98,201,204-205, 208-211, 2/4, 2/6, 2/8·221, 223,
  225-226, 228, 233, 235, 237-238, 244, 248, 253, 257, 261, 263-
  264 267, 270, 276-283, 285, 287-290, 293, 295-299, 303-304,
  306-3/4,3/6-3/7,3/9-322,324-325,327,329,33/,333-335,
  337-344, 346-347, 349,353, 355, 357, 360-364, 366-370, 374-375,
  380-386,388·389,391,394,398-399,401,407, 409-4/0, 4/2-4/4,
  416,4/8-4/9,421-422; Supermall Annual (1) 610, 12 Superman
  Family 6164, /66·/67, /69-/70, /72, /75, /78, 181-199,201-222;
  Superman's Girl Friel/d, Lois Lane #/-45,47-50,52-67,69-76.
  78-85,87-88,90-94,96-103, 105-/12.114-137; SllpemwII's Pal.
  Jimmy Olsen #1,3,6,8, 11-17. 19-25,27-28,31-32,34-56,58-68.
  70-71,74-76, 78-85,87-88,9/-92,94,96, /00, /06, 112 (b,!>;"d
  tlie scenes). 118, 120, /23-124, 127, 130. /56, 158, 160; Supemlan
  Special (1) 61; S"perman Spe<:wc/llar #1; Who's Who '86 #13;
  Wonder Woman (/) 6224,292; World's Finest Comics 671-74, 76-
  81,84-89,9/,97,101,129, /34, 137, 14/-/42, /45, /51-/52, /59,
  171, 173, /8/, /89, 196, /99, 202, 209, 246-247, 258-260, 262-
  264,27/-272,274,277, 303, 3/4
  Current: Action Comics #590, 594-595, 597-600, 606, 639, 643,
  645, 650, 653, 655, 659-660, 662-665, 667-673, 676-677, 679-681,
  683-686 Action Comics Annual 63; Adventures ofSf/pennan #424,
  43/434,437-439,44/442,445450,452,455-458,460470,472-
  473, 476-478, 480-482, 484-487, 489, 49/, 493, 495-499;
  Advellfures of Superman Annual #2-3; Armageddon: Inferno #2;
  Booster Gold #6, 19, 23; Challengers of tile Unknown (2) #8;
  Checkmate! #16-18; Tile Demon (3) #28-29; The Earth Stealers;
  Flasli (2) #24-25; Justice League America #70; JII.stice Society of
  America (2) #1; The Man ofSteel 6/-2,4-5; Sranl1an #21; Silicide
  Squad #22,28-30; Supemlan (2) #1. 3, 5-6, 9-/2. /5-17. 19-21,23.
  26·27, 29, 33, 37, 39, 43-46, 49-55, 57-65, 67-69, 7/-73, 75-77;
  Supemlan Annual (2) #1, 3-4; Superman For Earth; Superman
  Special (2) 61; SupemJaIl: The Man of Steel #1-10. 12, 14-21;
  Swamp TlJing (2) #79; War ofthe Gods #1; Who's Who '87 (2) #3;
  Wllo's Who '91 #12; Wonder Woman (2) #37.41. 49-50. 57, 61
  World of Krypton (2) #4; World of Metropolis #1-4; World's
  Finest #1-3
  o
  (
  o
  o
  Pre-Crisis; Earth-One: Aerion Comics #197, 201-204, 206, 209-
  2/5, 217-222, 224-225, 227-23/, 233, 235, 237, 239-240, 242,
  244-245,247,250-252,254,256-258,260,265-269, 27/-272, 274-
  275, 277-278, 280-283, 286-29/, 293, 295-298, 300-304, 306-307,
  309,31/-313,3/5,3/7,320-323,326,328-33/,335,337,340-
  342, 344 (behind the scenes), 345, 348. 352, 359. 36/, 363-367,
  37/-372, 375-376, 379-380, 382-383, 390, 394-395, 403, 408,
  417-420,423·424, 434, 437·438, 443, 445-446, 449-450, 452,
  454-457,46/462,465470,472473,476477,479483,486,489,
  493-494, 497, 499-50/, 508, 511-514, 5/6-5/7, 520, 522-529,
  531-546,548-549,55/-552,556, 562-563, 566-570, 573-574, 576,
  578.58/-582; Adventure Comics 6128, 211, 261, 384-385; AIl-
  New Collectors' Edition #e-56, C-58; The Amazing World of
  S,lpermal1; Batman #293; /Jarman and the
  Out.~iders #/9; /Jalman
  Family #11; Tile Brave and The Bold #/75; Crisis 011 /nfinite
  Eartlls #5, 7,9, 1/-12; The Darillg New Adven/ures of Supergirl
  #2-12; DC Comics Presents #3, 6, 8-9, 11-/2, 14. /6, 20, 22-25,
  27,31-32,41,43,50.52-53,69,71,86.93; DC Comics Presellts
  Annual #1-2,4; DC Special Series #5,26; Tile Flash (1) #249;
  Jus/ice League ofAmerica #7, 99, 118, /44, 194. 240; Lois Lane
  #/-2; The New AdvenlUres of Superboy #32; The Phalltom Zone
  #3; Showcase #9-/0, 100; Superboy (I) #1,47,63,90; Superman
  (I) #9/-1/2,114-/29, /3/, /33-/36, /38, /42-/43, 145-148, /50·
  151, /53-/58, /60-16/, /63-/65, /69-/74, /76-/82, /85-186, /88,
  Pre-Crisis; Earth-Two: Actioll Comics #1·2,5-7. 9-10, /5, 18.
  22-23, 25-55, 59-75, 77, 79-82, 85-86, 89-96, 98-/04, 107-///,
  1/4-1/9,121-131, /33-/60, /65-/66, /69, /72, /74, /76, 182,/84-
  186,/89, /91. /95, /98.207-208,484 All-New Collec/ors' Ediliol/
  lie-54: AII-Slar Squadron An1lual 113; America Vs. the Justice
  Society #2-4; Tile Brave and The Bold #i97; Crisis On Infinite
  Earths #10, 12; DC Comics Presents AnJlual HI; DC Super-Stars
  #/7; Secret Origins (3) HI: Supennan (I) #/ (reprillls).
  2~90, 95.
  103-105, 327, 329; Superman Family #/95-/96. /98-199, 201-
  222; World's Finest Comics #1-2,4-6. 9-/4, 16·/7. 19-26, 28·31,
  33-34,36-49,5/,53,55-59,6/-70
  Appearances in DC Comics
  
  -Equipment:
  POWER RING [BODY:
  IS, INT:
  10, Comprehend
  Languages: 20, Flight: 40, Force Manipulation: IS,
  Invulnerability: 18, Life Sense: 40, Omni-Power: 7,
  Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin
  Armor: 4, Spirit Travel: 50]
  Bonus: Rond's BODY is 12 APs while he is wearing the
  nng.
  Limitations: For Each AP of SKin Armor used, Force
  Manipulation and Omni-Power are each reduced by I
  AP; Life Sense can only be used to detect other Green
  Lanterns.
  Drawbacks: The Power Ring is completely useless
  against the color yellow; The ring must be charged once
  every 24 hours with the Power Battery; The ring's BODY
  is only 6 when Rond is not wearing it.
  Power Battery [BODY: 25, Energy Absorption: 18,
  Invisibility: 15, R#: 21
  Note: At this time, Rond's Power Ring has been destroyed
  by Mordru.
  Personality/Role-playing
  Marte Allan is a calm and rational woman, and a
  natural leader. She is always willing to help those in need.
  Marte's knowledge of history and her political experience
  make her a useful contact for members of the Legion.
  Calorie Queen (Taryn Loy) is a smart, sassy, and
  spunky woman. Her years as Tenzil Kern's top aide have
  served to cool down her often hot temper, but she still tends
  to get quite angry when things don't go her way.
  Circe acted the part of the perennial hard-boiled cop,
  but deep down she was a tender and caring person. Her
  genuine concern for her "men" in the S.P. led her to rebel
  against her Dominion masters, and her love for Dirk
  Morgna (who was horribly scarred when his Sun Boy
  powers overloaded in a powersphere explosion) drove her
  to kill him out of pity. After this act of mercy, she turned
  the gun on herself, apparently unable to deal with what she
  had done.
  Sean (Shvaughn) Erin is a deeply troubled individual.
  He has always been an exceptional S.P. officer, but has
  never been able to deal with his personal life. After
  spending many years as a woman, and falling in love with
  Jan Arrah (Element Lad), Sean was forced to return to
  being a man when the supply of Profem on Earth was cut
  off by the Dorninion. He has since become saddened and
  confused, and has sought isolation to sort out his life.
  King Jonn is a strong and competent' leader, and still
  bears a grudge against the Khunds for their conquest of his
  home planet. He is an aggressive man who always speaks
  his mind.
  Loomis has been keeping busy setting up the Legion's
  new base on Talus. He is constantly annoyed by the ever-
  changing demands put on him by the Legionnaires, but
  maintains a calm, gruff exterior in spite of the stress of his
  job.
  Rand Vidar is a brave and honesl man. Even though
  he has lost his Power Ring, Rand still has the soul of a
  hero. He currently spends most of his time taking care of
  Lauren, since Laurel tends to spend most of her time
  battling the Khunds.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ojSuper-Heroes Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Marte Allon (pre-Crisis): Advellfure Comics #356 (behind
  the scenes), 37/-372; The Best of DC #24; DC Special
  Series #2/; Legion oI Super-Heroes (2) #263 (behind the
  scelles), 264, 269-271, 273, 277-280, 290, 303, 308, 313;
  (3) I (behind the scelles), 3, 7, 10, 27, 35, 47; Legioll 0/
  Super-Heroes Annual (2) HI; Who's Who ill the Legion of
  Super-Heroes #7
  Marte Allon (current): Legion oj Super-Heroes (4) #/5;
  Who's Who '91 #11
  Calorie Queen (pre-Crisis): Superboy #2/2
  Calorie Queen (current): Legion of Super-Heroes (4)
  #/0-//, 14; Who's Who in the Legion of Super-Heroes #3;
  Who's Who '91 #1 I
  Circe: Legion oj Super-Heroes (4) #2,6, Ji, 13, 15, /8-20,
  23,28-30,32,34-36; Who's Who '91 #11
  Sean (Shvaughn) Erin (pre-Crisis): Action Comics #568;
  The Best of DC #24
  Cosmic Boy #1; Crisis On Infinite
  Earths #2-3; Legion of Super-Heroes (2) #296, 299, 30i-
  302,307,310-313; (3) 2-3,7,9-10, 12, 16-17, 19,21,24,
  27-28, 32-37, 43, 47-48, 57, 62; (4) 2-3; Legioll 0/ Sllper-
  Heroes Annual (2) #1,3; (3) 2; Superboy and the Legion oj
  Super-Heroes #241, 243-245; Tales of the Legion #317-
  318,323
  Sean (Shvaughn) Erin (current): Legion ofSuper-Heroes
  (4) #2-3, 11, 18, 20, 31; Who's Who in the Legion ~rSuper­
  Heroes #5; Who's Who '91 #11
  King Jnnn (pre-Crisis): Snperhoy (I) #193
  King Jonn (current): Legion of Super-Heroes (4) #8
  (tex/), 15-i7, 20, 30, 32, 34-36; Legion of Super-Heroes
  Annual (4) #3; Who'.\· Who ;91 #/1
  Loomis: Legion of Super-Heroes (4) #1-2, 13, 14 (text),
  15; Who's Who '91 #11
  Rond Vidar (pre-Crisis): Adl'enture Comics #349, 360;
  All-New Collectors' Edition #C-55; The Bral'e and The
  Bold #179; Legion a/Super-Heroes (2) #300; (3) 9, 16, 18,
  22, 25, 30 (behind the scelles), 49-51; (4) 3, 5;
  Legionnaires Three #2; Sllperbo)' (1) #200; Superboy and
  the Legion ojSuper-Heroes #233
  Rond Vidar (current): Legion of Super-Heroes (4) #3, 7-
  8, 10 (mention), 29, 37; Legion aISuper-Heroes Annual (4)
  #1,3; Who's Who in the Legion oISuper-Heroes #5; Who's
  Who '91 #11
  
  DOOM PATROL headquartes
  Medical Section
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Crisis On Infinite Earths #9-10, 12; The
  Daring New Advenlures of Supergir/ #8-10; DC
  Comics Presents #52; Showcase #94-96; Superman
  Family #191-193; Who's Who '87 (I) #23
  Current: Doom Patrol (2) #1-23, 25-26, 31-38, 42-
  44, 46-52, 55, 56-57 (corpse); Doom Patrol and
  Suicide Squad Special #1; Doom Palrol AI/llual #1;
  Illvasion.' #2-3; Secret Origins AI/llual #1; Supen1lall
  (2) #20; Who's Who '91 #11
  []
  []
  []
  []
  []
  []
  
  Joe Potato's Semi-auto Pistol
  Botmol/ #460-461; Delective Comics #594; Who's
  Who '9/ #/0
  ppearances in DC Comics
  The Potato Peeler
  Potato Van
  Joe Potato's Revolver
  Subplots
  Joe Potato is involved in an ongoing Job Subplot
  that involves his unique line of work. He's never sure
  where his next case will lead him, or when it will
  come.
  
  would make an ideal tour guide for visitors to
  Paradise Island.
  Subplots
  Hippolyte's mothering nature often leads her into
  Family Subplots based around her relationship with
  her daughter.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  BackgrowllIlRosrer Book
  Appearances in DC Comics
  * lote: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis; Earth-Two: AII-SIar Comics #8; All-New
  Coflecrors' Edition #C·54; Comic Cavalcade #12. 17, 19,
  21-22,25; DC Special #3: DC Special Series #9; Sensarioll
  Comics #4, 6, 24, 26, 37, 42, 58, 76, 86, 89, 94. 96;
  WOllder Womall (/) #1,3,6-7,9, 13, 16-17,23,28,30,32-
  THEMYSClRA
  3~~Mn~~~~~~~~~n9~n
  96-97, 196,229, 237, 242
  Pre-Crisis; Earth-One: Adventure Comics #459, 462; The
  Brave and the Bold #60; Crisis 0/1 II/finite Earths #4. 11-
  12; DC Comics Presellrs #41: DC Special Series #19;
  JlIsrice League ofAmerica #9, 146,200; Legend of Wonder
  Woman #1-4 The New Teen Titans (I) #11-13; (2) 9-10;
  Showcase #59; Super Frie"ds #2-3, 17; Super-Team
  Family #14; Tales of rhe Teen Tital/s #45, 50; Teen Titans
  #1.22; Who's Who '85 #10; WOllder Woman (1) #98,100,
  105-107. 109, 112-121, 123-126, 128-/33, 135, /38, 140,
  142-145, 147·150, l52-1SS, (Many of the stories in issues
  #129-155 are Amazon movies ill which Hippolyte, while
  presellr, is reclmically behindrhe scenes as producer), 157-
  /59, /68, 170-175, 179, /83-/84, 192,204-209,211-2/3.
  2/5-2/6, 218, 223-224, 226, 247-253, 269-271, 286, 289,
  293, 296-302, 308, 3/0, 312-3/3, 316-3/8, 322, 324, 325
  (behind rhe scenes), 326-329; World's Finest Comics #250,
  286
  Current: War of the Gods #3-4; Who's Who '91 #10;
  WOllder Womall (2) #/-2.5-7, 10-/4. /7,2/-22,25,27,32,
  35-41,43,46-48, 50-52, 54, 60-62: WOllder Womall
  Anllual #1
  
  Industry (High)
  -Motivation: Thrill of Adventure
  -Occupation: Model
  -Wealth: 7
  Personality/Role-playing
  Mary West is kind and considerate, though she is
  a bit too willing to interfere in Wally's life.
  Joan Garrick is wise commensurate with her
  years. In Keystone City, she is known for her sharp
  sense of humor.
  Mason Trollbridge is a well-mannered, earthy
  man with a strong sense of adventure.
  Tina McGee is confident and competent. Her
  strong attachment to her work is counter-balanced by
  her natural charms.
  Jerry McGee is motivated almost exclusively by
  his work. He is so obsessed with his discoveries that
  he has risked much for the sake of his studies.
  Linda Park is an aggressive and ambitious
  woman with a strong jealous streak.
  Connie Noleski isn't very bright, though her
  natural charms more than compensate for this defect.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are nol part of prescnt
  continuity.
  Jerry McGee: Flash (2) #5-6,15-18,24-28,35-38,40,42-
  43, 50, 61; Flash Annual (2) #4; Who's Who '88 #3; Who's
  Who '91 #10
  Tina McGee: Flash (2) #3-9,11-16,24-28,35-38,40-43,
  50,61; Flash Annnal (2) #3-4; Who's Who '91 #10
  Connie Nolcski: Adventures of Superman #463; Flash (2)
  #19,30, 35-36, 42, 44, 49-50, 55-56, 58-60; Flash Annual
  KEYSTONE CITY, KANSAS
  ~"t. lB06
  P"'P ZOO.OOO
  G) MOMum~nt to tJ1~ Fls,;h
  (J~y G.'HTick)
  ® ho,"" of Joan Gan-ick
  o OM StockyarJ
  D Bu,;ine,,5 Ji5trict
  •
  Indu5trial park
  mil<:"
  o
  .6
  2.4
  (2) #/; Who's Who '91 #10
  Linda Park: Flash (2) #28, 31, 33, 36-43, 47, 49-50, 61,
  66-67,69 (voice),
  7i~73; Hawkworld Annual #1; Who's
  Who '9/ #/0
  Mason Trollbridge: Adventures of Supemwll #463; Flash
  (2) #15-18,20,23-28,30-38,40,43-44,46,49-50,52,55-
  61; Flash Annual (2) #4; Who's Who '91 #10
  Mary West (pre-Crisis): DC Special Series #11; The
  Flash (1) #//4, 122, 133, 135, 138, 149, /56 (behind the
  scenes), 165,266; The New Teen Titam (1) #8; (2) 6
  Mary West (current): Flash (2) #8-9, 11-25, 27, 29-31,
  49-50, 60 (behind the scenes), 61-62, 65, 69 (behind the
  scenes);
  Flash Annual (2) #2-3; Justice
  League
  International #19; Manhunter (2) #8-9; Secret Origins
  Annual #2; Who's Who '88 #4; Who's Who '91 #10
  Joan Williams Garrick (pre-Crisis): All-Flash #1-32;
  All-Star Comics #2-3, 61, 73; All-Star Squadron #54; All-
  Star Squadron An1lual #3; America Vs. the Justice Society
  #2; The Big All-American Comic Book #1; Comic
  Cavalcade #/-8, 10, 12, 14, 16-18, 20-21, 23-28; Crisis On
  infinite Earths #11; DC Special Series #11; DC Super-
  Stars #5 (redrawn reprint); The Flash (1) #123, 129, 137,
  /51, /73,201,205, 214-2/5, 229, 236, 247, 305; Flash
  Comics #1-4,6, /4-5/,53-59,61-64,66-67,69-74,76,78-
  83, 85-89, 91-95, 97-/00, 102-104; Flash Comics
  miniature; Four Star Spectacular #1 (redrawn reprint);
  Infinity, Inc. #21, 27; "Strange Confession" (unpublished
  Flash story.
  Pages i, 6-7, and 11-12 appear in Robin
  Snyder's History of the Comics (3) #7; (2) 7; and
  Superman's Girl Friend, Lois Lane #i13, respectively)
  Joan Williams Garrick (current): Adventures of
  Superman #463; Flash (2) #24, 27, 30, 32-33, 37-38, 49-
  50, 73; Flash Annual (2) #3-4; Hawkworld Annual #1;
  Justice Society ofAmerica (2) #6-7; Secret Origin::,' (3) #9,
  50; Who's Who '9/ #/0
  
  Basement
  2nd Floor
  Ground Floor
  0000000
  women's [avo
  b]o
  o
  billiard table
  o
  1E4ID'-----L...I
  =
  Ace O'Clubs Bar
  storage area
  steps to alley access
  oil storaqe
  bulkhead
  drum. OR
  [::::J
  .~
  0
  •
  G
  furnace
  men's [avo
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Superman: The Man ofSteel Sourcebook
  Action Comics #661, 663-664, 667, 673-674, 685;
  Advelltures of Superman #428, 447, 449, 454, 464,
  476-478, 483, 487, 498-499; Superman (2) #40-41,
  51,54-55,60, 76; Supemzan: The Man ofSteel #5-6,
  8-9, 11, 19-20; Who's Who '91 #12
  
  All time within the "temporal pocket" exists
  "between" seconds. No matter how much time
  seems to have passed "inside" upon exiting
  only one second will have passed on the outside.
  Subplots
  Lani is involved in a Family Subplot with her
  brother Ward. Unable to accept the fact that his little
  sister has become a criminal mastermind, Ward
  Gilbert has chosen to believe that Lani Gilbert and
  the Velvet Tiger are two different people.
  Ward has assumed the identity of a murderous
  villain he calls Hakker to kill the Velvet Tiger and
  free his sister from her "evil" influence. To assist him
  in his twisted crusade Hakker has assembled a group
  of underage villains called the Cyber-Brats. So far
  Ward has been unsuccessful, but he has proven more
  than a match for his sister's ratber limited abilities so
  if he is not stopped he may eventually defeat her
  (Enemies Subplot).
  A diagram of the manipulation of the
  natural flow of time as perceived by
  linear beings on the planet Earth.
  :;he forNard mo:; on of time
  G) Entrance into the
  "temporal pocket"
  •••~ ® Reentry into the
  natural flow of time
  @ Actual time elapsed
  outside of the
  ''temporal pocket"
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Detect;ve Comics #518-519
  Current: Hawk alld Dove (3) #22-24; Who's Who
  '91 #10
  12:00:00 -12:00:01•
  ...
  
  Hypno-Gem Pendant
  Personality/Role-playing
  Universo is a driven, ambitious man with liale
  regard for fear. These traits made him an ideal
  candidate for the Green Lantern Corps, as well as a
  persistent and ded.icated world-conqueror. Ever since
  he glimpsed the beginning of time itself at Earth's
  Time Institute, he has lusted after controlling the
  power he had seen there.
  Although he is a brilliant schemer and crim.inal
  mastermind, Universo stiU has one major weakness:
  his ego. He believes mmself to be the most powerful
  hypnotist in the galaxy (as he may well be), which
  gives him a supreme arrogance when dealing with
  heroes who oppose him.
  Universo is a cunning and ruthless manipulator,
  and will stop at nothing to achieve his ends. He has
  recently "joined forces" with the Dark Circle, duping
  them into believing he would further their cause on
  Earth. After Universo got the funding he needed from
  them, and the situation on Earth deteriorated, he
  simply discarded them as allies.
  Using Universo in Adventures
  Universo is always in the midst of a grand
  scheme to conquer the Earth, making him an ideal
  "master villain" to pit against hero teams there. He
  will invariably operate in the background, using his
  Powers to create armies of loyal followers to perform
  the ground-work for him.
  If he is in possession of the Hypno-Gem,
  Universo becomes an incredibly potent villain. He
  can use it to gain the control of one or more powerful
  heroes, such as Valor or 10 Nah, and use them against
  the Player Heroes. Universo might even gain control
  of a Player Character, although this should be rare.
  When the Dominators controlled Earthgov,
  Vidar worked as an underground resistance leader,
  secretly funded by the Dark Circle. During this
  period, he can be used as an ally for Player Heroes,
  especially the Legion SUBS. Although the Players
  should always be suspicious of Vidar, he can actually
  be counted on as an ally against the Dominion.
  Subplots
  Although Universo respects his son's scientific
  accomplishments, he has tried to kill Rond in the
  past. This strange Family Subplot may have become
  more genial since the birth of Lauren, Vidar's
  granddaughter.
  Universo's numerous attempts (and several
  successes) at conquering the Earth have always been
  foiled by the Legion of Super-Heroes. He has become
  the ubiquitous Legion villain (Enemies Subplot).
  Ever since he aided the resistance against the
  Dominion control of Earth, Universo has become
  immensely popular on New Earth, in spite of his past
  wrongdoings (Public Reputation Subplol).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSuper-Heroes Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #349, 359-360; The
  Brave and The Bold #/79; Legion Qf Super-Heroes
  (2) #295; (3) 10, 22, 30, 32-37; Superboy (l) #207;
  Superman Family #207; Tales of the Legion #320;
  Who's Who '87 (1) #24
  Current: Legion ofSuper-Heroes (4) #1,16,18,2/,
  25-27, 29-30, 32, 34-35, 40 Who's Who in the Legion
  ofSuper-Heroes #7; Who's Who '9/ #9
  
  Using Two-Face in Adventures
  The dramatic effect of Two-face's frequent coin
  flips makes him an ideal adversary for a DC HEROES
  adventure. He is particularly well-suited to c1ue-
  heavy "street" adventures. When playing Two-Face,
  make sure you give both facets of Dent's personality
  plenty of air time. After all, it's the dichotomy
  between his two halves that makes him interesting.
  Subplots
  Two-Face is involved in a long-running Enemies
  Subplot with the Batman.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book, Batman Sourcebook,
  Batman Role-Playing Game
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Two-face's Coin (front)
  Pre-Crisis; Earth-Two: Batman #50, 68 Batman:
  The Sunday Classics (variant); Detective Comics
  #66,68,80,187 (variant); Superman Family #211
  Pre-Crisis; Earth-One: Batman #234, 258, 260,
  294,312-314,328-329,346,397-398,400; The Best
  of DC #14; The Brave and The Bold #106, 129-130;
  DC Super-Stars #14; Detective Comics #513,526,
  563-564; First Issue Special #7; Green Lantern (2)
  #117; The Joker #1, 9; Justice League of America
  #125-126; The Saga ofSwamp Thing #30 (behind the
  scenes); Teen Titans #47-48; Who's Who '87 (1)
  #24; World's Finest Comics #276
  Current: Arkham Asylum; Batman #403-405, 410-
  4LJ, 415, 433, 440-442; Batlllan Annual #13-14;
  Bahnan: Full Circle (flashback); Batman: Shadow of
  the Bat #3-4; Batman: The Killing Joke; Batman 3-D
  Black Orchid (1) #2; Detective Comics #579-581,
  637; Detective Comics Annual #2 (Who's Who);
  Doctor Fate (1) #2; (2) 18-19; Invasion! #2; Legends
  of the Dark Knight #16 (behind the scenes), 28-30;
  The New Titans #60-61; Robinll #4; Sandman (2) #7
  (behind the scenes); Secret Origins (3) #23, 44;
  Secret Origins Special #1; Swalllp Thing (2) #52, 66;
  Teen Titans Spotlight #13; Who's Who '91 #Jl
  Two-face's Coin (back)
  
  Personality/Role-playing
  Tobias Manning was a ruthless developer until
  he realized the long-term impact his work was having
  on the environment. Now he attacks the problems he
  helped cause with all the zeal of a sinner who has
  found religion. Unfortunately, Manning has still not
  learned to look ahead or think through all the
  consequences of his actions.
  A southerner by birtb, Manning has an
  unexplained affinity for the old west. He speaks in a
  slow Texas drawl.
  Using Terra-Man in Adventures
  The Player Heroes are most likely to encounter
  Terra-Man during one of his campaigns to eradicate
  an environmental disaster. Although he is not truly
  evil at heart, Terra-Man will not hesitate to
  jeopardize lives or attack heroes who stand in the
  way of his goals. Once he feels his work has been
  done, Terra-Man typically surrenders without a fight.
  Excavation Bazooka
  Subplots
  Terra-Man is embroiled in a lengthy Guilt
  Subplot that was brought on by his misdeeds in
  Lookout Peak.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Superman- The Man ofSteel Sourcebook
  Appearances in DC Comics
  'Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Action Comics #426, 468-470, 511, 557,
  572 DC Comics Presents #96; The New Adventures
  of Superboy #23; Superman (1) #249-250, 259, 278,
  299, 331 (behind the scenes), 377; Superman
  Spectacular #1; Who's Who '87 (I) #23; World's
  Finest Comics #261
  Current: Superman (2) #46,52; Who's Who '91 #11
  Energy Pistol
  
  W. R. WINTERGREEN
  DEX:
  5
  STR:
  3
  BODY:
  3
  INT:
  7
  WiLL:
  5
  MIND:
  6
  [NR.:
  3
  AURA:
  3
  SPIRIT:
  5
  INITIATIVE:
  19
  HERO POINTS:
  25
  -Skills: Charisma: 4, Detectlye: 3, Martial Artist: 5,
  Medicine (First Aid): 3, Military Science: 7,
  Vehicles: 4, Weaponry: 6
  -Advantages: Connection: New Titans (Low);
  Connoisseur~ Iron
  erves; Omni-Connection; Rich
  Friend (Slade Wilson)
  -Drawbacks:
  Age (old); Serious Irrational
  Attraction to protecting Slade Wilson
  -Occupation: British Army Major, Retired
  -Wealth: 7
  Personality/Role-playing
  Slade Wilson's personality has eyolved over the
  years. Once his air was almost casual, but with the
  delerioration of his family, Deathstroke is now grim
  and determined, focussing only on his assignments.
  When his youngest son, Joey (who later became the
  New Titan Jericho) was kidnapped by the Jackal,
  Wilson and his wife Adeline went to his rescue.
  Wilson saved his son's life but not before Joey's
  throat was slit, severing his vocal chords. In
  retaliation for risking her son's life, Adeline tried to
  shoot her husband in the head. Wilson's reflexes
  saved him, though he lost the use of his right eye.
  Wilson's older son, Grant, was transformed by an
  experiment while in the employ of the H.I.V.E. and
  set upon the New Teen Titans as the Rayager. The
  experimental drugs which the H.I.V.E. had given him
  eventually burned his body OUI, killing him.
  Finally, on an adventure with the Titans,
  Deathstroke was forced to kill his own son when
  Jericho became possessed by the souls of Trigon and
  the inhabitants of Azaratb. Jericho, in the guise of
  Wildebeest, had captured the Titans and intended to
  use them as host bodies for the dark souls it now
  possessed, and to ultimately build the perfect host
  body.
  Now Deathstroke presents a hard exterior,
  pushing friend an foe alike to the point of anger and
  refusing offers of help or compassion.
  Using Deathstroke in Adventures
  Deathstroke's Mistrusted status makes him a
  constant target for most heroes. He can be used as an
  adversary for more experienced heroes, or as an
  unpredictable ally whose actions will be dictated by
  whatever contract he is fulfilling.
  His exceptional skills could make Deathslroke an
  excellent teacher for new heroes if they can convince
  him to Irain them. This should be a difficult process
  however, since Wilson has recently immersed
  himself in the consuming safety of his work.
  As a Player Character, Deathstroke will
  constantly face the enemies of his past and most law-
  abiding heroes he comes into contact with.
  Subplots
  Lately, Deathstroke has been wracked with guilt
  over the deaths of his sons Grant and especially Joey.
  He will often endanger himself needlessly to help
  olhers who might be in situations which could rollow
  a similar course (Death Guilt Subplot).
  Though he is quickly running out of family,
  Deathstroke is regularly involved in Family Subplots.
  Though now retired, Adeline Wilson is frequently
  crossing paths with Slade and is still bitter about the
  deaths of her sons (Romance Subplot). This,
  combined with his regular contracted assassinations
  frequently has him embroiled in Criminal Past
  Subplots as well.
  Deathstroke is more frequently involved in Job
  Subplots than most Characters. Those he kills are
  always the worst of the worst. There is never doubt in
  his mjnd of their deserving to die.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book. New Titans Sourcebook. /n Hot Pursuit
  Appearances in DC Comics
  • tote: Pre-Crisis appearances are not part of presenl continuity.
  Pre·Crisis: Crisis On Infinite Earths #5, 9; The New Teen Titans
  (1) #2.9-10,34.39; Tales ofthe Tee'l Titans #42-44.53-55; Teen
  Titans Annual #3; Wllo's Who '87 (/) #23
  Current: Action Comics #675; Adventures of SUpermllrl #488-
  489; Adventures of Superman Annual #4; Deatllstroke. the
  Terminator #I-on; Deatllstroke. tile Terminator Annual HI;
  EcJipso: n,e Darkness Within #2; The New Teen Titans Antlual (2)
  #3; The New Titans #62-65.
  70~79, 81-86. 90-91; The New Titans
  Annllal #8; Superman (2) #65-66, 68; Superman: The Mall ofSteel
  #10: Team Titans #1; 1';/OIIS Sell-Out Special #1; War ofthe Gods
  #4; Who's Who '91 #9; Wonder Woman (2) #6/,63; Wonder
  Woman Special #1
  
  The psychic re,;onance i,;
  exhibited a,; an energy field
  projected around the eye,; of
  the ,;ubject. Once the energy
  reaches an undetermined
  thre,;hold it mu,;t be
  di5Charged.
  The energy i,; dl,;charged a,;
  concussive force similar to
  the bla,;t of a charge of TNT.
  The bla,;t I,; ,;pherical in ,;hape
  apprOXimately 100 yard,; in
  diameter centered on the
  ,;ubject,; head.
  Appearances in DC Comics
  The only other Subplots which Sudden Death
  involves himself in are regular Job Subplots dealing
  with anything from drug trafficking to bodyguarding,
  and frequent one night Romance Subplots as he picks
  up women on the beach.
  Hawk alld Dove (3) #5, 22-24; Suicide Squad #63-
  65; Who's Who '91 #JJ
  After only three appearances, Sudden Death is
  already racking up a fine Enemies Subplot with
  Hawk and Dove, and wouldn't pass up any
  opportunity for a rematch with them.
  Subplots
  Sudden Death can also be teamed up with one or
  more other, more scheming villains, as he was with
  the Velvet Tiger. He's more than willing to hire out
  his explosive might to anyone who can meet his price
  or promise him immediate gain.
  Any adventure which involves Hawk and/or
  Dove could certainly include an appearance by
  Sudden Death. The villain would leap at the chance
  to pound on the pair after his embarrassing defeats at
  their hands.
  The ,;ubject i,; able to ab,;orb
  kinetic energy and store it in
  hi,; central nervou,; ,;y,;tem
  like a capacitor. With every
  blow the ,;ubject recieve,; the
  p,;ychic re,;onance ,;tored in
  his nervou,; ,;ystem grow,;.
  
