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DC HEROES
ROLE-PLAYING GAM_E
4 Reaci this First I

6 Chapter One: An Introduction to DC Heroes 111


14 • Welcome To Gotham City Solo Advepture 111

17 Chapter Two: Character Design 112 Chapter Seven: Gadgetry


17 I. Terminology 112 I. Basic Concepts
18 II. Character Creation 113 II. Building Gadgets
31 Ill. Experience and Character Growth 116 Ill. Modifying Existing Gailgets
32 IV. Advantages and Drawbacks 117 IV. Repairing Gadgets
41 V. Bonuses and Limitations 117 V. Replacing Destroyed Gadgets
43 VI.Powers 117 Vt. Omni-Gadgets
74 VII. Skills 118 VII. Mystical Gadgets
118 VIII. Gadgets in Combat
82 Chapter Three: The Rules 118 IX. Real World Gadgets
82 Idea One: Attribute Points
83 Idea Two: Attributes 124 Chapter Eight: Wealth
85 Idea Three: Rolling the Dice
85 Idea Four: The Action Table 126 Chapter Nine: Gamemasterlng
86 Idea Five: The Result Table 126 I. Principles of Being a GM
88 Idea Six: Powers, Skills. Advantages, 127 II. Running the Adventure
and Drawbacks 128 Ill. Don't Panic
88 Idea Seven: Hero Points 129 IV. Creating an Adventure
89 Idea Eight: Automatic Actions 132 V. Standard Awards

91 Chapter Four: APs and the World 135 Chapter Ten: Subplots
91 • General Rules 135 I. Gamemastering Subplots
91 • Movement 141 II. Playing Subplots
92 • Throwing Things 142 Ill. Subplot Categories
94 • Breaking Thing~

95 Chapter Five: Combat 144 Appendix A. The DC Universe


95 I. Time 144 I. History of the DC Universe
95 II. Actions 149 II. Places of Interest in the DC U ni verse
95 Ill. Keeping Track of Position 156 Ill. Inside the DC Universe
96 IV. Combat Sequence 160 IV. Character Roster
98 V. The Nuts and Bolts of Combat 169 V. The Death of Superman
98 VI. Damage
99 VII. Recovery 172 Appendix B. Animals
100 VIII. Knockback
101 IX. Combat Maneuvers 176 Appendix C. Genres
104 X. Defensive Combat Maneuvers 176 I. Genre Types
104 XI. Initiative Maneuvers 176 II. Genre Rules
104 XII. Special Combat Situations 176 Ill. Customizing Genres
107 XIII. Perception Checks
107 XIV. Example of Combat 177 Appendix D .
108 XV. Putting It Al l Together Character Design Summary

109 Chapter Six: Character Interaction 180 Charts and Tables


109 I. Types of Character Interaction
109 II. Resolvi ng Character Interaction 183 Batman (from Who's Who #4)
110 Ill. Time
111 IV. The Chari sma Skill
participate in an advent ure which is coord inated by
another person, called the Gamemaster ( GM).
Read This First! One person must be chosen as the Gam e mas te r.
Before playing, this person should be fam ili ar with the
rules of the DC HEROES RPG . The Gamemaster is like the
When you opened this book, you
writer o f a DC com ic book , unfolding th e s tory and
opened a whole new world: a world
filled with heroes and exciting making it work. This person also has the important task of
adventures, a world infested by villains p lay ing the roles of all of the other C haracters in the
and great dangers, a world where adve ntures. Characters who are not bei ng played by a
anything can happen. Welcome to the Player are called Non-Player Characters (NPCs).
world of DC HEROES. DC HEROES is a role- For example, in the solo adventure, Welco me to
p Ia yin g game. But even if you've , Gotham City, on page 14, the GM would play the th ief,
played role-playing games before, : or anyone else that Batman might meet in the story.
you'll find DC HEROES different from the The Gamemaster writes down the basic framework of
rest. For those who have never played the story, drawing out plans for the various locations,
role-playing games, please read the assigning Powers and Skil ls to the vill ains, and creating
next section. Experienced role-players the special plot twists for each story.
may skip this and start on page 6 at An
The Gamemaster must have a good gras p of the rules
Introduction to DC Heroes.
of the game, since he is the one who conducts play and
acts as a referee. Much of the material in the DC HEROES
RPG is devoted to the Gamemaster, and gives helpful
What is a Role-Playing Game? hints on how to run a good ga me.
When your group sits down wi th the Gamemaster to
A role-playing game ( RPG) lets you play a role, li ke pl ay, everyo ne has hi s ass igned ro le. As Playe rs, yo ur
an actor does on a stage. But unlike an actor, a role-player C h arac ters are a ll heroes. Th e Gamema s ter run s
does not have a script. Everything a person does affects everythin g else.
the outcome of the ga me, making every time yo u play
The Gamemaster wi ll then present the beginning of
different and more exciting.
the s to ry to the asse mbl ed group , b ut not as a dry
In the DC HEROES Role-Playing Game, each person may
summary of the facts. He will try to e ncourage you to
play the role o f o ne hero. You , the pl aye r, can play
im ag ine yo urse lf in the DC world , by describ in g the
anyo ne in the DC Un iverse, includin g Batman, Superman,
general setting, people, and other important information
Green Arrow, or even a Character you've made up.
about the situation the heroes find themselves in . Like the
Each hero has definite Powers and/or Ski ll s, each has
beginning of a comic book, a role-playi ng ga me can start
a Motivation for acting as a hero, and some have spec ial
with a bang or build slowly toward an exciting cl imax.
Advantages, Drawbacks, Vulnerabi lities, and Limitations.
As a Playe r, yo u mu st identi fy wi th yo ur chosen
The hero you choose to play, called the Character, is
hero ic Charac ter, a nd place him in th at settin g. Ask
involved in creati ng an interesting story with the other
yo urse lf que s tion s abo ut the e n vi ro nment and the
Players of the game. This creati on is not hard. In fact, it's
Character. How wo uld Wonder Woman ac t in th is place?
lots of fun. Everyo ne can learn role-playing games. They
What would she say or try to do? It 's all ri ght to ask the
are straightforward, logical, and deal with understandable
Game master questio ns to help yo u understa nd what 's
ideas.
going on.
Most people learn ro le-playi ng thro ugh ex perience.
Four e nvironme nts should always be kept in mind
Start slowly. Take as much time as you need, then stop
whi le you are role- play ing:
when it becomes confu sing. The more yo u pl ay the DC
H EROES RPG , the more yo u wi ll understand why certain
rules ex ist, and how to use them.
1. The immediate environment inc ludes those
The rul es in the DC HEROES RPG allow you to make things that are closest to your Character: hi s costume, the
chair he is sitting in, the gadgets and equ ipment included
up you r own stories abou t your fa vorite heroes. In stead of
j us t readin g a co mic book featurin g Ju st ice League with hi s costume, etc.
International, you will play the ro le of one of the heroes.
You dec ide wh ic h actions the hero will take, act as the 2. The general environment is the area in which
Character wou ld when meeting other Characte rs, and t he c h ai r is p laced: a room in th e Charac ter's
behave as if yo u were th e hero. Your hero will th e n headquarters, or a shack with ail of its features (doors,
windows, etc.) detailed by the Gamemaster.
3. The larger environment is the area beyond: the
space outside the windows and doors, the city in which
the headquarters is located, the swamp next to the shack,
Editor's Note
the trees, sky, birds, etc. to Players of the Second Edition
4. The world environment is usually the world of Welcome to the latest edition of the DC H EROES
DC HEROES , but it could be a planet trillions of miles from Role-Playing Game., lf you're like me, you've been
Earth, the heart of a supernova, a cave one hundred miles playing the 2nd edition for years, and you might be
thinking: "'Why a 3rd edition? The second edition was
bene ath th e s urface of a planet , or anyw here the
a big improvement over the fi rst, which was already an
Gamemaster takes your Character. excellent system." There are two answers to thi s
question:
Once the environment and the heroes and othe r First, we ran out of 2nd edition boxed sets, and the
people have been establi shed, the first problem can be decision was made to switch to a more convenient (and
presented by the Gamemaster. less costly) softcover fonnat. Since we had to layout
A problem can be anything that forces you and the the entire book anyway, we decided to revise the rules
other players to become involved with the story . It cou ld as well , rather than simply putting out a reprint in a
be a clue your Characters must solve, a bank robbery they different forn1at.
must foi l, or even a full scale attack on their headquarters! The se cond (less imp orta nt ) reason is that ,
At thi s point yo u and the others are no longer passive although the 2nd edition was an exceptional system in
its own right and much im proved over the original, it
observers. You must do something. Your decisions affect
still contained a number of minor rules probl ems ,
the outcome of the story, so that the story isn't just being typographical errors, etc., many of which were brought
told by one person, but being experienced and changed by to our attention by Players who attend conventions or
the whole group. write letters.
Wh e n yo u act, th e Gamema st er wi ll ask for When I was handed this project, it was made clear
information about yo ur Characters. Each Character in the that the 3rd edition bad to be I00% compatible with all
DC HEROES RPG has numbers that are used to rate that 2nd edition products. I also decided that I would not
Character's Abilities and Attributes. change the actual game system (sti ll intact from the I st
Sometimes the Gamemaster will ask yo u to roll dice. edition), and that I would make every attempt to
Thi s is the method by wh ich Players determine how change the rules in such a way that existing Characters
would not need to be revised or re-written (especially
successful their Character will be in certain actions. Once
considering our recent Who's Who supplements) .
the dice are rolled , the Gamemaster will look at his tables
With these guidelines in mind, the task of putting
and tell yo u the result of your actions.
this book together became a bit more diffic ult, but I
After the first problem, yo u and the other Playe rs think h was well worth it. All the minor changes that
take control of the game. Your Characters might have to have gone into the rules are fa r too nu merous to
follow up o n clues or fi ght the bad guys to find more summarize here, so I can only suggest that at least one
clues with which to keep the story moving. member of any DC H EROES gro up, preferably the
Som e time s , you' ll hit a dead end, and the Garnemaster, should read thi s entire book and pass o n
Gamemaster must be prepared to start again by presenting the specifics to the others. Particular attention should
a new problem wh ich lets the action move forward. And be paid to Chapter Two : Character De sig n , s in ce
so it goes throughout the adventure; the Players and the many of the Power descriptions have been expanded
and clarified, and some Base Costs and Factor Costs
Gamemaster working together to create a totally unique
have changed .
story, like those found in DC comic books.
The product you hold in your hands contai ns the
The ru les presented here give you a framework on same fun and exiting game as the prev ious edi tions,
which LO build the world of the DC HEROES RPG . They with the added benefit of revised rules, new Abi lities,
allow yo u to create and experience new adventures, and to and updated DC Characters, including the notorious
find out just how fast, strong, or powerful yo ur favorite Doomsday!
Character is.
Role-playing is fun and challenging. It helps develop Enjoy !
the im agi nation , a nd le ts people und e r st a nd th e
importance of team work and honesty. But most of all , Bryan Nystul
role-playing lets you li ve the lives of your favorite heroes DC H EROES Editor
and share in the ir exc iting adventures!
Attribute Points arc the basic form of measurement in the
DC HEROE S RPG . Eve rythin g, inc lu di ng tim e, di sta nce, and
vo lume, is measured in Attribute Points. Att ribute Points are
abbreviated APs. You should reme mber thi s abbreviation: we
use it a lot.
Si nce Att ribu te Po int s meas ure eve rythin g in th e DC
HEROES RPG , it is easy to tran sfer these Points from one form of
meas ure men t to a nother. Fo r instan ce, to find how muc h a
Character ca n lift, find his Attribute Points for Strength. This is
the number of Attribute Points of weig ht he ca n lift without
strain.
Attribute Points are also used to measure how effecti ve a
Character's actions are. So in combat, APs are used to find how
much damage a Character inflicts or sustains. In a race. APs are
used to find out how fast a Character runs. An d so on.
APs can even measure kn owledge or money: 1 AP equals
th e informmion in a magaz ine o r $50, 3 APs equal a two-
vo lume diction ary or $200, and 5 APs equal a te n-vo lume
encyclopedia or $800.
These amounts of damage, speed, info rmati on. or volume
are related LO real wo rld unit s like pounds, fee t, and seconds
There is a base va lue for each type of measurement called Effect
Units. These are as fo ll ows:

Measurement Effect Units

Weight 50 pounds
Distance 10 feet
Time 4 seconds
Volume I' X I' X l '
Money $25
Information I Paragraph

These Etfect Units are eac h equal to O APs. In th e DC


H EROES RPG , 0 has a measura ble va lue.
Zero APs of time, or 4 seconds, is referred 10 as a phase
This term is often used durin g combat.
Right now, just co nce ntrate on the fo ll owing: Eac h addition a l AP of meas ure me nt is wo rth twice as
mu ch as the AP before it. Therefore, a Character with a Strength
1. Attribute Points of 6 is twice as strong as a Character with a Strength of 5
There is a tabl e later in thi s book (called the Benchmark AP
2. Attributes Table) that explains how LO quickl y conve rt APs into their real
3. How to Use the Dice wo rld equiv a lents and real wo rld me asures into APs. This,
however, is not important fo r the Players. It is enough to know
4. The Action Table
how many APs somethin g has, because a// measureme nt s are in
5. The Result Table APs, not pounds, inches, or cubi c feet.
6. Powers, Skills, Advantages, Drawbacks Weight, for instan ce, goes like thi s·
7. Hero Points APs Real World Weight
8. Automatic Actions
50 lbs.
lOOlbs.
Once yo u have read through these secti ons, you will be
ready to play the solo ad ve nture, Welcome to Gotham City.
200 1bs.
After you have mastered that, you should be able to play the DC
4001bs.
HEROES RPG with someo ne who understand s a ll of th e rules
800Ibs.
1,600 lbs.
After you've played a few tim es, read the rest of the book to add
3,200 lbs.
variety to the game.
Distance also works o n thi s scale so that:
DEX: 9 STR: 5 Boov: 6
APs INT: 12 WI LL: 12 MIND: 10
! NFL: 10 AURA: 8 S PIRIT: I0
INITIATIVE: 35 H ERO POI NTS: 150

Physical Attributes
Dex terity ( DEX) is you r C h ara cter's skill in us in g hi s
hands and body, the degree of control he has over hi s phys ica l
self, o r hi s abilit y to de fl ec t a Ph ys ic a l A tt ac k. Batm an 's
Dex te rity o f 9 is in credib le. He is ma ny many tim es m o re
acc urate and agile than the average person, whose Dex terity is 2.
Sin ce a ll meas u re me nt s are re late d , you can use the m In combat, thi s Dexterity is used to determine if Batman lands a
interchangeabl y. Fo r instance, a Character with a Strength of 6 pun ch o r dod ges a bl ow, de pendin g o n wh eth er he attac k s
APs can li ft 6 APs of we ight. A C harac ter who has 5 APs of the someone or is defending himself.
Fli ght Power can fl y S APs of d istance in a sin gle phase (0 APs St rength (STR) is yo ur Character's ph ys ical power, the
or 4 second s) of time. amo unt of ph ysica l fo rce he can bring to bear o n an object.
A Character with 6 APs of Flight can fl y 6 APs of distan ce, Batman's Strength o f S is very good, but within human limits;
wh ich is twice as far as 5 APs, in the sa me amount of ti me. he is as strong as the best we ight li fters. Batman 's Strength is
Thi s brin gs up an im po rt a nt po int : APs in crease very used to fin d out how much damage he g ives when he lands a
qu ickly. An average adult we ighs 2 APs, I O APs of weight is I S punch.
tons, and 20 APs is I 5,000 tons. Th erefo re, you have a slim Body (Boov) is more than just your C haracter's physical
chance of defeatin g someone in an arm wrestl ing contest if he se lf. ll is hi s resistance to phys ica l damage. When he sustains
has 4 APs more o f strength than you do. damage from a Ph ys ica l Atta ck ( li ke a pun ch), th e n umber
The di ffe rence between a Strength o f 2 (Jimmy O lsen) and representing hi s APs of Boov is lowered . Thi s lowered number,
a Strength o f 25 (S uperman) is much larger than it might seem however, is on ly your Ch aracter's Curren t Boor Condition ; hi s
al fi rst. Th is leads us to our nex t idea: Attributes. BooY Auribute always remains constant when de fendin g against
an opponent.
When the dam age g iven to a Character's BODY brings hi s
Current BODY Condition to 0, he will become unconsc ious. If a
C ha ra c te r 's C urre nt BooY Co nditi o n is eve r lowe re d to a
Attributes are natural abilities that every C haracter in the negati ve value below hi s ori g inal BooY APs, he is dead.
DC wo rld possesses. If you loo k at a C haracter 's desc ription The Batm an's BooY of 6 is very good. He has conditi oned
(see the Character Roste r, p. 160), yo u will noti ce a seri es of himself so we ll that he can take more damage than almost any
abbreviations and numbers. This sec tion will exp lain what th ose other human. If he sustains enough damage in combat to bring
words and numbers mean and how they are use d in the DC hi s Current Boov Condition be low -6, he will die.
H EROES RPG
Most of the terms in thi s secti on are fami liar. Nine of these
te rm s re fe r to A b ili ti es of yo ur C h a ract e r . Th ese are hi s
Attributes . The other seven term s refer to the two ways the nin e D EX : S TR: B ODY:
Attributes are grou ped. This may see m like a lot of terms, but to INT: 12 WILL: 12 MIND: 10
make it eas ier, we wi ll use the Batman as an example of how
these terms are interrelated .
[ NFL: LO A URA: 8 SPIRIT: 10
Attributes arc measured in APs, so they are related to the I NITIATIVE: 35 H ERO POINTS: 150
Attribut e Po ints fro m Idea O ne . Attr ibutes are grouped int o
three diffe rent areas of hum an characteri stics: ph ys ical, mental, Mental Attribute s
and mystical. These Auributes are: Int e ll ig e n ce ( INT) is a meas ure of h ow eas il y yo ur
Character grasps ideas, the degree of control he has over mental
ene rgy, and hi s abi lit y to manipu late inform atio n. Batman 's
Intelli gence of 12 is s upe ri o r. He is a tho usa nd tim es mo re
perceptive than the average human (w hose Intelli gence is 2).
Will (WILL) is your Character' s mental power, the amount
of mental energy and strength he has naturall y. Batman's WI LL of
12 APs is a measure of how we ll he can organi ze facts and draw
co nc lu s io ns. Thi s s tre ngth is d er ived fr o m hi s r ig id se lf-
di scip li ne and proven resolve to fi ght crime. Batm an's WILL is
his mental "musc le."
M ind ( MI ND) is yo ur C haracter 's res ista nce to me nta l
damage in the form of Me ntal Attacks li ke Mind Probe. Whe n a
C haracter sustains mental damage, his Curren t M IND Condition is
lowered . If there is enou gh damage to lower his C urrent M1No
Condition to 0 , he will beco me unco nsci ous. If a C haracter 's
C urre nt MINO C onditi o n is eve r lowered to a nega ti ve va lue
below his original MI ND APs, he is dead.
Even if some villain were able to strike at Batman 's mind ,
hi s MIND of IO APs wo uld make it ve ry hard to destroy hi s
Each Auribut e has a spec ifi c mea nin g that is di sc ussed ab ili ty to think . On ly a powerful o r sustain ed Mental Attack
fo llowing. Abbrev iations fo r each Attribute are in parentheses would kn ock him unconscious (by reduc ing his C urrent MI ND
foll ow ing the Attribute. Co nditi on to 0), and ki ll ing him (by reducing hi s C urrent MIND
Conditi on to - 11 or lower) wou ld be almost impossible. It would The DC HEROES RPG has a uniqu e way of findin g the chance
be much eas ier to kill hi m physicall y of s uccess. Every Acti ng Attribute mu st be compared to the
Opposing Attribute of the object or person your Character wants
to affect. When a C haracter uses o ne of hi s Attr ibut es, the
Acting and Opposin g Attributes arc the sa me.
D EX : STR: B ODY : For instance, if the Batman were going to punch a crook,
INT: 12 WILL: 12 MIND: 10 hi s DEX (Acting Attribute ) wo uld be compared to the Dex
INFL: 10 AURA : 8 SPIRIT: 10 (Opposi ng Attribu te) of th e crook he wa nts to hit. Th e two
Attributes are compared on the Action Tab le, which is exp lained
I NITI ATIVE: 35 HERO POI NTS: 150 on pages 9 through m
Usuall y, a Character's Ac ting/Opposin g Attributes are hi s
Mystical Attributes Dex terit y (for ph ys ic al ac ti ons), Inte lli ge nce (fo r mental
Influence (INFL) is the force of a Character's personality, action s), and Influence (for mystical ac ti ons). There may be
hi s ability to affect the e motions and responses of others, and his other abilities that can be used instead of these Acting/Opposing
mystical potential. Batman' s Influence of 10 allows him to scare Attr ibutes. Fo r in stance, whe n a C ha rac ter use s one of hi s
the wits out of most of hi s opponents. Powers or Ski ll s, he ca n often use differ e nt Acting and
Aur a (AURA) is the e ffec tiven ess of yo ur Characte r 's Opposin g va lues. For exa mple, Batman can use the APs of hi s
personality, hi s ease at contro lli ng a group, and hi s mys ti ca l Detect ive Skill in place of hi s Intelli gence to determine if he can
strength . Batman 's AURA is what makes him abl e to lead Justi ce ana lyze a clue or not.
League International so we ll. Hi s contact with supernatural foes
and alli es has dri ven him to increase hi s AURA beyond the leve l
of a normal human.
Spirit (SPIRIT) is your Character's abi lity to resist fear, hi s D EX: STR: BODY:
control of emotion , and hi s res istance to Mystical Damage. If INT: 12 WtLL: 12 MI ND: IO
there is enough damage to lower hi s Current SPIRIT Condition to 0,
INFL : 10 AURA: 8 10
SPIRIT:
he will become uncon sc io us. If a Character's Current SP IRIT
Condi ti on is ever lowe red to a negati ve va lue below his original I NITI ATI VE: 35 H ERO P OINTS: 150
SPIRIT APs, he is dead. Batman 's SPIRIT of 10 makes it very hard
for an opponent to dam age him with a Mystical Attack . More Effect Attributes a re th e amou nt s of pow e r that a
than 20 AP s of Mys tic a l Dam age wou ld be nee ded to kill Characte r can direc t at an opponent or obj ect once it has been
Batman. determin ed that hi s action is s uccessfu l. This amount can be
physical strength , mental strength, or strength of personality. A
There is another way to group the nine Attributes. Like the Character's Effect Attributes are Strength, Will and Aura.
fir st se t of ca tego ri es, whic h grouped th e Attrib ut es into As with Actin g and Opposing Attributes, an Atlribute of
Phys ical , Me ntal , and Mys ti ca l Attributes, thi s second set of the attacker is compared to an Altributc of the defender. Once it
categories gro up s th e m into Acting, Oppos in g, Effect, and ha s bee n det e rmin e d than an action is s uc cess ful , thi s
Resistance Attributes. co mparison tak es p lace on th e Resu lt T abl e. Th e attacke r 's
Th ese a re th e las t four ter m s yo u nee d to learn to Effect Attribute is com pared to the d e fender 's R esis tan ce
understand Attributes. Each of the Attribu tes is grouped under Attribute (see the fo ll ow ing descripti on) to find a number ca lled
one of these categories: the Result APs ( RAPs)c
Thi s numbe r is use d for mo re than just the amount of
Acting/Opposing damage. The Res ult APs are used to see how large a hole a
Attributes: • Dexterity Charac te r can s m as h in a wa ll , how large a n ice blo ck a
C haracter makes with hi s lee Production Power, o r how many
• intelligence
clues a Character finds at the scene of a crime, as well as how
• Influence mu ch damage a Character recei ves.

" Effect Attributes: • Strength


• Will
• Aura D EX: STR: BODY : 6
INT: 12 WILL: 12 MIND: 10
Resistance Attributes: • Body INFL: JO AURA: 8 SPIRIT: 10
• Mind INITIATIVE: 35 HERO POINTS: 150
• Spirit
Resistance Attr ibutes determine how muc h damage a
BATMAN , Character can take in phys ical, mental, and mysti cal areas. The
Resisrnnce Attributes are Body, Mind, and Spirit.
DEX: 9 STR: BODY: The Res istance Attribute is co mpared on the Res ult Table
INT: 12 WILL: 12 MI ND: 10 to the Effect Attribut e o f the a tt acker. The numb er found
INFL: 10 A URA: 8 S PIRIT: 10 te mpora ril y r ed u ces the AP s o f th e Current Co ndition .
Re membe r, no mauer how serio usly a Characte r is hurt , he
INIT IATIVE: 35 HERO POI NTS: 150 always defends at the ori ginal value of hi s Res isrn nce Attribute.
The Character's C urrent Boov, M1ND, or SPIRIT Condition is used
Acting/ Opposing Attributes are used to determine if an to determine only two thing s: if th e hero ha s been rendered
ac tion is s uccessful. These Attr ibutes are not used just fo r unconscious, or if he has died in batt le.
act io ns in co mb at; any act ion ca n be eas il y and quick ly For instance, Batman 's Resistance Attribute for Ph ys ical
determined. Actions can be landing a punch, fi guring o ut a clue, Attacks is hi s BoDv. Even if he los t 3 APs from hi s Current BODY
usi ng yo ur Li ghtning Po wer to bl ow a ho le in th e wa ll, or Condition, he wo uld still defend at 6 APs. If a Res istance
painting a picture. All actio ns use the Action Tabl e to fi gure out Attribute (Boov, M1ND, OR SPIRIT) is temporarily reduced to O or
the chance of success. below, the Character fa ll s unconscious.
Action Table
Opposing Value Columns

1 3 5 7 9 11 13 16 19 22 25 28 31 36 4 1 46 51 56
to to to to to to to to to to to to to to to to to to
0 2 4 6 8 10 12 15 18 21 24 27 30 35 40 45 50 55 60 +5

1-2 6 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75 80 +5
3-4 5 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75
5-6 4 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70
7-8 4 5 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65
9-10 3 5 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60
i
C,
11 -12 3 9 11 13 15 18 21 24 28 32 36 40 45 50 55

..
a.: 13-15
.a 16-18
3
3
3
3 3
7
4" 5
9
7
11
9
13
11
15
13
18
15
21
18
24
21
28
24
32
28
36
32
40
36
45
40
50
45
19-21 3 3 3 4 5 7 9 11 13 15 18 21 24 28 32 36 40
~ 22-24 3 3 J 3 9 11 13 15 18 21 24 28 32 36
a,
C 25-27 3 3 3 3 3 9 11 13 15 18 21 24 28 32
~ 28-30
31 -35
3
3
3
3
3
3 3
4
3
5
4
7
5
9
7
11
9
13
11
15
13
18
15
21
18
24
21
28
24
36-40 3 3 3 3 3 3 3 4 5 7 9 11 13 15 18 21
41 -45 3 3 3 3 3 3 4 5 7 11 13 15 18
46-50 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11 13 15
51-55 3 3 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11 13
56-60 3 3 3 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11
+5 C
+S: On e Colum n Shift f o r each +5 . C: Ca nce l - One +5 Ro w ca nce ls o n e +S Colum n .

Jf a Character 's Current Condi tion is ever lowered lo a Yo u do not get to keep rollin g. Furthe rmore , even if do ub le
ne ga t i ve va l ue bel ow h i s orig in al Bo o v, M I ND , or SPIRIT I 's is ro ll e d o n t he second or g reate r ro ll , the roll fai ls. For
Condi tion , he is dead. For Batman to be kill ed wi th a Ph ys ical in stance. if you ro ll double S's, the n d o uble 7's. then d o ubl e I 's,
Attac k, for in stance, his BODY Condition must be reduced to -7 your action fa ils.
APs.
Four
Three The Action Tobie, togethe r wit h the Result Table, re so lves
ne arl y a ll of the actions in the DC H EROES RPG . Thoug h they look
Rolling the dice is a very trivial yet importan t pa rt of every
co mp lex, u s in g t h e Tab les is re la t i ve ly easy. Read th e
role-play ing game. In order to pl ay the DC H EROES RPG you w ill
descript io n and examp les that fo ll ow. Soon you ' ll kn ow how to
need two te n-s ided dice (wh ich sho ul d be readi ly a vailab le at the
reso lve a lmost any act ion in the DC H EROES RPG .
store where you got thi s book). A ten-s ided die is referred to as a
The re are e ig ht new terms associated w ith the T a bles, but
D10. If you are asked to ro ll a D IO, ro ll one d ie. The numbe r
do n' t worry: some are fami liar terms used in a s lig ht ly new way
show ing on top is your roll; 0 is cou nted as te n, not zero
These te rm s are:
If 1he Ga me ma ste r asks yo u to ro ll 1D10, you w ill most
like ly be ro ll ing fo r Initiative. Ini tiati ve is used d uring combat to
Acti o n Ch ec k, Act ing Valu e, Opp os in g Va lu e, Su ccess
de term in e whic h C ha rac te r ge ts to dec lare an d perfo rm h is
Numbe r, Co lumn Shift, Co lu mn Shift Thres ho ld , Effec t Va lue,
action first
a nd Resistance Va lue .
To determ ine your Initi ative, roll ID IO a nd add the res ult
Th e fo llowing example pits Night wing o f the New Titans
to your Charac te r's Init iative ratin g. Whoe ver has the lowest
against Deadshot o f the Suicide Squad (who has just run out of
Initiati ve declares hi s ac tio n first. Then , when comba t begin s,
ammunition). It will help you gain a better understanding o f how
whoever has the hig hes t Initia ti ve perfo rm s hi s act io n first.
the terms mentioned above apply during plo y.
You ' ll get to prac ti ce rolling Initiat ive in the so lo ad venwre ,
We lco m e t o Go tha m City .
In o rd e r to foll ow alo ng, you w il l need the Ac 1ion and
Whe n you a rc asked to roll 2D10. roll bo th dice and add the
Resu lt Tab les, a long w ith these sta1i s 1ics fo r N ig h 1w in g a nd
results together. If you ro ll doubl es (the same numbe r on e ach
Deadshot:
d ie), you may add the total the n roll again. Add the new d ice roll
to your first ro ll to get your total. For instance, if you rolled a 4
and a 4, the n a I a nd a 9, your to tal ro ll wou ld be 18.
If you keep roll in g doubles, you may kee p add ing the new DEX: STR: B ODY:
rolls a nd t he n ro ll th e dice aga in . You do no t ha ve 10 keep
ro lling if you ge t doubles : yo u may stop ro lling the d ice any1ime
INT: W ILL: M IND:
afte r your first ro ll. I NFL : AURA: SPIR IT:
EXCEPTION : If at any time you roll a 2 (double 1's), you I NIT IATIVE : 28 HERO POINTS: 90
automatically fail at the action you were attempting.
I ,a t Fourth: Roll the two ten -sided dice. If you roll your
Success Number or better, the acti o n is successful.
DEX: STR: B ODY:
You roll a 2 and 2, a 4. It is doubles, so you roll again.
I NT: WILL: MI ND:
Now say you roll an 8 and a 1, a 15. The total is 19
I NFL: AURA'. SPIRIT: (Z+ Z+ B+ l= 19). Nightwing has definitely hit Deadshot.
I N ITI ATI VE: 24 H ERO P OINTS: 55
Fifth: Determine if the roll is within the Column
Shift Threshold. When a C haracter does so methin g we ll ,
Th e Ac ti on Table is read both down and across. Wheneve r he mi ght earn a bonus to add IO hi s result . This bonus is
we wa n! you to read down, we ca ll the listin g a Column. When ca ll ed a Column Shift. But be fore thi s bonu s c an be
we want yo u to read across. we call the listing a Row earned, two co ndition s mu st be met:
A) Th e rol l mu s t be greate r than th e Success
Nightwing is attempting ta punch Deadshat. Number, and
B ) The to ta l di e roll m us t li e on or beyond th e
First: Find the Acting Value column. Th e Acting Values are Column Shift Thresho ld .
located in the left-hand column of the Act ion Table. Th e Ac tin g The Actio n Table is se t up so that any roll over 11
Va lu e is mo st often a mea s uremen t of a C haracter" s Ac ti on mi ght earn the Player a Column S hift. Notice that the 11 ' s
Attribute (DEX, INT, or INFL ). De pe nding o n whi ch type of actio n split th e Ac ti o n Tab le in two. Th is is the Column Shift
is being performed. a ce rtain Acting/Oppos ing Attribute is used. Threshold.

Actl~';; Type Acting/ Opposing Attributes Nightwing needed an 11 or better to hit Deadshot. If
you compare Nightwing 's Success Number of 11 with his
• Physical • Dexterity roll of 19, you see that he is well to the right of the 11 's.
•Mental • Inte lligence This not only means that Nightwing was successful in his
~ ystical • Influence action, but it also makes him eligible for a Column Shift
Bonus.
Sometimes, ot he r Attr ibutes ca n replace th e normal If Nightwing had rolled an 11 , his action would have
Act in g/Oppos in g Attr ibut es (Dex, INT, or IN FL ). Powe rs been success ful, but it would not have been good enough to
or Ski ll s. fo r instance. us ua lly th e ir own rat in gs as th e earn him a Column Shift Bonus. In this case, you would
Ac tin g Va lue . immediately go to the Result Table.

Beca use Nightwing is attempting to perform an Sixth: Determine the number of Column Shifts.
action, it is time to begin our Action Check. Pun ching Place your fin ger on the Ac ti on Table where the Opposing
someone is a Physical Attack, so use Nightwing 's DEX of 8 as Va lue Column in te rsec ts th e Act in g Row . Thi s is the
the Acting Value. The fifth Row down is the 7-8 Acting S uccess Numbe r th at your Character needed to ro ll to hit.
Value Row. If yo u ro ll e d hi g her than yo u r C haracter's S uccess
If Nightwing had a Mental Power that he wanted to Number, he hit hi s opponent so we ll that he rece ives a
use, like Heat Vision or Hypnotism, he would use the APs of bonu s.
that Power as the Acting Value, not his DEX. Mo ve your finger across the row (to the right) to the
nex t number. If it is small er than the die roll. count th at as
Second: Find the Opposing Valu e row. Th e o ne Column S hift, a nd move o ne mo re Column to the
Opposing Values are located in th e topmo st row of th e ri ght. If that number is sma ll er th an the di e ro ll, count th at
Action Table. Like the Ac ti ng Va lue, the Opposin g Val ue as another Col umn Sh ift . You no w have two Co lumn
is common ly the Act ing/Opposing Attribu te (Dex, INT, or Shifts
INFL) of th e defending Character. But the Oppos ing Val ue You co ntinu e mov in g your fin ge r. cou ntin g each
can come from ot her Attributes. lf the Cha racter is usin g a move as an add itio nal Column Shift . Once you reac h a
Powe r or Ski ll to defe nd him se lf fro m attac k, th en th e number hi gher th an your d ie ro ll , sto p counting.
APs of the Power o r Ski ll become th e Oppos in g Va lue. Th e numb e r of mo ves is th e numbe r of Co lumn
Sh ifts that a C harac ter wi ll receive. You sho uld remember
Deadshot will try to dodge Nightwing 's blow with his the numbe r of Column Shift s because it increases your
own Dexterity. Deadshot has a Dexterity of 8. Go across the results on the Res ull Tab le.
Opposing Value row until you find the 7 to 8 Opposing
Value Column. Place your finger on Nightwing 's Success Number of
If Nightwing were using a Mental Attack, Deadshot 11. This is located on the intersection of the 7-8 Acting
would defend with his Acting Attribute for Mental Attacks, Value Row and the 7 to 8 Opposing Value Column. Move
his Intelligence . If Nightwing had the power to use a one Column to the right to the 13, counting "one." So far,
Mystical Attack, Deadshot would defend with his Acting you have gained one Column Shih.
Attribute for Mystical Attacks, Influence. But Nightwing has Move again, this time to the 15, counting "two. " And
no way o f making Mental or Mystical Attacks and must use again to the 18. You now have three Column Shifts.
brute force; instead he tries to punch Deadshot. Move one more time, but this time the number is 21.
Your roll was 19 (less than 21 ), so you do not receive
Third : Find the Success Number. Find where 1he another Column Shih.
Acti ng Va lue Row and the Opposing Va lue Column mee t.
Th e number at thi s inte rsec ti o n is th e Success Number. Seventh: Go to the Result Table. Once you have the
Thi s is th e lowes t number you ca n ro ll on the two ten- num be r of Column S hifts ( if any). it is time to use the
sided di ce (2D10 ) for your C harac ter to succeed at hi s Re s ult Table. The Re s ult Table is never used when a
ac11on . C haracter fail s to roll hi s S uccess Number on the Ac ti on
Tab le. Th at C haracte r s impl y " mi ssed" or fail e d to
By looking at the Action Table where the 7-8 Acting perform hi s ac tio n.
Value Row and the 7 to 8 Opposing Value Column meet,
you see you need to roll an 11 for Nightwing to hit Keep in mind that Nightwing has 3 Column Shifts
Deadshot. against Deadshot.
Result Table
Resistance Value Columns
1 3 5 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
to to to to to to to to to to to to to to to to to to
X 0 2 4 6 8 10 12 15 18 21 24 27 30 35 40 45 50 55 60 +5

1-2 +I A N N N N N N N N N N N N N N N N N +5
3-4 +I A I N N N N N N N N N N N N N N N N
5-6 +I A 3 N N N N N N N N N N N N N N N *
7-8 +I A 2 N N N N N N N N N N N N N N *
9-10 +I A 4 3 2 N N N N N N N N N N N N N

j 11-12
13-15
+l A
+I A
IO
12 II
7
9
6
8
4
7
3
5
N
3
N
N
N
N
N
N
N
N
N N
N N
N
N
N
N
N
N
N
N
N *
N
16-18 +I A 14 13 IJ 10 9 8 6 4 N N N N N N N N N N
~

.
;; 19-21 +1 A 18 17 16 14 12 IO 8 6 4 N N N N N N N N N
> 22-24 +I A 21 20 19 17 15 13 II 9 7 N N N N N N N N

i 25-27
28-30
31-35
+I A
+I A
+I A
24
27
30
23
26
29
22
25
28
20
23
26
18
21
24
16
19
22
14
17
20
12
15
18
1.0
13
16
II
14
6
9
12
N N
7 N
IO 8
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
36-40 +I A 35 34 33 31 29 27 25 23 21 19 17 14 12 9 N N N N
41 -45 +I A 40 38 36 34 32 30 28 26 24 22 20 18 16 13 IO N N N
46-50 +I A 45 43 41 40 38 36 34 31 28 26 24 22 20 17 14 JI N N

.
51 -55 +I A 50 48 46 44 42 40 38 36 34 32 30 27 24 21 18 15 12 N
56-60 +I A 55 53 51 49 47 45 43 41 39 36 33 30 27 24 21 18 15 13 *
+5 A C
• for every 5 APs of Effect Value over 60, Increase the RAPs by 5 .
*Shift the Effect Value up o n e row for each +5 column and use the 6 0 Resist a n ce Va lue.
A All . The Result APs are equal to the Effect Value.
C Cancel. One +5 Row ca ncels one +5 Colu mn .
N No Effect . The action has no effect on the targ et .

Five If Nightwing had a Power like Heat Vision or Hypnotism, his


Effect Va lue wou ld equal the APs of this Power instead of his
The Result Table tells you how effective your acti on was, by Strength.
telling you the number of Res ult APs (RAPs). It is poss ible,
however, to have a successful acti on which has no effect. Any Second : Find the Res istance Va lue row. Thi s is foun d
Charac ter ca n probably hit a wall (a successful act ion), but it is along the top of the Res ult Tab le. The defender's Resistance
less likely that he will damage the wa ll (getting APs of res ult). Value is usuall y one of his Resistance Attributes:
Once you have succeeded on the Action Tabl e, the Result
Tabl e is consulted to see what effec t your Charac ter's acti on Resista nce Type
had.
Below is a ste p by ste p gui de to the Resu lt T ab le. Th e • Phys ical
previo us exa mpl e is co ntinu ed. So fa r, Nig ht win g has hit • Mental
Deadshot and has gotten 3 Column Shifts. • Mysti cal