  Miniature Starfish
  ,
  When Stano needs to Control many minds
  spread over a large area, or if he faces strong-willed
  victims (like most super-heroes), he can spray forth
  tiny duplicates of himself. These little Starros clamp
  onto their target's faces and control their minds.
  In order to be truly effective, the miniature
  starfish need absorbed energy from Stareo's Power
  Reserve. When Starro expends energy to augment his
  miniature slarfish, one expenditure affects all of
  them, regardless of how many or how far they are.
  (For example, if Starro "spends" 7 APs from his
  Power Reserve, all of his miniature starfish have their
  Control Powers raised from I to 8 APs. The increase
  lasts for 2 days before Starro must renew it with morc
  APs from his Power Reserve.)
  There is no known limit to the number of
  miniature starfish Starro can create. In the past, he
  has generated literally thousands of them. Note that if
  the "real" Starro is rendered unconscious or dead, all
  of his miniature starfish cease to function.
  MINIATURE STARFISH
  DEX:
  7
  STR:
  0
  BODY:
  5
  INT:
  0
  WILL:
  0
  MIND:
  I
  INFL:
  0
  AURA:
  0
  SPIRIT:
  I
  INITIATIVE:
  7
  -Powers: Cling: 7, Control: 1(15), Sh.nnkmg: 5
  -Limitations: Control Power has No Range (the
  Starfish maintain control over their victims by
  clamping themselves onto their victims' faces);
  Control Power has an initial rating of I AP, but can
  be augmented whh Starro's Power Reserve (see
  above) up to a maximum of 15 APs; Shrinking is
  Always On.
  -Drawbacks: Attack Vulnerability: Cold, -4 Column
  Shifts; Fatal Vulnerability: Garden Lime, 0 AP
  Range; Loss Vulnerability: Garden Lime, 0 AP
  Range, affects all Powers and Attributes.
  Personality/Role-playing
  Starro is a single-minded villain who wants
  nothing less than total domination of the Earth. He
  likes to operate through middlemen, using his Split
  and Control Powers to distance himself from anyone
  who is trying to stop him. Starro is also highly
  intelligent, as shown by his habit of leaving bits of
  himself scattered in the oceans across the Earth in
  case he is defeated again.
  Using Starro in Adventures
  Starro is an excellent "behind-the-scenes" villain.
  He can use his Control Power to force people to do
  anything he wants, and can even gain the "help" of
  powerful Characters through the use of his miniature
  starfish.
  Unlike most mastermind villains, however,
  Stano is also tremendously powerful when heroes
  finally catch up to him, and can easily give even a
  well-organized team a run for their money, especially
  if he has absorbed a great deal of energy. Fortunately
  for the heroes of Earth, Starro's vnlnerability to
  common garden lime is well-known to the Justice
  Leagne, and they will be more than happy to dispense
  this information (if asked).
  SUbplots
  Starro's plans are continually thwarted by the
  Justice League (and its various individual members)
  in an on-going Enemies Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #45]; The Brave and
  the Bold #28; Captain Carrot and His Amazing UJo
  Crew #1; Crisis On Infinite Earths #9; lustice League
  of America #65, 189-190; The New Teen Titans (1)
  #/6 (behind the scenes); Who's Who '86 #22
  Current: lustice League Europe #24-28; Who's Who
  '9/ #/3
  
  Star Sapphire's Helmet
  Personality/Role-playing
  Star Sapphire is a warrior whose ruthless
  brutality is very different from Carol's gentle nature.
  Her only desire is Hal Jordan's death, but she will
  settle for humiliating him if she must. If thwarted she
  will take out her frustrations on innocent victims.
  Using Star Sapphire in Adventures
  Hal Jordan and John Stewart freed Carol FerTis of
  Sapphire's influence, but the gem that possessed her was
  never destroyed, so Star Sapphire might possibly return
  one day to take vengeance on them for her defeat.
  Subplots
  Star Sapphire was destined to be the queen of
  Zarnaron but the entire Zamaron people flew off with
  the Guardians of the Universe to found the next race
  of immortals, abandoning her in a universe that no
  longer had a place for her (Miscellaneous Subplot).
  Green Lantern John Stewart has been a bitter Enemy
  of Star Sapphire ever since she killed his wife, Katma Tui.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Star Sapphire I (pre-Crisis): All-Flash #32
  Carol Ferris (pre-Crisis): All-Star Squadron #53; The
  Brave and The Bold #59,173; Crisis On Infinite Earths #5-
  6,9-10; DC Comics Presents #6 DC Super-SIars #14; The
  Flash (I) #131, 143, 235, 277; Green Lantern (2) #1-7, 10-
  13, 15-18,20-29,32,34-39,41-44,46,48-49,53,69, 73-
  74, 83-84, 89, 93-94, 96-97, 99, 104-106, 108-109, 121,
  124-134,136, 138-151, 157,172-176, 178-183, 185-193;
  Infinity, Inc. #22; iustice League of America #7, 28, 157;
  Showcase #22-24; Superman (I) #261; Tales of the Green
  Lantern Corps #3; Who's Who '86 #22; World's Finest
  Comics #255
  Star Sapphire IT (pre-Crisis): Ali-Star Squadron #54;
  Crisis on Infinite Earths #5-6, 9-10; DC Comics Presents
  #6; Green Lan/em (2) #16, 26, 41, 73-74, 129, 191-193;
  Infinity, Inc. #22; Superman (1) #261; Who's Who '86 #22
  Star Sapphire II (current): Action Comics Weekly #601-
  605; Adventures of Superman Annual #4; Eclipso: The
  Darkness Within #2 Green Lantern (2) #/99-201; (3) 22-
  24, 26-27 (Carol only), 29 (Carol), 32-34 (Carol), 36
  (Carol); Green Lantern Annual (2) #1; Green Lantern
  Corps #211-213; Green Lantern: Emerald Dawn #1-2, 4, 6
  (all Carol only); Green Lantern: Emerald Dawn II #1
  (Carol); Who's Who '91 #13
  Star Sapphire III (pre-Crisis): Cancelled Comic
  Cavalcade #2; DC Special Series #6; Green Lantern (2)
  #i92; lustice League ojAmerica #166-168, /74 (text); The
  Secret Society oj Stlper-Villains #1-6,8-15; Super-Team
  Family #13-14
  Star Sapphire III (current): Secret Origins (3) #23
  (flashback)
  
  Superman- The Mall ofSteel Sourcebook
  The Book of the McDougal,;
  front cover
  back cover
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  can conceive of little beyond her immediate goal. She
  seems to care little about the lives of others; only her
  needs and drives matter.
  Subplots
  The Silver Banshee's background heavily
  involved a Family/Enemies Subplol. Though het
  brother and uncle were spirited away by the Crone,
  there is go guarantee that they won't reappear as the
  Banshee did.
  Using Silver Banshee in Adventures
  Appearances in DC Comics
  Action Comics #595, 662; Superman (2) #17, 23;
  Who's Who '88 #3; Who's Who '9/ #/2
  The Silver Banshee's ability to kill instantly
  makes her an incredibly dangerous foe. She should be
  used only in adventures where most of the player
  heroes are invulnerable or have great mystical
  strength. to all cases she should be handled with great
  care as her touch could kill a player hero as easily as
  a normal human, drastically unbalancing the game.
  During her most recent appearance, Silver
  Banshee was used as a tool of the demon Blaze. It
  seems likely that unless she finds some purpose or
  direction of her own, she will continue to be
  manipulated by Blaze.
  Personality/Role-playing
  Axe of Clan McDougal [BODV: 16, SPtRlT: 9, EV: 5]
  Bonus: The Axe's EV is considered mystical in
  nature; it can harm those vulnerable to magic.
  The Axe of Clan McDougal
  Another artifact of Clan McDougal is the Axe of
  the Clan. Like the Tome, the axe is mystjcal in nature
  and hence is capable of harming even Superman. It
  was wielded for a time by Siobhan's brother Bevan
  and was thought destroyed or at least buried
  irretrievably in the destruction of Castle Broen. It was
  apparemly retrieved, however, by the entity known as
  Blaze, as she later provided it to the Banshee to kill
  Superman with. It is assumed to now be in the
  keeping of the Crone.
  closer to the Tome. At a range of 5 miles from the
  book (12 APs), Silver Banshee could call forth a
  lightning storm and create a whirlpool. At closer
  proximity, she could manipulate huge masses of earth
  and Slone.
  Tome of Clan McDougal [BODV: 18, SPIRIT: 10,
  Precognition: 9, Sorcery: 18]
  Limitations: The amount of time that the Tome's
  Precognition Power can see into can never be more
  than a few moments (0 APs). Full RAPs and a
  completely accurate depiction are almost always
  achieved. This Tome can only see the future of
  Clan McDougal.
  The Sorcery Power of the Tome applies only to the
  Silver Banshee, and perhaps to all first-born
  children of Clan McDougal. The power (APs) that
  can be wielded is limited by how close the Banshee
  is to the Tome. Within 10 feet (0 APs), the Banshee
  can wield all 18 APs of the Tome's Sorcery Power.
  However for each AP of distance between the
  Tome and the Banshee, the APs of Sorcery that she
  can wield is reduced by 1. At a distance of 18 APs
  or greater, no Sorcery can be used.
  Any vestige of Siobhan McDougal's original
  personality seems to have vanished beneath that of
  the Silver Banshee. The Banshee herself seems to
  fluctuate between a spirit of vengeance and a
  confused tool of greater powers. Her anger at her
  brother and uncle and at Superman make her easily
  manipulated by others. Left to her own devices, the
  Silver Banshee is ruthless though short-sighted and
  
  ...........
  ".".
  ••••
  0"
  •• -
  •••••••••••••• -'.
  " •
  .•....~/............
  .
  .
  ...........
  ::>;::.::.::::.::::::.:::.:.....~::..
  Subject is able to reassemble
  his body by again altering the
  polarity of the pieces.
  Each piece is imprinted with
  a bio-electrical code to tell it
  where to return to upon
  reassembly. This can be
  compared to the DNA code of
  an organic lifeform always
  producing like cells within a
  certain area of the body.
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  BackgroUlulJRosler Book
  Doom Potrol (2) #7·8; Suicide Squad #63·65; Who's
  Who '88 #3; Who's Who '91 #13
  '"
  .........
  ."
  ....... _-
  .................
  .. ,
  By repolorizing all of the
  pieces within his center mass
  subject is able to completely
  fragment his body. The blast
  is generally spherical in shape
  and the subject has less
  control over the flight paths
  of the pieces.
  Subplots
  Though Shrapnel has nol been in the "big
  leagues" long enough to develop many Subplots, he
  recently brought an Enemies Subplot to a conclusion
  wilh the assassination of Walter Williamson. He may
  have also formed the beginnings of an Enemies
  Subplol involving the Doom Patrol.
  Subject is composed of
  several thousand pieces of
  "living" metal. These pieces
  are held together by a
  complex magnetic field.
  By altering the polarity of an
  Individual piece, or group of
  pieces, the subject is able to
  launch it/them from his body.
  These pieces travei between
  500-900 fps and may be
  guided by the subject
  towards a target within line
  of sight.
  
  Shark's Evolutionary
  Stages
  6'
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Appearances in DC Comics
  Current: Black Condor #4; Green Lantern (2) #199;
  Who's Who '91 #10
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Every time he returns, the Shark's appearance
  and Powers have varied, depending on the exact type
  of radiation he is exposed to. His exposure to
  S.T.A.R. Labs' toxic waste resulted in his current,
  more shark-like form (Strange Appearance). It is
  unknown if he will mutate even further in the future
  (Power Complication Subplots).
  Background/Roster Book, World in the Balance
  Pre-Crisis: Action Comics #456; Adventure Comics
  #443-444,446-448,459; Crisis on Infinite Earths #9;
  Green Lantern (2) #24, 28, 126, 174-176, 196-198;
  lustice League of America #40,162; Who's Who '86
  #20
  Average Size of an Adult
  Male Tiger Shark
  Size Comparison
  Subplots
  The Shark continually comes into contlict with
  Green Lanterns, particularly Hal Jordan, because
  their minds are so strong (Enemies Subplot).
  Over the years, the Shark has been a persistent
  enemy of the Green Lanterns. He will seek out any
  Green Lanterns he can fj od, and endeavor to show
  them true fear before feasting on their minds. The
  Shark can therefore be used as a villain in any
  adventure involving a Green Lantem.
  The Shark has also faced various members of the
  old Justice League of America, so he might pop up in
  a Justice League adventure when he is least expected.
  Since he was originally a shark, the Shark is at
  his strongest under the sea. He will attempt to battle
  his opponents under or near water whenever possible.
  The mutant known as the Shark is driven by one
  thing: an unrelenting and ravenous hunger. In
  addition to feeding on flesh, the Shark must also feed
  011 the minds of his victims, although he still refers to
  them as "meat."
  In spile of his advanced intellect, the Shark must
  still obey his primitive instincts. His "shark nature"
  compels him to hunt prey that will give a good fight.
  To this end, he purposefully seeks oul powerful
  minds to devour, like that of his first opponent, Hal
  Jordan.
  Using the Shark in Adventures
  Personality/Role-playing
  
  Shadow Field Generator Suit
  pleasure from killing, he is more than capable of
  doing so without hesitation under almost any
  imaginable circumstances. Sands' detachment from
  his work has allowed him to effectively hide his
  emotions.
  Using Shadow Thief in Adventures
  As a well-known assassin and mercenary,
  Shadow Thief is very easy to incorporate into DC
  HEROES adventures. One of the Player Heroes' arch-
  enemies might hire him to kill an obstacle (perhaps
  even the Heroes themselves) that stands in the way of
  a criminal master plan.
  Shadow Thief also provides GMs with an
  excellent vehicle for introducing Hawkman into their
  campaigns. Because of the Shadow Thief's
  formidable abilities, it is likely that the player heroes
  will be forced to seek out Hawkman in search of the
  technology necessary to defeat Sands.
  Subplots
  Shadow Thief's work as an assassin and master
  spy often thmsts him into various Job Subplots.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook (old version)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Brave and The Bold (I) #36; Crisis
  on Infinite Earths #9; Hawkman (1) #5, 9; (2) 1-3;
  Justice League oj America #111, 139; The Secret
  Society oj Super-Villains #1; Showcase #101,103;
  Who's Who '86 #20; World's Finest Comics #270
  Current: Hawkworld (2) #5-6, 26; Hawkworld
  Annual #3; Who's Who '91 #9
  
  enthusiastic, however, that he invariably ends up
  being caught because of the trail of victims he leaves
  in his wake.
  This is not to say that Roxxas is truly careless,
  simply that he gets carried away. He will normally
  set out to accomplish his goals with a carefully
  conceived plan, and then cast it aside as he gets lost
  in the ecstasy of murder. Once he starts on a killing
  spree, Roxxas finds it difficult to tear himself away,
  as his "ghost" voices drive him onward to greater and
  greater acts of unspeakable cruelty.
  Using Roxxas in Adventures
  Roxxas is a truly ruthless and despicable villain,
  one that the Legion has had to deal with time and
  time again. Any adventure set in the 30th century
  might involve Roxxas, as he often escapes capture
  and offers his services as an assassin to all manner of
  employers, including the Dominators.
  It is conceivable that a Chronal Howitzer misfire
  could catapult Roxxas back to 20th century Earth.
  His erratic behavior and incredibly violent nature
  would make him a challenging villain for any
  unsuspecting hero he finds there.
  Chronal Howitzer
  Subplots
  As an infamous assassin and madman, Roxxas has
  earned the hatred of countless sentients throughout the
  galaxy (Enemies Subplots). Chief among these enemies
  are the Legion of Super-Heroes, and especially Jan
  Arrah (Element Lad), the last survivor of Trom.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSuper-Heroes Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #307; Superboy (l)
  #2JJ
  Current: Legion of Super-Heroes (4) #1-3, 6, 9-12;
  Who's Who in the Legion oISuper-Heroes #5; Who's
  Who '91 #9
  approx. 3 meters
  Upon detonation, the chronal howitzer puts up a
  force bubble, then accelerates the contents of this
  sphere near the speed of light for an undetermined
  period of time. To the world outside the sphere it
  seems the contents are disintegrated, but they are
  in fact deposited at the exact same point in space
  aeons in the future..
  
  ELECTRO-ROCKETS [BODY: 4, Ammo: 8, R#: 3]
  The Rockets add I AP the the user's movement
  speed. Each use lasts for I phase.
  Matter-Distributor [BODY: I, Chameleon: 7, Matter
  Manipulation: 13, Telekinesis: 6, R#: 3]
  Zoom created this device by modifying an ordinary
  electric razor, demonstrating how advanced his
  25th century science really was.
  Miniaturizing Gun [BODY: 4, Shrinking: 7, R#: 2]
  Bonuses: Shrinking is Useable on Others, and has
  an Area Effect. Limitation: Each AP of Shrinking
  active reduces the target's STR, weight, and
  movement speed by I AP each.
  Flash-Trap [BODY: 2, Paralysis: 7] Note: The Flash-
  Trap's Paralysis Power functions exactly as Mystic
  Freeze, except that the OVIRVs are equal to the
  target's BODy/BoDY. Limitation: Paralysis only
  functions on targets placed inside the Trap.
  The Flash-Trap is a device similar to a butterfly
  "killing jar" that Zoom placed the Flash in after
  using the Miniaturizing Gun on him.
  HOLOGRAPHIC IMAGE GENERATOR [Booy: I,
  Illusion: 7, R#: 2]
  Zoom once used this tiny device (which was
  worked into his costume) to make the Flash think
  Zoom had split into two halves.
  HEAVY MATTER BOOTS fBooy: 13, Gravity
  Increase: 7, R#: 2] Bonus: The EV of the Boots'
  Gravity Increase Power increases by +1 AP every
  phase. The Boots continue to attack their wearer
  every phase until they are removed or destroyed.
  TIME-TRIPPER [STR: 4, BODY: 8, Security System:
  10, Time Travel: 58, R#: 2] Bonus: If anyone other
  than Zoom attempts to operate the Tripper, it will
  automatically travel back in time until it reaches the
  beginning of time itself. This can be avoided if the
  Security System is bypassed with the Thief Skill.
  The Time-Tripper is a bubble-shaped time travel
  vehicle that can accommodate about five people.
  Time-Switch
  By
  absorbing
  an
  enormous
  quantity
  of
  "impenetrable radiation" (an energy field used to
  restrain and nourish criminals in the 25th century),
  Zoom could switch places in time with anyone. He
  once used this ability to escape imprisonment by
  switching places with Barry Allen.
  In game terms, this ability is a special form of
  Time Travel, rated at 32 APs. In order to use it,
  Zoom must be subjected to "impenetrable radiation"
  for a long period of time (GM's discretion). He then
  chooses a target anywhere within 32 APs of distance
  (in time and/or space), and follows the normal rules
  for Time Travelling an unwilling target (see page 45
  of the Character Handbook).
  Personality/Role-playing
  Eobard Thawne hated the Flash because he
  envied the speedster's Powers, but despised his
  goodness. This hate grew until Thawne became
  obsessed with ruining the Flash's life.
  Thawne hated the moniker "Reverse-Flash," a
  name which the Flash coined for him. Thawne
  always used his assumed name "Professor Zoom."
  After watching hour upon hour of 20th century
  gangster movies while imprisoned, Zoom started to
  emulate "gangster-talk." The Gamemaster should
  make sure to roleplay this tendency when using him
  in adventures.
  'Using Reverse-Flash in Adventures
  The Reverse-Flash was one of Barry Allen's
  most persistent and dangerous foes. He can be used
  in any adventure set in the pre-Crisis era as a major
  villain opposing the Flash. Also, Zoom was a
  member of the Secret Society of Super-Villains and
  teamed up with them in several battles against the
  Justice League of America.
  Subplots
  For some reason, Zoom was preoccupied with
  winning the interest of Flash's loves. His overtures
  were rude and ill-conceived, however, and always
  ended in violence (Romance Subplot). As previously
  discussed, Zoom hated the Flash and would go to
  great lengths to defeat him (Enemies Subplot).
  Appearances in DC Comics
  Pre-Crisis: Callcelled Comic Cavalcade #2; DC
  Comics Presents #1-2; The Flash (1) #139,147,153,
  165,175,186,225,233,237,275,281-284,321-325,
  328; Justice League of America #166-/68; The
  Secret Society of Super-Villains #12-/5; Who's Who
  '86 #19
  Current: Secret Origins Annual #2 (flashback);
  Who's Who '91 #9
  
  Powers and Abilities
  Rainbow Raider can use his color powers to
  create rainbows which he rides on and force blasts of
  solid light. He can also create simple constructs such
  as pedestals and cages (Force Manipulation).
  Roy Bivolo is also an accomplished artist though
  his initial color-blindness prevented him from
  pursuing a successful career as a painter. Since his
  color vision has been restored. Roy has found that
  crime is much more lucrative than art
  Rainbow Raider learned a great deal about
  gadgetry from his inventor father and can construct
  intricate devices and weapons involving color and
  light, such as a device which could remove all color
  from an entire city, rendering it white.
  Personality/Role-playing
  Though he is frequently captured by such heroes
  as the Flash, Green Lantern, and Booster Gold,
  Rainbow Raider enjoys his life of crime and using his
  powers. As a member of Flash's Rogues Gallery, he
  seems to have a kind of pride in having been a
  regular Flash foe for so long.
  Due to the rejections of his work by the art
  world, Roy Bivolo chose to dedicate his life to
  depriving others of great works of art. This m.o.
  holds to this day as the Rainbow Raider has found
  stolen art to be highly valuable on the black market.
  Though they sometimes vary in effectiveness,
  Rainbow Raider enjoys using his full spectrum of
  powers in combat. He will rely on one "color" only if
  it appears his target is particularly susceptible to it.
  Even though he might defeat a hero and have them at
  his mercy, the Rainbow Raider has little interest in
  killing his foes. In such a situation the Raider will
  finish his work and escape, leaving the fallen hero to
  face humiliation.
  Using Rainbow Raider in Adventures
  The Rainbow Raider originally conducted most
  of his criminal activities in and around Central City,
  home of the second Flash, but now is expanding his
  range. Today, any museum, gallery or collector in the
  world who owns or is displaying valuable or
  noteworthy works of art is a potential target for the
  Rainbow Raider. The Raider is usually encountered
  in the process of committing the crime or during his
  escape.
  The Raider might also be encountered in any
  adventure which involves other members of the
  Flash's Rogues Gallery. This team typically bands
  together to pull off large scale crimes aud splits the
  profits afterwards.
  Subplots
  The Rainbow Raider's original nemesis was the
  Flash (Barry Allen). The Scarlet Speedster regularly
  defeated the Raider at every tum (Enemies Subplot).
  Recently Tom Emery, a scientist who had access
  to Rainbow Raider's devices and technology,
  fabricated a number of color-based devices and
  became the villain Dr. Spectro (Power Complication
  Subplot). It is believed that the Raider is unaware of
  this theft of his technology and his reaction upon
  finding out could be rather negati ve.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Brave and The Bold #194; The Flash
  (I) #286, 298-299, 332, 348-350; Green Lantern (2)
  #175; Who's Who '86 #19
  Current: Booster Gold #19-20; Caprain Atom (3) #5
  (mention); Flash (2) #19; Who's Who '91 #11
  Black-light Goggles
  
  Ra's al Ghul's brooch
  new and devilish weaponry is matched only by the
  Batman's ingenuity in foiling these fiendish schemes.
  Using Ra's al Ghul in Adventures
  Like Kobra, Ra's al Ghul is well-suited to epic
  adventures that threaten the well-being of the entire
  world. His schemes are almost exclusively grandiose
  and unlikely to attract the attention of all but the most
  observant heroes until it is too late.
  Tn the past, Ra's has demonstrated an affinity for
  artifacts and information with mystical significance.
  Should such an item become available, Ra's would
  almost certainly consider attempting to acquire it.
  SUbplots
  Ra's is frequently embroiled in Family Subplots
  centered around his relationship with his daughter
  Talia and Enemy Subplots centered around his long-
  running conflict with Batman.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book, Batman Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Batman #232, 235, 240, 242 (behind the
  scenes), 243-244, 291-294, 332 (voice), 333 (behind the
  scenes), 334-335, 400; Barman Anllual #8; Black lightnillg
  (/) #2 (behind the scenes); 77,e Brave and The Bold #159;
  DC Special Series #15; Detective Comics #445,448,485,
  490,566 (behind the seelles); Who's Who '86#19
  Current: Baunan: Birth of the Demon; Batmall:
  Bride of the Demon .. Batman: Son of the Demon;
  Detective Comics Annual #1, 2 (Who's Who); Who's
  Who '91 #13
  
  the composite
  Medusa Masks
  Subplots
  Psycho-Pirate has amassed a number of enemies
  during his criminal career including Animal Man, the
  Flash and the members of Infinity, Inc. (Enemies
  Subplots).
  Of course he was also involved in a whopper of a
  Power Complications Subplot shortly before his
  termination, as his empowered psyche spewed forth
  characters form the Pre·Crisis worlds.
  Appearances in DC Comics
  Psycho Pirate I (pre-Crisis): Ali-Sial' Comics #23,
  32; Showcase #56
  Psycho Pirate n (pre-Crisis): All-Slar Comics #65-
  66, 68; All-Sial' Squadroll #26; All-Slar Squadrall
  Anllual #2; Crisis 011 Illfillite Earths #1-8, 12; The
  Fury of Firestorm #41; Justice League of America
  #147, 195-197; SholVcase #56; The Spectre (1) #5;
  Who's Who '86 #18
  Psycho Pirate II (current): Allimal Mall #10, 20,
  22-24; Infillity, 111c. #31-32, 36; Illfillity, 11lc. Special
  #1; Millellllium #2; The Outsiders (1) #21; The
  Outsiders Special #1; Secre! Origills (3) #23 Who's
  Who '91 #13
  
  of pure energy, nearly helpless outside of their
  containment shells.
  "THE MASTER"
  DEX:
  J
  STR:
  21
  BODY:
  16
  INT:
  II
  WILL:
  26
  MIND:
  17
  INFL:
  10
  AURA:
  5
  SPIRlT:
  6
  INITIATIVE:
  22
  HERO POINTS:
  100
  -Powers: Control: 7, Energy AbsorplIon: 18,
  Growth: 20, Invulnerability: 16, Life Sense: 18
  -Skills: Gadgetry: 13, Scientist: 13, Vehicles (Space
  Craft): 5
  -Limitations: Growth is Always On and is already
  figured in to the above Attributes.
  -Advantages: Genius; Leadership
  -Drawbacks: Strange Appearance; Unluck
  -Motivation: Unwanted Power
  -Equipment:
  STARSHIP [STR: 15, BODY: 18, Flight: 30, Radar
  Sense: 28, Sealed Systems: 25, Suspension: 30,
  Teleportation: 25, R#: 2] Limitation: Teleportation
  is only useable on others, not the ship itself.
  Note: At the time the ship was discovered by
  Superman, its Suspension Power had broken down,
  and it was buried under tons of rock.
  YB2ANDR3B2
  I,,'T:
  5
  WILL:
  3
  MIND:
  3
  INFL:
  3
  AURA:
  3
  SPIRlT:
  2
  INITIATIVE:
  8 (14)
  HERO POINTS:
  10
  -Powers. Dtspersal. 8, Energy Absorption. 16, Life
  Sense: 8, Self-Link (Energy Blast): 8
  -Skills: Military Science (Tracking): 5
  -Limitations: Self-Link (Energy Blast) and Dispersal
  are Always On.
  -Advantages: Lightning Reflexes
  -Drawbacks: Strange Appearance
  -Motivation: Mercenaries
  -Occupation: Hunters
  -Equipment:
  CONTAINMENT SHELLS [DEX: 6, STR: 5, BoDY: 6,
  Heat Vision: 16] The Containment Shells aUow YB2
  and R3B2 to take physical fonn by "shutting off' their
  Dispersal and Self-Link (Energy Blast) Powers; Heat
  Vision only works for energy beings.
  SCOUT SHIP [STR: 9, BODY: 12, Flight: 18, Radar
  Sense: 25, Sealed Systems: 20, Suspension: 20, R#: 2]
  Personality/Role-playing
  Psi-Phon and Dreadnaught are bullies and thrill-
  seekers. They love nothing beller than humiliating a
  once-mighty being by using his own powers against
  him. They are amoral and irresponsible. and will
  often stray from their tasks in order to pick on some
  random super-hero.
  Once they face defeat, however, Psi-Phon and
  Dreadnaught become complete cowards, and will
  seek to flee to the protection of their "master."
  Using Psi-Phon & Dreadnaught in
  Adventures
  Psi-Phon and Dreadnaught are perfect villains to
  put self-important heroes in their place. Heroes
  facing them wiJJ quickly have to resort to using their
  Skills and intelligence to beat Psi-Phon and
  Dreadnaught, as brute force will rarely work.
  When using Psi-Phon and Dreadnaught, a GM
  should be sure to have them steal some of the Player
  Heroes' Powers from hiding. The Players should
  grow increasingly nervous as their Characters
  inexplicably lose their Powers one by one, until they
  finally face Dreadnaught using their own Powers
  against them! To prevent the Players from feeling
  completely helpless, the GM should drop hints so that
  it is clear that their Powers are somehow being
  "blocked," and not "drained."
  Subplots
  Psi-Phon and Dreadnaught were involved in an
  Enemies Subplot with Clark Kent, who defeated
  them after they first appeared.
  Although they were supposed to be seeking an
  energy source for their "master," Psi-Phon and
  Dreadnaught got side-tracked more than once by their
  Thrill Seeking Motivations (Job Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Superman- The Man ofSteel Sourcebook
  Appearances in DC Comics
  Adventures of Superman #44/-442, 469; Superman
  (2) #19; Who's Who '88 #3; Who's Who '91 #13
  
  Giant Squirting Flower Connected to the
  Metroplois Water Supply
  Although his first few escapades look place in
  Metropolis, there is no reason why the Prankster can't
  spread his gags to other cities across America and the
  world. He's guaranteed a spot on the front page if he
  can get the Justice League International involved in
  one of his showstoppers.
  Subplots
  Even before Morgan Edge cancelled his show,
  Oswald has hated the executive with a passion.
  Edge's heart condition and Prankster's imprisonmenl
  only delay their inevitable clash (Enemies Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  SupermQIl- The Mall ofSteel Sourcebook
  ppearances in DC Comics
  'Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis; Earth-Two: Action Comics #51,57,69,
  77,95,104, /09,151; Superman (/) #20,22,29,37,
  41,50,52,55-56,60-6/,64,66,69-70, 72, 75, 87-88
  Pre-Crisis; Earth-One: DC Comics Presents #41;
  Superman (1) #299; Superman Family #184;
  Superman's PaL, Jimmy Olsen #9; Who's Who '86
  #18; World's Finest Comics #/59
  Current: Superman (2) #/6, 36; Who's Who '88 #3;
  Who's Who '91 #11
  
  Cosmic Converter Belt
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  The Mist was involved in a long-running
  Enemies Subplot with the original Starman, and later
  the original Black Canary.
  The effects of his "inviso-solution" have
  continually added 10 the powers of Nimbus (Power
  Complication Subplot). Theoretically, hc could
  continue to gain new powers as time goes on.
  Subplots
  Appearances in DC Comics
  Using Nimbus in Adventures
  Pre-Crisis: Adventllre Comics #67, 77; All-Star
  Sqlladron #26; All-Star Squadron Annual #2; The
  Brave and The Bold #6/; Crisis On Infinite Earths
  #5, 9; Infinity, Inc. #22; JlIstice League of America
  #195-197; Swamp Thing (2) #46 Who's Who '86 #15
  The Mist can be used in Golden Age adventures
  involving the original Starman, Black Canary, or the
  Justice Society of America. In this era, the Mist is
  usually found hatching some scheme to steal Allied
  war secrets to sell to the highest bidder.
  Once he acquires the Cosmic Converter and
  becomes Nimbus, he is a major threat worthy of the
  Justice League. A possible adventure might involve
  the Starmen failing to stop Nimbus, and the Player
  heroes coming in to save the day (hopefully).
  Presumably, Nimbus will reform himself out of
  his scattered panicles and regain his Mist Powers. He
  might then begin searching for an alternate energy
  source to allow him to regain his Nimbus Powers.
  When he was just the Mist, his attitude was
  much less grandiose. He was a simple criminal who
  sought to use his powers for personal gain.
  Current: Green Lantern Corps Quarterly #3
  (flashback); Starman #26-27; Who's Who '91 #10
  The Mist
  Personality/Role-playing
  THE MIST
  Before he acquired the Cosmic Converter
  imbus was simply the Mist, a small-time villai~
  who was constantly thwarted by the original Starman.
  -Powers. *Imked
  Dispersal:
  12,
  Flight:
  6,
  Hypnotism:
  5*,
  Invisibility: 7, Self-Link (Fog): 6
  -Skills: Scientist: 5
  -Bonuses: Invisibility is Useable On Others: The
  Mjst may make up to 7 Characters Invisible within
  Normal Range. The Characters stay invisible until
  the Mist chooses to make them visible or they
  move farther than 7 APs away from him.
  -Limitations: Power Restrictions: Dispersal and
  Flight may only be used when Self-Link (Fog) is
  active~ Dispersal may not be used to pass through
  solid objects unless there are cracks or holes for the
  Mist to flow through.
  -Drawbacks: Age (old)
  -Alter Ego: Andy Murphy (alias)
  -Motivation: Mercenary
  -Occupation: Criminal Scientist
  -Wealth: 7
  -Note: Initially, the Mist only had the Invisibility
  Power. His other Powers were gained gradually
  over the years.
  Nimbus is a maniacal villain, whose goal is no
  less than world domination. With his newfound
  powers, he is more like a force of nature than a man
  a fact he proudly proclaims in the midst of battle.
  '
  Although his Powers are formidable, Nimbus'
  overconfidence and lack of experience with his
  abilities invariably cause his downfall.
  DEX:
  5
  STR:
  2
  BODV:
  4
  INT:
  7
  WILL:
  5
  MIND:
  4
  INFL:
  7
  AURA:
  5
  SPIRIT:
  4
  INITIATIVE:
  17
  HERO POINTS:
  30
  ..
  
  isn't really malicious, his pranks often leaves scores
  of people injured and emotionally scarred in their
  wake.
  Using Mr. Mxyzptlk in Adventures
  Adventures involving Mr. Mxyzptlk are always
  fun-filled, puzzle solving romps. In such an
  adventure, the Player Heroes' fists and energy blasts
  are useless. The only way to defeat Mxyzptlk is to
  outwit him. Every once in a while, a "comic relief'
  adventure of this nature is just what the doctor
  ordered to add life to a campaign that's beginning to
  drag.
  Subplots
  So far, Mr. Mxyzptlk's only Subplots have all
  been centered around his Enemy Superman.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Backgrot/lld/Roster Book (card included), SlIperlllall- The
  Mall ofSteel Sourcebook
  Lands of Logic
  Zrfff
  •••••••••
  Other Side of the World
  Myrra
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis; Earth-Two: Action Comics #80, 102, 112,
  /51, /90,208; Superman (1) #30, 33, 36, 40, 46, 5/, 59,
  62, 82, 86, 96. /03-/05; Superman Family #208; Who's
  Who '86 #/5
  Pre·Crisis; Earth-One: Actiml Comics #273, 282-283,
  291,362 (descendant), 368, 460, 467, 563, 574; Advell/ure
  Comics #286 (behind the scenes), 288, 294, 310
  (descendant), 351, 355 (descendam), 388, 393; DC Comics
  Presents #33-34, 53. 97; Superboy (I) #78, 83, 99. 114,
  120, /3/; SlIpermfln (/) #131, /35, 148, /50,154.169,
  171. /74,278,283,290, 299, 335, 349, 351, 407, 42/;
  Superman's Girl Friend, Lois Lane 1129,48.61,73;
  Superman's Pal, Jimmy Olsen #52-54, 55 (ancestor), 65-
  66, 7/, 74, /14; Who's Who '86 #/5; World's Finest
  Comics #//3, /23,152, /69
  Current: Action Comics #659; Advenlllres of Superman
  #441,463,472 (behind the scenes), 496; Batman: Legends
  of the Dark Knight #38; Superman (2) 1111,31,49-50;
  Who's Who '88 #2 Who's Who '9/ #/3
  Gemworld
  
  Mr. Freeze's Environmental Containment Suit
  between his desire for revenge against society, which
  he blames for his condition, and an icy fury toward
  Batman, who constantly frustrates his plans.
  Despite his strange condition, Mr. Freeze is a
  fairly straightforward villain. Although his crimes
  always make use of his cold technology, he never
  offers the Batman clues before he strikes Like some of
  the Caped Crusader's other adversaries. Freeze tends
  to use his iJJ-gotten gains to buy things his affliction
  keeps from him such as companionship.
  Using Mr. Freeze in Adventures
  Mr. Freeze provides a OM with a great deal more
  flexibility than some of Batman's other arch-enemies.
  Although he is capable of pulling off the standard
  "'take revenge on Batman" caper, he is also interested
  in money, meaning he may well try to steal just about
  any valuable object. Play up Freeze's pathos when
  using him in adventures; remember that he commits
  most of his crimes to earn the money to buy the
  things his affliction keeps from him.
  Subplots
  Freeze's vulnerability to temperatures above
  freezing is in many ways one lengthy Power
  Complications Subplot. He is also involved in an
  Enemies Subplot with Batman""
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Batmon Sourcebook
  Appearances in DC Comics
  *Note: Pre·Crisis appearances are not part of present
  continuity.
  Pre·Crisis: Animal Man #25; Batman #121,291-294,308.
  475. 400.. Detective Comics #373, 526; Who's Who '86
  #15; World's Finest Comics #275
  Current: Batman #415; Detective Comics #595; Robin JJ
  #1; Who's Who '9/ #/2
  
  Mirror Master's Mirror-Gun
  Appearances in DC Comics
  Mirror Master I (pre·Crisis): Batmall #388; The Brave
  alld The Bold #30; Cancelled Comic Cavalcade #2; Crisis
  011 Infinite Earlhs #5. 9-10; Detective Comics #336, 555;
  The Flash (1) #105. 109. II9. 126. 130. 136. 146. 155. 16I.
  174. 188.206,219.231,239.241-244.254-255.275.277.
  292. 306, 320. 338-342, 347-350; Justice Leaglle af
  America #40, III, 143. 158; The Secret Society of Super~
  Villains #1-5, 15; Super Friends #23; Who's Who '86 #15
  Mirror Master I (currell1): Flash (2) #62 (behind the
  scenes), 64; Secrel Origins Annual #2; War ofthe Gods #4
  Who's Who '91 #13
  *Note:
  Pre~Crisis appearances are not part of present
  continuity.
  Subplots
  The original Mirror Master was involved in a long-
  running Enemies Subplot with the second Flash.
  George Harkness (Caprain Boomerang) spent a brief
  time operating as the Mirror Master, utilizing Scudder's
  costume and weapons to commit crimes while giving the
  Suicide Squad the impression that he was "going straight."
  Amanda Wallcr caugh[ on to his ploy, however, and
  promptly put an end to thc career of "Mirror Mas[er U," juS[
  as the career of the current Mirror Master was beginning
  (Miscellaneous Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Mirror Master HI: Animal Man #8, 17, 20 (voice), 21;
  Silicide Squad #20 (mention); Who's Who '91 #13
  "duplicate" in just the right place at the right time. He
  might also work alongside other villains from Flash's
  Roguc's Gallery, although the current Mirror Master has yet
  to do so.
  Justice League Sourcebook
  Mirror Master Il (George Harkness): Suicide Squad #8,
  1j, /9 (behind the scenes), 20
  and will end up re·appearing through a random mirror
  somewhere within 1000 miles of the one he stepped into.
  The current Mirror Master is a true professional, weU-
  versed in the ways of hardened mercenaries the world over.
  However, he has a personal code of ethics regarding the
  types of missions he will take. Specifically, he will not
  attack defenseless "women and children," nor is he likely to
  take straight assassination jobs, unJess they are particularly
  interesting or lucrative.
  Using Mirror Master in Adventures
  Personality/Role-playing
  Used
  properly,
  [he
  Mirror Mastcr can
  be
  a
  confounding foe for the Player Heroes to deal with. His
  illusion-generating abilities allow him to appear to be in
  many places at once, and he always seems to have a mirror
  MIRROR MASTER I - deceased
  The first Mirror Master was a long-time enemy of the
  second Flash (Barry Allen). His was the original genius
  behind the various mirror gadgets used by his successors.
  He died during the Crisis, as did his nemesis, the Flash.
  -Skills: Gadgetry: 10, SCIenlist: 7, ThIef: 5. Weaponry: 5
  -Advantages: Connections: Flash's Rogue's Gallery
  (High), Injustice League of the World (Low); Genius;
  Scholar (optical physics)
  -AJter Ego:Samuel Scudder
  -Motivation: Mercenary
  -Occupation: Criminal
  -Wealth; 6
  -Equipment:
  Mirror Guns (x2) rBODY: 3, Heat Vision: 8, R#: 2]
  MIRROR PACK ISODY; 4, Flight: 8]
  Holo-Mirrors (x6) [BODY: I, musion: II]
  8 AP ABCD Omni-Gadget Mirrors (x2)
  The Original Mirror Master
  DEx:
  4
  5TI{:
  3
  BODY:
  4
  INT:
  8
  WILL:
  5
  MIND:
  5
  [NfL;
  5
  AURA:
  4
  SPIRIT:
  4
  INITIAllVE:
  17
  HERO POINTS:
  65
  
  and sensory apparatus
  Size Comparison
  Superman- The Mall ofSteel SOllrcebook
  Appearances in DC Comics
  Subplots
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Metallo (current): Actiol! Comics #647, 678; Adventures
  oj Superman #441,491; Doom Patrol (2) #10; Superman
  (2) #i-l, 20; Supermal1: The Man o/Steel #i2; Who's Who
  '9/ #/3
  Metallo I (pre-Crisis): Action Comics #252
  Metallo /I (pre-Crisis): Blue Devil #2-3; The Brave and
  The Bold #/75; Superman (/) #3/0,316-317,33/,4/8;
  Who's Who '86 #/5 World's Finest Comics #270
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  When he was created, Metallo was indoctrinated
  with a severe hatred of Superman. That hatred has
  lived on, fueled by his numerous defeats at the hands
  of the Metropolis Marvel (Enemies Subplot).
  Using Metallo in Adventures
  Metallo has been a flunky for a number
  influential villains, including Brainiac, Cerberus, and
  Lex Luthor. He might be found in their employ, or
  working for some other "mastermind" villain.
  The only thing that drives Metallo to go out on
  his own is his ongoing quest for Kryptonite. A
  possible advenrure might involve the Player Heroes
  discovering that Metallo is close to acquiring
  Kryptonite, or already has. It would then be up to
  them to stop him.
  Personality/Role-playing
  John Corben thoroughly enjoys the power his
  robotic body provides him, and insists on being
  referred to as "Metallo," not by his real name.
  Lately, Metallo has displayed a general dislike of
  all "normal" humans. He considers them weak and
  pathetic, and won't think twice about harming them if
  they get in his way. In fact, he has deliberately put
  people in danger during his fights with Superman in
  order to distract the Man of Steel.
  