Fi rst: Fi nd the Effect Value column. Th is is located on the Th e Res ista nce Valu e co uld a lso co me fro m o th e r
fa r left-h and side of the Result Table. The Effect Value usually Attributes. For insta nce, a de fender' s Powe r or Sk ill could be
eq uals your Character's Effec t Anribute. used to resist da mage, and its APs would be used instead of a
Depend ing on whi ch ty pe of auac k is bei ng made, certai n Resistance Attri bute.
Effect Attributes appl y:
Since Nightwing is using a Physical Attack, Deadshot resists
Effect Type Effect Attributes with his physical Resistance Attribute: his Body.
Deadshot's Body is 5. Move your finger across the Resisting
• Physical •Strength Value row ta the 5 to 6 Column.
• Mental • Will If Nightwing had attacked Deadshot with a Mental Power
• Mysti cal • Aura like Hypnotism, Deadshot would use his Resistance Attribute for
Mental Attacks: his Mind.
The Effect Value may also come from other Attributes. For
instance. when a Power or Skill is used to perfo rm .in acti on, th e Third: Get the Resu lt APs. Find where the Effec t Va lue
APs of the Power or Skill are used as the Effec t Va lue. Row and the Resistance Value Column meet. This number is the
nu mber o f Res ult APs (RAPs).
Nightwing is attacking physically, so his Effect Attribute is his If the res ult is an 'N' then there is No Effect. If the Res ult
Strength. Respectively, Nightwing has a Strength of 4, so his Effect is an 'A,' th en the RAPs are equ al to th e APs of th e Effec t
Value is 4. Move your finger down the Effect Va lue column to the Value. If the result is in the + I Column, add I AP to your Res ult
3-4 Row. APs fo r every time you shift into th is Column.
Unl ess yo u are playing w ith Characters who are as tou gh or
tougher than Superman, you will not need the +5 row. The Rules
sec lion has thi s ex planation Seven
Nightwing has an Effect Value of 4, and Deadshot has a Hero Points are used in many differe nt ways in the DC
Resistance Value of 5. By following the 3-4 Effect Value Row to HEROES RPG . T.hey are earned through adventuring and spent like
where it intersects the 5 to 6 Resistance Value Column, we see an money to.obtam iten~s, Powers, Skills, or temporary increases in
N. This would mean that Nightwing did negligible or no damage yo ur Acting, Opposin g, Effect, or Resistance Values. All the
to Deadshot, but ... we haven 't yet applied the Column Shifts uses of Hero Points are covered in full detail later in this book,
Nightwing received on the Action Table .. so for now le t 's co nce ntrat e o n te mp o rar il y in c reas ing a
C haracter's Va lues durin g play. Th e following exampl e will
Fourth: Apply the Column Shifts. Any Column Shifts from help explain how thi s is done.
th e Ac tion Tabl e are app li ed to the Co lumn s on th e Re sult
Tabl e. Colu mn Shift s on the Result Table are made to the left, Mike 's hero is hurt. He has accumulated a lot of damage and
decreasing numbers in the Resistance Value row, but increasing doesn't have much fight left in him. The villain knows it. But the
the number of Resu lt APs within the Ta bl e itself. The more hero summons up his final reserves of strength for one last attack.
Column Shifts you gai ned on the Act ion Table, the more the Haw can he da it? The answer is Hero Points.
defender' s Res istance Value is lowered. Thi s causes the number
of RA~s to in crease. T he defende r is accumulating damage at Our fri end is in trouble, but he has 5 Hero Points. He can
thi s pomt spend them to te mporaril y inc rease the APs of hi s Abiliti es.
T he He ro Points are added to th e Act ing or Opposing
Nightwing had 3 Column Shifts. This shifts Deadshot 's Values (on the Action Tab le) or the Effect or Resistance Values
Resistance Column three to the left, from an N to an A. This means (on the Resul t Table). For every Hero Point spent, the APs of
that Nightwing received a number of Result APs equal to his Effect the appropriate value increase by I.
Value of 4. Nightwing did 4 RAPs of damage to Deodshot 's
Before Mike or the Gamemaster rolls the dice for an action,
Current Body Condition.
If Nightwing had only rolled an 11 on the Action Table, you
Mike must declare that he is adding the Hero Points, and where:
to the Acting and/ or Effect Value (if his hero is doing the action),
would still go to the Result Table to determine how much damage
or ta the Opposing and/ or Resistance Value (if his hero is the
he did to Deadshot. In this case, Nightwing would not have
target of the action). In this case, Mike 's hero is doing the
earned any Column Shifts, and his Effect Value of 4 versus
attacking, so he would opt to increase his Acting and/ or Effect
Deadshot's Resistance Value of 5 would have resulted in an N- no
Values .
damage.
Look at the Action Table and find the Acting Value Column.
Say Mike 's hero hos a Dexterity af 8 (Acting Value) and the villain
Thi s is as fa r as thi s exa mpl e goes. Feel free to run throu gh
has a Dexterity of 6 (Opposing Value).
it again, this t ime giving Dea d shot a c ha nce to st rik e a t
Find where the Acting Value Row (1-8) ond the Opposing
N ight wing
Value Column (5 to 6) meet: 9, Normally, Mike would need to roll
a 9 or better on two ten-sided dice for his hero to score a hit.
Six With Hero Points, Mike can increase his hero's chance to hit
by temporarily increasing his Acting Value. He decides to spend 3
Powers and Skills are what make heroes (and vi llains) better Hero Points and declares this to the Gamemaster before he rolls
than the average hum an. But whil e the average human may have the dice.
certa in Skills in wh ich he is proficient, Powe rs are somethin g The 3 Hero Paints are added to the hero's Acting Value of 8
that on ly "supe r'' Characte rs possess. for a total of 11. Looking down the Acting Value Column go to the
Th ere is onl y one AP value for a Powe r or Skill. This value 11 . 12 Row. Find where the 11 -12 Row (new Acting Value) and the
is used for it s Ac tin g and Effect Values or its Opposin g a nd S to 6 Column (Opposing Value) meet: S.
Re sistan ce Value. depend in g on whether th e C haracter is Now Mike only needs to roll a 5 or better for his hera to hit
Attacking someo ne or defe ndi ng himself. the villain.
For instance, Captai n Atom has an Ene rgy Blast Power ol
16 APs. When using hi s Energy Blast, hi s Ac tin g Attribute is hi s The fo ll ow ing are specific guide lines fo r the use of Hero
Ener_gy Blast Power of 16. Therefore his Acting Value is 16. If Points. We will co ntinu e wi th our e xampl e to better exp lain
he hits a vill ain , hi s Effect Allri bute is hi s Energy Blast Powe1 what is meant.
of 16, the refore hi s Effect Value is 16. Since this is a Phys ical
A tt ac k, Capta in. Atom 's oppo nent wo uld have a n Opposin g 1. Hero Points can be spent to increase the Acting
Va lue equal to hi s Dex terity and a Res istance Val ue equal to hi s Value and / or the Effect Value, or the Opposing Value
Body. and / or the Resistance Value.
Powers and Sk ills of the DC HEROES RPG are li sted in the Instead of spending the 3 Hero Points to increase Mike 's
Characte r Design sec tion , a nd a re catego ri zed as Ph ys ical , hero 's Acting Value from 8 to 11 , he declares at the beginning
Me nta l, or Mystical. of his turn that he wants to increase his hero's Effect Value
Some DC Characters ha ve spec ia l Bonuses or Limitations instead. Since this is a Physical Attack, his hero uses his Effect
that vary the spec ifi c effects of the ir Powers or Skills. Darkse id, Attribute for Physical Attacks: his Strength.
fo r example, can use his Energy Blast Power to di sintegrate an Mike 's hero has a Strength of 5. His Effect Value is then
oppon e nt. Later, he may res urrec t tha t C ha rac te r, if he so normally 5. If 3 points are added to it, he will have an Effect
chooses. Value of 8.
Advantages and Drawbacks are two more things that make Mike still must roll on the Action Table to see if his hero
DC C harac ters uniqu e. We a ll k now that S upe rm an was hits the villain on his Acting Value Row of 7-8. He needs a 9
vulnerable to Kryptonite. T hi s is an example of a Drawback. But and rolls a 10. He has hit!
Superm an also knew the c ity of Metropo li s like the back of hi s . Now Mike goes to the Result Table. Usually, his hero
hand . Thi s is an exa mple of an Advantage. stnkes on the 5-6 row of the Effect Value column, because his
Advantages, Drawbacks, Bonuses, and Limitations are not Strength is 5 APs. But Mike has spent 3 Hero Points to raise his
Effect Value to 8.
:~1~0;::nJ~~~~
~easured in Auribute Points, but th is does n' t mean th ey are not
Character Design section covers these categories
This new Effect Value is compared to the villain's Resistance
Value for Physical Attacks: his Body. The villain has a Body of 4.
Find where the 7-8 Effect Value Row and the 3 to 4 Resistance Opposing Value for Physical Attacks (based on his Dexterity) from
Value Column meet: 4. 6 to 7. This move increases the Opposing Value enough to move it
Normally, Mike 's hero would give the vi/fain 2 RAPs of one column to the right (7 to 8).
damage, but because he has increased his Effect Value to 8, he Mike 's hero now has 2 Hero Points left and so does the
gives the villain 4 RAPs of damage! villain. Mike decides to increase the bid, and add his last two Hera
Points to his hero 's Acting Value for a total of 13.
2. Hero Points can be spent to increase both the Acting The Gamemaster decides to burn one more Hero Paint, but
and Effect Values o r the Opposing and Resistance Values in a puts it toward the villain 's Resistance Value for Physical Attacks
single phase of combat. (based on his Body of 4). This move increases the villain 's
Mike 's hero has 5 Hero Points. Before any rolls are made, he Resistance Value from 4 ta 5. Look at the Action Table to find
declares that he is spending 3 Hero Points to increase his hero's where the Acting Value (13 - 15) and the Opposing Value (7-8)
Acting Value and 2 Hero Points to increase his hero's Effect Value. meet:5.
By adding 3 Hero Points to Mike 's hero 's normal Acting Value of 8 Mike must roll on 5 or better to hit the villain. He rolls a 3.
(his Dexterity), we see that his new Acting Value is 11. His last 2 He missed!
Hero Points are used to increase his normal Effect Value of 5 (his Even though Mike 's hero missed, the Hero Paints the villain
Strength) to an Effect Value of 7. committed to his Resistance Value are lost. Therefore, at the end af
this phase of combat, Mike 's hero has no Hero Points left, and the
3. A Hero Point increase of APs is a o ne-shot deal. The villain has 1 Hero Point left.
benefit is lost as soon as the results of the action are applied.
Mike 's hero spent 3 of his 5 Hero Points to increase his Thi s example is just one of many ways to use Hero Points.
chance to hit (Acting Value) and the remaining 2 Hero Paints to Consult the Rules secti on for ot he r uses of He ro Points
increase his Effect Value. Even if his action fails (Mike rolls lower
than his Success Number), the 5 Hera points ore "burnt" and gone
forever. Mike cannot get them back. Eight
4. The maximum numb er o f He ro Points spent to Automatic Actions are those actions that are so si mp le to
increase any value is equal to the APs of the Attribute o n perform , th ey do not require a die ro ll. Liftin g. th rowi ng.
which that Value is based. jumping. and eve n using so me Powe rs a nd Sk ills. are considered
Mike 's hero has a Dexterity of 8. He may spend no mare than Automatic Actions
8 Hero Paints to increase his Acting Value for Physical Attacks to In most cases, any ac.tion whic h does not cha nge the APs of
16. an object or Character can be considered an Automatic Actio n.
On the other hand, Mike 's hero hos a Strength of 5. He may Lifting a steel bloc k is a n Automatic Action because the APs of
increase his Effect Value to 10 by using 5 more Hero Points. the block are not c hanged . Smashin g a stee l block is not a n
If Mike decides to spend 8 Hero Points on his Acting Value Automatic Action , becau se yo u are a ttempting to c hange it s
and 5 Hera Points on his Effect Value, he will hove spent a total of numbe r of APs. and therefore, you mu st co mpare your Effect
13 Hero Points. This is the maximum amount of Hero Points he Value aga in st its Res istance Value.
can spend during this phase. However, it is not necessary ta spend Automati c Acti ons can be accompli shed wi th out rolli ng on
the maximum number of Hero Points. the Action Tab le. To find lhe Result APs (RAPs) of an action ,
s impl y find th e appropri a te Power. Sk ill. or Allribute . Th e
5. Non-Player Characters can also have Hero Points. The Res ult APs will be equal to the APs o f th e Power, Ski ll. or
Gamemaster will control the use of Hero Points by a Non- Att ri bute. Th e Playe r may choose to ha ve fewer RAPs, if he
Player Character. wis hes.
The villain in this example also has a set number of Hero For in stance, when trying to lift something. St re ngth is the
Points. The GM con spend these Points to counteract the Hero appropriate Attribute. A Charac te r w ith 6 APs of Stre ngth ca n
Points spent by Mike 's hero. The process is called bidding, and it is
lift 6 A Ps o f weight without strain. A Characte r w ith a Fli ght
explained following .
Power of 12 may automaticall y fl y a d istance of 12 APs in a
sin g le phase. The C haracte r may, however. c hoose to fly at a
6. Bidding : When you declare you are spending Hero
slower rate.
Points (before the roll of the dice), the Gamemaster may
declare that his Non-Player Characters are spending Hero
Points, too. Living Dangerously ...
Or Not Living At All
Once the Game master makes hi s declaration, you have a Deat h is c loser at hand in the DC HER OES RPG than it is in
chance Lo inc rease the num ber of Hero Poi nts you are spending the com ics. In th e co mi cs, the writer has compl ete contro l of the
on lhe acli on. You may increase the number of Hero Poi nt s you outcome of the story. In the DC HER OES RPG , the GM , Pl ayers ,
bid until you reac h your maximum limit. and the di ce all influence the outco me.
You may not shift Hero Points previou sly co mmitted. For The death of a Pl ayer's C haracter or favorite Non- Pl ayer
examp le, if you have bid 4 Hero Poi nts on yo ur Act ing Va lue Character is a risk of playing the game. Remember that you do
and 4 on your Effec t Va lue fo r a total of 8, you ca nn ot bid a not lose the game whe n yo u Jose a Character. No 111.iner how
total of 9 Hero Poi nts, a ll on yo ur Ac ting Value . Four Hero important the charac te r may have see med , he is a produc t of
Points were a lread y com mined to the Effect Value. your imagination.
Bidd in g e nd s w hen yo u and th e Garn e ma ster ha ve both So put your imagi nation back into ge.i r and create a not he r
stopped adding Hero Points and sa id '· pass." No more Hero Characte r. You will lind that the gam e can be j ust as exci tin g
Points may be bid aft er this point. The dice are the n rolled for with a new fa ce in front of you
the action.
Where do I go from here?
let's say that Mike 's hero still has 5 Hero Points. The villain Now that you've read the In troduct ion. continu e w ith the
he is toeing has 3 Hero Points . Mike spends 3 Hero Points to so lo advent ure. Welcome to Gotham City. Thi s will he lp give
increase his hero 's Acting Value for Physical Attacks (based on his you an even bener understanding of what the DC H EROES RPG is
Dexterity) from 8 to 11. Mike declares this before he rolls the dice. all abou t.
The Gamemoster also declares his intentions before the dice
roll. He bids 1 Hera Point for the villain, raising the villain 's
Of co ur se there is a c ha nce that yo u wi ll take a little
damage fro m the fa ll. You have just fa llen 30 feet. T he Acting
and Effect Val ues of the "attack" you suffer when you strike the
ground are equal to 4/4. In thi s case, your APs of BODY serve as
Welcome to Gotham City bo th th e Oppos in g and Res istance Values. Make a standard
Action C heck and apply the RAPs as damage to your C urrent
BooY Conditio n. Remember that you can spend Hero Points to
So far you've read qui le a bi t about the DC Heroes Rol e- increase yo ur Opposing and Res ista nce Val ues against the
Playing Game a nd how it works, but th ere's just no substitute fa lli ng damage, but yo u mu st decide how many po ints you are
fo r experience. We're now going to ask yo u to put on the going to spend before you roll the dice.
Batman ' s cape and cowl and step o ut into the cold Gotham ni ght
to learn what be in g a hero is all about. You quickly get up and try to clear the cobwebs out of your
Welcome to Gotham City is a short adve nture that you can head. Falling means noise; noise means trouble.
play on your own, without a Gamemaster. By the time you' re Sure enough, a lone thief armed with a baseball bat comes
fini shed pl ay in g th rough the adventure, you should have a pretty bolting out of the warehouse, ready to attack.
good idea of exact ly what the game is all about You can then
mo ve on to th e res t o f th e book. Befo re lo ng yo u w ill fi nd If your C urrent Body Conditi on was red uced down to zero
yourself creati ng fan tastic adventures of your own, featuring the or be low by the fa lling damage, read Para graph # 17. If you
entire line of DC superstars wou ld li ke to try to hide from the thief for the ti me being and
c hoose your own mome nl to strike, read Paragraph #4. If you
wou ld like to baltl c the thief as he comes out of the warehouse,
How to Play read Paragraph #19.
Dur i ng thi s adve nture yo u w ill be pla y in g th e ro le of
Batman . The last page o f thi s book is a copy of Batman's page
3
The Batarang twines itself around a chimney, and you
from the Who 's Who in the DC Universe Role-Playing Supplement
quickly make your way up to the roof and skylight.
#4. You can tear the page out for reference during pl ay, and you
Looking down through the dirty glass, you see o lone thief
will also need two JO-sided dice, a lo ng with a pad of scratch
rooting around in the boxes stacked upon the warehouse floor.
pape r a nd a penc il. You sho uld reco rd yo ur startin g Curren t
BODY, MIND , a nd SPIRIT Conditions o n your scratc h paper. For
He 's armed, but it doesn 't look too bad-just a baseball bat.
Definitely an amateur.
Batman, these wou ld be 6, 10, and 10, respectively.
Begin reading the adventure with Paragraph #1. Ac the end
If you wou ld like to strike an imposing silhouette against
o f eac h parag raph you wi ll be g ive n a seri es of c hoices a nd
the moon and come crashing down through the skylight in the
paragraph numbe rs. Dec ide what you wa nt to do and flip to the
ho pes of sca rin g th e thi ef, read Paragraph #6. If you wou ld
appropriate paragraph; it 's thal ~irnple !
simpl y like to cras h dow n th rough the sky light and attack the
.., I I thief, read Paragraph # 11 .

q,~t!Jam
I City, '
12:JtAM. j ~e night wind cuts across y~ur 4
face as yqu don Jungle to the rhythm of the cr,sp
"· AOl,ii e all its own. Its life is your
qhd its hundreds o f hungry
bathe in the light
7 phase with a new Initiati ve ro ll. Keep fi ghtin g until someone
You approach the window and begin searching for clues. drops unconsc ious.
Making a combat attack is a Di ce Act ion, using your DEX as
Here is where Batman uses hi s Detect ive Skill . Make an th e Actin g Va lu e a nd your Sm as th e Effect Val ue. Th e
Action Check using your APs of Skill as the Ac tin g and Effect Oppos in g Valu e is equa l to yo ur opponent's DEX , and th e
Values. against Opposing and Res is;ance Values of 7 and 7. If Resistance Va lue is equa l to your opponent ' s Boov. Any RAPs
you receive 7 or more RAPs. read Paragraph #18, ot herwise yo u rece ive in co mbat indi cate the amount of damage taken by
read Paragraph #13. yo ur oppon e nt a nd a re s ubtra c ted from hi s Cu rren t Boo v
Co ndition . Once a C haracter's Current Boov Co ndition drops
8 dow n to zero or less, he is unconsc ious.
You jerk open the loading door with a creak, casting a long
The thief has these stati sti cs·
shadow across the warehouse floor. The thief hears the creaking
noise and stops what he is doing. Whirling around, he spots your
silhouette in the doorway.
DEX: STR: B ODY:
Read Paragraph #11.
I NT: WILL : MIND:

9 I NFL: AURA. SPIRIT:


You step around your young opponent and make your way I NITIAT IVE: 9 H ERO POINTS:
through the warehouse. Cautiously, you begin searching behind
the piled up crates - rats usually come in packs. •Equipment: Baseball Bat [BODY: I. EV: 4]
Behind a half.ruined desk you finally find him - the
accomplice. He 's big, but scored. Kid 's got a knife. He's making a The thief is also armed with a baseball bat. mea nin g that he
ca n use an Effec t Va lue of 4 when he strikes Batman, in stead of
the usual 3 dictated by hi s STR.
Play out thi s batt le just like th e last one. (If yo u didn ' t I f y ou are kno c ke d un co nsc iou s b y th e thi e f , rea d
battle the first thief, read the first two non-ita li ci zed paragraph s Paragraph #17. If yo u kn oc k th e thi ef uncon scious, you ca n
of #11.)
The thief' s stati stics are:
1
~~ ;a~r:;~r~~;~ ir \~~e:·~~r:~~~o;h:c~i1: hbo u~~(~~:de ~ua::~;:;~
0

#9)
THIEF .•

DEX: STR: 12
I NT: WILL:
I NFL: AURA:
I NITI AT IVE: 9

You slowly approach .the thief, hoping to .find a clue to his


identity. '
You are openly.a foot away from t/Je young punk r,hen you
hear light breathing behind you. There Were two of them/ Yoli

shoul~z:;;~:~o:':!:dc;;,-::~~lf face to face with anoi her thief.!


This one Is armed with o knife.
Now you' ve got to _bat
f Qrjlbat is_ fought in phases. First, you' ve got to ch.eek and see if the thief caught
!roll for Iniaat1ve. Roll IOI Batman by•surprise. To do so, have Batman make an Action
Check using his .INT and W1LL as lhe Acting and Effect Values
~;~;./~::'u:~.~~o~~ gets to make the
1j>pase. After the Initiative winner makes
against Opposing and Resistance Values of 5/5. If this check,
succeeds with one or more RAPs, y6u noticed the thief in time,
'loser gets to make a counter-attack, assuming he is stjJI otherwise Batman is ,S urprised and cannot act during the first
cori~ ~~ ~.! both parties have made an atta; k, begin a new phase of combat.
Play this banle just like the last one. 21
The thier statistics arc: You 've subdued and cuffed both thieves. A search of their
jacket pockets reveals that neither is carrying any Identification. A
quick coll to Commissioner Gordon and you con be on your way.
D EX: TR: BODY: Another job well done. Welcome to Gotham City.
INT: WILL: Ml, D:
L FL: AURA: PIRIT: Common Abbreviations
I ITIATIVE: 9 H ERO POll\"fS:
APs Attribute Points AV Acting Value
•Equipment: Knife !BODY: 2. EV: 41 cs Column Shift DEX Dexterity
EV Effect Value GM Gamemaster
Th is thi ef is armed wi th a knife. meaning th at his Effect HPs Hero Points INFL Influence
Value is 4 when he auacks Bai man. INT Intelligence NP( Non-Player Character
If you r Current Boov Cond ition is reduced to 1ero or less ov Opposing Value RAPs ResultAPs
during the bn1tlc . read Paragra ph # 17 , o th erwise read RV Resistance Value STR Strength
Paragraph #21. 2010 Two ten~sided die~

15
You've managed to scare the thief completely out of his wits. Terms First Defined
He drops his baseball bot and shields his eyes In horror. Dropping
Into the shadows, you reach down to your utility belt and toss the Acting Value (AV) p. 10
thief a pair of Botcuffs. Acting/ Opposing Attributes p. 8
· Put them on, • you growl, ·Nowr Action Check p. 9
Quivering, the thief quickly slaps the cuffs ocro.u Ms wrists.. Action Table p. 9
Advantages p. 12
You can now either c;carch the thief for clues ( Paragra ph Attributes p. 7
#14). or look around the warehouse (Paragraph #9 ).
Attribute Points (APs) p. 6
16 Aura (AURA) p. 8
Arching your body as you foll, you barely manage to grasp Automatic Actions p. 13
the ledge on the way down and pull yourulf up. In no time, Bidding p. 13
you 've already rttovered the Batarang, tied the lint off. and made Body (Boov) p. 7
your way up to tM skyllghl Character p. 4
Column p. 10
Read Paragraph #3. Column Shift (CS) p. 10
Column Shift Threshold p . 10
17 Current Boov Condition p. 7
As you slump i to unconsciousneu, you see the thief grin and Current MIND Condition p. 7
start toward you . This loob like.. the end. Certainly not an Current SPIRIT Condition p. 8
honorable way to go. Dexterity (Du) p. 7
But txp«ting th• wont, you ~t 1M bnt. Just as th• thief is Drawbacks p. 12
hovering over you, you htor Som«JM shout, " Frtezel " Charging Effect Attributes p. 8
up ~ind tM frightened thief a.-. Commiu/oner Cordon and four Effect Units p. 6
of his men. TM young punk drops his weapon. Effect Value (EV) p. 11
Lucky, old man. Lucky. Gamemaster (GM) p. 4
Gotham is a dangerous place, and nobody ever said being a general environment p. 4
hero Is easy. Hero Points (HPs) p. 12
Immediate environment p. 4
Why don·t you go back to Paragraph #1 and tr) agam? Influence (INFL) p. 8
Intelligence (INT) p. 7
18 larger environment p. 5
Whoevrr smashed the window occidentally kicked over a
buc•et of sawdust, scattering its contents acrou the pavement. In Mental Attributes p. 7
the dust you notice two sets of footprints - there must be two Mind (MINO) p. 7
thieves/ Mystica l Attributes p. 8
Non-Player Character (NPC) p. 4
ow you can ei 1her look in through the hrok n window Opposing Value (OV) p. 10
(Paragraph #5 ), chmb up 10 tbe skylight (Paragraph #10), or Phase p. 6
enter throu~h the loading door (Paragraph #8 ). Physical Attribute< p. 7
Playe,- p. 4
19 Powers p. 12
You see the thief approach and prepare yourself for his Resistance Attributes p. 8
attack. Resistance Value (RV) p. 11
Result APs (RAPs) p. 11
Read Paragraph # 11 . Result Table p. 11
Row p. 10
20 Skills p. 12
From behind the dumpster, you Stt tM thkf stop and loolt Spirit (SPIRIT) p. 8
around. After waiting a few second.s, he nervously .step.s bock Strength (Sn) p. 7
inside. He must not hove s«n you. Success Number p. 10
2010 p. 9
You ca n now l ook in throu gh th e broken window Wlll(WllL) p. 7
( Paragraph #5) . or enter thr o u g h the op~ n load in g. door
world environment p. 5
(Paragraph #8).
Automatic Action: An y acti on whi c h has no Oppos ing or
Resistance Values and does not require a dice ro ll. Movement
co ns titut es a typ ic a l Aut o ma ti c Ac tio n . Th e R A P s of a n
Auto matic Acti on are norm ally equa l 10 a Charac ter ' s APs of
T h is c ha pt er prov ides info rm ati o n o n c rea tin g origi na l Powe r of Ski ll.
heroes and villa ins for use in the DC HEROES Ro le- Playing Game.
Players a nd GM s can c rea te C ha ra c te rs possessi ng a ny Automatic Power or Skill: A Powe r or Ski ll that fun cti ons
comb in atio n of Powe rs. Ski ll s. Adva nt ages. o r Dra wbac ks as a n A ut o ma tic Act io n durin g p lay ( i.e. no d ice ro ll is
des ired, subject 10 lhe fo llow ing rul es. required). A uto mati c Po we rs a nd Ski ll s may be Pu shed (see
Crem ing a tota ll y new Character ca n be a diffi cult process Pu shing Automatic Actio ns in Chapter Three ).
and probab ly s hould not be a tte mpt ed unt il a Playe r/GM is
co mforta b ly fam ili a r w ith th e sys te m. Pl aye rs who a re not Base Cost: The cost in Hero Point s for acquirin g O A Ps of a
inte res ted in creat ing their own Charac te r might wish to skip the partic ular Power or Skill. A Pl ayer creating his ow n Character
rest of this chapter and return late r. When des igni ng a Charac ter, mu st a lways pay t he Base Cos t of eac h o f th e C harac te r's
a Player wi ll probably want 10 use a calcul ator and some sc ratc h Powers and S ki ll s.
paper. Secti ons of thi s book that are pa rti cul arl y usefu l whe n
designing Characte rs inc lud e: the AP Purchase Chart (page 30), Bonus: A spec ial modifica tion that in creases a Powe r or
th e Benchmark APs Table s ( page 180 ), a nd Appendix O. Skill 's effec ti veness (for exa mpl e, the ·'Usabl e On Oth e rs"
Character Des ign Summary. whi ch li sts al l of the Adva ntages, Bonus a llows a C haracter to te mporari ly bestow the mod ifi ed
Drawbac ks. Abilities. etc. a long w ith the ir Hero Point Costs a nd Power or Skill upon another Characte r).
page refe rences.
Dice Action: An ac ti on perfo rm ed aga inst Opposi ng a nd
Res ista nce Values and , as suc h, req uiring a roll of the dice.
I. Terminology
Drawback: A spec ia l pe na lty suffe red by a he ro/v ill ai n
Listed fo ll ow ing, are many of the basic te rm s used in the w hi c h affec ts hi s effec ti ve ness in pl ay. Dra w bac ks are not
DC HEROES Role-Playing Game system. Since readin g through a meas u re d in A P s - a he r o/v ill a i n e it her p ossesses th e
ge neral glossa ry o r infor mat ion ca n be inter min abl y bor in g, Drawback or he does not.
Pl ayers arc e nco ura ge d to b r ie fl y rev iew thi s li s t - bul
reme mber where it is located. in the event an un fa mi lia r term Fac tor Cost: A measure of the re lati ve effec ti ve ness of a
sho uld be e nco unt ere d . Mos t o f th e foll ow in g te rm s we re Powe r o r Ski ll. Factor Cos t influe nces the num be r o f Hero
inil i::i ll y presented in Chapter One. Points a Pl ayer must spe nd to purchase APs of a Powe r or S kill
during a Characte r's creation a nd Growth stages.
Ability: A Power or Skil l
Gamemaster (GM): The person who acts as refe ree for the
Advantage : A specia l ca p~1b il i t y possessed by a ga me. The GM should be we ll versed in the DC HEROES RPG
hero/v ill ai n. A d va ntages are not meas ured in A Ps - th e rul es a nd es pecia ll y fa mili a r w it h the event s, loca ti o ns, a nd
hero/v illai n ei the r possesses the Adva ntage or he does not. Non-P laye r C haracters in the parti cul ar adventure be in g played.
as he is th e u lti mat e auth o rit y o n w h a t o cc urs dur in g a n
Attribute: One of the nine basic characte ri sti cs possessed ad venture.
by eve ry living thin g in the DC HEROES RPG (DEX, STR, Bo ov, INT,
WILL, MINO, INFL, AURA, and SPIRIT). In add ition. many non-livi ng Genre Rules: G uide lines for pl ay spec ifi ca lly des igned to
objects possess one or more Att ri butes (a tabl e would possess acc urate ly refl ect the fee l of a partic ular adventure e nviron ment
STR and BODY. fo r instance). (such as the oppressive story lines o f the Watc hmen or the za ny
c irc us atmosphe re of A mbush Bug); for additi onal in format ion.
Attribute Points (APs): T he bas ic form of measure ment in see Appendix C.
DC HEROES. A Ps are full y exp l;.1i ncd in Ch apter Three a nd
Chapter Four. but a po im mus! be made he re regardin g APs of Hero Po int s: N u me ri ca l re fl ec t ion s of a C harac te r ' s
Powers a nd Skills. Norma lly , APs .ire not added or subt rac ted ad ventu rin g ex perie nce. Hero Points ca n be used to permane ntl y
obta in additional Powers and Skills to reflect a Character 's
grow th as a hero and /or to provide a C haracter w it h a
temporary increase in Attri butes, Powers, and/or Skill s during
an adventure.

Knowledge Points: RAPs received from successful use of


APs Benchmarks an info nn ation-gain ing Power or Skill (such as Mind Probe or
Detective). The Knowledge Points gai ned govern the amount of
1-2: The person has normal agility and can information learned by a character. I RAP reveals ve ry little
perform activities associated with daily living. information, 1/2 RV in RAPs reveals a fairly detailed amount of
information, and Full RV in RAPs reveals everything available
regardin g the inquiry.
3-4: The individual has agility e.q uivalent to
one who practices athletic abilities beyond,wha~
Limitation: A spec ial modifi ca ti on wh ich decreases a
is required for daily living s_uch as: police qfflcers, Power or Skill ' s effecti veness (the ''Power Burnout" Limitation
firemen, clowns, stage performers, dancers occas iona ll y ca uses a mod ifi ed Pow e r o r Sk ill to become
inoperable for a time).
5-6: The person possesses agility eqUivalent
to individuals who·are well honed in athletic Link Attribute: Attribute from which a part icul ar Power or
prowess as Gymnasts, --Stunt men, and CJr:cus Skill deri ves its potenc y. When creating a Character, a Player
Aerialists. Animal Man, Cyborg may choose to link a Power or Skill to its Link Attribute (e.g.,
Flight to DEX). The Player then pays the Base Cost of the linked
7-8: The individual is agile enough to be a " Power and reduces its Factor Cost (see above) to receive APs of
medal-winning Olympic gymnast. Aquaman, Blue the Power equal to the Character's APs in the Link Attri bu te. If
Beetle, Starfire, Vandal Savage, Deai:/man a Link Attribute increases or decreases, the APs of any linked
Powers or Skills usually increase or decrease respecti vely (see
9-10: This person possesses .the best agility linking Powers and Skills on page 22).
humanly possible and could easily become a
record-setting Gold Medal Olympic gymnast. Range: The max imum di stance (measured in APs) at whi ch
a Powe r or Ski ll is e ffecti ve. "Normal" Ran ge Powers can
Batman, Bronze Tiger, Ra's Al Ghul, Kobra ·
functi on at a di stance equal 10 the user's APs of the Power. A
Range of "+3" indicates that a Power can function al a distance
11-12: This is a superhuman level of athletic - of 3 APs greater than the user' s APs of the Power. A Range of
prowess, where the individual can actually "Self' indicates that a Character possessing the Power or Skill
dodge high velocity projectiles such as arrows can onl y use it on him self, wh ile a Range of "Touc h" indicates
and bullets aimed directly at him or her with that th e C haracter ca n use th e Power or S kill on anyo ne he
moderate effOrt. Elongated Man, Spectre, Mister touches.
Miracle, Amazo
RAPs: Result APs ~ the effecti ve number of APs produced
13-15: This level of agility allows the dodging by any action whk h seeks reso lution between forces (combat,
of laser fire and the ability to sight and catch Knowledge rolls, etc.).
slower moving projectiles, such as arrows and
bullets. Wonder Woman, Superman, Cheetah, Subskills: Separate abil ities which compri se an entire Skill.
Captain Marvel A Character wi th APs in a Ski ll auto matica ll y possesses an
equal number of APs in each Subskill unless he has chosen to
spec ialize (see Subskills on page 74).
16-18: The person is capable of athletic
maneuvers that seem to defy the ability of the
humanoid structure. His or her reactions are so II. Character Creation
swift laser fire appears in slow motion. Monitor)
Anti-Monitor When creating a Character, a Player beg ins with 450 Hero
Po ints which are used to purchase the Charac ter's Attributes,
19-21 : Reaction time ·-and coordination are so Powers, Skill s, and Advantages. A Pla yer ma y a lso se lec t
attuned that the individual's thoughts and Drawbac ks for hi s Character to receive additi onal Hero Points
actions are simultaneous. usabl e in Character Des ign . When the Characler is co mplete,
any Hero Points whi ch remain are reta ined by 1he Charac1er for
22-24: The character's actions begin before fut ure expendi1ure.
the human brain can complete a thougtit. Flash The creation of any Character for use in the DC HEROES RPG
(Jay GarrickJ[while substituting Superspeed for sys1em fo llows a ten-step process:
DEX]
Step 1
25-27: A person with agility of this magnitude
sees his surroundings, even~energy, as Confer with the GM
motionless and can easily dodge multiple laser '
fire. Prior to designing a new C haracter, a Player should talk 10
the GM, who mi g ht be p lannin g an adve nture or cam paign
whi c h requ ires ce rt a in ty pes of C haracters o r heroes with
28-30: A level of agility where the lndivi!luars
parti cul a r Pow er s. A Pla yer s hould kn ow s uch g uid elin e
reactions occur as if he was cla.i rvoyant. informati o n before crea tin g a Charac ter w ho would be
in appropr iate in a campaign (a Character possess in g flashy
Powers and Ski lls wo ul d be out -of- pl ace in the world of the
Watchmen, for example) .
If a GM planned to run a myst icall y ori ented ca mpaig n
which featured adve ntures like those prese nted in the Doctor
Fate, Spectre, Swamp Thing . and Hellblazer co mi cs. a Playe r STRENCTH (STR):
would probably wa nt to create a mysticall y oriented hero. If the HStrength represents a Character's ability
GM planned an average good·g uys vs. bad.g uys ca mpaig n to lift weight and withstand duress. "
which feat ured so me adve ntures like those presented in Justice
league America, the New Titans, and Infinity Inc. co mi cs. for APs Benchmarks
exa mple. the Playe r would have a great deal of llex ibilit y in
Character Design 1-2: A normal human who can 11ft 200
A GM mi ght also give the Player ad vice which does not pounds above his head.
di rec1ly relate to a Character's Powers and Skills: fo r example,
he mi ght in form you that the ca mpaign is going to be set in 3-4: A person with exceptional human
World War II and that the heroes will all become members of strength, equivalent to that of professional
the AIJ.Star Squadron. Altern ately. he might sugges t th at the weightlifters.
heroes in the campaign will be worki ng as government agents. Uftlng Range: 400 - 800 pounds
Such information mi ght not affec t the types of Powers or Anthro the Cave Boy, Jonah Hex, Amanda Waller,
Skills a Player wou ld purchase for a Character, but it mi ght have WIidcat
qu ite an impact upon the Character's backgrou nd. description.
S-6: This is the level of maximum human
and personality. as we ll as an y Advan tages or Drawbacks the
Character mi ght possess. strength.
Uftlng Range: 900 - 1,600 pounds.
Batman, Starflre, Hawl<man, Creeper

Step 2 7-8: This is super-human strength capable


Think Carefully of bending a steel crowbar.
Uftlng Range: 3 - 6 tons.
Before ac1u a ll y purchasi ng th e Charncter' s Attr ib ut es. Aquaman, Nuklon, Firehawk
Powe rs. Skill s. and Ad vantages, a Player should thin k carefully
about every thin g co nce rnin g th e new Character. decidi ng 9-10: A person with strength of sufficient
force to demolish a concrete barrier.
exactly what kind of hero is go ing to be created and what kind
Uftlng Range: 12 - 25 tons.
of Powe rs and Sk ills are suitable. ls the hero a super·powe red Houtman, Metamorpho, Red Star
energy blaster with remarkable s1 rcngth and agilit y or simply a
highly sk illed human like Batman or Nightw ing? What about the 11-12: The power of the individual's strength
Character's background an d personality ~ how did he rece ive can rupture a steel wall.
such fantas tic powers and how docs he deal with them? Lifting Range: 50 - 100 tons.
This Character bluepri nt will be va luable when deciding Big Barda, Troia, Cyborg, Lead of The Metal Men
exac tl y what Attributes, Powers. Ski ll s, and Adva ntages the
Character requ ires. A Playa might also di scuss Character ideas 13-15: The individual can summon strength
wi th ot her Pl ayers to avoid crea tin g team me mbers with to crush titanium without real effort or throw a
duplic:1te abilities. car a half mlie (this can be done at a 15).
In thi s manner. a Player can deve lop a good idea of exactl y Lifting Range: 200 - 800 tons.
what sorts of Powers and Skill s to select fo r hi s Charac ter. so the Iron of The Metal Men, Mammoth
re mai nder of the design process shou ld be quite simple.
For our example, a Player may decide ta create a Character
16-18: " At this level of strength, most barriers,
natural or man-made, cannot stop this
called Pulsar who possesses fight-based Powers ond abilities. Our
Individual, as he can easily demolish a fortified
Player decides that Pulsar will probably have some type of energy
bunker.
blast, a force field, a sma ll degree of super strength, and the
Uftlng Range: 1,600 - 6,400 tons.
ability to fly. At the same time, our Pla yer decides that Pulsar is a Spectre, Martian Manhunter, Wonder Woman,
tough-talking reformed street thug who recently dedicated his life Solomon Grundy, Crodd, Lobo
ta fighting crime.
19-21: This Individual possesses strength
equivalent to that of the giants of ancient
Step 3 legends.
Purchase Attributes Lifting Range: 12,800 - 51,200 tons.
Kallbok, X'Hal, Captain Marvel
When creating a Cha racter. every Allrib ute. Power, Ski ll
and Advantage must be purchased usi ng Hero Poi n1s. A Player 22-24: At this level the individual possesses
begi ns with a base of 450 Hero Points fo r Character Design and god-like strength.
the first th ing to acwa ll y purchase is the new Cha rac ter's Uftlng Range: 102,400 . 409,600 tons.
Att rihu1cs. Darludd, Orlon, Ares
Every thin g a Pl ayer purc hases toward desig nin g hi s
25-27: Beings with strength in this range
Character that is measured in APs (Powers. Attributes, Skills, have Titan-level prowess.
and Wealth) is give n a Fa(; tor Cost. which is a meas ure of how Lifting Range: 819,200 - 3,276,800 tons.
use ful the Power. Att ribute. Sk ill . or Wealth rating is du ring Sup,rman, Heracles, Atlas
act ual play. Init ial Factor Cos ts rang e from I to 10: abi liti es
which have a minor usefulness possess a Factor Cost of I, whi le 28-30+: This is entity-level strength. Small
those whic h are ex tremely usefu l possess a Factor Cost of 10. celestJal bodies are obliterated with the exercise
The Factor Cost of an Attribrne, Power. or Ski ll determines of this level of strength.
how many Hero Poi nt s a Player must pay to pu rchase APs of Lifting Range: 6,553,600 • 13,107,200 tons.
that Attribute. Power. or Skill (the higher the Factor Cost. the Monitor, Anti ·Monitor, Trigan
more ex pensive in Hero Poin ts the Attri bute. Powe r. or Skill)
On the AP Purchase Chart (page 30). by cross-refe rencing
the Factor Cost of an Attribute, Power. or Skill wi th the number
Boov: of APs desired, a Player can sec how many Hero Points he must
"This Attribute represents a Character's pend (for exa mp le. 5 APs of a Power or Ski ll at Factor Cost 5
standard resistance to physical damage." costs 20 Hero Point ).
Action A1tributes (DEX, INT, and IN FL) always possess Factor
APs Benchmarks Costs of 7. Ail othe r Attributes (STR, 8oov, WILL, MIND, AURA,
and SPIRIT) possess Factor Costs of 6. To purchase a DEX of 7.
1-2: A no rmal human who is susceptible to for exa mple, a Player must spend 56 Hero Poi nts. whi le a STR of
no rmal pa in stimulus. 7 costs only 48 Hero Points.
The next step is for the Player to selec1 the number of APs
to purchase for eac h of the new Cha racter's Attri butes. The
3-4: Body cond itioned to withstand
Player shoul d determin e th e nu mbe r of Hero Points he must
moderate damage without great pain. The spend for these Allri bute APs and total 1he e nti re Hero Point
individual can weather many blunt attacks, as a cost for all nine Allributes.
prizefighter or a martial artist. Amanda Woller, The followi ng paragraphs present guidelines for purchasing
John Constantine, Huntress, Captain Boomerang each of the nine Charac1er Attributes:
5-6: The body is conditioned to withstand Dex: Dexterity represent a Character' s physical agility and
the greatest amount of physical damage nimbleness. Most heroes have a Dex th at falls in the 5-7 AP
humanly poss ible. The individual possesses range. A DEX of IO represents the abso lute peak of unau gmented
exceptional resistance to fatigue. Batman, human performance.
Bronze Tiger, The Warlord, Jonah Hex If a Character has a D EX grea ter than 10, he is either not a
true human (l ike Superman or Wonder Woman) or his agility
7-8: The body can endure attacks from has someh ow been augmented (Elongated Man, fo r example,
street-level weaponry, such as knives, chains, has a DEX of 12 APs because his rubbery body boosts his agi lity
bats, and small caliber guns. The body has a to superhuman levels).
density eq ual to a brick wall. Swamp Thing,
To continue our ex ample from Step 2 , our Player would
Aquaman, Hawkmon, Deathstroke the Terminator
probably won t to purchase a DEX of 6 APs for o Character like
Pulsar. Since DEX is on Action Attribute and the Factor Cost is 7,
9-10: The body is resilient enough to resist
this will cost our Player 42 Hero Points.
most military weapons, such as high caliber
automatic rifles. Big Barda, Red Star, Cold.of TM 5tr: Strength represents a Character's ab ility to lift we ight
Meta/Men and with sta nd du ress. Mos t heroes who do not possess a
measure of superstren gth have a STR in the 3-5 AP range. A STR
11 -12: The body can withstand high impact of 5 APs represents a human in peak physical cond ition (such as
explosives that could demolish a reinforced Batman). The absolute strongest normal men and wo men in the
co ncrete bunker. Characters with a Body in this DC Co mi cs have a STR of 6 APs (the greatest wei ghtlifters who
rang e literally possess steel-hard skin. ever Jived, for exa mpl e), but these persons are extremely rare.
Metomorpho, Firestorm, Demon Characters with superhuman strength have a STR of 6 APs
or greater. The \Ve ight column of the Benchmark APs Table (see
13-15: The body has density ranging from page 93) s hows how mu c h a Charac te r w ith su perhuman
titan ium (a t a 13) to diamond hardness (at a strength ca n lift. With a STR of 25. Superman was without a
15). At thi s level the individual is nearly doubt one of the stronge st men on 20th century Ea nh (being
invulne rabl e and can easily withstand anti-tank able to effortlessly lift nearly 500,000 tons).
fire. Wonder Woman, Mort/on Manhunter, Power
Girt Solomon Grundy Returning to our example, our Player has decided that Pulsar
will have o small measure of superstrength, so he will purchase a
STR greater than 6 APs. Looking at the Benchmark APs Tobie, our
16-18: The body is virtually indestructible and
Pla yer decides that Pulsar should be able to lift around three tons
can withstand highly charged plasma beams and
(about the weight of a small elephant) and should thus have a SrR
direct hits from powerful demolition bombs.
of 7 APs. STR is not on Action Attribute, so the Factor Cost is 6,
Superman, Darkseid, Ares
and 7 APs will cost our Player 48 Hero Points.

19-21 : At this level, the body is impervious to Body: This Attr ibute re prese nt s a Charac ter s standard
conventional weaponry save for nuclear resistance to ph ysical damage. Typical human heroes usuall y
munitions, and has the density of a wall of have a BODY th a t fa ll s in the 4-5 AP range. A BODY o f 6
Promethium (at a 20). Brimstone rep resent s un aug me nted human perfect ion (Ba tm an). If a
Character has a BODY greater than 6. he is either not human (like
22-24: At th is level, the body can survive the Hawkman) or hi s stamina and ph ysica l res ili ence have been
crushing forces of space for extended durations increased (the Terminator has a BODY o f 7 because his stamina
and survive the direct detonation of amulti- was enh anced by a seru m developed by th e U.S. Arm y).
kiloton nuclea r device.
In Pulsar's case, our Pla yer decides that his Powers give
25-27: Bodies in this range can withstand Pulsar a degree of superhuman invulnerability (meaning a Boor
forces unleashed by gods. Spectre greater than 6 APs), so he gives Pulsar a Boor of 7 APs. Boor is not
an Action Attribute (the Factor Cost is 6), so 7 APs will cost our
Player 48 Hero Points.
28-30+: The body can resist a direct hit from a
100 megaton nuclear weapon. Int: Intelli gence re presents a Character' s abi lit y to thi nk
Monitor, Anti -Monitor ra pidl y and his knowl edge of facts. Most heroes have an INT in
the 5-7 AP range. Ex tremely wise or resou rceful heroes can run
much hi gher (Batman has an INT of 12: Lex Luthor has an INT of
14). It is possible to have a barbarian w ith a hi gh INT (like the
Vik in g Prince) or a sc ienti st from a fu turi sti c soc iety w ith a
rather low INT. as their ow n kn ow ledge of avai lab le foc ts ca n
obviou sly d iffer great ly.