  by exerting general control
  over others the subject may
  control several individuals
  relatively risk free.
  (note: individuals under general
  control mimic the subjects movements)
  or useful power, and going after it with the help of
  his Madmen, or perhaps a hero who was unfortunate
  enough 10 gel too near Madman.
  It's possible that, with the acquisition of his new
  powers, Madman will begin aiming for grander
  things. Someone who can control others could easily
  hire himself out as an assassin, charging high fees to
  make people kill themselves.
  Subplots
  Though Fleeter's criminal career as Madman has
  been short lived, he has already cultivated a number
  of Enemies such as the Blue Beetle, Hawk & Dove,
  and the Creeper. Fleeter may plot to meet them again
  and see to their inevitable downfall.
  Madman is also regularly involved in Job
  Subplots, stea]jng things or causing distractions for
  'Jy making physical contact
  vith another being, the
  iubject can exert control over
  ts nervous system via a
  ,joelectrical conduit.
  others. Now that he has his mindlink powers, his
  services could be in greater demand. The new powers
  themselves might become involved in a future Power
  Complications Subplot if they continue to change and
  alter Fleeter's body.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Bille Beetle (5) #3
  Current: Bille Beetle (6) #3-4, 23; Hawk and Dove
  (3) #18-19; Who's Who '87 (2) #3, Who's Who '91
  #11
  the subject can split his
  concentration to dictate the
  specific actions of those
  under his control, but then he
  runs the risk of entering the
  "group mind",
  
  Superman is a very personal thing. He simply will not
  tolerate anyone else causing the demise of his chosen foe.
  In fact, Luthor has saved Superman's life on more than one
  occasion, so that he may one day enjoy the demise of the
  Man of Steel himselr.
  Personality/Role-playing
  When Luthor was in his original body, he was cold,
  ruthless, and unforgiving. He was in fact the epitome of the
  cuuhro3t businessman. He gave no quarter. and expected
  none in return. Luthor would only ever "put on a happy
  face" at important public appearances, and it was always an
  act.
  Now that he is posing as his "son," Lex has adopted a
  more geniaJ approach 10 the public. His rugged good looks
  and dashing charm have contributed to his becoming
  something of a media darling. He has gone so far as to
  publicly apologize for his "father's" past wrongdoings,
  while continuing his shady practices as usual.
  Using Lex Luthor in Adventures
  As a rich and powerful, but physically normal
  individual, Luthor operates in the background as a
  "mastermind" villain. He has used a number of "lesser"
  villains as muscle, such as Metallo and Brainiac, and will
  no doubt do so in the future.
  Luthor's power and influence are global, so he can be
  behind any number of shady business practices worldwide.
  As such, he can be opposed by not only Supcrman, but
  other heroes as wcll, including the Justice League and the
  Global Guardians. In most instances, however, Luthor's
  involvement is extremely indirect, so as to conceal his
  participation in such activities. For this reason, Characters
  may face the forces of Luthor, but never realize that he is
  even a villain.
  Subplots
  Although Lex Luthor maintains a friendly face in
  public, he is in truth a villain (Criminal Pasl Subplot).
  If it was revealed that Luthor and his son were one and
  the same, he could be ruined (Secret Past Subplot).
  The artificial life form Matrix (known as Supergirl) is
  completely in love with Lex Luthor 11. She will gladly do
  his every bidding, only rarely stopping to ask "why," and
  then in only the most extreme circumstances. Although
  Luthor appears to return some of her affection, it is
  unknown if it is genuine, or merely a ploy to maintain
  control of her awesome powers (Romance Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card included), SlIpemJaI/' The Man of
  Steel Sourcebook, Deadly Fusion, In Hot PllrSllit
  Appearances in DC Comics
  ·Nole: Pre-Crisis appearances are nOI part of presenl conlinuity.
  Lex Luthor (pre-Crisis; Earth-Two): Action Comics #23,42,47.
  125, 131. 14/, 146. /5/, 156, 166. /83; All-Star Sqlladron #20;
  Crisis On I"jillite Earths #5·9; DC Comics PreJents Annual #1;
  Superman (1) #4·5,10,12·13,17-18,20,3/,34,38,43,48.57.60,
  68, 71, 74, 79,81,85,88·90: Superma" Family #202-203,205,
  210; Who's Who '86 #14; World's Finest Comics #28, 59, 62
  Lex Lulhor (pre-Crisis; Earlh-One): Actiol/ Comics #/99,2/0,
  226, 236, 249, 254, 257, 259, 267, 27/, 277, 279-280, 282, 285-
  286, 292, 294-298, 309, 3/3, 317-3/9, 332-333, 335, 354, 363,
  365,407,4/3,4/7-4/8,423,428,443,456-458,465-466,486,
  500,510-512,524-526, 542-544, 571-572; Adventure Comics
  #253,271,292-293,300-301,308,325,387-388, 397, 454-455;
  The Adve1l1ures of Jerry uwis #105; Batman #130, 291-293;
  Crisis On Infinite Eanhs #5·6. 9-11: DC Comics Preseflls Anllual
  HI, 4; DC Special Series #5, 26; DC Super-Stars #10; Heroes
  Agaillst Hunger #1; The Joker #7; Justice Leagt/e ofAmerica #61,
  /28: The New Adventures of SlIperbo)' #1I, 14, 38, 48, 50; The
  Secret Suciety of Super-Vil/ains #3,6·7: Shawm.' #15; Superboy
  (I) #59 (,'a,,",,'), 85-86, 92, 96, /02, 107, 115, /2/, 125, 131, /35,
  139,159,166, /69,/73,177,/79; Sf/pennall (I) #101,106,110,
  112, 117, 144, /47, 157,161, /64, 167-168, 172-173, /79, 213,
  248, 282, 286, 292, 299, 302, 363, 385-386, 40/, 410, 4/2-413,
  4/6: Superman Allllllal (I) #9. 12; Superman Family #172.182,
  188-/89,214; Superman-Radio Shack giveaways (/981, 1982);
  Superman's Girl Friend, Lois Lalle #23, 28. 46: Supermall's Pal,
  Jimmy Olsen #5, 9, 62 (behind the
  ~'cel/es), 87, 162: Superman
  Spectacular #1; Supennall: The Secret Years 11/·2, 4 Who's Who
  '86 #14; World's Finest Comics #88, 94, 100, 104, 117. /26, 129,
  137, /53,177, /89-190,295
  Lex Luthor (pre-Crisis; Earth-Thn..-e): Crisis 0" Infinite £anhs
  #1; DC Comic.\· Presents Al/lll1al #1; Who's Who '86 #14
  Lex Luthor (Earth-TT): Advelltl/res of Superman #444;
  Superman (2) #21·22
  Lex Luthor (current): Actio/l Comics #584, 595, 597. 599-600,
  643, 647-649, 656-660, 668, 678; Adventures of SlIpennall #424-
  425, 432-434, 437, 440, 445-448, 450-454, 456, 462-463, 467,
  470-473; Blw::k Orchid (1) #1-3; Booster Gold #23: Doom Patrol
  Allllllal #1; Firestorm, the NI/clear Mall #87 (behind Ihe scenes);
  Invasion! #2-3; Justice League Quarterly #1 (behind the scenes);
  Lex Lwhor: The Unauthorized Biography; Mall/umter (2) #10
  (behind the scenes); The Mall of Steel #2, 4-5; Starman #28;
  Sf/pennon (2) #1-2,4,9-10, 13, 19,21,24-28,30·31,33,35,41,
  44,47·50; Superman Special (2) #1; Swamp Thing (2) #52, 79;
  Wllo's Who '87 (2) #3;
  Who'.~ Who '88 #2; Who's Who '91 #13;
  World of Metropoli~'#1-2: World's Fillest #1-3
  Lex Luthor as Luthor II (currenl): Action Comics #670-673,
  675, 677-681, 684-686; Action Comics Annual #4; Ad,'cntllres of
  Superman #485, 489, 490 (behind rhe scenes), 496-499;
  Advell1ures of Superman Annllal #4 (behind the scenes; £cJipso:
  The Darkness Within #2: SupergirJ/Team Luthor Special #1;
  Superman (2) #62, 65-67, 69-70; Superman: The Legacy of
  Supermall #1; Superman: Tile Man ofSteel #6,8, 19-20; Valor #1-
  3; WflO's Who '93 #2
  
  Poison Gas Jets in Kobra's Battlesuit Glove
  poison gas line
  (leads to flat tanks in
  er blade region of battiesuit)
  SUbplots
  encounter with Kobra only comes after the Player
  Heroes have spent severa] full adventures defeating
  his minions and navigating their way through his
  schemes and backup plans
  For a time, Kobra was involved in a lengthy
  Enemies Subplot involving his brother Iaason Burr,
  but Burr is now dead.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Current: Armageddon: Inferno #3; Captain Atom (3) #38-
  39 (henchmen), 40; Checkmate.' #15,17-18; Firestorm, the
  Nuclear Man #87; Manhunter (1) #14 (behind the scenes);
  The Outsiders (1) #21-22; The Outsiders Annual #1;
  Suicide Squad #27 (behind the scenes), 28-30, 33, 45-47;
  Suicide Squad Annual #1 (behind the scenes); Who's Who
  '9/ #/3
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  ~~-~~-
  , --
  Background/Roster Book, Batman Role-Playing Game
  Pre-Crisis: Aquaman (1) #58-61; Batman and the
  Outsiders #24-27; Crisis On Infinite Earths #9; DC Comics
  Presents #81; DC Special Series #1; Kobra #1-7;
  Superman (1) #326-327; Who's Who '86 #12; Wonder
  Woman (1) #255, 262-264, 267-268 (behind the scenes in
  all), 27/, 273-278
  ~
  ~ ---
  ---
  trigger button
  (palm side)
  poison gas valve/
  splitter mechanism
  ~~---_ .... -~-
  ,,,
  ,- -
  -,-
  ~~---
  - ~ ~-
  ,,,
  ---~-----~- -- -,.
  ;'pofson gasJet-n~~;I~; ~
  (Ai,,~et1 it1.artl1Qce,d,qJ,:,v§1
  ... ~-------~
  '-
  Vehicles: 3, Weaponry: 3
  ·Advantages: Connection: Kobra (Low)
  -Drawbacks: Catastrophic Irrational Attraction to
  obey Kobra or die trying.
  -Motivation: Power Lust
  ·Occupation: Soldier
  ·Wealth: 3
  ·Equipment:
  ARMOR [BoDY: 6]
  Venom Pistol [BODV: 4, Poison Touch: 6, Ammo: 8,
  R#: 2]
  Personality/Role-playing
  Kobra is a megalomanjacal menace well-suited
  to conspiratorial adventures that threaten the whole
  world. His schemes are always lengthy, subtle,
  cunning, and far-reaching. Generally, an actual
  Kobra is a ruthless, driven villain. He truly
  believes he will one day rule the world, and his
  determination to subjugate the Earth is matched only
  by the Batman's determination to fight crime.
  Kobra is quite charismatic and can be very
  charming. He entices innocents into serving him with
  the promise of one day bringing a better order to the
  world, finaJJy reveaJing all only after his victims have
  become firmly loyal.
  Kobra speaks in a loud whisper and often
  pronounces the letter "s" as a long hiss. His
  followers rcferta him as "Naja-Naja."
  Using Kobra in Adventures
  
  King Snake's Tatoo
  Personality/Role-playing
  Dorrance's already flimsy moral fiber seems to
  have been eroded even further by the loss of his
  eyesight and his defeat at the hands of Robin and
  Shiva. This erosion has also manifested in
  monomania and a twisted sense of honor. Dorrance
  conceived an elaborate plan to infest all of Hong
  Kong with bubonic plague to keep it from having any
  worth when it is returned to the Chinese. This plan
  was stopped by Robin with the help of Lady Shiva
  and the late DEA agent Clyde Rawlins. King Snake
  barely escaped death during this escapade though he
  suffered a broken back which he blames Robin for.
  Dorrance will now take any opportunity to kill Robin
  and Shiva.
  King Snake is currently throwing himself into
  his plans to establish himself as a force to be
  reckoned with in the U.S. underworld.
  Using King Snake in Adventures
  King Snake would make a fine mastermind for
  any street-level adventure. Player heroes would
  typically encounter Lynx and the Ghost Dragons
  before gelling any knowledge of King Snake himself.
  King Snake could also be used in his civilian
  identity as Edmund Dorrance as he begins to
  establish legitimate business ventures in the U.S. to
  cover his illegal dealings.
  Subplots
  Aside from a regular Enemies Subplot involving
  Robin, King Snake is currently immersed in a Job
  Subplot as he begins to establish a foothold in the
  American underworld.
  Edmund
  Dorrance
  is
  beginning to rely emotionally on Lynx in what may
  evolve into a Friends or even a Romance Subplot.
  Lynx however. is somewhat greedy and self-involved
  and could turn on King Snake if she might gain
  significant power from doing so.
  Appearances in DC Comics
  Batmall #467-468; Robill #1 (behilld the scelles), 2-5;
  Robill Ill: Cry of the HUlltress #2-3, 6; Who's Who
  '91 #13
  
  Bug construct of Kilg%re used to control human nervous sysu:m
  almost infinite manipulation of his environment.
  [nside this zone of influence the Kilg%re has 13
  APs of Omni-Power in addition to his other abilities,
  allowing him to do almost anything. He uses this
  control on an unconscious level to reshape his
  environment to suit him, creating a living world that
  resembles
  another
  dimension
  that
  has
  been
  nicknamed Virtual Space.
  Personality/Role-playing
  When he first appeared, the Kilg%re was bent on
  reshaping the earth to serve as his new home, a
  process which would involve the extermination of all
  human life.
  After his rebirth at Central City University his
  outlook had obviously changed. He has decided that
  mankind is worth further consideration. After faking
  its own death on national television, Kilg%re entered
  the global computer network to observe humanity.
  At present, the Kilg%re's motivations are
  unknown. Whatever morality he has is alien, and he
  has no qualms about killing anyone or anything that
  gets in his way.
  Using the Kilg%re in Adventures
  The Kilg%re would be encountered in a scenario
  which deals wilh the computers in which he lives. A
  threat to the global computer network that serves as
  his body might force him to take extreme measures in
  self-defense. His ultimate goal is unknown, so at any
  time he might manifest again.
  Subplots
  The Kilg%re is involved in a Miscellaneous
  Subplol that involves the destruction of his
  homeworld. He admitted that he had been consigned
  to limbo by something he called the Meta#sker as
  punishment for his appetite. No one knows what the
  Meta#sker is, but it may come looking for its prisoner
  one day.
  Appearances in DC Comics
  Flash (2) #3-4, 38-43; Who's Who '87 (I) #23;
  Who's Who '91 #10
  
  Beta-Club
  •
  Pre-Crisis: First Issue Special #13; Mister Miracle
  (/) #2/; New Gods (1) #1,5,8, II; (2) 6; The Secret
  Society ofSuper- Villains #3-4; Who's Who '86 #12
  Current: Action Comics #600; Action Comics
  Annual #3; Mister Miracle Special HI; New Gods (3)
  #1, 6-8, 10-12; War of the Gods #4; Warlord Annual
  #6; Who's Who '9/ #9
  •
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Kalibak's battle armor
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Apokolips Sourcebook
  
  VENO"" RING
  I
  Pre-Crisis; Earth-Two: All-Star Sqlladron #20; Bmman
  #1-2,4-5, 7-9, ll-l3, 16, 19-20, 23, 25, 28, 32, 37, 40, 44,
  46, 50, 52-53, 55, 57, 59, 63, 66-67, 73-74, 80, 85-87;
  Batman, the Dailies #1; Batman: The Sunday Classics; The
  Brave and the Bold #200; Detective Comics #45, 60, 62,
  64, 69, 71, 76,85,91, 102, 109, 114, ll8, 124, 128, 137-
  138, 149, 168, 180, 193; JlIstice Leaglle oj America #136;
  Wonder Woman (l) #280-283; World's Finest Comics #6,
  9, 19,48,59,61
  Pre-Crisis; Earth-One: Adventure Comics Presents Dial "H"
  For Hero #483; The Advelltures oj Jerry Lewis #97; Ambush
  Bug Stocking Stuffer #1; Batman #97, 110, 123, 127, 136, 140,
  144,148,152,159,163,186,191,200-201,251,258,260,286,
  291-294,321,353,365-366,373,400; nle Best oJDC #14; The
  Brave and the Bold #68, Ill, 118, 129-130, 141, 151, 191;
  Crisis Onlnjit/ite Earlhs #2,5,9; DC Comics Presell1s #41, 72;
  DC Super-Stars #10; Detective Comics #332, 341, 365, 388,
  472-476, 486, 504, 526, 532; Green Lantern (2) #ll7; The
  Joker #1-9; Justice League ofAmerica #14 (behind the scenes),
  34, 77, 126; Kellogg's Pop Tarts Giveaway (1966); The Saga oj
  Swamp Thing #30; Supeml£U1's Pal, Jinuny Olsen #125; Swamp
  Thing (2) #52; Who's Who '86 #11; World's Finest Comics #74,
  88,129,156,159,166,177,276
  Current: Arkham Asylum; Batman #403, 407 (behind rhe
  scelles), 408, 415, 426-429, 440-442, 450-451; Batmall
  Anllual #/6; Batman: Fuli Circle (flashback); Batman:
  Run, Riddler, Run #2; Batl1lan: Shadow of the Bat #1, 3-4
  Batman: The Killing Joke; Batman 3-D; Black Orchid (J)
  #2; Detective Comics #569-570, 604, 616 (behind the
  scenes), 617, 637; Detective Comics Annual #2 (Who's
  Who), 5; Doctor Fate (l) #1-2; (2) 18; JlIstice League
  Annual #2; Legends #4; Legends of the Dark Knight
  Annual #1; Millennium #2; Robin /I #1-4; Secret Origins
  (3) #23, 44; Secret Origins Special #1; SupemlQ1l (2) #9;
  Swamp Thillg (2) #66, lJ2 (melllion); Who's Who '88 #2;
  Who's Who '91 #13; World's Fi'lest #1-3
  ELECTRIC JOY BUZZER
  Background/RoSIer Book (card included), Batman
  Sourcebook, Batman Role-Playing Game, Deadly Fusion
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  The Joker's only Subplot is his obsession with
  the Batman, but this is a Subplot that has not only
  driven his criminal career but shaped his entire life. It
  has often been said that the Joker and Batman are
  opposite sides of the same coin and that their
  vendetta will persist until they destroy one another.
  Subplots
  *Note: Pre-Crisis appearances are nOl part of present
  continuity.
  isolated incidents. The only cornman element is that
  all of his crimes are an attempt to best the Batman_
  If the Player Characters run afoul of the Clown
  Prince of Crime the Batman will not be far behind.
  Batman follows the Joker's movements very closely
  and will make every effort to put his arch-enemy
  away for good. Involving the Joker in an adventure
  will often lead to a 'team-up' with Batman, Robin or
  Nightwing_
  Despite his lack of superhuman abilities, the
  Joker is a major villain whose appearance in an
  adventure should be a memorable event'. Even in a
  cameo appearance the Joker should be a terrifying
  and significant character.
  
  KILLGRAVE
  'Powers: ProjectIle Weapons: 15, Running: 7
  Thaddeus Killgrave
  Gasser Gun
  SUbplots
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Supermall- The Mall of Steel Sourcebook, Atlas of rhe DC
  U"iverse (Morgan Edge only)
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Morgan
  Edge was involved in
  a Public
  Reputation/Job Subplot in which his life as a criminal
  mastermind threatened to ruin his job as a
  broadcasting mogul (and eventually did).
  Intergang is entangled in an ongoing Enemies
  Subplot with Clark Kent/Superman. Kent is using his
  power as a reponer, and as Superman, to bring down
  the criminal organization at all costs.
  Pre~Crisis: DC Comics Presents #12; Forever People (1)
  #i; Justice League ofAmerica #94; Mister Miracle (I) #1;
  New Gods (1) #3-4; Supemwll (/) #296-299; Supenllall's
  Girl Friend, Lois ume #Ill, 115, 118; Superman's Pal,
  Jimmy Olsell #133, /38-139, 141-143, 152-153
  Current: Actioll Comics #653-654, 657, 661, 669, 673-
  674; Advelltures of Supermall #447-448, 457, 466-467,
  469,475,482-483,486; Mister Miracle (2) #12 (behilld the
  scenes), /4-/9 Secret Origins (3) #33 (flashback); Starman
  #23 (behind the scenes); Superman (2) #/3 (behind the
  scelles), 28. 42, 44, 47, 60; Supermall Anntlal (2) #3;
  Superman: The Man ofSteel #4; Who's Who '91 #12
  13
  I
  18
  BODY:
  I
  MIND:
  TURMOIL
  DEX:
  9
  STR:
  !NT:
  I
  WILL:
  INITIATIVE:
  10
  'Skills: Gadgetry: 9
  ·Advantages: Connection: Intergang (High); Genius
  ·Drawbacks: Minor Physical Restriction (dwarfism)
  'Alter Ego: Thaddeus Killgrave
  'Motivation: Mercenary
  'Occupation: Mad Scientist
  'Wealth: 4
  'Equipmcnt:
  GIANT ROBOT [DEX: 8, STR: 12, BODY: 9, AV: 10,
  EV: 10, Range: 7, R#: 2]
  7 AP AC Omni-Gadgels (x3)
  Using Intergang in Adventures
  Killgrave is a scientific genius and self-styled
  villain, currently in the employ of Intergang. He is
  working with Tayman in the reconstruclion of
  Happyland amusement park, an Intergang front
  operation. When backed up by his weaponry,
  Killgrave has a bully's bravado; without it, he usually
  lIees in panic.
  HOVERCRAFT [Booy: 10, AV: 7, EV: 7, Flight: 13,
  R#: 2]
  MENTAL REPROGRAMMER
  [Booy:
  5,
  Hypnotism: 10, R#: 3]
  Since the death of Lex Luthor, Inlergang has
  been the largest criminal organization in Metropolis.
  Intergang's efficient structure and Apokoliptian
  weaponry make it a challenging foe for any
  Metropolis-based hero, even the Man of Steel.
  Intergang has criminal interests all over the
  world, and could easily run afoul of the Justice
  League. Such an adventure might involve stopping a
  shipment of drugs from South of America, or busting
  up a gun smuggling operation in the Middle EaSI.
  Edge's ties to Apokolips might bring the New
  Gods into Metropolis, turning a simple crimefighting
  adventure into a cosmic conflict with Darkseid!
  DEX:
  2
  STR:
  2
  BODY:
  2
  !NT:
  7
  WILL:
  5
  MIND:
  3
  [NFl:
  2
  AURA:
  2
  SPIRIT:
  2
  OOTIATIVE:
  11/17
  HERO POINTS:
  65
  
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Batman Sourcebook
  Appearances in DC Comics
  c::J
  [leo
  O[):)
  I
  Subplots
  Strange abandoning his hatred of Batman and
  fixing upon one of the player heroes instead is
  another possibiLity. Such a hero should be successful,
  dashing, and physically impressive.
  Pre-Crisis; Earth-Two: Ba/man #1; The Brave and
  The Bold #182; Detective Comics #36,46
  Hugo Strange is frequently involved in an
  ongoing Enemies Subplot with the Batman.
  Furthermore, he is a frequent player in Batman's
  Secret Identity Subplots.
  "'Note: Pre-Crisis appearances are not part of present
  continuity.
  Current: Legends of the Dark Knight #11-15; Who's
  Who '91 #9
  Pre-Crisis; Earth-One: Batman #354, 356; Ba/man
  Annual #10; De/ective Comics #471-472,473-476,
  516,518,520 (behind the scenes in all but #471-
  472); Who's Who '86 #18
  ,
  '
  "
  J
  '---iElJ---'
  m~m
  Dr. Hugo Strange's penthouse in Gotham
  Personality/Role-playing
  Using Hugo Strange in Adventures
  made no attempt to reveal Batman's secret to the rest
  of the world. Treat this mania as a Serious Irrational
  Attraction to safeguarding the secret.
  Recently, Batman managed to erase all
  knowledge of his secret from Strange's memory.
  Whether or not this cure will prove permanent
  remains unknown.
  Strange is brilliant, but poorly socialized.
  Tbroughout his life, his odd physical appearance has
  served to isolate him from most of society. After
  Strange was appointed to Gotham's Vigilante Task
  Force and brought into conflict with the Batman, this
  isolation became a mania and Strange locked on
  Batman's physical prowess as a symbol of his own
  isolation. Strange has since decided that he must
  eliminate the Batman in order to establish his own
  superiority and right to a place in socjety.
  Unlike the Joker or Two-Face, Strange's mania
  is not all-consuming. Although he is irrationally
  driven to end the life of the Caped Crusader, he is not
  so driven that he makes foolish mistakes. Strange
  pursues most of his schemes with a surprising zeal
  and efficiency.
  Should they encounter him at all, it is likely the
  Player Heroes will stumble across Hugo Strange
  during one of the Professor's attempts to eliminate
  the Balman. Perhaps unaware of their true nature, for
  instance, Strange might attempt to hire the Player
  Heroes to assist him.
  
  anything else. He saw his life as a costumed criminal
  as the ideal outlet for his interest in fire.
  However, Mick's heart was never really into being
  a criminal, and after receiving therapy for his fear of
  cold in prison, he decided to "go straight." After years
  of menial jobs located for him by the state, he nearly
  returned to crime once again. Fortunately, he finally
  found recognition (and financial stability) designing
  and building advanced tirefighting equipment for fire
  departments across the country.
  Currently, Mick is a rather well-adjusted member
  of the community. He looks back on his villainous
  days with a sense of nostalgia, and will only don his
  Heat Wave costume for the annual reunion of the
  Flash's Rogues Gallery, where he can cross verbal
  swords with his longtime rival, Captain Cold.
  Using Heat Wave in Adventures
  Heat Wave was an active enemy of the second
  Flash, and can be used as a villain in any adventures
  set in the pre-CriSis era. Since he has reformed, he
  only straps on his Heat Gnn for the Rogues Gallery
  reunions. As those events often result in some sort of
  connict, he could become involved in hcroics (or
  crime) during one quite by accident.
  Heat Wave's heat energy absorbing device
  '- -
  Subplots
  Even tbough he has given up crime, Mick
  occasionally has to deal with the negative effects of
  his Criminal Past. His long-standing rivalry with
  Captain Cold constitutes a bloodless Enemies
  Subplot.
  A major contributor to Rary's reform was a
  genuine friendship with the second Flash. Barry even
  entrusted him with the secret of his identity (Friends
  Subplot).
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Flash (/) #140,155,166, 174,193,
  226,231,242-244,248,266-267,275,278-279,312,
  314-3/7; Who's Who '85 #/0
  Current: Blue Devil #30; Flash (2) #19, 35-36;
  Invasion! #2; Justice League Quarterly #2; Secret
  Origins (3) #41; Secret Origins Annual #2; Who's
  Who '9/ #/3
  Heat Wave's Heat Gun
  activation switch
  r~ractable J~slcarryinl3 handle
  
  Maintaining stasis requires great concentration.
  To represent this, Glorith must expend an Automatic
  Action each phase she maintains any target(s) in
  stasis. Additionally, any time Glorith breaks into a
  Rage, suffers an attack, or becomes otherwise
  disb'acted (GM discretion), she must make an Action
  Check using her MIND as both the AVfEY and the
  OV/RV (this Check does not count as her Dice
  Action). Success indicates that she maintains the
  stasis, but failure causes her to drop the stasis for one
  phase, after which it immediately returns (if Glorith
  remains conscious and wants it to).
  The Ravages of Time
  Glorith's favorite attack form is to literally age
  her opponents to dust. To accomplish this she uses
  her Time Travel Power as the AVlEV of an attack
  against any target in her line-of-sight. The OV is
  equal to APs of time Glorith wishes to age the target,
  while the RV equals the target's BODY.
  RAPs less than the target's BODY are treated as
  Physical Killing Damage. If the RAPs equal or
  exceed the target's BODY, the target is immediately
  aged the appropriate amount, possibly causing instant
  death, depending on the target's maximum life span
  (For purposes of this Power, 30 APs can be
  considered maximum human life span. Other races
  are subject to Gamernaster discretion).
  If she chooses, Glorith can also use Time Travel
  to make a target younger. The procedure for this is
  identical to aging a target, except that the target does
  not suffer any damage, and if the target's age is
  reduced to before birth, he ceases to exist.
  Personality/Role-playing
  Gloritb of Baaldur is a cunning, ruthless
  manipulator who will stop at nothing to get what she
  wants. In her mind, all other beings are merely pawns
  for her to use or discard in order to achieve her goals.
  Almost matching her powers in intensity is
  Glorith's temper. She hates to lose, and will not
  tolerate failure in her servitors. Her retribution in
  such instances is swift and decisive.
  Glorith's one weakness is men. She loves to
  taunt, tease, and seduce attractive men of all races.
  Although
  this
  tendency
  rarely
  reduces
  her
  effectiveness, it might provide a clue to her
  motivations when trying to uncover her plans.
  Using Glorith in Adventures
  Glorith desires absolute power, and will go to
  any
  lengths,
  no matter how complicated
  or
  dangerous, to acquire it. Her schemes usually include
  the use of both her time-displacement powers and her
  irresistible
  charisma,
  and
  involve
  a
  slight
  manipulation of the past followed up by a seduction
  in the present.
  As with any Character that can directly affect
  time, Glorith must be used with extreme caution. She
  is probably best used as a manipulator in the
  background. The Player Characters might never have
  to directly face her, which is fortunate, since such a
  confrontation could easily end in ignominious defeat.
  SUbplots
  Glorith's foremost enemy has always been the
  sorcerer Mordru, who was destined to rule the
  universe until Glorith's intervention. Recent events
  have put a damper on this usually intense Enemies
  Subplot.
  I n another complicated and long-running
  Enemies Subplot, Glorith has both created and
  opposed the Legion of Super-Heroes. becoming
  especially "fond" of Valor and Jo Nah as targets.
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSuper-Heroes Sourcebook
  ppearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #338
  Current: Legion ofSuper-Heroes (4) #5,6 (text), 13,
  15-f6 (behind the scenes), 17; Legion of Super-
  Heroes An'luof (4) #1; Who's Who '91 #9
  
  Subplots
  As part of Darkseid's Special Powers Force, The Female
  Furies are some of the strongest warriors Apokolips has to offer.
  Under the training of Granny Goodne.<;s, the Furies are constanlly
  in stiff compelition with each other and with many "Fury wanna-
  be's," hence their skills are always well honed and never have an
  opportunity to deteriorate.
  The Female Furies sadistic and ruthless. as easily capable of
  killing innocent bystanders as pulling the wings off flies. Their
  enjoyment in tormenting others is second only to their desire to
  serve Darkseid.
  Using the Female Furies in
  Adventures
  The Female Furies need liule or no provocation (0 rain terror
  on the Earth. This, combined with the fact that a OM can mix and
  match whatever Furies he wishes with no rationalization, makes
  the Female Furies extremely versatile. They could just as easily be
  playing a game of "collect the heads of the heads of stale" as
  perfonning some dread task for Darkseid.
  Personality/Role-playing
  Appearances in the DC Heroes
  Role-Playing Game, Second Edition
  Appearances in DC Comics
  The Furies are occasionally embroiled in an Enemies Subplot
  as they are sent to harass or kill Big Barda and/or Mister Miracle.
  Other than this, the group's entire lives revolve around their Job
  Subplot as members of Darkscid's Special Powers Force.
  The only Fury with more extensive Subplots is Lashina, who
  has been involved in a fluctuating Job Subplol when she contracted
  amnesia and worked with the Suicide Squad, only to be tenninatcd
  (literally) and resurrected by Darkscid to take her place once more
  in the Furies.
  Powers and Abilities
  Pre-Crisis: Mister Miracle (I) #6,8-12: Who's Who '85 #8
  *Note: Pre-Crisis appearances are Dot part of present continuity.
  Apokolips Sourcebook
  Current: Checkmate! #18 (Lashina only): Firestoml, the Nuclear
  Man #87 (Lashina); Hawk alld Dove (3) #21; Invasion! #2
  (Lashina); Justice Leaglle llItemational #13 (Lashina); Mister
  Miracle (2) #17-i8; Suicide Squad #3, 9-iO (Lash ina), 13-20
  (Lashina), 22-33 (Lash ina), 34-36; Suicide Squad Annual HI
  (Lashina); Who's Who '88 HI (Lashina); Who's Who '91 #/3
  SPEEIl QUEFN
  -Skills. Acrob<ltlcs. 5. Velucles. 4, Weaponry. 7
  ·Ad,'anlages: Area Knowledge (Apokolips), Connection: Female
  Furies (High); Lightning Reflexes
  ·Moti\'ation: Thrill Seeker
  -Occupation: Female Fury Cadet
  -Equipment:
  Zip-Gloves IBODY: 8, DEX: lO, STR: 8, Superspeed: 5] Limitation:
  Superspecd only subtr..tClS from the time to perfonn tasks.
  SKATES [BODY: 8. EV: 8. Running: 8. Cling: 3}
  Speed Queen's skales allow her to move at incredible speeds,
  even up vertical surfaces. However, they leave a constant wake
  of destruction beneath their treads.
  -Powers: DISIntegration: 18
  -Limit~tions: Power Restriction: Gilotina's Disintegration Powcr
  only causes damage UIXln contact; It has no continuing effect.
  -Advantages: Area Knowledge (ApokoJips); Connection: Female
  Furics (High)
  -Dmwbacks: Mjnor Irrational Auraction to pain
  -Motivation: Thrill Seeker
  -Occupation: Female Fury Cadet
  BWOIlY MARY
  CHESSURE
  -Powers: Telekmesls. 7
  -Skills: WealXlnry: 6
  -Umitalions: Miscellaneous: Bloody Mary's Telekinesis Power
  manifests as beams of solid light between her and her target.
  These beams can be louched and handled by anyone.
  -Advantages: Area Knowledge (AlXlkolips); Connection: Female
  Furies (High); Lightning Renexes
  -Drawbacks: Cata.<;trophic Irrational Attraction to harming anyone
  who touches her; Minor Irrational Auraction to blood
  -Motivation: Thrill Seeker
  -Occupation: Female Fury Cadet
  ·Powers: Claws (teeth): 7. Darkness: 4, Two-DimensIOnal: 6
  -Advantages: Connection: Female Furies (Low); Lightning
  Reflexes
  -Drawbacks: Serious Irrational Allraction to protecting and
  following orders of Malice Vundabarr: Strange Appearance
  -Motivation: Thrill Seeker
  GILon~A
  DEX:
  6
  STR:
  6
  BODY:
  II
  lNT:
  2
  WILL:
  8
  MIND:
  6
  INI-l~:
  3
  AURA:
  3
  SPIRIT:
  6
  INITI/\TIVE:
  13
  DEX:
  6
  STR:
  5
  BODY:
  7
  INT:
  4
  WILL:
  5
  MIND:
  9
  LNFL:
  4
  AURA:
  6
  SPIRIT:
  6
  INITIATIVE:
  16
  HERO POINTS:
  35
  -
  DEx:
  10 (4)
  STR:
  8 (5)
  BODY:
  8
  lNT:
  4
  WILL:
  6
  MIND:
  6
  INA..:
  4
  AURA:
  4
  SPIRIT:
  6
  INITIATIVE:
  20( 14)
  HERO POINTS:
  35
  ..
  . .
  DEX:
  8
  ST':
  6
  BODY:
  9
  [r.,'T:
  5
  WILL:
  8
  MIND:
  8
  INFL:
  7
  AURA:
  8
  $PlRIT:
  8
  INITlATl VE: 22
  HERO POINTS:
  35
  
  Personality/Role-playing
  The Eradicator is a cold and ruthless being. Jts
  only purpose is to preserve the memory of Krypton
  by recreating it, elevating the subject planet's society
  to the level of "enlightenment" achieved by Krypton.
  True to its programming, the Eradicator
  considers Kryptonian society to be the epitome of
  achievement. It cannot understand why anyone would
  want to live any other way, and will use any means
  necessary to achieve its goal.
  Using the Eradicator in Adventures
  The mission of the Eradicator is so specific that
  any adventure involving it will center on its attempts
  to recreate Krypton on Earth. A possible scenario
  might involve Superman being away from Earth,
  leaving the Player Heroes to put an end to the
  Eradicator's plans.
  SUbplots
  When the Eradicator was "destroyed" and hurled
  into the sun by Superman, its energies lived on and
  evolved into the humanoid "Krypton Man" (power
  Complication Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Superman- The Man ojSteel Sourcebook
  Appearances in DC Comics
  Action Comics #643, 646, 651-652, 667 Action
  Comics Annual #2; Adventures of Superman #455,
  457, 458 (behind Ihe scenes), 459-461, 464-465, 480;
  Superman (2) #32-33,4/-42,57; Superman: The
  Man ojSteel #1; Who's Who '9/ #13
  the Eradicator device
  
  Draaga's Battle Armor on War World
  bystanders
  from
  being
  harmed,
  as
  well
  as
  incapacitating the ravening Draaga.
  In a large super hero team-up against a powerful
  foe (such as Brainiac), Draaga might start the
  adventure as a villain, but switch sides during the
  bailie, provided he sees the Player Heroes fighting
  bravely for a good cause. [n such instances, the
  Gamemaster should keep in mind that Draaga is not
  truly evil, merely a pure warrior lacking moral
  guidance.
  Subplots
  Draaga's sole driving force umil shortly before
  his death was the need to kill Superman (Enemies
  Subplot).
  After he deposed the warlord Mongul, Draaga
  was the figurehead leader of Warworld, in a Job
  Subplot he had lillie patience for.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Supermau- The Man ofSteel Sourcebook
  Appearances in DC Comics
  Action Comics #650-65/, 674-675; Action Comics
  Annual #2; Adventures of Superman #455, 464-465,
  488; Superman (2) #32-33, 41-42, 65; Superman:
  The Man ofSteel #9-10; Who's Who '9/ #10
  
  fares best against normal human targets, where his
  Illusion and Control Powers can make quick work of
  the opposition. Lower-powered super heroes might
  find him a challenging foe as well.
  Since Spectra is a Government operative, he can
  also be used as a Player Character, working alongside
  such agents as Black Thorn and Peacemaker.
  However, his involvement with the Government is
  secret, so any such missions would have to be covert
  operations.
  Subplots
  Doctor Spectra is involved in a completely
  fictional Enemies Subplot with bis "nemesis,"
  Captain Atom. The two have only actually fought a
  couple of times, but public opinion is that they have
  been enemies for years.
  In a Miscellaneous Subplot, Emery has been
  poisoned and replaced by another of General Eiling's
  men, Charlie Hendel. Emery remains in a coma,
  while Hendel continues to operate as Spectro.
  Jet-powered Platform
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  Come On Down!
  Appearances in DC Comics
  *Nole: Pre-Crisis appearances are not part of present
  continuity.
  Doclnr Speclrn (pre-Crisis): Captain Atom (2) #79,
  8/; Crisis On/l1ftl1ite Earths #9-JO
  Doclor Speclro I (currenl): Captain Atom (3) #5-6,
  J5-/6, 34, 39-40, 49, 50 (behind the scenes); Who's
  Who '87 (2) #2; Who's Who '9/ #JJ
  Speclro II: Captain Alom (3) #39-40, 49-50
  Portable Hologram Projector
  
  CAPTAIN WONDER
  DEX:
  16
  STR:
  19
  BODY:
  16
  INT:
  10
  WILL:
  9
  MIND:
  9
  INFL:
  6
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE:
  36
  HERO POINTS:
  50
  ·Powers: DIrectional Heanng: 5, Flight: 15,
  Running: 8, Telescopic Vision: 4, Swimming: 7
  -Skills: Acrobatics: 12, Martial Artist: 13
  -Advantages: Lightning Renexes
  Dream Bombs
  It is believed that Dr. Psycho can plant "dream
  bombs" in the minds of those he has encountered.
  When they activate, these bombs produce a
  nightmare, pre-programmed by Psycho when the
  bomb is implanted. These nightmares are often
  layered for greater terrifying effect, allowing the
  victim to believe that he has awakened when he is
  actually still dreaming. This effect could take place a
  number of times before the victim actually wakes,
  causing him to fear that his present reality is actually
  another dream.
  To plant a dream bomb, Dr. Psycho determines
  the exact nature of the dream and how far into the
  future it will occur. He then makes an Action Check
  using his APs of Mental Illusion as AV/EV against
  his intended victim's LNTIMIND as OVIRV. Positive
  RAPs indicate that the bomb is implanted in the
  target's subconsciolls mind.
  Personality/Role-playing
  Truly a psychotic dwarf, Dr. Psycho is obsessed
  with causing the emotional suffering of others. Due
  to his being mocked and shunned by girls during his
  youth, this sadistic nature is aimed primarily towards
  women, and Wonder Woman in particular.
  In Psycho's twisted mind he thinks of himself as
  an artist or composer, creating masterpieces of
  njghtmarish horror in the minds of his victims. He
  sees everyone he encounters as clean canvases which
  could serve as his next brilliant work.
  Using Doctor Psycho in Adventures
  Dr. Psycho is an excellent background villain,
  masterminding the downfall of Wonder Woman (or
  other heroes) and manipulating them from afar. His
  victims could actually encounter him a number of
  times before realizing that Psycho is the true enemy.
  By this time, his powers may have created lasting
  effects.
  Dr. Psycho often uses his extensive skills as a
  clinical psychologist as cover during his exploits. He
  will typically cause those he encounters to perceive
  him as someone else while he poses as a psychologist
  or therapist. Heroes could encounter Psycho as
  someone else and not realize his true identity until it
  is too late.
  Subplots
  Dr. Psycho's obsession with destroying Wonder
  Woman is currently the driving force behind his
  sadistic exploits (Enemies Subplot). He is broad-
  thinking enough to extend this vendetta against
  Wonder Woman's friends as well, hoping to hurt her
  through them.
  Some time ago, Dr. Psycho (in the guise of
  Captain Wonder) was smitten by the Silver Swan
  (actually Helen Alexandros, herself transfonned) in a
  strange Romance Subplot.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are nOl part of present
  continuity.
  Pre-Crisis; Earth-Two: Wonder Woman (1) #5, 18, 160,
  165, 167; World's Finest Comics #248-249
  Pre-Crisis; Earth-One: Crisis On Infinite Earths #9;
  Who's Who '85 #7; Wonder Woman (J) #288·290, 323
  Current: Who's Who '91 #11; Wonder Woman (2) #51-53
  (behind the scenes), 54-56, 59, 6/ (mention), 65
  
  Lead Poisoning Serum Molecule
  Now that he is free from the painful effects of
  lead-poisoning, and maintains his powers under any
  color of sun, he is truly a dangerous force to be
  reckoned with. His staggering powers, coupled with
  his unpredictability, make him nearly unstoppable.
  Fortunately for the rest of the galaxy, the ICC
  keeps a very watchful eye on Dev-Em, and they are
  ready to "pull the plug" on him if he goes too far.
  Unfortunately, the ICC's view of what "going to far"
  is differs wildly from most other organizations.
  Using Dev-Em in Adventures
  In the 20th century, Dev-Em can be used in
  adventures that take place between his departure from
  Daxam and his final fight with Valor. A possible
  adventure might involve the L.E.G.I.O.N. coming
  across Dev-Em.
  The resulting
  battle could
  foreshadow future conflicts with the LSH.
  As an agent for the ICC in the 30th century,
  Dev-Em can be used in any number of espionage
  missions, wreaking havoc behind enemy lines. His
  lack of subtlety and random behavior can lead his
  missions astray, leaving the Player Heroes to come in
  and pick up the pieces. or perhaps even battle him
  face-to-face.
  Subplots
  Dev-Ern's career as an lee agent is often
  threatened by his erratic behavior and violent
  outbursts in a Job SubploL.
  Valor and Dev-Em have been Enemies for a
  thousand years, and will inevitably come into conflict
  in the 30th century.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legioll ofSuper-Heroes Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #287-288, 320;
  Legion of Super-Heroes (2) #294, 299-300; (3) 14;
  Tales of the Legion #317,319,322-325; Who's Who
  ill the Legion ofSuper-Heroes #2
  Current: Adventures of Superman #478; Legion of
  Super-Heroes (4) #6 (text), 39; Who's Who '91 #9
  
  2995: The Legion ofSuper-Heroes Sourcebook
  ...,
  ,
  ,
  /
  N"Cron.
  The Dark Circle
  Arane II.
  .'
  • Tsauron
  .
  ,,,
  ,
  ,,···
  Appearances in DC Comics
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  [n either case, it should not be readily apparent
  that the Circle is the cause of whatever the Player
  Characters are involved in. Only after thorough
  investigation should their presence become known.
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Current: Legion of Super-Heroes (4) #16, 18, 27,
  30,32,34; Who's Who in the Legion ofSuper-Heroes
  #1; Who's Who '91 #13
  Pre·Crisis: Adventure Comics #367; Superboy (l)
  #228-229; Superboy and the Legion of Super-Heroes
  #242-244; Tales of the Legion #314-315, 319, 322-
  325; Who's Who '85 #6
  Using the Dark Circle in Adventures
  The Galaxy Borders as of 4/2995
  Personality/Role-playing
  The Dark Circle can operate in the background
  of practically any adventure. Although they have
  only "officially" appeared in the 30th century, it has
  been made clear that the Circle has existed for as
  long as civilization itself. Therefore, if the
  Gamemaster wishes to, he can introduce the Circle's
  influence to 20th century Earth.
  Field agents for the dark circle are fanatically
  dedicated to their cause, and will willingly die for it.
  More often than not, they genuinely believe in the
  ideals of the Circle, and that what they are doing is
  actually in the best interests of the worlds they
  infiltrate (accounting for their typical Motivation of
  Seeking Justice).
  However, the dreaded Inner Circle is aware of
  the true mission of the Dark Circle: Total galactic
  domination, and a return to the early days of the
  Circle, when lhe Darkness covered all known worlds
  and passion ruled where once reason stood.
  
  track her to her current hideout and attempt to bring
  her to justice. This should prove extremely difficult
  however, as Cheshire is eminently skilled at covering
  her trail and disposing of any evidence of her work.
  Cheshire now leads an organization called the
  Sisterhood of Evil, which was direcliy responsible for
  the recent nuclear bombing of Queae. Whwn
  encountered, she may be accompan ied by other
  members of that organization.
  Subplots
  Cheshire is frequcmly involved in Enemies
  Subplots with the New Titans, due to their close ties
  with Arsenal (formerly Speedy). Arsenal himself is
  part of an on-again-off-again Romance Subplot
  which can never be realized due to their contlicLing
  occupations. Arsenal and their infant son are also
  involved in regular Family Subplots, as Roy currently
  has custody of the child.
  arm band
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  Nel" Tiwl1S Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Crisis On Infinite Earths #9 The New
  Teen Titans Annual (I) #2; Tales of the Teen Titans
  #51-52; Who's Who '85 #4
  Current: Action Comics Weekly #613-618, 636;
  Booster Gold #16-17; Deathstroke, the Tenninator #5
  (behind the scenes), 8-9 (behind Ihe scenes), 13, /6
  (behind the scenes), 17-20; Deal/tstroke, Ihe Tenninator
  Annual #/ (behind the scenes); The New Teen Titans (2)
  #20-2/; Secret Origins (3) #38; Who's Who '91 #12
  Cheshire's Claws
  bracer
  
  (_;".L.~IlII"Clawed climb-line
  Appearances in DC Comics
  Batman Sourcebook, Batman Role·Playing Game
  SUbplots
  Using Cat-Man in Adventures
  ppearances in the DC HEROES
  ole-Playing Game, Second Edition
  Pre-Crisis: Batman #322~324, 37/, 400; Crisis On Infinite
  Earths #9; Detective Comics #31 J. 318, 325, 509. 526,
  538; Freedom Fighters #10; Who's Who '85 #4
  Current: Batman: Shadow of the Bat #7-9; Detective
  Comics #612; Manhumer (2) #13; Who's Who '91 #13
  *Notc:
  Pre~Crisis appearances are not part of present
  continuity.
  Cat-Man is the Batman's one foe who vanishes,
  presumably dead, and reappears with maddening
  regularity. His crimes aJways revolve around cats,
  from art exhibits and treasures to crimes inspired by
  "cat" fiction. His penchant for cat motifs has led to
  Selina Kyle (Catwoman) being thought responsible
  for many of his past crimes.
  Although Cat-Man is based in Gotham City, he
  might return to Africa to resume his cat-trapping
  activities. Since he is now a criminal, however, he
  would likely link up with poachers or other such
  undesirables to get the job done. Activities of this
  sort might attract the attention of the Global
  Guardians or Justice League International.
  Thomas Blake has ridden a virtual roller-coaster
  of windfall and destitution as a result of his
  gambling. Although he no longer regularly gambles,
  he might return to its lure once again if the
  opportunity presents itself (Wealth Subplot).
  Catarang
  'Powers: Analyucal SmellfTracking Scent: 3, Claws:
  4, Extended Hearing: 3, Running: 4
  'Skills: Military Science (Camouflage): 2, Thief
  (Stealth): 4
  'Advantages: Lightning Reflexes
  Cat-Man is an inveterate gambler, both with his
  money and his life. Although his primary Motivation
  is listed as "Mercenary," he is also something of a
  Thrill Seeker. Cat-Man first turned to crime as a way
  to challenge his abilities, as well as payoff his debts.
  He especially likes to pit himself against Batman,
  whom he views as an equal.
  Blake relies a great deal on the supposed mystical
  power in his costume, and it is this blind faith that
  makes him a dangerous foe. Because he believes he
  can come to no hann while wearing it, the Cat-Man
  takes risks he might think better of at another time.
  TIGER
  LION
  'Powers: Analytical SmellfTracklOg Scent. 3, Claws:
  4, Extended Hearing: 3, Running: 4
  'Skills: Military Science (Camouflage): 3
  'Advantages: Lightning Reflexes
  Personality/Role-playing
  DEX:
  3
  STR:
  3
  BODY:
  4
  tNT:
  I
  WILL:
  2
  ML\lD:
  2
  INA...:
  2
  AURA:
  0
  SPtRlT:
  2
  INITtATlVE:
  8
  DEX:
  3
  STR:
  3
  BODY:
  4
  lNT:
  1
  WILL:
  2
  MIND:
  2
  lNFL:
  2
  AURA:
  0
  SPIRIT:
  2
  INITlATIVE:
  8
  
  Captain Cold's Cold-gun
  Personality/Role-playing
  Though Len Snart gOl into the crime business for
  the easy money, he obviously enjoys his exploits as
  Captain Cold. Even after being regularly defeated by
  the Flash and spending time in jail, Snan invariably
  re-dons his fur-lined costume and holsters his Cold
  Gun as soon as he gets out. In fact, he has no other
  life outside of his exploits as Captain Cold.
  Captain Cold is boorish, chauvinistic, and
  arrogant. He would be just as happy chasing "babes"
  as robbing banks. Even though he is making an
  attempt at legitimacy, it is only a malleI' of time
  before the constraints of the law become too much
  for Snarl, and he reverts to his criminal life.
  Using Captain Cold in Adventures
  As a villain, Captain Cold could be encountered
  by himself or working with other members of Flash's
  Rogues Gallery. His crimes are usually common and
  straightforward; stealing things for quick cash.
  Currently, Cold is typically encountered with is
  partner, the Golden Glider, in their identities as co-
  owners of Golden Snowball Recoveries. Golden
  Snowball has not yet established a reputation, and
  when they are encountered, they could as easily be
  working on an illegal case as a legal one.
  Subplots
  For years Captain Cold's favorite pastime has
  been fulfilling his Enemies Subplot as a member of
  the Flash's Rogues Gallery. As a newly legitimized
  member of super society, Cold will have to overcome
  his reputation as a super-villain (Criminal Past
  Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not parl of present
  continuity.
  Pre-Crisis: The Adventures of Jerry Lewis #112;
  Crisis Ou In{luite Earths #5,9-10; The Flash (1)
  #114, 129, 134, 140, 150, 155, 166, 174, 193, 226,
  242-244, 250-251, 254, 256, 297, 314, 325, 338-342,
  347-350; Justice League ofAmerica #5, 40, 129, 139,
  155; The Secret Society of Super-Villains #1-6
  Showcase #8; Who's Who '85 #4
  Current: Blue Devil #19, 30; Flash (2) #19, 27-28,
  35-36; Justice League Quarterly #2; Manhunter (2)
  #1,24; Secret Origins (3) #41; Secrel Origins Annual
  2; Suicide Squad #16-/8; Who's Who '91 #13
  
  Komand'r'5 body armor
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  The New Titans Sourcebook
  Appearances in DC Comics
  Pre-Crisis: The New Teen Titans (I) #22-25; The
  New Teen Titans Annual (1) #1; Omega Men #11;
  Tales ofthe New Teen Titans #4; Who's Who '85 #2
  Current: The New Teen TilOns (2) #14-18, 22-23;
  The New Titans Annual #6; Omega Men #34-35;
  Teen Titans Spotlight #15; Who's Who '91 #13
  
  JATI Submachine Gun
  Personality/Role-playing
  Wild Dog is the perfect example of a vigilante.
  His methods are extremely violent, and he will not
  hesitate to kill those that he feels are truly evil. Wild
  Dog is totally committed to his quest to wipe out
  crime, and continues to do so, even though onc of his
  closest friends has begged him to stop.
  Both as Jack and Wild Dog, Wheeler is quiet
  and reclusive. While fighting crime, he uses few
  words. rarely speaking at all while engaged in
  combat. Wild Dog often drops a few one-line quips
  after the smoke clears, however.
  Using Wild Dog in Adventures
  Since Wild Dog is both a loner and a vigilante,
  he would not fit in with a group adventure. However,
  his gear and training, as well as his methods, make
  him an excellent hero for use in a one-an-one game
  with one Player and a Gamemaster. Such an
  adventure would most likely take place in the Quad
  Cities area, and might involve terrorists or mobsters,
  two of Wild Dog's favorite targets.
  Graham Gault, one of Jack's old "Four Horsemen"
  buddies, is now a Government agent, and is aware of
  Jack's dual identity. Gault can use this knowledge to
  lever Wheeler into helping the Government on coven
  missions. This might result in Wild Dog working
  alongside other intelligence agents,
  such
  as
  Peacemaker or the Checkmate Knights.
  Subplots
  In a Friends Subplot, the other "Four Horsemen" are
  concerned about Jack's reclusive behavior. Two of them
  (Gault and Flint) know that Jack is Wild Dog, further
  complicating maneTS in a Secret Identity Subplot.
  Jack still suffers bouts of guilt when he
  remembers the death of his sweetheart Claire Smith
  (Carmonti). Rather than reacting to the grief with
  sadness, however, he becomes angry, and even morc
  determined to fight crime (Death Guilt Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book
  Appearances in DC Comics
  Action Comics Weekly #601-609,615-622,636-641;
  Invasion! #2; Who's Who '87 (2) #5; Who's Who '91
  #10; Wild Dog #1-4; Wild Dog Special #1
  
  The bracelet can also be used to stop time,
  effectively putting the entire world on "hold" while
  some important task is completed. It is not known
  how long this effect can be maintained, but
  presumably it puts great strain on the energy reserves
  of the Vanishing Point. Wavcrider himself is immune
  to this effect, as are the other L.inear Men.
  The combination of the bracelet's Powers and
  Waverider's produces some unusual effects. While he
  is wearing the bracelet, Waverider can carry other
  objects and persons with him through the timestream
  (just as the standard Time Travel Power). He can also
  absorb energy used for time effects (such as stasis
  beams) and use it to augment his own Powers.
  In game terms, Waverider gains APs of Omni-
  Power equal to the RAPs scored against him by any
  time-related Attack. These APs may only be used
  once, and must have an effect somehow related to
  time manipulation. For instance, Waverider can use
  this energy to pull a person out of the past, by
  mimicking the Dimension Travel (Summoning)
  Power, and replacing Travel Value with the APs of
  time the target is distant from him.
  After several more encounters with the Linear
  Men, Waverider decided that their mission was so
  close to his own that he should join them. (More
  infonnation regarding the Linear Men and Vanishing
  Point will appear in Who's Who #4.)
  Personality/Role-playing
  Matthew Ryder is a strong and independent
  person, determined to help others regardless of
  personal sacrifice. His life in Monarch's dark future
  taught him that freedom is something you have to
  fight for, and this lesson drives him onward.
  Although he managed to prevent the future of his
  adult life, Waverider still suffers from tremendous
  feelings of guilt. His attempt to stop Monarch
  resulted in untold chronal damage, including the loss
  of thousands of potential lives that will never be.
  Waverider still does not know the full extent of
  his powers, but does not let this lack of knowledge
  stop his crusade against injustice. He tends to come
  off as hasly and reckless as a result of his
  inexperience. Presumably, Waverider will become
  more cautious as he spends time with the Linear
  Men, gaining insight into tbe tirnestream's "big
  picture. It
  Using Waverider in Adventures
  Although Waverider is clearly too powerful 10 be
  used as a Player Character, he can be a gateway to
  adventures through time. He might encounter the pes
  in connection with a disturbance in time that he needs
  help to correct. Such an adventure can be a cosmic-
  scale conflict involving many heroes, or a one-an-one
  covert effort.
  Another interesting possibility is to lise
  Waverider to show Player Heroes their possible
  futures. This might even develop into a game or
  mini-campaign reflecting an alternate future timeline,
  where the Players play old versions of their
  Characters or their children.
  Subplots
  Waverider is involved in an ongoing Enemies
  Subplot with Monarch, the ruthless dictator of his
  alternate future. Waverider is currently unaware of
  Monarch's whereabouts in time.
  Appearances in DC Comics
  Action Comics Annual #3; Advelliures of SUpemlG11 AlIllual
  #3; Armageddon: Inferno #1-4; Armageddon 2001 #1-2;
  Batman Annual #15; Detective Comics Annual #4; Flash
  Annual (2) #4; Hawk and Dove Annual #2; Hawkworld (2)
  #28; Hawkworld Anllual #2; Justice League America
  Annual #5; Justice League Europe Anllual #2 L.E.G.I.o.N.
  '91 Annual #2; The New Titans Annual #7; Superman (2)
  #61, 73; Supennan Annual (2) #3; Supennan: The Legacy
  of Supenllall #1; Superman; The Mall of Steel #20; Who's
  Who '9/ #10
  Waverider's Energy Manipulation Bracer
  
  Dartalon is covered with sharp quills, which he can
  launch from his body at high velocity (Projectile Weapons).
  Several quills protrude from the back of each hand, which
  he can use in hand-to-hand combat as Claws. Danalon also
  carries a bandolier of pre-prepared quills, coated in poisons
  and explosives, that he can throw with amazing accuracy.
  Elvar's Lightning Reflexes, high DEX, and mastery of
  the blade (Weaponry Skill) make him a formidable melee
  combatant. His Energy Sword can cut through steel, and
  can channel its wielder's WILL to form a blast of energy
  (Mental Blast). ElvaI' can use the blade of the sword to
  defiect incoming attacks (Reflection/Deflection).
  Psyche is an extremely sensitive Empath. She can
  sense the emotions of those around her and manipulate
  them at will (Broadcast Empath). Psyche can also fire
  blasts of mental energy (Mind Blasl), lift small objects with
  her mind, and levitate herself to fly at speeds of up to 8
  miles per hour (Telekinesis).
  Quantum Queen has extensive power over most forms
  of energy, and limited control over matter as well (Mauer
  Manipulation). She can turn herself into pure light, become
  intangible or invisible, and separate herself into many
  smaller duplicates (Self-Link Flash, Flame Being,
  Dispersal, Invisibility, Shrinking, and Split). Quantum
  Queen can generate tremendous amounts of destructive
  energy, enough to destroy any barrier. This energy takes
  many forms, although the most powerful is a blast of
  flames as hot as a small nova (Flame Project, Flash, Energy
  Blast, Heat Vision). She can Fly at eight times the speed of
  light by turning herself into a ball of energy.
  Re-Animage is truly immortal, and can quickly revive
  from
  any
  injury
  short
  of
  total
  disintegration
  (Invulnerability, Regeneration). He can also use this
  reanimating energy on others, bringing them back to life.
  ApaI1 from his Power, Re-Animage is a natural leader, and
  an accomplished pilot and computer programmer
  (Leadership, Vehicles, Scientist, Scholar).
  The Wanderer's Ship
  The Wanderers travel the spaccways in a starship
  supplied to them by Clonus.
  SPACESHIP [STR: 13, BODY: 15, Flight: 31, Sealed
  Systems: 20, Radar Sense: 25, Recall: 20]
  LANDING CRAFT [STR: 7, BODY: 8, Flight 7]
  Celebrand
  Although he had no superhuman powers, Celebrand
  was the leader of the original Wanderers. It is unknown if
  Elvar's attempt to clone him was successful, and if so, what
  new powers he has (if any).
  CELEBRAND
  DEX:
  5
  STR:
  3
  BODY:
  4
  !NT:
  10
  WILL:
  7
  MIND:
  8
  INFL:
  8
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  25
  HERO PQTNTS:
  80
  -Skills: Charisma. 8, Gadgetry. 7, MartIal Artist: 5,
  Scientist: 7, Vehicles: 5, Weaponry: 5
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Genius; Leadership
  -Motivation: Responsibility of Power
  ·Wealth: 7
  -Equipment:
  Blaster Pistol [BODY: 4, EV: 7, R#: 2]
  Using the Wanderers in Adventures
  The Wanderers make a good supplemental team for
  the Legion of Super-Heroes. If an extremely powerful
  menace threatens the galaxy, the two teams will work
  together to overcome it.
  At one point, the Wanderers were turned inlo villains
  by a nebula's radiation. A similar incident might put them
  al odds with the Legion again.
  SUbplots
  A major Power Complication Subplot began when the
  Wanderers were cloned into their current bodies. They are
  still learning the limits of their new powers and abilities.
  The Wanderers are trying to come to terms with lheir
  new lives and their clone nature in an odd Family SubpiaL
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #375-376; Legion of Super-
  HaDes (2) #294,300; Super/JOy (!) #200; Who's Who '87
  (1) #25
  Current: The Wanderers #1-13; Who's Who in the Legion
  of Super-Heroes #7; Who's Who '88 #4; Who's Who '91
  #11
  
  Tantu Totem
  member of the Suicide Squad, she participates in
  many dangerous covert missions, often travelling
  around the world to do so.
  Since Mari is originally from Africa, she can be
  a guide to Player Heroes travelling there. She has a
  particular affinity for the land, and has faced villains
  such as Gorilla Grodd there in the past.
  Vixen stays in touch with Martian Manhunter, so
  she can also be called in to help the Justice League,
  especially in cases requiring stealth and secrecy_
  Subplots
  When Vixen loses control of her Powers, she
  sometimes kills her opponents unintentionally,
  leading to intense feelings of guilt (Death Guilt
  Subplot).
  Although her relationship with Ben Turner
  (Bronze Tiger) is officially over, Mari still cares
  about him (Romance/Friends Subplot).
  Vixen occasionally takes a break from heroics to
  look after her modeling career and clothing line (Job
  Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card included), Iustice
  League Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Action Comics #521; Cancelled Comic
  Cavalcade #2; Crisis On Infinite Earths #8, 10, 12;
  DC Comics Presents #68; Tnjinity, Tnc. #19; Iustice
  League of America #233-239, 241-245; Iustice
  League ofAmerica Annual #2-3; Who '5 Who '87 (1)
  #25
  Current: Animal Man #10-12, 20, 44, 48-50;
  Checkmate! #18; Firestorm, the Nuclear Man #87;
  Flash (2) #45-47; Invasion! #2; Justice League
  International #13; Justice League of America #246-
  255,257-261; Legends #1-2; Suicide Squad #11-18,
  20,22-30,32-39,41-43,45-47,51,58 Suicide Squad
  Annual #1; Who's Who '91 #9
  
  Acid Thorn
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  pre5sure ejected
  stopper
  pressur
  sensitive uigger/timer switch
  eml7
  ed in molded magnesium
  Flare Thorn
  ppearances in DC Comics
  Pre-Crisis: The Brave alld The Bold #188-/89;
  Superman (I) #336; Superman's Girl Friend, Lois
  Lone #105-/12, 114-130; Who's Who '86 #/9
  Superman- The Mall ofSteel Sourcebook
  Current: Action Comics #669, 671, 675; Adventures
  of Superman #482, 488-489; Booster Gold #2-4, 9;
  Superman (2) #62, 65-66; Superman: The Legacy of
  Superman #1; Who's Who '9/ #10
  *Note: Pre-Crisis appearances are 110t part of present
  continuity.
  .357 magnum cartridge
  Smoke Thorn
  Explosive Thorn
  Subplots
  The Thorn's ongoing quest to wipe out The 1000
  constitutes an Enemies Subplot.
  As Rose's career continues in its prosperity, more
  and more of her time is spent at work, cutting into
  Thorn's ability to battle crime (Joh Subplot).
  usual methods of stealth and secrecy do not mesh
  well with team actions, but she has been known to aid
  other heroes when the need is great.
  Since she has had dealings with them in the past,
  Thorn will join up with any group that includes
  Booster Gold or Superman, although she will not
  completely trust any of her teammates. After the
  completion of a mission, Thorn will seem to
  disappear as she sneaks back to her life as Rose.
  
  g
  bathroom
  molecular diagram of Bismollian digestive acid
  up
  15(')1 pipe chase
  I--""'~
  Current: Legion of SuperBeroes (4) #10-11, 13-14, 20,
  27, 28 (flllShbaek), 29, 32, 34-36, 39-41; Legion ofSuper-
  Heroes Annual (4) #1-2; Seerel OrigillS (3) #47; Who's
  Who in Ihe Legion ofSuper-Heroes #4; Wlw's Who '91 #9
  Pre-Crisis: Action Comics #381, 392; Adventure Comics
  #301,303-304,316 (feature), 317-319, 321, 325-326, 330,
  335-336, 338, 341-345, 346 (behind Ihe scenes), 348
  (behind Ihe scenes), 350-351, 354, 356, 359-360, 362
  (behind Ihe scenes), 363, 374-375; The Amazing World of
  DC Comics #9; Legion of SubSlilllle Heroes Special #1;
  Legion of Super-Heroes (2) #289, 296-297, 300; (3) 38;
  Secrel OligillS (3) #42; Superhoy (I) #184, 193, 195, 200-
  202, 212; Superboyand Ihe Legion ofSuper-Heroes #251,
  256; Who's Who '86#15
  closet
  ~•........... .--------' ~
  balcony
  Tenzil Kem's quarters
  at Legion HQ
  bedroom
  Appearances in DC Comics
  ppearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSuper-Heroes Sourcebook
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Reputation Subplot).
  Tenzil may still possess vestiges of power from
  the Miracle Machine, perhaps accounting for his
  rather extraordinary luck and phenomenally
  successful Senate career (Miscellaneous Subplot).
  
  Transition from human to "Tasmanian Devil" form
  (Skull Detail)
  Muzzle reaches full protrusion, crainial sutures
  close. increase in overall mass partially illusory
  (ie. hair growth) partially lorue (ie. swelling of
  muscle tissue from increased blood production).
  neura-transmitter production and body temp.
  back within normal paramete~.
  Crainial sutures open, muscle / bone density
  1.28-.56 x normal human average, body
  temperature rises 2.24 - 3.72 F...
  Neuro·transmitter production slowed... tactile
  sensitivity reduced 63i", widening of crainial
  sutures, noticable change in dentation.
  rapid hair growth...
  Current: Green Lantern (3) #18; Infinity. Inc. #32.
  34-37, 47; Invasion! #1-2; Justice League America
  #54-56; Justice League Annual #3 (Wlto's Wlto)
  Justice League Europe #30. 47-48; Justice League
  Europe Annual # 1,- Justice League International
  Quarrerly #7-8; Secret Origins (3) #33; Wlto's Wlto
  '91 #12
  Pre-Crisis: Super Friends #9, 25
  Appearances in DC Comics
  'Note: Pre-Crisis appearances are nOl part of present
  continuity.
  
  Cray was recently killed by the villain Blacksnake.
  Nemesis has no super-powers, but is an excellent
  espionage agent and a master of disguise. Using his
  specially-designed masks, he can assume dozens of
  identities in the space of an hour.
  The New Thinker has the power to Control the actions
  of others by dominating their minds. He acquired this
  ability by miniaturizing the original Thinker's Cap into a
  small set of microchips, and installing them in his brain.
  The chips also act as a built-in computer that the Thinker
  can use to help him plan strategies and "jack-in" LO the
  computer networks of the world.
  Mark Shaw possesses no su(Xr-human abilities, but is
  a superb athlete and gymnast, well trained in all fonns of
  combat. He is also a technical Genius, and has built a
  number of specialized gadgets to help him in his work,
  including his Power Baton, which can generate a blast of
  energy strong enough to knock out an elephant.
  More Parolees
  Most of the members of the Suicide Squad have their
  own entries; Pages for Amanda Waller, Deadshot, Captain
  Boomerang, and Count Vertigo can be found in Who's Who
  #1. For entries on Nightshade, Poison Ivy, and Barbara
  (Oracle) Gordon, see Who's Who #2. Pages for Bronze
  Tiger and Vixen are contained elsewhere in this volume.
  Belle Reve Prison
  Belle Reve Prison is a maximum security federal
  prison designed specifically for incarcerating metahuman
  criminals. It is located about fifty miles southwest of New
  Orleans and ten miles from Houma, the nearest township.
  Until recently, the Squad used Belle Revc Prison as its
  base. AlLhough the current warden hates Amanda Waller,
  the Squad can sometimes gain access 10 the equipment and
  facililies of the prison by pulling srrings in Washington.
  The walls of the prison are made of a specially
  reinforced concrete with a BODY of 12. Belle Reve has a
  security system rated at JO APs, and 84 cells. Twenty-four
  of these cells are modular in design and can be modified to
  neutralize the superpowers of metahuman prisoners. Game
  statistics for the modular cells and other Belle Reve
  equipment follow:
  MODULAR CELL lBooy: IS, Neutralize: 10, R#: 2]
  BELLE REvE COMPUTER [BODY: 7, INT: 5, Recall: 25,
  Detective (Law, Police Procedures): 7, R#: 2]
  SUICIDE SQUAD SECURITY BRACELET [BODY: 5,
  Lightning: 6, 80mb: 6, R#: 3] Limitation: Lightning has
  a range of Touch.
  Miscellaneous Drawback: Use of the Bomb Power is
  always considered a Trick Shot to blow off the wearer's
  arm. The OV of Ihis attack is 0 and the RV is the
  wearer's BODY. If the RAPs received exceed one-half of
  the RV, his hand is blown off, permanently reducing his
  DEX by 3 APs, in addition to the Killing Damage done by
  the allack.
  SHEBA [DEx: 3, STR: 6, BODY: 10, INT: I, Flight: 9, Radar
  Sense: II, Thermal Vision: 8, Ultra Vision: 8, Thief
  (Sleallh): 6, R#: 2]
  Sheba was an attack helicopler (hat the Suicide Squad
  used on several of its field missions. She was named by
  her pilot, Briscoe, after his deceased daughter. Briscoe
  was killed and Sheba destroyed on Apokolips. While still
  in existence, Sheba had lhe fOllowing on-board
  weaponry:
  30 MM CHAIN GUN [BODY: 4, Ev: 8, R#: 2J
  AIR-TO-GROUND ROCKETS (x8) [BODY: 4, Flight: 7,
  Bomb: 7, R#: 5J
  SIDEWINDER MISSILES (x2) IBoDY: 5, Flight: 10,
  80mb: 8, R#: 3] limitation: The sidewinders can only be
  used against airborne targets.
  Using Suicide Squad in Adventures
  Since the Squad will take on any mission (for the right
  price), it can be encountered nearly anywhere, doing
  anything. For example, Player heroes might meet the Squad
  in connection with a covert mission.and be forced to join
  forces with them Lo accomplish their goals. Amanda Waller
  will undoubtedly Iry to take over as leader in such a
  situation, which may generate further conflict.
  Subplots
  The bulk of the Squad's members are either criminals,
  or had shady pasts, creating endless conflicts of interest and
  backstabbing among the ranks (Criminal Past Subplots).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Backgrowui/Rosrer Book
  Appearances in DC Comics
  ·Note: Pre-Crisis aprx:arances are not pan of present continuilY.
  Suicide Squad I (pre-Crisis): Srar-Spangled War Srories #1/0-
  /11, //6-/2/. 125, /27-128; Who's Who '86#22
  Suicide Squad I (cl/rrelll): Secret Origins (3) #14; Suicide Squad
  #26,50
  Suicide Squad II (pre-Crisis): Action Comics #552: The Brave
  and The Bold (2) #25-27, 37-39; Who's \Vho '86 #22
  Suicide Squad" (currellt): Secret Origins (3) #14; Suicide Squad
  #50: Who's Who '91 #12
  Suicide Squad III: Checkmate! #15-16, 18: DeadsllOt #1; Doom
  Pmrol atld Suicide Squad Special #1 Edipso: The Darkness Within
  #2; Fires/orm Annual #5; Firesrorm, rhe Nuclear Man #87: The
  Fury of Firestorm #64; Invasion! #1-3; iustice League
  IllIemmional #13; Legends #2-6; Millennium #4; Secret Origins
  (3) #14, 28: The Spectre (2) #1/; Silicide Squad #1-66; Suicide
  Squad Annual #1; War of the Gods #2-4: Who' · Who '86 #22;
  Who's Wllo '87 (2) #5;
  Who·.~ Who '88 #3; Wllo' · Who '9/ #/2;
  Wonder Woman (2) #6/
  
  by localizing her control at
  the perimeter of the sphere
  she can raise the molecular
  density enough to reflect
  most sound frequencies.
  Character for new players. Her participation would
  likely be limited however, unless the other players
  are playing other L.E.G.I.O.N. members.
  Stealth is a fine ally or trainer for new heroes
  who might meet the L.E.G.I.O.N. during one of their
  missions or wish to become L.E.G.1.0.N. members.
  Subplots
  Stealth has hinted at her involvement in a Secret
  Past subplot dealing with her exile beeause of her
  mulanl powers.
  She has the ability to alter
  the air pressure 1teperature
  / viscosity surrounding her
  body in varying degrees.
  Stealth is likely to beeome more and more
  involved in a Family subplot as her son (by the
  forceful mating with Vril Dox) grows up.
  Appearances in DC Comics
  AdveJ1lllres of Superman Al1IlUal #2, 4; Eclipso: The
  Darkness Within #2; Invasion! #2 (behind the
  scelles); L.E.G.l.O.N. '89 (e1 al.) #1-17, 20-22, 24-
  28, 30-50; L.E.G.l.O.N. '90 Allllllal (e1 al.) #1, 3;
  Valor #4; Who's Who '91 #12
  .\
  ,
  """
  ..\111 ~ II ,11111.1'W
  Wvvvv
  ..
  ~
  while sound leaving the
  sphere is initially muffed by
  air pressure / etc. incoming
  sound is only affected only
  slightly by this interference.
  