Since Pulsar began as a street punk and our Player does not
envision him as being particularly reso urceful or quick-witted,
Pulsar should receive an INT of 5. Sine INT is an Action Attribute
APs Benchmarks
(Factor Cost 1), 5 APs will cost our Player 28 Hero Points. Thus far,
our Player has spent a total o f 166 Hero Points on Pulsar's l'."2: This person has the problem- solving
Attributes. clbllities of the average high school graduate.
Major force, <;nort
Will: Thi s Attribute represents a C haracte r's ab ility to draw
conclusions and hi s wi llpower in general. Most heroes have a 3~: This individual is the equivalent of a
WILL in the 3-6 AP range. A particularl y percepti ve or dedicated particularly bright high school graduate.
hero will have a higher WILL (Batman , who is an excepti onall y Plastic {Vian, R9gman1 _Peacemaker, Guy Gardner
dedicated hero.has a W 1LLof 12).
5,6: TheJndlvidual has the ability to
In our exa mple, Pulsar is not particularly dedicated or
perceptive, so our Player gives Pulsar 5 APs of W1u, which at pro~eSs information on the level of th e
Factor Cost 6, costs our Player 24 Hero Points. ind~strious college _student. Anthro the Cave Boy,
The Flash (Wally West), Robin, Major Disaster
Mind: Thi s Attribu te is a mea s ure of a C h arac te r 's
resistance to ment al st ress. Most heroes have a MI ND in the 4-6 7-8: The·person's intellectual capacity rival s
AP range. whi le those who are partic ularly res istant to mental a,, professional who is one of ten authorities in a
damage possess much hi gher MI NDS . Again. Batman has a very field of study or a born genius. Aquaman,
formidab le MI ND of 10 APs
Nlghtwihg, Scarecrow
Pulsar, while mentally resilient, is no more so than any other
hero, so our Player gives Pulsar a MIND of 6 APs (Factor Cost 6), 9~10: The Intellect equals a professional who
which costs 36 Hero Points. is one of three world authorities on a subject.
Swamp Thing, Hawkman, Grodd, Wonder Woman,
Intl : Influ e nce represents th e p owe r of a C h arac te r 's Joker
personality and presence. Average heroes have an INFL in the 3- ;.it,
4 AP range . Those w ith particularly strong personali ties (like 11-1,.2:. The person is a genius or has intellect
Batman or G uy Gardner) have highe r Influ ences . M ys ti ca ll y on par wltfl an individual who is the best
oriented heroes typica ll y have hi g he r-tha n -normal INFLS, as
authority In the world on a subject.
these heroes o ften ex hibit an ex treme ly powerful prese nce.
Batmafl, Supetm'an; John Constantine
Our Player decides to give Pulsar an /NFL of 6 because he
envisions th e hero as having an unusually strong, belligerent 13-15:° -The Individual's Intelligence is beyond
personality (Pulsar having once been a street thug). Since INFL is wh~t is normally experienced on Earth, with the
an Action Attribute (Factor Cost 7), 6 APs will cost our Player 42 .;,· abilityto·concelve·concepts centuries beyond
Hero Points. current conventions. lex luthor, Pariah,
TMBraln, /or-El
Aura: Th is Attr ib ute represe nts a C h arac te r' s ab ili ty to
intercede w ith hi s persona li ty to affect the actions of others and
16--18:' 'The persOn has an intellect giving the
also indicates hi s leve l of magica l power. Most heroes have an
AURA in the 3-5 AP range. although those who are excepti ona ll y
ln,dlvldual the ability to adopt concepts
coo p e ra t ive (G reen Lantern Hal J ordan) or intimidatin g completely 'f orelgn to his society o r
(Batm an) often possess much hi ghe r AURAS, as do myst ica ll y environment. Vril Dox II of the LEGION, Brainiac,
orie nted heroes. Hlghfather, Darkseid

Our Player determines that Pulsar would probably not work "°19-il: · ·• This Individual has the intellectual
well within a group, as a result of his belligerent personality, and abili~y to master every worldly subject.
gives Pulsar an AURA of 3 (Factor Cost 6) for a Hero Point cost of Phantom Stranger, Sandman
12.
22-24: This individual possesses intellect with
Spirit: Thi s Att ri b ute represents a C harac ter 's abil ity to
w ith s t a nd mys t ical st ress a nd is a lso a re fl ec t ion of th e the abillty.to comprehend and utilize knowledge
Character· s general s piritual resolve. Most heroes have a SPIRIT sPannin9 the galaxy.
in the 3-4 A P range. whil e more mysti ca ll y res ista nt and reso lute
heroes possess much hi gher S r1R1Ts. 25-27t At this level, the individual can
understarcl and process knowledge on a
Returning to Pulsar, our Player determines that Pulsar is not universal scale. Anti-Monitor
unusually resistant to mystical attacks and gives him a SPIRIT of 4
(Factor Cost 6), Hero Point cost of 18. 28·30: • The individual can understand and
Now complete in the Attribute Design stage for Pulsar, our
conceive1 ~nowledge that is multi-versal in
Player has spent 298 of the allotted 450 Hero Point Base on
Attributes for the new Character (42 + 48 + 48 + 28 + 24 + 36 + magnitude. Monitor
42 + 12 + 18 = 298).
Step 4
WILL: Purchase Powers and Skills
''This Attribute represents a Character's
ability to draw conclusions and his/ her Following the purchas ing of Auributes for a new Character
willpower in general." is th e select ion of Powers and Skills, which are purchased in
much the same fashion as Attributes. Each Power and Skill has a
APs Benchmarks Factor Cost listed in its descripti on (later in thi s chapter).
To purchase a Power or Skill, a Player should simply cross-
1-2: The Individual possesses the will to index the Power/S kill Facto r Cos t with the number of APs
face a new morning and confront the obstacles desired on the AP Pu rchase Chart. The resulting number will be
of a normal life. the Hero Point cost the Player mu st spend 10 pu rchase th at man y
Solomon Grundy, Ma and Pa Kent, Ab/gall Arcane APs of the Power/Skill for the new Character.
Cable
Base Cost
3-4: The person has a focused dedicated When purchasing Powers and Skills, a Player must also pay
will and can summon the courage to save victims a Hero Point fee called the Base Cost for each Power and Skill
from hazardous situation;s such as burning
buildings. He might naively risk his life for, stories purchased. The Base Cost represe nt s the cost of acquiring the
or glory. Mr. Mxyzptlk, Commissioner Gordon, Lois Power or Ski ll at O APs; the Player onl y pays th e Base Cost
Lane o nce, no matter how many APs of th e Power or Ski ll are
purchased. For example, if a Player buys IO APs of the Flame
5-6: This individual has exceptional self- Project Power (Factor Cost of 3, Base Cost of 15), he mu st
discipline and can remain rational and calm spend 63 Hero Points (48 HPs for IO APs of a Factor Cost 3
during a crisis. Power plus a Base Cost of 15).
Captain Atom, Pariah, Doctor M/d-nlte (original),
Rocket Red Linking Powers and Skills
Whe n purchasing a Powe r or a Ski ll , a Player has the
7-8: The individual possesses the resolve to optio n of linki ng th e Po wer or Ski ll to its Link Attribute
conquer any human, rational threat or fear, save
death . (denoted in the Power/Skill descri ption).
Bronze Tiger, Cotwoman, Mister Miracle, Hawkman, Linked Powers and Skills derive their effectiveness di rectly
Maxwell Lord from a Character's Auri butes. When a Player chooses to link a
Power/Ski ll , he mu s t purch ase a numb er of APs of th e
9-10: The individual possesses enough Power/Skill eq ual to the number of APs possessed in its Link
willpower to override .self-preservation and enter Attribute.
an obviously unsurvivable battle. One of the advantages of li nking Powers and Ski lls is that
Lady Quark, Sergeant Rock, The Warlord, Enemy Hero Point Costs are much less expensive - a Player is allowed
Ace to subtract two (2) from the Factor Cost of any lin ked Power or
Skill (lo a minimum Factor Cost of I).
11 -12: The will is of an unyielding
Once a Power or Skill is linked, ii is forever ti ed to its Link
determination and fanatical strength and the
individual is fully capable of confronting sanity- Attribute. If the Link Attribute shou ld ever decrease, so will any
threatening situations and mystical Po we rs a nd Skil ls whi ch are link ed to that Attr ibute. For
phenomenon with no loss of resolve. example, if a Character has 8 APs of 8oov and 8 APs of the Skin
Batman, Joker, Power Girl, Wonder Woman Armor Power linked to hi s Boov, and later loses 3 APs of Boov
due to a vi llain 's use of the Power Drain Power, his Skin Am1or
13-15: The person possesses superhuman Powe r wou ld also be reduced to 5 APs. (Note howeve r lhat
resolve to overcome paranormal situations damage does not lower a Character's Att ribute, only his Current
beyo nd the scope of human comprehension. Condition. If the same Character had taken 3 RAPs of Physical
Swamp Thing, Amethyst Damage, he would have a Current Boov Condition of 5 but he
wou ld sti ll have 8 APs of Boov and Skin Armor.)
16-18: The individual has sufficient willpower
Another disadvantage to linked Powers and Skills is that
to wield great power with unfaltering
confidence or arrogance. they are much harder to improve throu gh Character Growth (see
Brainiac, Raven, Guy Cordner, Highfather page 3 1). A Player can not spe nd Hero Poi nt s to increase a
linked Ab ilit y alo ne; he mu st in c rea se th e Abi lit y"s Link
19-21 : Individuals at this level of willpower Auribute, as well as all ot her Powers and Skills that are linked to
can dominate situations that could have that Attribute (if any) at the same time, whi ch will generally cos t
planetary repercussions. more Hero Points.
Superman, Orion For example, if a Character had a STR of 5 APs and the
Player wanted to purchase a linked Energy Blast, the Player
22-24: The individual's will is formidable must purchase 5 APs of Energy Blast, but at a Factor Cost of
e nough to challenge Intergalactic menaces on ly I (Energy Blast' s Factor Cost is 3, minus 2 to the Fac tor
without fear. Metron, Cost fo r linki ng, equals a Factor Cost of I). 5 APs of a Factor
Green Lantern (Alan Scott), Green Lantern Oohn
Stewart), Sandman Cost I Power costs 5 Hero Points; adding 15 Hero Points for
Energy Blast' s Base Cost establ ishes a total cost of 20 Hero
25-27: The individual possesses god-like Points.
mental resolve and is accustomed to overcoming The Player saved 7 Hero Po ints by li nkin g the Power (5
universal obstacles and threats. Phantom APs of a Factor 3 Power normall y costs 12 Hero Points plus 15
Stranger, Green Lantern (Hal Jordan), Darlueld, Arn for Energy Blast's Base Cost would have equall ed 27 Hero
Points). However, it will now be more d ifficuh to improve the
28-30: The Individual ls resolute even In the Character's Energy Blast over time. When he wants to increase
face of universal destruction. Monitor, Anti· the APs of his Energy Blast Power, he must also increase (and
Monitor, Guardians of the Universe pay for) hi s STR Attribute and any other Abi li ties he has linked
to it (note that the Factor Cost of hi s Energy Blast is sti ll only I).
Bonuses and Limitations
A Player can purchase one or more Bonuses or Limitations
in conjunction with each of the Character's Powers. Bonuses are MIND:
modifiers which increase th e effecti veness of a Power while "This Attribute is a measure of a
Limitations decrease a Power's effecti veness. (For a complete Character's resistance to mental stress. 1'
description of available Bonuses and Limitations, see page 4 1.)
In the desc ription of each Bonus and Limitation is a Factor Cost APs Benchmarks
Modifier listing; this modifier is applied 10 the Factor Cost of
the respecti ve Power at the time of AP purchase. 1.2: A person can endure the normal stress
The "No Range" Limitation, for exam ple, has a Factor Cost of dally existence.
Modifier of - 1. This means if a Player were to purchase the "No
Range" Limitation in conj un c tio n wit h E nergy Bl ast, fo r
3-t: The person's mind Is conditioned to
exa mp le, th e Powe r wou ld possess no Ran ge (it s Range
becoming "Touch," the Character's DEX becoming the AV) and withstand stressful conditions slmular to those
i1s Factor Cost would decrease to 2. faced by polke officers, firemen, and doctors.
Similarl y, the "Usable On Ot hers" Bonus has a Factor Cost Hourma,r, Rocket Red, Cyborg, Speedy
Modifier of +5. This mea ns if a Player were to purchase the
"Usable On Others" Bonus in co njunction with Energy Blast, 5-6: The person's mind ls equipped to deal
the Power would be transferrable to anoth er Character and its with great stress as a part of daily life.
resultin g Factor Cost would increase to 8. Undercover agents, leaders of nations, and most
Factor Costs can never be decreased to less than I through heroes flt this category. Deadman, Green Arrow,
the adoption of Limitations. For Factor Costs that surpass I 0
through purchase of Bonuses, calculate the cost of th e Power at Rrt, Vixen
Facto r Cost IO and also calcul ate the cost at th e remaining
Factor Cost level. Add these num bers together to determine th e 7-8: The Individual has the mental fortitude
increased Hero Point cost. Thus, a Factor Cost 15 Power would to continue normal activities even in persistently
cost the same as the Power at Factor Cost I0, plus the Power at painful or stressful situations, such as those
Factor Cost 5. experienced by hardened soldiers.
MartJat1 Manhunter, Sergeant Rock, Ra's Al Chui
Again returning to our example of Pulsar, our Player knows
what Powers he wants to purchase from the blueprint devised in
Step 2. It seems that Pulsar should hove the Energy Blast, Force
9-10: . The Individual will maintain self-
Field, and Flight Powers; the decision that remains is how many dkdpHne and sanity even under strenuous
APs of each Power to purchase. torture or pain. Wa,rder Woman, Ee/ipso,
Our Player decides to buy Pulsar 8 APs of Energy Blast SGlomot, Grundy, Circe
(Factor Cost 3, Base Cost 15) at a cost of 45 Hero Points; 4 APs of
f orce field (factor Cast 6, Base Cost 30) at a cast of 48 Hero 11-12: This person's mental endurarn:e is at
Points, and 10 APs of Flight (Factor Cost 3, Base Cost 10) at a cost the peak of human fortitude. Batman,
of 58 Hero Points. The total cost of Pulsar's Powers is 151 Hero
Swamp Thing, Raven, Brother Blood
Points (45 + 48 + 58 = 151).
Now for Pulsar 's Skills . since Pulsar used to be a street thug,
our Player chooses to give him APs of Thief and Vehicles Skills. The 13-1S: A person with this level of Mind is
decision is made to purchase 4 APs of Thief Skill (Factor Cost 8, accustomed to dealing with alien or inexplicable
Base Cost 10) at a cost of 34 Hero Points, and 5 APs of Vehicles phenomena, or problems outside any human
Skill (Factor Cost 5, Base Cost 5) at a cost of 25 Hero Points. The experience. Individuals can handle the stress
total cost of Pulsar's Skills is 59 Hero Points (34 + 25 = 59). equated to "the weight of the world" In stride.
Thus far, our Player has spent 508 Hero Points designing Demon, Superman, Bralnloc
Pulsar (298 + 151 + 59 = 508), a figure that exceeds the original
450 Hero Point Base. Our Player realizes that he will need to
assume some Drawbacks to acquire more Hero Points later.
16-18: This person can mentally endure the
consistent strain of a hostile and taxing
condition such as war for centuries. Highfather
Step S
Purchase Advantages 19-21: At this level, the person has a god-like
mental stamina. Darkseid, Guardians of the
The next step is to purchase any Advantages necessary for Unlvtffll, Chemo
the Charac ter (fo r a co mp lete desc ripti on of avai lab le
Advantages, see page 32). Each Advantage has a Hero Point
22-24: The mind remains whole even in
cost li sted in its desc ripti on; to obtain an Advantage fo r a
Character, the Player must simply pay the Hero Point cost. .dtuatlons where the laws of reality shift.

Since Pulsar was o street punk, our Player decides to buy him ZS..27: The mind can withstand an assault that
Low level Street and Police Connections while also giving the hero strikes to the core of the individual's existence.
the Area Knowledge Advantage (Pulsar grew up on the streets, so l'llantomStranger
he must know a Jot about his home city). Low level Connections
cost 10 Hero Points apiece, Area Knowledge costs another 20 Hero :18-30+: An Individual with mental stamina at
Points, so Pulsar's Advantages ore going to cost our Player 40
the level of a primordial entity. Monitor,
Hero Points altogether.
Pulsar's running subtotal after purchasing his Advantages And-Monitor, Death, Sandman
now equals 548 Hero Points.
Step 6
INFLUENCE: Purchase Wealth
"Influence represents the power of
Th e nex t as pec t o f C ha ra c1e r Des ig n to co ns id e r is a
a Character's personality and presence."
Character's ava il able fin ances and s1anda rd of li ving (measured
as Wealth). APs of Wea lth are purchased at a Fac1o r Cost of 2.
APs Benchmarks Further inform ati on on the Wealth raling and its use in the
DC HEROES RPG may be fo und in Chapter Eight. T he fo ll ow ing
1-2: The individual receives the normal table pro vides be nchma rks to he lp de term ine lhe purc hase o f
attention accorded any living creature. Wea lth of APs.
Returning to Pulsar, our Player decides to purchase 5 APs of
Wealth, giving Pulsar an annual in co me o f approximately
3-4: This person has the persuasive ability $40,000. Since Wealth has a Factor Cost of 2, this will cost our
to hold and draw the attention of a small Player 8 Hero Points.
audience. most minor eritertainers Pulsar's subtotal after purchasing his Wealth rating is now at
556 Hero Points.
5-6: The individual at this level of Influence
can hold and draw the attention of a large Weahh Approx. Annual
audience_ Flash (Jay Garrick), Black Canary, (In APs) Income
Booster Gold, Wildcat
0 $ 1250
I $2500
7-8: The personality is so unique as to be 2 $5000
highly regardedby several people across a nation 3 $ 10,000
or a state. Viking Prince, Queen Hippolyte, 4 $20,000
Green Arrow, Blackfire 5 $40,000
6 $80,000
7 $ 150,000
9-10: This individual's personality is strong
8 $300,000
eno ugh to attract the attention of the leaders 9 $500,000
and citizens of many separate nations. 10 $ 1.000,000
Amanda Waller, Batman, Circe, John Constantine, 11 $2,000,000
Wonder Woman 12 $4,000,000
13 $8,000,000
11-12: The person's presence is powerful 14 $ 15,000,000
15 $30,000,000
enough to have gained the attention of e.ven
16 $50,000.000
legendary personages. In some cases their 17 $ 100,000,000
notoriety is so comprehensive as to be a 18 $200,000,000
hou sehold word across the world. 19 $400,000,000
Swamp Thing, Child 20 $800,000,000
21 $ 1,500,000,000
13-15: This individual can easily gamer the
attention of an individual from another species.
Step 7
Spectre, Demon
Character Background,
16-18: This person cari attract the attention of Description, and Personality
powerful personages such as Demons and the
Lords of Order and Chaos without effort. On e im port ant aspect to consid er in Charac te r Des ign is
Doctor Fate (as Nabu) wh e th e r o r no t to c re ate a Bac kg ro und, Desc r ipt io n. and
Perso nality fo r the new hero. While each o f these three e leme nts
is opti o nal, a Player rece ives an add itio nal 15 Hero Points to the
19-21: This individual receives reactions from initial 4 50 He ro Po in1 a ll o tme nt ro r eac h ele me nt des ign ed
people as if the person were a god or goddess (c rite ri a of co mpl e te ness a t th e G M 's di sc re ti o n). up to a
without needing any display of power or a maximum of 45 add itio nal Hero Po ims
reputatio n. Phantom Stranger T he fo ll o wi ng are g uide li nes 1o ward desig nin g a new
Character's Back grou nd , Descript ion, and Personality.
22-24: This person has an overwhelming
presence. and can establish a reputation across Background
the galaxy. A Bac kg rou nd co nsis ts o f a C harac tc r·s hi s lo ry a nd
persona l d ata. To receive the add it iona l Hero Po in1s fo r creating
a Bac kg rou nd, a Player sho uld desig n an e ntry for the new
25-27: This person can force a reaction from Characte r that would be si milar to 1hose fou nd in the DC Who 's
universal audiences and personages such as Who seri es.
Dea th, Destiny, Sandman, etc. Nergal A ty pic al W ho's Wh o en try co ns ists o f th e fo l low ing
informat io n·
28-30: Multi-versa! notice can be Character Nam e, Alter Eg o (sec re t id e ntity, if any),
accomplished. Death Occupation (job) , Marital Status, Kn own Relatives, Group
Affiliation (hero team memb er?) , Base of Op erations (city),
Height, Weight, Eye Color, Hair Color, and Personal History.
A Pl ayer should fill in each portion with the appropriate
information . Chnracter Name. Alter Ego. Group Affiliation,
Base of Operat ions. Height, Weight. Eye Color. and Hair Color AURA:
should be relat ively sim ple. For Occupation, the Player should "This Attribute represents a Character's ability
se lect a job wh ich correspond s to the Charac ter's Wealth rating to intercede with his/ he r personality to affect
- a Character with only 2 APs of Wea lth is not li kely going lo the actions of others and also indicates
be a doctor or lawyer. while a Charac ter with 20 APs is probably h is or her level of magical power."
not going to be a school 1eacher.
For Mari ta l Sw ws. a Player shou ld on ly indicate that his APs Benchmarks
Character is marri ed if he pla ns to se lect the Married Drawback
Known relatives cou ld in clude ot her Pl aye rs' Characters, hero ic
1-2: At this level an individual can leave a
Non-P layer C ha ra c 1ers (s ubj ect to GM a nd other Players'
approval). or could s impl y be non- heroic Non-Player Characters basic impression on someone.
who might occasio nal ly show up in an adventure (pare nt s.
sib lings. ch ildren. etc.) 34: This individual possesses an Aura
The most im porta nt port ion of a Background by fa r is the equivalent to a that of a very amiabl e person,
hi story entry . Somew here in the history a Player should ex plain such as an actor or a priest. Jonah Hex, Speedy,
how the new Character ga ined hi s Powers and Skills. why the Hourman (Rex Tyler), The Atom (Ray Palmer)
Charac ter dec ided 10 beco me a hero, and which heroes o r
vil lai ns ( if a ny ) from the DC Uni ver se the Characte r has 5..6: This person has a presence strong
enco unt ered in the past (among o the r use ful information ). enough to change the emotional statu s of an
Detail s are co mpletely up to the Player as suits the Character. A auditorium-sized crowd of people from dead
thoroug h histo ry e ntry s hould provide th e GM wit h man y
calm to an electrified fren zy. Queen Hippolyte,
poss ible plOl thread s thal he coul d integra1e into an adventu re or
Aquoman, Big Barda, Mister Miracle
campaig n.
For exam pl e. suppose a Pl ayer explained in his history 1ha t
Captain Charisma ga in ed hi s Powers by fal li ng into a vat o f 7-8: This individual has a mystique capable
irra dia ted Kodac h rome whil e inves t iga tin g h is fiancee· s of affecting the opinions of people across the
di sappearance. A GM wou ld th en have an instant plot thread for nation. The person can gain loyalty and respect
a ca mpai gn (w hat rea ll y happened to Cha ri sma' s fi ancCe and upon appearance. Batman, Enemy Ace,
who abduc ted her?). The Warlord, Green lantern (Hal Jordan)
GM s s hould a ppro ve any Backgrou nd th a t ( 1.) makes
sense. ( 2. ) ti1 s the needs of the adventu re or campaign, and ( 3.) 9-10: The individual can alter t he opinions of
is approp ri ate within the DC Unive rse. A Player shou ld not
various citizens across the wo rld and is capable
expect additiona l Hero Points for a History read ing: "Superman
of generating a cult foll owing within a region
always asks my Cha racter for adv ice" or " I be ca me a hero
beca use I killed Captain Co ld while he was robbing a bank and I the size Of a country. Wonder Woman
was surpri sed at how easy it was.··
A sample Background for Pulsar might read like this: 11 -12: This individual is capable of generating
myths and legends that last for several
Pulsar Centuries. John Constantine, Ee/ipso

Personal Data 13-1 5: This personality can gain the respect of


Alter Ego: Lloyd Wood even legendary figures, such as King Arthur, and
Occupation: Private detective, sway the opinions of beings of great mysti cal
former street criminal power. Arion, Circe, Zatanna, Brother Blood
Marital Status: Single
Known Relatives: Roger (brother)
16-18: The individual can reason with and
Group Affiliation: None
possibly alter strong pe rsonalities, such as those
Base of Op~rations: Midway City
of angels and demons. Demon, Darkseid
Height: 6 ' 1", Weight: 210 lb,.
Eyes: Blue, Hair: Blond
19·21 : When It comes to stre ngth of
Hi story: This co nsi sts of an intri catel y detail ed summ ary of personality, this individual can walk among st the
the eve nts. persons. and locat ions which surrounded a hero 's gods as a near-equal. Spectre, X'Hal, Superman
incep tion . A hi story li sts fo r th e Play er and GM. informat ion
pert inent to how the Character developed hi s Powers, Skills, and 22·24: This indivudal's Aura is powerful
Moti vati on: it provides an esse nce to the hero by es tablish in g a enough to make his or her word law across th e
definit ive b iograph y upon whi ch effec ti ve C haracte r ro le- galaxy. Doctor Fate (as Nabu)
pl ayin g ca n be based.
Fo r ex amp le. S u perma n is a n alien who deri ves h is
25·27: This personality is powerful enough to
fa n1as 1i c po we rs fro m the effect s of ye ll ow s un rad iat ion;
etch a legendary standing across the universe.
rea lizing he possesses abilities far beyond those of mortal men,
Superman uses hi s powers to uphold th e laws of soc iety and The most powerful beings in the universe will
defe nd all peop les. The Baiman is a hero scarred by a tragedy heed this individual. Phantom Stranger, M onitor,
wh ich occurred in his early childhood. his parents having been Anti-Monitor
gunned down before his eyes by a street thug: the chi ld grew up,
ho ning hi s phy sica l and mental s ki ll s to le ve ls of human 28-30: The individual's presence stretc hes
perfecti on . and dedicated himse lf 10 enforci ng hi s own bra nd of beyond the confines of this universe.
justice upon soc iety·s crimina ls
While all heroes share som e co mmon characteri stics, each
hero will possess a unique biography. Beyond variations in
SPIRIT: Powers, Skills, and flashy costumes, it is the spec ial personal
hi story of a Character which serves to se parate him from the
multitudes of heroes which fly today's skies and will sw in g
tomorrow ' s darkened streets.
A sample History for Pulsar might read like this:
APs Benchmarks
Lloyd Wood grew up a poor orphan in the slums of Midway
City and joined a local street gang at the age of fourteen. A
1-2: tough, strong-willed youth, Lloyd quickly took control of the gang
himself until he was noticed by the local syndicate and recruited
into its operations.
3-4: Lloyd soon grew disillusioned with the syndicate after
learning that the mob made its money by bleeding dry the
0
businesses and residents in his old neighborhood through a
his or her core beliefs. Ice, C,hangeling, Desaod, protection scheme. Yet Lloyd was quickly promoted to working the
Checkmate Knight protection racket himself. His first assignment was to murder the
only resident of the area who stood up to the mob 's strong-arm
5-6: This person is sO $ecure in his or ~~r :t' tactics: Professor Robert Dalton, a S. T.A.R. labs scientist who
himself had grown up in the slums.
beliefs that he or ,she is Willing to die for them.
When Lloyd confronted Dalton in the scientist's home, Dalton
Most Heroes: Huntress, Fire, ·Booster Gold '
quickly recognized Lloyd's misgivings and managed to convince
the errant youth to forgo his criminal ties and join the fight
7-8: against the mob. Dalton convinced Lloyd to participate in the
several major crises without loss of re59:lve. experimental "vita-ray process, " a treatment designed by the
John Constantine, Deadinan scientist ta imbue its subject with powers to use against the
syndicate.
Lloyd agreed to the treatment and accompanied Dalton to
9-10: S. T.A.R. Labs. However, Dalton's process went awry, as the instant
Dalton activated his vita -ray process, an eclipse cut off the
equipment's solar power source, causing a dangerous power
surge. The accident destroyed the vita-ray equipment and nearly
killed Lloyd Wood; yet, amazingly Lloyd emerged from the vita-ray
chamber imbued with powers even more fantastic than Dalton
had imagined. Lloyd created the costumed crime fighting identity
11 -12: This person hai can easily cope with of Pulsar and immediately turned his attention to eradicating the
extraordinary phenomena and knows no tru~ mob 's local influence.

:~:r~:: s isl:;~::~ ~o~;:~~:: :; :or entry in~o1


0 0
During the intense battle between Pulsar and the mob which
followed, Dalton was accidentally killed. Pulsar would have died
as well, had it not been for the timely intervention of Hawkman,
Brother Blood, Hal Jordan, Arion, Sinestro who saved Lloyd's life and helped defeat the syndicate.
The syndicate defunct, Lloyd decided to apply his thieving
13-15: talents and street smarts toward positive ends and became a
attacks from a master 1,evel sorcerer and private detective, continuing ta fight crime in his alter-identity of
Pulsar.
traumatic supernatural catastrophes routi~ely.
Amethyst, X'Hal, Zantqnna
Description
A Descripti on consists of a written account of a Character's
16-18: This person's.spiritual resilience is physical appea ran ce in both super and non -s uper id entiti es.
equivalent to that of a god-like mystical being. · Po ints to co nsider include: clothing, facial features, hair style,
Darkseid, Ares height , weight , build, and any particular manneris ms he might
possess (both physical and verbal)
When describing a hero, conce ntrate on the Character 's
19-21:
costume, emphasizing spec ifi cs such as design, material, and
even in the ravages of a hostile environrrient color. Does il include a mask, cape, or spec ial sy mbol ? If the
such as Hell or Qward. ,Lards of Order and ChaoS Player or any member of the group is an artist, the Player could
substitute a sketc h of the Character for a written Description and
22-24: st ill receive the 15 additional Hero Poi nts.
Our Player visualizes what he imagines Pulsar to look like,
and comes up with the following description:

25-27: In his heroic identity of Pulsar, Lloyd Wood wears a costume


an entity-level mystical force. Trigon woven of a special material designed by S. T.A.R. Labs. It appears
to be a simple light blue spandex body suit, until he activates his
powers. His powers react with the special fibers in the suit to
create a glowing, star like symbol in the center of his chest: the
symbol of Pulsar! To protect his secret identity, Pulsar also wears a
mask made of the same material, which adequately hides his
facial features .
In his everyday identity of Lloyd Woad, our hero tends to With the inclusion of these Drawbacks to Pulsar's Character
favor off-the-rack business suits in order to make himself look the Design, our Player has a " bank" of 34 additional, unspent Hero
part of a competent private detective. However, his top button is Points after creating Pulsar (450 + 45 + 95 - 556 = 34)
almost always undone, and his tie is loosened, giving him a
somewhat disheveled look. At six foot one and two hundred ten
pounds, Wood's blue eyes and blond hair give him an imposing Step 9
look, even when he is not in his costumed identity. During his
years as a street thug, Lloyd learned how to use his /oaks to his
Select Motivation
best advantage, developing a scowl that makes even the bravest
Two important steps remain toward completing design of a
tremble.
new Character. First, every hero requires a Motivation , which is
the driving purpose behind the Character's decision to be a hero
Personality and fight crime. Five basic Mo tivatio ns exist for heroes in the
Thi s secti on sho uld descri be a Character's physical , me ntal , DC Universe: Upholding the Good, Responsibility of Power,
and emotiona l manneri sms, how he deals with other Characters Seeking Justice, Thrill of Adventure, and Unwonted Power.
and vice versa. Perso nalit y traits are ofte n c lose ly associated A beg inning Character can possess one (and only one) of
with a Character's Motivation (see Step 9 ). From a role-playing these Mot ivat ion s. Se lec tin g a M oti vation neither cos ts nor
stan d po int , c rea tin g a uniqu e Persona lity feature for each awards Hero Points. However, keeping a Character's Moti vation
Character wil l increase interest and enjoyment for all Players. firml y in mind during a n adventure and campaign will help a
On e of th e reasons Ju stice League A merica a nd Ju sti ce Player to ro le pl ay , a nd consistent role-playing ca n result in
League International are suc h enjoyable comics is that eac h hero receiving additional Standard Awards (see Chapter Nine ).
is clearly defined and has some unique facet to hi s personality. Motivations often dramatica ll y affect a Character's Personality
The Martian Manhunter is stern and serio us, but addicted to (see Step 7)
Oreos ; Rocket Red is a nai ve farmboy desperate ly trying to Th e following descriptions provide information on each
ass imilate him self into American culture, and Guy Gardner is a Motivation and present personal in sights from representative DC
brash, arrogant fool. heroes.
A sample Personality note on Pulsar might read like this:
Our Player determines that Seeking Justice, Batman 's
Pulsar is a tough-talking, arrogant type who is new to the Motivation, fits Pulsar's history and psychological outlook best.
super-business. While he genuinely cares about people and their
problems, he can be quite impetuous, often thinking with his fists
UPHOLDING THE GOOD
instead of his head. Something of a hot dog, given a choice in
A C haracter wi th the Motivation of Upholding the Good
combat, Pulsar will select the tactic which best displays his
be li eves steadfast ly in traditi o nal moral values: compassion ,
amazing abilities.
justice, truthfulness, and a resolute faith in society's laws. A
In his everyday identity of Lloyd Wood, Pulsar tries to be a bit
Character Upho lding the Good is unre lenting in the pursuit of
mare low-key, hoping that no one will notice the similarities
Good and would never overstep the boundaries of the law, even
between his dual identities. Pulsar offers Wood the chance to
if it may occasionally see m ju sti ce wou ld be better se rve d
really cut loose and enjoy his new-found powers, an opportunity
otherwise.
he doesn 't have in his civilian life. Uoyd 's other major personality
trait is his curiosity, which frequently gets him involved in matters
A C haracter wi th the Motivation of Upholding the Good
that others might not have noticed.
be lieves societal laws to be ultimately benign and will defend
those laws at all costs.
Since our Player has created all three of the Background,
Description, and Personality aspects for Pulsar, he receives 45 S upe rman po ssessed the Motivation of U ph o ldin g the
additional Hera Points to add to the 450 base. Since 556 Hero Good, which he explained in thi s manner:
Points hove already been spent on Pulsar, our Player must still
come up with 61 Hero Points in Drawbacks (556 - 450 - 45 = 61). "All people, not just heroes, have the privilege and duty to
support the laws of their society. While my powers allow me· to
uphold these laws to a greater extent than I could otherwise, I
Step 8 would pursue my beliefs even without my powers.
" Upholding the Good means to acknowledge that all living
Select Drawbacks creatures have value. For my part, I do whatever I can to improve
the good elements in our world and to eliminate evil while
If a Pl aye r has purc hased Attributes, Powers, Sk ill s, and working within society's rules, since laws are designed to benefit
Adva ntages that cost more than the 450 Hero Po ints alloned for
everyone. I realize that some lows are outdated and ill-conceived
Character Des ign, he mu st now locate additio nal Hero Points to
but I refuse to allow a few bad lows to impede the entire system.
pay for the Character's creation . T hi s is acco mpli shed by giving
" Ultimately, good is more than the mere absence of evil.
Drawbacks to the Character.
Were there no villains, I would still hove much work to accomplish;
Drawbacks are the opposi te of Advantages. Each Drawback
there is world hunger to combat and human injustice to
description (see pag e 36) li sts a Hero Point bonus, which is the
overcome. There will always be plenty of good I can do besides
numbe r of addi tional Hero Point s award e d fo r se lect in g a
keeping Lex Luthor out of trouble. "
Drawback

In the example, our Player must locate at least 61 Hero RESPONSIBILITY OF POWER
Points in Drawbacks to purchase all of Pulsar 's characteristics. A Character with th e Motivation o f Respo ns ibility o f
Since Pulsar's abilities are light-based, our Player decides to give Power decides to change as a resuh of the awesome Powers and
him a Loss Vulnerability which is activated by darkness, specifying Skills w hi ch separate him from the re st of the world. The
that none of Pulsar's abilities is ever able to function in complete Character, no longer o rdin ary , accepts that with great power
darkness. comes g reat responsibility.
Since this Vulnerability affects Pulsar's Powers and Physical Such a hero will generally uphold the Jaws o f society,
Attributes, and has a Range of O APs, selection of the Drawback reali zing that he is an example to others and th at such power
awards 85 Hero Points. Additionally, Pulsar has the Secret Identity d e mand s a more disciplined life styl e than the hero might
Drawback, which is worth 10 Hero Points. otherwise have chosen. However, the course of ac tion this
res po nsi bilit y di c tates oc cas ion a ll y s tra in s s uc h a hero's eradicating the evil which permits one man to kill another. While
patience despair, loneliness, and doubt wish to turn me from the path of
justice, I will never surrender. No criminal can escape the grip of
Gree n Lantern is bound by the Respo nsibility o f Power. He justice ... my justice.
exp lains his Moti vation in th is manner: "Comparatively, Superman is an admirable person, but he
refuses to see the evil which strangles society, preferring to hide
"Being a member of the Green lantern Corps is probably the behind his red, white, and blue blindfold. Society is a dying
highest honor anyone, human or alien, could achieve. Yet, the patient and I am the surgeon who will tear the criminal heart, still
power the Guardian s grant us brings with it awesom e beating, from its body. "
responsibility. The universe is filled with evil and injustice; it often
seems impossible just to protect space sector 2814. I have to try.
"The power I wield obligates me to continue where others THRILL OF ADVENTURE
might quit. The responsibility is tremendous and I often find myself A Character with the Motivat io n o f Thrill of Ad ve nture
plagued with doubt; yet, the satisfactions of a job well done are takes extreme chances in co mbat and enjoys every minute of it.
sufficient reword. So metimes the hero will overestim ate his abilities and peo ple
"On the other hand, I am also a human being. I cannot be will o ft en co nsid er the C haracter flipp ant and occ as ionall y
perfect twenty -four hours a day for the rest of my life. The ridicul ous. Yet, such a hero woul d neve r dese rt a fri end or run
Guardians espouse a strict code of ethics and behavior and require from a fi ght.
that I follow their ideas of what is important, not mine. Sometimes A Character out fo r the Thrill of Ad venture will not easil y
I find myself resenting my power ond responsibilities for interfering accept other people ' s concepts of justi ce. Simil ar to a Character
with my life." who is Seekin g Ju stice, th is is an independent hero who works
under a stri ct code of behav ior. Thi s Character enj oys hav ing
Powers and Ski ll s and thri ves on the fa me whic h comes with
SEEKING JUSTICE bein g a hero. Such a hero will often use humor during see mingly
A C harac ter with th e Mo ti vati on of See kin g Ju sti ce will inappropriate combat or d iplo matic si tuations.
ig no re anyth ing whi ch interfe res with a qu est. Th is hero will
willing ly subvert society's laws, some of whi ch he believes help C hange lin g is mo tivated by the T hrill o f Adve nture. He
protect crimin als. This hero will see k out a criminal at whatever desc ri bes hi s Moti vati on in thi s ma nner:
socia l leve l the criminal ex ists, matching deed fo r deed, vio lence
wi th vio lence. "I have occasional doubts, like when we're clear across the
country in the middle of some nuclear detonation site and Brother
Batm an·s Mot ivati on is Seeking Justi ce, which he ex pl ains Blood's getting ready to knock my head back to Titans Tower. But
in thi s manner: if I can go from being a suave hero to a dead smudge in a couple
of seconds, my doubts can 't last long. Half a second to get the
"Anyone with eyes can see that atrocities are committed layout of the area, transform into a cheetah, then valiantly whip
every day. Today's criminal believes it is his right to prey upon the around my fallen comrades at top speed to outflank the evil bad
innocent. Many people are willing to let that slide. .. lawyers, guy.
judges, even the police . .. I am not. "In the blink of an eye, I turn into an eagle and fly overhead,
"I bring justice into the night, where the criminal hides. If he zeroing in on Brother Blood as he prepares to lay waste to the
uses stealth, I move even more quietly. If he uses violence, I match remaining New Titans. Without thought for my own personal
his brutality. It is the only language he understands, and I am safety, I turn into a huge African elephant and drop pell-mell right
fluent in it. He loves to make others fear him. He fears me. on top of Blood - a green trumpeting bomb from the sky. Just for
"I would never harm innocents. More often than not, I am good measure, I hop up on all fours and tromp back and forth over
the only friend they have. I do not kill; my life is committed to the nasty villain until I'm absolutely sure he poses no more threat.
"The menace eliminated, I hoist my teammates' unconscious • Alter Ego: Lloyd Wood
bodies onto m y back with m y trunk and march to ward the • Motivation: Seeking Justi ce
nearest hos pital, where I am greet ed with th e ch eers and • Occupation: Private Detective
applause o f m y adoring public. Sure, it 's a tough life . .. but • Wealth: 5
somebody has to live it. H

UNWANTED POWER Creating Villains


A Charac ter with 1he Moti vation of Un wanted Power was
usually created by acc ident or at the whim of others. T his hero The GM ca n also use the Character Design syste m IO creaic
in no way desi res such Powe rs and abiliti es. the possess ion of vi ll ains for an advent ure or campaign. A vill ain designed on 450
which ofte n brings seve re pe rsona l co nse qu e nces. Th is is a Hero Poi nts should be a matc h fo r a hero des igned on 450 Hero
reluctant hero, one who would glad ly ret urn to his fo rmer life if Poin ts. and vice ve rsa.
given the opponunity. Th e o nly rul es whi ch vary fo r c reat ing vill a ins a re th at
Suc h a C ha ra cte r o ft e n jo in s a he ro team , see kin g a n villains neve r rece ive an add iti ona l 45 Hero Po in ts for th e
acceptance denied the Character in the normal worl d. Thi s hero Bac kground, Pe rsonality, and Descrip ti on aspec ts of the des ign,
regularl y fo rm s ex tre me ly close, perso nal att ac hme nts to othe r and tha t vil lain s possess diffe re nt Moti va tions th an he roes, as
heroes and is very loya l to the team. A he ro with Unwanted indi cated in the fo llow ing desc riptions:
Powe r may strongly fe el that soc iety owes him a deb1 and can
often be shon -tempe red. Mercenary
T his Characte r co mmi ts crimes fo r the money involved.
Cy bo rg possess U n wa nt ed Powe r . He ex pl a in s h is whic h may co me from the c rime itse lf, or the vi ll ai n may be
Motivation in th is manne r: pa id be an outside source to comm it the crime. Be ing an outlaw
business person. in effec t, a Mercenary will not comm it a c rime
"Being a member o f the New Titans is exciting. The Titans if 1he fee is not right. A Mercenary possesses his ow n partic ul ar
are the best thing that has happened to m e in a long time. They standards: some will not hes itate to ki ll in order 10 complete a
give me a sense o f belonging that I like ... that I need. I wish I felt c rime. bu t for most Merce na ries. murder necess iiates a muc h
the same about the res t o f the human race. The metal half of me hi gher fee. A Merce nary will reg ularl y negotiate fees. fo r cri me
hos power far beyond anything I would have thought possible; is a business. not a re ligious ca lli ng.
but possessing it means I con never feel com fo rtable when I am
around normal people.
"Sometimes it seems there are over four billion people out
Nihilist
T his Character des ires, above all e lse. comp lete destruction
there who would rather forget I exist than try to understand me;
on as wide a scale as poss ible. The vill ain is suici dal. thi nki ng
these are the people I'm supposed to help? I can do tremendous
nothi ng of 1a kin g his life as long as thousa nd s of othe rs d ie in
things with m y abilities, but I could also do a lot o f good if I were
the process. Be ing dri ve n by an unreasoning hat red of a ll th ings,
normal. I sure wish I could have that chance.
a Nih ili s1 will o fte n enter Killi ng Comba t. ma king the use of
''Superman is on ideal to me. He and Starfire are even aliens,
Persuas ion on 1he villai n near ly imposs ible.
and they fit righ t in with people. They can do it but I just stand
out in a crowd - like the ones which form ta ga wk at me. Green
Lantern has it mode: stomp the bod guys, then go home and take Power Lust
o ff the ring. What a clear-cut job; nine-to-five and afterwards you T his Charac1er wants to rule the country. world . ga laxy. or
can go bock to being a regular person." uni verse, depending on the ex tent of an ind iv idu al's ambiti ons
a nd a b ili1i es. Th e vil la in w ill no t seem unreaso nab le in
de meanor as long as everyth ing goes his own way. Characte rs
Step 10 governed by th is Mot iva tion inc lude leaders o f ··noble causes"
who espouse conce p1s li ke, "My rule will benefit all o f you, fo r
Calculate Remaining Hero Points only I con save/ help/ lead you. Oppose me, and all humanity will
suffer!H
The fi nal step which rema ins in designi ng a new Character A villa in w it h Powe r Lu s t co nside rs murde r tO be a
is to ca lc ulate the numbe r of Hero Points re main ing from the perfect ly viable mea ns to an e nd. and wi ll use ii accord ing to his
purchase of all the various Character e le ments. T hi s re mainin g ow n ev il standards. However. he will not ki ll hi s e nemies simp ly
numb e r w il l be t he He ro Po i nt s the C ha ra c te r w il l have fo r killing·s sa ke.
" banked" (s wred fo r late r ex pe nditu re. as ex pla in ed in Idea
Seve n: Hero Points in Chapter Three ).
In the example, Pulsar has 34 Hero Points left (450 + 45 + 95 Psychopathic
· 556 = 34). Now complete as a newly designed Character, Pulsar T hi s C hara c te r is ru le d by unco nt ro ll a bl e. neg at ive
has ended up looking like this: e moti ons such as hatred, j ealousy. fear, and arroga nce, which
a llow th e vill ain 10 fe e l j ust ifi ed in co mmitt ing ev il. Th e
psyc hopath may be comp le te ly insa ne or si mply be gove rned by
a twisted and ev il mora li ty. T he ac t of ki lli ng does not bother the
DEX: STR: B ODY: psyc ho pa th . w hose fee li ngs a nd reaso ni ng are ofte n
incomprehensibly warped. Most vill ain s described as "pure evil''
I NT: W ILL : M IND:
would be c lassi fi ed as psyc hopat hs.
I NFL: A URA: SPIRIT:
I NITI ATIVE: 17 H ERO POINTS 34
Thrill Seeker
Th is Character li ves in the c rimin al world fo r kicks. Unl ike
• Powers: Energy Blast: 8, Fligh1 : 10, Force Field: 4 h is hero ic co unt e rp a rt . t his Thrill Secke r has no s tomac h
• Skills: T hief: 4, Vehicles: 5 whatsoever fo r co nfrontation. ff eve nts turn agai nst th is vi ll ain.
• Advantages: Area Kn owledge (Midway Ci1y); he turns int o u coward. The T hri ll Secker will not attempt IO kill
Conneclions: Street (Low), Police (Low) a he ro unl ess terri bly des pe rate: heroes have bee n know n to
• Drawbacks: Loss Vulnerab ility: Powe rs and beco me upse t by such attempts and might then hurt th e vill ain.
Physical Attributes in total darkn ess; Sec rel Ident ity whi ch is certain ly not any fun
AP Purchase Chart
FACTOR COST
Other Action
Wealth Attribute Attribute
2 3 4 6 7 8 9 10

1 1 1 2 2 3 3 4 4 5 5
2 2 2 3 4 5 6 7 8 9 10
3 3 4 6 8 10 12 14 16 18 20
4 4 6 9 12 15 18 21 24 27 3
5 5 8 12 16 20 24 28 32 36 4
6 6 12 18 24 30 36 42 48 54 60
7 8 16 24 ' 32 40 48 56 64 72 80
8 10 20 30 40 50 60 70 80 90 100
9 12 24 36 48 60 72 84 96 108 120
10 16 32 48 64 80 96 112 128 144 160
11 20 40 60 80 100 120 140 160 180 200
12 24 48 72 96 120 144 168 192 216 240
13 28 56 84 11 2 140 168 196 224 252 280
14 32 64 96 128 160 192 224 256 288 320
15 40 60 120 160 200 240 280 320 360 400
16 45 90 135 180 225 270 31 5 360 405 450
17 50 100 150 200 250 300 350 400 450 500
18 55 110 165 220 275 330 385 440 495 550
19 60 120 180 240 300 360 420 480 540 600
20 65 130 195 260 325 390 455 520 585 650
21 70 140 210 280 350 420 490 560 630 700
22 80 160 240 320 400 480 560 640 720 800
23 90 180 270 360 450 540 630 720 810 900
24 100 200 300 400 500 600 700 800 900 1000
25 11 0 220 330 440 550 660 770 880 990 1100
26 120 240 360 480 600 720 840 960 1080 1200
27 130 260 390 520 650 780 910 1040 1170 1300
28 150 300 450 600 750 900 1050 1200 1350 1500
29 175 350 525 700 875 1050 1225 1400 1575 1750
30 200 400 600 800 1000 1200 1400 1600 1800 2000
31 225 450 675 900 11 25 1350 1575 1800 2025 2250
32 250 500 750 1000 1250 1500 1750 2000 2250 2500
33 275 550 825 1100 1375 1650 1925 2200 2475 2750
34 300 600 900 1200 1500 1800 2100 2400 2700 3000
35 350 700 1050 1400 1750 2100 2450 2800 3150 3500
36 400 800 1200 1600 2000 2400 2800 3200 3600 4000
37 450 900 1350 1800 2250 2700 3150 3600 4050 4500
38 500 1500 1000 2000 2500 3000 3500 4000 4500 5000
39 550 1100 1650 2200 2750 3300 3850 4400 4950 5500
40 600 1200 1800 2400 3000 3600 4200 4800 5400 6000
Per AP
Over40 +50 +100 +150 +200 +250 +300 +350 +400 +450 +500

Creating More• or Liss-Powerful Heroes


y using a 450 Hero Point Base, a Player can design a Character roughly equivalent in power to an average
of the New Titans. Yet. what if an adventure or campaign features more- or less-powerful heroes? The
is to adjust the Hero Point Base.
By multiplying the 450 Rero Point Base by a factor of two or three, a Player can design a Character fit for the
J:si~i~~~guu;:!r:•:u:•fo~~~~~~:;.Hero Point Base by a factor of tlm and a Player can design a Character !
0 n!r.r:::.o"::~°!::!;;:~~;:~t:1r0 i:::::.1~.!:r::;n~;.~::i.: ~~~~::;:0 ~a1r (down to 225 points) I
Whenever altering the Hero Point base, a Player should also increase or decre.ase the Hero Point costs and!
onuses for all Advantages and Drawbacks by the same factor. Advantages cost twice as much for 900 point
haracters; but Drawbacks net them twice as many Hero Points. Advantages cost half as much for 225 point
haracters; but Drawbacks only earn them half as many Heto Points.