  Starfire's Suit
  .......
  Current: AClion Comics Weekly #615, 618, 634;
  Advenlllres of Superman Anl/ual #4; Armageddon:
  IIIJerno #2-4; Batmall #416, 433, 440; Blasters
  Special #1; Bille Beelle (6) #11-14; Cosmic
  Odyssey #1-4; Deathstroke, rhe TerminaTor #1
  (flashback), 4 (flashback), 14-15; EcJipso: The
  Darkness Wirhin #2; Flash (2) #i; Hawk and Dove
  (3) #11-12; Hawk alld Dove Allllt/al #1 (behilld Ihe
  scenes); Infinity, Inc. #45, 51 .. JusTice League
  America #40, 70; Misler Miracle (2) #17 (behilld
  the scenes); The New Teell TilOlIS (2) #15-20, 22-
  23, 26-49; The New Teell Tilllns AlIlIlIal (2) #2-4;
  The New Titalls #50-55,57-69, 71, 75, 78-79,82-
  86, 90-on; The New Tilalls AlIlIlIal #5-6, 8; The
  Omega Men #33-35 Secrel Origills (3) #13, 46;
  Secret
  Origills Allllllal
  #1
  (flashback),
  3;
  SlIpermall: The Mall oJ Steel #20; Team TilOlIS #1-
  3, 5; Teell Titalls Spotlighl #1-2, 15, 19; TilOlIS
  Sell-Olll Special #1; Who's Who '91 #10
  Tales oJ Ihe Teell Tilalls #4 I-43, 44 (behilld Ihe
  scenes), 45-58; Teen Titans Anllual #3 The Vigilallle
  #3; Who's Who '86 #22; WOllder Womall (I) #287,
  293, 300; World's FilleSI Comics #300
  ......
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  engaged. However, Kory has been having second
  thoughts about her relationship with Dick and is
  returning to her warrior-like nature.
  Appearances in DC Comics
  BackgrollndIRo,\·ter Book (card includeel), New Titans
  Sourcebook
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Action Comics #532, 546; Batman and
  Ihe Olllsiders #5; The Besl oJ DC #18; Crisis on
  Illjinile Ear/hs #3-7, 9; Illjiniry, Inc, #22; The New
  Teell Tilalls (/) #1-16, 18-34,36-37,38 (behind the
  scelles), 39-40; (2) 1-14; The New Teell Tilalls
  Anllllal (/) 1-2; (2) I; The New Teell TilOllS Drug
  Awareness Giveaways
  #1~3; Red Tornado #3;
  St/pergirl (2) #20; Tales oJthe New Teell Titalls #1-4;
  
  "R" throwing knife
  Batarang
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Appearances in DC Comics
  New Titans Sourcebook
  Action Comics #683; Armageddon 2001 #2; Batman
  #436, 440-445, 448-450, 455-457, 465-472, 480-481,
  483-490 ; Batman: Bride of the Demon
  Batman:
  Penguin Tril/mpham; Batman: Seduction of the GUll
  #1; Batll/Gll.' ShadolV of the BGI #1-2,8-9; The
  Demoll (3) #23-24; Detective Comics #6/5-616,618-
  62/, 635-637, 644-651, 653, 655 (public service
  announcemen.t), 657-660; Justice League America
  #70; The New Titans #60-6/, 64-65; Robill #1-5;
  Robin Annual #1; Robin" #/-4; Robinllf: Cry ofthe
  HUIl/ress #/-6; ShoIVcase 93 #2-5; Superll/all (2)
  #70, 76; Superman: The Mall of Steel #/4, 20; War
  of the Gods #2, 4; Who's Who '91 #10; Wonder
  WOII/an (2) #59-6/
  Tim's personal life is becoming a greater and
  greater hindrance to his life as Robin.
  His
  relationship with his fmher, and his responsibilities al
  home and at school frequenlly involve Tim In
  Family, School, and Secret Identity Subplots,
  Though Tim Drake had nothing to do with the death
  of Jason Todd, he feels a great need to live up to the
  reputation of Todd and Dick Grayson before him. This
  reaction is simjlar to Balman's own Death Guilt Subplot.
  Robin frequently encounters Lynx and the Ghost
  Dragons (as well as their sponsor, King Snake) as
  part of a regular Enemies Subplot.
  having lO adjust to this new complication to being
  Robin, and frequenLly has to lie to his father about his
  continual cuts and bruises. He now has to sneak lO
  I.he Batcave through a secrel. el1l.rance hidden beneath
  a cistern in the Drakes' basement
  Subplots
  Robin can be used in an advel1l.ure to get
  characters in touch with Batman. His access to the
  Batcave can also provide Player Characters with the
  means to analyze clues with the sophisticated
  equipment there (see Techll%gy, Batcave).
  Though Robin doesn'l often work without
  Batman, his strong will sometimes leads him into
  solo adventures which could also eventually involve
  the Player Heroes.
  Using Robin in Adventures
  
  Experimental
  Electromagnetic Generator
  power station
  control room
  Airfarce E.E.G. testing plant
  Arctic Airforce Ba~e
  hanfler
  fttorage
  r r
  equipment fthed
  .r:::
  living quarters
  ff equipment sheds
  Magnetic Radiation Given Off During Power Use
  hangern
  meters
  motor pool ~
  o
  30
  120
  240
  
  Red Tornado II (current); Ca/Jtaill Atom (3) #16·17,38-39,4/.
  42, 43 (behind the scenes). 48, 50: Fire:"lorm. the Nllclear Man
  #9/-93: Secret Origins (3) #22 (flashback): Who's Who '9/ #12
  Red Tornado 11 (pre-Crisis): Actioll Comics #443, 480, 481-483
  (behind rhe scenes), 546; AU·Star Squadron #54 Batman Family
  #20; The Brave and the Bohl #153, /72; Crisis 011 II/finite Earrhs
  #4-5. 8: DC CO/nics PreselllS #7, 42-43; Detee/h'e Comics #493;
  TI,e Fury of Fire!;lOrm #4; Jusrice Leaglle ofAme,.iCll #64-65. 72-
  74. 82-83, /00 101 (behind the scenes). /02. /05-/ /0, /12, //4,
  117-119. /2/, /27. /29. /45-146, 149-/53. 155-172. 175-/76.
  /79-180, /83, /89-/90, 192-193, /95.200·202.209-220.224,
  226-230: Justice Lellglle of America A1I11/wl #1-3: Limited
  Collectors' &litiofl #C-41: The Phllmom lime #2.4 (both behind
  fhe scenes): Red Tomado #1-4: Super Friellds #8: Slipergirl (2)
  #20; Superman (I) #387; Who's Who '86 #/9; IVol/der Woman (I)
  #2/8, 220·222, 256. 300; World's Finest Comics #26/. 264-270,
  272. 300. 302
  Appearances in DC Comics
  Justice League Sourcebook
  Red
  Tornado
  suffered
  a
  major
  Power
  Complication Subplot when he was reborn as Earth's
  Air Elemental. This metamorphosis forever changed
  his outlook on humanity.
  In a Miscellaneous Subplot, Firestorm created a
  robotic body for Tornado, to help him relate to
  humans. Red Tornado still dislikes humans because
  of their constant abuse of the planet. but is struggling
  to undersland them anyway, so he may fulfill his
  elemental duties more effectively.
  Because of his immense power and vengeful
  nature, Red Tornado is best used as a misunderstood
  opponent for Player Heroes. For instance, in lashing
  out at an industrial complex that is polluting the air,
  he might be putting surrounding innocents at risk.
  The Player Heroes would have to intervene and
  convince Tornado to spare the lives of the people
  involved, explaining how important humans arc to
  the Earth in the process.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Subplots
  Using Red Tornado in Adventures
  RED TORNADO (ORIGINAL ROBOT FORM)
  -Powers: Air Control: 13, Flight: 10, Invulnerabilily:
  13, Sealed Systems: 10, Telescopic Vision: 7
  -Skills: Gadgetry: 5, Scientist: 5
  Limitations: Miscellaneous: Air Control has a range
  of lAP.
  -Advantages: Buddy (Kathy Sullon); Connections:
  Justice League of America (High); Lightning
  Reflexes
  -Drawbacks: Secret identity; Miscellaneous: The
  Red Tornado has a sort of "death wish" that often
  makes tUm want LO sacrifice himself for others.
  -Alter Ego: John Smith
  -Motivation: Upholding the Good
  -Occupation: Office Worker
  -Wealth: 4
  Personality/Role-playing
  As a super-android, Red Tornado was heroic and
  self-sacrificing. He was always willing LO put himself at
  risk to save his friends and teammates, to the point of
  being destroyed several times. During this period, Red
  Tornado periodically took on a human appearance and
  name, and tried to live life as a !lonnal person.
  Since his resurrection as Earth's Air Elemental,
  Red Tornado has been a cold, stern, and ruthless
  protector of the environment. His crusade to purify
  the atmosphere is more important to him than
  anything else. including human life.
  Recently. Tornado's extreme nature has been
  tempered by several clashes with his fellow
  elementals, as well as Captain Atom. Red Tornado
  has learned that humans are a necessary, though
  annoying, part of the Earth's ecosystem. He remains
  somewhat aloof from humans, but stri ves to
  understand them from afar.
  Red Tornado's new view of humans in no way
  dilutes his quest. but it does prevent him [Tom simply
  killing people out of spite. Despite his recent
  understanding, abusers of the air still must fear the
  wrath of the Red Tornado.
  created by T.O. Morrow and possessed by the spirit
  of the Tornado Champion.
  .
  DEX:
  8
  STR:
  9
  BODY:
  10
  INT:
  7
  WILL:
  7
  MIND:
  4
  INFL:
  4
  AURA:
  4
  SPIRIT:
  7
  INITIATIVE:
  21
  HERO POINTS:
  70
  
  Communicat.ions
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Pre-Crisis: ACTion Comics #551 (mention) Crisis all
  Infillite Earths #5, 9, 12; The New Teen TiTans (1)
  #18; Teell Titalls #18; Who's Who '86 #19
  NeH' Titans Sourcebook
  Appearances in DC Comics
  Current: A(h'emures ofSuperman Anllual #4; Aquaman
  (4) #5; Deathstrake, the Termillator #13-15; £Clipso:
  The Darkness Within #2: Justice League InTernaTional
  #13; jusTice League Quarterly #5; The New Teen Titans
  (2) #48-49; The New Ti/{lllS #76-79,81-011; Tile New
  Titans Allnual #7-8; Secrer OrigillS AnJIual #3; Showcase
  93 #1-2; Silicide Sqllad #13; SlIpermall; The Mall of
  Steel #20; Team Ti/{lllS #1-3, 5; Tiralls Sell-Ollt Special
  #1; War ofthe Gods #4; Who's Who '91 #11
  ===
  bJ
  bJ
  bJ
  o 30
  120
  240
  SUbplots
  Govt'mmt'l'nt Office!>
  ~
  ota"i'"
  ~
  Rol7ot-ic5
  Genetics
  Psycho I Physiological
  Comp"""
  Vehicle storage I main"teMnce
  science city complex #3
  of his time in America with the group. Any
  adventures which involve interaction with the former
  Soviet Union could easily involve Red Star as well.
  Wilh the current Soviet Republics in disarray, Red
  Star's loyalties and beliefs might come into question
  leading 10 possible confrontation with heroes.
  Since his powers are constantly evolving Red
  Star could easily become immersed in a Power
  Complication Subplot as his powers grow, decrease.
  or change, possibly beyond his control.
  Because of his former actions in the U.S. on
  behalf of the Soviets, Red Star is sometimes tied
  into a kind of Criminal Past Subplol.
  Though he appears recovered from it now, there
  was certainly a period in his recent past in which the
  death of his fiance weighed heavily upon him
  (Death Guilt Subplot).
  Lab where Cyborg was rebuilt
  
  Subplots
  For a time, Vic was involved in a Romance
  Subplot with Myra Fennin, mayor of Hub City. He is
  also involved in frequent Friends Subplots with his
  mentor, Doctor Rodor.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Backgrollnd/Rosler Book (card inc/uded)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  release valves
  refill valve
  gas cartridge belt buckle attehment
  Pre-Crisis: Americomics Speciol #J; Blue Beetle (5)
  #1-5; CharllOll Bullseye #1; Crisis Oll/llfillite Earths
  #6-7; Mysterious Suspellse #1; Who's Who '86 #19
  Current: Blue Beetle (6) #4-7; The Brave alld The
  Bold (2) #2-6; Checkmate! #25; Detective Comics
  Annual HI; Green Arrow Annual #2-3; Invasion! #2;
  The Question #1-36; The Question Anllual #1-2; The
  Question Quarterly #1-5; Who's Who '87 (2) #3;
  Who's Who '91 #12
  gas molecule
  
  'Advantages: Connection: Prince Evillo (High)
  'Drawbacks: Age (Old)
  'Alter Ego: Xola Aq. Mysa Nal
  ·:Motivation: Mercenary
  'Occupation: Criminal
  'Wealth: 5
  'Equipment:
  Broomsrick [BODY: 5, Flight: 7, R: 3]
  Personality/Role-playing
  Mysa is a very kind, gentle. and trusting woman
  who believes there is good in all beings, if you look
  deep enough. This belief has put her in danger a
  number of times, but is so essential to her character
  that she refuses to change it.
  Mysa's good nature has put her in conflict with
  the other Legionnaires on a few occasions. She thinks
  that their methods are sometimes too harsh, and that
  revenge is wrong, regardless of the rationale.
  Since her rescue from Mordru, however, Mysa
  has retreated into herself. She barely communicates
  with her Legion Friends, and can hardly lise her
  magical powers. She spends most of her time in her
  quarters, allernating between sorrowful silence and
  mournful weeping.
  With the help of the Legion's support and care,
  Mysa is likely to recover both her emotional well-
  being and her considerable sorcerous might. What is
  unknown, however, is if her altruism will return
  along with her powers, or if she will be forever
  darkened by her nightmare years with Mordru.
  Using Mysa Nal in Adventures
  In the days before the Magic Wars and the Great
  Collapse. Mysa was an active Legionnaire whose
  magical powers were invaluable on many missions.
  Tharn
  She can be used during this era as a Player Character
  or NPC, as well as an important link to Zerox.
  Since her ordeal 011 Tharn, Mysa has been distant,
  preferring her solitude to the company of her friends. In
  an adventure set in the "current" 30th century, Mysa
  can be a challenging Player Character. Her struggle to
  shake loose of Mordru's influence and regain her
  powers provide plenty of opportunities for role-play.
  Subplots
  Mysa sriU considers herself married to Mordru,
  and is struggling to resolve her feelings about him in
  a tragic Romance Subplot.
  Mysa has rejoined the LSH and is trying to
  restore her powers to what they formerly were
  (Power Complication Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSlIper-Heroes Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not parl of present
  continuity.
  Pre-Crisis: Adventure Comics #350-351. 370: Crisis On
  II/finite Earths #5, 8, 10; Legion ofSuper-Heroes (2) #29/-
  294,296,298·300,302,304,308,311·313; (3) 2-5.7-1 I,
  13·/4, 16-20, 25·30, 32·36, 38. 40-41. 47. 49-50, 55, 63;
  Legion of Super-Heroes AIII/ual (2) #2-3: Tales of the
  Legioll #3/4-3/6, 3/8, 324-325; The Wanderers #3; Who's
  Who '87 (2) #25
  Current: Amethyst (2) #4; Legion ofSuper-Heroes (4) #6-
  7, /0. /5-/8,20.40,43; Who's Who ill the Legion of
  Super-Heroes #4,7; Who's Who '9/ #9
  
  MOTHER Box
  'Powers: Danger Sense: 12, LIfe Sense: 6, Omni-
  Power: II
  'Advantages: Leadership
  DEX:
  -
  STR:
  -
  BODY:
  7
  INT:
  10
  WILL:
  6
  MIND:
  6
  INFL:
  6
  AURA:
  6
  SPIRIT:
  6
  HERO POINTS:
  75
  Current: Justice League America #47-50; Mister
  Miracle (2) #2/-28; Who's Who '9/ #//
  Pre-Crisis: Mister Miracle (J) #/5-/8
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Appearances in DC Comics
  Shilo is involved in a bumpy Romance Subplot
  with a fellow student at NYU named Fiona Leeway.
  His exploits as an up-and-coming superhero cause
  her no end of headaches, but she keeps coming back.
  Subplots
  Since Shilo has not yet been given the mantle of
  Mister Miracle, he is currently functioning
  a~ a sort
  of sidekick to Scott Free. He can be used in any
  adventure featuring Justice League America, either
  by Scott's side or as his temporary replacement.
  Using Mister Miracle in Adventures
  Personality/Role-playing
  Shilo is an eager young hero, anxious La get into
  action as the new Mister Miracle. He is constantly
  frustrated by Scott's insistence that he needs to "train
  and observe" more. Deep down, Shilo knows he
  needs more experience, but he's not willing lO admit
  it openly, especially not to Scott.
  Shilo's rough childhood and rather unusual
  teenage years provide him with an odd perspective on
  life. Like Scott Free, he values freedom (in all it's
  forms) above all else, and is willing to fight for it.
  However, his confidence sometimes wavers in the
  face of truly frightening villains, never having lived
  on Apokolips or New Genesis like his mentor.
  As a result of too many comparative philosophy
  classes, Shilo has the annoying tendency to speak in
  jumbled-up slang non sequiturs. Phrases like "Let's
  paint the town pineapple!" and "When the caravan
  barks, don't the dogs roll by?" make conversation
  with him something of an adventure.
  6/6
  8/8
  10/10
  15/15
  Handcuffs
  Chained to Wall
  Locked in a Jail Cell
  Locked in Safe
  Mother Box
  Mother Box is a free-thinking entity, a living
  computer with incredible power. Shilo's personal
  Mother Box is worked into his costume, and provides
  energy and guidance for all of his special gadgets.
  Mother Box is a special kind of Omni-Gadget,
  because she can be used over and over again, unlike a
  standard Omni-Gadget.
  With her Leadership Advantage, Mother Box can
  transfer some of her Hero Points to Shilo. In addition,
  through his own affection for Mother Box, he can
  transfer some of his Hero Points back to her. This
  requires a successful Action Check using lNHJAURA as
  the AV/EV against an OVIRV of 6/6 (Mother Box's
  lNFLlSPIRIT). The RAPs are the maximum number of
  Hero Points that can be transferred. Only one such
  attempt may be made per 15 APs of time (I day). Note
  that all Hero Points spent to enable Mother Box to use
  her Omni-Power must come from Mother Box herself.
  Shilo's affection can also repair Mother Box. Treat this as
  a nonnal Repair attempt, though no tools are necessary, and
  Shilo's L,RfAURA are used as the AVlEV ofthe attempt.
  If Shilo gains a sample of the X-Element, he can
  use Mother Box to create a Boom Tube capable of
  transporting him between dimensions and galaxies.
  Boom Tubes have the Warp Power rated at 65 APs,
  the Dimension Travel Power rated at 8 APs, and
  remain open for approximately 8 seconds (I AP).
  Only Characters who are spiritually worthy can
  use Mother Boxes. in game terms, this means only
  Characters with heroic Motivations can use a Box;
  those with villainous Motivations cannoL
  
  iNFlJAURA as the AV/EV against an OVIRV of 6/6
  (Mother Box's [NFL/SPIRIT). The RAPs are the
  maximum number of Hero Points that can be
  transferred. Only one such attempt may be made per
  15 APs of time (I day). Nore that all Hero Points
  spent to enable Mother Box to use her Omni-Power
  must come from Mother Box herself.
  Scott's affection can also repair Mother Box.
  Treat this as a normal Repair attempt, though no tools
  are necessary, and Scott's INFUAuRA are used as the
  AVlEV of the attempt.
  If Scott gains a sample of the X-Element, he can
  use Mother Box to create a Boom Tube capable of
  transporting him between dimensions and galaxies.
  Boom Tubes have the Warp Power rated at 65 APs,
  the Dimension Travel Power rated at 8 APs, and
  remain open for approximately 8 seconds (I AP).
  Only Characters who are spiritually worthy can
  use Mother Boxes. In game tcnns. this means only
  Characters with heroic Motivations can use a Box;
  those with villainous Motivations cannot.
  Personality/Role-playing
  Scott Free is truly a "happy-go-lucky" hero,
  always ready with an insightful quip or bad joke,
  even in the midst of battle. It is this nature that both
  endears him to his teammates in the League, and
  causes his wife Barda no end of headaches. However,
  when the chips are down, there is no better man to
  have on your team than Mister Miracle. He is fiercely
  loyal to his friends, and will never admit defeat. His
  perseverance and willpower are legendary.
  Scott is constantly driven by a need to escape,
  whether it is from his horrible past on Apokolips, a
  villain's death trap, or a boring suburban lifestyle. He
  is always escaping from something, and consistently
  gets away "scot-free."
  Using Mister Miracle in Adventures
  Mister Miracle's easy-going attitude makes him a
  good character to use to introduce Player Heroes to
  Justice League America. He is always very helpful
  when the need is genuine, and might even lend a
  hand, along with Big Barda.
  Scott is a well-known performer as well as a
  hero. Player Characters might encounter him while
  he is on tour, providing the opportunity for a villain
  to strike while he is in the middle of an escape. The
  PCs would then have to intervene and hold the villain
  off until Scan can get free.
  Since he was raised on Apokolips, Scott might
  lead Player Heroes on a mission to that dismal planet.
  Adventures ranging from rescue to espionage to all-
  out war can take place there, as well as a high-
  powered showdown with Darkseid'
  Subplots
  Scott is involved in an ongoing Family/Romance
  Subplot with his wife, Big Barda. Their star-crossed
  love has occasionally hit the rocks, but always comes
  through in the end.
  In a strange Job Subplot, Mister Miracle was
  forced to go on an intergalactic tour by Magna Khan.
  During this time he was replaced by a robot, which
  was destroyed by Despero. Miracle was thought dead
  until he managed to escape from Khan.
  Whenever Scott finds himself on Apokolips, he
  can be sure that Granny Goodness and the Female
  Furies will be anxious to try and capture him again
  (Enemies Subplot).
  Scott trained another, Shilo Norman, to succeed
  him as Mr. Miracle (Miscellaneous Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  BackgrolmdIRoster Book (card included), Apokolips Sourcebook.
  Justice League Sourcebook
  Appearances in DC Comics
  *Nole: Pre-Crisis appearances are nOI part or presenl continuilY.
  Pre-Crisis: The Brave and The Bold #112, 128. 138: Cancelled
  Comic Cavalcade #2; DC Comics Presents #12: Finn IUlle
  Special #13 Justice League oj America #183-185; Mister Miracle
  (I) #1·25; New Gods (I) H7; SIIIJer Friemis #5 (behind the scelles):
  Who's Who '86 HI5
  Current: Actioll Comics H593, 650 (flashback), 675; Advellfllres
  oj Superman H463, 488-489; Blasters Special #1: Blue Beetle (6)
  H21-22: Booster Gold #22; Captain A/om (3) H/6-/7, 20, 24-28:
  Doctor Fate (I) H3; Doom Palrol (2) H29; Firestorm Anllual H5;
  Firestorm, the Nuclear Mall #67. 69: Flash (2) #8: The Fury oj
  Firestorm H63-64: Green wmem Corps #220; Invasion! H2-3;
  JUSlice League #1-6: Jllstice League America H26 (behind the
  scenes), 27, 29-32. 35-36, 37-39 (robot), 42. 47-50; ltLstice League
  America Annual #5; Justice League Annual #1-3: Justice League
  Europe H7·8, 13 (robot). 47·48 Justice League InlemariOl/al H7-
  16, 17 (behind the scenes). 18-25; Justice League Quarterly H3:
  Justice League Special HI; Martian Man/IUI/ter HI-2, 4;
  Millennium #1, 3-8; Mister Miracle (2) #1-28; Mister Miracle
  Special HI; New Gods (3) #9, 18: Sandman (2) #5; Secrel Origills
  (3) H33: Suicide Squad H13: SlIperman (2) #65-66: Superman: The
  Mall oj Steel #10, 20; Time MaSlers H1: War oj the Gods #4;
  Who's Who '91 #1 I: Wonder Woman (2) #13. 25
  
  -Motivation: Upholding the Good
  -Occupation: Robot
  Powers and Abilities
  The Metal Men have very strong, malleable bodies,
  constructed almost entirely from the metals that give them
  their names. They can all Stretch and mold their bodies to
  varying degrees, the most extreme example being Tin, who
  can stretch his body out into a thin wire 16 miles long!
  All the Metal Men can form their arms into various
  tools and weapons (Omni-Arrn), and can convert their
  bodies into vehicles and machinery (Self Manipulation).
  They can also combine with one another to form especially
  large, complex devices, or large walls or structures.
  Since they are robols, and also completely amorphous,
  the Metal man are practically immortal. They can suffer
  serious damage, including the loss of limbs, and still be
  revived, as long as the responsometer survives.
  Metal Merge
  The Metal men can join their bodies together to form
  large, complex machincs. In game lenns, any Metal Men
  within 2 APs (40 feet) of each other can choose to
  combine, adding their APs of Self Manipulation together to
  determine the STR, DEX, Powers, and the maximum volume
  of the new shape.
  The combined Metal Men form has a BODY rating
  equal to thc highest participant's BODY, plus onc for each
  additional Metal Man. Examples of the various combined
  forms they can take include:
  CANNON (Iron & Tin) [DEX: 7, STR: 7, BODY: 13,
  Projectile Weapons: I I]
  TANK (Gold, Iron, Lead) [DEX: 5, Sm: 12, BODV:
  IS, Running: 7, Projectile Weapons: 10]
  SUBMARINE (Gold, Iron, Lead, Platinum) [DEX: 6,
  STR: 19, BODY: 16, Swimming: 5, Water Freedom:
  6, Sonar: 12]
  Doctor Magnus
  Dr. Will Magnus is one of the Earth's leading experts
  111 robotics, and creator of the amazing responsometer,
  which allows the Metal Men to have artificial intelligence
  and (to Magnus' eternal consternation) human-like
  emotions.
  DR WILL MAGNUS
  DEX:
  4
  STR:
  2
  BODY:
  3
  INT:
  9
  WILL:
  7
  MIND:
  7
  INFL:
  3
  AURA:
  3
  SPIRIT:
  3
  lNITIATIVE:
  16
  HERO PorNTS:
  40
  -SkIlls: Gadgetry: to, SClentlst: 10, Weaponry: 5
  -Advantages: Connections: The Metal Men (High),
  The Doom Patrol (High), Stagg Industries (Low),
  U.S. Government (Low); Genius; Expansive
  Headquarters; Leadership; Scholar (robotics,
  cybernetics)
  -Drawbacks: Minor Psychological Instability;
  Unluck
  -Motivation: Upholding the Good
  -Occupation: Scientist
  -Wealth: 9
  Using the Metal Men in Adventures
  Considering Will Magnus' many prominent contacts,
  the Metal men find themselves in many diverse adventures.
  They can be used as an unusual Player Character Team,
  performing heroic deeds across the world at the direction of
  Magnus.
  Alternately, the Metal Men can join or oppose Player
  Heroes. Since they will do whatever Magnus tells them,
  they sometimes end up at odds with other heroes. The
  Metal Men once clashed with Metamorpho of the Justice
  League to proteci Stagg Industries, because Simon Stagg is
  friends with Magnus.
  Subplots
  Tina (Platinum) is deeply in love with Will Magnus,
  in an unrequited Romance Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (Metal Men only), Atlas of the
  DC Universe (Will Magnus only)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Brave and The Bold #55, 66, 74, 103, 113,
  121, 135-136, 186-187; Crisis 011 Infinite Eartlls #5, 9-10;
  DC Comics PreseHls #4, 70; Infinity, lnc. #22; Metal Men (I)
  #1-41, 45-56; Showcase #37-40, 94 (Doc ollly), /00 Who's
  Who '86 #l5; World's Finest Comics #239 (Gold only)
  Current: Action Comics #590, 599, 675; Action Comics
  Annual #4 (Doc behind the scenes); Armageddon 2001 #2;
  Doom Patrol (2) #/9-20, 3l, 60-62 (Doc only in all);
  Eclipso: The Darkness Within #2 (Doc); Invasion.' #3
  (Doc); Justice League Europe #11-12; Secret Origins
  Annual #1 (Doc in flashback); Superman (2) #61,65-66;
  Superman: The Man of Steel #/0, 20; Superman: Mall of
  Steel Annual #1 (flashback); Teen Titans Spotlight #3
  (Gold); Time Masters #1 (Doc); War of the Gods #2-4;
  Who's Who '91 #/2
  
  the destruction of either (or
  both) of their duplicate
  bodies not only physically
  harms the original but more
  significantly, it serves a
  crushing blow to their psyche.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances arc not part of present
  continuity.
  Pre-Crisis: Action Comics #276, 287, 289, 309, 380,
  387; Advellfure Comics #247 (behind the scenes), 30/,
  304,308,3/3,3/6 (feature), 317-3/9, 32/, 323, 325-
  326, 328-330, 333, 336-337, 340-345, 346 (behinD the
  scenes), 348, 350, 353-354, 356-357, 359-363, 367-370,
  37/-372,374-380; All-New CollectOl~' uhtion #C-55;
  Tlte Brave and The Bo/d #179; Crisis On Infinite ull1hs
  #5, /0; Legion ofSuper-Heroes (2) #266-267, 277-280,
  282,284,292-295,300,302-303,306,3//; (3) 4, /4,
  35, 38-39, 46-5/, 54, 62-63; Legion of Super-Heroes
  Annual (2) #/-2; (3) 3; Secret Origins (3) #25,42;
  Secrets ofthe Legion ofSuper-Heroes #/; SlIperboy (I)
  #/47, /90, 193, 197, 200, 209, 2/6; Superboy and the
  Legioll of Super-Heroes #243-245, 257; Superman (/)
  #/56; Superman's Girl Friend, Lois Lane #50;
  Supennan's Pal, Jimmy Olsen #72, 76, /00, 106, //7;
  Tales ofthe Legion #317; Who's Wlto '85 #7
  Current: Legion of Super-Heroes (4) #8-9, /5-/8,
  42; Legion of Super-Heroes Annua/ (4) #/-3; Secret
  Origins (3) #47; Who's Who in the Legion of Super-
  Heroes #2,4; Wlto's Who '9/ #9
  they have the innate ability
  to control the parameters of
  their atomic structure. While
  using this ability their atoms
  may still be considered whole,
  parts of them exist in three
  different places at once.
  Carggg's system's three star
  configuration affected the
  planet's quantum field in
  much the same way the field
  has affected the evolution of
  the humaniod life thereon.
  2995: The Legion ofSuper-Heroes Sourcebook
  Subplots
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Using Luornu Durgo in Adventures
  Luornu's position as Instructor General of the
  U.P. Militia, as well as her old job as a Legion
  Academy instructor, make her an ideal trainer and
  mentor for new or young Characters. Additionally,
  she can get the Player Heroes in contact with the
  Legion, since she still maintains tics with her old
  friends there.
  Luornu is involved in an ongoing Romance
  Subplot with her husband Chuck Taine (formerly
  Bouncing Boy) who is Co-Instructor General at the
  Academy. Due to their lives as heroes, and the
  effects of Nam'lor's radiation, their feelings about
  each other have been on a roller-coaster ride for
  years. Recently, however, the couple has stabilized
  their relationship.
  
  The SUBS began as a group of Legion rejects. At that time,
  their adventures were very lighthearted, even comicaL
  Any Characters adventuring on Dominion-controlled Earth
  arc likely to meet up with the SUBS. As the leuders of the Anti-
  Eanhgov Resistance, the SUBS might help the Player Characters
  in any fight against the Dominators or the Khunds. as well as any
  super-villains lhat might crop up. If a meeting with Foccart call be
  arranged. he can provide the PCs with valuable informulion.
  Personality/Role-Playing
  Subplots
  Pre-Crisis: Ad\'ellfllre COf1lic.~ #306.3/ /,3/3.3/5.3/9.322,33/.
  337,342.351,374: All-New ColleclOr,~' Editioll #C-55: Crisis On
  Infinite Earths #5; DC Comics
  Pre.~eIllS #59: Legion of Substitl/te
  Heroes Special #/ .. Legion ofSuper-Heroes (2) #294, 300. 306: (3)
  4, 36, 6/, 63: Legion ofSuper-Heroes AII/Illal (2) #1: (3) J: Secret
  Origins (3) #37; Secrets of the Legion of Super-Heroes #3;
  Superbo)' (J) #200, 211 .. Sliperboy and the Legion ofSuper-Heroes
  #243-245, 254: Superman's Pal. Jimmy O/,W!II #72: Tales of the
  Legioll #3/6; Who's Who '86 #/3: W!Jo',\' Who '87 (2) #3
  Appearances in the DC Heroes
  Role-Playing Game, Second Edition
  Appearances in DC Comics
  ·Note: Pre-Crisis appearances are not pan of prcsenl continuity.
  In all Enemies Subplot. the SUBS were forced 10 work
  alongside Iheir old foe Universo. who had fonned his own band of
  resistance fighters. Both groups had to pUI aside their differences
  to fight the oppression of the Dominion,
  Jacques Foceart was appointed President of Earth by the
  United Planets Council after the Dominators were forced off of
  Earth. The burden of responsibility rested heavily on Foccan's
  shoulders until he abdicated in favor of his Vice-President, Troy
  Stewart (Tyroc), in order to re-join the Legion (Job SubplolS).
  2995: Tile Legi01l afSllper-Heroes Sourcebook
  Using the SUBS in Adventures
  During the Dominion occupation of Earth, The SUBS
  became a motley bunch of heroes. loosely organized but lead
  competently by Jacques Foccart (Invisible Kid II). The diverse
  personalities among them make arguments commonplace, but (hey
  all put aside their differences when the simation is serious. The
  SUBS field commander is Staq Mavlen (Fire Lad), who tends to
  have a hot head (no pun intended). Another up-lmd-coming leader
  is Dag Wentim (Stone Boy), whose new mastery over his powers
  make him a valuable member of the tcam.
  Blaster [BODY: 4, Energy Blast: 7. R#: 4]
  Blaster Rine LBoDY: 5. Energy Blast: 9, Telescopic Vision: 4,
  Ultra Vision: 12. R#: 41
  SHU1TLE [DEx: 4, STR: 10, BODY: 15. INT: 12. WtLL: 7. Energy
  BlasI: 7, Extended Hearing: 7, Flight: 18, Force Field: 3. Full
  Vision: 7, Radar sense: 30. Recall: 20. Se:lled Systems: 30. Skin
  Annor: 3. Super Hearing: 20. Telescopic Vision: 8. R#: 51
  ULU Vi\KK
  SUBS Equipment
  Since the SUBS are a rag-tag group of heroes, their
  equipmenl is far from standard, and much of it is in poor repair, If
  needed. the following items can usually be requisitioned:
  Powers. IllUSIOn. 16
  -Limitations: Power Restrictjoo: llIusion is only useable to change
  lhe eolors of objects.
  -Advantages: Connection: Legion of Super-Heroes (Low)
  -Alter Ego: Color Kid
  -Motivation: Responsibility of Power
  -Wealth: 5
  TROY STliW\RT
  ARMOR [Booy: 6]
  -Powers: Filght. 8, Force Manlpulatlon. 18. SOIlIC Beam: IS.
  Teleponmion: 18
  -Limitations: Troy's Powers are sound-based. so they will not
  function in a medium that does not transmit sound, such as a
  V:lcuum, nor will they work through water or radio lransmission,
  -Ad,'antuges: Connections: Legion of Super-Heroes (High), UP
  Council (High)
  -Drawbacks: Authority Figure; Exile (forced, from his home of
  MarLal); Guilt
  -Alter Ego: Tyroc
  -l\'loti"ation: Seeking Justice
  -We~dth: 7
  ·Powers: Phml Control: 10, Plant Growth: 10
  -Bonuses: Chlor has recently discovered thaI he can alter and
  control Dominion technology because it is plant-based. Use his
  APs of Plant Control as the AV/EV of such anemplS.
  -Advantages: Connection: Legion of Su~r-Heroes(Low)
  -Drawbacks: Minor Physical Restriction: Stuttering
  -Aller Ego: Chlorophyll Kid
  -Motivation: Upholding the Good
  -Wealth: 5
  ·Powers: Flame ImmUnity: 8. Flame Project: 8
  -Advantages: Connection: Legion of Super-Heroes (Low);
  Leadership
  -Alter Ego: Fire Lad
  ·l\!totiv~ltion: Responsibilily of Power
  -Wealth: 5
  DF-X;
  2
  STR:
  3
  BODY:
  3
  IJ.-r:
  4
  WILL:
  4
  MIND:
  4
  It'FL:
  4
  AURA:
  4
  SPIRIT:
  4
  INmATlvE:
  10
  HERO POUI,TS:
  fiO
  .
  ,
  DEX:
  6
  STR:
  4
  BODY:
  6
  INT:
  6
  WILL:
  6
  MIND:
  6
  INI'L:
  5
  AURA:
  5
  SPIRIT:
  6
  INITIATIVE:
  17
  HeRo POINTS:
  60
  STAO M,\VU:N
  DEX:
  6
  STR:
  3
  BODY:
  4
  INT:
  3
  WII.!.:
  7
  MIND:
  2
  INI'L:
  2
  AURA:
  2
  SPIRIT:
  2
  INITlATIVF.:
  II
  HERO POli\,-s:
  60
  --
  DEX:
  6
  STR:
  4
  BODY:
  4
  1m:
  5
  WILL:
  4
  MIND:
  4
  INFL:
  3
  AURA:
  2
  SPIRIT:
  3
  INITIATIVE:
  14
  HERO POI"'TS:
  fiO
  
  MARK 594 LEGION CRUISER (x2) [DEX: 4, ST.: 8.
  BODY: 12,11\'1': II, WIU: 6, Energy Blast: 7. Extended
  Hearing: 7, Flight: 34. Force Field: 3, Full Vision: 7,
  Radar Sense: 20, Radio Communications: 23, Recall: 20,
  Sealed Systems: 30, Skin Annoe: 3, Super Hearing: 20,
  Telescopic Vision: 8. R#: 2]
  MARK 494 LEGION CRUISER [DEX: 3, ST.: 7, BooY:
  11,00: 9, WILL: 5, Energy Blast: 6, Extended Hearing:
  6, Flight: 30, Force Field: 3. Full Vision: 6, Radar
  Sense: 17, Radio Communications: 20, Recall: 18, Sealed
  Systems: 25, Skin Armor: 3, Super Hearing: 17,
  Telescopic Vision: 6, R#: 3J
  SKLARIAN SILVERLADY [DEx: 5, ST.: 10, Booy: 16,
  INT: 16, WU..L: 7, Energy Blast: 10, Extended Hearing: 7,
  Flight: 35, Force Field: 3, Full Vision: 7, Radar Sense;
  30, Radio Communications: 23, Recall: 20, Sealed
  Systems: 30, Skin Armor: 3, Super Hearing: 20,
  Telescopic Vision: 8, R#: 3]
  'Legion Headquarters
  The Legion's current headquarters is built on the
  asteroid Talus, which is almost entirely made up of
  derelict starship hulls, held together by the gravity
  generator of a huge Dominion battlewagon at its core.
  Equipment salvaged from these hulks, along with generous
  funding from Reep Daggle, has allowed the headquarters
  building itself to be built up from a sleazy stopover for
  space pirates to a state-of-the-art
  ~lIper.hero base. The
  headquarter~ is constantly being serviced and repaired by
  Loomis, Rokk Krinn's war buddy and the Legion's resident
  handy-man.
  L.S.H. HEADQUARTERS: [Booy: 18 (exterior). Lab
  Rating: 18, Radar Sense: 30, Radio Communications: 60,
  Recall: 20. Sealed Systems: 25, Security System: 15]
  ELECTRO-TOWER [Booy: 13, Lightning: 15, R#: 2] The
  Electro Tower is a surface-to-space protection system
  that fires on auacking spacecraft.
  FREON PROJECTOR [BODY: 9, Ice Production: 13, R#: 2J
  The Freon Projector is a perimeter protection system for
  the headquarters.
  SALVAGE TUGS (x4) [DEX: 4, ST.: 10, BODY: 14, INT:
  II, WILL: 6, Energy Blast: 7, Extended Hearing: 7,
  Flight: 25, Force Field: 3, Full Vision: 7, Radar Sense:
  30, Radio Communications: 23, Recall: 20, Sealed
  Systems: 30, Skin Armor: 3, Super Hearing: 20,
  Telescopic Vision: 8, R#: 4]
  SHUTTLES (x4) [DEX: 4, STR: 10, BODY: 15, INT: 12,
  WILL: 7, Energy BIaSI: 7, Extended Hearing: 7, Flight:
  18, Force Field: 3, Full Vision: 7, Radar Sense: 30,
  Radio Communications: 23, Recall: 20, Sealed Systems:
  30, Skin Armor: 3, Super Hearing: 20, Telescopic
  Vision: 8, R#: 3J
  Using the Legion in Adventures
  The early Legion was actually a super-hero club, with
  lots of rules and by-laws to deal with. Adventures set in
  this era will have a lighl lone, focusing on myslery and
  high school-style romance.
  Eventually the learn's rOSier swelled to over thirty
  members, and their advenlures became more like standard
  super-hero fare. In this era, adventures might involve
  anything from battling the Legion of Super-Villains to
  preventing Darkseid From conquering the universe! Even in
  this action-heavy heyday of the Legion, complicated
  romance subplots abound.
  The Magic Wars and the Great Collapse brought the
  Legion to it's current form. After being disbanded for two
  years, the team has finally been reinstated. Adventures in
  the current era are often action-oriented, but are more likely
  to favor suspense and intrigue over slugfests. As always,
  the romance subplots still exist, but they are usually tragic.
  Subplots
  The Legion has acquired an amazing roster of
  Encmies over the years, including Roxxas, Universo. and
  Glorith (who are included in this volume of Who's Who).
  Aftcr a major smear campaign run by the Dominator-
  controlled Earthgov, the Legion has finally regained ilS
  acceptance and fame (Public RCpUlalion Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: 711e Legion ofSuper-Heroes Sourcebook
  Appearances in DC Comics
  *Nole: Pre-Crisis appearances are not pal1 of present continuity.
  Pre-Crisis: Action Comics #267, 276, 285. 287. 289. 298, 309,
  378-387.389-392,568 (behind the scenes). 591; Adl'ellture
  Comics #247,267,282,290, 293.300-380.403 (fearlll"i'): All-New
  Collectors' EditiOf! #C-55; All-Star Squadron #53-54: The
  Ama:ing World of DC Comics #9; The Best of DC #24: Booster
  Gold #8-9; The Brave alld the Bold #/79; Crisis On Infinite Eon/IS
  #2-5. 7·8. 10: DC Comics Pre.wlts #2, 13,43,80: DC Special
  #28: DC Special Series 2I; DC Super-Stars #/7; Hex H/5; Illfinity,
  "'C. H22: Justice League of America #/47-148: Karate Kid HI, 4,
  6, 10, 12-13; Legioll of Super-Heroes (2) H259-313; (3) /-63: (4)
  /-5; Legion of Super-Heroes Anllual (2) #/-3; (3) /-4;
  Legionllaires Three #1-4: n'e New Adventures of SlIperboy #50:
  Secrets of the Legion of Super-Hemes #1 -3; Secret Origills (3) #8,
  25, 37, 42, 46; Superboy (/) H86, 98 (behind the scenes), 100, /14
  (behind the scenes), /25, /3/ (behilld the scenes), /47. 172-/73.
  /76.183-184, /88, /90-/9/, /93. /95, /97-230; Superboyalld the
  Legion of Super-Heroes H23/-237, 239-258: Superman (I) #/47.
  /52. /55-/57; (2) 8; Supermoll Allllual (/) #4 (fealllre); Superman
  Family #207; Superman's Girl Frielld. Lois Lane #50: Supemwn's
  Pal. Jimmy Olsen #64 (behilld the scenes). 71, 76, 85, 99-100, /06,
  //7; Tales of the Legion #3/4-325; Tile Wanderers #3; Who's
  Who '86 #/3; Who·s Who /n the Legioll of Super-Heroes H/·7:
  \Vorld's Finest Comics #/42. /68, 284
  Current: Action Comics #663: AdvelilUres of Superman H476-
  478; Legion of Super-Heroes (4) #/-3.
  6~oll; Legion of Super-
  Heroes Anllual (4) #1-3; New Gods (3) #22; Secret Origins (3)
  H47, 49; Who's Who '91 #9
  
  Lady Shiva's Sai
  a focusing point for Dragon's concentration and
  contains no powers of its own.
  Personality/Role-playing
  Although Lady Sbiva is a mercenary, she does
  not work for the money, but rather to put her skills to
  the test.She simply demands a high fee to discourage
  casual inquiries for her services.
  Shiva respects only skill and strength, and
  despises foolishness and bravado. She can sense the
  true
  spirit
  of a fighter
  even
  through
  these
  shortcomings, however, as she did when she first
  encountered Vic Sage (The Question). This ability to
  sense an opponent's strengths makes her an even
  more formidable opponent.
  Even in the heat of battle, Lady Shiva remains
  completely calm and collected. She never speaks
  needlessly, and when she does speak, it is in a direct and
  completely honest fashion. Shiva never boasts, but will
  harshly berate a weak opponent, often refusing to fight
  those that are unworthy as they provide her with no
  challenge or chance to improve her skills.
  Using Lady Shiva in Adventures
  Since she travels the world seeking challenges,
  Shiva can turn up just about anywhere. She can be
  either a sympathetic adversary or an advcrsarial ally.
  Her incredible skill will make her a tough opponent,
  even for the likes of Batman himself.
  Lady Shiva is best used in Gritty of Real Genre
  adventures, since she doesn't fit in with the "capes
  and tights" crowd. Her skills are most at home in
  -[
  I
  I
  I
  missions involving espionage or intrigue. She has
  worked alongside "vigilante" heroes in the past (The
  Question, Bronze Tiger, Robin), and has also
  opposed them (Batman). Generally, however, Shiva
  prefers to operate alone, so she can't be "slowed
  down" by inferior accomplices.
  Subplots
  Shiva's continuous quest to better herself
  constitutes an ongoing Job Subplot. Her line of work
  occasionally puts her at odds with those she would
  call friends, creating some friction. This always
  affecls het friends more than it affecls her, as she
  views a job as a job (Friends SubploIS).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Richard Dragon, Kung Fu Fighter #5-/8
  Current: Batman #427; Delective Comics Annual
  #1; Green Arrow Anllual HI; The Question #/-2, 22
  (behind the scelles), 28-31, 36; The Question Annual
  #/, 2 (Who's Who); The Question Quarterly #2;
  Robill #1-5; Who's Who '87 (2) #3; Who's Who '91
  #10
  
  Who's Who #4.
  The L.E.G.I.O.
  . R.E.C.R.U.T.T.S. (Berton Diib,
  A.I.-II, Amon Hakk, Zena Moonstruck, Borb Borbb,
  and Davroth Catto) will appear in Who's Who #4.
  Personality/Role-playing
  The core members of the L.E.G.I.O.N. are all
  strong-willed individuals from different backgrounds,
  often bickering or even openly violcm against one
  another. They all believe in the cause of the
  L.E.G.1.0.N.
  however, and will put aside their
  differences to work (in most cases) as a team.
  Vril Dox, though secretive and abrasive, has far-
  reaching vision and makes an exceJlent team leader.
  His second in command, overseeing L.E.G.1.0.N.
  activities (and keeping a watchful eye on Dox) is
  Phase, who agreed to take the position after the death
  of Lyrissa Malor.
  Lobo is at constant odds with the rest of the
  L.E.G.1.0.N. but is, for now at least, under Dox's
  control. This doesn't keep him from interpreting his
  orders as he sees fit, nor from getting into fights with
  other L.E.G.I.O.N. members.
  Though its methods usually seem blunt or brutal
  (mostly through Vril Dox's plans or Lobo's violence),
  their motives are always irreproachable; to defend the
  innocent and uphold the cause of good.
  Using the L.E,G.I.O.N. in Adventures
  L.E.G.I.O.N. is an acronym which stands for
  Licensed Extra-Governmental Interstellar Operatives
  Network.
  Many
  worlds
  "subscribe"
  to
  the
  L.E.G.LO.N.'s protection. Characters who become
  involved in criminal activities on onc of these worlds
  will likely meet up with the L.E.G.LO.N. in some
  form. Though the corc members will become
  involved in large-scale or important L.E.G.I.O.N.
  activities, the most common L.E.G.J.O.. member
  encountered is likely to be the common L.E.G.I.O.N.
  officers, many of whom are stationed on each of the
  subscribing worlds. Though undesirable elements
  have infiltrated their ranks in the past, most
  L.E.G.1.0.N. officers are quite loyal to the
  L.E.G.I.O.N.'s cause.
  If the adventure the Player Characters
  become
  involved in is important enough to the planet or
  region of space, some or all of the core L.E.G.I.O.N.
  members will become involved. The L.E.G.I.O.N. is
  always looking for new members to join their ranks,
  especially those with "super" abilities, and might try
  to recruit a Player Character. New members are often
  teamed with the L.E.G.I.O.. R.E.C.R.U.I.T.S. for a
  time before becoming a core member.
  Subplots
  The L.E.G.I.O.N. became involved in an
  Enemies Subplot shortly after their formation when
  the Computer Tyrants they thought they had
  destroyed on Colu were rebom in a single humanoid
  form. The Tyrant traveled to Talok VIII, homeworld
  of Lyrissa Mallor. There he (they) assumed the name
  of Mr. Starr and worked to gain the trust of the
  Talokian people. The Computer Tyrants then took
  Lydea, infant daughter of Lyrissa Malor, and
  accelerated her growth while infusing her with a
  driving hatred of her mother. The deranged adult
  Lydea Mallor was unleashed on the L.E.G.I.O.N. and
  killed her mother before being captured and returned
  to a nonnal state of mind by Vril Dox. Lydea Mallor
  is now involved in a ongoing Death Guilt Subplot.
  The core members of L.E.G.I.O.N. are regularly
  involved in Public Reputation Subplots, in hopes of
  spreading the L.E.G.1.0.N.'s reputation and
  generating new subscribers. Vril Dox, Phase, and
  Garryn Bek are frequently involved in Job Subplots
  which require them to spend time maintaining
  L.E.G.I.O.N.'s operations.
  Appearances in DC Comics
  Advelllures of Superman Annual #2, 4; Armageddon:
  Inferno #2; Eclipso: The Darkness Within #2; Jus/ice
  League America #36; L.E.G.l.O.N. '89 (et. ali #I-on
  L.E.G.I.O.N. '90 Annual (et. at) #1-3; Lobo #1-4;
  Valor #4; War ofthe Gods #4; Who's Who '91 #1/
  
  most unusual circumstances.
  ·Honesty: GLs must be completely honest and
  trustworthy.
  ·Worthiness: The
  GL
  must
  have
  a heroic
  Motivation.
  Powers and Abilities
  Even without his Power Ring, Kilowog is a
  powerful physical specimen. He can bounce armor
  piercing bullets off his massive chest, and can lift a
  large battle tank over his head with ease.
  Ki}owog is an expert scientist, mechanic, and
  inventor (Gadgetry, Scientist). His knowledge of
  advanced physics allows him to create Gadgets that
  modem Earth science cannot even conceive of (Genius).
  Kilowog has been a Green Lantern for many
  years, and has become quite skilled at the use of his
  ring. He puts this experience to good use as the
  instructor of new recruits for the revitalized Green
  Lantern Corps.
  Life After Bolovax Vik
  On Kilowog's home world, all of the people
  lived in complete harmony with one another. Since
  his planet and people were destroyed, Kilowog has
  had to learn to deal with people as an individual. His
  difficulty in interacting with others is represented in
  game terms by the Innocent Drawback. Ki!owog
  suffers a -J Column Shift penalty to his OV against
  Character Interaction (Persuasion and Interrogation)
  attempts and manipulative Mental Powers such as
  Broadcast Empath, Control, Hypnotism, and so on.
  Personality/Role-playing
  Despite his bulk and appearance, Kilowog is
  really a very easygoing guy. His size and strength
  belie his amazing intellect and technical knowhow.
  He tends to view things in a very black-and-white
  manner, and has difficulty comprehending complex
  "human" issues.
  While essentially non-aggressive, Kilowog does
  enjoy an occasional brawl, taking great care to repair
  any damage caused by fights he is involved in.
  Individuals that Kil doesn't understand or considers
  stupid are referred to as "poozers" by the large alien,
  a term he brought back from Bolovax Vik.
  Using Kilowog in Adventures
  Among all the various Green Lanterns, Kilowog
  remains a truly remarkable individual. He can be
  used as a Player Character in any advemure involving
  the Corps, or he can be an NPC instructor to a team
  of raw GL recruits. In either case, Kil is a well-liked
  and trusted member of the Corps.
  During the time that the Corps was disbanded,
  Kilowog served for a while as the Justice League's
  "handyman." He was always on hand to repair any
  high-tech devices that broke down, and to dispense
  timely (and wry) advice. While he was working with
  the JU, Kil did not have access to his Green Lantern
  Power Ring or Battery.
  Subplots
  Although Sinestro has long been an Enemy to
  the entire Corps, his threat became more personal to
  Kilowog when he destroyed the survivors of Bolovax
  Vik. While Sinestro's body currently lies dead on Oa,
  it has been shown that his evil spirit lives on.
  Kilowog is one of the finest beings to ever wield
  a Power Ring, but he occasionally feels that he is not
  qualified to teach the new GL recruits. His
  confidence quickly returns, however, with a friendly
  word from one of his fellow Lanterns, such as John
  Stewart or Hal Jordan (Job Subplot).
  Kil's deep affection for Arisia may be rekindled
  since she has recently returned (Friends Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook
  Appearances in DC Comics
  Action Comics #589, 602, 675; Adventures of Superman
  #430, 488, 489 (behind the scenes); Advell1ures of
  Superman Annual #4 (behind the scenes); Armageddon
  2001 #2; Blue Beetle (6) #21; Eclipso: The Darkness
  Within #2; Firestarm, {he Nuclear Man #67; Flash (2) #8,
  61; Green Lantern (2) #149, 201-205; (3) 9. 13,20,24-25,
  33-35; Green Lantern Annual (2) #1; Green Lalltem C01PS
  #206-224; Green Lantem Corps Quarterly #1, 3; Green
  Lantern: Emerald DawII #4-6; Green Lalllem: Emerald
  DawII /I #4, 6; Green Latl/em: Mosaic #6; Guy Gardner
  #1-2; Guy Gardner: Reborn #2-3; Invasion! #2-3; Justice
  League America #33-36, 38. 39-40 (behiluJ the scenes), 42,
  45,5/-52,58,63 (behind the scenes); JlIstice League
  America Annual #6 (behind the scenes); Justice League
  Europe #9, 15, 20-2/, 23, 24 (behind the scenes), 25-28,
  33-34, 36; Justice League Europe Annual #3; Justice
  League Illternational #10; Justice League 11Itemational
  Special #2; Justice League Quarterly #3-4; MillenlliuJII #I-
  8; Mister Miracle (2) #17, 26-27; New Guardialls #4-8, 10-
  12; Superman (2) #65-66: Superman: The Man of Steel
  #10,20; Who's Who '87 (2) #3; Who's Who '91 #9
  
  Using Jonni Thunder in Adventures
  Ianni Thunder is an ideal character for use in
  low-powered or non-powered campaigns. Her
  intellect and detectivc skills combined with her
  weapons and martial abilities make her a versatile
  player character.
  Ianni also makes a fine NPC for any inner-city
  campaigns, as she is often up to her neck in some
  mysterious case which almost invariably goes awry.
  She can provide color to lhe campaign and
  infonnation to heroes during their adventures.
  Subplots
  Ianni is almost constantly involved in Job
  Subplots as her cases get her into and oul of trouble.
  These cases run the entire gamut of classic detective
  stories, which would seem rather outlandish in this
  day and age. Ianni often makes use of several of her
  neighbors and friends during these cases (Friends
  Subplots).
  Thunderbolt statue
  Lately Jonni has touched on a variety of
  Romance Subplots involving Detective Sanchez.
  Harrison Trump Ca fellow dctcctive), and Skyman of
  [nfmity, Inc.
  Ever since her involvement with the Thunderbolt
  alien. Jonni's relationship with it has gone through a
  number of changes. Though the entity is now buried
  deep beneath the Andes, it could return to haunt her
  at any lime (Enemies Subplol).
  Appearances in DC Comics
  * ote: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Crisis On Infinite Earths #5, II; Infinity,
  Inc. #22-24; Jonn; Thunder #1-4; Who's Who '86
  #/1
  Current: Infinity, Inc. #3/, 40-42, 50-5/, 53; Who's
  Who '91 #10
  9mm semi-automatic pistol
  
  a fonn of Life Sense, travelling at the speed of thought (If
  AP levels are needed, the Bullets can be considered to have
  Life Sense and Flight rated at 75 APs each).
  Once the Bullets touch their targets, they function
  much like the Summoning aspect of the Dimension Travel
  Power. If the target is wi1Jing, he is instantly Summoned to
  Highfather's presence. If the target wishes to resist,
  however, he must make an Action Check using his
  WILL/WILL as the AV/EV against OV/RVs equal to
  Highfathcr's WILL/WILL (17117). Positive RAPs indicate
  that the target resists and the bullet dissipates. Failure sends
  the target to Highfather's side immediately.
  It has been stated that Highfather only uses the Alpha
  Bullets in extreme emergencies. The reason for this is not
  clear, although it probably stems from the invasive nature
  of the Bullets. Highfather probably prefers to use a Boom
  Tube to summon aid, but must resort to dragging unwitting
  New Gods to him with the Bullets if immediate response is
  called for and he is not aware of their current whereabouts.
  Personality/Role-playing
  Highfather is a truly wise and gentle being who
  desires peace and happiness for all. He knows that New
  Genesis itself is not only a symbol of peace, but in fact [he
  hope for peace on all other worlds. If, in spite of [heir
  differences, New Genesis and Apokolips can reach true
  peace, then there is hope for the rest of the universe.
  The embodiment of this struggle is Highfather's
  adoptive son, Orion. Highfather has deep affection for him,
  but knows that he cannot influence Orion's ultimate choice
  between the love and peace of his New Genesis home and
  the evil of his Apokoliptian blood. In spite of Orion's
  frequent outbursts, Highfather remains optimistic, and is
  always supportive of his son's choices.
  Since forsaking the ways of war, Highfather has been
  a true pacifist. Although he knows that sometimes the only
  way to deal with Darkseid is battle, he never engages in
  combat himself. If Highfather is in a situation where he
  must intervene directly with force, he must first roll to
  resist his Catastrophic Irrational Attraction to peace. If he
  rolls greater than 18 on 2D I0, he may attack. Otherwise, he
  must use his powers in a defensive or supportive way.
  Using Highfather in Adventures
  In spite of his great power, Highfather is an excellent
  Non-Player Character to guide the Players in adventures
  involving the New Gods. Since he rarely uses his Powers,
  and then only defensively, Highfather can be used as a
  source of information and advice, without overbalancing
  the side of good.
  When using Highfather, care must be taken not to
  overuse his access to the Source. The Gamemaster should
  keep in mind that the Source's answers are always cryptic,
  and usually vague. Even though Highfather can easily
  interpret the Source, he rarely tells olhers his impressions.
  He feels that each person must arrive at his own
  conclusions regarding the words of the Source. In this way
  true knowledge and wisdom may be achieved.
  Subplots
  Highfather has long been at odds with Darkseid, mler
  of Apokolips. Even after repeated and eamest attempts at
  peace, Darkseid continues to bring violence down upon
  New Genesis, but Highfalher never gives up the hope that
  one day the warring will cease (Enemies Subplot).
  Ever since he traded sons with Darkseid to cemenl lhe
  first peace with Apokolips (which was later shattered),
  Highfather has had to deal with the guilt of "abandoning"
  his son. He is currently trying to become a true father to
  Scott Free, but he is not sure how to proceed (Family
  Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book. Apokolips Sourcebook, The lAw
  ofDarkness
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Adventure Comics #459-460; DC Graphic
  NOllel #4; DC Special Series #/0; Firs/Issue Special #13;
  Forever People (I) #7; Justice League of America #/84-
  185; Legion ofSuper-Heroes (2) #292-294; Mister Miracle
  (I) #18-19,21-22,24; New Gods (II #1-2, 4-5, 7, 1]-/9;
  Superman's Pal, Jimmy Olsell #147; Super-Team Family
  #15; Who's Who '85 #10
  Current: Action Comics #593 (flashback); AdvelllllreS of
  Superman #426, 495; Cosmic Odyssey #1-4; Forever
  People (2) #6; Justice League America #40; Millerm;um
  #8; Mister Miracle (2) #2-5, /7 (behind the scenes), 22-28;
  New Gods (3) #1-3, 5-9, II-I], 16-22, 24, 27-28; Secret
  Origins (3) #33 (fIashbock); lVor ofthe Gods #4; Warlord
  Annua/ #6; Who's Who '91 #/2
  
  modified EY of lhe Charge as EY, and her BODY
  as OV to determine how many RAPs of damage
  she sustained pulling this stunt.
  -Surprise: The Thanagarian gains a +I Column Shifl
  (on OY and RY) on any Perceplion Checks made
  against her when she is attacking from the air.
  Personality/Role-playing
  Shayera is a deeply emotional woman, whose
  commjtment to her ideals prevents her from making
  compromises. She feels very strongly about fighting
  for what's right, regardless of the law.
  Although her general outlook on crimefighting is
  the same as Hawkman's, Shayera tends to be more
  caulious than her partner. When he runs off half-
  cocked into a dangerous situation, she refers to him
  as a "peacock," a pet name that Katar does not
  appreciate.
  Hawkwoman cares very deeply for Kalar. Her
  relationship with him has been growing slowly since
  they firsl met, evolving from dislike to friendship,
  and finally into (rue love. She will cast aside her
  normally cautious nature and plunge into danger to
  save Kawr, and he will do the same for her.
  Using Hawkwoman in Adventures
  Hawkman and Hawkwoman are presently working
  out of Chicago, and heroes working around the area will
  no doubt encounler them. In addition, Shayera has laken
  a job as a Police Officer there, granting her numerous
  Cooooctions within the Department.
  Hawkwoman and her partner can also take Player
  Characters on a mission to the world of Thanagar,
  where they must try to survive in the Downside or
  clean up corruption in the world's towering cities.
  Since these adventures can be violent and gruesome,
  they are best used in a Real or Gritty Genre.
  Subplots
  Hawkwoman is in a growing Romance Subplot
  wilh her partner, Kalar Hoi (Hawkman).
  Shayera's relationship with her adoptive father,
  ThaJ Parvis, and the secret mission he sent her on (to
  spy on Kalar) constitule a complicated Family/Secret
  Past/Job Subplol.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Bllckgroll1ul/Roster Book (card ifleluded)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances arc not part of present
  continuily.
  Hawkwoman II (pre-Crisis): Actio" Comics #588;
  Adventure Comics #451; TI,e ATom #31; The AlOm lIlId
  Hawkmllll #39, 4I ~44; 111e Brave alld The Bold (1) #34-36,
  42-44.51,56, 70,164; Crisis 011 Infi1lite Earths #4-5,9-10,
  12; DC Comics Preseflls #11,37,74,95; Detective Comics
  #446,452.454-455,479-480.487,500; Hawkmall (I) #1-
  27; (2) 1-17; Hawkman Special #1; Justice League of
  America #31, 41, 43, 52·53, 60, 65, 72. 80, 88. 98. /19,
  121, 128 (behilld 'he scelles), 135-137. 143, 145-146, 149·
  152, 157, 159-161, 163·165, 170. 175-/76, 179, 181-183,
  188-190. 191 (behilld the .reelles), 195, 210, 213, 221-223,
  225·230,250; Justice League of America Anflual #1-2;
  Mystery 11/ Space #87-9 I,. Tile Secret Society of Super-
  Villains #7; The Shadow War of Hmvkmafl #1-4; Showcase
  #101-103; Super Friends #7,9; Super-Team Family #3;
  Who's Who '85 #10; Wonder Woman (J) #249, 300;
  World's Filles' Comics #209, 245, 253, 256-258, 262, 264,
  266-270,272-273, 274 (behilld ,he scelles), 276, 278, 282
  Hawkwoman II (current): Firestorm, tile Nuclear Mall
  #68; Flash (2) #8 Hawk and DOlle (3) #1; Hawbvorld (2)
  #22-23; Im'asian! #1-2; Justice League IIlIemariollal #10,
  19-22,24 (actor ?); Millennium #1, 5-8; Power afThe Atom
  #4; Superman (2) 1118: Wonder Woman (2) #25; The
  Hawbvoman appearing ill the abol'e issues was retroactively
  revealed to be nml-Thanagarian ;n Hawkworld (2) #23;
  hell(:e, the discrepancies ill the earlier issues.
  Hawkwoman III (current): Adventures of Superman
  Annual #4; Armageddon: Inferno #2. 4; Eclipso: The
  Darkness Within #2; Hawkworld (!) #1-3; (2) 1-12, 14-32;
  Hawkworld Annual #1-3; War of the Cods #2-4; Who's
  Who '91 #12; Wonder Wontall (2) #61-62
  Hawkwoman's hand blaster
  
  -The ring generated green energy rmher than yellow, and
  all of its Powers were useless against
  anything colored
  yellow.
  -His BODY was 12 while wearing the ring.
  -The ring spoke to him in plain English, so he could freely
  use it lO Comprehend Languages and to aid him in
  problem-solving tasks (He could substitute the ring's TNT
  for his own when making action checks that involve
  problem-solving).
  -The ring had to be recharged every 24 hours using the
  Power Battery (see below).
  Power Battery [BODY: 25, Energy Absorption: 18,
  Invisibility: 15, R#: 2] The Power Battery is usable
  onIy to recharge the Power Ring every 24 hours
  (Energy Absorption). The Ring wielder can will
  the battery to turn invisible (Invisibility of 15).
  Personality/Role-playing
  On the outside, Guy Gardner is a brash, macho, and
  impetuous braggart, who is more concerned with self-
  aggrandizement than with protecting the innocent. On the
  inside, however, Guy is a brash, macho, and impetuous hero.
  Guy loves nothing more than bashing heads with his
  Power Ring. He spends every waking hour looking for
  trouble, and usually finds it. No job is too small for Guy, as
  he gets as much satisfaction from pounding a mugger with
  a gigantic yellow mace as he does from crushing Despero
  wilh an enormous yellow jackhammer.
  Although he's usually a tough-as-nails bully, Guy gets
  reaLLy ornery if you mess with his girlfriend Tora (Ice of
  the Justice League). He is very protective of her, although
  paradoxically, he spends very little time with her.
  Using Guy Gardner in Adventures
  Guy Gardner is a charter member of the new Justice
  League, so he can be used in any adventures that involve
  that team, Guy is also constantly on patrol, so he often runs
  into (and causes) trouble all over New York City,
  Both during his time with the GL Corps and his recent
  employment with the Palindrordnilap, Guy has adventured
  through the vast reaches of space. He might encounter the
  L.E.G.LO.N, andlor Lobo, and could end up allying with
  them or fighting them.
  Subplots
  Ever since she joined the Justice League, Ice has been
  involved in a Romance Subplot with Guy. At first she
  relentlessly pursued him, but now they see very little of one
  another.
  Several years ago, Guy hit his head on a table, and
  became the nicest Guy you've ever seen. He was an
  incredible sweetheart, and an excellent team player. He has
  since returned to his old self (Miscellaneous Subplot).
  Recently, Guy tried to increase his popularity (and his
  wealth) by hiring the fast-lalking Bucky Sharp to be his
  press agent. Guy had also agreed to work with the
  PaJindrordnilap to build a profit-oriented version of the GL
  Corps (the "Gardners of the Universe"). He has since fired
  Sucky and quit working for the Palindrordnilap (Job
  Subplots).
  Guy's acquisition of the yellow Power Ring and his
  difficulty in using it constitute a Power Complication
  Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book, Justice League Sourcebook, The
  Othenvhere Quest, World in Ihe Balance
  Appearances in DC Comics
  Pre-Crisis: Cri!;'is 0" Infinite Earths #9; Green Lantern
  (2) #59. 87, JJ6, 122-124, 189-190, /93-198; Tales of the
  Green Lanlern Corps #3
  Current: Actioll Comics #603 (behind the scenes), 642,
  670, 675; Adventures oj Superman #473, 488-489, 497;
  Adventures of Superman Anllual #4; Angel and the Ape (2)
  #2; Armageddon: Inferno #2-4; Armageddon 2001 #2;
  Blue Beetle (6) #22; Booster Gold #22; Challengers of the
  Unknown (2) #5; Deathstroke, the Terminator #13; The
  Demon (3) #27; Doctor Fate (1) #3; (2) 14-15; Doom
  Palrol (2) #29; Ee/ipso #3; Eclipso: The Darkness Within
  #2; Firestorm Annual #5; Firestorm, the Nuclear Man #67;
  Flash (2) #8; Flash Annual (2) #3; The Fury of Firestorm
  #63-64; Green Lantem (2) #199-201, 204-205; (3) 1-13,
  18-20,24-25,37; Green Lantern Anllual (2) #/; Green
  Lanlern Corps #207, 209-2JJ, 220; Green Lalliern Corps
  Quarterly #1; Green Lantern: Emerald Dawn lJ #1,3-6;
  Guy Cardner #1-on; Guy Gardner: Reborn #1-3; Hawk
  and Dove (3) #1; Invasion.' #2-3; Justice League #1-6;
  Justice League America #26-29, 31-33, 35-37, 39-40, 42-
  50,52-63,66-71, 73-on; Justice League America Annual
  #5-6; Justice League Annual #1-4; Justice League Europe
  #7-8, /1-13,28-33,35-36,40 Justice League Europe
  Annual #2; Juslice League Illlernatiollal #7-9, 11-16, 18-
  25; Juslice League Quarterly #1,3-7,9-10; Justice League
  Special #1; Justice League Spectacular #1; Justice Society
  of America (2) #9; Legends #2-6; Millennium #i, 3-8;
  Misler Miracle (2) #16-17,25-27; Power of The Atom #9;
  Secret Origins (3) #7; Showcase 93 #2-3; Slarmall #/3, 21,
  27; Silicide Squad #/3; Superman (2) #65-66, 74, 76;
  Superman: The Man oj Steel #/0, 20; Swamp Thing (2)
  #81; Time Masters #1; War oj the Gods #2, 4; The Weird
  #1-4; Who's Who '87 (I) #26; Who's Who '91 #/1; Who's
  Who '93 #2; Wonder Woman (2) #/3, 25-26, 49-50, 61
  
  Current: Advelllures of Superman #478 (flashback);
  Legioll ofSuper-Heroes (4) #12-13; Legioll ofSuper-
  Heroes Allllual (4) #1, 3; Who's Who ill the Legioll of
  Super-Heroes #1; Who's Who '91 #9
  374-375; All-New Collectors' Edil;OIl #C-55; All-
  Star Squadroll #53; The Best of DC #24; The Brave
  alld the Bold #179; Cris;s Olllllfill;le Earths #2,5,8,
  10; DC Special Ser;es #21; IlIfillit)', Illc. #22; Karale
  Kid #/2-13; Legiollllaires Three #2; Legioll ofSuper-
  Heroes (2) #262, 266-275, 277-280, 282, 284-289,
  292-298,300-306,308,313; (3) 1-5, 7, 9-1/, 14-17,
  19-22, 24-28, 30, 35-42, 45-46, 48-49, 53, 58, 60-63;
  Legioll of Super-Heroes Allllual (2) #1-3; (3) 1, 4;
  The New Adventures ofSuperboy #50; Secret Origins
  (3) #42; Secrets of Ihe Legioll of Super-Heroes #1, 2
  (behilld the scelles), 3; Superbo)' (/) #190, 197-198,
  200-202,204,207-208,214-215,2/7-219,22/,225-
  229; Superbo)' und the Legioll ofSuper-Heroes #231-
  234, 236-237, 239-240, 242-248, 250-251, 253-254,
  256; Superman Family #207; Superman's Pal, Jimmy
  O/sell #72; Tales oflhe Legioll #318-320, 325; Who's
  Who '85 #5; World's Fillest Comics #284
  --~=
  o 0
  <:::>
  size comparison on typical
  Science Police Cruiser
  Pre-Crisis: Act;oll Com;cs #267, 309, 385;
  Adventure Comics #247 (behind the scenes), 301,
  304-307,309-310,313,315-316,319,321,323-326,
  330, 332-333, 335-337, 339-342, 346 (behind the
  scelles), 348-351, 353-355, 356 (behind the scenes),
  359-361,362 (behind the scelles), 363-364, 371-372,
  use his powers (Power Complication Subplot).
  As a Science Police officer, Gim has little time
  for his wife, Vera, or his Legion friends. Gim's
  dedication to his work and dislike of awkward
  situations only compound problems that result from
  these Job and Romance Subplots.
  Appearances in DC Comics
  2995: The Leg;oll ofSuper-Heroes Sourcebook
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  *Note: Pre-Crisis appearances are not pan of present
  continuity.
  