No\~:'n~::;::r ~i: !~~e~e;i::e::i~; ~:~-:~ :!ecth:•:~:~~:::t:; ~::;;;;t:~w;7o:;: I


Role-Playing (up to 1 Standa rd Award)
A Character in the DC Heroes RPG should have fri ends,
Ill. Experience colleag ues, a nd a persistent foe with whom to interacL If a
Player ' s utiliza ti on of the C harac1 e r is co nsiste nt wi th the
and Character Growth Charac1cr' s Moti vat ion and pe rsonality, a Standard Awa rd is
di stributed for accurate role-play ing.
At the completion of an adventure, a Character will receive Conversely, if a Character' s act ions violate his Moti vation
a Hero Point award for playing the game. These Hero Points can or if the Character goes through sudden personality changes, no
be used to improve the Charac te r's abi li 1ies over time. The Standard Award should be distributed for ro le-playing.
di stribution of th ese Stand ard Awa rd s are subj ec t to th e A Player who constant ly adds new facets to his Character
following guidelines. For more thorough information regarding or who ro le-plays with exce pti onal consiste ncy, particularly
the awarding of Hero Points, see Standard Awards in Chapter when 1he result ing actions could place the Character in jeopardy,
Nine. may be eligib le for bo nu ses. A GM sho uld feel free to
ge nerously re ward creati vity in ro le- play ing.
Gaining Experience in Adventures Saving Innocent
An adventure is defined in term s relating to a villain's plo1 Bystanders (1 Standard Award)
If an adven tu re conni ct endange rs the lives of innocent
and it is through the completi on of adventures that Charac ters bys ta nd e rs, a tru e hero wi ll a lways a11e mpt to save th e
gain experience. Once the villain is encountered and the plot has bystanders. even at th e risk of the hero' s own life. Characters
e ither de finit e ly s ucceeded or bee n foi led, the ad ve nture is who save innocent bystanders receive I Standard Award.
complete and Characters are awarded Hero Points based on the ir Onl y No n-Player Characters who happen into action by
le ve ls of success. An adventure ma y take severa l gaming mistake are considered innocent bystanders: if the Joker plans to
sessions to resolve, depending upon its complex ity; until its blow up Got ham , for example, and the Batman thwarts the
resolu tion. no Hero Points are awarded. sc heme. the milli ons of Gotham citize ns are 1101 co nsidered
innocent bystanders.
Hero Points arc awarded re lat ive 10 five basic levels of
heroic ac hievement : Thwarting the
Vlllaln(l Sta ndard Awa rd )
1.) Participation In the adventure. This Standard Awa rd is di stributed to Chnracters who were
2.) Role-playing the Character well. ab le to success full y foil the plan of the adven ture's primary
vi llain or villains.
3.) Saving the lives of Innocent bystanders.
4.) Thwarting the plot of the villaln(s). Subplots (1 Standard Award)
5.) Role-playing Subplots. Every Character possesses a unique pe rso nal hi story th at
includes past experi ences and acqu aintances. Often a Character
A sixth award (termed the Mi scellaneous awa rd ) may be wi ll have the opponunit y to int erac t with th ese eleme nts,
gran ted at GM di sc reti on 10 reward especiall y heroic action s not renewing a connict with an old foe or returnin g 10 the home
cove red by th e five prim ary ca 1ego rie s. Fo r exa mpl e. a wor ld from whi ch th e hero was ex iled. A Character who is
Character who did not enter Killing Combat agai nst a foe who in volved in his own Subplot receives one Stand ard Award. For
did. or a Character who devised a clever solution to a problem further information. see Chapter Ten.
should each receive a Miscellaneous award.
Each of the se le ve ls of heroic achi eve men t is worth a Miscellaneous (up to 1 Standard Award)
specific number of Hero Points called a Standard Award, which A Character may receive anywhere from I Hero Point to an
is a variable be nchmark for judging an adventure on its ow n entire Standard Award for heroic actions which ar not covered
merit s. The Standard Awa rd is a reflection of th e level of by the five previously lis1ed cmegories. The decision not to en ter
Ki lling Combat against a foe who had done so would be wo rthy
diffi cult y that th e heroes encountered whi le compl etin g th e o f a n additiona l S ta nd ard Awa rd , as wo uld inventing a
adve nture - the more diffi cult the adve n1ure, the grea ter the part ic ul a rl y in gen io us so lution to a diffic ult prob le m.
Standard Award. For instance, pa rt icipating in an adven1ure Mi sce ll aneous Standard Award s are comp letely a t GM
agai nst street thugs wo uld probab ly be less difficult than an di scretion and need not be distributed at all.
advent ure against Dark seid.
Characters may receive less than a ''full '' Standard Award if
th ey only co mple te ce ri ain portio ns of an adve nture (i f a
Character Growth
Character participated and saved innocent bystanders but did not As Characters progress through their heroic careers, they
thw art th e vill ain . that Character wou ld receive onl y tw o become more experienced and ski lled in the use of their superior
Standard Awards. at GM disc retion). ab ili ties. In the DC HEROES RPG , thi s aspect of Character Growth
Note: Any heroic Character who in itiates Killing Combat is represented by a Character using Hero Points to increase his
must automaticall y fo rfeit any and all Hero Poi nts available as APs of an Allri butc. Power. or Skill.
Standard Awards fo r th at adve nture, cxcep1 in cases where the A Charac ter wishing to inc rease his statisti cs purchases
villai n he is fi ghting first entered Ki ll ing Combat. In such cases addi1ional APs of Attributes, Powers. a nd /o r Skills on the
the hero·s Awards arc hn lved. Killing is neve r a rewa rdable act. Increasing Attributes Chan below. jusl as he did when designing
the Character ori ginall y. However. whe n increasing stati stics
Participation (1 Standa rd Award) throu gh Grow th , a C ha r:ic tc r mu st purc hase eac h of th e
Any Character who takes part in an adventure receives one add itional APs indi vid ua ll y. whi ch results in a much more costl y
S1andard Award for simple participation. The exception to thi s in vestment.
rul e is a Character who initiates Killin g Combat during th e Suppose a Character wanted to increase his DEX for m 6
adve nture; this Character forfeits all Hero Point awards available to 9 APs . DEx is an Action Attribute (Factor Cost 7);
as a result of the unheroic action. referencin g the chart reveals that 7 APs of DEx cost 70 Hero
Note: Characters who consistently fo rfeit th e Participation Points, 8 APs cost 70 Hero Poin ts, and 9 APs cost 105 Hero
awa rd ma y be asked by th e GM not to parti ci pate in funher Points. To increase his DEX from 6 to 9 APs, the Character
adventures. must pay 245 Hero Points (70 + 70 + 105 = 24S).
Increasing Attributes Chart

AP Wealth
Range 2 4

1,8 10 20 30 "40 50 60 70 80 90 100


9-15 15 30 45 60 75 90 105 120 135 150
16-24 20 40 60 80 100 120 140 160 180 200
25-35 25 50 75 100 125 150 175 200 225 250
36-40 30 60 90 120 150 180 210 240 270 300
41 -45 35 70 105 140 175 210 245 280 315 350
46-50 40 80 120 160 200 240 280 320 360 400
51 -55 45 90 135 180 225 270 315 360 405 450
56+ 50 100 150 200 250 300 350 400 450 500

Similarly, su ppose th e Characte r wa nted to in crease his a great number of Hero Points to raise APs of their abi lities.
Fo rce Man ipulatio n (Factor Cost 10 Powe r) fro m 7 to 10 APs; The banking of un spent Hero Point s in no way threatens
8 APs of a Factor 1O Power cost 100 Hero Points, 9 APs cost the ir loss. Characters canno t accidental ly lose banked Hero
150 Hero Po ints, and 10 APs cost 150 Hero Points. Th us, the Points in batt le or have a vi ll ain steal them ; a Character mu st
Characte r mu st pay a tota l of 400 Hero Poi nts to increase his w illingly expend Hero Points for hi s bank to dimini sh.
APs of Power from 7 to 10 APs (100 + 150 + 150 = 400).
Purchasing New Advantages
No t e: When increasing any Pow e rs and Skills through A Character ma y use Hero Points to purch ase new
Character Growth, any Bonuses and Lim itations placed o n the Advantages. Purcha s in g a new Advantage for an ex isti ng
ex isting Power o r Ski ll sti ll affect the Factor Cost. For example, Characte r cos ts 5 t i me s the li sted He ro Point cost of the
to increase APs of Energy Blast with th e No Ran ge Lim itation, Advantage.
the new APs would sti ll be purchased at Factor Cost 2.
When increasing Attributes, Powers, and/or Sk ill s, Hero
Points needed for a parti cular increase must be paid at one time;
Removing Drawbacks
A C haracter may also use Hero Points LO remove any pre-
partia l expenditure is not allowed.
existing Character Drawbacks. Removing a Drawbac k from an
ex isting Character costs 5 times the number of Hero Points the
Adding New Powers and Skills Character origi nal ly receiv e d for adopt i ng th e Drawback.
B eyo nd growth of C haracte rs throu g h Att r ibute Drawbacks cannot be removed w ithout express GM perm iss ion.
modifi cation, a Pla yer may occasiona ll y want to divers ify by Exa mpl e: When Batman started hi s career, he possessed the
adding totall y new Powers and Ski lls to hi s C haracter's ab ilities M istru s t Drawback (as see n in Ba tm a n: Year One) . By the
Purchasing an additiona l Power for an ex ist ing Character second year of hi s career, Batman had removed this Drawback
costs 10 times the Base Cost. Adding a new Skill cos ts 5 times and added a High level Connection with the GCPD (as seen in
the Base Cost. Thi s gives the Character O APs of the new Power Batman: Year Two) by spending accumu lated Hero Points
or Sk ill ; th e P laye r mu st the n purc ha se ind ividual APs of the
Power on the Increasing Attributes Chart. taking into account any
Bonuses or Limitations wh ich may affect the Power or Ski ll' s
Factor Cost IV. Advantages
To link a new Powe r or Ski ll , the Playe r follows the same
procedu re for adding a new Power or Skill just described ( I O or and Drawbacks
5 t ime s the Base Cost, plu s ind ivi dual APs on the Increasing
Attributes Chart) , with the usua l -2 Factor Cost bonus for linking
an abil ity (see page 22) and any other Bonuses or Limitations Advantages
that appl y . Howeve r. the Player mu st buy a number of APs of
th e Power or Ski l l equal to t he ex is tin g AP s of the Link Advantages are Character capabil itie s whic h are not
Attribute immed iately. Once he has done so, the new Power or measured in APs; a Character e ither does or does not possess the
Skill is co nsidered linked to the Attribute, and must inc rease if Advantage.
the Player later dec ides to purchase a hi g her AP leve l of the Listed w ith each Advantage is a Cost, wh ich is the Hero
Link Attribute. Po int cost to purchase the Advantage. If the Hero Point Base of
In addition to adding APs to an existing Power, a Player a Character has been multiplied or divided from the normal 450
may add Bonuses to a Character's Power or convert one or more Hero Point Base, the Advantages ' Costs must a lso be multiplied
Powers to an appropriate more ex tensive Power with ex perience or divided by tha t same amou nt at the time of purc hase (see
by pay ing the difference betwee n what the new (or improved) page 30).
Power wou ld cos t and wha t th e o ld Power( s) wo uld cos t if
purchased throu gh Characte r Growth. Changes of th is nature can AREA KNOWLEDGE [COST: Va riab le]
only be made w ith GM approva l , a nd s hould require an A Character w ith thi s Advantage has thoroug h knowledge
ex plan at ion in the fo rm of one o r more Subp lots. of the te rrain and landmarks which dominate a spec ifi c area. The
area with wh ich a Character is fa miliar must be exac tly spec ifi ed
Banking Hero Points when thi s Advantage is purcha sed. Th is Advantage may be
Hero Po int s may be saved by a C ha racter unti l they are purchased more than once for Characters familiar with more
ex pend ed either duri ng an ad ven tu re or throu g h Character than one area
Growth; thi s method of retain ing Hero Point s (ca lled " banking" ) A Character with this Advantage can automatica lly locate
• is often used by extreme ly powerfu l Charac ters who must reta in any feature or landmark within 1he area by gaining RAPs on a
Perception Check against an OV/RV of 2/2 ('"where is the A High level Connection allows unique familiarity with an
nearest public phone?'": .. which bayou leads to LaBostrie's individual (if the Character is one of Supennan's close friends)
shackT; "where is Wayne FieldT; and so on). Additionally, a or contacl with someone at th e upper echelons of an
Character with Area Knowledge receives a +2 Column hift organi,ation (such as Commissioner Gordon of the GCPD). A
bonus to his OV/RV against Per eption Checks made to detect High level Conncc1ion will automati cally inform n Character
him while he is using the Thief ( tealth) Subskill within the wi th this Advantage of everything he or his organization knows
area. Simi larly, the Charncter receives a -2 Co lumn Shift on any panicular subject. Additionally. High level onncction
modifier to his target's OV/RV when making Perception Check can often be Persuaded to lend a Character assistance or
to detect others who are using Stealth in the area. equipment. See Chapter Six for more details.
uch tcolth modifiers are discretionary. as Batman's Area A High level Connection cost 15 Hero Points.
Knowledge of Gotham City would aid him while auempting to A Low level Connection allow a slight acquaintance with
hide in an alley. but probably would not help him sneak around an individual (the Character once helped Superman defeat Lex
in idc the Penguin 's Gotham City hide out. Likewise, a Green Luthor) or con ta ct with someone in the lower ranks of an
Lan tern who is in 1imntcly fam ili ar with hi s Space ec tor organi zat ion (s u h as beat cop in the GCPD) . A Low level
would n' t necessarily know every back alley and rooftop therein. onnec tion can often provide somewhat usefu l in formation
The Hero Point cost of Arca Knowledge is based on the when questioned but usually will not know everything which his
sile of the area known. according to the following table: organization kn ows. or will not revea l all the information he
knows 10 the Character.
Are.a Size llffol'GlntCost A Low level Connection cost IO Hero Points.
Note: To purcha c a particularly powerful or innue ntial
Neighborhood 10 onnection (the White House. Supennan. etc.) a Character must
City 20 spend twi ce the normal Hero Points (20 for Low, 30 for High),
Suue/Provincc 30 and 111us1 describe in hi s Background how the hnracter
Country 40 acquired the Connection. The GM has the right to refuse such
Continent 50 onnections, especial ly if they are High.
Planet 75 This Advantage may be purchased more than once for
Solar Sy tem 100 haracters wi th more than one Connection. Example
Gnlaxy/Dimension 125 Connections include; (Individuals) - potentially any Character
Space Sector 150 in the DC niverse; and (Organizmions) - the CIA. City Hall,
Known Universe 200 Congress. the FBI. a Foreign Consulate, Checkmate, the Justice
League International. the M ilitary. a Major Televi sion rntion. a
ATTRACTIVE [COST: 15) Museum. a Newspaper. the Police. S.T.A.R. Labs. the trcct. the
A Character with th is Advantage is extremely phy ically cw Titans, the Underworld. etc.
auracti\'c. uch a Chara ter receives a - I Column Shift modifier
to the OV of any Persuasion aucmpt made against membe rs of CONNOISSEUR [COST: 5)
the opposite sex. For further information. see Chapter Six : A Character with lhis Advantage has apprecin ti on and
Character Interaction. knowledge of life's fincrt hings; antiq ues, the arts, food . jewelry.
wines, and high fashion. A Connoisseur can appraise any item
BUDDY [COST: 25) through a successful Perception Check (A V/EVs being equal to
A Cham lcr with 1his Advantage begins the game with a the Character's J,rr/W 1LL) agai nst OV/RVs of 2/2.
close personal friend who is privy to all of his secrets. The An aucmpt made by a Connoisseur to Per. uade another
Buddy will help the hero in any way that he can. and hould be Chara ter receives a - I Column Shift modifier to the OV if the
considered westruck/Enamored for the purposes of Character Character has had the opportunity to exercise his Connoisseur
In teraction. The help that a buddy provides could include abilities (wining and dining the subject. engaging in clever and
providing excuses for the absence of the hero·s alter ego when articu late conversation. etc).
he is oul fighting cri me. doing de1ec1ive or research work for the
hero. or even di~guising himse lf as the hero to provide a FREE ACCESS [COST: 10]
di trnc1ion. hnracters wi th this Advantage have either a press pa.s ,
The GM should create stari tics for the hero's Buddy. and police identification. or other credentials that allow them to gain
the Buddy can obviously become a frequent on-Player en try into area that have been restric1cd by the civil authorities.
Character in the hero's ubplots. A Buddy will always remain ormally. restricted areas include crime scenes. arc.as where
loyal to the hero. no mailer what happen . A Buddy should not VIPs nre present. and operational faci liti es wi th in poli ce
be married to the hero. as thi ~ constitutes a Drawback (see page hcadquancrs. Nole that 1his Ad vanrngc does not grunt access 10
38). A Buddy also can not be nnother hero. The GM has fi nal "top•secrct" or sensitive military loca ti ons. Such access requires
approval of the Buddy Advantage. proper Security learance (see below).
Batman has a Buddy in Alfred Penn ywort h. and Tom
"Piefncc" Kalmaku was formerly the Buddy of Green Lantern
Hal Jordan. uperman would not receive the Buddy Adva ntage
GADGET [COST: Variable)
A haracter with thi Advantage begins his career wi th a
for Jimmy Olsen. as Jimmy does not know Superman's secret~:
although Mn and Pa Ken t could possibly be considered Gadget. The Player must design his Gadget using the guidelines
Superman·s Buddies, even though they are not listed as such. presented in Chapter Seven and must pay the Gadget' s Hero
Poi nt cost. Gadgets purchased through thi s Advantage are
au1om:11ica ll y bui lt successfu lly (no Gadgetry hecks are
CONNECTION required). and no Wealth Check needs to be paid. A haracter
[COST; 10 or 15, see following] with this Advantage doc not have 10 possess the Gadgetry kill.
onntttion is a Non~Player Charac1er who is friendly 10 but should at least know of a Character who can build it for him.
a Character possessing this Advantage. A Connection can either Thi Advantage may never be purchased afier a haractcr' s
be an individual (like uperman ) or an organization (like the creation: it i onl y an op1ion for beginning Characters. Obtaining
Gotham City Police Deportment). a new Gadgel for an exis1ing Charac ter requires design.
When purcha~ing this Advan tage. a Character must exactl y purchase. and creation under the normal Gadgetry rules. Thi s
pecify with which individunl or organization he is connected Advantage may be purchased more than once for a Churacrnr
and if 1he Connecti on is High or Low level. who debuts with more than one Gadget.
This Advantage may never be purchased after a Character
GENIUS [COST: 2SJ has begun his caree r; it is on ly a n opt io n fo r beginning
A Character with thi s Adva nt age may use hi s Gadgetry Characters. Obta ining a new Headqua rters fo r an ex istin g
Ski ll 1.0 cre~te iten~s or dev ices that use technology which is Character requires design, purchase, and creation under normal
un available m the ·' rea l world" of the late 20th century ( i.e., Wealth rul es, fo und on page 124.
te lep~rta_tion machines, _force fi eld belts, etc.). For a complete
desc np11on of th e Genrns Advantage and its ap plica tion s to INSTA-CHANGE [COST: SJ
Gadgetry, see page 11 4. A Character with thi s Advantage can switch into costume
insta.ntaneous ly. Such a Charac ter's costume normally possesses
GIFT OF GAB [COST: 20] special mo lecules which transform at the hero/villain's will .
A Character wit h thi s Adva ntage is a maste r of verbal Utili zing thi s Advantage costs a Character one Automatic
interplay. Whenever such a Character successfu ll y performs an Ac ti o n du rin g th e phase of l nsta -C hange to c ha nge into
Interaction Maneu ver (see page I I I), he receives a -2 Column costu me. A Character who possesses nei ther thi s Advantage nor
Shift modifi er to th e target 's OV/RV instead of th e usual - 1 Superspeed mu st spen d an entire phase switching c lothes
Col umn Shift bonu s. (during which time the Character ca n take no other ac1ion).
The Atom has th e lnsta-Change Advantage.

HEADQUARTERS INTENSIVE TRAINING [COST: 20]


[COST: 10 or 15, see fo ll owing] A Character with th is Advantage has spen t most of his li fe
A Character with thi s Advantage begins his career wi th a ri gorously training mind and body IO perfection.
serviceable headqu arters. The Character must choose Lhe extent An Intensive ly Trained Character receives a special -2
of th e Headqu arters at Lhe time of the Adva ntage purchase: FaclOr Cost modifi er to any Skills linked during Skill purchase
Confined or Expansive. in add iti on lo the normal -2 Factor Cost modifier fo r linked
A Confined Headquarters is a small (approx. 400 square Skills (see page 22). Factor Costs may never be reduced below
fee t or )ess) bui lding., apartmem, or rented space located in a I

major city or population ce nter. A secret room in a Character's Converse ly, a Charac 1er wit h the Intensive Trainin g
apartment would constitute a Confined Headquarters. Advan tage also adds +2 to the Factor Cost of any Powers
A Confi ned Headquarte rs costs IO Hero Poin ts at the time purchased for him. The Player mu st also pay an add itional 50
of purchase. Hero Points eac h time (pe r AP) th at the Character raise s an
An Expansive Headquarters is a we ll-hidden, vast ( 1500+ Action Attr!bute io a va lue gre~ter than 8 APs. The Player musl
square fee t) complex, usuall y located in an isolated, difficu lt-to- pay an add itional 40 Hero Po1ms 10 ra ise any ot her Attribute,
reach area. The Batcave constitutes an Expansive Headqu arters. Power, or unlinked Skill above 8 APs.
An Expa nsive Headq uarters costs 15 Hero Points at th e Example: A Pl ayer who se Character has th e Intensive
time of pu rchase. Training Advantage wants to raise hi s DEX from 7 10 9 APs
Note: The inc lu sion of parti c ul ar Gadgets (ve hicl es, 1hrough Character Grow1h. DEX is an Ac ti on Attribute (Factor
co mputers, etc.) wi thin th e Headq uarters is not co nsidered in ~ost 7), so the increase from 7 to 8 APs costs 70 Hero Points (as
Lhi s Adva nt age's Cos l; such dev ices mu st be purchased indicated on the Increasing Attributes Chart, page 32). However,
separately with the Gadget Advantage if the Character begins the increase from 8 to 9 APs cost 155 Hero Points: 105 Hero
his career wi th such devi ces. Po!nts for the normal Act ion Attribute increase plus 50 Hero
Points for an l.ntensively Trained Character raisi ng an Action
Attribute above 8 APs. The !Ota\ cost for increasing from 7 to 9
APs is therefore 225 Hero Poi nts.
Th ese mod ifi e rs for a n Inte nse ly Trained Char ac te r
co ntinue after initial Character design. An Intensely Trained
Character who purchases and li nks a new Skill s1ill receives the
-2 Factor Cost modifi er. Sim il arl y, an lnle nsive ly Trained
Charac ter who purchases a new Powe r st ill receives the +2
Factor Cost penalty.

IRON NERVES [COST: 20]


A Character with this Advantage is unu sually resistant to
fea r and intimidation. Such a Character receives a +2 Column
Shi ft modifier to hi s OV/RV aga inst th e Aura of Fear and
Phobia Po we rs, as we ll as a ny Character Int erac ti on
(Intimidation) attempts made agai nst him

LEADERSHIP [COST: 25]


A Characler with thi s Advantage is skilled in the arts of
strateg ic planning and givin g orders. The Character may
automa ticall y transfer his ow n Hero Points to any member of a
team which the Leader com mands; Hero Point transfer may be
in any amoun t de sired by the Leader (provided th e Charac ter
possesses a suffi cient number to transfer) and may be transferred
to any teammates at any time.
Once received by anothe r Cha racte r, tran sferred Hero
Points will function exactly as the recipient's own, except that
th ey canno t be used for Characte r Growth , and ca nn ot be
regained by the Leader. For the purpose of thi s Adva ntage, onl y
one Character at a time may Lead a team. If more than one
Character possessing this Adva ntage is present, team members
must selec t a Leader by mutu al consent.
LIGHTNING REFLEXES [COST: 20] Simba .
A Charac te r with this Advantage possesses li ghtnin g-fast
reflexes and react ion times. Possession of th is Advantage allows D EX'. STR:
a Charac te r to permane ntly add two (2) po in ts to his base INT: WILL: MIND:
Initiati ve score.
! NFL'. AURA: SPIRtT:
I NITIATIVE'. 10
LUCK [COST: 15]
A Character wit h thi s Adva nt age is unusuall y fortunate.
Once per adventure. the Character may in voke the Advantage As a stand ard Character, Simba wo uld cos t 193 Hero
and receive either - I Column Shift to an opponent's OV/RV or Poi nts to design. However, designed under the Pet Advantage.
+ I Column Shift to his own OV/RV when making an Action Simba onl y costs Beast Lord 97 Hero Poin ts ( 193/2 = 96 1/2 ,
Check. The Player may choose whic h of these bonu ses to ut ili ze rounded up to 97).
and when to invoke the Luck Adva ntage
Exa mple : If a Pl ayer decide d to in voke Luc k w hil e hi s POPULARITY [COST: 20]
lucky Character was att ac king an opponent in hand-to- hand A Charac1er with thi s Advantage is respected among th e
combat, {he Character' s target wou ld receive a - I Column Shift citizenry and the media. Such a Character tends to attract a huge
modifier tot his OV/RV for that att ac k. Conversely, if the lucky crowd of well -w ishers and au tograp h seekers whereve r he
Character were defending against an attack, he could receive+ I appears.
Column Shi ft to his OV/RV for the defense. Most non-essential NPCs begin play wi1h an Anitude of
Frie ndl y (see Chapter Six : Characte r In te ractio n) towa rd
OMNI-CONNECTION [COST: 25] Charac ters with the Pop ul arity Ad va nt age. Imp ort a nt or
A Character with 1his Advantage has friends and potenti al essen ti al NPCs such as vill ains, thu gs, and major supportin g
Con nec tio ns nearly eve ryw here (see th e prev iously- li sted Characters should still have their Att itudes toward the Popular
Connecti on Advantage). A Charac1er wi1h Omni-Connecti on is hero indi viduall y set.
allowed to pay a Hero Point fee during an adve n1ure IO suddenly Additiona ll y, Multi -A uac k pena lti es (see pag e 102) on
estab lish a new Connecti on to assist the Charac1er. Persuasion attempts against non-essen1i al NPCs arc redu ced by
Establishing a Hi gh level Conneclion in 1his manner cost a one Column Shif1 when made by a Character wi th Popularit y.
Character 15 He ro Poin1s, while es1ablis hin g a Low level The Character wo uld recei ve no Column Shift penalties fo r
Con nec ti on cosls 10 Hero Poi nt s. Co nn ections estab li shed Persuas ion of 2 targets, a + I Column Shift mod ifier to the
1hrough Omni-Connection are onl y 1emporary and the Charac ter target' s OV/RV agai nst 3-4 targets, and so on.
may question or Persuade the Connec1ion (if desired) only once.
If 1he Character wishes to question the Connection further or at a
later time. he must agai n pay the respective Hero Point fee for RICH FAMILY /FRIENDS [COST:lS]
the Connec tion. A Character wi th thi s Adva ntage has a ri ch fam il y member
App li cati on s of thi s powe rful and potent iall y abu sa ble or a friend upon whom the Character may call once every th ree
Advantage are at GM disc retion. Omni-Connection could not be month s to re ques t fin ancial ass istan ce (OV/RVs to thi s
used to sudde nly give a Charac1er a High level Connection with Persuasion attempt are at 7/7). Receipt of positi ve RAPs allows
the pol ice officer about to arrest the Character, for instance. the Character to use the contact's Wealth rati ng (usuall y 3 APs
Example: While wor kin g on a case, John Co nsta ntine hi gher than the hero's own Wealth) fo r one week 's wo rt h of
discove rs his quarry is somehow co nn ected with th e hu ge purchases.
co nglom era te kn ow n as th e Sund erla nd Corpora tion. The wealthy friend or family member shou ld be designed
Consta ntine dec ides to spend 15 Hero Poin1s to es tabli sh a by the GM as a No n-Player Charac ter and in1 rod uced ir110
te mporary High leve l Co nn ec 1i on at Sund erl and to ga th er cam pai gn sce narios occasiona lly for role-p lay ing/S ubpl ot
infor rnmi on ("Sunderland?" Constantine says, "Whal a stroke of 1nteract1on.
luck ... an old mate of mine is a big shot at Sunderland!" ). Example: The Human Leech, whose Wealth Rating is 4,
Constantine wi ll then be able to ask his Connection one fairly has a wea lthy fam il y member, a well-10-do aunl. Every lh ree
detailed question and receive acc urate informat ion. If he wants mon ths, the Hu man Leech can call on his aunt fo r money in a
to ask further question s or call his "old mate" at a later date, pinch. To gel any money, the Hu man Leech must successfu ll y
Constantine must again pay the 15 Hero Point Connecti on fee. Pe rsuade hi s a unt (w ith au tomati c OV /RV s of 7/7). Posit ive
RAPs allow the Human Leech to use hi s aunt 's Wealth rating (7:
PET [COST: Variable]
his ow n Wealth plus three) for one wee k.
A Character with lhis Advantage begins his career with an
animal assista nl which will aut omatica ll y foll ow all of th e SCHOLAR [COST: 10]
Character's instructions wi thout error. A Character with this Advantage has devoted a great deal
This advantage has a variable cost, as it is dependent on the of time to academic study of a particular subject: as such, the
comp lex ity of the pet adopted . The pe t must be des igned as a Character possesses an intricate knowledge of and ex pertise in
co mpl ete Character (i.e. , ca lcu lati on of costs for th e Pet 's that area of learning.
Attri butes. Powers, and Skills) and the Character must pay one- A Scholarl y Character may recall extensive informat ion on
half ( 1/2) thi s Hero Poi nt tota l (round fr ac ti o ns up). Sam pl e th e subj ec t studi ed at wi ll . Addi1ionall y, any Acti on Check
statis ti cs fo r different an imals are avai lable in Appendix B. uti li zing the Scholar Advantage (such as an I NT check to analyze
These statislics represe nt a typical member of the animal 's a clue, iden ti fy a n ite m, or de cipher a book fo r exampl e)
species: most heroi c pets possess addi1ional APs of Attributes. receives a -2 Column Shift bonus to the OV/RV of the attem pt.
Powers. and/or Skills. This Adva ntage may be purchased in conjun ction wit h
A Character with th is Adva nt age may con trol all of his infor mati on ga th e rin g or c reativity based Skill s (s uc h as
Pet's ac tio ns during play throu gh the use of one Au tomatic Detec ti ve or Artist). A Characte r may possess more than one
Ac1 ion Scholarl y Advantage (indicatin g th at the Character is learned in
Example: Suppose that Beast Lord wants to purchase the several subjects) bul the Ad va ntage may only be purchased once
Pet Advan tage; his Pet will be a loyal elephant named Simba. 10 cover any particular subject. Thus, a Character co uld not
Beas t Lord dec id es th a t hi s ele phant should possess th e purchase th e Scholar (Literat ure) Advaniage three times to
following statistics: ac hi eve a cumulat ive +6 modi fi er on literary subjects.
~
.,:-,f,4J:···
Note th at in add iti on to represe nting sc ientifi c and literary
~
AGE [BONUS: 15]
knowledge , th e Scho lar Advan tage can also re prese nt ot her A Character with thi s Drawbac k is of an unusua l age for
areas of lea rning and expe rti se. such as la nguage and trivia. In adventur in g. be in g ei ther old or yo ung in co mpa r iso n to
th~ case of languages , each Scho lar Advant age im parts th e tradit ional heroes/vi ll ains. Unu suall y old Characters (t hose over
ability to speak. read. and wri te one addi ti ona l language. 50 years of age) mu st always subtract two points (-2) from their
Ini tiati ve scores. Unu sua ll y yo ung Characters (!host be low 18
SECURITY CLEARANCE [COST: 1S/ 20/ 2SJ yea rs of age) are limited throug h the need to ;.me nd school
Most Governme nt Agents (and so me metahuman s) will regularl y, a concern of adult aut hority. and being unab le to ente r
hav e a Secur it y Cleara nce of a g ive n leve l. a ll ow in g th e certain publ ic areas (s uch as bars).
Charac te r access to certai n gove rnm e nt and m il ita ry The Dark Kni ght and hi s sidekick. Rob in (Carrie Kelley).
install ati ons. Note that all leve ls of Security Clearance usuall y possess thi s Drawback as old and young respectively.
provide the benefits of the Free Acce!->s Advan tage (see above).
alth ough so me situat ions may restri ct its use as such; A bac k- ALTER EGO [BONUS: 2S / 7S]
woods sh~ri ff mi ght not recognize a Checkmate ID badge. and A Charac ter wi th lh is Drawback has two di stinct fo rms: a
deny a Knight access ID a cri me scene. su per-po we red fo rm and a normal form. Wheneve r the
A Low Level Security Cleara nce ( 15 poin ts) gran ts access Character wants to go about his dai ly life. he must sw itch 10 his
to "secret' ' areas and documents, and genera ll y all ows free entry
normal form. The transforma tion fro m normal to super-powerful
and ex it from any military co mpound . althoug h ce rtain areas
(and ba~k) takes a fu ll phase, during .which the Character may
wi ll be off-lim its. In ga me terms, a Low Clearance all ows the
do nothrn g else, although he does receive the full OV/RV of the
bearer to pass th rough Government Security Systems ra nked at
form he is changi ng from .
12 APs or less (s ubject to GM di screti on. of course)
A Medium Level Sec urity C learance (20 po ints) all ows No rm all y. th e trans form ati on from s upe r-powe rful to
deepe r access into Go vernment fac ilities and fi les, inc luding norm al is contro lled by the Character. This 1ype of Alter Ego is
those .cons idered "to p secret. '' The bearer can pass th rough a known as Controllable, and is worth a bonus of 25 Hero Points.
Secu rny System ranked at 15 APs or less. However, so me Characters ca nn ot con trol their chan~e from
C haracters with High level Sccurily Clearance (25 points) normal to super- powerful , often havi ng mon strous or vil lainou s
are among the lop leade rs of Government , Intelli gence, and the Alter Egos. In these cases. the Drawback is Uncontrollable. and
Military. Suc h C lea ran ce is not li ghtly gra nted, as it all ows is wor th 75 Hero Points. A Character adop ting ;.111
access to all leve ls of sec ret Government in forma ti on (a lt hough Uncontro ll ab le Alter Ego must specify the cond it ions wh ich
rh ere are always excepti ons). Hi gh Leve l Clea ra nce all ows the tri gge r the transformation from no rm al to super-powe red and
bea rer to pass Securit y Syste ms ra nked at 18 APs o r less. A back aga in . Common exa mples inc lude: Changes during the full
Player who wishes to pu rchase High Clearance for hi s Charac ter moon. changes when ange red. changes wheneve r someone says
must incl ude in hi s Background how he ga ined such C learance, a ce rtain word or phrase. etc
?nd G Ms arc perfect ly en titled to r.cfu se thi s (or any ) Advant age To des ign a Character with an Alte r Ego. a Pla ye r must
1f lhey deem it inappropriate to their campaigns. first des ign the super- powered form, based on lhe normal Hero
Po int sca le fo r the campa ign (norma ll y 450). It is this form that
receives rhe Hero Point bonus for the Aller Ego Drawback. The
SHARP EYE [COST: 15] super-powerfu l form mu st have a di st inctive appear;.mce. such
A Characte r wi th thi s Advantage has a keen eye for detai l that the Character could not simp ly change into st ree t cl ot hes
a nd is except io na ll y pe rce pti ve. A Shar p Eye d C haracte r and condu ct every-day life wirh all of his Powers (if thi s is the
automat ica ll y rece ives a - I Co lu mn Sh ift modifie r to the OV o f case. then rhe Drawback is worth no Hero Po ints). For instance.
all attem pted Perceptio n C hecks. when Bi ll y Batso n beco mes Captain Mar ve l. he becomes a
powe rfull y musc led hero wi th a bri ght red costume .i nd a loud.
MISCELLANEOUS boomin g voice. It woul d be impossi ble fo r Batson to go about
ADVANTAGES [COST: S/ 2S/ 50] his normal life as Marve l. si nce everyone wou ld recogni ze him
A .Charac~er who possesses an Advan tage whi ch ca nnot be as a super-hero, eve n wit hout hi s costume. Another exa mple
catego ri zed usmg any of the preced ing Advantages must pay 5, would be Tas manian Dev il. whose large and fur ry Alt er-Ego
25, or 50 Hero Points .For a Mi sce ll aneous Adva~tage. The cost would have a tough time bein g an effective dranrn coach
of such an Adva ntage 1s always subject to G M d1 sc re1ion. based The norma l form is then designed wit h a Hero Poi nl Base
on the ne_w Mi sce ll aneous Advantage's usefu ln ess as compared of 225. The normal form is bu ih as any Character. except that it
to those li sted above shoul d not ha ve any Powers. Add itionall y. most normal forms
s ho ul d ra re ly ha ve Attri but es or S kill s highe r tlrn n 5 APs.
alth oug h th is is up to the GM 's d iscret io n. If the Charac ter
DRAWBACKS automaricall y sw itches into costume when becomi ng "su pc: r:·
both characters mu st have the lnsta-C hange Adva ntage.
Dra wbacks are di sadvantages. quirk s, and fo ibles whi ch No te that th e two forms need no t h ave the sa me
may be se lec ted lo increase a Charac ter's initial Hero Point Mot iva ti o n, W ea lth ratin g. o r Perso nalit y. In fac t. the
level. Like Adva ntages. Drawbacks are not measure in APs: a Charac1er' s Alter Ego might not eve n reme mber wha t happen s
C haracter either does or does not possess the Drawback. to him while in his other form . Th is should be worked into th e
The Hero Poim bonu s rece ived fo r each adopted Dri.lwback C haracter·s Background and Subplots. and can pro vide man y
is listed in the Drawback's descript ion. inte resti ng role-playi ng opportunit ies.
ARCH ENEMY [BONUS: 15] GUilT [BONUS: 50]
A Character with thi s Drawback beg in s the game with a A Character wi th thi s Drawback is p lagued by g uilt over
similarl y-powe red foe who is a lread y de termined to destroy the some pas t fai lure or series of fa ilures in hi s heroic o r personal
hero at all costs. The GM must approve thi s Drawback and li fe. S uch a C haracter must automatically forfeit 5 Hero Points
invent sta ti s t ic s for th e e ne m y, who s hou ld pop up with (call ed a "G uilt Fee") at the beg innin g of every week of game
annoying frequency in th e Character 's Subplots. The Arch time. If the Character shou ld eve r fail to pay thi s fee, he w ill
Enemy ca n neve r be re form e d and wi ll not work w ith th e suffer a +I Col umn Shift pe na lty to the OV/ RV o f a ll hi s Di ce
Charac ter under a ny c ircumstances. This Drawback can only be Actions until he pays all overdue Gu ilt Fees.
removed if the enemy is somehow ki lled during the course of
play. in which c ase the hero immediate ly loses 75 Hero Point s, INNOCENT [BONUS: 10]
whether he was res ponsible for the e nem y's death or not. A Character with th is Drawback is exceptionall y naive of
Note that "similarl y-powered" does not refer only to Hero t he ways of soc ie ty and the w il es o f m a nkind . An Innocent
Points, but also to wea lth , influe nce, a nd prestige. It is up to the Character be li eves in the inhe rent goodness o f all creatures a nd
GM lO determine if an Arch Enemy is sufficient ly " powerful" to as s um es al l other pe rso ns feel th e sa m e way he does. A n
provide a challe nge fo r the he ro, regardless of the APs in vo lved. Inn ocent Characler sees the world throug h rose-colored g lasses
and cannot understand ev il o r inconside rate action s.
A synops is of lhe e ne my's orig in and why he ha tes the hero
An Innoce nt C haracter suffe rs a -1 C o lumn Shift pena lty to
mu st be included as pa n of a C haracter's Background in o rder
hi s OV aga in s t C h aracte r Interacti o n ( P e r s ua s ion and
fo r th e Pl aye r to rece ive th e He ro Point bon us. V ill a ins may Interrogation) attempts and manipulat ive Me ntal Powers such as
never rece ive Hero Point s for the Arc h Enemy Drawback. Broadcast Empat h, Co ntrol , Hy pnoti sm, a nd so on .

AUTHORITY FIGURE [BONUS: 15] IRRATIONAL


A C haracter wit h th is Drawback, o ften the rul er of a small ATTRACTION / HATRED [BONUS: 5/ 25 / 50]
coum ry. is respo nsible for the welfare of a large g roup of people Characters wi lh the Irrationa l A ttrac tion Drawbac k a re
and usual ly adve ntures to adva nce or defe nd hi s peo p le's unu sua ll y illle rested in ce rta in obj ects, materi a ls, a nimal s, or
po lili cal o r econo mi c statu s. A n Aut ho rity Fi g ure is, first a nd fo rm s of ex press ion (go ld, silk , cats, or prac tica l j o kes, for
foremo st. a pol it ic ia n concerned w ith th e intere s ts of hi s exa mple). A C haracter mu st spec ify the subj ect of the Irrat iona l
const ituency. Attraction whe n thi s Drawback is ad o pted.
Th is Charac ter ree ls (not always inacc urate ly) that , shou ld The Character with an Irratio na l Attraction w ill go out of
he be injured or killed , hi s soc iety would be plunged into a state his way to find its source a nd sati sfy h is des ires. If the attrac ti o n
of anarchy wh ich would de s tro y hi s people . A s s uc h , an is for a n object, for in stan ce, the Character w ill be unab le to act
Aut hority Fig ure will avoid en ter in g any battles whic h mi g ht in th e object's prese nce ; if th e C haracte r i s attrac ted to a
ma nn e ri s m , he w ill frequent l y manife s t that particular
seriously injure him (attempti ng to flee the scene, if necessary) .
manneri sm
Co nverse ly, s uc h a Character w ill e nter Killin g Combat and
Irrationa l Attrac ti o ns c ome in three d egrees of severity :
figh1 wi1h startling ferocity if hi s own defea1 seem s inev itable
Minor, Serio us, and Catastroph ic . The deg ree o f Attraction must
(automatica ll y forfeiting a ll pote ntial Hero Point Awards for the be se lected whe n the Drawbac k is ado pted. Associated w ith eac h
advenlure). degree is a Res istance N umbe r. When ever exposed to the object
of the Irrational Attraction, the Character must roll g reater than
DARK SECRET [BONUS: 25] or equal to the Resistance Number to overcome the Attract io n.
A Character wi1h thi s Drawback harbors some d eep secret If th e rol l is s uccess ful , 1he C h aracter overcomes th e
Attractio n until re-expo se d to the s timulu s at a la ter tim e.
whic h mu st be protected at a ll cost. T he Character's secret must
Otherwise, the Character succumbs to the Attrac ti on and mu st
be specified whe n the Drawback is adopted. A Dark Secret is
allow the source of the Attraction to occupy hi s atte ntion to the
always o f suc h a m agnitude that its di sclosure would effecti ve ly exclusion of a ll e lse, a lthou g h the Character may agai n attempt
end the hero ic career of the C haracter with thi s Drawback. to overcome the Attrac tion the following phase. Hero Po ints
Example: A Characte r adopts the Dark Secret that he was may never be spent to affect thi s roll in any way.
once a hit man for the mob and assassinated hundreds of targets. The fo ll ow in g tabl e summari zes th e va ry ing degrees of
If the sec ret was ever revea led. the Charac ter would face a long severity fo r Irrat iona l Attractio ns, the ir Resistance Numbers, and
jai l se nte nce a nd be the s ubjec t of te rrible publi c bac klas h, Hero Points gain ed by adopti on of the Drawback.
ruin ing the C haracter' s caree r.
Degree Resistance
EXILE [BONUS: 10 o r 15, see fo llowing] Minor 5
A C haracter wi1h thi s Drawback has been ostracized from Serious II
hi s native civ ili zation and forced to remain in the locale where Catastrophic J8
he as a hero, e ngag ing in absolute ly no soc ia l interact ion
with home la nd . The Character's native c ivilization could be T he opposite of Irration al Attract ion is Irrational Hatred :
anythin g from a foreign country to another planet o r dime nsio n. fo ll ow th e sa me g uide li nes as stated above , exce pt th a t th e
Thi s Dra wback should be an importa ni pa rt o f the Character's Character wil l atte mpt 10 destroy o r deface the subj ec t of hi s
Background and ma y provide th e GM with mate ri a l for t he hatred if he fai ls the Res ista nce Check. Note that th is vers ion of
Hero's Subplo1s. the Drawback is no rmall y used o nl y by vill ai ns, who o ften have
A Character who vo luntaril y placed him self in Exi le unreaso ning hatreds of certain places, objects, or (es pec iall y)
(Vo lun tary Exile ) IO Hero Point s for adopting the Characters . A Non - Pla ye r C haracte r w ho ha s an Irra ti onal
Dra wbac k: a C haracter Ex il ed again st hi s w ill ( Forced Exil e) Hatred of a Pla ye r Charac ter is a lways ass um e d to ha ve a n
rece ives 15 Hero Poi nt s. initia l Att itude of Personal Vendetta (see Character Inte ractio n,
page 110) towa rd that Character.
Starfi re of th e New Titans is in voluntary Exile from her
Exa mpl e : Th e Ridd le r , w ith Catas trophic Irrati onal
ho me world of T a maran whi le S hade the C hang in g Man has Attractio n to Ridd les a nd Puzzles, wa nt s to co mmil a c rime
been in vol unlaril y Exi led fro m the Meta-Zone. Aquaman was without leaving a riddle beh inc,I as a c lue. Such an acti o n would
o nce a n Ex ile from At lant is wh ile Phase o f the L.E.G. 1.0.N. has require a roll of 18 o r g reate r o n 20 10. If he fai ls. he m ust leave
been Exil ed from her home time of the 30th century. a riddle c lu e.

Ill
Simil arl y, if a va lu able book o f ancient C hin ese riddl es
wen t on display at the Gotham Museum of Natural History, the
Ridd ler would need to suppress his irrational Attraction or steal
the book.

IRRATIONAL FEAR [BONUS: 5/ 25/ 50]


A Character with thi s Drawback has an unreasoning fear of
a parti cular s ituation , co nditi on, object, or a nim al (fear o f
he ig ht s, co nfineme nt, g un s, or s piders, for exa mpl e). A
C hara cte r mu st spec ify th e su bject of the Fear when thi s
Drawback is adopted.
Irrat ional Fears come in three degrees of Severity: Minor,
Se ri ous. and Catastrophic. The degree of Fear mu st be selected
when thi s Drawbac k is adopted. Associated with each degree is
a Res istance Number. A Character encountering the source of an
Irrati ona l Fear mu st make a "Fear Roll" eac h phase that he is
exposed to the source of the Fear, rolling greater than or equal to
the Resistance Number on 2DI0 to overcome the Fear.
Success indicates the Character does not succumb to the
Fear and may act normally, not needing 10 ro ll again to defeat
the Fear unt il exposed un der d ifferent ci rcumstances. Otherwise,
the Character mu st attempt to withdraw from the location and
flee in panic; if the Character cannot withdraw, he can take no
ac ti on whatsoever, bei ng immobilized with fear the entire phase.
Such a Character may again attempt to overcome the Irrational
Fear during subsequ ent phases. Hero Points may never be spent Note: Villain s never receive bon u s Hero Po int s for
to affect the Fear ro ll in any way. adopting th is Drawbac k.
The foll ow ing chart summ ari zes the varyi ng degrees of
Batm an had thi s Drawback during the first year of hi s
severi ty for Irrational Fears, their Resistance Nu mbers, and Hero
Points ga ined by adoption of th e Drawback.