  General Glory's Chest Insignia
  the praises of American ideals, even during combat.
  Though his ramblings are occasionally tiresome, his
  companions take them in stride as part and parcel of
  General Glory himself.
  As the Martian Manhunter has come to find, it is
  hard to become or stay annoyed with the General
  since his attitude is infectious and openly friendly
  (except towards evil-doers). Because Guy Gardner
  idolized him as a child, General Glory commands a
  great deal of Gardner's respect and is the only one
  who can always keep Guy in check.
  Using General Glory in Adventures
  General Glory can add a light-heated touch to
  any campaign. He also makes an excellent encounter
  for first time players as he is easy to get along with
  and inspirational. He will always leap into combat
  against the forces of oppression, so Characters not
  wanting to be shown up in the public's eyes will
  likely do the same.
  As he seems to have wandered away from the
  Justice League after their restructuring, General
  Glory could be encountered anywhere that there is a
  wrong to be righted.
  Subplots
  With the death of the Evil Eye, General Glory ended a
  long running Enemies subplot, though the Eye had
  many associates who might wish to take up the
  responsibility of bringing about the General's downfall.
  As part of a Friends subplot, the General has
  recently been reunited with his wartime sidekick
  Ernie, now Major Ernest E. Earnest of the US Army.
  Earnest had originally believed false information that
  implied that General Glory was a traitor during WW
  n. When Glory resurfaced, Major Earnest had him
  arrested for war crimes until the truth came to light.
  Appearances in DC Comics
  Green Lantern (3) #18; Guy Gardner #/, 4; Guy
  Gardner Reborn #1; Justice League America #46-50,
  52~60; Justice League An/lual #5; Juslice League
  Eurape #29-30,32-35,36 (behind /he scenes), 47-48;
  Justice League Europe Annual #2; Justice League
  Quar/erly #3-7; Lobo's Back #3; Mis/er Miracle (2)
  #25; War ofthe Gods #4 Who's Who '9/ #//
  
  protecting symbiotic relationship.
  'Note: In Lhe past, the Emerald Eye has used its Life
  Sense power to locate its symbiotic partner and to
  detennine the location of specific planets.
  Personality/Role-playing
  Garryn Bek is a hot-headed complainer. (Though he
  is often well motivated). He will take every opportunity
  to complain about how things are done in the
  L.E.G.l.O.N. or about a personal affront to him. despite
  this abrasive behavior, Bck is extremely loyal to the
  L.E.G.l.O.N. and what it stands for. Though he whines
  about the position, he approaches his job as L.E.G.l.O. '.
  administrative director seriously and wants to succeed.
  Using Garryn Bek in Adventures
  Because Garryn Bek travels regularly with other
  L.E.G.I.O.N.
  core
  members,
  and
  because
  L.E.G.l.O.N.'s influence is spreading across much of
  the galaxy, Bek can be easily encountered by space-
  faring heroes. Due to his close ties to the group's
  nerve center, Bek can be the jumping off point for
  many space adventures, providing infonnalion on
  impending galactic troubles.
  The Emerald Eye of Ekron
  Subplots
  Early in L.E.G.I.O.N.'s history, Garryn Bek
  became involved in a Family Subplot dealing with
  his drug-dealing father-in-law who was destroyed by
  the L.E.G.I.O.
  ., and with Bek's unwanted wife
  Marij'n who eventually joined L.E.G.I.O.N.
  Currently, Marij'n is the object of Bek's renewed
  interest, but she is attracted to Captain Comet,
  generating considerable jealousy in Bek in an
  ongoing love triangle (Romance Subplot).
  Lately, much of Garryn's time has been occupied
  by his administrative duties in an ongoing Job
  Subplol.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Atlas ofthe DC Universe
  Appearances in DC Comics
  Invasion! #1-2; L.E.G.l.O.N. '89 (et al.) #1-17, 20-
  27, 29-30, 32, 34-41, 44-50; L.E.G.I.O.N. '91 Anill/at
  #2; Who's Who '91 #10
  size comparison
  
  G'nort can provide comedy relief in any
  adventures involving the Justice League or the Green
  Lantern Corps. His low intelligence and ineptitude
  can also allow him to be used in adventures where
  any other GL would ovcrpower tbe opposition.
  Personality/Role-playing
  G'nort possesses one of the most powerful
  weapons in the universe, but lacks the imagination,
  willpower, or intelligencc to use it effectivcly. What
  he
  does
  have
  in
  abundance,
  however,
  is
  determination and heart. These qualities help keep
  him going in the face of constant ridicule from othcr
  Green Lanterns and Justice Leaguers.
  When playing G'nort, it is important to
  remembcr just how stupid he really is. A good way to
  do this is to discard any good ideas you have during
  game play, and do just the opposite instead.
  Using G'nort in Adventures
  Appearances in DC Comics
  Subplots
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card included), Justice
  League Sourcebook
  Green Lantem (3) #9-13, 18, 20, 24-25, 35; Green
  Lantern Annual #1; Green Lantern Corps Quarterly
  #1-on; Guy Gardner Reborn #1; Invasion' #2-3;
  Justice League America #36, 40 (behind the scenes),
  51 .. Justice League Annual #4; Justice League
  Intemarional #10, 14·2/,24; Justice League
  Quarterly #2; Mister Miracle (2) #6, 11 (behind the
  scenes), 17; Power of The Atom #9; Secret Origins
  (3) #34; Who's Who '88 #1; Who's Who '91 #12
  Mr. Nebula's herald, the Scarlet Skier, hates
  G'nort more than anything in the universe. The Skier
  is the closest G'nort comes to having a nemesis
  (Enemies Subplot).
  O'norl's mightiest power is his ability to annoy
  his teammates to distraction. His mere presence
  among the Justice League rcminds them that guys
  like Blue Beetle and Booster Gold are truly heroes of
  the finest caliber (compared to O'nort).
  Oh, and by the way, G'nort also has a Green
  Lantern Power Ring. But tbat's not important, is it?
  Powers and Abilities
  G'nort's Sidekick
  After crashing into the alley behind the Justice
  League's New York embassy, G'oon came across a
  spunky young woman with a saxophone foraging
  tbrough garbage cans. G'nort adopted her as bis
  sidekick, and dubbed her "Sax Girl."
  -Fearlessness: GLs must have a SPIRIT of 12 or higher
  and the Iron
  erves Advantage. Additionally, all
  Green Lanterns must follow a strict code of behavior.
  Any deviation from this code can result in disciplinary
  action, including removal from the Corps.
  -High Will power: The higher the will power, the
  more potent the GL. Creatures with a WtLL below
  15 will be selected for the Corps only under the
  most unusual circumstances.
  -Honesty: GLs must be completely honcst and
  trustworthy.
  -Worthiness:
  The
  GL
  must
  have
  a
  heroic
  Motivation.
  -Entertainment Value: In spitc of all these lofty
  requirements, G'oon has proven that a being can
  join the Corps evcn if he falls short on all of the
  above requirements (with the exception of
  Honesty), because the Guardians of the Universe
  realize the need for the absurd in the cosmos.
  SAX GIRL
  -Skills: Artist (MUSICIan): 3
  -Advantages: Connection: O'nort (High)
  -Drawbacks: Age (young)
  -Alter Ego: Rose
  -Motivation: Thrill of Adventure
  -Occupation: Starving Artist
  -Wealth: 0
  -Equipment:
  Saxophonc [BODY: 3, Sonic Beam: I, R#: 2]
  DEX:
  3
  STR:
  1
  BODY:
  2
  INT:
  4
  WILL:
  3
  MIND:
  2
  lNFL:
  2
  AURA:
  3
  SPIRJT:
  3
  !NITtAllVE:
  9
  HERO POtNTS:
  10
  ..
  
  Although he considered his fight against
  injustice to be very important, Barry placed an equal
  value on his personal life. His friends and loved ones
  never look a back seat to his career as a hero.
  The constant tragedies in Barry's life did lillIe to
  blunt his resolve. Even though he suffered the loss of
  his wife and public humiliation, he selflessly
  continued to fight crime and protect the innocent. In
  the end, he willingly sacrificed himself to save the
  Eanh without a moment's hesitation.
  Background Update
  Barry Allen recently turned up alive and well in
  Keystone City. Much of his memory is faded, but he
  recalls that he was revived by energies released
  during a fight between Wally West and the new Dr.
  Alchemy. Whether he is truly Barry Allen returned to
  life, and whether he will stay permanently or fade out
  of existence, remain to be seen.
  Using the Flash in Adventures
  The Flash was a founding member of the Justice
  League of America, and remained an active member
  until his death. He might be encountered during any
  adventure set during his life, as the League was
  always monitoring the world for signs of crime.
  It is possible for the Flash to appear in a
  contemporary adventure if he uses his Cosmic
  Treadmill to travel to the present. His re-appearance
  would likely cause a stir, especially if the new Flash
  (Wally West) is involved. Care must be taken,
  however, to make sure that the Flash returns to his
  rightful time, or history could be changed for the
  worse (Creating an interesting moral dilemma for
  Characters who are aware of his final fate).
  The Flash can also be used in adventures set in
  the 30th century, since he spent a month there with
  his wife Iris before being kidnapped by the Anti-
  Monitor. During this time, he can be involved in all
  kinds of adventures, possibly even teaming up with
  the Legion of Super-Heroes.
  Subplots
  The Flash had accumulated a large "Rogue's
  Gallery" of villains over the years, including Captain
  Cold, Gorilla Grodd, Mirror Master, Trickster, and
  the Weather Wizard. However, his most persistent
  (and evil) opponent was Professor Zoom, the
  Reverse-Flash (Enemies Subplots).
  In a tragic Romance Subplot, Barry married his
  sweetheart Iris, only to see her killed by Professor
  Zoom. She was later returned to life by her 30th
  century parents. Barry got to spend a few happy
  weeks with her, and then died stopping the Anti-
  Monitor's plans to destroy Earth.
  When he was charged with the murder of
  Professor Zoom, Barry had to suffer through a
  harrowing trial before he was acquitted (Public
  Reputation Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook
  Appearances in DC Comics
  Pre-Crisis: Action Comics #314,365-366,429,437.44/.443.
  466.470,477,480-48/,482 (behilld the scenes), 483, 5/4. 535.
  539, 546; Adventure Comics #423, 449, 459-466; The Advell1ures
  of Jerry Lewis #112; Aqllaman (I) #18,30,55; The Atom #8;
  Bmman and the Olltsiden" #1; Blackhawk (1) #228-230 The Brave
  and The Bald (1) #28-30.53-54,56,60,65.67, 72.81,99, 125,
  15/, /72, /81, 194; Crisis On Infinite Earths #2-3.5-6. 8. /2; DC
  Comics Presents #1-2.38,5/ (behind rhe scenes). 73; DC Comics
  Pre.sems Annual #2; DC Special #27; DC SjJecial Series #1,6. /1;
  Detective Comics #336.35/,449,462; DoolII Pmrol (/) #104: The
  Fla,h (1) #105·159,161·168,170·177, 179·186, 188·195, 197·
  204,206-212,2/5-350; Green !.Am/em (2) #/3, 20, 29. 43. 108.
  /22. 15/, 175, 180; Jus/ice League of America 1t/-33, 35-38, 40-
  47, 49·50, 52·57, 59·63, 65, 69·72, 74, 77, 80·84, 86·92, 94·100,
  /01 (behind the scenes), 102-107, 108 (behind the scene:.), 109-
  1/2, 1/4-127, /29-133, 135, 136 (behind the scenes). 137-144,
  147,149·151, /53·161, 163·175, 179, 181, 183, 186·195, 198·202,
  205-206,209·212,219-22/.223.23/-232.237-240: Justice
  League ojAmerica AmI/wI #1; Limited Collectors' &lition #C-41:
  Metal Men (I) #2/; Mystery III Space #75; The Phamom Zone #2;
  Red Tomndo #/, 3; The Saga ojSwamp Thillg #24; Showcase #4,
  8, 13-14,59. /00 Super Friends #2-3,7-9,23; Supergirl (2) #20;
  SlIpemum (I) #199,220,312,313 (behind the scenes). 314, 349.
  352; SupemwlI Family #/71: Sllpemum's Girl Friend, Lois wile
  #74; Super-Team Family #3, 1/, /5; SwinK Witll ScOOter ItS: Tales
  ofthe Teen Titans #49; Teen Titans #1,25.44,53: Who's Who '85
  #8; Wonder Woman (I) #212-213.2/8-223.29/,300: Wodd's
  Finest Comics #/75. /89, /98-199. 246-247, 250, 255, 273. 275,
  281, 287·288
  Current: Action Comics #650; Aquaman (2) #4 (flasllback):
  Christmas With the Super-Heroes #2: Flash (2) #/9, 62-65, 72-76
  ; Flash Annual (2) #3 (Who's Who); Flash Special HI; Infinity,
  Inc. #39 (flashback), 50 (flashback): Justice League America #64
  (flashback); Justice League Europe #/6 (flashback); JI/stice
  League Quarterly #3, 5 (flashback); Secret Origins (3) #22
  (flashback). 27 (flashback), 30 (flashback), 32, 37 (flashback). 46.
  50 Secret Origins Annual #2, 3 (flashback); Suicide Squad #44
  (flashback); Superman: Man oj Steel All/llUlI # I (Jlashback);
  Who's Who '91 #/0
  
  Firestorm suffered one of his "attacks," and split. Stein
  collapsed, and Raymond and Pozhar merged to form a new
  Firestonn when they were hit with a nuclear missile (see
  "Firestonn, Lhe Nuclear Man" above for his Attributes and
  Powers). This Firestorm bad a mind of his own, but
  required Raymond and Arkadin to merge.
  MIKHAIL DENISOVITCH ARKADIN
  DEX:
  5
  STR:
  4
  BODY:
  4
  INT:
  4
  WILL:
  5
  MrNo:
  4
  INFL:
  3
  AURA:
  4
  SPIRIT:
  4
  INITIATIVE:
  12
  HERO P01!"ITS:
  15
  -Advantages: Connecllon: Soyuz (Low)
  -Drawbacks: Married
  -Alter Ego: Pozhar
  -Occupation: Hero
  ·Wealth: 3
  Earth's Fire Elemental
  In the wake of the massive alien invasion of Earth
  masterminded by the Dominators, Firestonn learned that he
  was in fact Earth's fire elemental. Raymond and Arkadin
  were completely submerged into Firestorm's consciousness
  as he took his place among Earth's mystical protectors.
  During this period, Firestorm had strong ties that
  linked him to the Earth. In game terms, he had a Fatal
  Vulnerability to leaving the Earth. In addition, his Flight
  was rated at 15 APs, and he lacked Sealed Systems and the
  Scientist Skill. In all other respects, his Powers and
  Attributes matched those of the current Firestorm.
  Personality/Role-playing
  In his original incarnation, Firestorm was an
  impulsive, happy-go-lucky hero. If nOL for Professor Stein's
  constant advice, he would have been defeated long ago.
  Despite his jovial attitude, Firestorm was a true hero.
  When Firestorm first gained his own "consciousness,"
  he was cold and impassive. He would do whatever was
  asked of him without question. In a matter of weeks, he
  gained a personality, but he remained innocent and
  somewhat confused. By the time he had learned that he was
  an elemental, Firestonn decided to stop trying to analyze
  every situation, and merely acted on his feelings.
  Now that Stein has become the "true" Firestorm, he
  has gained access to all the memories of Firestonn, and has
  come to tenns with his elemental nature. Stein is not only a
  highly intelligent scientist, but a brave hero as well.
  Using Firestorm in Adventures
  1n his "Nuclear Man" phase, Firestorm was a member
  of the original Justice League of America. He can be used
  in any adventures involving that team.
  Since Firestonn has become Earth's fire elemental, he
  has disLanced himself from other heroes, preferring to work
  alone. He tends to deal with problems involving the
  environment, but will never ignore a call for help.
  Firestonn can even act as an opponent to Player Characters
  if they become involved with institutions thaL are engaged
  in environmentally damaging pursuits.
  In any of his forms. Fireswrm is a Lremendously
  powerful character, and care should be taken when using
  him in an adventure. Especially in his current form,
  Fircstorm is best used as an NPC.
  Subplots
  While Ron Raymond was a part of Fircstorm, his
  family had to deal with his constant disappearances and
  emotional outbursts. By the time he was freed of Firestonn,
  they were on the brink of disowning him, but have since
  reconciled their differences (Family Subplot).
  Firestorrn's gradual upscaling in power eventually led
  to his becoming the true fire elemental he was always
  meant to be (Power Complication Subplot).
  Appearances in the DC Heroes
  Role-Playing Game, Second Edition
  Backgrollnd/Ro:s/er Book (card ineluded), Jus/ice League
  Sourcebook
  Appearances in DC Comics
  *Notc: Pre-Crisis appearances are not parI of prescnt continuity.
  Firestorm (pre·Crisis): Action Comics #546: All-Star Squadroll
  #14-15,54; The Brave and HIe Bold #/72; Crisis On II/fini/e
  Ear/hs #1-5, 7-10, 12; DC Comics Presems #/7,45,90; Fires/arm
  (I) #1-5; The Fla,h (I) #289-299,301-304,323,327-329; The
  Fury of Firestorm #1-41; The Fury of FireSlOrlll Annllal #1-3;
  Green Lan/ern (2) #/39; JlIstice Leaglle of America #179-180,
  183-185, 189-190, 192-193, 195-197,200, 203-205, 207-209, 217,
  219~224, 228-230, 232 Jlls/ice League of America Annual #1-3;
  17,e Phantom Zone #2 & 4 (bOlh behind Ihe scenes); Supergirl (2)
  #20; Who's Who '85 #8; Wonder Woman (1) #300: World's Finest
  Comics #281,300,302
  Firestorm I (current): Acrion Comics #650 (flashback);
  Annageddon: lnfenw #1,4; Blue Devil #23: Captain Atom (3) #2,
  5. 49 (flashback); Firestonn (2) #100; Firestorm Atmual #5; The
  Fllry of Firesrorm #43-64; The Fury of Firestorm Annual #4;
  Legends #1-2; Secret Origins (3) #4; \Var ofthe Gods #1-2, 4
  Firestorm U (current): Adve1l111res of Superman #449; Blasters
  Special #1; Captain Atom (3) #ll; Firestorm A",wal #5;
  Firestorm, the Nuclear Man #65-85; Invasion! 112-3; Justice
  League International #9-10,24 Millennium #1. 4-8; Starman #5;
  Silicide Squad #9; Who's Who '88 #1; Wonder Woman (2) #13
  Firestorm III (current): Checkmnte! #18; "-irestorm (2) #93-100;
  Fires/orm, the Nllclear Man #85·92; Silicide Squad #29-30;
  Swamp Thing Annual #5
  Firestorm IV (current): FireSlOrm (2) #100; War of the Gods #1-
  2,4; Who's Who '91 #/0
  
  -Drawbacks: Innocent; Public Identity
  -Alter Ego: Harold Lawrence Jordan
  -Motivation: Responsibility of Power
  -Occupation: Hero
  -Wealth: 5
  -Equipment:
  Neural Amplifier Headband [BODY: 5, R#: 3]
  GLOVES [BODY: 2, Heat Vision: 13, R#: 3] The
  gloves contain micro-shards of ruby crystal and
  focus
  Maser's
  powers
  to
  generate
  lasers.
  Limitation: The Heat Vision Power may only be
  lIsed by Maser or someone with similar powers.
  Personality/Role-playing
  Lorraine Reilly is a smart, brave. and outspoken
  woman who never compromises her ideals. She has
  faced off with Firestonn on more than one occasion,
  knowing full well that he is much more powerful than
  she is, because she felt that he was acting like a
  "man;" thinking with his fists instead of his head.
  Firehawk is short on patience, and will quickly
  cut through to the heart of any discussion or
  argument. She always prefers action to inaction,
  although she's usually willing to compromise if the
  negotiations are quick (and they go her way).
  Using Firehawk in Adventures
  During Firestorm's early career, Firehawk would
  most often be found nying beside him, aiding him in
  his fight against crime.
  Since Firestorm hecame a fully-realized
  elemental, Firehawk has operated on her own. She
  currently patrols the city of Pittsburgh on a semi-
  regular basis. Any adventures that take place in or
  pass by that city might involve Firehawk, with or
  without the other Captains of Industry.
  Subplots
  Firehawk is involved in a long-running Romance
  Subplot with Ron Raymond (Firestorm). His ever-
  changing powers and moods have been trying for
  both of them, but now that he is free of Firestorm,
  their relationship has become more solid than ever.
  Lorraine's career as Firehawk often interferes
  Wilh her private life. It took a long time for her to
  "train" Firestorm to not refer to her as "Firehawk"
  when she was in her Secret Identity. James Finch.
  CEO of Vandemeer Steel, used his knowledge of
  Firehawk's identity to blackmail her into protecting
  his company from Firestorm.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Crisis On Infinite Earths #5, 8-10, 12;
  The Fury of Firestorm #1-2, 5-6. 13-15, 17-18, 20-
  28,31,36,42 The Fury of Firestorm Annual #1;
  Who's Who '85 #8
  Current: Blasters Special #1; Firestorm (2) #94,98-
  100; Firestorm Annual #5; Firestorm, the Nuclear
  Man #76-77,80-82,86-89; Hawkworld (2) #13;
  Starman #5; Suicide Squad #58; War ofthe Gods #2-
  4; Who's Who '91 #9
  I
  I
  I
  I
  I,,,,,,
  1'1 @Io
  :
  bd
  :
  L
  I
  Dr. Stein's office at IMHS
  
  "agency" and led her to volunteer for the Element
  Girl Experiment in the first place.
  After the agency's mission changed with the end of
  the cold war and Element Girl's stint with the organization
  ended, Urania became a broken woman. Abandoned by
  the one thing she truly trusted, she was forced to change
  her view of the entire world. By the end of her life, she
  was little more than a meek hermit sometimes attempting
  to relive the thrill of her "glory days" and sometimes
  uying to find a way to end her own life.
  Using Element Girl in Adventures
  During her prime, Element Girl was an operative
  of the US Government and might have been
  encountered during any adventure in which the
  government had an interest. In such a case. she might
  have helped the player heroes battle a menace that
  threatened national security, or she might have
  worked against the heroes to insure that an important
  weapon or piece of information found its way into
  government hands.
  Later in her life, during her "hermit" era,
  Element Girl might have been encountered by a
  group of player heroes looking for information about
  one of her old cases. Allhough she was difficult to
  track down and convincing her to reveal infonnation
  wasn't easy, she still had many pieces of important
  information at her disposal right up until her death.
  Subplots
  Element Girl's Strange Appearance Drawback
  drew her into several Power Complication Subplots.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Metamorpho #/0-17
  Current: Sandman (2) #20; Who's Who '9/ #/0
  
  Romance Subplots. She was initially attracted to
  Larry Trainor (Negative Man), although she
  eventually fell in love with and married billionaire
  Steve Dayton (Menro).
  Rita and Steve adopted the orphan Garfield
  Logan, who would later become the New Titan
  known as Changeling. Also, Rita continued her
  involvement with the Doom Patrol even though Steve
  despised them (Family Subplots).
  Late in her career, it was discovered that the
  accident that the mysterious vapors that granted Rita her
  powers also shortened her lifespan (Power Complication
  Subplot). Unfortunately, she died in action before the
  Chief could discover acure for her condition.
  25'
  Appearances in DC Comics
  'Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis:
  The Brave and The
  Bold #65;
  Challengers of the Unknown (11 #48; Doom Patrol
  (I) #86-121; My Greatest Adventure #80-85; Teen
  Titans #6; Who's Who '85 #7
  Current: Doom Patrol (2) #1 (corpse), 57; Secret
  Origins Annual #1 (flashback); Teen Titans SpOTlight
  #9; Who's Who '91 #12
  Typical two seat helicopter
  
  Dorothy Spinner'S Skull
  Subplots
  Dorothy's strange powers are a frequent source
  of Power Complication Subplots.
  Appearances in DC Comics
  Doom Patrol (2) #14, /8,23, 25-27, 31, 33, 34
  (behind the scenes), 35-37, 39, 43-44, 46, 51, 55, 57-
  62,64; Invasion! #3 (behind the scenes); Who's Who
  '9/ #/0
  might prove interesting. Perhaps the heroes must visit
  Doom Patrol headquarters for assistance and
  accidentally set off Dorothy's powers as they enter.
  Note that proximity to any sort of hero with mental
  powers might increase Dorothy's abilities in the same
  fashion as the Materioptikon.
  Using Dorothy Spinner in Adventures
  normal EEG at rest
  EEG during power Use
  Personality/Role-playing
  Due to the fact that her parents tried to isolate
  her from society because of her unusual appearance,
  Dorothy is shy and reserved. When she is around
  those wilh whom she is truly comfortable, however,
  her defenses sometimes come down and the
  bubbling, fun-loving personality of a typical child
  comes to the surface.
  Dorothy hopes to eventually gain control over
  her powers so she can function as an active member
  of the Doom Patrol.
  Although she is useless as an ally, subjecting the
  player heroes to Dorothy's out-oF-control powers and
  allowing them to tour the mind of a frightened child
  
  <>
  Doctor Light II's Headgear
  Appearances in DC Comics
  Justice League Sourcebook, World in the Balance
  When she first started her superhero career, Kimiyo
  inherited some of the original Dr. Light's infamy in a
  kind of Criminal Past Subplot. This quickly passed
  however, as Kimiyo bas made a name for herself in the
  hero community and is now considering retiring to care
  for her children (Family Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  SUbplots
  Adventures of Superman Annual #4 (behind the
  scenes); Blasters Special #i; Crisis On Infinite
  Earths #4-7, 10, 12; Ecfipso: The Darklless Withill
  #2; Green Lantem (3) #/8; invasion! #2; Justice
  League #1-4; Justice League America #54-56;
  Justice League Annual HI, 3; Justice League Europe
  #19,30, 37-on; Justice League Europe Annual #/, 3;
  Justice League International Quarterly #7; Justice
  League Specracular #i .. The New Teen Titans Annual
  (2) #2; Suicide Squad #52; SupermQIl (2) #76;
  SupermQIl: The Mall of Steel #20; War of the Gods
  #3-4; Who's Who '85 #6 Who's Who '91 #11
  Personality/Role-playing
  Using Dr. Light in Adventures
  Now that Dr. Light is a member of the ncw
  Justice League Europe, any adventure which involves
  the League can also involve Dr. Light. Her scientific
  background and position as the world's foremost
  authority on light technology can also come into play
  as player heroes approach her with questions of a
  scientific nature.
  Kimiyo Hoshi is an extremely intelligent woman
  with a driving curiosity to delve into the scientific
  unknown. Unless urgency presses her into immediate
  action, she will often take the time to analyze a
  siruation using scientific instruments. She also has an
  overpowering fear of the darkness which can totally
  incapacitate her abilities as a hero.
  When she first joined Justice League Europe, Dr.
  Light appeared strong and confident, hoping that this
  drive would outweigh her lack of experience as a
  hero.When Archie Tipple stole a mysterious artifact
  that was in her possession and became the dangerous
  villain Deconstructo, Kimiyo's confidence was
  shallered. She is beginning to doubt her heroic
  potential and considering returning to Japan and her
  children, lmako and Yasu.
  
  Using Dirk Morgna in Adventures
  Before the Legion disbanded, Dirk was an
  extraordinary hero. His great power and bravery
  made him an inspiration to the other Legionnaires.
  Dirk can be used in an adventure set in this era to
  introduce Player Heroes to the Legion.
  After the Great Collapse, Dirk became the "soul"
  behind
  the
  Legion
  of
  Super-Heroes.
  His
  determination to hold the Legion together also served
  to eventually break his resolve. In this era, Characters
  dealing with the Legion would always encounter
  Morgna, as he was leader of the team.
  As spokesman for Earthgov, Dirk was an
  unwilling mouthpiece for the Dominators. An
  adventure involving him might involve exposing the
  Dominator's control of Eanhgov, and trying to
  convince Dirk to quit and become a hero again.
  Subplots
  Dirk's fellow Legionnaires had all but deserted
  him after he signed on with Earthgov, leaving him
  alone to stew in his misery (Friends Subplot).
  In a Family Subplot, Dirk's father Derek
  emotionally abused the young Dirk. Memories of the
  abuse continued to haunt Dirk until his dying day.
  Dirk was innicted with a catastrophic Power
  Complication Subplot when the powersphere
  explosion caused his powers to overload. This
  Subplot cost Dirk his sanity, and eventually, his life.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ofSuper-Heroes Sourcebook
  typical Dominator Life Support Pod setup
  Appearances in DC Comics
  "'Note: Pre-Crisis appearances are not palt of present
  continuity.
  Pre-Crisis: Action Comics #276, 287, 289, 309, 387,
  392, 591; Advellture Comics #290, 300-325, 327-
  328, 330, 332, 334-337, 339-343, 346 (behind the
  scenes), 348, 350, 352-353, 356-357, 359-360, 362-
  364,367,371-375,380; All-New Collecrors' Edition
  #C-55; All-Star Squadron #54; The Best of DC #24;
  The Brave and The Bold #179; Crisis On Infinite
  Earths #3,5,8,10; DC Comics Presents #13,43; DC
  Special Series #21; Infinity, Inc. #22; Justice League
  of America #147-/48; Karale Kid #2, 6; Legion
  ~r
  Super-Heroes (2) #259-260, 262, 272-274, 276, 280,
  282,284,286-289,291-294,296-297,299-303,307-
  310,312-313; (3) 3-5, 7, 9-20, 22-30, 35-43, 45-47,
  49-51, 54, 60-63; (4) 1-3; Legion of Super-Heroes
  Annual (2) #1-3; Secret Origins (3) #37; Secrets of
  the Legion ofSuper-Heroes #1,2 (behind rhe scenes),
  3; Superboy (1) #125, 191, 197,200, 202 (featurette),
  203,208-209, 211, 213, 215, 218-2/9, 223-227, 230
  Superboy and the Legion ofSuper-Heroes #231, 235,
  237,239-250,252,258; Superman (I) #152,156; (2)
  8; Superman Family #207; Superman's Pal, Jimmy
  Olsen #72, 76, 85, 100; Tales of the Legion #314-
  316, 318, 320, 325; Who's Who '86 #22; World's
  Finest Comics #142, 284
  Current: Advelltures of Superman #478 (flashback);
  Legion ofSuper-Heroes (4) #1-3,9, 10 (text), 11, 15,
  17, 20, 28-29, 30 (rexr), 34-36; Legion of Super-
  Heroes Annual (4) #1-2; New Gods (3) #22; Who's
  Who in the Legion of Super-Heroes #6; Who's Who
  '91 #9
  
  -Mr. Thin: two-dimensional hero who stretched
  (Stretching: 7, Two--Dimensional: 4).
  -Thumbellimt: shrank in size to 112" tall (Shrinking: 12).
  -Zecp the Bouncing Sponge: bounced (Jumping: 3).
  -Weather Witch: created and controlled weather (Weather
  Control: 13).
  -Enlarger Man: caused things to grow (Growth: 10;
  Bonuses: Range, Useable On Otbers).
  -Plant Mislress: could mutate and control plants (Plant
  Control: 12, Plant Growth: 4).
  -Brimstone: could create and control gouts of lava (Flame
  Project: 8).
  -The Weaver: could "weave" objects of solid energy
  (Force Manipulation: 10).
  -Hasty Pudding: could run only at incredible speed
  (Running: II).
  -Scylla: had 6 mechanical, energy blasting arms (Extra
  Limb (x6): 6, Energy Blast: 8).
  -Rubberneck: Could stretch his body hundreds of feet
  (Stretching: 5).
  The Original "Dial-H "Hero
  The first "Dial-H" hero was Robby Reed, who found
  his H-Dial in a cave. When he dialed "S-P-L-I-T." he
  became two beings, the evil Master and the good Wizard. It
  was the Wizard who constructed Chris and Vicki's Dials.
  Robby has since retired from super-heroics, and has given
  his own Dial to his friend, Nick Stevens.
  ROBBY REED
  DEX:
  4
  STR:
  2
  BODY:
  3
  INT:
  6
  WILL:
  6
  MIND:
  3
  {NFL:
  4
  AURA:
  3
  SPlRlT:
  3
  INITIATrVE:
  14
  HERO POINTS:
  50
  -Skills: Gadgetry: 6, SCJenust: 6
  -Advantages: Genius; Iron Nerves; Luck; Scholar
  (linguistics)
  -Motivation: Responsibility of Power
  -Wealth: 4
  -Equipment:
  H-Dial [BODY: 15, Omru-Power: 20] Robby's H-Dial
  functions exactly as stated above, except that his
  powers last until he dials "O-R-E-H."
  Personality/Role-playing
  When Chris King was a teenager, he relished his life
  as a superhero and never hesitated to fly into action
  alongside Vicki Grant. When he went off to college, Chris
  gave up his superhero career, thinking it was somewhat
  childish.
  Currently, his original glee at using his powers is
  returning. He is developing a sense of humor which is
  beginning (0 turn up in combat situations in the form of
  jokes and puns.
  Using Dial "H" for Hero in Adventures
  There are many aspects of the Dial "H" for Hero story
  which can be used in adventures. Chris King can be used as
  a player character. His light-hearted altitude and great
  variety of powers make him fun 10 play. His inclusion in a
  campaign wilJ cause morc work for the GM though, who
  must create a number of heroes for King to become, and
  King's player should have a good grasp of all Powers in the
  game.
  Alternately. King could be encountered as an NPc.
  either by himself or in the company of Titans West. He
  could be taking part in an advemure which relates to to the
  hero's adventure, or he might be fleeing from Vicki Grant.
  A new hero's origin could involve finding one of the
  H-Dials. with this Dial he could become a new hero with
  the same powers that Chris King and Vicki Grant originally
  had. Again, this can be a complex task for player and GM
  alike.
  Subplots
  Chris King's relationship with Vicki Grant has gone
  through several subplots as they've grown and changed,
  from Friends to Romance, to Enemies. Chris is regularly
  watchjng for any appearance of Grant, and hopes to help
  return her to normal, as he feels responsible for her current
  villainous condition.
  Currently King
  is working through
  a Power
  Comptication subplot with the help of S.T.A.R. Labs, as his
  powers no longer rely on his H-Dial.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Atlas oJthe DC Universe (Robby Reed Dilly)
  Appearances in DC Comics
  ·Note: Pre-Crisis appearances arc nOI pan of presenl conlinuilY.
  Robby Reed (pre-Crisis): Adl'e1lfure Comics Prese1lfs Dial "H"
  For Hero #484-485, 490 (bellind the scenes): DC Comics Presetlls
  #44; House oj Mystery #/56-/73; The New Adventures oj
  Superboy #28 (behind the scenes), 35-37, 42-49: PiaSlic Man (2)
  #/3: SupemlOn Family #194; WIIO'S Who '85 #6
  Chris King/Vicki Grant (pre-Crisis): Advetllure
  Comic.~
  Prese1lfs Dial "H" For Hero #479-490: Crisis 011 II/finite Earths
  #12; DC Comics Presents #44; Legioll oj SlIper-Heroe.f (2) '272:
  The New Adve1lfllres oj SlIperboy 1128-49,50 (dial Dilly);
  Who'.~
  Who '85 #6
  Nick Stevens (pre-Crisis): The New Adl'ellll/res ojSilperboy #28,
  37·40, 42-49: Who's Who '85116
  Dial "H" For Hero (currenl): Hmvk and Dove AI/I/ual #1
  (Chris); The New Teen Titans (2) #45-46 (Chris. Vicki); The New
  Titans 1175 (Chris behind lhe scenes), 78-79 (Chris), 83-84 (Chris)
  Who's Who '9i #10
  