Degree Resistance Bonus PHYSICAL


RESTRICTION [BONUS: 5/ 25/ 50]
Minor 5 5 A Character with thi s Drawback has so me sort of phys ical
ll 25 hand icap. He mi ght be b lind , co nfin ed to a whee lc hair, or
~~hie 18 50 mi ssi ng a limb. Ph ys ica l Res tri cti o ns norm all y fit into two
genera l categori es: sensory restrictions and physical handi caps
Example: The Mart ian Manhu nter, with a Minor Irrational A Character with a sensory restri ction is mi ss ing one or
Fear of Fire, find s himse lf in a burning building and must roll a more of hi s senses. A bli nd Character who possesses no special
5 or greater to remain in the area. If thi s roll fa ils, the Manhunter d etec ti o n Po we r s ( R ad ar Se nse, So na r , e tc.) mu s t treat
wi ll fl ee if possib le, or stand paral yzed with fear, taking no everythin g as In visible in co mbat (see the In visib ility Power).
actions and possibly sustai ning damage from the fire during that whi le a deaf Character who possesses no Mental communicati on
phase. The Martian Manhunter could then attempt to overcome Powers (suc h as Te lepath y) could onl y communicate throu gh
his Fear the fo ll ow ing phase. the use of sign lan guage or li p read ing.
A C hara c ter wit h a p hys ica l handi cap is ph ys ica ll y
MARRIED [BONUS: 25] impaired in some manner; such a Drawback may necess it ate
Despi te what great poets have written, being Married often improv isati on of specifi c rules fo r the physicall y handicapped
poses defi ni te problems in the hero world. The spouses of heroes Character (a Character confined IO a wheelchair. fo r example,
1end 10 be used as hostages agai nst their husbands/wives with might be limited to mov ing onl y I AP of di stance per phase).
alarm ing frequency. Hero Poi nt s rece ived for a Ph ys ica l Restri ction depe nd
When adopting th is Drawback, a Character must specify upo n the seve rit y of the han di cap and how it impairs the
cer ta in detai ls a bo ut hi s s po use fo r Subp lo t use ( h is/her indi vidl;(al, as summarized in the fo llow ing guideline table.
stat istics, profess io n, interes ts, locati o ns frequ ented , etc .).
Vi ll ains who di scover a Marri ed Character's identity will almost Examples Bonus
always attempt to use the spouse against the hero. Spouses also
possess an uncanny ab ility IO blunder into hero versus villain
conflicts and to tum up at the wrong pl ace at the wrong time. No sense of taste or smell,
A Character who adopts this Drawback can not also receive Trick knee, Missing one eye 5
Hero Poin ts for adopting a Secret Identity Drawback. Further, a Deaf.Mute,
C haracter ad optin g th is Draw back whose spo use is also a Missing a limb 25
superhero receives no Hero Point Bon us for the Drawback Blind,
50
MISTRUST [BONUS: 50]
A Charac ter with th is Drawback is often mi staken for a
vill ain by law e nforce ment agenc ies and other heroe s. The PSYCHOLOGICAL
C haracter is untrusted among peers and is usuall y a fu giti ve INSTABILITY [BONUS: 5/ 25/ 50]
from justice. A Character with th is Draw back is mentally unstab le and
Law enforce ment offi cers and Non-Player Character heroes subj ect to dramati c mood shi fts, periods of extreme depression,
wi ll automati ca ll y be Hostil e towards a Character with thi s or even vio lent outbursts and schi zophrenic behavior normall y
Drawback (see Character Interaction, page 110). Additionally, triggered by a failure 10 deal with the real world . A Character
poli ce will usu all y attempt to arres t a Mi strusted Character mu st state the severity of hi s instabi lity and its effec t when
wherever and whenever they encounter him. adopting thi s Drawback.
Whenever a Psychologically Unstable Character rol ls a SECRET IDENTITY [BONUS: 10]
natural ,;2" (doub le ones), on any Dice Action (combat, A Character with thi s Drawback leads a dual life: in one
Perception, Character Inleraction. etc.). he will break down and gui se the Character is a hero or villain while in another he is an
suffer consequences relative to the Instability' s severity for a ord inary man or woman. Possess ion of thi s Drawback assumes a
length of time (in APs) indicated on the chart below. Mo st dramatic negati ve effect on the Character's heroic and personal
Psychological Instabilities. especia ll y Minor and Serious. result life should the Secret Identity ever be revealed.
in partial or total inactivity on the part of the affected Character. A Character with a Secret Identity must take ex traordinary
Catastrophic effects, however, may re sult in the di splay of measures to safeguard hi s secret. If a Character' s Secret Identity
extreme violence by the Character, often direcled at his own should ever be revealed, the Character immediate ly loses 50
teammates or innocents. Hero Points.
A Character undergoing the Instability (roll in g double A C haracter adop tin g thi s Drawback ca nnot adopt the
ones) must experience thi s effect and is not subject to any form Public Identity Drawback. and receives no Hero Points for this
of assistance (Exorcism, Recovery. burning Hero Points, etc.). Drawback if he also has the Married Drawback. Nearly eve ry
Character in the DC Universe has thi s Drawback.
Severity Effect
STRANGE APPEARANCE [BONUS: 30]
Minor Memory Lapse A Character with thi s Drawback is so strange-looking that
Serious Severe Depression;,; people tend to fear him. A Character with a Strange Appearance
Self-Arguments automatically causes a + I Column Sh ift modifier to a target's
Catastrophic Catatonia, schizo~ OV/RV on any Persuasion attempts. Intimidation attempts,
phrenicattacks however, have the target· s OV/RV red uced by a -I Column
* measured in APs Sh ift. Suc h modifiers are only applicab le against ·'normals" (t hat
is, Charac ters who are not heroes. villains. or important NPCs).
PUBLIC IDENTITY [BONUS: SJ
A Character with thi s Drawback has taken no steps
whatsoever to protect hi s alter ego and as such , hi s rea l name is
known to the public at large. Possible effects of thi s Drawback
might include crowds of people gathering outside of the hero's
home, villains attempting to strike at the hero through the hero' s
family and/or friends, or the government trying to get the hero to
pay for damages caused during battles with villains.
Any Character removing this Drawback during hi s career
must create a new identity of some sort for himself. A Character
adopting thi s Drawback can not also adopt the Secret Identity
Drawback(see below).
Guy Gardner has this Drawback.

RAGE [BONUS: S/ 2S/50]


A Character with th is Drawback occasionall y breaks into
an uncontrollable fury. often accidentally killing or seriously
wou nding opponents
The Player se lecting th is Drawback must decide at what
level of seve rity the Rage exists; the frequency of enraged
outbreaks is dependent on the Drawback's severity relative to
the Character's Rage Number (indicated on the chart below).
Whenever a Player whose Character has this Drawback rolls a
number equal to or lower than his Rage Number during combat,
the Character wil l become enraged and au tomaticall y ent er
Killing Combat (see page 98) against his opponent, cont inually
attacking th e opponent each phase until either the opponent is
dead, the enraged Character has been subdued , or the Rage has
been broken.
An enraged Character may attempt to regain composure
during each enraged phase (this does not count as an Ac tion), an
attempt which requi res a successful Action Check with AV/EVs
and OV/RVs equa l to the enraged Character's W1uJ WiLL (thus
requiring an " 11 " to succeed). Hero Points may never be spent
to affect this Action Check.
A Character who enters Killing Combat as a result of Rage
still loses potent ial Hero Point Sta ndard Awards for the
adventure (see page 134).
Starfire of the New Titans used to have thi s Drawback, as
did her sometimes-teammate, Hawk

Degree

Minor
Serious
Catastrophic
Durin g d ay- to-day ex is ten ce, a Charac te r w ith thi s Uncerta in Characte r au to mat ically loses lnitia1i ve to a ll other
Dr awback mi g ht accid e n ta ll y fri g ht e n an y " norma ls" C haracters (both Pl aye r and Non -Playe r) and must perform his
e ncount ere d. In s u c h a case, a Charac te r wit h Stra n ge Actions last during th at phase.
Appeara nce mu st make a n [ntirnidati o n a tt e mpt (w ith 1he - 1 Often Charac ters plagued by Unce rta inty have acc ide ntally
Co lumn Shifl ) again st a ll " no rm a ls" in the a rea (Multi -Attac k ki lled opponents in the e xerc ise of the ir Powe rs and. as such .
pe nalti es ap pli cable ). The C ha racter w ith Stra nge Appearance possess ex treme gu ilt for their acti o ns ;.i nd fear repeat in g th e
must use hi s fu ll INFLiAURA as the AV/EV of thi s Action Chec k. unfortu nate event whic h so !roubles the m.
Hero Po ints may ne ver be spent to affec t th is ro ll in any way.
The spec ial Intim idati on Check does nol count as a n Action UNLUCK (BONUS: 25)
for the [n1imidatin g Characte r. Thi s Int imi dati on Check should A Charac ter w ith thi s Drawbac k is unusua ll y mi sfonunate:
be mad e w he neve r a C haracter w ith S t ra nge Ap pea ran ce th e chips never seem 10 fa ll the ri ght way for him
e nco unt e rs " norma ls" for th e first tim e or makes a s udden At the beg inni ng of each ad ve nlure, the GM mu st ro ll ID 10
a ppeara nce/threate ni ng move, etc . for eac h C haracter possess in g Un lo ck a nd reco rd th e resu lt .
Examp le: Whi le 1rave llin g bac k to Lou is ian a, Swamp W he n the Character has made a num ber of Acti on C hec ks equ al
Thin g acc identall y sprouts up in the prod uce section of a local to the result of th e GM· s d ie ro ll, th e C haracter immed ia te ly
supe rm a rk e t w hi c h wo ul d probabl y be quite a shock to the suffers a +2 Column Shift modifie r to the OV/RV of hi s ne xt
s hopp e r s pr ese nt. Swamp Thin g mu s t mak e a s pec ia l Ac tion C hec k. If the GM' s die roll wa s a ;·2;· the Cha rac ter
Int imi da tion a tte mpt (w hich does not count towards hi s three wo uld suffer the pe nalty on hi s second Action Check: if the roll
Ac ti o ns in thi s ph ase) on a ll o f the s hoppers us in g hi s full was a''? ," the Characle r woul d suffe r the pe nall y of the Unluck
INFLiA URA. Swamp Thin g m ust a lso suffe r the - I Column Shift Draw bac k o n his seventh Action Chec k. and so o n.
modi fie r for hi s Stra nge Appearance. Un luc k w ill onl y affec t a Character o nce pe r adve nture
Resoluti on of this lntimi da1ion Chec k is made norm a ll y. If
Swamp Thin g succeeds . th e sho ppe rs w ill run in fear. If th e
Check fai ls, Swa mp Thin g faces the immine nt dan ger of be in g
VULNERABILITY [BONUS : Va ri able)
A C ha racte r with o ne of these D ra wbac ks is weake ne d
pac kaged as a tofu sa lad.
under s pec ial circ um s ta nces. Su pe rman. for insta nce . had a
Vu lne rab ili ty to Kry pto nite and the Martia n Ma nhunt e r once
TRAUMATIC FLASHBACKS [BONUS: 60) had a Vulnerability 10 Fire. Vulne rabili ties normall y occ ur in the
A Charac ter w ith this Drawback is pe riodi call y subject to three fo ll owing forms: Atta c k V uln erabil it ies. Fata l
relivin g a particu larl y di stress ing past eve nt. A Characte r must Vulne rabiliti es, and Loss Vulne rabiliti es
specify th e condition which tri gge rs the F lashbac ks whe n thi s
Drawback is adopted . Acceptable exa mples incl ude: ment ion of Attack Vul ne rabil ities
a spec ifi c wo rd , sighting a spec ifi c obj ec t, hea rin g a spec ifi c A n A tt ack Vu lne rab ilit y c a uses a Charac te r to s uffer
song, sme lling a spec ific scent, or the Charac ter's prese nce in a ex tre me da mage from a parti c ular altac k form. whi c h musl be
specific locatio n. ge neral in nature (such as fire, coll.I. Ph ys ica l Powers. etc .) and
Wh e nev er th e C harac te r is ex po s ed to th e s pec ifi e d mu st be spec ified whe n the Drawback is ado pted .
conditi on, Tra umatic Flashbacks occ ur. A Character exposed to A C harac ter w ith an Attack Vu lnerabili ty suffe rs a ce rt ai n
the condi1i on mu st make an Acti on Check with the AV/E V a nd number of Co lu m n S hift pe naltie s to his O V/ RV aga in st the
OV/ RV bo1h equal to hi s W 1LLIW1LL (thu s requiring an 11 10 s pec ified attac k fo rm . Th e numb e r o f Col umn Sh ift s the
succeed). Charac te r is penali zed de te rmin es the He ro Po int bo nu s fo r
If thi s Check fa ils, the Character ca n take no action s during adoption o f the Dra wback.
th at phase , as he is to o ab sorbed in re liv ing th e F lashbacks'
events. Otherwi se, the Characte r does not succ umb to 1he trauma cOi;'mn Shifts Bonus
a nd may ac t norma ll y. He mu st cont in ue roll in g aga in st th e
traum a eac h phase that he is ex po sed to the c o ndit io n. He ro -1 15
Poin ts may never be spen t to affect thi s Act ion Check in any -2 25
way. -3 45
Attack s made agai nst a C haracte r ex periencing Traumati c -4 65
Flashbac ks a utomatically rece ive the - 1 Column Shift Blindside
bon us to the Characte r's OV . See page 105 in Chapter Five:
Com bat.
Examp le: Th e Bat ma n has 1he Trau m a tic F la s hback s
Drawbac k, te nding to re live the death s of his pare nts whe neve r
he visit s C rime A ll ey in Gotham Ci ty. If Batman were to chase
the Joker into Crime A lley, he would have to begin making a
Flashbac ks Action Chec k eac h phase to dete rmi ne whether or
not he succ umbs to the trauma .
At the beg innin g o f hi s phase, Batman mu st roll a n I I or
better o n 2 DIO or s imp ly sta nd in pla ce a nd e xper ie nce the
Flashbac ks. If th e Joke r were to sw ing at the Batman durin g thi s
phase, the C low n Prin ce of Crime would receive the Blindside
mod ifier to th e attack. If Batman succeeded in hi s Flashbacks
Action Check, he cou ld ac t normally that phase, but would have
to ro ll again every phase he spent in C rime A lley.

UNCERTAINTY [B ONUS: l SJ
A C harac te r wit h thi s Drawbac k is o ft e n un s ure o r hi s
abiliti es a nd questi ons hi s convict ions durin g tense situati ons.
Whe n fa tes of innocents or the defeat o f a vill a in depend so le ly
on suc h a Charac ter, he is plagued with doubt as to hi s he roi c
mett le a nd competence to deal with the situ at ion.
Once pe r adve nture (normally at the climactic mo me nt ), an
Fata l Vulne rabilities indi cated o n the fo ll owi ng c han . A C haracter adopti ng a Loss
A Fatal Vulne rabi lity c<ILI SCS a Characte r tO suffe r Ki ll in g Vulnerabilit y wi th no intrin sic R::mgc (s uc h as los ing Powers at
Damage fr o m e .xpusure 10 u su bstance o r cond it io n w hic h is ni g h!) rece ives no Ra nge bo nu s or pena lt y.
normally ha rm less 10 eve ryone e lse (s uc h as Kr y pton ite or
stayin g out of w;.it e r for more 1ha n o ne ho ur) . Th e object. Range of Vulnera bility Bonus
subswn ce. or co ndition 10 w hi c h a C h::1racter ha s a Fata l
Vulnerability mu st be spec ified whe n the Drawbac k is adopted . 5 APs +20
A Ch,ir.ictcr wit h a Fata l Vul nerabi lity who is exposed to 4 APs +10
the specified suhstancc or conditi o n sust::1ins I AP o f damage 10 3 APs 0
hi s Currclll Body Condi ti o n during eve ry one minute (4 APs of 2 APs - 10
time) of ex pos ure. Thi s is init ia ll y treated us Ki ll in g Damage.
I AP -30
but rc vcn:,;; to norma l Bash ing Da mage o nce the C ha racter is
0 APs -50
removed from proximi ty to the s ubsta nce. Recove ry is then
performed norm all y (sec page 99).
If an Auribut e . Po we r . or S kill su bje c t 10 a L oss
Whe n thi s Drn wback is adopted, the subsianct: o r condition
Vulnerability is rated at 5 A Ps or greater. its va lue drops to 2
m whic h the Character is vu lnerabl e mu s t be categori zed a s
APs in the presence o f th e s pec ified su bstance o r cond it ion .
either common o r rare . A co mm on substan ce/co ndition is o ne
Ot he rw ise. the ra tin g drops to zero (0) APs as the C haracte r
whi c h o rdin a ry peop le e nco u nter eve ry da y (wa ter . iro n .
darkn ess. o r e n<.:los ure . for ex ample ). A ra re c ffec1ivc ly borders o n the brink of consc io usness.
Exa mple : A Lo ss Vu lne rnbili1 y w he re a C hara cte r 's
substancelcondition is one whic h only spec ific villains o r c li 1e
Ph ys ical Attributes and All Powe rs .ire reduced in the presence
org.:1nizatio ns a re likely 10 encounter ( Kry pt o nitc . e leme nt a l
isotopes. havi ng o nc ·s mind re ad. o r be in g buried a li ve. fo r o f uranium at 4 APs dista nce would be worth 145 Hero Po int s
(35 fo r the Ph ysica l Attribu tes. 100 fo r the Powers und 10 for
example}.
be ing susce ptible at 4 APs R,mge).
A Fmal Vu lncr:ihi lity to a com mo n o bjec t o r cond itio n is
wonh 150 Hero Poi nt s: a Fatal Vulne rabil ity to a rare o bject or
conditi on is wort h 75 Hero Points. Fina ll y. a C haracte r who is MISCELLANEOUS
\'U lnerabl e to a s ub s ta nce must d ec id e at w h.i t Ran ge he DRAWBACKS [BONUS: 5/ 25/ 50]
beco mes s u sce ptib le t o dama ge . T he Ran ge o f a F.:1t.1 I A Cha racter w ho adopt s a Dra wbac k w hi c h c ann o t be
Vu lnc:rabilily affec ts 1hc Hero Po int bonu s as indi cated on the cat egori zed usin g uny o f the preceding Dra wbac ks rece ives 5.
fo llowing l'hart. A C harac1e r adopting .1 Fat:11 Vu lne rability w ith 25. o r 50 Hero Po int s fo r a Mi sce ll aneous Drawb;,1ck. The bonus
no intrinsit: range (such as dyi ng whe n o ut of water} rece ives no of such a Drawback is always su bjec t 10 GM d iscreti o n. based
Range bonu~ o r pena lty. on the new Mi sce lla neous Draw back 's severit y as compa red to
those listed above.
Range of Vulnerablllty Bonus

5 APs +20 V. Bonuses and Limitations


4 APs + 10
3APs 0 Bo nu ses and Limitations arc speci al modifiers wh ic h may
2 APs - 10 be purchase d t o increase o r decre a se ( res pec ti ve ly) th e
I AP -30 e ffecti ve ness of Powers. E.1ch Bonus and Limitatio n has a Facto r
O APs -50 Casi Modifier included in its description which is added 10 (or
subtr.tcted from) the F.ictor Cost of the Powe r which it alters.
Loss Vul nera bilities In some cases. Bon uses may c au se a Powe r's F:1cto r Cost
A Los:,,. Vulncr:1bi lit y causes a C haracter to temporari ly lose to be hig he r 1h.i t 10 . In thi s c a se. see the ru les o n page 23.
APs of a p~11·ti c ular Powe r. S kill. or Attribute in the presence of a Lim itati o ns ma y neve r redu ce th e Fac tor Cos t o f .i n y Powe r
certain subst..1111.: 1.; o r cond iti o n. wh ic h must be speci fi ed wh e n be low I.
the Drawback is adopted .
Th e n um hcr o f Hero Point s gai ned for ad o ptin g a Loss
Vu lnaabi lity depend:,,. u pon whi ch characte ri sti cs :.are reduced by Bonuses
the Vul nerab ili ty. ,1s fo ll ows:
Area Effect
Vulnerablflty Effect Bonus [Factor Cost Mod: + 1 or m o re ]
Thi s Bo nus allo ws a Powe r tO automati c,ll ly affect eve ry
Physica l. Mental, or ta rget wit hin ii 3 A P rad ius of the Power·s target point. Auac ks
Mystical Attributes 35 per group mac.le in thi s m,mne r must be reso lved se parn te ly {with no Multi -
All Allri but es 125 Atrnck penalti es) . A Powe r w ith thi s Bo nu s m ust atta c k a ll
All Powe rs • 100 ta rgets w ith in the stated radi us. fri e nd o r foe. A C ha racte r using
A ll Powe rs and Sk ill s 150 a Power with and w ith o ut th is Area Effec1 mu st purc hase th e
All Skill s •• 100 Power twice: o nce w ith and o nce withou t 1hc Area Effec t Bonus.
A ll Auributes and Powers • 175 W ith GM :.approv,11. 1he arc.:1 covered by a Powe r with a n
All Auributes and Skills •• 175 Arc a Effect cu n be ex pande d . For eac h add iti o na l + I to the
All Alt ribu tes, Powers, Factor Cost. the radius o f e ffect also increases by+ I AP.
und Skills 250 Norma ll y. an Area E ffect Powe r a l ways affec ts th e
• Can o nl y be adopted if the Character has more m axi mum po ss ibl e area ( norma l ly 3 APs r;,1di u s). For an
Powers than Sk ill s. add it iona l + I to th e F.iclOr Cost. the Char.icier c.in use the
•• Cun only be adopted if the Character has more Powe r to affect any sized area he c hooses (up to its max imum }.
Ski ll s than Powers. including a s ing le target.
Exa mple: A Charact er with Soni c Bea m/A reu Effect fires at
Fina ll y. a C h.irac te r who is vulne rable to a substa nce mus1 a vill a in. Eac h C ha racte r ,111d obj ec t (e ne m y. fri e nd . bui ldin g.
dei.:i<ll' ~ll what Ran gt: he hccume s susce ptibl e to damage. T he e tc.) w ith in 3 APs o f tha1 villain is a lso allac ked w ith a se para1e
Rangl' of a Los:,,. Vulncrnbili 1y affec t:, . the Hero Po int bonu s ;,as Action Check. with no Multi·Altack pc n.:1hies .ipplicable.
Range [Factor Cost Mod: + 1 J No Range [Factor Cost Mod: -1 J
This Bonus allows a Power which normally has a Range of This Limitation cau ses a Powe r wi th Norma l or greater
Touch or Self to possess an effecti vely Normal Range. Exactly Range to have its effecti ve Range reduced to that of Touch. If
how thi s alteration affects the Power's use wi ll vary fro m Power use of a Power limited in 1his manner is a Dice Action, i1s AV
to Power, and will often require GM adjudication . ln any case, becomes the possess in g Character's DEX whil e the Action 's OV
each Power a Character has ca n only be used once per phase, becomes the opponent's DEX.
whether at a range or not. Example: A Charac ter with Mind Blast/No Ran ge would
The Range Bonus can never be used to bestow Powers upon have to successfull y touch his opponent to inflict damage. The
another Character (as the "Usable on Others" Bonus allows). AV/EV of the attack would equ al the Character' s DEx/A Ps of
the Power again s t a n OV / RV equa l to th e op pon e nt 's
Usable On Others [Factor Cost Mod: +SJ DEx/Mt ND.
This Bonus allows a Power to be temporaril y transfe1Ted to
anoth er Charac te r. Such a tran sfer attempt is automati cally Power Always On
successful pro vided th e rec ipient Character is within Norma l [Factor Cost Mod: -1)
Range of the Power to be transferred This Limitation prohibits a Power from ever being turned
A rec ipient C haracter auto matica ll y rece ives a tran sferred off by the Character. Only Automatic Powers (specifically, only
Power at the award in g C haracte r's fu ll APs of Power. If th e those Powers which a Character can normally turn on and off)
transferred Power is linked to one of the transferring Character's may be altered in 1his manner. (For exa mple, Density lncrease,
Attributes, the recipient Character onl y receives APs equal to his Dispersal, and Growth are Powers which can be turned on and
own APs of the transferred Power's Link All1ibute, but never at an off but Powers such as Comprehend Languages, Danger Sense,
AP level higher than that possessed by the transferring Character and Iron W ill ca nnot.)
A Charac ter who transfers a Power to anoth er Character
loses use of the tran sferred Power for a length of time ( in APs)
eq ual to the APs of the transfe rred Power, after which the Power
Power Burnout
leaves th e recip ient a nd returns to him. Th e tran sfe rrin g [Factor Cost Mod: Variable)
Character may recall the tran sferred Power prior to thi s time if Th is Limitatio n causes a Power to be usable a limited
the Character so des ires. num ber of times before the Power fails. When this Limitation is
adopted, a C har·acter mu st specify the Limitation' s seve rity
relati ve to the followin g chart. On ly Di ce Powers may be altered
Miscellaneous Bonuses
by thi s Limitation.
[Factor Cost Mod: + 1 or more] A Power susceptibl e to Power Burnout possesses a Burnout
A C haracter who purcha ses a Bonus whi ch ca nn o t be Number that reflects the severity of the Limitation. If any in itial
ca tegorized us in g an y of the preceding Bonuses rece ives a roll (before re rolling for doubles) made with thi s Power is equal
Factor Cost Modifier of+ I or more for a Mi scellaneous Bonus. to or less than the appropriate Burnout Number, the Power fail s
Th e Factor Cos t Modifi e r of a ne w Mi sce ll aneous Bonu s is and is reduced to O APs. In this case, the Power cannot be used
always s ubj ec t to GM di sc retion , ba se d o n th e Bonu s' again until it has been Recovered (see page 100). If the roll is
usefu lness as co mpared to th ose li sted above. over the Burnout Number, the Power takes effe ct normall y and
can continue to be used.
Limitations
Factor Cost
Modifier
Diminishing [Factor Cost Mod: -1)
Th e EV of this Power is red uced by range, losing l AP -I
fro m its EV for every AP of di stance trave led -2
-3
Fatiguing [Factor Cost Mod: -2)
This Limitation causes a Power to be extremely tiring to Power Restriction [Factor Cost Mod:- 1)
use. After reso lv in g the use of th e Pow e r no rm a ll y, th e A Character with this Limitation possesses a Power which
Characte r must make an Action Check with the APs of Power will not fun ction aga inst a spec ified class of objects or under a
actually used (whi ch may be less than maximum) as the AV/EV ge nera l co nditi o n (o rg a ni c items, s uperna tural influ ence ,
The OV of the C heck is eq ual to the APs of Power (regard less of nighttime, or in red sun radi ation , for example). The object or
h ow m a ny APs we re use d) wh il e th e RV is ei th e r th e conditi on which restricts a Character's Power mu st be specified
Character's BODY, MI ND o r SPI RIT, depe nding on whether the when this Limitation is adopted.
Po we r is P hys ica l, Menta l, or Mysti ca l, respec tiv e ly . Hero Similarly, a Power may be restricted by a special condition
Po in ts may be spent to increase 1he OV/RV of 1his Check. under whi ch it wi ll work ; in thi s case, unless the condition is
RAPs scored are immediate ly applied to the C haracter as fulfilled , the Power wi ll not function (a Power which mu st be
the appropriate type of Bashing Damage (Phys ical, Menta l, or recharged every 24 hours or one whi ch mu s1 be focused through
Mys ti ca l depending o n the Power). This da mage cannot be a particular object, for example)
reduced by Last Ditch Defe nse, however.
Note that the above proced ure must be repeated fo r each
Miscellaneous Limitations
phase th e Power is in use, and that it is to the C haracter's
advantage to use a Fatiguing Power at less than max imum APs [Facto r Cost Mod: -1 o r mo re]
wheneve r possib le. A C h arac ter who adopts a Limitation whi ch ca nnot be
categori zed us in g any of the preceding Limitations receive s a
Fac tor Cost Modifi e r of -1 o r more for a Mi sc e ll a neou s
Lethal [Factor Cost Mod: -1J Limitation. The Factor Cost Modifier of a new Miscellaneous
Use of an attack Po wer with thi s Limitation is alway s
Limitation is always subject to GM discretion, based on the
considered Killin g Combat, and its use by a heroi c Character
Limitation's severity as compared to those listed above.
will result in the usual loss of Hero Points (see page 134). Note
th~t this Limitation cannot be applied to certain Powers which
are alread y described as bein g Killin g Combat o nl y, such as
Claws and Disintegration .
Type: Dice
Factor Cost: 3
The Bomb Powe r a ll ows a Character to ca us e an
ex plosion wh ich start s at the point of ground co ntact and
extends out to a di stance equal to 1he APs of the Power divided
by two (round fraction s down). The Charac1er possessing the
Bomb Power is not affec ted by th e explosion, although 1he
Character is affected by explosions created by other Characters
usi ng the Bomb Power.
Use of the Bomb Power is treated as an ex plosion (see page
106). The ex plosion, a Physical Attack against everyone and
everyt hing within Range except the user, strikes with an AV/EV
equal to the APs of the Power. Both the AV and EV of thi s
attack are reduced by 2 APs for every AP of di stance between
the target and the initial point of exp losion.
This Power may be purchased with a special + I Fac tor
Cost Bonu s: Con1ro ll able Bl as t Radiu s, wh ich al lows th e
Character to .s pecify the maximum APs of di stance the attack
will extend to (up to its normal maximum ).
The Human Bomb of the Freedom Fighters has thi s Powe r.

Link: DEX
Range: Touch Type: Dice
Base Cost: 25 Factor Cost: 1
A Character with the Claws Power possesses claws or other
sharpened attack methods (such as teeth. spines, or quills). The
Character's DEX acts as th e AV while the APs of the Claws
Power acts as the EV for any attack the Character makes with
th e C laws we apon. C laws APs ca n also sub stitute for the
Character's EV in an attempt to cut or rend materials.
Depending on which set of Genre rule s are in play (see
Appendix C), use of the Claws Power on another Character
cou ld automatically constitute Killing Combat.
Wonder Woman 's nemesis Cheetah has thi s Power, as does
Dartalon of 1he Wanderers.

1 CLING""
'Link: 5TR
Range: Touch Type: Auto
Base Cost: 10 Factor Cost: 2
Cling allows a Character to trave rse perfectly ve rti cal or
VI. Powers eve n inverted surfaces (like most walls and ceilings) as if they
were level ground. Attempts to cling to an y unusuall y slippery
substances are resolved according to the Universal Modifier
When referrin g to a Power's Type. a listing of "Auto"
Table (ice or Teflon is Difficult , while an oil-coated wall or
indi cal es th e Pow er is co nstantl y operat in g or is ac ti va ted
ceiling mi ght be Extreme.)
automaticall y by the Character's thought: "Dice" indicates the
Eac h AP of Cling allows the Character to carry 1 AP of
Power requires OV/RYs and, as such, necessitates a Dice roll.
weight. The APs of Powe r mu st be sufficient to support th e
weight of th e Character and any objects being carried; 1he
Physical Powers collec ti ve weight of objec ts carri ed whi le the Character uses
Cling cannot exceed the Character's Sm
Unless otherwise stat ed. all attacks mad e with Ph ys ica l
Powers are considered Phys ical Attacks (OV/RV s equal to the
Link: BODY
target' s DEx/BODY) Range: Self Type: Auto
Base Cost: S Factor Cost: 4
ACID This Power all ows a Character to protect himself against
Link: BODY cold weal her condilions or cold-based attacks. A Character with
Range: Normal Type: Dice Cold Immunit y add s th e APs of Power to his RV when
Base Cost: 15 Factor Cost: 3 defending against such auacks.
A Character wit h thi s Powe r can shoot stream s of Ac id
from hi s fin ge rs. Use of thi s Power is trea ted as/or normal
Physical Attack with AV/EVs equal to the APs of Power and
OV/RVs eq ual to the target's DEx/Boov. If Ac id is used to
attack a metallic object (s uch as an android Character), th e Range: Normal Type: Auto
target's RV is decreased by one col umn Base Cost: 5 Factor Cost: 7
Caress of the Fatal Fi ve has this Power with the "No Darkness all ows a Character to generate a field of darkness
Range" Limitation. as does Plasm us of the Brotherhood of Evi l throu gh wh ic h no normal li ght ca n pass. Vis ion Powe rs
requirin g li gh L (Te lesco pi c Vision, Thermal Vi sio n, etc .) are Character's APs of Energy Absorpt ion, the Powe r fai ls and the
com pl ete ly blocked , and the APs o f Darkness beco me th e Character sustain s full damage to hi s Curre nt BODY Condition
OV/RV of an Uhra Vi sion attempt to see through the Darkness. Example: A Character with 7 APs of Energy Absorpti on is
The fie ld of generated Darkness has a vo lume equal lO the s t ru c k by a Li g htni ng A ll ack th a t rec e ive s 7 RA Ps : the
Character's APs of the Power plus fi ve, which can be shaped C ha rac Le r takes no damage . However, if the sa me attack
and centered any way the use r desires (w ithin Normal Range). rece ived 10 RAPs, the Energy Abso rption Powe r would fa il and
Anyone withi n the Darkness field has hi s AV and OV of all the Character would susta in the full 10 RAPs of dam age.
Ph ys ical Act io ns reduced by the APs of Darkn ess. Dark ness A Character may use Energy Absorption on more than one
remains in effect as long as the Character wishes (through the attack per phase. In thi s case, the Character must divide the APs
expenditu re of an Automatic Acti on each success ive phase) or of Po wer betwee n each of the attacks at h is d isc re li on; the
until the Character e ither fa ll s un consc ious or ex its Range. Use Character does not receive full AP protecti on against each attack.
of Darkness does not affec Lthe vision of the Character using the This Powe r may be purchased with a spec ial -2 Factor Cost
Powe r. Lim itat ion: Usable Against One Energy Type (i.e., electricity,
Nightshade o f the Suicide Sq uad has the Darkness Power. magnet ism, li ght, etc.)
Thi s Power ma y be purchase d wi th a specia l +3 Factor
DIGGlf;IG_' _ _ _ __ Cost Bonus: A bsorbed Energy Adds to Power Reserve. Only a
Link: STR
Character with both Energy Absorptio n and Power Reserve may
Range: Touch Type: Dice acqu ire thi s Bonus.
Base Cost: S Factor Cost: 2 RAPs neutra li zed by thi s type of Energy Absorpt io n must
be imm ediat e ly ass ig ned as des ired a mo ng th e Powe rs and
Di ggin g enabl es a Character to tunnel th rough an assortment
Attributes eli gibl e for augmentation (see Powe r Reserve, p. 61 ).
of substances. The AV/EVs fo r a Di ggi ng attempt are eq ual to
Thi s increase lasts for APs of time equal to the Character's APs
th e Character ' s A Ps o f Powe r; OV / RV s a re d e te rm ined
of Energy Absorption , minus th e RA Ps absorbed from that
acco rdin g to the fo ll ow in g table. The RAPs of the Di gg in g
attack. A Character may neve r have more tota l RAPs absorbed
Ac ti on Chec k equal the vo lu me of the substance removed.
al one time than hi s APs of Power Rese rve.
Note that the increases ga ined by the use of thi s Power are
Substance OV/ RVof Dig
independent of the increases gained from the Powe r Reserve·s
ow n APs.
Sand 2 Captain Atom has thi s Power.
Dirt 4
Rocky Soil 6
Soft Rock (Limestone) 8
Hard Rock (G ranite) 10 link: BODY
Steel 12 Range: Normal Type: Dice
Di amond 15 Base Cost: 1S Factor Cost: 3
This Power all ows a Character LO lire a bo lt of pure energy
D SINiE<'.;RAiiON from any particular part of the body. such as th e eyes or hands
Link: Sr• This Power is a Ph ys ica l Attack , with APs servi ng as both AV
Range: Touch Type: Dice and EV.
Base Cost: 100 Factor Cost: 4 A Character should define which type of energy blast is
Thi s Powe r Allo ws a Character to break dow n the actual fired when pu rchas in g thi s Powe r (Light ene rgy, magne ti c
molecular bonding of an object, causing its structu re co di ssolve energy, rad iation, "cosmic powe r." e1c.).
into no1hingness. The use of Disintegra1ion is a Ph ys ica l Attack Starfire of the New Titans has this Power.
wi th the att acke r' s DEx/BoDY as O V/RV .
On ce a w rge t ha s bee n s uccess ful ly a ll ackc d w ith EXTRA LIMB
Di si nteg rat io n, he w ill conti nue to be attacked by th e Power Link: STR
eac h successive phase. using the APs of Power as AV/EV and Range: Self Type: Auto
the victim' s BooY/ BODY as OV/RV until o ne of these attacks Base Cost: 5 Factor Cost: 4
fa ils. (Recu rren t attacks do not count as one or the Powe r user's A Charac te r w ith th e Ex tra L imb Power has a fu ll y
act io ns fo r the phase.) If any Di sin1 egrati o n a1tack red uces a fun c ti ona l lim b o r app endag e whi c h is not possessed by a
vic ti m to a leve l equ a l to neg ati ve hi s ori g inal BODY , th e normal human (such as prehensile ta il , ex tra arm s, elc.).
Character wi ll be co mp lete ly di sinLegraLed, wit h no porti on o f Wh e n li ftin g objec ts or mak in g Ph ys ical Att ac ks, th e
him re ma inin g. Partiall y- di s integrated C harac Lers Recove r C haracter' s DEX acts as the AV wh ile the APs of Ex tra Limb
damage norm all y subst itute for the C harac ter's STR (as th e EV). In additi on, a
Not e: Th e use of Di s integ ration on li v in g crea tu re s is Charac ter with one or more Ex tra Limbs receive s a - I Col umn
always considered Killin g Combat. S hi ft to the oppo ne nt' s OV for eac h addit ional limb when
mak in g Grappling Attacks.
Thi s Powe r m ay be pur c h ased more th a n o nce for
ENERGY ABSORPtlON Characters with more than one ex tra li mb.
Link: BODY Salakk of the Green Lantern Corps woul d have purchased
Range: Self Type: Auto thi s Power twice, once for each of hi s add itional arms
Base Cost: 2S Factor Cost: 5
Thi s Powe r al lows a C harac Le r to absorb damage fro m
Physica l Attac ks (Energy Blast, Heat Vis ion , Li ght ning , etc .), FLAME BEING
with the exception of those resu lting fro m normal hand-lO-hand Link: STR
combat. Th e energy absorbed is graduall y diss ipated throughout Range: Self Type: Auto
th e C haracter's sys te m with no ill e ffec t. Absorbed ene rgy Base Cost: 10 Factor Cost: 6
ca nnot be diverted or changed, onl y neutrali zed This Power allows a Characte r co create and cove r himself
A Characte r wit h the Energy Absorption Powe r must come with a sheet of fire wh il e sustaining no damage . Thi s flam e
into contac t with the attack for the Power lO fun ction. at whi ch covering will co ntinue to burn for as long as the Charac ter wi th
poi nt the Character's APs of Energy Absorp ti on are subtra cted Flame Being des ires (throu gh the expenditure of an Automati c
from 1he RAPs of the attack . If dam age inOi cted exceeds the Acti on eac h success ive phase) or until he falls unconsc ious.
Any fire- or heat-based attack against a C haracter with an (a nd initiati ve) for a number of phases equ a l to th e RA Ps of
active Flame Bein g Power is made with the C haracter's APs of the Flash attack.
the Power added to hi s RV. Converse ly, the Characte r's RV Add iti onall y. Flash may be steadil y produced at a lowered
rece ives a -2 Column Shift penalt y aga inst ice or co ld-based intensity to effecti ve ly create a brig ht g lo win g li g ht.
attacks. This Power may be purchased with a special - 1 Factor Cost
Add itionall y, anyone touched by (or tou ching) a Character Limitation: Flash Inca pable of Multi- Attac ks (usab le on on ly
wilh an activated Flame Being Power (including co ntact made in one target per phase).
hand-to-hand combat) incurs a Physic al Attack with AV/EV s Dr. Li ght II of Ju sti ce Leag ue Intern ational has 1his Power.
equal to APs of Flame Be ing; thi s special attack form does not
count as an Action for the Flame Being Character. The APs of
Flame Bein g may also be substituted for a Character's STR as
the EV of any hand-to-hand allacks. link: DEX
Fire of Justice League America has thi s Power. Range: Self Type: Auto
Base Cost: 10 Factor Cost: 3
Flight allows a Character to move free ly in any direction
through air o r space. (Mos t forms of Fligh t also allow travel
Link: BODY underwa1er at the usual -2 AP speed pe na lt y.) Flig ht by itself
Range: Self Type: Auto does not all ow a Character to survive in o uter space but does
Base Cost: 5 Factor Cost: 4 pro vide him with the abi lity to move throug h it.
This Power allows a Charac1er to protect himself against Th e A Ps of F li g ht arc the APs of di sta nce that th e
fire and heat-based attacks. The APs of Power are added to the Character ca n trave l eac h phase. In addition , a Character may
Character's RV aga inst any and a ll such anacks. use the APs of Fli g ht as the OV against any Physical Attacks
Brek Bannin (Po lar Boy) has thi s Power. provided he performs no Dice Action during that phase.

FLAME PROJECT
Link:Sr•
Link: STR
Range: Normal Type: Dice
Range: Normal Type: Auto
Base Cost: 15 Factor Cost: 3
Base Cost: 5 Factor Cost: 3
A Character with th e Flame Project Power ca n fire forth
Fog allows a Character to use any atmospheri c moi sture to
a stream of flame from hi s bod y like a flam ethrow er. Use of
form a de nse fog which obsc ure s vis ion and visio n- re lated
thi s Power is a Ph ys ical Attack w ith AV/EVs e qual to the
Powers (such as Sonar, Thermal Vision, Ultra Vision. and X-
APs of Power.
Ray Vision). The OV/ RV of an attemp t to see throu gh the fo g
Dirk Morgna (S un Boy) of the Legion of Super-Heroes had
using o ne of these Powers is eq ua l to the Character' s A Ps of
this Power.
Power. Any attacks made by Characters within the fog receive a
+2 Column Shift modifier to the OV. The APs of Fog plus fi ve
equal the volume (i n APs) of fo g cove r, whi ch mu st take the
form of a simple sphere unl ess conforming to an enclosure.
Range: Normal Type: Dice The fog c reated b y thi s Po we r w ill tra ve l w ith the
Base Cost: 20 Factor Cost: 4 Character, if so desired , provided the Character is not travelling
at a speed (A Ps of di stance per phase) surpass ing the APs of Fog
Powe r. A wind or volum e of ai r moving faster than the APs of
Power wi ll instantl y di ssi pate the fog.
Thi s Power may be purch ased with a spec ia l + I FaclOr
Cos1 Bon us: Fog Does Not Inhibit User's Vision.
The Spectre has thi s Power.
link: STR
'Range: Self Type: Auto
Base Cost: 30 Factor Cost: 6
This Powe r allows a Character to create a field of physical Gro wth allows a Character to increase his size. For eac h
energy to protect hi s own body. The APs of Powe r are added to AP of the Growth Power engaged (a Character need not grow to
the Character's RV against Physical Attacks. max imum size) the fo llowing effects occ ur:
A Force Field is spherica l in form and is centered around
the Character of origin. A field shelter may be generated at the
sam e AP s o f vo lum e as th e Powe r 's AP s, pro tec tin g a ll
Characters within the fie ld. No Ph ys ical Attac ks with exterior
• 1 AP Is added to the Character's weight and volume.
targets can be made from within the field
This Power may be purchased with a special -2 Facto r Cost • 1 AP Is added to the Character's STR.
Limitation : Field Protects Power User Onl y.
This Power may be purchased with a special Bonus: Can Ad diti ona lly, fo r eve ry three APs of Growth engaged, a
Attack Through Field. T his Bonus allows Physical Attacks with Character's he ight is increased by I AP (startin g at a base of 0
exterior targets to be made by Characters within the Field. This APs) and he gains + I AP to his Running ( I to 2 APs of Growth
Bonus doubles the Base Cost of the Powe r (to 60) and adds + I engaged has no effect on Runnin g, while 3 to 5 adds I AP, and 6
to the Factor Cost. to 8 adds 2 APs, etc.)
Troia of the New Titans had thi s Power. As a Character becomes larger, he is also easier to see (and
hit with attac ks). As a res ult, fo r eve ry two APs of Gro wth
e ngaged , a C harac ter 's O V aga in st Ph ys ica l A tt ac ks a nd
illnk: Sm Perception Chec ks dec reases one AP ( I AP of Growth engaged
Ra.nge: N\)rmal Type: Auto has no e ffec t on OV , while 2 to 3 APs engaged dec reases the
Base Cost: 10 Factor Cost: 5 Character's OV by I AP, and 4 to 5 APs engaged dec reases OV
This Power allows a Character to create a shield of ph ysical by 2 APs, etc.).
e nerg y whi c h prov ides pro tec ti o n fro m Ph ys ic al Atta c ks. When purchas ing thi s Power, a Character has the opti on of
Anyone protected by a Force Shi eld has the APs of Power added selecting a special -5 Fac tor Cost Limitation: Growth Does Not
to his RV against Physical Attacks. Cause STR Increase.
The Force Shie ld call ed into being is circ ular in shape, Le viathan of the Legionnaires has thi s Power.
possesse s an appro ximate di a meter of four feet, and can be
projec ted at Range. Such a shi e ld is use less ag ainst atta cks - - -HVPER~EfJSITlVETOUCH
whi ch originate from behind the Character unl ess the Character link: DEX
es tabli shes th e shi e ld there, in whi ch case the Character is Range: Touch Type: Dice
defenseless against frontal assault. Base Cost: 5 Factor Cost: 2
Agent Liberty's gauntlets project thi s Power at No Range. This Power allows a Character to "see" with his fingertips.
The Character can read a newspaper by feeling the ridges of the
r Link: DEX
GLIDING ink, feel the vibration of a smoothl y runnin g machine through a
thi ck wall, or li ste n to phone co nve rsati ons by tou ching the
Range: Self Type: Auto phone lines. A Character using Hyperse nsiti ve Touch makes an
Base Cost: 5 Factor Cost: 2 Acti o n Chec k usin g th e APs of Powe r as AV/ EV ag ain st
This Power allows a Character to glide throu gh the air at OV/RV s determined on the follo wing table (additional OV/RV
APs of di stance equal to the sum of the APs of Power and the assignment at GM di scretion ). Positi ve RAPs indicate success in
APs of height the Character begins above the ground an attempt.
Example: A Character with Gliding of 2 APs jumps from
th e roof of an eight-story building (which is approximate ly 3 OV/ RV
APs above th e ground). From thi s height, he may glide to the
ground 5 APs di stant. 3/3
A Character with Gliding travels at a speed equ al to th e 515
APs of Power in distance per phase (i t would take the Character 10/10
in the previous example 3 phases to travel the full 5 APs).
Mothman of the Minutemen had this Power.

GilJE- - - - - - - Link: ST~


ii.Ink: STR Range: Normal Type: Auto/Dice
Range: Normal Typ·e : Dice Base Cost: 20 Factor Cost: 10
Bases Cost: 15 Factor Cost: 5 Thi s Power a ll ows a Characte r to crea te vo lumes of ice
A C ha rac ter with th e Powe r of Glue can emit a sti cky from thin air. The ice produced may be fo rmed into any shape
substance whi ch glues the target to the ground or surroundin g the user desires, such as a wa ll , an ice dagger, a bridge, etc. Ice
te rrain upo n a success ful Ac tion C hec k. To g lue a target, a Production has a number of useful application s:
Character makes an Acti on Chec k using the APs of th e Powe r • The user may trap a targe t in a block of solid ice. Make an
as th e AV/EV against the targe t 's DEx/STR as th e OV/ RV . Ac tion Chec k with AV/EVs equal to the APs of Power and
Positi ve RAPs indicate that the target ca nnot move and has his OV/RVs equal to the target's DEXISTR. RAPs fro m thi s Action
DEX (and Initi ati ve ) reduced by the APs of the Glue attack until Check equ al the ice APs which have trapped the target as well
he breaks free. as the vo lume of ice created. While the target is trapped, his
In order to brea k free, a glued Charac ter mu st mak e a DEX (and Initiati ve) is reduced by the APs of ice and he cannot
success ful Acti on Check (i .e., gain one or more RAPs) using move. To brea k free, th e targe t mu st ma ke a success ful
STR as both AV and EV aga inst OV/ RV s equal to the RA Ps Ph ys ical Attac k (i.e., earn positi ve RAPs) against O V/RVs
gained by the original Glue attack equal to the RAPs of the successful Ice Producti.on attack.

II
• The User may make so lid ice co nstru cts, such as wa ll s, penalti es apply if a Character successfull y uses a perception
bridges, etc. , w ith vo lum e and BODY both equal to the Power to locate the in visible Character.)
APs of Po wer. C haracters are a utomatica ll y S urpri sed (see page 105)
• The user may create an "ice slide" to move along the ground at w he n initially attacked by unde tected in visi ble opponents.
a di stan ce pe r phase eq ual to th e user ' s APs o f Po we r Immed iate ly after being attacked, the ta rget may attem pt fo
(maximum movement rate is 8 APs per phase, regard less of locate the in visible C haracter (us in g the appro priate me thod
the Character's APs of Power). above) with a bo nu s of -2 Column Shi fts to the OV/RV of the
• The user may use Ice Production to create an "ice barrier." In attempt. T hi s attempt does not use up a Character' s Dice Action
this case, the user's APs of Power are added to the RV against for that phase.
Physical Attacks. Such a Charac ter will be un able to enter This Power may be purchased with specia l Bonuses that
Physical combat while within the barrier. ex tend the invis ib il ity into o ther sense areas. T he base Power
• The user may make a si mple Phys ical Attack, using the APs of affec t s o ne of the three "sen ses " (Sig ht , H eari ng , or
Power as AV/EV. Smell/Tas te). The o ther senses may be added, each for a +3
Volumes of ice created with this Power will melt after APs Factor Cost Bo nu s. Add itiona ll y, if a ll three "senses" are
of time equal to the Character's APs of Power. All Constructs
affected, the Base Cost of the Power is doubled (to 90). Note
created by thi s Power have -2 Column Shift modifiers to their
that Characters who are in visible to all three " senses" cannot be
RV against fire- or heat-based attacks.
located at all unl ess the spotti ng C haracte r has some sort of
Brek Ba nnin (Po la r Boy) h as this Power, as does
perception Power.
Cap tain Cold.
Martian Manhunter has this Power.
rcn,rc
. !rile SiR
;Range: Self Type: Auto link: BODY
Base Cost: 5 Factor Cost: 5 Range: Self Typ.e : Dice
Icing allows a Character to cover himself with a sheet of Base Cost: 5 Factor Cost: 7
ice and not incur any damage. The APs of Icing are added to the A C harac te r with thi s Power is ve r y diffi c ult to ki ll
Character's RV against ice- or cold-based attacks. (a lth ough it does not make him any harder to injure; for thi s
Against fire - or hea t-based attacks, such a C haracte r effect use the Skin Armor Power). When such a Charac ter has
suffers a -2 Column Shift modifier to hi s RV. APs of Icing may suffered damage from Physical Attacks which wou ld cause him
also be substituted for the Character ' s EV when maki ng hand- to die under normal ci rcum stances (the Character is reduced to
to-hand attacks. negative APs of BODY), he makes an Action Check using curren t
BODY A P s (abso lute va lu e) as OV/RVs a nd th e A P s of
In v uln erab ilit y as AV/EVs. RAPs fr o m this roll eq ual the
number of BODY po ints the Character regains.
nk::DEX
A side-effect of this Power is its ability to extend the li fe of
(Range: Self
Base Cost: 45 Factor Cost: 4 a Character; It allows a check even if the Character di es of
This Power a llows a Character to become imposs ible to natural causes or di sease. T he actual impact of this Power on the
detect with one se nse (us uall y s ig ht ). The se nse th a t th e life span of Player C haracters is up to the GM's discretion.
Character is invisible to mu st be chosen when the Power is This Power may be purchased with special + I Factor Cost
purchased: Sight, Hearin g, o r Smell/Tas te (S mell and Taste Bonuses fo r each of th e fo ll owi ng: the Power cou nteracts
count as one sense for the purposes of thi s Power). Note that if Mental damage, and the Power counterac ts Mystical damage.
yo u want to be " in visible" to the Touch se nse, yo u mu st Superman had this Power.
purchase the Dispersal Power (see page 54).
Whe n a C ha rac te r act iva tes this P owe r, he becomes
imposs ible to locate wi th the normal sense(s) to whic h he is pnk: StR
invisible. Special perception Powers may be used to locate an Range: Self
invisible Character by making an Action Check using the APs of Base Cost: 15
Power as the AV/EV and the APs of In visibility as the OV/RV. Thi s Power a ll ows a Character to lea p across great
Positive RAPs indicate that the in visi ble Character is located. d istances or to great heights through a natural or mec hanical
Characters who have successfull y located an invisible target in prowess. A C haracter w ith Jumping can traverse a horizon tal
thi s way are not affected by thi s Power until the invisible distance equal to the C haracter's APs of Power, and ca n jump to
Character has taken steps to disguise his location again. he ights equal to hi s APs of Power minu s I.
Characters without perception Powers may also attempt to Doomsday has thi s Power.
locate an invisible Character with their other se nses, but it is
much more difficult. First of all, they must have some reason to
suspect the in visible Character'.s presence (GM ' s d iscret ion). -------rrcwm1Nc--....--,..........
Then, they must make a Percep tion C hec k (see page I 07) link: STR
against OV/RVs equal to the APs of In visibility. If the RAPs Range: Normal Type: Dice
scored are equa l to or greate r than the RV, an attack may be Base Cost: 15 Facto r Cost: 3
launched with +I Column Shift to the OV. If the RAPs scored This Power all ows a Character to fi re and control a bolt of
are at least 1/2 the RV, an attack can sti ll be made, but at a +3 li ghtnin g from hi s body. Lightning strikes as a Physical Attack
Column Shift penalty to the OV. in combat wit h AV/EVs equal to the APs of Power and OV/RVs
Location of an in vis ibl e Character with norm al senses eq ual to the opponent ' s DEXIBODY.
(other than Sight) only lasts unt il the end of the next phase, after A n oppone nt w h o is na t ura 11 y in su lated (such as a
which another attempt mu s t be made to spot th e in visible Character using Molecu lar Cha meleon to assume the form of
Character. rubber) has a +2 Colum n Shift modifier added to hi s RV against
Atte mpting to gui de an attack with norm a l senses othe r Lig htnin g. Electroni c and/or metalli c dev ices and Characte rs
than Sight is ex tremely diffic ult at best. Any suc h attack will (such as Cyborg of the New Titans) receive a -2 Column Shift
suffer a penalty of +3 Column Shifts to the OV in addition to the penalty to their RV against Lightning.
penalties listed in the above paragraph. (Note that none of these Cyborg himself has thi s Power.
Link:' Dex
rlink: STR ··oMNI-ARM

Range: Normal Type: Dice Range: Self Type: Auto-


Base Cost: 50 Factor Cost: 10 Base Cost: 10 Factor Cost: 5
A C haracter with the Mim ic Power can dupli cate and use The Omni-Arm Power allows a Character to transfo rm the
lh e STR A llribul e or Powe rs of an y ot her C ha rac ter within physica l shape o f hi s ow n limbs into anythi ng des ired. Materi al
Range. The APs of Mimic are lhe APs of time the Character can and mass of the transform ed objec1 re mai n the sa me but shape
use any Mi micked Power. and fun cti on can vary. Arm s can be converted inw lobster claws.
To Mimic a Powe r, a C harac ter m ust make an Ac ti on hammers, or giant scissors. fo r examp le.
Check us ing the APs o r Powe r as the AV /EV and the targe t's When using Omni-Arm, a Character may subst itu te the APs
APs of the Power to be Mim icked as the OV/RV. A Character of Power fo r STR (incl uding EV) when perfo rming an <ic lion
who successfull y Mimi cs a Power rece ives th at Power in APs Metarnorpho, o f Ju stice League Internati onal fam e. has this
equa l to hi s APs of the Mi mi cked Power's Link Attribute, plus Power, as does the fi ex ible Pl astic Man.
the RAPs received on the M im ic attempt , up to a total equ al to
the APs of Power the target possesses. An attempt to mimic the ~ - - - - - - . , , , PARALYSIS-:--·
STR A tt ribu te o f an o ppo nen t ha s a n OV/ RV equ a l to th e Link: Sn
o ppo ne nt 's STRISTR. Mul t i- Attacks my be mad e us in g thi s Range: N6rmal Type: Dice
Power; at any one time, a C haracter may only possess a numbe r Base Cost: 20 Factor Cost: 3
of Mimi cked Powe rs eq ual to hi s APs o f Mimi c. T hi s Powe r all ows a C ha rac ter to phys ica ll y res trict an
Example: A Charac ter wi th 10 APs o f Mim ic and BODY of opponent. AV/EVs fo r suc h an attack equal the Character' s APs
5 A Ps tri es to Mimi c ano th er Characte r's Energy Bl as t. Th e of Para lys is whil e OV/ RVs equ a l the opponen t' s DEX/ BODY:
C haracte r with Mimi c makes an Acti on Chec k using 10/10 (hi s pos iti ve RAPs indi cate success, with the opponen t held fast and
APs of Mimi c) as the AV/EV aga inst the target's APs of Energy un able to move (DEX= 0).
B last as the OV/ RV. If th is Check ga in s pos itive RA Ps, the A Paralyzed opponent may atlem pt to free himse lf thro ugh
Character wi th Mimi c receives 5 APs of the Energy Blast Power an Actio n Check with AV/EVs eq ual to !he oppone nt 's STR/STR
(the Attribute of Energy Blast is BODY), plus the RAPs against OV/RVs equal to the RAPs of the successfu l Paralysis
on th e Mimi c ro ll (u p to a to tal equal to th e APs of ana~k. If .cumul at ive RAPs from th is , . , .
Actio n Chec k eq ual or exceed RAPs
possessed by the ta rget). T he C harac ter ca n use 1he
fr om t he Pa ra lys is att ac k , th e
Mimi cked Energy Blas l fo r 10 APs of time (the APs of Mimi c). oppo nent 1s re leased. -