  ---
  her father. There is of course the ongoing Secret
  Identity Subplot as the Fox tries to keep her dual
  identity under wraps. The sisters are also involved in
  a Job Subplot at Revson in the guise of Vivian
  D'Aramis.
  \ ,
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook, World in the BaLance
  Appearances in DC Comics
  Action Comics #675; Adventures of Superman #488;
  Adventures of Superman Annual #4; Captain Atom
  (3) #38, 44; Eclipso: The Darkness Within #2; Flash
  (2) #61, 69; Green Lantern (3) #25, 30; lustice
  League America #38, 54-58, 60; lustice League
  Europe #6, 10, 13, 15-25,29-32,34-47; Justice
  League Europe Annual #1-3; Justice League
  Quarterly #2-3, 6, 9; lustice League Spectacular #!
  Superman (2) #65-66; War of the Gods #1,4; Who's
  Who '91 #11; Wonder Woman (2) #61
  Crimson Fox's Claws
  (claw articulation within glove)
  more contemplative and wary. Her relationship with
  her fellow JLE members is strictly business.
  ----------
  -----
  ---------
  -----
  Crimson Fox is "along for the ride" with the
  Justice League. The League's adventures suit Vivian's
  lust for excitement and Constance's responsibility to
  uphold the good. Any adventure which involves
  Justice League Europe will almost certainly involve
  the Crimson Fox. If one of the player heroes is
  particularly dashing and Vivian is playing the Fox,
  some serious flirting is liable to ensue.
  The Fox, or more likely "Vivian D'Ararnis," could
  also become involved in any industrial espionage plot
  whjch involves Revson Corporation or one of is
  subsidiaries in the perfume or publishing industry.
  Using Crimson Fox in Adventures
  Subplots
  The Crimson Fox comes into the Justice League
  with very little extra "baggage", having wrapped up
  her Enemies Subplot involving the man who killed
  
  transverse section through the middle of the first iumbar vertebra
  Damsel/Triplicate Girl), who is Co-Instructor
  General at the Academy. Due to their lives as heroes,
  and the effects of Nam'lor's radiation, their feelings
  about each other have been on a roller-coaster ride
  for years. Recently, the couple has stabilized their
  relationship, however.
  ChucJ<'s Powers have been lost and regained
  twice since he joined the Legion, in an off-and-on
  Power Complication Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  2995: The Legion ojSuper-Heroes Sonrcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Subject'!? subcutaneous cellular
  tissue altered on molecular level
  due to in~estion of the "super-
  plastic" formula. Subject is able
  to expand this layer by producin~
  an inert Ili~hter than air gas
  that lends to him an advanced
  degree of re~iljance.
  Pre-Crisis: Action Comics #276, 287, 309, 380, 387;
  Adventure Comics #301-311, 313-3/7, 3/9, 32/, 328,
  34/,343,345,351,354-355,359-363,37/-372,374-
  376, 380; All-New Collectors' Edilion #C-55; Crisis
  On Injinite Earlhs #5, 10; DC Comics Presents #59;
  Infinity, Illc. #22; Legion oj Super-Heroes (2) #266-
  267,273,277-281,284,292-294,300,303-304,3//;
  (3) 4, 9, //-12, 14, 16, 20, 24, 31, 38, 46-47, 50-51,
  54,61-63; Legion oj Super-Heroes Annual (2) #/-3;
  (3) 3; Secret Origins (3) #37 Secrets oJlhe Legion oj
  Super-Heroes #1; Superboy (I) #190-191,195,197,
  /99-200, 216, 230; Superboy and Ihe Legion oj
  Super-Heroes #243-245, 257 Superman (I) #156;
  Superman's Pal, Jimmy Olsen #72; Tales oj fhe
  Legion #316-317; Who's Who '85 #3
  Current: Legion oj Super-Heroes (4) #9, 15-18;
  Legioll oj Super-Heroes Allnual (4) #1, 3; Secret
  Origills (3) #47, 49; Who's Who in fhe Legion oj
  Super-Heroes #1; Who's Who '9/ #9
  oblique
  muscle
  
  Bronze Tiger Mask
  adventures, both as a hero and as the opposition.
  During his early years, Turner worked for the
  CBI under King Faraday. alongside Richard Dragon.
  During this period he can be used in any type of
  espionage adventure.
  As the Bronze Tiger, Turner first worked for the
  League of Assassins. Since he was under the conLrol
  of the Sensei during this time, he might oppose
  Player Heroes. or even attempt to assassinate one of
  them!
  Most recently, Turner has worked as the field
  commander of the Suicide Squad. Both he and the
  Squad have been operating on and off for several
  years in any number of areas. Basically, anywhere
  there is danger, you might find the Bronze Tiger. And
  if there's money involved, the Squad will probably be
  with him.
  Subplots
  Ben Turner has been involved in an on-again off-
  again Romance Subplot with Suicide Squad
  teanumate Mari McCabe (Vixen). Unfortunately, he is
  not willing La admit he has an emotional problem. or
  that she can help, so they are currently not seeing
  each other.
  It is clear that at least some of the anger and rage
  that has built up inside Ben Turner is a direct result of
  his witnessing his father's death while he was still a
  child (Death Guilt Subplot).
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card included)
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of presenL
  continuity.
  Pre-Crisis: DC Comics Presents #39; Detective
  Comics #485, 489 Richard Dragon, Kung Fu Fighter
  #1-5,7-18; Who's Who '85 #3
  Current: Checkmate! # I5- 16, 18; Eclipso: The
  Darkness Within #2; Firestorm, the Nuclear Mall
  #87; Invasion! #1 (behind the scenes), 2; Justice
  League International #13; Legends #2-6; Millenniulll
  #4; The Spectre (2) #1 I; Suicide Squad #1-9,13-27,
  29-30,32-34,36-38,41-43,45-47,49-51,54-59,61-
  66; Suicide Squad Annual #1; War a/the Gods #2-4;
  Who's Who '87 (2) #5; Who's Who '91 #9; Wonder
  WOlllan (2) #61
  
  -Wealth: 0
  -Equipment:
  Axe IBoDY: I I, EV: 8]
  A short time after his death, Wandjina's body
  was cruelly animated by the Queen Bee and set
  against the Justice League. (While in this Slate,
  Wandjina's INT, WILL, and MIND were reduced 10 I
  AP, and his DEX to 2 APs.) After a brief but powerful
  clash with Captain Atom, Wandjina's body was
  completely destroyed.
  Personality/Role-playing
  Blue Jay is a quiet, determined man, dcdicalcd to
  the preservation of life. Though he is sometimes
  wracked with guilt and loneliness over the death of
  his friends and homeworld, he is determined to fit in
  in this new world. Blue Jay was one of the few
  heroes who fought to reform the JLA after Maxwell
  Lord's near-death experience.
  The Silver Sorceress was extremely loyal to her
  homcworld and, before its destruction, served as the
  compassionate conscience for Wandjina and the
  Champions of her world. She had very nearly chose
  to die 011 her devastated world but for the Extremists
  who, having devastated their own world, sought to do
  the same to Earth. Grudgingly she left her world
  behind to aid the Justice League in defeating the
  Extremists. Afterwards, she tried to put her past
  behind and fit into this new society which was so
  similar and yet different from her own, and became a
  member of the JLI. She died a short time later
  defeating the Extremist, Dreamslayer.
  Using Blue Jay and the Silver
  Sorceress in Adventures
  Blue Jay makes an excellent ally or
  PC hero
  since he has left the JLI. He is capable though not so
  powerful that he would overshadow Player Heroes'
  activities. When he first arrived on Earth, He actively
  sought to disarm the planet's nuclear arsenals and
  could easily undertake this quest again. The heroes
  could seek to help him or might be forced to dissuade
  him from any rash actions.
  Adventures involving the Silver Sorceress would
  have to take place while she was alive and, under
  these circumstances, Wandjina might be alive as
  well. She would be more likely than Blue Jay to lead
  a crusade against nuclear weapons. Though she might
  be well intentioned, she would have no full concept
  of the scope or ramifications of her actions.
  Another scenario with Blue Jay and Silver Sorceress
  might involve their acclimation to Earth society, as the
  two endeavor to make this world their home.
  Subplots
  Both Blue Jay and the Silver Sorceress have
  suffered greatly over the death of their friends and
  world in a haunting Death Guilt Subplot.
  The greatest villains of their world now exist on
  Earth and either or both heroes could encounter the
  Extremists again as part of an Enemies Subplot.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Justice League Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Justice League ofAmerica #87
  Current: Armageddoll 200/ #2; Flash (2) #6/;
  Justice League #2~3; Justice League America #53,
  55,57-59,60 (Jay ollly); Just;ce League Europe #//-
  /2,13-14 (Jay Oll/Y), /5-/6, /7 (Jay), /8 (Sorceress),
  /9-2/, 23-35, 36 (Jay), 47-48 (Jay); Justice League
  Europe Anllual #2; Justice League Quarterly #2
  (Jay), 3, 4 (Jay), 5 (Sorceress); Who's Who '9/ #12
  
  Subplots
  Appearances in DC Comics
  Current: Armageddon 2001 #2; Black Orchid #1
  (mell/ion); Blue Devil #26-31; Booster Gold #10;
  Eclipso: The Darkness Within #2 The Fury of
  Firestorm #46-47 (note that these issues tie into Blue
  Devil #23, which is listed on the pre-Crisislist due to
  the presence of the Ear/h-One Tayman and Jimmy
  Olsen in issues #24-25); Invasion! #2-3; Secret
  Origins (3) #24; Showcase 93 #1-6; War of the Gods
  #4; Who's Who '91 #9
  *Note: Pre-Crisis appearances are not part of present
  continuity_
  Dan Cassidy is oflen involved in Job SubplolS
  surrounding his work as a stunt man and special
  effecls artist, Friend Subplots concerning his
  relationship with cinematographer Norm Paxton, and
  Power Complication Subplots centered around his
  attempts to free himself from the Blue Devil suit.
  Pre-Crisis: Blue Devil #1-25; Blue Devil Annual # /;
  Crisis On Infinite Earths #4-5, 8-10, 12; DC Comics
  Presents #96; The Fury of Firestorm #24; Who's
  Who '85 #3
  Blue Devil's Trident
  Dan Cassidy is a fun-loving man with an
  adventurous spirit. Although he'd love to discover a
  means of freeing himself from the Blue Devil suit,
  Dan takes his odd "handicap" in stride and uses the
  suit's powers to aid those less fortunate than himself.
  At prescnt, Cassidy devotes most of his time to
  seeking out mystical menaces and protecting the
  Earth from their influence. A curious side-effect of
  either the curse that sealed him in his suit or his
  penchant for tackling occult enemies has left Dan
  extremely vulnerable to odd phenomena and
  coincidences. Thus, the vast majority of Dan's days
  are anything but "normal."
  Using Blue Devil in Adventures
  Personality/Role-playing
  The Blue Devil is most useful as a vehicle for
  propelling the Player Heroes into odd adventures
  with a somewhat humorous bent. As mentioned
  under Personality/Role-Playing, the Devil is
  something of a "weirdness magnet," a peculiar
  characteristic he transmits to those around him. Thus,
  shortly after meeting the Devil, it is likely that the
  Player Heroes will find themselves at the center of
  strange events, coincidences, and other situations
  tailor-made for entertaining role playing.
  
  Dominator Blaster-Field
  motionJproximity sensors
  Elnchor legs
  Pre-activation Configuration
  Appearances in DC Comics
  Using the Blasters in Adventures
  The Blasters might make interesting allies for the
  player heroes in an adventure or campaign set in
  outer space. Through the individual contacts of it's
  members, the group might also introduce lhe player
  heroes to the Omega Men, Valor, the L.E.G.1.0.N.,
  or the Justice League.
  Looking Glass is an aging British fantasy writer
  who has finally received an opportunity to live out
  his dreams. Years of cranking out a page count have
  left him a bit cynical, though he is certainly kind
  enough.
  Jolt is a proud and stern Spanish woman. She is
  tortured by the fact that she can only remain in the
  close vicinity of most physical objects with intense
  concentration.
  Crackpot is a con artist of the old school.
  Originally, he agreed to cooperate with the Blasters
  only because they could provide him with a sense of
  "belonging," though he later began to uncover his
  sensitive underside.
  Churljenkins is a young, carefree alien. In many
  ways, her attitude recalls that of a prom queen.
  Like most Dominators, Gunther speaks only
  when he has something of interest to say. But unlike
  most of his people, Gunther has a fully developed
  sense of compassion.
  Blasters Special #1; Invasion' #1-3; Volor #5-7;
  Who's Who '91 #12
  6'
  anchor I~s
  single shot
  chern-bomb tubes
  Post-activation Configuration
  microwave antenna
  Personality/Role-playing
  Powers and Abilities
  Dustdevil is an inquisitive and somewhat
  mischievous child who takes great delight in his
  newly acquired paranormal
  abilities.
  When
  adventuring he is accompanied by his mother, Mrs.
  Levy, a loving but stem parent.
  Frag is something of a loner. He is despondent
  because he believes his paranormal powers will
  isolate him from society.
  The Blasters all received their unique abilities as
  a result of the cruel experiments that led to the
  Dominators' Meta-Gene Bomb.
  Dustdevil can lurn himself into a human
  whirlwind, allowing him to travel through the air at
  speeds approaching 150 miles per hour and summon
  gale-force winds.
  Frag is capable of assuming a metallic form that
  he can explode and reassemble at will. At maximum
  power, one of Frag's blasts is the equivalent of a
  large demolition bomb.
  Looking Glass is capable of absorbing light
  energy and rechanneling it as force blaslS capable of
  melting steel.
  Jolt can absorb kinetic energy and alter
  velocities, enabling her to move and deflect objects.
  Crackpot possesses a strange ability that endows
  him with superhuman powers of persuasion.
  As one of the alien Dominators, Gunther
  possesses an advanced scientific mind.
  
  SHERWOOD FLORIST
  Seattle, Wlilshington
  o
  o
  1000
  0
  0
  1
  Current: Action Comics #595, 609-616, 624-635. 650:
  Adventures ofSupennall Annual #4; Batman/Green Arrow:
  The Poison Tomorrow; Black CallQlY (1) #1-4; (2) 1-all;
  Blasters Special #1; Bille Beetle (6) #20, 22; Booster Gold
  #22, 25; The Brave and The Bold (2) #1, 4; Caprain Atom
  (3) #16-17, 24; Cosmic Boy #3; Detective Comics #560·
  567; Eclipso: The Darklless Witllill #2; Fireslorm, the
  Nuclear Mall #67; Flash (2) #8; The Fury of Firestorm
  #64; Greell Arrow (2) #1-3,5, 7,9-10, 12-17, 19-2/,25,
  27-29,31-39,44-45,49-53,57,59-64,67-71; Greell Arrow
  Annual #1-5; Green Arrow: The Longbow HUllters #1-3;
  Green Lalllem Corps Quarterly #3 (behind the scenes);
  Invasiont #2; Justice League #1-6 Justice League America
  #64 (flashback); Justice League Annual #1; Justice League
  Ellrope #16 (flashback), 26 (flashback), 47-48; JlIs,ice
  League Illlemational #7-9, 11-13, 19; Justice League of
  America #250; Justice League Quarterly #3, 5 (flashback);
  Justice Society of America (2) #2 (flashback); Legends #4-
  6; Millennium #1, 3-8; New Titans At/Ilual #5 (behind the
  scenes); Power of The Atom #6; Secret Origim (3) #22
  (flashback), 27 (flashback), 30 (flashback), 32, 37
  (flashback), 38, 46, 50; Secret Origins Annl/al #3
  (flashback); Suicide Squad #/3,44; Superman: The Man of
  Steel #20; Superman: Tile Mall of Steel Annual #/
  (flashback): War ofthe Gods #4; The Weird #1, 3-4; Who's
  Who '91 #9; Wonder Woman (2) #13, 25,49-50, 59
  (behind the scenes)
  310; World's Finest Comics #2/0,244-256,259,261-263,
  265-267,274-275,277-278,282-283
  aaooaao
  a
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  a
  0
  0
  0
  0
  a
  a
  0
  a
  a
  a
  0
  a
  a
  0
  a
  a
  0
  a
  0
  a
  0
  0
  a
  a
  0
  a
  a
  a
  0
  a
  a
  0
  o 000000
  000 0000
  Appearances in DC Comics
  Prc·Crisis: Action Comics #421, 426, 428. 431 (behind the
  scenes), 434, 436, 440-441, 443-446, 450-452, 456-458, 480,
  481-482 (behind the scenes), 483, 535, 546; Adventure
  ComiC!; #418-4/9, 423, 466; Batman and the Olltsiders #/;
  The Brave and The Bold #91, 100, 107, 141, /66; Crisis 011
  Infinite Earths #5·7, 9·/0; DC Comics PreseJl1s #7, 30, 43,
  54; DC Special #27 DC Special Blue Ribball Digest #23; DC
  Special Series #10; DC Super~Stars #10; Detective Comics
  #464,468,549-554,559; The Flash (I) #199,204,217-219;
  Green Arrow (I) #1-2,4; Creen Lamem (2) #78-79,81-84,
  85 (behind 'he scelles), 86-87, 93-110, 113-117, 119-122,
  188, 190,J91 (behind the scenes), 194; The Joker #4; Justice
  League of America #75, 77-84, 88-92, 94-95, 97-100, 101
  (behind the scenes), 102, 103 (behind the scenes), 104-107.
  108 (behind Ihe scenes), 109-110, 112, 114, 1/7-/2/, 123-
  124, 127-130, 132-133, 135, 139-143, 145-148, 150-151,
  153-157,159-161, 163-168, 170, 174, 177-183, 186, 188-
  191,194-197,200-202,204-206,209-216,218-220,224-231;
  Justice League ofAmerica Anl/ual #1-3; Limited Collectors'
  Edition #C·41; The Phantom Zone #2 & 4 (both behind the
  scenes); Red Tornado #1, 3; The Secret Society of Super-
  Villains #6; Super Friends #3, 8, 34 (behind the scenes);
  Supergirl (2) #20: Superman (I) #236, 349, 387; Supennan
  Family #171; Super.Team Family #3: Who's Who '85 #2
  WOllder Womall (/) #215-216,222-223,291-293,300,308-
  ooaa
  00
  o
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  
  Big Barda's Battle Armor
  "average American homemaker." She and her husband
  Scott are both frequently involved in an extended
  Enemies Subplol centered around Darkseid's attempts
  to return the happy couple to Apokolips.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Backgroulld/Roster Book (card iucluded); Apokolips
  Sourcebook, Justice League Sourcebook
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: The Brave alld The Bald # I 12. 128:
  Cancelled Comic Cavalcade #2 .. DC Comics
  Presems #12; First Issue Special #/3; Justice League
  of America #183-185; Mister Miracle (I) #4-21,24-
  25; Who's Who '85 #2
  Current: Actioll Comics #592-593, 650 (flashback),
  675; Adventures of Superman #488 (behind the
  scenes), 489; In.vasion! #2; Justice League America
  #27-30, 40, 42 (behilld the scelles); Justice League
  Annual #2; Justice League !llternaliol1al #7. /4-2/.
  24; Justice League Special #1; Mister Miracle (2)
  #1-28; Mister Miracle Special #1; Ne1l' Gods (3) #9;
  Secret Origills (3) #33; Suicide Squad #32-37:
  Supermall (2) #65-66; Superll/all: The Mall of Steel
  #10,20: War ofthe Gads #4; Who's Who '91 #1 I
  
  Personality/Role-playing
  Most of his life, Aquaman has been an outsider.
  As a consequence, he is not very adept at social
  interaction. He tends to allow his emotions to get the
  better of him, frequently projecting the impression
  that he is a hothead, a cynic, or a romantic. Despite
  this flaw, his onc true interest lies in assisting the
  downtrodden; he will gladly risk his life or any of his
  possessions to protect the life or possession of
  another.
  Using Aquaman in Adventures
  Aquarnan is an excellent vehicle for involving
  the Player Heroes in adventures set in exotic
  underwater environments. If the heroes need to travel
  to Atlantis or explore the ocean depths for any other
  reason, Aquaman would make an excellent contact.
  Subplots
  Aquaman is frequently involved in Family
  Subplots centered around his missing wife (Mera)
  and his guilt over the death of his son (Arthur, Jr.),
  and "Job" Subplots centered around his relationship
  with Atlantis.
  Appearances in the DC HEROES
  Role-Playing Game, Second Edition
  Background/Roster Book (card included); Justice
  League Sourcebook, World in the Balance
  Appearances in DC Comics
  Pre-Crisis; Earth-Two: Adventure Comics #103-
  117, 119-152, 154, 156, 156, 158, 160, 162, 164,
  167-168, 170, 206, 208-210; All-Star Squadron #59-
  60; More Fun Comics #73-107; World's Finest
  Carnics #6
  Pre-Crisis; Earth-One: Action Comics #272, 314,
  366,443,480,481-483 (behind the scenes), 517-521,
  527-531,535-540,546; Adventure Comics #211-280,
  282, 284,423, 435-437, 441-452, 460-466, 475-478
  Adventures of Bob Hope #94; Aquaman (1) #1-63;
  The Atom #8; Batman and the Outsiders #1; The
  Brave and The Bold #28-30, 51, 54, 60, 73, 82, 114,
  126, 142; Crisis On Infinite Earths #5-6, 9-12; DC
  Comics Presents #5, 48; DC Special #27-28; DC
  Special Series #1; Detective Comics #293-300,468;
  The Flash (I) #158, 175, 327-329; Freedom Fighters
  #4; Green Lantern (2) #29; Justice League of
  America #1-24, 26-29, 31, 33, 35-36, 38, 40-41, 44,
  50, 52-53, 59-61, 63, 65, 68, 86, 88-90, 92, 94-95,
  97-100, 102, 104-106, 109-112, 114, 116-119, 121-
  126, 129-131, 133, 138-139, 142-144, 146, 150-151,
  155-157, 160-161, 170, 177-179, 181, 187-190, 192-
  193, 195,200,202-203,205,207-210,212,217-218,
  221-223, 228-231, 233-243; Justice League of
  America Annual #1-2; Limited Collectors' Edition
  #C-41; Mystery In Space #75; The New Teen Titans
  (2) #6; The Phantom Zone #2-4 (behind the scenes);
  Saga of Swamp Thing #24; The Shadow War of
  Hawkman #3-4 Showcase #30-33, 59, 100; Superboy
  (1) #171; Super DC Giant #S-26; Super Friends #1-
  47; Supergirl (2) #20; Superman (1) #138,148,165
  (behind the scenes), 199, 327; Superman's Girl
  Friend, Lois Lane #12, 29-30, 74, 128; Superman's
  Pal, Jimmy Olsen #115; Super-Team Family #13;
  Swamp Thing (2) #46; Teen Titans #1,25,40,47,49,
  53; Who's Who '85 #1; Wonder Woman (1) #215,
  222 (behind the scenes), 300; World's Finest Comics
  #126-133, 135, 137, 139, 189, 203, 246, 250, 255,
  262-264, 287
  Current: Action Comics #650, 675; Adventures of
  Superman #442, 488-489; Adventures of Superman
  Annual #4; Aquaman (2) #1-4; (3) 1-5; (4) #1-13;
  Aquaman Special (1) #1; (2) I; Armageddon 2001
  #2; The Atlantis Chronicles #7; Blue Beetle(6) #21;
  Captain Atom (3) #53; Deathstroke, the Terminator
  #13; Doom Patrol (2) #17; Eclipso; The Darkness
  Within #2; Flash (2) #8, 66; Green Lantern (3) #25,
  30; Hawk and Dove (3) #1; Invasion' #2; Justice
  League America #33-35, 40, 64 (flashback), 70;
  Justice League Europe #26 (flashback), 37-47;
  Justice League Europe Annual #3; Justice League
  Quarterly #3, 5 (flashback); Justice League
  Spectacular #1; Millennium #1,5-8; Mister Miracle
  (2) #17; The New Titans #85,87; Secret Origins (3)
  #32, 46; Secret Origins Annual #3; Suicide Squad
  #59-62; Superman (2) #12 (melllion), 63, 65-66, 76;
  Superman: The Man of Steel #10, 20; Teen Titans
  Spotlight #18; War of the Gods #1-4; Who's Who '87
  (2) #5; Who's Who '91 #12; Wonder Woman (2) #61
  
  Angel O'Day's Detective Agency and Sam Simeon's Studio
  ~
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  Using Angel & the Ape in Adventures
  Angel and the Ape are useful for providing sorely
  needed comic relief. The Player Heroes might encounter
  the pair after seeking the aid of private detectives, or the
  Heroes themselves might be investigated by Angel at
  the behest of another metahuman.
  Subplots
  Sam is frequently involved in Job Subplots
  centered around his occupation as the artist/writer on
  the incredibly popular comic The Inevitable Deus Ex
  Machina Man.
  Appearances in DC Comics
  *Note: Pre-Crisis appearances are not part of present
  continuity.
  Pre-Crisis: Angel and the Ape (I) #1-6; Crisis On
  b~fillite Earlhs #/ J; Limited Collectors' Edition #C-
  34; Meet Angel #7; Showcase #77, 100; Who's Who
  '87 (I) #26
  Current: Angel and the Ape (2) #1-4; Swamp Thing
  Annual #3; Who's Who '91 #10
  
  SPIRIT: "This Attribute represents a Character's
  ability to withstand mystical stress and is also a
  reflection of the Character's general spiritual
  resolve."(DC HEROES Second EdiNon, Character
  Handbook)
  APs
  Benchmarks
  11-12:
  13-15:
  This person has can easily cope with extraordinary
  phenomena and knows no true fear. This is usually a
  qualifi<.:aLion for entry into the Green Lantern Corps.
  Bro/her Blood, Hal Jordan, Arion, Sineslro
  This individual <.:an endure scvcral attacks from a master
  level sorccrer and traumatic supernatural caliJstrophes
  roll1inely.
  Amethyst, X·Hal. ZaUllJlw
  1-2:
  3-4:
  5-6:
  7-8:
  9-10:
  The individual can withstand average life experiences with
  lWO or three major crises.
  The person's Spirit is equivalent 10 that of an individual
  who can weather an assault on his or her core beliefs.
  Ice, Chal/geling, Desaad, Checkmate Knighl
  This perSOIl is so secure in his or her beliefs that he or she is
  willing to die for them.
  Most Heroes: HII/llress, Fire, Cyborg, Booster Gold
  The individual is <.:apable of enduring several major clises
  without loss of resol ve.
  John COl/stantine, Deadman
  The individual possesses a fortitude that cannot be altered
  even by the blackest life experiences. He can withstand the
  mystical assaull of an experienced sorcerer.
  Batman, IVonder WOn/aI!, Doclor Ocwlr, Mister Miracle
  16-18:
  19-21:
  22-24:
  25-27:
  28-30+:
  This person's spiritual resilience is equivalent to lhat of a
  god-like mystical being.
  Darkseid, Ares
  At this level the Spirit remains strong evcn in the ravages of
  a hostile environment sud as Hell or Qward.
  Lords ofOuler and Chaos
  The Spirit can withstand an extended b:mle with a major
  demon.
  Doctor Fale (as Nalm)
  TIle individual can resist the attack of an emity-level
  mystical force.
  Trigon, Phantom Stranger
  The person is spirituaJ1y pure, or invulnerable, n condition
  attainable perhaps only in the sLate of nirvana.
  Demh
  
  WILL: "This Anribme represents a Character's
  ability to draw conclusions and hislher willpower in
  genera!." (DC HEROES Second Edition, Character
  Halldbook)
  ...
  APs
  5-6:
  7-S:
  9-10:
  Benchmarks
  The in{lividual possesses the will to face a new looming
  and confront the obstacles of a normal life.
  Solomon Gnllld,v. Ma al/(I Po Kent, Abigail Arcane Cable
  -The-person has a (ocuscd dedicated wjll and can summon
  the courage to save victims from hazardous silUations such
  as burning buildings. He might naively risk his life for
  stories or glory.
  Mr. Mxyzptfk, Commissioner Gordon. Lois ume
  This individual has exceptional self-discipline and can
  remain rational and calm during a crisis.
  Captain Atom. Pariah, Doc/or Mid-Ilite (origil/al), Rocket
  RetJ
  The individual possesses the resolve to conquer any human.
  rationallhreat or fear. save death.
  BrOll:e Tiger. Canmmall. MiJler Miracle. Hmdml/l1I.
  Ma.mell Lord
  The individual possesses enough willpower to override
  self-preservation and enter:m obviously unsurvivablc
  batlle.
  Lady Quark, Serr;eal1t Rock. The Warlord. Enemy Ace
  11-12:
  16-1S,
  19-21:
  22-24:
  25-27:
  28-30:
  The will is of an unyielding determination and fanatical
  strength and {he individual is fully capable of eonrrontin~
  sanity~l.hrcateningsituations and mystical phenomenon
  wilh no loss of resolve.
  fJatllUlII. )()ker, Power Girl. WOl/der Wuman
  The person possesses superhuman resolye to overcome
  paranormal situations beyond the scope of human
  comprehension.
  SwamI' Thillg, AlIlelhY.ft
  The individual has sufficient willpower to y,.ield great
  power with unfaltering confidence or arrogance.
  Brainiac. ROI'ell. Gil)' Gard/ler. HiglifCllher. Spectre
  Individuals at this level of willpower can dominate
  situations that could have platlCt:lry repercussions.
  Superman. OriOI/
  The individual's will is formidable enough to challenge
  intergalactic menaces without fear.
  Melron. Green Lalllen! (A/all Scotl). Green Lalllf'/"ll (John
  Stell·art). SlIIulmlill
  The individual possesses god-like mental resolve and is
  accustomed 10 overcoming uni ...ersal obstacles and IhrealS.
  Phantom Strallger. Green Loti/ern (Hal Jordan). Darkseid.
  Ares, Deml!
  The individUlll is resolute eyen in the face of universal
  destruction.
  MUI/i/O/". Allti-Moni/Or, Guardians ofthe Ullivf'/".I'(!
  MIND: "This Atlribute is a measure of a Character's
  resistance to mental stress."(DC HEROES Secolltl
  Edition, Character Handbook)
  AI's
  Benchmarks
  13-15:
  A person with this level of Mind is accustomed to dealing
  with alien or inexplicable phenomena. or problems outside
  any human experience. Individual" can handle the stress
  equaled to "the weight of the world" in stride.
  Demol/, Superman. Sri/iniac
  1-2:
  3-4,
  5-6:
  7-8:
  9-10,
  11-12:
  A person can endure the normal stress of daily existence.
  The person's mind is condilioned to withSland stressful
  conditions simular 10 those faced by police officers,
  firemen, and doctors.
  Hourman, Rockel Red. Cyborg. SIH!ed}'
  The person's mind is equipped to deal with great stress as a
  part of daily life. Undercover agents. leaders of nations. and
  most heroes fit Ihis category.
  DemlllulIl, Green Arrow, Fire. Vhen
  The individual has the mental fortitude to continue normal
  activities even in persistently painful or stressful situations.
  such as those experienced by hardened soldiers.
  Martiall Mal/III/mer. Sergeam Rock. Ra's AI Glwl
  The individual will maintain self-discipline and sanity eyen
  under strenuous torture or pain.
  Wonder lVo11um. Eelipso. Solomon Grundy. Circe
  This person's mental endut"J.nce is at the peak of human
  foltilude.
  Swamp Thing, Ravel/. Brother Blood
  16-18:
  This person can mentally endure the consistent strain of a
  hostile and taxing condition such as war for centuries.
  fligJljmher
  19-21:
  At this level. the person has a god-like mental stamina.
  Darkseid. Gllarllians oflhe UI/il'use, Chelno
  22-24:
  The mind remains whole even in situations where the laws
  of reality shift.
  25-27:
  The mind can withstand an assault that strikes to the core of
  the individunl's existence.
  Phalllo/ll Slral1ger
  28-30+:
  An individual with mental stamina at the level of a
  primordial entity.
  Dellth. Monitor. /l.ll1i-Mollitor. Salldmall
  
  DC Anribule Benchmark Tables:
  DEXTERITY (DEX): "Dexterity represents a
  Character's agility and nimbleness," (DC HEROES
  Second Edition, Character Handbook)
  APs
  Benchmarks
  11-12:
  This is a superhuman level of athletic prowess. where the
  individual can actual1y dodge high velocity projectiles such
  as arrows and bullets aimed directly at him or her with
  moderate effolt.
  Elollgated Mall, Spectre, Mister Miracle. Ama:;:o
  1-2:
  3-4:
  5-6:
  7-8:
  9-10:
  The person has normal agility and can perform 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 officerJ, firemen, clowlls, siage performers. dancers
  The person possesses agility equivalent 10 individuals who
  are well honed in athletic prowess as Gymnasts, Stun! men,
  and Circus Aerialists.
  Animal Mall, Cyborg
  The individual is agile enough 10 be a medal-winning
  Olympic gymnast.
  Aquaman, Bille Beetle. Stllrfire, Vandal Savage. Deadmrlll
  This person possesses the best agility humanly possiblc and
  could casily become a record-selting Gold Medal Olympic
  gymnast [m the level 10J.
  Batmall, BrOllze Tiger, Ra's Ai GIII/f, Kobra
  13-15:
  16-18:
  19-21:
  22-24:
  2.5·n
  28·30,
  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, Cheetllh, Captaill Manef
  The person is cap<'lblc of athletic maneuvers that seem to
  defy the ability or the humanoid structure, !-lis Ot her
  reactions are so swift laser fire appears in slow mOlion.
  Monitor, All/i-Monitor
  Reaclion lime 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.
  Flash (Jay Garrid:)[while substituting Superspeed for DEXl
  A person wilh agililY of Ihis magnitude sees his
  surroundings. even energy. as motionless and can easily
  dodge multiple laser fire.
  A level of agilil)' where the individual's reactions occur as
  if he was clairvoyant.
  STRENGTH (STR): "Strength represents a Character's
  ability to lift weight and withstand duress." (DC
  HEROES Secol/d Editiol/, Character Hal/dbook)
  APs
  Benchmarks
  13-15:
  The individual can summon strength to crush titanium
  without real eITolt or throw a car a half mile (this can be
  done at a 15).
  Lifting Range: 200 - 800 tons.
  Iron ofThe Metal Men, Mammoth
  1-2:
  3-4:
  5·6,
  7-8:
  9-10:
  11-12:
  A normal human who can lift 200 pounds above his head.
  A person .....ith exceptional human strength, equivalent to
  that of profcssional weightliftcl"lS.
  Lifting Range: 400 - 800 pounds
  AII/llro /he Cm'e Boy, JOllah Hex, Amanda \Valier, Wi/dear
  nlis is the level of maximum human strength.
  Lifting Range: 900 - 1,600 pounds,
  8aUIl(//I, Swrflre, HalVklllall, Creeper
  This is super-human strength capable of bending a steel
  crowbar.
  Lifting Range: 3 - 6 tons.
  Aqlluma1l, Nllklon, Firehawk
  A person with strength of sufficient force to demolish a
  concrete banjer.
  Lifting R
  ge: 12 - 25 tons.
  HounnLm, Metalllorpho, Red 5wr
  The power of the individual's strength can rupture a steel
  wall.
  Lifting Range: 50 - 100 tons.
  Big Barda, Troia, Cyborg, Lead a/The Metal Mell
  1<;·t8,
  19·2L
  22-24:
  2.5·27,
  28·30+,
  At this level of strength, most barriers. nalural or man-
  made, cannOI SlOp this individual, as he ean easily demolish
  a foltified bunker.
  Lifting Range: 1,600 - 6.400 IOns.
  Spectre, Martiall Manhllnter, WOllder WonulIl, Solomon
  Gnmdy, GrO(ld, Lobo
  This individual possesses strength equivalent to that of the
  giants of ancient legends.
  Lifting Range: 12,800 - 51 ,200 IOns.
  Captain Marvel, Kafihak. X 'Hal
  At this level the individual possesses god-like strength.
  Lifting Range: 102.400 - 409,600 tons.
  Darkseid, OriOIl, Ares, Lnurel Gand
  Beings with strength in this range have Tiffin-Icvel prowess.
  Lifting Range: 819.200 - 3.276,800 tons.
  5ltpemlOn, Heracles. Atlas
  This is entity-Icvel strength. Small celestial bodies are
  obliterated with the exercise of this level ofstrength.
  Lifting Range: 6.553.600 - 13,107,200 tons.
  Monitor. Allti ·Monitor, Trigon
  
  Who's Who #3
  © 1993 DC Comics Inc.
  All Rights Reserved.
  Published By Mayfair Games Inc.
  Text: Bryan Nysllll, Ray Winninger. Doug Tabb, and
  Mike Nystul
  Attribute Table: Bryon K. Mosley
  Appearance Listings: John Wells
  Editor: Bryan Nystul
  Graphic Design Lay-out: Mayfair Art Department
  Diagrams and Maps: Robert Mclees
  Cover Art:
  Pencils: Kevin Maguire
  Inks: Dave Cooper
  Color: Bob Le Rose
  All characters, their distinctive likenesses, names, logos.
  props and all other related indicia are trademarks of DC
  Comics Inc. Copyright ©1993 DC Comics Inc. Used under
  license by Mayfair Games Inc. All rights reserved.
  ~
  ~,.
  is a trademark of DC Comics Inc., used under
  ..
  Jf:..
  license by Mayfair Games Inc.
  . 5~
  .
  ...
  fTM is a registered trademark of Mayfair Games Inc.
  II.W,==-~
  MAYFAIR GAMES INC.
  No part of this book may be reproduced in any form or by
  any means, except for the inclusion of brief quotations in a
  review, without permission in writing from the publisher.
  Permission is granted to the purchaser of this book'to copy
  the maps and histories contained herein for personal use,
  provided that none of the copies are sold or traded.
  All characters in this book are fictitious. Any resemblance
  to actual persons, living or dead, is purely coincidental.
  Note: The male pronoun (he. his, him) is used in this book as a
  third-person singular in many instances. This usage is intended as
  a neuter term. and should be read as "he or she," "his or her," or
  "him or her" in all instance wherc it is used to imply a person of
  either gender. The use of the male pronoun is not intended to
  exclude women from this game or to suggest their exclusion.
  Manufactured in the United States of America.
  ISBN: 0-923763-77-5
  Mayfair Games Inc.· P.O. Box 48539· Niles, IL 60648
  
SOURCE: textdata/thevault/DC Heroes/MFG264 - Whos Who in the DC Universe 3.pdf