Link: STR
Range: Touch Type: Dice
Base Cost: 30 Factor Cost: 3
This Power all ows a Character to evo lve or devo lve a target A Charac ter with thi s Powe r is
into a new life for m. The user must make an Ac ti on C hec k with ab le to ge nerate a s ub sLance whi ch
hi s DEx/APs of Power as the AV/EV and th e target's DEX/BODY irritates the skin o n con1ac1, causing ..
as 1he O V/RV. If the C hec k is successful , th e user the n ro ll s d a m age to a n o pp o ne nt. In iti a l
aga in on 2010 lO determine the mutati ve resul ts, as presented on
~~~~!P~s o; t~:e~i~~ lt~E~e~·.~~ ),
11
the tab le below·
!h e op p o n e nt 's D Ex/ BODY as
~~:a~~,\;e~~e;; i~~Z'ii~~:e~ppone nt :=·~::}:..
In s ~ccess ive p h ases, the ::::,
2 APs of Claws o ppo nent 1s furth er att ac ked by !he
2 APs ofGrowth APs of Po ison Touch as the AV/EV · ···
aga inst th e victim 's Boo y/Bo o y as · .•..
11 +2 APs of STR
th e O V/RV. Th.ese att ac ks co nti~ue · ·~-~
12 2 APs of Flight eac h ph ase unlll o ne of th e m fa d s. •
13 +2 APs of !NT These continuin g attacks sim ulate the .•
14 +2 APs of BODY sp rea d of th e po iso n t hro ug h th e ¢::·
oppo ne nt 's body. Th e attac ker may ·• ·
15 2 APs of Skin Armor not make an oth er attempt to Poison
16 2APs of Energy Blast To uch the victim until the prev ious
2 APs of Superspeed att ac k fa ils. C um u lati ve att ac ks are
2 APs of Shrin king 1101 poss ibl e.
Poison Ivy has thi s Power
.2 APs of X-Ray Vi sion
2 APs of any Power se lected by the GM
'i>RO)~CTILE WEAPONS
Link: STR -
Mut a ted crea tures aut om at ica ll y p ossess th e S tra nge Range: Normal Type: Dice
A ppearance Drawback. Th e Power use r ca n bes tow multipl e Base Cost: 15 Factor Cost: 2
mut at io ns up o n a but th ey do not ad d if th e sa me Thi s Power allows a Character to
mu tati on is ro ll ed ; In cases, ro ll aga in. If the rnrgel of the fi re projectiles from hi s own body al an
Mutati on al ready possesses the Power ro lled , it is in creased by 2 opponent or target. The AV/EVs of an
APs. Mutati ons las t for a lengt h of time (in APs) equal 10 RA Ps attack usin g Projectile Weapons equ al .'
gained on th e Mulation attempt DEx/A Ps o f Power w h ile O V/RVs
This Power can be purchased with a spec ial +2 Facto r Cost
Bonus: Use r Can Choose Mutati on instead of ro lling.
equal the opponent' s DEX/BODY.
Shrapne l has thi s Power k. .
RU ING a Percepti on C heck is made to notice a shru nken C haracter, the
Link: DEX APs o f Power whi ch the C haracter has e ngaged se rve as th e
Range: Self Type: Auto OV/RV to the Perception attempt. The APs of Shri nking reduce
Base Cost: 0 Facto r Cost: 2 the character in size as deta iled on the fo ll owing chart:
This Powe r allows a Character to move across level ground
(a nd /or ot her s urfac es th at are normally trave rsa bl e by the APs Size
Charac ter) at ex treme speeds. The di s tance per phase that a
Character w ho possesses Running can move i s equ al lO hi s A Ps 2 Small Human
of the Power 3 Dog
5 Cat
6 Small Bird
SEALrDSVsnMs 8 Mouse
1Link: Boov II Insect
Range: Self Type: Auto 13 Tiny [nsect
Base Cost: 5 Factor Cost: 5 25 Virus
Thi s Power all ows a Character to sustain him se lf in any 32 Atom
sty le at mos phere o r e nv iro nment , eve n th ose in whi ch th e
Character could not norm all y surv ive. Sealed Systems lasts for a This Power may be purchased with a spec ial -2 Factor Cost
length of time in APs equal to the Character's APs of the Power. Limi tation: Character's STR and Weight Are Reduced By The
Beyo nd this time. th e Powe r fai ls and m ust be Recovered APs of Shrinking Engaged.
normall y (see page I 00). Salu Di gby (Shrink in g Vi o let) of th e Leg ion of Supe r-
In add iti on, a Character with Sealed Systems can add the Heroes has thi s Power
APs of Power to hi s RV agai nst gas or radiation attacks. Sealed
Sys te ms ca n be purc h a sed w ith s pec ia l -2 Fa ctor Co s t
Lim itatio ns: Power In effec ti ve Agai nst Gas Attack s; Power SKffil ARMOR
Ineffec ti ve Agains t Radiation Allacks. Ink: Boov
Range: Self · Type: Auto
EL MAf.ffPOLAt lON Base Cost: 50 Factor Cost: 5
Link: DEX Th is Power a llows a Charac te r to add. hi s APs of Ski n
Range: Self Type: Auto Armor to the RV (BODY) aga inst those Physica l Attack s that
Base Cost: 75 Facto r Cost: 10 cause injury through force or impac t. Possess io n of thi s Power
This Power allow s a Cha racte r to shape hi s own body into makes a Character ex tremely resistant to these fo rms of Physica l
[ha1of any object he desires. The Character must di vide his APs Damage. However, Skin Armor has not effec t against Ph ys ica l
of Self Ma n ip u lation (as d esi red) betwee n th e Ph ys ica l Attacks such as gas or radiation.
Attributes and Powers of any o bjects ass umed. However, any Cyborg has th is Power.
object formed retains the using Character's BODY and damage
done to the object is sustained by the C haracter. - - - - . . . - --..-•filA-~
R~e· - - - - - - -
Exa mple: Plastic Man (Self Manipu lation o f 15 APs) can link: STA
turn himse lf into a boat or truck thal possesses a STR of 8 APs Range: Normal Type: Dice
and a speed of 7 APs (th e Sw immin g o r Runnin g Powers) . Base Cost: 1 S Factor Cost: 4
Similarly, he could assume the fo rm of a spring with a STR o f 6 This Power allows a character to entang le a target in rope-
APs and also possessed 9 APs of the Jumping Power. like bonds. To Snare a target, a Character makes an Act io n
The volume of any obj ect ass umed through the use of Self Check using th e APs of Power as the AV/EV against the target 's
Manipu lation cannot exceed the Character's APs of Power. DEx/STR as the OV/RV. Positi ve RAPs indi cate lhat the target
As prev iously mentio ned, Pl astic Man has thi s Power, as do has been caught in the Snare, and has his DEX (a nd Initi ati ve)
the amazing Metal Men. reduced by the RAPs of the Snare Altack unti l he can brea k free.
If the C haracte r wi shes the Snare to restri ct th e target's
movement (by enwrapping hi s legs, wings, etc.) he mu st use a
SHADE Trick S hot, sufferi ng a +2 Column Shi ft modifier to the OV. If
link: B ODY the attack is successful , however, RAPs are subtracted from both
Range: Self Type: Auto the target 's DEX and hi s mo vement speed
Base Cost: 5 Factor Cost: 4 In o rder to break free , a s nared Characte r mu st make a
This Power prov id es a C haracte r w ith pro1ec ti on from successful Action C heck (i. e ., gai n o ne or mo re RAPs) using
sudden chan ges in lightin g cond it ions, such as the use of the STR as both the AV and EV againsl OV/RVs equ al to the RAPs
Flash Power. The APs of Power are added to the Character's RV gained by the original Snare attack.
agai nst any and all such attack s.
SOLAR SUSTENANCE
li nk: Boov
SHRINKING Range: Self Type: Auto
link: STR Base Cost: 5 Factor Cost: 1
Range: Self Type: Auto Th is Powe r a ll ows a C h arac te r to de rive no uri shm e nt
Base Cost: 15 Facto r Cost: 5 di rec tl y from the s un. Before thi s Power ca n take effec t, a
Thi s Powe r a ll ows a C haracter to dec rease hi s s ize. For Character must be ex posed to sunli ght for 10 APs of time, at
each AP of Sh rinking that such a C haracter engages, one AP is which point he will fee l immed iately reple ni shed.
ad ded to hi s OV agai ns t Ph ys ic al A u acks a nd o ne AP is No ot her fo rm of sustenan ce (ne ither fo od o r water) is
subtracted from hi s move ment speed. A Character need not use requ ired by a Character wh il e thi s Power is in effec t. The APs
the full APs of S hrinking; he may choose how much to shrink. A of Powe r equa l th e leng th of tim e in AP s a C harac ter ca n
Character' s Attributes are not affected by the use of Shrinking. re ma in s ustai ned w ith o ut e ithe r traditi o na l no uri s hm e nt o r
In addit io n, a C haracter with Shrink ing mi ght be hard to ex posure to sun light.
notice in certain situ ati ons, depending on the Charac ter's size. If Starfire of the New Titans and Swamp Thing have thi s Power.
Use of S uper Breath is a Ph ysical Attack with the APs of
Power se r vin g as AV/EVs a nd the targe t 's DEX / BODY as
Range: Normal Type: Dice OV/RVs. However, th e target does not sustain damage fro m this
Base Cost: 15 Factor Cost: 4 attack; instead, the target is Knocked Back a number of APs
A So ni c Beam is a coherent stream of sonic energy whi ch di stant eq ual to the RAPs received minus the target's weight in
ha s Lh e abi lil y to shatter solid objects. Projection of a Sonic APs (most humans weig h 2 APs, see Knockback, page 100)
Beam against a li vin g be ing is treated as a Ph ysica l Attack with Note: When a Character is Knocked Bac k in thi s fashion,
an AV /EV equa l to the APs of the Power. If Sonic Beam is he may sustain auxiliary damage from co ntact with objec ts
projected agai nst an inanimate object, the targe t will vibra le, (b uildings, the ground , etc.). This damage is considered as being
crac k, and fin ally shaller upon receiving damage equal to twice sustained in Kill ing Co mbat, although the Charac ter using Super
its BODY. Breath is not penali zed as s uch during th e d istributi o n of
1f a So ni c Beam is d irected agai nst a Characte r usin g a Standard Awards unless the resulting damage actually killed a
hearing Power (Extended Hearing, Super Hearin g, etc.), the RV Character.
of the attack recei vcs a special -2 Column Shift modifi er. If an Superman had thi s very noisy Power
in animate object is destroyed by a Sonic Beam Trick Shot (see
page 103), th e re sultin g vibrations can cause th e obj ec t to
explode wi th a force eq ual to its ori gin al Boov APs. If no Trick
Link: DEX
Shot is utilized, no exp los ive damage is inflicted by th is Power.
A Soni c Beam mu s t have a med ium throu gh whi c h to Range: Self Type: Auto
trave l. This Power does not work in a vacuum. Base Cost: 25 Factor Cost: 5
The villain Sonar has thi s Power. S uperspeed gives a Character the abi lity to move, run , type,
read, or perform any other phys ical action faster th an is hum anly
possible. A C haracter with thi s Power ca n do a number of
things:
'Link: DEX • Add the APs of Power when calcul ating Initiative to perform
Range: Self Type: Auto any action,
Base Cost: 50 Factor Cost: 10
• Tra vel at a speed eq ual to the APs of Power, and
Thi s Power allows a Character to separate him self into two
• Subtract the APs of Power from the time (in APs) necessary to
or more complete beings. Each Spli t being possesses the same
perform some task. For example, if it takes 13 APs of time (8
Attributes, Powers, and Skills as the original Character at the
Character's AP- leve l, minu s one (1) for eac h Split. hours) to read a book, a Character with 8 APs of Supers peed
could read the book in 5 APs of time (2 minutes).
Example: A C haracter wi th all hi s Attributes at 6 APs, Split
of 2 APs, a nd an Energy Blast of 8 APs could S plit twi ce, In addi ti o n, a Character with Superspeed has the option
resulting in three separate beings, each of whom would possess eac h phase of sub stitu ting the APs of Powe r for D EX (us in g
all Attributes at 4 APs and 6 APs of Energy Blast. Duplicates Superspeed APs as the AV/OV for/again st Physical Attacks) or
created through the Split Power do not possess the Split Power s ub stitutin g S uperspeed APs fo r the EV whe n perfor min g a
themselves. physical action.
A C haracter can Split a total number of times equal to the The Flash has thi s Power.
APs of Power. Rejoining of duplicates is instantaneous at the
o ri g in al Charac ter's will, at which point the Character sustains
the gre ate s t a mo unt of da mage take n by any o ne of th e
µ nk:,STR
duplicates. Dead duplicates ca nno t rejo in w ith the or ig in al
C harac ter; additi o na ll y, for every d upli ca te wh ich di es, th e Range: Self Type: Auto
ori gi nal C haracter automati ca ll y loses one AP from each of hi s Base Cost: 5 Factor Cost: 2
Attributes, Powers, and Skills. This Power allows a Character to move through water and
Triad of the Legion naires has thi s Power. other fluid s at a speed equ al to hi s APs of Swimming. This
Power does not provide the Character with the ab ili ty to breathe
underwater (as wou ld Sealed Systems or Water Freedom).
Aquaman has thi s Power.
Link: DEX
Range: Self
Base Cost: 10 Factor Cost: 6 . . - - - --.sYSlEI\/IJ<:,l;NTIOOTE
Thi s Power all ows a Character to elongate hi s own body a link: Boov -
number of APs of d istance eq ual to the APs of Power (a ll owing Range: Self Type: Auto
the C harac ter to make hand -to- hand attacks, see ite ms more Base Cost: 5 Factor Cost: 4
closely, pick up objects at thi s range, etc.). Thi s Power g ives a C harac ter a limited immunity to
In addition, a Character with Stretchin g can absorb most Phy sical damage ca used by any chemical , poi so n, or dru g
Physical Attacks by stretchin g under the impact, thu s slow in g attack. In such a case, the APs of Systemic Antidote are added
the force of a punch or projectile. In thi s manner, a Character to the Character's RV aga inst such attacks
adds the APs of Stretching to hi s RV. However, to utili ze thi s Poison Ivy has thi s Power
aspect of the Stretc hing Power, a C haracter must announce th at
he is defendin g during the phase and taking no other action.
Elongated Man has thi s Power, as does Plastic Man link: DEX rwo:qrMENSIONA~ ·~4
Range: Self Type: Auto
SUPER BREATH Base Cost: 75 Factor Cost: 5
Link: STR This Power allows a Character to mo ve along the surface of
Ran'g e: Normal Type: Dice a n obj ec t lik e a s hadow. Whil e a C harac ter us in g T wo-
Base Cost: 10 Factor Cost: 4 Dimensional can only be Phys icall y Attacked by anot her T wo-
This Power allows a Character to ex hal e a powerful stream Dimensional Character (a nd , as such, is completely immune to
of air. The Character can attack all targets within a one AP-wide normal Physical Attacks wi th forceful res ults), the C haracter
corridor extendin g from the site of origin with no Multi-Attack will still s ustain damage/effects fro m all gas and rad iati o n
pe nalties (i.e., the attack is made aga inst each target separately). attacks such as Flash, Fog, etc.
A Character using thi s Po wer is invi sibl e whe n viewed
from the side. In such situation s, the Character is treated as if he Link: INT
had the In visibi lity Powe r (to Si ght only; see page 47) rated at Range: Normal Type: Dice
an AP level equivalent to the Two~Dimensional Power. Base Cost: 20 Factor Cost: 9
The Shadow Thier and Obsidian have this Power. Thi s Power allows a C haracter to control the move me nt of
a vo lume of a ir. A C haracter with Air Control may utilize th is
Power toward a number of app licati ons:
• The User may aim forceful wind gusts at an opponent in an
attempt lO damage him/it. This is treated as a Physical Attack
us in g th e A Ps of A ir Control as AV/EV and the target's
Dex/BODY as OY/RY.
the user the ability to vibrate nearby objects at • The user may summon strong winds to buffet abou t opponents.
great e nough to damage tho se objects. Such an Thi s is treated e xactly like attac ks made via the Super-Breath
is a Di ce Action using the APs of Vibe as the AV/EV Power, excep t the w inds a ffect everyo ne and eve rythin g
agains t OV/RVs equal to the target 's DEx/Boov (if the target is (except the user) within a volume equa l to the APs of Power
a living being or Gadget) or agai nst the target's Boov/BODY (if (rather than the I-AP-wide corridor of Super Breath).
the target i s an inanimate object) . RAPs ea rn ed equa l the The user may shape thi s volume as desired. In addition , the
damage from the attack Power user may choose the direction in which to Knoc k Back
Reverb of the Conglomerate has thi s Power e ach o f the targe ts , not necess aril y c ho os ing th e sa m e
direction for each target. Damage susta in e d through
Knockback is considered Killing Combat: sec page 98 ..
• Th e use r can re move ex ist in g volumes of air to create a
t ink:DEX vacuum. Thi s attack requires a successfu l Ac ti on Check wi th
Range: Self Type: Auto th e user ' s APs of Air Con trol as the AV/EV agai nst an
Base Cost: 5 Factor Cost: 3 OV/RV e qual to th e vo lum e of air to be di splac ed. Th e
Thi s Power allows a C haracter to move through water and OV/RV receives a spec ial +2 Col umn S hift modifie r due to
other liquids as eas il y as the average human moves through air the difficulty of cre atin g a vacuum . C harac ters ca ug ht in a
A Character w ith Water Freedom do cs not s uffer any vacuum lose I AP of Current Body Condition per phase of
underwater combat penalties (see page 105) exposure (cons idered Killing Combat in m ost Genres, see
While submerged, a Character with thi s Power can breathe page 176).
free ly and may substi tute hi s APs of Water Freedom for DEX • The user may prope l himse lf via g usts of air, movi ng at a
(recalcu late In itiative score). distance per pha se e qual to th e C harac ter 's APs of Air
Aquaman has thi s Power Control.
• Finally, the user may simply move a vo lume of air. OV/ RV s of
such an attempt are the APs of volume to be moved; RAPs
Mental Powers equal the distance the vo lume is di spl aced. For exa mple, a
Character with Air Contro l c ould use the Powe r to pu sh a
Un less otherwise slated , all attacks made by Menrnl Powers cloud of poisonous o r radioactive air away from a crowd of
arc Me ntal Attack s with affected OV/RV s of l NT/MJ ND, spectators or toward a group of villa ins.
respecti vely . The Red Tornado, Eanh 's air e le mental , has thi s Power.

..
c ~k-,,NT
- - - - .AOAl'fAflOf.f'~ - - - ·......
pnk:Witt
Range: Special Type: Auto Range: Self Type: Auto
Base Cost: 1000 Factor Cost: 10 Base Cost: S Factor Cost: 2
Thi s Power allow s a C haracter to duplicate any ex istin g Thi s Power allows a C haracte r to wa lk , fi ght , a nd run on
Power or Ski ll from any other C haracter. To utilize Adaptation, the a ir itse lf as if it were solid g round. Whil e airbound, the
a Character must have witnessed the use of the Power/Skill to be C haracter ca n move a t norm al la nd m ove men t rate in any
Adapted, and must be within Normal Range of that C haracter to direction ( including straig ht up and straig ht down).
The APs of Power equal the maximum hei ght from ground
adapt a n y numb e r of Power s and /o r S kill s, provid e d th e
level that the use r ca n a ttain by Air Walking. Some form of
cu mulative APs do not exceed hi s APs o f Adaptati on.
atmo sphere mu st be pre se nt for thi s Power to function: Air
A Character utili zing Adaptation must concentrate for one Walking will not work in outer space o r in a vacu um
phase prior to utilizing the Adapted Power/Skill , at whi ch point The Trick ster's Air Walker Shoes give him this Power.
he rece ives A Ps of the Adapted Power eq ual to those of the
Characte r fro m whom the Power was Adapted; if the Adapted
Power was linked , the Ada ptin g Character recei ves APs of ANAl.'.VffCAi?'SMELL/IRACKINC SCENI
Power equal to hi s APs in the Adapted Powe r's link Attribute. Link: INT '
(Re me mber. th e total APs of a ll Adapted Powers and Ski ll s Range: Normal Type: Dice
cannot exceed the Character's APs of Adaptation.)
Base Cost: 10 Factor Cost: 4
The Analytical Smell portion of thi s Power a llo ws a
Once a Character has Adapted certain Powers and/or Skills,
Character to ide ntify an item or perso n by scent alone fo llowing
he can keep them until he replaces them with other Powers or
a successful Action C hec k using th e APs of Power as AV/EV.
Ski ll s (a lthoug h he may a lso inten ti o nall y " lose" the m at w ill The OV/RV s of particular sce nt s vary: com mon scents have
witho ut addi ng new o nes). OV/RVs of O; uncommon scents have OV/ RV s from 2 to 4; rare
Note: Powers and Skills w ith Base Costs g reater than 100 or masked scents have OV/RVs from 6 to 8: and unique , faint ,
Hero Points can never be Adapted using this Power. oraliensccnts haveOV/RVsofup to 15.
Thi s Powe r can be purc hased w ith the following spec ial If three or fewer RAPs are earned o n an Anal yti ca l Sme ll
Limita1ions: Ca nn o t Adapt Ski ll s (- 1 Fac tor Cost); Ca nn o t Act ion Check, the Character will possess a basic idea of what or
Adapt Powers (-3 Factor Cos t). where the smell is co ming from . If 4 or more RAPs are earned,
Amazo, the " One- Man Ju st ice Leag ue," had thi s Power. the Character can ident ify the source of the smell prec ise ly.
A Character with A nalyti cal Sme ll also possesses th e The use of Broadcast Empath is treated as a norm al Mental
Power of Tracking Seem , whi ch allows the Character to track a A ttack w ith AV/E V s equ a l to th e use r' s AP s o f Powe r;
being or object by sce nt alo ne. Once the C ha rac te r ha s however, a s uccess full y attac ked vic ti m ta ke s no Me nta l
encou ntered a scent, he may use thi s Power to track the scent damage. In stead, if the RAPs earned by the attac k ro ll are
OV/RVs of such a T rack ing attempt are at 6/6 fo r a generic type greater than or eq ua l to the oppo ne nt 's MI ND, the oppo nent
of scent (s uch as hum an, horse, or cypress tree) and 8/8 for an s ucc umb s to whateve r emo ti o n th e use r broad cas ts. Thi s
indi vidual see m (such as Jimm y Olse n, Secretariat, or the dusty e motional state wi ll last fo r RAPs of time (or the Power user
smell of the villain 's warehouse) may choose to release the opponent at any time before hand).
On Trackin g Scent attempts, RAPs received on the Check A C haract~r affected by Broadcast Empath ca n break free
eq ual the leng th of time (in APs) a Character can fo llow the o f the e ffec t by mak in g a s uccessful Act io n Chec k w ith
move me nt s of hi s qu arry w itho ut need in g to rero ll on the INT/W1LL as AV/EV and th e RAPs of the Broadcas t Empath
Tracking attempt. Inc lement weather ca n increase OVs to an attack as OV/RV.
attempt from I (fog or a li ght wind) to as much as 8 (torrential The Psycho-Pirate had this Power.
rains and high winds).
This Power may be purchased with a special - l Factor Cost CELL ROT
Limitat io n: Power Limited to Eithe r Ana lytica l Smell or llnk:WILL
Track ing Scent Range: Touch Type: Dice
Base Cost: 20 Factor Cost: 3
ANIMAi: MIMICRY Thi s Power gives a C harac ter the abi lit y to ca use any
Link: W1u fo rm erl y li ving ma te ri a l to deco mp ose. For thi s purpose,
Range: Self Type: Auto " formerly living material" is defi ned as any natu ra l substance
Base Cost: 50 Factor Cost: 5 deri ved fro m a once li ving source, incl uding leather, hemp rope,
This Power allows the user to mimi c the Power, Skills, and clolh, paper, and wood products.
Physical Attributes of any animal. However, Animal Mimicry A Character wi th Cell Rot can completely decompose an
does not give the user the shape of the animal or its natural inan imate o bject in an amount of tim e equal to th e objec t's
weaponry (tusks, ho rn s, claws, etc.). Stati stics and abi lities of BODY minu s the Character's APs of Power. Fo r exa mpl e, a
many anim als can be fou nd in Appendix B. Character with 8 APs of Cell Rot can destroy an object with a
The A Ps of An ima l Mimi cry are th e maxim um APs an BODY of 10 APs in 2 APs o r time, or 16 second s ( 10 - 8 = 2). An
orig in al anima l can possess if its abi lity is to be Mimicked (a object need only be touc hed o nce for thi s co ntin ua l Cell Rot
C haracter wi th 4 APs of A nim al Mim icry ca nn ot Mimic an effect to occur. An object with a BODY less 1han or equal to the
eagle's 5 APs of Flight). A C haracter Mimi cking an animal may C haracter's APs of Powe r can be completely decomposed in a
c hoose to take o n a ny of th e animal' s Powe rs, Ski lls, and single phase.
Ph ys ical Attributes (pro vided he has suffi cient APs), but need Cell Rot can also be used as a normal Ph ys ica l Attack
not Mimi c all of the animal 's Attributes, Powers, and Ski lls, against Ji vin g creatures. In such a case, AV/EVs are equ al to the
onl y those des ired. Character's DEx/APs of Powe r, wh il e OV/RVs arc equal to the
A Character choosing to Mimic more than one ability must oppo nent 's DEx/Boov. Damage fro m thi s Ce ll Rot attack is
split up hi s APs of Mimi c between these abi lities as desired (a no rmal Ph ys ical d a ma ge , cea s in g at th at ph ase with no
Character cannot possess ful l Mimi c APs in several abilities). co ntinuin g damage in s ubsequ e nt ph ases (unl ess target is
This Power may be pu rchased with a special -2 Factor Cost reattacked).
Limitati on: Power Onl y Mimics Animals Up to 8 APs Distant The Batman's nemes is, Clayface !fl, has thi s Power.
from User.
An imal Man has thi s Power with the special Limitation. CHAMELEON
ink: INT
Range: Self Type: Auto
Link: MIND Base Cost: 5 Factor Cost: 3
Range: Normal Type: Dice A Character with th is Power ca n alter hi s appeara nce 10
Base Cost: 15 Factor.Cost: 4 rese mble any other C haracter. Fo r greates t effec ti veness. the
This Power allows a Character to attract and repel creatures imperso nated C harac ter sho uld be ro ug hl y the sa me heig ht,
and o bjects toward or .away from the C haracter's own body. weight, and build as the Power user (w ithin one foo t and sixty
Th is attac k requires a s uccessful Action Check with AV/EVs pounds). Normall y, the Chameleon's clothing also tra nsfo rm s to
eq ual to the APs of Attractio n/Repulsion. resem ble that of the target, although weapon s and special gear
The OV of an Attraction/ Repulsion attempt is equ al to the are not dupl ica ted.
target's DEX or STR (w hi chever is hi gher) if the target is a li ving Th e AP s of C hame leo n act a s th e OV/RV o f a ny
creat ure or the target' s speed or BODY (whichever is hi gher) if Percepti on Check (see page 107) made to pene1rate the use r's
the target is an inanimate object; the RV is equal to the target 's di sg ui se. This OV/RV automaticall y receives a -2 Colu mn Shift
we ight in APs (mo st human C haracters we igh 2 APs). RAPs modifi er if the user is attempti ng to impersonate a member of
ind icate the d istance whi ch the target was moved closer to or the opposite sex or someone with a radica ll y d ifferent build
further from the Powe r user. Note: Chameleon does not include the ability to duplicate a
This Power may be pu rchased with a spec ial - I Factor Cost target's voice or personality, as does the Actor Subski ll of Artist.
Limitation: Power is Limited to Either Attraction or Repulsion This Power may be purchased with a spec ial - 1 Factor Cost
Alone. Limitatio n: User's Clot hing Does Not Transform to Resemble
Target 's Clothing.
Marti an Manhunter and Starman ha ve thi s Power.
BROADCAST EMPATH
Link:WILL
Range: Normal Type: Dice COMPREHEND LANGUAGES
Base Cost: 20 Factor Cost: 5 link: MIND
This Power allows a Charac ter to make another Character Range: Self Type: Dice
fee l any emot ion the user wi shes. Fo r example, the user coul d Base Cost: 5 Factor Cost: 2
make an opponent run in total fea r, feel too sad to do anything, A Character with thi s Power may attempt tO co mmu nicate
or fee l bl issful and calm. with another intelligent being who speaks a different lang uage.
The AV/EVs of such a communication attempt are equal to the A victim of Control is entit led to combat the effect each
Character's APs of Power; OV/RVs are determined relative to phase with an AV/EV equa l to the victim 's INT/WILL against an
the degree of difference between the user's language and the OV/RV equa l to the contro ll er ' s APs Pow e r. Hero Point
target creature· s language. as summarized in the fo llowing chart expenditure on the OV/RV is not allowed. If/when the victim 's
Po si ti ve RAPs indicate the Character can understand and cumu lative RAPs from these attempts exceed the user's APs of
communicate in the language completely. Con trol ,the victim breaks free
Imra Ardeen-Ranzz (Saturn Girl) of the Leg ion of Super-
Language Relation Heroes has this Power.

Same Group (e.g., Spanish and F i: •· ·•• •, 'OAMAC::E.TRANSFEl!ENCE ~li""'


~:~f~~~ch
Same World (e.g., Genman and S
Alien Language Type: Auto
Base Cost: 1 S Factor Cost: 5
This Power can be purchased with a spec ial + I Factor Cost Thi s Power allows a Character to heal physica l wou nd s.
Bonus: Comprehend Written Languages. With the Damage Transference Power a Character can heal up to
The Po wer Ring s of the Green Lantern Corps po ssess his APs of Power in BODY damage to any other Character
this Power. (When thi s Power is initially purchased, the Player may choose
to have it affect MI ND o r SP IRIT instead of BODY.) Use of

llnk:Will
CONTINIJiJMC:ONfl!O[ :,:: :. ' \ :I Damage Transference takes one minute (4 APs, or I 5 phases)
The Character using thi s Power run s the risk of injury each
time he use s Damage Tran sfe ren ce. Th e number of APs of
Range: Normal Type: Auto damage the user heals in any phase becomes the AV/EV of an
Base Cost: 550 Factor Cost: 10 Action Check against OV/RVs eq ual to the use r's INT/MIND.
Phenomenall y potent, thi s Power provides a Character with RAPs from this Action Check equa l the amo unt of damage
the ability to alter the very nature of matter and, thu s, con trol sustained by the user. who may dist ribute thi s damage between
over the time/s pace continuum . A Character with the Power of MIND and BODY in any fash ion desired.
Continuum Control is able to automatically mimic the effects of This Power can be purc hased with speci al Bonu ses th at
each of the fol lowing Powers: Damage Transference, Energy allow the user to heal an addi tiona l type of damage for+ I Factor
Blast. Matter Manipulation, Re gene ration , Te leportat ion, and Cost each (for example, to heal BODY and SPIRIT would be a
Time Travel Factor Cost of 6).
The APs of Cont inu um Control function as the APs of any Raven has this Power.
Power that the user wishes 10 mimic . A user wishing to mimic
more tha n o ne Power at a time mu st divide the APs of
Continuum Control betwee n the Powers as desired. ;·un~:" INT
A Character using Continuum Con trol must spend one full
phase to ··activate" the Powe r (performing no other action Range: Normal Type: Dice
during t hi s phase). Beginning w ith the next pha se, the Base Cost: 25 Factor Cost: 3
Continuum Control is activated and the user can mimic other This Power allows a Character to sense the fact that he is in
Powers. All uses of Powers mimicked with Continuum Control imminent danger. When such a Character is in a situation where
some person, item, or presence poses an im mediate threat , the
during a phase are t reated as a singl e Dice Action when
GM must make an Act ion Check using the Character's APs of
determining the number of actions in that phase (thus, regardless
Danger Sense as AV/EVs against OV/RVs determined by the
of 1he number of Powers mimicked via Continuum Control, the
intensi ty of the danger (as summari zed on the fo llowing tabl e)
col lective attacks serve only as the Character's Power use action
If this Action Check earns between I and 7 RAPs, 1he GM
fort hatphase)
mu st indi cate that the C haracter is in danger. If the Act ion
Note : When mimi c ked via Continuum Control,
Check receives 8 or more RAPs, the GM mu st re veal the exact
Teleportation ha s a Range of Norma l instead of its usual +7.
sou rce of the danger.
However, th e user may Teleport any target within Norma l
Note: A Character may never spend Hero Points to increase
Range. not just those within O APs his Danger Sense in any fashion. Also, use of thi s Power never
Darkse id has this Power. costs the Character an Ac tion in combat: the Power
automatically activates if danger is present.

Danger Intensity OV/RV


Type: Dice
Factor Cost: 7 Critical Threat (e:g., attackby a superior foe,
Thi s Pow e r a ll ows a Character to mentally attack an imminent accident to cause death, etc:) '" 2/2
opponent and then dictate all of the opponent's actions. When a Major Threat (e.g., attack by an evenly matched •.•
Character successfu lly uses this Power on another, he is ab le to foe, imminentaccident to cause serious damage, ~tC'.) 4/4
completely control the victim ' s body. Minor Threat (e.g., attack by a weaker foe,
To cont rol a target. the user must make an Action Check imminent accident to cause minof dam'age, etc.) 8/8
with AV/EVs equal to the APs of Power and OV/RVs equal to
the target' s INT/MJ ND . If RAPs exceed the opponent's MIND. the Timber Wolf has this Power.
oppone nt fal ls under the use r 's co nt ro l and will remain
con trolled until the use r vo lu ntari ly releases the opponent, fa ll s
unconscious, or the opponent succeeds in breaking free of the
control. Type: Auto
While contro lled. a victim 's actions are entire ly dictated by Factor Cost: S
the Power user. The user must ex pend an Automatic Action each This Power allows a Character to increase hi s mass at will
phase to transm it instruc tion s to any and all Characters under Each AP of Density Increase engaged by the Character initiates
contro l. with no need for d irect communication (instructions are the following effects:
given mentally with an unl im ited range). • One AP is added to the Character's RV against Physica l Attacks .
• One AP is added to the C haracter' s we ight (hum an Charac1ers BODY/BODY, wh ile the defender's is hi s DEX/ BODY. The on ly
beg in wit h a weigh t of 2 APs). Powers th at w ill a id eithe r C haracter agai ns t thi s att ack are
• One AP is subtracted from the Charac1er's DEX fo r every two Densi1y Increase an d Dispersa l. whi ch will add 1heir APs to the
APs of Density Increase engaged. OV and RV against this au ack.
The APs of Power eq ual lhc maximum amount of de ns ity Dispersa l makes a C haracter harder to spot with Radar Sense
the C harac ter can increase. The Character need not acti vate all and Sonar. In order to locate a Dispersed Character with one of
of hi s APs o f Density Increase at any given time. these Powers, a Perception C heck must be made with the APs of
Th is Powe r can be pu rchased wi th a spec ia l +3 Factor Cos t sense as the AV/EV and the APs of Dispersal as the OY/RV.
Bonus: APs Of Densit y Increase Engaged Add To STR. If two Dispersed C haracters attack one ano1her, on ly the
ukl on o f Infi ni ty Inc. has th is Power. C ha ra cter with th e h ig he r AP s o f Di s persa l rece ives a ny
modifier to hi s STR and RY . The mod ifi er is equal to hi s APs of
DETECT Dispersal minus the ot her Characters APs of Dispersal. If both
link: INT C harncters have the same APs, they treat each mher as though
Range: Normal Type: Auto/ Dice neither of them had any Dispersal.
Base Cost: 10 Factor Cost : 3 This Power may be purcha sed wi1h a s pec ial + I Factor
This Power g ives a Character the ability to detect any one Cost Bonus: Partial Dispersa l Allowed. Th is Bon us allows the
specific item, presence, or qualit y (termed IPQ). Exact ly what it Cha rac ter to so li d ify par1s of hi s bod y whi le keeping the rest
is the C haracter can detect mu st be specified when the Power is Dispersed . Whe n pa rti all y Di spe rse d, 1he C haracte r does not
purchased (i.e .. Detect Evi l, Detect Li es, Detect Radi ati on, etc.). lose any po ints fro m hi s STR score. and gets to kee p th e RV
The IPQ selected mu st be fai rl y specific and is subject to GM bo nus. However, the so li d parts of his body may be targeted
approval. wi th a Tri ck S ho t, the numb er of Co lu mn S hift s va ry in g
Detect is treated as an Automati c Act ion unless there is an dependi ng on how much of the body is solid (GM 's di screti on).
intelli gent creature attempting to mask the IPQ from the Powe r Ph ase of the L. E.G. 1. 0 . . ha s th is Powe r wi th th e
user. In such a case, Dc1ect becomes a Diec Ac1ion where the spec ia l Bonu s.
detec tor must make an Actio n Chec k using the APs of Power as
A V/EV s aga inst OV/ RV s eq ual to the oppo nent 's INT/M1 No. - - - - ~'EARTH COI\ITROL
Pos iti ve RAPs indi cate success. link: INT
For exa mpl e, Detect Radiati on is normal ly an Au to matic Range: Normal Type: Dice
Acti on because there is tittle anyone can do to hide radioacli vity, Base Cost: 20 Factor Cost: 7
whil e Detect Lie is always a Dice Act io n because th e liar is This Power a llows a C haracter to ca use and control the
obv io usly trying to hide the lruth from the Character. movement of a vo lume of earth , rock . or so il. A Character wi th
De1cct may be purchased as ofte n as des ired . However, the Ea r1h Co nt ro l m ay ulili zc the Power towa rd a nu mber of
Power must be purchased with a + I Factor Cost Bon us for each appli cations, incl uding:
add itional IPQ the C haracter can Detect past the first. • The Power user may flin g earth at an opponen1 in an att empt to
damage him/ it. Th is is tre ated as a Ph ysica l A1tac k with
AV /E Ys e qual to th e u se r ' s A Ps o f Ea rth Co ntro l and
DIRECTIONA[ HEARING OV/RVs equal to the opponent 's Dex/BODY.
link: INT
• The Power user may create a powerful din storm in an attempt
Rang e: Normal Type: Auto 10 blind C haracters within a vo lume equal to 1he user's APs of
Base Cost: 5 Factor Cost: 3
Power. In thi s case, the Player mu st make an Action Check
Thi s Power a ll ows a Charac ter to p inpoint th e exact
with an AV /EV equal to the APs of Eart h Cont rol while the
locatio n of the source of a sound. This is an Automatic Action
OV/RV is equal to each target' s DExiDEx. RAPs earned are
un less the source of the sound is a Character or Gadget with the
then subtracted from each 1arget's DEX (and Init iative total )
Stealth Subsk ill o f T hief or so me Power which all ows s il ent
for a number of phases equal to the RAPs o f the attack. All
move ment. In such a case, the use of Directio nal Hearing is a
targets within an affected volume are attacked separately and
Di ce Acti on, wi th OY/RVs eq ual to th e oppon ent 's S kill or
without the usua l Multi -A ttack penalties.
Power (pos iti ve RAPs indi cat in g success). • T he Power user may s impl y move a vo lume of Eart h. This
Th is Power does not all ow the Character 10 hear sounds at requires an Act ion Check with AV/EYs equal to the APs of
an increased d is tance. as does Ex1ended Hearing, it me rely Earth Contro l 3nd OV/ RV s equal to the mass of eart h the user
locates the exac1 location of a norma ll y audib le sound . wi shes to move. RAPs equal the di stance the user may move
S uperm an had thi s Power. the volume of earth .
Terra of Team T itan s has thi s Power.
DISPER-S
llnk:WILL
Range: Self Type: Auto
EMPATHY
Base Cost: 10 Factor Cost: 6 llnk:WILL
Thi s Powe r a ll ows a C haracte r to di sperse h is atoms to Range: Normal Type: Dice
beco me inlangible 10 the po int o f bei ng ab le to pass throug h Base Cost: 10 Factor Cost: 3
solid objects. Each AP of Dispe rsa l engaged by the use r has the T hi s Powe r a ll ows a C haracter to fe e l th e e mo1io ns o f
fo llowi ng effects: oth e rs a nd deter min e the pe rso n 's exact emotiona l qua li ty:
• One AP is added to the Character s OY/RV aga inst Phys ica l happy, sad, a ng ry, a fr aid, o r ex pe ri encing any o th e r bas ic
Attacks. emotion.
• One AP is subtracted from the C haracter's Sm. (to a minimum A s uccess ful Ac ti o n C hec k w ith OV/ RV s equa l to the
of O APs) and weight. ta rge t' s INT/ MI ND is ne cessary for 1hi s Powe r to fun ction.
In addi tio n, a C haracter with APs of Dispersal greater than Posi ti ve RAPs indi cate the Character "tunes in '' on the target"s
or equal to the BODY of an object may free ly pass through the emotions. If the Check earn s 5 or more RAPs, the C harac ter also
object, meeting with no resistance whatsoever. di scovers the cause of the target' s emotj ons.
A C haracter with Dispersa l may use ii as a Phys ical Auack The res ult s o f a s ucce ss fu l Empath y C hec k will re vea l
by pullin g hi s h a nd in s id e hi s ta r get a nd th e n p a rti a ll y ac tu a l feelin gs a nd e mo t io ns; no me th od o f ma s ki ng tru e
so lidi fying . Thi s a tt ack is dangerou s to both attac ker and fee lin gs (s uc h as a C haracter utili zing the Actor Skill) will
d efe nd e r; bo th s uffer a tt ac k s w ith AV/EYs e q ua l to th e subvert thi s Power.
att ac ker' s DEx/APs o f Power. T he OV/ RV for the attacker is his Raven has thi s Power.
A Character may create more than one object at one time,
but hi s APs of Force Manipulation mu st be split up among all
Range: Normal Type: Auto created objec ts, a nd of course, he can on ly make one Dice
Base Cost: 5 Factor Cost: 1 Action per phase, regard less of how many objects he ha s
This Powe r allows a Character to increase the range of hi s c reated.
normal hearing. A Character wi th active Extended Hearing Usuall y, objects created can only possess APs of Ph ysi cal
Attrib ute s and Powers, but the y may have Mental Powers if
subtracts the APs of Power from the di stance between him and a
those Powers have an obvious phy sical derivation. For example,
sound. the resu lt being the appa rent di s tan ce between the
Green Lantern could create a huge magnifying glass that focuses
Character and the sound
the rays of the sun into the Heat Vision Power. but cou ld not
For examp le. a Character with 8 APs of Extended Hearing
make a laser gun that accomplished the same effect. since it
who is li stening to ·a sound 9 APs away (o ne· half mile) wi ll
would not have an obv ious physical source.
hear that so und as if it were o nl y I AP away (20 feet ). Mental Powers that can be mimick ed by Force
Normally. a whisper can be c learly discerned at a range of 0 Manipulation in c lu de (but are not limited to): Air Con trol ,
APs. normal conversation at a range of 3 APs. and loud shouts Extended Hearing, Heat Vi sion, Magneti c Control. Microscopi c
atarangeof 7 APs. Vi sion, Reflection/Deflection , Remote Sensing, Sensory Block,
If someone shouts with in an effec ti ve I AP di stance of a Telescopic Vision , and Water Control.
Character using Exte nded Hearing. the Character is te mporaril y Objects created with Force Manipulation need not be given
deafened. an effect which wil l last for a number of phases equal APs of BODY, but in such cases. the created object immediate ly
to the APs of Ex te nded Heari ng which were active. disappears upon physical contact with another so lid object
Superman had this Power. Note that when making an auack using an object created by
Force Manipulation, the AV of the attack is not equal to the APs
of Power; it is de te rmin ed by th e Powers pos sesse d by the
object , or it s DE X whe re appropriate. In so me cases. the
Character's DEX or Weaponry Sk ill ca n be used as the AV ,
Range: Normal Type: Dice
subject to GM discretion.
Base Cost: 10 Factor Cost: 6
Green Lantern Power Rings have Force Manipulation with
Thi s Power a ll ows a Character to cont ro l both the intensity
a Power Restriction: Powe r Not Functional On Yellow Objects
and spread of flames. Flame Contro l does not, however, give the
Character the ab ilit y to ge ne rate fire (as does Fla me Project).
only the abili ty to manipulate pre existi ng flames. Flame Control
can be used each phase toward one of the following effects:
• The user may increase or decrease the intens ity of a vo lume of
flame. Flame int ensities are me asu red in term s of their
AV /EV, as indicated on page I 06. A normal fire might have
an AV/EV of 6/6. whi le the name at the heart of a volcano
might have an AV/EV of 12/12. Any Character within such
flames is automat ically Phy sically Attacked by this AV/EV
each phase.
A Character with Flame Control can make an Action Check
with AV/EVs equa l to the APs of Power again st OV/RVs
equal to the flame' s indi cated A V/EV s; add or subtract (as
desi red ) the RAPs earned by the ro ll from both the AV and
the EV of the flames . For example, a Character wi th IO APs
of Flame Control who rol ls a 13 against a normal fire (AV/EV
of 6/6) w ill rece ive 8 RAP s. The Character cou ld then
increase the AV/EVs of the flames to 14/ 14. or extinguish the
flames altogether.
This aspect of Flame Contro l affects a ll the flames with in a
volume equa l to the user·s APs of Power.
• The user can simply move a volume of name. The OV/RVs
of such an auempt are eq ua l to the AV/EVs of the flame;
RAPs earned indicate the di stance (in APs) whi ch the flames
may be moved.
Firestorm has thi s Power.

FORCE MANIPULATION--;'"'~
Link:WIU
Range: Normal Type: Auto
Base Cost: 75 Factor Cost: 10
This Power gives a Charac ter th e ability to shape energy
into so lid cons tru c ts. The Character ca n c reate a ny object
desired out of thi s formidable e nergy. Created objects have total
APs in Ph ys ica l Attribu tes and Powers equal to the Character's
APs of Force Manipulation. The Character ma y divide th e
Power APs between the object's Physical Attributes and Powers Link: INT
as desired. Created objects have a maximum vo lume in APs Range: Normal Type: Auto
equal to the APs of Power. Base Cost: 5 Factor Cost: 1
Example: Green Lantern Ha l Jordan 's Power Ring (Force This Power a llows it s use r to see anythi ng w ith in a full
Manipulation of 25 APs) can c reate a boat with JO APs of BODY, 360·degree sphe re arou nd hi s perso n . 11 is imposs ibl e 10
10 APs of STR. and a speed of 5 APs (the Sw imming Power). Blindside someone with the Full Vision Power (see page I 05).
Alternate ly. he mi ght make a cl ub wit h a STR of 25 unless the attack originates at a di stance (in APs) greater than
the Character's APs of Fu ll Vi sion. For exa mple, a Characte r A Hy pnoti s m vic tim w ill not do an y thi ng co mpletel y
w ith 6 APs of Full Vision wou ld be unable to notice a n Energy aga in st hi s motivations or be li efs. but a cle ve r Character can
Blast origi natin g 7 APs away in time to react. ofte n ge t around thi s res tri c ti o n. If so meo ne a tt em pt ed to
The APs of Full Vi s ion is the maximu m Ra nge at whi ch an Hy pn o ti ze Batman int o inj urin g Com mi ss ione r Gordon. for
objec t can be seen using the Power. exa mple, the attempt would fa il: but the pe rson coul d possibl y
Hypnoti ze Batman int o be li ev in g that Com miss io ne r Gordon
was actually the Joker, probab ly creat in g the sa me res ult .
Example: A Charac ter with JO APs of Hypnotism tries to
Link: INT Hypnoti ze another Character, who has an INT/MI ND of 3/2. First,
Range: Normal Type: Auto the Power user makes an Action Check and receives 10 RAPs.
Base Cost: 75 Factor Cost: 4 Th e user then tries to im pla nt three suggesti ons. a ll ocat in g 3
Thi s Po we r al lows a C ha racte r to dec rease the pu ll o f RAPs to each of the first two suggesti ons, a nd 4 RAPs to the
grav ity on any give n obj ect. The Character can subtract the APs third .
of G ravity Decrease from the we ight of any object (most human The first sugges ti o n is th at the vic tim will ca rry a bomb
C haracte rs weigh 2 APs). (made by the Powe r user) into the victim 's office; the second
An obje c t w hose we ig ht ha s been co mpl e te ly nega ted suggestion is that the vict im will acti vate the bomb and leave the
through the use of thi s Power wi ll float in place unless so me how office; and the third sugges tion is that the vi c tim wi ll forget
propelled. If fewer th a n the full APs o f Power are needed to everythin g whic h occ urred . Eac h of the se suggesti ons mu st be
ca nce l th e we ight of a n object. the Character can prope l the resolved as a separate Ac ti on Check.
object at a speed equal to the re maini ng APs of the Powe r. The Power use r lirst roll s to see if th e victim w ill take the
For example, Geo-Force (Gravity Decrease of 11 APs) can bo mb into the office (AV/EVs of 3/3, OV/RV s of 3/2 . 1 RA P
necessary fo r success): the use r then roll s to sec if the victim
propel a n object weighin g 2 APs (such as him self) at a speed of
w ill ac ti vate the bomb a nd leave the room (sim ilar AV/EYs and
9 APs per phase ( 1 1 - 2 = 9).
OV/RV s); and finall y, the use r ro ll s to see if th e victim w ill
forget everylhing whic h occu rred (A V/EV s of 4/4, OV/RVs of
3/2). If any of these suggestion s is failed . the victim will break
Link: INT the Hypnosis and all e nsuing suggestion s w ill be obliterated.
Range: Normal Type: Dice
Base Cost: 20 Factor Cost: 4
Thi s Po we r al lows a Character to in crease th e pu ll of
ICE CONTROL
link: Int
gravity o n any give n object. If the target is a n ina nimate object,
Range: Normal Type: Dice
th e C haracter simpl y adds th e A Ps of Powe r to th e ta rget 's
Base Cost: 5 Factor Cost: 8
weight. If the target is another Character, the Power user mu st
Thi s Power al lows a Character to move a nd co ntrol
ma ke an Ac tion Check aga in st an OY/RV equal to the target 's vo lum es of ice. lee Co ntro l does not, howeve r. g i ve th e
STR/80DY C h a ra cter th e a bilit y t o ge n era t e ice (as do es Ice
If the Action Check s ucceeds with RAP s e qua l to o r Produ c tion ), on ly th e a bilit y to c ontro l and manipulate pre
exceedin g th e targe t 's STR, th e targe t is co ns ide red to be ex ist ing ice formations .
Grappled with a STR equ al to the APs of Gravity Increase (see Ice Control has a number of useful effects. inc lu di ng:
page 101). In addition, a ny RAPs that exceed 1he targe1's STR • The ability to hurl ice a t a target to ca use damage. Thi s is
a re taken as damage to the target' s Current B ODY Condition. treated as a Phys ica l Attac k wit h AV/E Vs equa l to APs of
Thom Kallor (Star Boy) and Geo-Force have thi s Power. Powe r and OV/RVs equal to the target's DEx/Boov.
• The ability to surround onese lf wi th ice formations wh ich w ill
provide defen se against Ph ys ical Attacks (APs of Ice Contro l
be ing added to the Character's RV).
Link: INT
• The ab ility to move vo lum es of ice. AV/EV s are equal to the
Range: Normal Type: Dice
APs of Power w hil e OV/RYs are eq ua l to th e APs of ice
Base Cost: 15 Factor Cost: 3
volume to be moved. RAPs eq ual to di stance (in APs) which
Thi s Power a ll ows a C haracter to heat , b urn , o r me lt
the ice is di splaced.
obj ects through the projection of inte nse beams of li ght from the
Cha racter's eyes. The A Ps of the Power are use as the AV/EV in ILLUSION
a normal Physical Attack. Beings or objec ts us in g co ld-based llnk:W1tt
it ems or Pow e rs as defenses (an iceberg o r a Character with Range: Normal Type: Auto
Icing, for examp le ) suffer a -2 Column Shift penalty to their RV Base Cost: 50 Factor Cost: 10
aga in st Heat Vision Thi s Power allows a Character to make ot he rs see what he
Superman had thi s Power. want s the m to see. Th e lllu sion Power does not c rea te matter
whe re there is none, but ii may a lte r the appearance of ex isting
HYPNOTIS-llil matter. An illusory staircase could not be c lim bed. but a ri c kety
s ta ircase could be mad e to look as good as new. Since an
Link: WILL
illu sion is unreal , it ca nnot negate materi a l rea lit y. A wa ll cou ld
Range: Normal Type: Dice
be di sgui sed or made in visibl e, but anyone w ho tried to pass
Base Cost: 50 Factor Cost: 6
through the wall would sli ll hit ii
Thi s Power a ll ows a Character to mes me ri ze a vict im. The
The APs of the Illu sion Power serve as both the amount of
use of Hypnoti sm is an Action Check with AV/EVs equa l to the time an illusion will re main believab le and the maximum
A Ps of Power a nd OV/RV s equa l to the o ppone nt 's INT/MIND. volume the illusion can occ upy. The Powe r use r could , however.
The Character may then im pla nt suggest ions as he wishes, up to create an identical illus ion just before a n ill usio n was to exp ire.
the number of RA Ps rece ived on the Check. effecti ve ly " resenin g the clock" on the ill us ion's belie vability.
The Characte r must div ide the RAPs earned betwee n each The APs of Il lu s ion a lso se r ve a s OV / RY s to an y
of the implanted suggesti ons as desired . The co mplet io n of each Pe rception C hec ks made to de termine w hethe r or not an object
s ugges tion is then 1rc ated as se parat e a Action C hec k w ith is rea l. If a Character suddenly saw a hu ge golden c it y in the
AV/EVs eq ua l to th e RAPs a ll ocated by the Character, and middl e of the de sert whe re a mome nt ago the re was none. he
OV/RVs equa l th e oppone nt 's I NT/M INO. If a n Action Check could make a Perce pti on C hec k to determin e whether the city
succeeds, t~e sugges tion is carried out by the vict im. was rea l or illusory.
The GM sho uld mak e al l Percep ti on Checks for lhe metal ba11 les uits. e1c.). In thi s case. the Characte r add s the
Character in secret , determini ng the numbe r of Hero Points the APs of Power to his OV .
Character wishes to spend on AV/EVs before ro lli ng the d ice. In • T he abi lity to move me ta ls and metall ic objects. AV/EVs are
this manner, a Character who anempts to detect an ill usion and equa l 10 APs of Power, whil e OV/ RVs are equal to the weig ht
fails will be unab le to te ll if the object tru ly exists or if it is of the object(s). RAPs will equa l the di stance (i n APs) that the
simply beyond hi s powers of detect ion to pe netrate the illu sion. meta ll ic mass may be d isplaced .
An illusion itse lf cann ot cause Physica l damage but a liv in g Cosm ic Boy of the Leg io nnaires has thi s Power.
targe t can believe that he has been hurt , causin g great me nta l
strain (RA Ps o f !he ill usion doing normal Mental Damage). If
the Illu sio n Power is used to create an ill usion o f a li ving MATIER MANIPULATION
creature or anythi ng else capable of damaging an opponent, the Link: INT
creature or object created will fight with Attri butes, Powers, and Range: Normal Type : Dice
Skills equal to the use r's APs of Ill usion (a n ill usory d ragon cast Base Cost: 100 Facto r Cost: 10
by someone with 10 APs of Ill usion would have a 10 DEX , 10 Th is Power a ll ows a Charac ter to temporarily alter both the
STR. 10 BODY. 10 APs of Flig ht, and 10 APs of Fl ame Projec t; basic shape and the mo lec ular structure of no n-organi c (i.e ..
an ill usory bom b wou ld have IO APs o f the Bo mb Powe r) . non- li vi ng) matter. The Character coul d, fo r examp le, tu rn lead
Damage from ill uso ry objects is sustain ed by the target" s int o go ld o r create an iron cage o ut of thin ai r.
MI ND nlthough t he target may be li eve t he dama ge to be To use Matter Ma ni pul at ion. the C haracter mu st make an
Physica l. Act ion C heck wi th AV/EV s eq ual to the A Ps of Powe r and
Projectra (Sensor Girl) has th is Power OV / RV s e q u a l to ei1her th e B ODY o f t he obj ec t to be
ma nipu lated or the BODY o f the new object the C harac ter is
t ry in g to mak e , w hiche ve r is higher. If thi s Action Check
IRON Will succeeds. the C haracter can create a new object, assig ni ng the
link: WILL
Range : Self Type: Auto APs of Matter Manipul at ion as des ired lo the object' s Ph ysica l
Ba se Cost: 5 Factor Cost: 3 Attribut es and Powe rs. The vo lum e of the crea ted object (in
Th is Power all ows a Character to res ist all forms of Me ntal A Ps) mu st eq ua l lh e Vo lume of the o ri g in a l o bject. plu s o r
co ntrol Powe rs . incl udi ng (b ut not limi ted to) Broadcas t minus the num ber of RAPs sco red o n the check. A C haracte r
Empath. Control. a nd Hy pnot ism. T he APs of Iron W ill are may nOI affec t a n objec t which has more vol ume than he has
added lO th~ Character's RV against such Powers. APs of Ma ller Manipu lation
This Power does no t pT-o tec t a C harac te r from Me ntal Usua ll y. objects created can o nly possess A Ps of Physica l
Allacks (such as Aura of Fear and Mi nd Blast). Att ributes and Powers, bu t they may ha ve Me nt a l Po we rs if
Irma Ardeen-Ranzz (Sa tu rn Girl) has this Power. those Powe rs have a phys ical derivatio n. Menta l Po wers that
can be possessed by o bjects created by Matt er Manipulat ion
inclu de (but are not li mited to): Ai r Cont rol, Extended Heari ng ,
LIFE SENSE
llnk:WILL Hea t V isio n, Mag ne ti c Cont ro l, Mi crosco pi c V ision , Radar
Range: Normal Type: Auto/ Dice Se nse. Renect io n/De n ecti o n, Remote Se nsin g, Sensory Block.
Base Co st : 35 Factor Cost: 4 Sonar. Te lescopic Visio n, Therma l Vision. Ultra Vi sio n. and
This Powe r allows a Charncter to detect the exact locations Wate r Co ntro l ( It is up 10 the GM to decide wh ich Powers can
of any living bei ngs with in Range. The C haracter may attempt and ca nnot be possessed by c reated o bjects, as appropri ate for
to detect the location of a spec ific living bei ng or merel y the eac h object).
presence of li fe in general. In the for mer case, the Character is Man ipulated matter auto matica ll y return s to its or ig in a l
informed of the target 's ex a c t locat io n ; in t he \a lte r. t he for m fo ll ow ing a ti me ( in APs) equal to the Characte r's APs of
Character is info rmed of the number of life form s within Range the Matter Man ipu lat ion Power.
and the ir type ( i. e .. th ree humans and one dog). Ex a mpl es: F ires tor m ( Mau e r Ma nipul a tion ol' 18 A Ps)
Life Se nse beco mes a Dice Ac tio n if the C harac te r is co ul d ma ke a stee l cage o ut of thin a ir. T he AV/EV o f the
attempl in g to detect the locati on of someone who is avoid ing attempt woul d be 18/18, and the OV/RV would be 12/ 12 (the
detection. In th is case . th e C haracte r mu st make an Action BODY of steel. since it is higher than the BODY of ai r at 0/0). If
Check wit h AV/EVs eq ua l to th e A Ps of Life Sense aga in st the Ac1ion Check succeeded, Firestorm wou ld g ive the cage a
OV/RVs equal to the target's INT/ MI ND. BODY of 12 APs, as we ll as ot her Attributes and Powers 101aling
Posit ive RA Ps indicate success a nd the C haracter is the n no more than 18 APs.
entitled to the appropriate information. A specific living bei ng If Firestorm wan1 ed to create a speedboat from a pi le of
who avo ids detec ti o n and is unfa mi liar to (neve r encou ntered bri cks, the AV/EV would be 18/1 8 wh ile the OV/RV wo uld be
by) the de tect ing C haracter rece ives a +2 Column Sh ift modi fie 1
8/8 ( th e BODY of br ick). I f th e Act io n C heck s ucceeded,
to hi s OV/RV
Firesto rm co ul d g ive the boat a SrR of 4, a BODY of 4. and the
Th is Powe r may be purc hased with a spec ial - I Factor Cost
Swimming Power rated at 10 APs (or any combi nat ion thereof.
Limitation: Detection is of ei ther Speci fi c Life Forms or Life in
provided the BODY d id not exceed 8 and the total was 18 o r
General.
Jess). If Firestorm wa nted to turn a sect io n of a re inforced bank
wall into air so he could pass throug h it. the OV/ RV would be
MAGNETIC CONiROl 14/ 14 (the BODY of a bank vault)
link:WtLL Matter Master, an old foe of Hawkman's. also has thi s Powe r.
Range: Normal Type: Dice
Base Cost: 1S Factor Cost: 10
This Power all ows a C haracter to create a nd then cont ro l M!:NTAL BLAST
1he !low of mag net ic fie lds around his pe rson. A Character with link:WILL
Magneti c Control may uti lize the Power towa rd a number of Range: Normal Type: Dice
applications. inc luding : Base Cost : 15 Factor Cost : 3
• The abili ty to hurl metallic o bjects at a target to cause Physical Th is Power allows a Charac1er 10 project a bolt of force from
damage. For such an att ack to occur. meta ll ic objects must be his mi nd which is capable of causing phys ical harm. This force
present. AV/EVs o f the attack are equa l to the Character ' s strikes as a Ph ys ica l Attack wi1h AV/ EVs eq ua l to the APs of
APs of Power wh ile OV/ RV s are the target 's DEX/BODY. Menta l Blast and OV/ RVs equal 10 the target's DEx/BODY. RAPs
• The ab ili ty to defo nd onese lf from ,mac ks involvi ng metallic eq ual the amount of Phys ica l (BODY) damage taken by the target.
objects (swords . bull ets. Physica l Attac ks by C haracters in Braini ac has thi s Power.
-,,\

link: INT
Type: Dice Range: OAPs Type: Auto
Factor Cost: 3 Base Cost: S Factor Cost: 1
Thi s Power a ll ows a Characte r 10 menta ll y res t r ic t a n Th is Powe r a ll ows a C h aracter to see ex tre me ly small
oppone nt. A V/ EV s fo r suc h an auac k equ a l the Charac1e r's APs objec ts. Fo ll owing is a !able whic h li sts the objec ts th at become
of M e ntal F reeze w h i le OV/RVs e qua l th e oppo ne nt 's vis ib le at the va ri ous ac ti vated AP leve ls of Mi croscopi c Vi sion:
INT/ MI ND; pos iti ve RAPs ind icate success, with th e oppo ne nt
he ld fast a nd unab le 10 move (DEX= 0). APs Obfect Vislble
A Me nta ll y Frozen o ppone nt may a nc m pt to free him self
1hrough a n Action C heck with AV/EV s eq ual to th e o ppone nt's
Cloth Weave
INT/Wi LL against OV/ RV s equal to the RAPs of the success fu l
M e nta l Freeze a ttack. If c umul a tive RAPs from thi s Ac tion Hair Follicles
C heck eq ua l or exceed RAPs from the Me nta l Freeze all ack, th e Tiniest Insects
oppon e nt is re leased. Human Cells
Max ima has th is Power. JO Metal Fatigue
12 Bacteria
MENiAL IUUSION
llnk:WILL 23 Vimses
Range: Normal Type: Dice 26 DNA Structure
Base Cost: SO Factor Cost: 6
28 Molecules
Thi s Power a ll ows its user to a lte r th e perce pti o n of i1 s
targe1 , ca us ing him lO percei ve (see, hear, sme ll , e tc.) whatever 30 Atoms
1he use r wi shes. The me nta l illusion is visible on ly to its target, 35 Electrons
but that pe rson will reac t to it as if it were rea l.
To projec l a menia l ill usion, the user must make a n Action Superman had thi s Power.
Check w ilh AV/EVs equa l to the APs of Me nta l Illusio n aga ins l
OY/RYs equal to the target's INT/MIND. If the RAPs exceed the MINOBLA~R
victim 's MI ND, the vic tim pe rceives wha teve r the use r w ishes link; MIND
(no te le pathi c or verbal contact is necessary). The illu sio ns will Range; Self Type : Auto
e ndu re fo r a time in APs equa l to the a mount of RAPs whi ch Base Cost: S Factor Cost: 4
exceeded the vic tim 's MI ND. A subseque nt check can be made Thi s Power a llows a Charac1er to negate a ny and a ll mind-
before th is ti me is up to contin ue the illu sio n readi ng or mind -sca nnin g atte mpt s m a d e up o n him . Th e
A victi m of Me nta l Illu sion ca n subco nsc iously combat its C harac ter adds the APs o f Mind Bla nk to the RV aga in st attacks
e ffe c ts eac h p has e by ma kin g an Ac ti o n C heck u s in g hi s utili zing Powe rs such as Life Sense, Mind Probe, and Te lepath y.
INT/W1LL as the AV/EV aga in st OV/RVs equ al to the APs of the The A ppc ll ax ia ns have thi s Power.
use r' s Me nt a l Illu sio n Power. Hero Po int ex pe nditure on th e
OV/ RV is not a ll owed . If the victi m' s cumul ati ve RAPs exceed MfND BLASi
th e user's APs of M e ntal Illu s io n, t he vic tim 's pe rce pt io n LJnk: WILL
returns to normal. Range: Normal Type: Dice
A ta rge t under the effects of Me nt a l Illu sion ca n sustain Base Cost: 20 Factor Cost: 3
dam age if he is "attac ke d" by the illu sion he is experie ncin g. Thi s Power allo ws a Character to launch a powerful psioni c
A ny illusory da nger c reated w ill fi ght w ith Attributes, Ski ll s, attac k upon a nother Charac te r. The AV/EV s of thi s attack are
and Powers eq ual to the user's A Ps o f Me ntal Illu sion. Damage eq ual to the user's APs of Mind Blast while OY/RYs equal the
done by illu sory assaila nts is susta in ed by th e ta rge t' s M IND. target's INT/M IND. RAPs from the attac k represe nt the Mental
thou gh the target may perce ive it as ph ys ica l da mage. Damage sustained by the target from the attack.
Doc tor Psycho has th is Power. Maxima has thi s Power
'd<:Wlll link: MINO
Range: Normal Type: Dice Range: Self Type: Auto
Base Cost: 20 Factor Cost: 3 Base Cost: 15 Factor Cost: 1
This Power allows a Charac ter 10 drain MIND APs from hi s Thi s Power allows a Character to neutralize the effects of
opponent and add those APs to hi s own MIND. Use of Mi nd damage susta ined in Physical Attacks for a short period of time
Drain is treated as a Men tal Attack with AV/EVs equa l to the After s ustainin g Ph ysica l damage s uffici e nt to render him
APs of Power and OV/RVs equal to the op po ne ni 's INT/M IND. uncon sc iou s, a Character possess ing Mind Over Matter may
RAPs are subtracted from the opponent's MIND a nd added to the continue combat for a number of phases equa l 10 the APs of the
attacker's MIND. Power. At the e nd of this lim e, the Cha rac ter wi ll fal l
Results of a Mind Drain a re treated as normal M e nt a l unconscious as the Mind Over Matte r a utomati ca ll y fa il s. The
dam age (lh e vict im 's Current M IND Condit ion must be Power must then be Recovered normally (see page 100).
Recovered, as explained on page 99). A Character may never If a Character possessing Mind Over Matter eve r sustains
use this Power to increase his own M1ND hi gher than its normal damage suffi cient to ki ll him, thi s Power wi ll a utomat icall y fai l.
AP level.
The villa in Sleez has thi s Power.
Link: W1LL
MINDFTE[D Range: Normal Type: Auto
iUnk:W1LL Base Cost: 10 Facto r Cost: 5
Range: Self Type: Auto Th is Power a llows a Character to create a shield of me ntal
Base Cost: 20 Factor Cost: 6 energy which provides protection from Mental ALtacks. Anyone
This Power allows a C haracter to c reate a fie ld of me nta l protected by a Mind Sh ie ld has the APs of Power added to hi s
energy to protect himself. When usin g th is Power, a Character RV aga in st Menta l A ttacks.
adds the APs of Mind Field to hi s RV against Mental Attacks. T his Mind Shield ca ll ed int o bei ng is ci rcular in shape,
A Mind Field is spherica l in form and is ce ntered around possesses a n approximate d iameter of four feet, and ca n be
the Character of ori gin. A fie ld she lter may be generated at the projected at Range. S uch a s hi e ld is useless against auacks
same APs of volume as th e Pow e r 's APs and protects a ny whic h originate from beh ind the C harac ter un less the Character
Characters located withi n that vo lume from exterior Men tal es tab li shes th e s hi e ld th e re . in wh ic h case the Character is
Attacks. No Mental Attacks w ith exterior targets may be made defenseless against fronta l assault
from with in lhe fie ld. lmra Ardeen-Ranzz (Saturn Girl) has th is Powe r.
Thi s Power may be purchased with a specia l -2 Factor Cost
Limitation: Field Protects Powe r User Only.
Th is Powe r ca n be purchased w ilh a special Bon us: Can r-
· - - -11,1o[ECUI.AlfCHAMECEdN
Attack Through Field. This Bonus a llows Menta l Attacks with llnk: W1LL
exteri or targets t6 be made within the Fie ld. It doubles th e Base Range: Self Type: Auto
Cost of the Power (to 40) and adds + I to the Factor Cost. Base Cost : 75 Factor Cost: 10
This Power gives a Character the abi lity to restructure hi s
ow n mo lecules into any material touched. A C haracter may use
Mo lecular Chame leon to ass ume the shape of a ny existing gas,
liquid, or solid.
Range: Normal Type: Dice When Molecular C h a m e leo n is act ivated, bot h t h e
Base Cost: 20 Factor Cost: 3 Character's STR and BODY in stantly assume AP levels equal to
This Power allows a Character to read the thoughts and the BODY of the substance touc hed, but neit her may be raised
memories of other Characters. When using Mind Probe, a hi gher than the Character's APs of Molecular Chameleo n. For
Character mu st be searc hing for a spec ific subject or memory. examp le, if a C haracter with 8 APs of Mo lecular Chame leon
There is no limit to how far into a target's me mory a Character were to touch rei nforced steel w ith 12 APs of Boov, hi s STR a nd
may search. BODY would each become 8 APs, not 12 APs
Use of Mind Probe requires a n Action Check with AV/EVs A liquid or gaseous C haracter is t reated as having the
equal to the APs of Power and OV/RVs equal to the target's Di spersal Power rated at th e same APs as hi s Molecu lar
INT/MIND. RAPs are the number of Knowledge Points ga ined by
Chame leo n Power (hi s Boov stays at it s origina l AP level).
the probing Cha rac ter. Examples o f potential i nformation
Howeve r, a C haracter in suc h a form cannot actua ll y "pass
received are su mmari zed in the fo ll ow ing c hart:
through" so lid objects, a lthough he can "flow" through the m if
Knowledge Information there arc sufficien t gaps or openin gs
Points Learned A Character us in g Mo lec ul a r Chame leon has co mpl e te
control over his body. The Character's mo lecules do not " leak
I RAP Target's surface thoughts on the subject away" if they c hange to nui d nor are they complete ly rigid if the
("Yes, I know the Joker. I don 't like him much.'!) Character changes into a solid
1/2 RV Thoughts easily recalled by the ta,get This Power may be purchased w ith a spec ia l +3 Factor
( " The Joker is hiding out near Clark and Addison, I Cost Bonus: Needs No Material To Copy.
always thought his complete irrationality was his Metamorpho of Justice League Internati onal has this Power
greatest weakness.") with the specia l Bo nu s.
Full RV Distant thoughts 'Or memories
( " The Joker and I first met on Moy 21, seven years
ago. We were in a wafehouse in Manchester.")
llnk:W1LL
:~~~:~~: :~~J~3:tget may ,n-ot e~en realize~'~ kn<iws Range: Normal"' Type: Dice
( " The Joker's left leg twitches when he Is fl{filous. Jt Base Cost: 25 Factor Cost: 4
would make logical sense (or him to kl/I me alter (11114 Thi s P owe r a ll ows a C haracter to negate one of h is
next heist.") oppone nt 's Powers. S uch an anack req uires a n Action Check
with an AV/EV equ al to the opponent's APs of the Power to be
Gori ll a Grodd has thi s Power. negate d . RAPs a re t he n temporarily s ubtrac ted from the
opponent 's A.Ps of the Power. Powers neutrali zed in this manner Whi le thi s Power is active, the body of the Character using
mu st be Recovered norm all y (see page 100). Pe rso na li ty T ra nsfe r te mp o raril y di sa ppea rs. Wh e n th e
Ne utralize ca n also negate Powers possessed by a Gadget Character leaves the opponent, the body reappears within IO fee t
and a Character's STR Anribute (to a mi nimum of 5 APs). Th is (0 APs) of the released opponent.
Powe r may be purc hase d w it h a s pe ci a l -2 Fac to r Co s t A Cha rac te r s uccessfull y us in g Pe rson a lit y Tra nsfe r
Limitation: Power Onl y Effecti ve Aga inst One Specific Power. possesses to ta l con trol ove r a ll of th e opponent 's Ph ys ica l
Attributes, Powers, and Skills. However, none of the opponent's
Mental or Mystical Attributes, Powers, or Skills can be used by
either the possessing Character or the opponent while this Power
link:W1LL
is acti ve unl ess such usage results in a Ph ysical effec t.
Range: Normal Type: Auto
A victim of Perso nalit y Tra nsfer ca n s ubcon sc io usly
Base Cost: 20 Factor Cost: 1
combat its effects each phase by making an Action Check using
This Power all ows a Character to tune in on any familiar
hi s INT/W ILL as the AV/EV aga inst OV/R Vs equal to the APs of
obj ec t and beco me awa re of it s loca ti on and s urroundin gs
the user's Personality Transfer Power. Hero Point expenditure
provided the object was in physical contact with th e Character
on the OV/RV is not allowed. If the victim 's cumul ati ve RAPs
within twe nty four hours of Power use.
exceed the user's APs of Personality Transfer, the user is·forced
Onl y one object may be "tu ned in" by the Character at any
out of the victim 's body
one time. Once the object is tuned in, the Character can use any
This Power can be purchased with a special -3 Factor Cost
se nse (s ig ht , hea rin g, s mell , etc .) as if he we re standin g
Limitati o n: Body Le ft Behind Whil e Transfe rred . After a
alongs ide the object. The APs of Object Awareness equal the
successful Personal ity Transfe r with thi s Limitation, the user's
max imum distance ove r whi ch an object can be detected. The
body is left behind, immobile and apparentl y lifeless. While the
me nt a l prese nce o f th e C haracte r usin g Obj ec t Awa re ness
C haracter is "possessin g" another person, he remains aware of
cannot be sensed in any way at the object's location. Further, no
his ori ginal body in onl y the vaguest sense; any ti me the body is
attack of any kind can be projected or rece ived th rough the
moved, spoken to. or attac ked, he can make a Perception Check
object.
(see page 107) agai nst OV/RV s equal to the range in APs to his
Thi s Po wer may be purchased w ith a special +2 Factor
body 10 sense what is going on. Of course, the user always has
Cos t Bonu s: Powe red Sen se s Ope rabl e Through Obj ec t
the option of dropping the Power and retreating to hi s own body
Awareness.
at any time.
This Power can be purchased with a special - I Factor Cost
PERSO~DTY"TRA-i''IISHR Limi tati on: Personalities Switch. In thi s case, the personality of
Llnk:WILL the user and the target sw itch bod ies after a successful attack.
Range: Normal Type: Dice Je ri c ho o f th e New Tita ns had thi s Powe r wi th the
Base Cost: 30 Factor Cost: 8 fo llowin g Limitati on: The user cannot control the voca l cords of
This Po wer allo ws a Character to take possess ion of an hi s vic tim unl ess he tra nsfers in to him aft er he is a lread y
opponent 's body. Use of the Personality Transfer Power requires unconscious.
an Action Check with AV/EV s equal to the APs of Power and
OV/RV s equa l to the o pponent 's I NT/MI ND. RAPs mu st be
greater th an or equal to th e opponem's MI ND for Personality 0131A
Transfer to succeed. Llnk:WILL
Whil e possess ing an opponent, the Character moves hi s Range: Nonmal Type: Dice
own Mental and Mysti cal Attributes, Powers, and Skills, and his Base Cost: 15 Factor Cost: 4
ow n Phys ical Skills into the opponent (temporarily replacing lhe This Power all ows a C haracter to create' a great irrational
o pp o ne nt 's own). Ph ys ica l A ttributes and Po we rs o f th e fear in the mind of an opponent. Use of Phobia automatica lly
C haracter are 11 0 1 tran sferred to the opponent. manifes ts an illusion of whatever is most feared by the opponent
(thi s illu sio n ca n on ly be seen by
the opponent).
Use of Phobia requires an Acti on
Check with AV/EVs equ al to the APs
of Powe r and OV/RVs equ al to the
o ppo ne nt 's l NT/ M 1ND. RAPs mu st
equal or exceed the opponent 's MI ND
fo r th e att ac k to succeed, in wh ic h
case the opponent can do nothing but
qui ve r in fea r fo r a time (i n APs)
equ a l to the RAP s ea rn ed by the
Phobia Action Check. The effects of

.,
Example: A Character w ith a STR of 8 APs, 8 APs of Force
Field, 8 APs of Flight, a nd 8 APs of Power Reserve could enter
Type: Dice battl e w ith a STR of 12 APs, Force Fi e ld of 10 APs, and Fli ght of
Factor Cost: 2 IO APs. Durin g th e next phase, th e Character co uld use a n
This Power allows a Character to touch an obj ect and sense Automatic Act ion to place the e ntire Power Reserve inLO hi s
what has happened to that object in the past. Such an attempt Force Field, raising it to 16 APs, a nd returning hi s STR a nd
requires an Action Check with AV/EV s equal to the APs of Flight to 8 APs.
Postcognition and OV/RVs equal to how far back (APs of time) W hen Power Reserve is purchased , th e Cha racter must
the Character wishes to probe. s pec ify exact ly w hat Attributes a nd Powers a re e ligibl e for
RAPs from a Postcognition Check eq ual the numbe r of augmentation by the Power Reserve. F ive Hero Points must be
Knowledge Points gained by the user; I RAP would be a series adde d to th e Base Cost of Powe r Rese rve for eac h e li g ible
of fuz zy impressio ns: whi le RAPs equa l to one-half ( 1/2) the Power or Attribute past the second .
Check's RV would give a fairly detailed picture and RA Ps equa l T hi s Power can be purc ha sed with a specia l Limita tion :
10 or greater than the Check's RV wou ld give the Character a
Must Be Fue led By E ne rgy Absorption. Thi s Limitat io n ca n
mental image as strong and c lear as i f the object had eyes to see
on ly be used if the Character also has th e Energy Absorpti on
the events. Power with th e spec ial Bo nu s "A b sorbed Energy Add s To
Example: A Charac ter wi th 9 APs of Postcog nition wants
Power Reserve" (see page 44). With thi s Limitat io n, the A P
to know what happe ned to a bulle t two hour ago. The AV /EV
rating of the Power Reserve only represents the max imum RAPs
would be 9/9 whil e the OV/RV wou ld be 11 / 11 (two hours in
that can be absorbed at one time. Without a ny absorbed e nergy,
APs). A successfu l Action Check might revea l tha t the bul let
the Power Reserve is e mpty (0 A Ps). Thi s is a -5 Factor Cost
was load ed into a re vo lve r by a man w ith scarred hand s,
Limitation, and reduces the Base Cost of Power Reserve to 75.
darkness was fo ll owed by an exp losion, and th e n th e bull e t
impacted with a you ng person . Booster Gold 's battl esuit had thi s Power.
Postcognition is a measure of the " psyc hic imprints" le ft on
an object: as such, unless the object was handled by someone,
no information ca n be derived from use of thi s Power. A bu llet link:WtLL
which has been si tting in a gun on the dresser for fiv e month s Range: Self Type: Dice
could elicit no information regarding a c rime wh ich occurred in Base Cost: 75 Factor Cost: 3

,
the same room. This Power allows a Character to view the future. AV/EVs
Bloodwynd of Ju stice League A me ri ca has thi s Power. to suc h an attempt are equal to the APs of Precog nition while
OV/RVs are equal to how far into the future (APs of time) the
Character is tryin g to see. RAPs from a Precog nition attempt
k:W1LL eq ual the number of Knowledge Po ints earned.
1
Range: Normal Type: Dice Example: A Character with 7 A Ps o f Precogniti on tries to
Base Cost: 40 Factor Cost: 9 see what will occ ur to him in one hour ( 10 APs). The AV/EV is
Thi s Power all ows a Characte r to absorb the Powe rs of a n equal to 7/7, whi le the OV/RV is equal to 10/ 10.
opponent. Such an attack necessitates an Ac tion Check w ith A Character may only use the Precognition Power to learn
AV/EVs equa l to the APs of Power Drain and OV/RVs equal to w ha t w ill happen LO him se lf or another li vin g being. Images
the vict im 's: DEx/BooY if the Character is attempting to absorb perceived wi ll represent a tru thful image of the mos t important
a Phys ical Power, INT/MI ND if the Character is attempting to
event in which the appropriate Character will be in volved durin g
ab so rb a Me ntal Po we r , or INFL/SPIRIT if the Character is
the time peri od probed. C la rity of the vis ion is determined by
attempti ng to absorb a M ys tical Power. The C ha racter th e n
receives a number of APs of the opponent 's drained Power eq ua l the number of Knowledge Points (RAPs) earned on the attempt:
to the RAPs rece ived from the Ac ti o n Check; an eq uiv a lent I RAP reveals an ex tre me ly fu zzy repre sentation ; 1/2 RV in
numbe r of APs are also tempo rari l y s ubtrac ted fr o m the RAPs gives a fair ly detailed picture, ye t o ne w hi c h is still
opponent's APs of the drained Power. diffi c ult to interpret; and full RV RA Ps mea ns th e C harac te r
The Character using Power Drain maintain s any drained receives a crystal c lea r vision of future eve nts.
APs for a time equal to the RAPs of the Power Drain Action Events which a re perceived through Precognition represe nt
Check. The opponent mu s t regain los t Pow e r APs throu g h a like ly version of th e futur e but one th at is by no means
normal Recovery (see page 99) abso lute. Exact details could reso lve quite differently. Once a
This Power may be purc hased with the fo ll ow ing spec ial pe riod of a C haracter's future has been subject to Precogniti o n
+l Fac tor Cost Bo nu ses: Can Drain Ph ys ica l Attributes; Can (whe th e r t h e atte mpt was s u ccess ful or not) , no furth e r
Drain Mental Attributes; Can Drain Mystica l Attributes. Precog niti on attempts may be made by the Cha racter on that
Thi s Power may be purc hased with a speci a l - I Fac tor
particular event.
Cost Limitation : Can On ly Drain Limited Range Of Pow ers
Nura Nal (Dream G irl ) has thi s Power.
(Fire Powers, Mental Powers, etc.), or it ca n be purchased w ilh
a specia l -2 Fac tor Cost Limitatio n : Can Onl y Drain One
Specific Power.
The villain Parasi te has this Power. 'unk: W1LL
Range: Normal Type: Dice
Base Cost: 15 Factor Cost: 3
,, POWER Rl:S"ERVE Pyrotechni cs is the Power to use one's mind to acce lerate a
Unk: W1t(
target's mol ec ul ar motion. If th e Power use r so desires, thi s
Range: Self Type: Auto
motion can be increased to the point whe re the target becomes
Base Cost: 150 Factor Cost: 1O
Thi s Power a ll ows a Character to es tabli sh a " poo l" of unco mforta bl y hot and poss ibl y to the po int w here the target
APs whi ch he can later divide as des ired and add directl y to bursts into flames.
spec ifi c Attributes and Pow e rs. AP s al loca ted to va riou s In DC HEROES terms, thi s is an attack using the attacker's
Att ribu tes and Powers thr o ugh Power Reserve can b e APs of Pyrotec hni cs as the AV/EV against OV/RVs eq ual to the
redi stributed by the Character at any tim e. Do in g so in co mbat target' s DEx/BODY.
isan Auton1ati c Ac tion. The youn g Metropoli s hero Sinbad has thi s Power

a
AADAk SENSE Us ing thi s Power requires an Acti on Chec k wi th AV/EVs
Link: INT equal 10 the APs of Renecti on/Denection and OV/RVs equ al to
Range: Normal Type: Auto th e APs of the inco min g attac k. Posi ti ve RAPs ind icate th e
Base Cost: 5 Factor Cost: 1 attack is automati call y denected away from the Character and
Thi s Powe r a ll ows a Chara cter to e mi t rada r waves and does not strik e him . T he Characte r then has th e op ti on of
"see" objects and pe rsons in the vic init y as de tail ed outlines. att emptin g to Refl ect thi s att ack toward the original attacker. in
When in use. Radar Sense will auto mati call y be de tec ted by whi ch case AV/EVs of the co unt era tt ac k will equ al the RAPs
Charac ters in Norm al Range with 3 A Ps or more of Super
whi ch were ea rned from the ori ginal Reflec ti on/Deflection ro ll
Hea ring or Radi o Co mmun ication.
The medium (Power) of thi s attac k is the same as the origina ll y
A Character wit h Radar Sense projec ts a radar bea m in the
direct ion he is fac in g. Any object greater than 1/2 inc h in size Defl ected att ack and ca n neve r be at a hi gher AP level than the
locate d a lo ng t hi s bea m (a nd w it hin No rm a l Ran ge) is original attac k
aut omaticall y distingui shed by the Character (even if the area is A Character attac ked Ph ys icall y who has not dec lared the
darkened, the obj ec t is in visibl e, etc.). use of Refl ec ti on/ De fl ec ti on fo r th e phase has the option of
Radar Sense may be jammed e lec troni call y. OV /RVs to ca ncellin g hi s dec la red ac tio ns fo r !ha t phase and usin g
such an attempt are equ al to the Cha rac ter's APs of Radar Sense. Reflec ti on/ Defl ec ti on instead. provided he has ye1 to ac t during
that phase.
This Power may be purchased with a special . J Factor Cost
Link: INT
Limitation: Power Limi1ed IO Defl ec ti on onl y.
Range: +S Type: Auto
Base Cost: 10 Factor Cost: 3 REGENERATION
Thi s Power all ows co mmuni cati on ove r radio waves. A l ink: WILL
Cha ra cte r wi th thi s Powe r ca n rece ive an y ra di o signal and Range: Self Type: Auto
1ransmi1 to any radi o (o r Charac ter with 1his Powe r) within Base Cost: 25 Factor Cost: 8
Range. Locating a specific frequ ency requires an Ac ti on Check Th is Power allows a Character to acce lerate hi s own na1ural
using INT as the AV and the APs of Rad io Comm unicat ion as recuperati ve powe rs, enab ling him to rege nerate Current B ODY .
th e EV aga in st O V/ RVs de te rmin ed by th e G M (usin g th e MIND. a nd SPIRIT Co nd iti o ns at a n exce pt io na l ra te. T he
U11ii·er:wl ModUier Table). The OY/RV to loca te a Scra mbl ed Character's APs of Regeneration are added to the APs of time
signal is equ al to its APs. modified by the GM if necessary.
spent Recovering (see page 99). mea ning th at the Charac1er can
This Power may be purchased with the special + I Factor
Cost Bonu s: Scrambl ed. This makes the signal more difficult to make Recovery Chec ks with increased frequency and thus heal
locate and impossible to accidentally stumble ac ross on the dial more qui ckly.
Th is Power may also be purchased with the fo ll owing . J A Chara cte r with 10 APs of Rege nera ti on ca n make a
Factor Cost Limitati ons: Transmit Onl y; Rece ive Onl y; Signal Bashin g Recovery Chec k eac h phase during combat (doing so
Onl y. A Signal Onl y radi o can send and receive onl y an alarm counts as a Dice Acti on). A Character with 11 APs of Recovery
to ne a nd ge nera l indi ca ti o n of ran ge a nd direc ti on to th e can make two Bashing Recovery Chec ks each phase. one with
signaling Character 12 APs ca n make three Chec ks. etc
Likewise, a Charac ter with 15 APs of Rege nerat io n can
RECALL ma ke a Killi ng Recovery Chec k eac h phase durin g co mbat
Link: MINO (doing so cou nts as a Dice Acti on). A Character with 16 APs
Range: Self Type: Auto/ Dice can make two Chec ks. etc
Base Cost: 5 Base Factor: 1 Attemptin g multiple Recovery Chec ks durin g one phase
Thi s Powe r a ll ows a C harac te r to me nt all y retain vast count s as a single Dice Action regardl ess of how many Chec ks
amoun ts of in forma ti on (i.e .. he has a photographi c memory) are made. A Character with Rege nerati on need 1101 be conscious
T he amount of info rmati on whi ch can be retained is effecti ve ly to utili ze thi s Powe r
limi tless; the APs of Power represen t how good the Character is Re-An image of the Wa nde rers has thi s Power
at utili zing this store house of me mory.
In orde r to re me mber a specifi c fac t, a n Act ion Chec k
must be made using the APs of Reca ll as the AV/E V aga inst REMOTE SENSING
OV/RVs equ al to the Character" s ow n INT/INT. Column Shifts Link: INT
are appl ied to thi s attempt by the GM based on the obscurit y of Range: Normal Type: Auto
th e in fo rm at ion be ing so ught (using th e Universal M odifie r Base Cost: 35 Factor Cost: 4
Table) . Posi ti ve RAPs ar e trea ted lik e t he res ult s o f a This Power all ows a Charac ter to use se nses (s ight. hearing.
Detecti ve/C lue Analys is Sk ill Chec k (see page 76) in terms of touch, taste, etc.) 10 observe an area from afa r. Such a Charac!er
what is re membe red may choose a ny spec ifi c locati on within Nor ma l Range to
Note th at a lthough a Pl aye r ca n never use thi s Powe r to remote ly se nse, receivin g se nso ry input just as if he we re
··remember" something whi ch his Charac ter did not know in the actuall y at th at loca ti on.
fi rs t place. it ca n be used in so me instances to come up with The max imu m amount of total time (in APs) that Remote
tri via such as li ce nse plate numbers. newspaper headlines. etc.
Sensing may be used to observe an area eq uals the Character· s
th at th e Cha rac te r co uld ha ve pic ked up in pass in g (G M's
di screti on) APs of Re mote Sensin g minus the APs of distance over which the
Captain Co met of the L. E.G. 1.0.N. has thi s Powe r. Character is using the Power. At the concl usion of this time. the
Power will fail and mu st be Recovered normall y (see page 100).
Example: Heclor Hammond has Remote Sensing of 45 APs
REFLECTION/DEFLECTION The Range of his Power, therefore, is eq ual to 45 APs of distance.
Link:WILL
If Hammond were in pri son on Ea11h. he could observe what was
Range: Self Type: Dice
Base Cost: 40 Factor Cost: S occurring on Saturn (39 APs away). Hammond coul d 1hen see.
This Power all ows a Character to defl ect incomin g Ph ys ical hear. and smell everyt hing th at happened on Saturn for fo ur
Att ac ks (exc ludin g any normal hand· to- hand co mbat bl ows) minutes (6 APs of time) as if he were actuall y present. Similarl y.
The use of Reflection/Defl ection consumes both the Characte r's Hammond could observe the events in the cell nex1 to his ( I AP
Movement and Dice Acti ons for the phase. away) fo r 2.097. 152 years (44 APs of time ).

a
So nar pro vides a full 360-degree awareness around the
: WILL Character to a Range equal to the Character's APs of the Power.
Range: Normal Type: Dice It is imposs ible to Bli ndside a Charac ter possess in g Sonar (see
Base Cost: 30 Factor Cost: 7 page 105), with the exception of the Character be in g anacked by
This Power allows a Character to totall y obstruct the senses a Power 1ha1 ori gin ates outs ide of hi s Range. For example, a
of an opposing Character. Such an attempt req uires an Action Character with 8 APs of Sonar wou ld not be ab le to detect a
Check with AV/EVs equal to the APs of Sensory Block and Characte r atlack ing with Flame Project from 12 APs away in
OV/RVs eq ual to the opponent's INT/MIND. lf RAPs exceed the enough tim e to react. Sona r may be used to detec t inv isible
opponent's MIND, hi s senses wi ll be completely blocked for an objects or bei ngs (see In visibility on page 47)
amount of time (in APs) eq ual 10 the RAPs earned (or until the Thi s Power ca n be blocked by a Charac ter or devic e
using Character either falls unconscious, volun tari ly rel eases the emi ttin g sharp sounds at the sa me frequency upon which the
opponent, or moves out of Range) Sonar operates. In thi s case, Sonar is treated as a Dice Act ion
A Character with blocked se nses has th e OV/RV of any with an OY/ RV eq ual 10 th e APs of th e Power used in the
Action Check he attempts increased by the RAPs earned by the Jammmg anempt.
Sensory Block auack. In addition, such a Character suffers a -2 Note: Thi s use does no t co unt as an Act ion when
Column Shift modifier to his OV against Physical Attacks. determining the number of Actions the Character may perform
This Power may be purchased with a special -2 Factor Cost eac h phase
Limitation: Power Only Blocks One Particular Sense. The Man-Bat has this Power.
Projectra (Sensor Girl) has this Power.
F-· ,1 --- SPEAl(Wlfi·fANIMALS
Link: INT
Range: 1 AP Type: Auto
Unlt:W1LL Base Cost: 5 Factor Cost: 2
Range: Self Type: Auto This Power gives a Charac ter the ability to spea k with all
Base Cost: 35 Factor Cost: 10 animals in their nati ve tongues althou gh it does not guarantee
This Power allows a Character to alter his shape into that of the animals wi ll be friendly , just understandable. It should be
any known and pre ex isting ani mal. The Character au tomatica ll y noted that some animals, particularly small er creatures and those
gains the ani mal's Attribu tes, Powers. Ski lls. and natural attack that eat plants, are not very intclligen l. Speak With Ani ma ls
fo rms, whi le also maintaining all of hi s own Powers and Skills. does not make ani mals smarter, it simply allows a Character to
Note tha1 a Character's Mental and Mystical Attributes are never com mu nicate. The APs of Power equal the APs of time durin g
affected by Shape Cha nge. Statis ti cs and abi lit ies of many whi ch an an im al may be que stioned.
animals can be found in Appendix B. Aquaman has this Power wi th the Limi tation: Only Usable
There is a limit to the size of the animal form assumed. The On Marine Life.
Character's APs of Shape Change represent both the maxi mum
limit of the BODY of forms assumed (for large anim als). and 1 .._..SUPER HEARlNe
their APs of Shrinkin g (for small an imals) link: INT
In add ition to assuming anim al form, the Character may Range: +3 Type: Auto
add the APs of Shape Change to any of the animal's Attributes, Base Cost: 5 Factor Cost: 1
Powers, or Skills (or divide the APs of Power between several Thi s Power all ows a Character to hear sounds of extremely
different Attributes, Powers. and Skills, as des ired) provided no hi gh or low freque ncy. A Characte r with Supe r Hearing can
abi lity is raised to more than twice its initial value. detect sound s well outs ide the norma l ran ge of human hearing
A Charac ter with thi s Power can assume a new ani mal including dog whi stles, radio and television transmi ss ions, and
fo rm (and thu s new statistics) each phase, if desired. although radar waves.
each change does count as an Automatic Action. Any damage Superman had thi s Power.
iaken by one anim al fo rm is carried over to any othe r form s
assumed, including reversion to the Character's origi nal form. l ~S-IJP£1ry£NfRlCOQ1,JlSM
Example: Changeling of the New Titans has Shape Change Link: INT ' '
of 8 APs. lf he becomes a gorill a, Changel ing cou ld add 3 APs Range: Normal Type: Auto
to the gori ll a's DEX (doubling it to 6) and 5 APs to the gorill a's Base Cost: 5 Factor Cost: 2
STR(doublin g it to 10). Thi s Power all ows a Charac ter to "throw" hi s voice a
This Power may be purchased with a special +3 Factor distance (in APs) eq ual to the APs of the Super Ve ntriloqu ism
Cost Bonus: Can Assume Any Imag ined Anima l Form (not just Power
known.preexist in g ones) The Gotham Ci ty crimelord Ven triloquist has thi s Power.

--·
This Power may also be purc hased wit h lhe fo ll ow in g
special Limitations : Power APs Ca nn ot Be Divided When
Increas ing Stati stic s or Powe r APs Only In crease Hi ghest Llnk:WtLL
Statistic Avail ab le (-2 Factor Cost); Can Onl y Assume Limited Range: Self Type: Auto
Range Of Forms (birds, reptiles, creatures of the night. etc.) (-2 Base Cost: 5 Factor Cost: 1
Factor Cost) or Ca n Onl y Ass ume One Specifi c Form (po lar This Power all ows a Character to enter in to a deep, trance-
bear. white shark, etc.) (-4 Factor Cost). 1ike state. A C haracte r who uses Suspension must stale th e

As previously noted, Change ling has this Powe r specific amount of time he wishes to rema in in th is trance or
what event wi ll trigger hi s revival. Wh il e under the effects of
Suspension, a Character may subtract the APs of Power from the
amo unt of "subj ec ti ve time " that pa sses fo r hi m. Suc h a
Unit: INT Character will age, heal. and consume food and air al the same
Range: Normal Type: Auto/ Dice subjective rate.
Base Cost: 10 Factor Cost: 2 Characters in Suspension cannot attack in any manner but
Thi s Power all ows a Cha rac ter to "see" nea rb y objects will sustain Physical, Mental , and/or Mysti ca l damage if so
through the emission of high frequency sound pulses. Sonar is anacked
accurate enoug h for a C ha racte r to receiv e all information Example: Merlin the Mighty has Suspension of 20 APs and
normall y rece ived through sight, wi th the exception of color. wishes to remain Suspended fo r 1000 years (33 APs of lime) .
During this time , Merl in will age approximately 8 ho urs (33 - 20 Th e maximum we ig ht wh ich a C ha ra cter may te lcport
= 13 APs, o r 8 hours). eq ual s the APs of Teleportation . A ll obj ects or persons to be
Dag Wenti m (S t o ne Bo y) of th e Le g i on SUBS has T e leporled must be with in O APs ( 10 fee t) of the C haracter, who
thi s Power. may c hoose whi ch objects/perso ns within the O A P radi us to
Te le port. No " parti a l" te leportings are poss ible: a Charac1e1
must teleport all of a specific object or none of it.
A Character who does not wish to be Te lepon ed may resist.
Llnk: WILL which req uires another Action C heck the foll ow in g ph ase by the
Range: Normal Type: Auto/ Dice C haracte r with Te lepo rtati o n. Th e AV /EV of this addi ti onal
Base Cost: 15 Factor Cost : 6 Check equal s the APs of Power, wh il e the OV/RV equal s the
Thi s Power allows a Character to move objects with mind target's INT/MI ND. Posi ti ve RA Ps g reate r than or equa l to the
power a lone. The APs of Te lekines is eq ual the weigh t (i n APs) res istin g Character's MI ND indi cate lh a t he is auto mati ca ll y
of a ny objects mo ved plus th e d ista nc e ( in APs) that tho se T eleported; othe rwi se. the Characte r remains whe re he is
objects may be moved in a s in g le phase. A C harac te r w ith Thi s Power can be purch ased wit h a specia l + I Factor Cost
Te le kines is need not use the full APs o f Powe r at any one time; Bonu s: can Teleport Ta rgets In Normal Range.
Thi s Power ca n also be purc ha sed w ith the follow in g - I
he may to m ove an object less than the max imum
Factor Cost Limitation s: Ran ge l s Norma l rather than +7:
Self Onl y
A Charac t e r or obj ec t may res is t be i ng mo ved by Ambush Bug possesses thi s Powe r
Te lek inesis if he or it has an appropriately res istant Powe r (as a
Character w ith Flight could subtract the APs of Flight from the
di stance moved by Te le kines is).
Telekines is may be used 10 flin g objects at a target to cause Link: INT
Physical damage. Such an attempt is a Dice Act ion with AV/EVs
Range: Special Type: Auto
Base Cost: 5 Factor Cost: 1
equal to the C haracter's APs of Te le kines is/t he weig ht o f the
Thi s Power allows a Charac ter to sec o bjects at a distance.
object thrown ; OV/RVs equal the target's DEx/BODY. A C haracter When usin g T e lescop ic V is ion to view a dista nt obj ect. a
may a lso use Telekinesis as a means of se lf-propu lsion, trave lling C ha ra cte r is a ll owed co subtrac t th e APs o f Power from 1he
a d istan ce per p hase e qual to th e A Ps of Powe r minus the distan ce to th e viewed objec t. the result bei ng th e apparent
Character's we ight (most humans weigh 2 APs). di stance between the C haracter and the object
Gorill a Grodd has thi s Power Exa mple: A Character with T e lescopic Vis io n of 5 APs is
look in g at a n o bj ect 6 APs dista nt. Using this Po we r, the
Charac ter w ill see the obj ec t as if it we re on ly I AP away
Link: INT from him .
Range: Normal Type: Auto Objec ts th e siz e of a ca r a re ge ne ral ly visib le a t one
Base Cost: 20 Factor Cost: 4 unobstruc ted mile ( 10 APs) , while man-s ize objects are visibl e
at one-quarter mil e (8 APs), and a small. hand -he ld item (s uch
Thi s Power allows a C haracte r to establi sh me ntal contact
as a calc ulator) mi ght be visi bl e at 150 feet (4 APs)
with anot her se nti e nt bei ng. A te lep ath may automa t ica ll y
Superman had thi s Power.
establish a menta l link with any other C harac te rs w ithin Range.
Each addi ti onal Character past the first included in the mental
link red uces the maxi mum te lepathi c Ra nge between the linked
THERMAL VISION
Link: INT
Characters by I AP.
Range: Normal Type: Auto
C haracters in me ntal lin k may communi cate as if they were Base Cost: 5 Factor Cost: 1
able to speak to eac h othe r as lo ng as contact is maintained with T hi s Powe r a ll ows a C harac ter to see th e
the lin ki ng telepat h. T e lepath y o nl y allows free communi catio n; te mperat ure across a give n area. A Charac te r
this Powe r does not al low a C haracte r to read the thou ghts of Vision will see va ri at ions of th e co lo r red in
another against hi s wi ll (as does Mind Probe). variation s o f blue in cool areas.
Charac te rs who are me nta ll y linked through Telepathy may For example. whil e uniforml y cool surfaces suc h as a ca,·e
engage in mind-to-mind combat. Atli.lcks made in thi s fash io n (a wa ll woul d not regis te r o n Th erm a l V ision , if so meo ne had
fo rm of Mental com bat ) do Me nta l Damage using the attacker' s recentl y touc hed the wal l. a red. blurred hand print would be
Menta l stats o r Powers as AV/EVs and the defender's Menta l visibl e. Footprints are detectab le w ith Thermal Vision for a time
stats or Powers as OV/RVs equal to the C haracter 's APs of Power. A source o f intense heat.
such as a to rchflame , will comp lete ly "white ou!"· all Thermal
Th e C haracte r possess in g th e T e lepa th y Power m ay
Visio n in its vic inity.
automat ica ll y disengage anyone from the men tal link at any time
A Charac te r ca n use Th e rmal Vision to detect Inv isible
desi red. A mentally linked C haracter may attempt to sever the lin k
C harac te rs o r o bjec ts (see In visi bilit y) . Howeve r. a ll items
using his INT/W1u. as the AV/EV aga inst the APs of Te lepathy as v iewed t h rough thi s Pow er wi ll be b lu rry a nd lac k deta il.
the OV/RV. Pos iti ve RAPs indicate success, do damage to the making defin iti ve identifi cation diffi cult
te lepat h's Current MIND Co ndition . and are subt racted fro m the S uperman had thi s Power
telepath's APs of the Te lepath y Power. Telepathy APs lost in thi s
manner mu st be Recovered: see page I 00.
TIME TRAVEL
Te le path o f th e L.E.G. 1.0.N. has thi s Power.
Llnk: WILL
Rang'e: Special Type: Auto
TELEPORTATION Base Cost: 500 Factor Cost: 4
link: W1u Thi s Power a ll ows a Characte r to ve nt ure fo rwa rd or
Range: +7 Type: Auto/ Dice backward along the time strea m. The A Ps of Time Travel is the
Base Cost: 50 Factor Cost: 4 maximum le ng th o f tim e di stance ( in A Ps) a C haracte r may
Thi s Powe r a ll ows a C ha rac ter to in stantane o us ly trave l tra ve l in ei ther d irecti o n. A Characte r may also Ti me Trave l any
from o n e locat io n to a n y o ther wi thout passing throu g h persons o r objects with in O APs ( 10 feet) of himse lf. to a
intervening s pa ce. R a nge fo r T e leportat ion re fe rs to th e ma ximum weight equal to the C haracter·s APs of Power.
ma x imum distance (i n APs) throu g h w hi ch a Character ca n A ny C ha rac te r within the O AP radi us of the effect who
tra ve l in this mann er does not wish to Trave l may resist. pro vided the C haracter has
nol committed a n aclio n durin g the Time Tra ve l phase. Suc h A warp may be used to attack anothe r C ha racter after 1he
resistance requires an Action Chec k wilh AV/EVs equa l to th al wa rp has been c reated. In such a case. RAPs from the ro ll whi ch
Character' s INT/W rLL an d OV/RVs eq ual to th e RAPs of the ope ned th e wa rp fun ct ion as AV/EVs of the att ack w ith th e
Time Tra ve l all empL If thi s C hec k succeeds, ea rning RAPs target's DEx/ BODY serving as OV/RVs. If RA Ps from thi s attac k
grea1er than or equal to the RAPs of the Time Trave l attempl, eq ua l or exceed the di srnnce (in APs) between the large t a nd the
the Character remains al that poinl in time . Characters who have warp, the targe t is instantl y dra wn in to the rift.
already acted durin g th e Time Tra ve l phase are automat ica ll y Warp of 1he Soc iety of Sin has thi s Powe r as do the Boom
Travelled. Tubes from Apoko lips and New Ge nesis.
Note: Under all bul the most extraordinary c irc umslances
(GM 's disc re ti on). a Characte r affected by Tim e Tra ve l is ......- · - - - ··WATER-CONTROL
merely sem to an alternati ve timeline. As such. there w ill be no Link: INT
opport unity for the Charac ter to co mmit actions th at wou ld Range: Normal Type: Dice
affect his ow n iime line. A Characte r cannot Time Travel bac k to Base Cost: 35 Factor Cost: 8
when an opponen t was a child and imprison him , ne ither coul d a Thi s Powe r a ll ows a Charac te r to control the mov e me nt
Characte r trave l back in time to warn himse lf of an imminent and flow of water. Wate r Control does not give a Characte r the
attack. An infinile number o f these time lines exists. ab ility to create water, however, onl y the ability to control pre
It is im possib le fo r any Character usin g Tim e Tra ve l to ex isting wate r. A C haracte r w ith Water Control may utili ze the
travel forward or backward in time and meet himse lf in a future Power toward a numbe r of applicat ions, including:
incarnmion. • T he abil it y to su mmon a large wave to attack a n o ppone nt.
Wave rider has lhi s Power Thi s is a Phy s ica l Attack w ith AV/EYs e qual to the
Cha ra cte r 's APs of Pow er a nd OV / RY s e qual to th e
I" opponent 's DEx/Boov.
TRUESIGHT
• The ab ility to sweep a n oppo nent underwater in an effon IO
Unk:W1LL
drown him . Thi s a tt ack requires an Ac ti on C hec k wit h a n
Range: Normal Type: Auto
AV/EV equ a l to the C harac1er's APs of the Power against an
Base Cost: 5 Factor Cost: 3 OV/RV equal to the opponent ' s DEx/STR. If thi s C heck yie ld s
Th is Power a ll ows a Charac1e r to see through any illusion positi ve RAPs, the 1arge1 is dragged unde rwater and suffers
or other Mystica l or Menta l co ncealment (i nc ludin g an In visibl e the approp ri a le pe na lti es (see page 105 ). To res urface, the
Character). If a Charac te r' s APs of Trues ight are greater than or opponent must ga in posili ve RAPs on a n Action Chec k, usi ng
equa l to the RAP s of Illu s ion (or ot he r concea lm e nt ), 1he hi s DEx/STR as 1he AV/EV and the RAPs from the ori ginal
Illusion fail s to fool the Powe r use r, although others w ith the Water Control Attack as the OV/RV .
Charac1er may believe the illu sion. • Th e abi lity to a utomat ica ll y summ on forth a large wave for
If a C haracte r· s APs of True s ig ht are in s uffi c ie nt to propulsion. In thi s manne r, a Character can trave l at a speed
automati ca ll y pe ne trat e an illu s ion (or co ncea lm e nt ), the equal to the APs of Water Control (maxim um movement is 8
Character· s APs are added to the AV of any Perception Check APs per phase, regard less of the Character's A Ps of Power)
aimed al reveal in g the illus ion. Use of Trues ight w ill ha ve no • The abili1y to move vo lum es of wate r. AV/EVs to s uch an
effect on naiural (no n-Powered) fo rms of concealment suc h as attempt eq ual the Charac ter's APs of Wa ter Contro l whil e
the Subskil ls of Camo ufl age o r S tea lth from the Military OV/RVs eq ual the volume of the water to be di splaced. RAPs
Science and Thi ef Skills. respecti ve ly. indi cate the di stance the volume of water may be moved
Mera has thi s Power.

llnk:INT
Range: Normal Type: Auto Link: INT
Base Cost: 10 Factor Cost: 1 Range: Normal Type: Dice
This Power allows a Charac ter to see at ni ght or in the dark Base Cost: 15 Factor Cost: 3
just as if it we re day li ght. Thi s effec t is created throu gh the A Character wi th thi s Power ca n see through virtua ll y any
int ensi fi catio n o f ex ist in g luminary so urces (radio waves. mate ri al. OV/RVs of an X-Ray Vis ion attempt equa l the BODY
electrical impulses. e tc.). A Characte r ca n use Ultra Vi sion to of the obj ec1 whic h 1he Character is atle mptin g to see through.
spot In visible objects (see ln vis ibili1y). When purchasing thi s Power, a C haracter must select a co mmon
Superman had thi s Powe r. substance th rough whi ch the X-Ray V ision wi ll neve r fu ncti on.
Supe rman had thi s Power.
WARP
link: WrLL
Range: Special Type: Dice Mystical Powers
Base Cost: 100 Factor Cost: 5
Th is Po we r a ll ow s a Character to ope n an ex t ra- Unl ess ot herwise indi ca ted, all attack s made by Mysti ca l
dim e ns ional rift be tw ee n t wo po int s of rea l space, w ith P owe rs are M ys ti ca l A ll acks w ith affec 1cd OV / RV s of
in stantaneous tra ve l the n possib le by ste pping throu gh the warp. INr-LISPIRrr. respective ly
A Wa rp may nol be o pe ned into so li d maile r My stic Link appears first in thi s sec ti on because il is a ve ry
Whil e a warp is open. there is no limit to the numbe r or spec ial Power whi ch perm its Ph ys ica l and Metal Powe rs to be
weight or objects whi ch ma y pass throu g h the wa rp. A warp linked to a Character's Mystica l Att ribute. The re mainde r of the
collapses the in sta nt the Powe r use r steps through the rift . wills Mystical Powers sect ion is in alphabetical order.
it to close. or fall s un conscious
Th e OV / RV s to an attempt to open a wa rp eq ua l 1he
distance (i n A Ps) between the location s connected by the warp Link: AURA
If a Characte r were trying to open a warp o ne thousand mil es Range: Self Type: N/ A
long.. for exa mple, OV/RVs would be 20/20. RAPs from the Base Cost: + 10 Factor Cost: N/ A
Warp Ac ti on Chec k equal the length of time (i n A Ps) the wa rp Mysti c Link is not a di stinct Power that fun ct ions alone:
will remain ope n (unless the Powe r user steps through, wi ll s il IO ralhe r, ii allows a Character to purchase a Physic al or Me ntal
close. or fa ll s un co nscious. as prev iously exp lain ed) . Powe r and utili ze that Power to cau se Mys ti ca l e ffects. Mysti c
Link mu st be purcha sed in co nj unction with a Ph ys ica l or ANIMAL CONTROL
Ment al Powe r. To do so, a Character must spend IO Hero Points Link: INFL
(the Base Cost of Mystic Link) in addition to the Base Cost of Range: Normal Type: Dice
the Power to be lin ked. The Character then purchases indi vidual Base Cost: 25 Factor Cost: 7 .
APs of th e Mys ti call y Linked Po we r at th at Power's norm al Thi s Power allows a Character to gain control over and
Factor Cost: the Character does not purchase individual APs of coo pe rat ion from membe rs of th e a nimal kin gdom . To take
Mysti c Link. control of an animal, a Character must make an Acti on Check
Once a Powe r has been purchased through Mystic Link, it wi th an AV/ EV equa l to the APs of Ani ma l Control and an
functions exac tl y as desc ribed in its ow n Power desc ripti on, OV/ RV eq ual to the targe t animal' s ) NFL/S PIRIT. An y RAPs
with the excepti on th at the Powe r now has AURA as its Link earned indicate the length of time (in APs) that the animal wi ll
Attribute. For exa mp le, Flame Project would still function as a se r ve th e Character. Animal sta ti s ti cs ca n be fou nd in
Dice Action with OV/RV s equal to the opponent's DEx/ BODY, Appendix B.
and would still cause Phys ical Damage in a successful attack. A controlled animal will never perfo rm an action contrary
Note that there is a difference betwee n "Mys ti c Link" and to the Character' s wishes. However. for the Character 10 actuall y
·'Jin k." A Power that is Mysticall y Linked has AURA as its Link instruct the an imal, he mu st have a meth od of communication
Attrib ute, but is not automatically lin ked to AURA . If a Player with the animal (such as Speak With Animals). Contro l ove r an
wishes to link the Power, he may do so using AURA as the Link anim al is lost when the Character's RAPs of time expire, or
Attribute. receiving all of the usual advantages and penalties fo r whenever th e Charac ter either will ingly relinquishes co ntrol.
doing so (see page 22). falls unconscious, or moves out of Range.
Animal Control gi ves the Charac ter comro l over all forms
of animals, categorized as follow s: Amphib ians, Birds. Fish,
AIR AN-IMATION In sects, Mam mals, and Re ptiles. Animal Co ntro l will not
Llnk: AURA functi on on humans.
Type: Auto This Power may be purchased with a special ·2 Factor Cost
Limitation: Power Only Usable On One Animal Category.
Aquaman has this Powe r with the Limitation: Onl y Usable
On Marine Life.

ANIMAL SUMMONING
Link: INFL
Range: Normal Type: Auto
Base Cost: 35 Factor Cost: 2
This Power allows a Character to conv oke animals of a
specific type (sharks, falcon s. rabbits. etc.) within the Range of
the Power. As many a nim als of th e spec ifi ed type as the
Character desires wi ll answe r the summons au tomati call y and
w ill t rave l towa rd th e C haracter a t bes t s peed. Anima l
Summoning m ay not be used to summon an animal with a B oov
greater th an the Character's APs of Powe r. nor may it be used to
summ o n c reatures with hum a n or g rea te r
intelligence. Ani ma l stat isti cs can be found in
Appendix B.
Thi s Power may be purc hased with th e
following Bonu ses: Summon a Category Of
Anima ls (birds, mamma ls. sea life. etc.) (+I
--=::::::::. _i:-- - - ~ ~~~~r Cost); Summon Any Animal (+3 Factor
-=:,-· ~-_.----.:::. Aqu ama n has this Power.

'--.\'\~~ ' "· _z:_ ANIMATE DEAl>


~ . -=:::::::::~~:~:":O,mal Type: Dice
;:::,.._ Base Cost: 25 Factor Cost: 6
Th is Power allows a Character to animate
~ ~~e5~~:~~~!.o~~~,~~~~~:t~[eth! nJe~~llr~~~~;~ea:
~ ~ Action C heck with A V/ EV s equal to th e
~ Character 's AP s o f Anim ate Dead aga in st
u•-=,-.-~ ~ ~~:~~s ~:~1tiel~~~~;~~;;~~ ~~~haen~ h~!:
0
~
1
=A ttribut es o f 2). Pos iti ve RAP s in di ca te
',i- ~ ==== successfu l animati on .
Meni a l o r Mys li ca l Powe rs. o r a ny Sk ill s . an d s uffe r a -2 equal to the o ppo nent 's INFLiS PIRIT. If RA Ps scored are g reate r
Column Shifl modi fier to the ir RV whe n att ac ked by fire. than o r equal to an o ppo ne nt 's S PI RIT. th e o ppo nent w ill simpl y
Aninw tcd <lc:11.J arc cx 1rc mc ly stupi<l . mindless c re atures stand in place and qui ve r w ith fear for the du ration of the Power
wh o ca n t a ke no ac.: ti o ns w ith o ut d irect o rders f ro m th e Othe rw ise. if pos iti ve RA Ps we re sco red. the o ppo ne nt w ill nee
Character. who mu st spen<l o ne Auto mat ic Ac ti o n e ac h phase to the sce ne. In e ithe r cuse, the effect lasts fo r a le ngth o f tim e ( in
mainiain the anim atio n. The maxi mum numher o f dead th at a APs) eq ua l to the RA Ps earned
Character may animate at any time eq ua ls the A Ps of the Power A C harac te r A ffec te d h y A ura o f Fe ar m ay att e mpt to
Papa Midni g ht uses R itua l Magic to mimi c thi s Powe r. o ve rc om c th e fea r. Eac h p hase fo ll ow in g th e att ac k. 1h e
C harncter can ma ke an Ac tion C hec k w i1 h AV/EVs equ a l 10 his
ANIMATE IMAGE INFIJAURA against OV/RVs equal to the R APs of th e successful
k:AuRA Aura o f Fea r Atwc k. Pos iti ve RAPs fro m thi s C hec k indicate the
Range: Normal Type: Auto C harac.:ter is free o f 1he Power's e ffects.
Base Cost: 35 Factor Cost: 7 The S pec tre has thi s Power.
Thi s Powe r a ll ows a C hara cte r to turn a n ex isti ng two-
dimensional image (suc.: h as a <.: artoo n fi g ure. hill bo.ird p;.1inting. AWARENESS
or an im age o n a te lc ,·isi on scree n) int o a n exac t 1hrec- Link: lnfl
dimens ion,tl dupl i<.:atc fi g ure w hi ch w il l obey the C harncter's Range: Special Type: Dice
commands . The re must he a n existing two-dime nsio na l inrnge Base Cost: 5 Factor Cost: 1
for Anim ,ll e Im age to fu nc t io n : a C ha r,u.: te r c ann o t s impl y T hi s Power a ll ows a Charac ter to be " in tun e '" w ith the
summon a ti ~tire fro m his ima~ in.it ion l'Os mos while possess in g a ce nain fac ulty for a ntic ipatin g eYc nts
The tlu'ce-dime nsiona l l{gurc cre ate d hy A nima te lm agc o n th e c o s mi c sca le a nd recog ni z in g w hen th e c o smos is
wi ll possess Ph ys ica l. Me ntal. a nd Myst ic al Attrih utcs. T he th reate ned .
Character wi1h Animate lma ~c mu st di vi de the APs o f Powe r Whenever ;.1 cos mi c eve nt or ca1astrophe is imminent. the
between these Att ri hutes as des ired to d e te rmi ne the image's G M s ho uld a ll ow a C harac te r w it h Aw are ness to ma ke a n
staus1i1:s. Ac1io n C hec k w it h AV/EVs e qu a l to th e A Ps o f Powe r a nd
An animated image will possess a ll Powe rs and S kill s o f OV/ R Vs as d e ter min e d re la ti ve to t he foll ow in g examp les
the fi gure it re prcscn1s. For 1.:xam pl e . an animated bird wo ul d (normall y. the more ca lamito us th e ca tast rophe or sig ni fica nt the
have Fli ght. an ani mated si nge r would havc the Singe r S ubskill eve nt. 1he lowe r the O V/RV s). Pos iti ve RA Ps o n a n Aware ness
o f Ani st. ,111d a n a nimat ed S up er man wo uld have all o f att e mpt indi c at e the C ha rac ter has a " fee ling" so me th ing is
Su pe rm an's Powe rs and Sk ill s . Eac h o f an Animated lmage ·s destined to occ ur a nd knows who the primary pa rti c ip.i nts in the
Powers and Skill s is ;.1t an A P le vel equal IO th e Link Att ribute of eve nt will be.
the respec ti ,·e Powe r o r S kill (j ust as if the Power/S kill we re Note: Awa re ness may on ly be used to de tec1 eve nt s on the
linked) "cosmi c sca le" (i.e .. those tha1 could po1e 111ia ll y affec 1 life across
An anim ated image will ex isl for a le ng th of time ( in APs) an e ntire pl anet or cos mos ), and o nl y eve nt s that are the res ult of
equal to the Powe r user's APs o f A nimate Im age o r until th e the co nsc iou s ma nipul ati o n o f se nti e nt bein gs. For in stance,
Character rn lumaril y d ispels the image Aware ness would not e nable a C harac ter to detec t that the Earth
Superman·s ne mes is. M r. M.xyzptlk . has this Powe r. was to be stru ck by a giant meteor. unless so me ex1e rio r force
purpose ly aimed the meteor at the Earth . Aware ness al so has no
f" ANIMATE OBJECTS e ffect upo n e ve nts with no Myst ica l sig nifi cance.
Unk:AuRA Exa mples of eve nt s wi thin th e DC Uni verse whic h coul d
Range: Normal Type: Auto have bee n d e1eL·1ed th roug h th e use o f th t! Awa re ness Powe r
Base Cost: 30 Factor Co st : 6 indudc:
This Po wer all ows a C harac.:tcr to cause inan im ate objects
to move and beha,·c as if they we re ali ve. Animated o bj ects a rc THE CRISIS ON INFINITE EARTHS (OV / RV : 1/1). A
al ways under th1..· t(lla l co nt ro l o f the Power use r. T ht.: A Ps of C haracter woul d have felt 1hat the most te rri ble 1ragedy ever 10
Animatc O bjec ts e 4u a l ho th th e ma xi mum BoD Y of an y

<:~~~~~:
~:~il;~~l~:~!
1 1~1~~:·~~11
t h~ ~\\~~ ~eb~n~
1
a·~:do~~cti:~~~ imum
roc k the multi vc rsc was abo ut to occ ur a nd th e Ant i-M.11te r
Uni verse o f Q wa rd was some how involved
An animated objec t w ill possess a D E:\ and STR equal to the THE COMING OF THE MILLENNIUM (Millennium Mini-
Character's APs of Power h ut re1ains it s own 8 0 1>Y. The objec t Series; OV / RV: 6 / 6) - A C ha rac te r would ha\·c fe lt that mankind
also possesses Mys1ic.:a l A1tribu1es eq ual to the C haracte r' s APs was sudde nl y he adi ng toward so me fania sti c.: dest in y w hi c h
of An ima te O hjects. An anim ated o hjec1 possesses no Me ntal in vol ved the G umdi ans o f the Uni ve rse and lhe be ings kn ow n as
Anri butes,1nd isi m mune toM e ntal Auae ks the C hose n.
Animat ed o hjec ls canno t chan ge shape bu1 if the objec l has
THE BRUJERIA' S ATTEMPT AT UNLEASHING THE HAND
any li mbs or ap pe nd age- lik e co nstru cts. these c,m fu nct io n as
OF DESTRUCTION ( " The American Gothic Saga," Swamp Thing
arms and legs. a ll ow ing the o hjecl lo move a nd li ght.
Brother Power the Geck hus thi s Powe r #41 -50; OV/ RV : B/ 8) - A Charac ter would have f elt that new
powe r was fo r min g in t h e cosmos. a powe r w hi c h w a s
connec ted ne ither lO Heu\' en nor He ll
AURA OF FEAR
Unk:AURA THE DEPARTURE OF THE LORDS OF ORDER (Doctor Fate
Range: Normal Type: Dice Mini-Series; OV/ RV : 12/12) - A C ha racte r would h;.1ve fe lt th at
Base Cost: 30 Factor Cost: 5 the Lo rd s of Orde r we re sudde nl y abse n1 in thi s uni ve rse.
Thi s Powe r all ows a C h;.1rac.: tcr lO ge ncrnle an aur;.1 whi c h THE WAR BETWEEN THE RESURRECTION CRUSADE AND
causes oppo ne nt s to fee l ext re me fear . T he aura ex ten ds to a THE DAMNATION ARMY (Hellblazer # 1-12; OV/ RV: 12/12) · A
di st.I nce tin APs) c4u a l to the C haracter's A Ps of Power. Any C ha rac te r wo uld ha ve felt that sp linter fo rces of He a ve n a nd
Character within R,mge of Aura o f Fe ar is a ll ac ked separa1 e ly
He ll we re loc ked in so me sort of stru gg le. ,v ith Eart h as th e ir
with no Mu lt i-A ttack pe nal ty . T he C harac te r u1ili zi ng Aur.i of
battl egro und
Fear m.iy vo luntaril y exdude C harac.:tcrs fro m the Power's e ffec ts.
To use A ura o f Fea r. a C harac te r mu st make an Ac tion St!t! Appendix A fo r furth er ex pl unat io n o f some or
th ese
CheL· k wit h AV/EVs t:'4 ual to the A.Ps or Pm,·cr agai nst OV/RVs e,·enl s. Most me mbers of DC's mystic community has thi s Power.
DIMENS1dN"T8AVEL Like Banishme nt. Summonin g may neve r be used to target
link: AURA a C haracter o r item with a we ig ht o r vo lume exceedin g the
Range: Special Type: Dice user's APs of Power.
Base Cost: 500 Factor Cost: 6 S umm oning a W illin g Targel: An at te mpt to Summon a
Th e Dim e ns io n Trave l Po wer a ll ows it s use r to trave l willing target uses the Trave l Di stance (see below) be twee n the
between the variou s dimen sions compris in g the DC Multi ve rse. target and the summ oner. rather that the larget's INFLiS P!RIT as
By definition. these dime nsion s are separate pl anes of ex iste nce the OV/RV of the Summ oning Action Check
th at parall el eac h other w ithout conn ec tin g. The re are three types TRAVEL: Dimension Tra ve l is mo st o ften used to a ll ow the
o f Dimension T rave l: Banishment. Su mmoning. a nd T rave l use r to Tra ve l between dimen sions. Tra ve li ng in thi s fashion
BANISHMENT: Dime ns io n Trave l ca n be used to strand requires a successfu l Action Check using the Tra veler's APs of
an object or a living be ing in ii dimens io n of th e Powe r use r's Po wer as th e AV/EV a nd th e Tra ve l Di sta nce (see be low)
c hoi ce. The user first determines th e dimension to w hi ch he betwee n the use r and his as th e OV/RV. A
is attempting tu se nd the targe l. then makes an Acti on C heck Character usin g Dimension in this fas hi on may bring
w ith a n AV/EV e qu a l to hi s APs o f Pow e r and an OV/RV a long a ny willing Charac te rs w ithin O A Ps ( 10 feet) o f hi s
e qual to th e target 's lNFLISPJR IT (or Boov/Boov if the ta rget locati on. Unwilling Characte rs mu st be Banished as desc ribed
is a n in a nim a te o bj ec t ). If th e RAP s e arned during lhi s prev ious ly. Ne ith e r th e co mbin ed we ig ht nor the co mbin e d
Act ion Check are greater than o r equal to the target' s RV. the vo lume of a ll Tra ve lin g Characte rs may exceed th e use r's APs
target is Banished of Power.
A Banishe<l Character ca nn ot leave the Jimens ion to whic h A Characte r wi th both the Dimension Tra,·e\ Power and
he was BanisheJ w ith out us in g a Dimens ion Trave l Powe r w ith Area Kn ow ledge of a n indi vidual dimension may automatica ll y
an AP rating exceeding the RAPs earned during the Banishment trave l to th at dimens ion w ith out making a n Action Check as
Ac ti on Chec k. A C haracte r who is Banished to the Rea lm of the long as th e Tra ve l Di stance be tween hi s c urre nt locat ion anJ th e
Ju st Dead w ith 14 RAPs. for in stance. cann ot leave that realm dest in a1i o n is less t ha n o r eq ual to h is APs of Dimensio n
wi th ou t using a Dime nsion Tra ve l Powe r rated at 15 APs or Travel. Area Kn ow ledge in no way affec ts Bani s hm e nt o r
highe r. (A n ite m with 15 APs o f Dimension Trave l, mimic kin g Summoning attempts
Dimension Travel w ith 15 APs of Sorce ry. or being Summoned Limitations: Dimension Trave l may be purchased wi th a
with 15 APs of Dime ns ion Tra ve l or greater are all acce ptabl e.) spec ia l - I Fac tor Cost Limitati on for eac h o f the three basic
Banishm ent may neve r he used aga in st a Characte r or item functi ons that are stripped off by the purc ha ser (users capabl e
with a weig ht or volume exceeding the user's APs of the Powe r. of T rave l onl y. for instance. purchase Dimension Travel at a
A Sorcere r with 3 A Ps of Dimen sio n Tra ve l. fo r ex ampl e, Factor Cost of 4 ). Furthe rmore. the Base Cost of Dim e nsion
ca nnot attempt to Ba ni sh a batt le tank that we ighs 11 APs Trave l ca n be reduced to JOO Hero Points if th e Character is
SU MMONING : Summoning is the oppos ite of Banishment. only capable of Tra ve lin g back and forth belwee n two speci fi c
It a ll ows th e us e r to pull a pe rson or o bj ec t from another dimension s (use r who can Tra ve l only between the Earth and
dimen s ion onto th e use r's own plan e. A Summonin g attemp t the Green. for exa mpl e).
require s an Act ion Chec k using the Summoner's A Ps of Powe r Tra ve l Distances: Look at th e Dimension Travel Guide
as th e AV/EV again st an OV/RV eq ua l to the target's INFIJS PI RIT Be low. To ca lculate the Trave l Distance, trea t eac h of th e bands
(or Boov/Borw if th e targe t is an ina nimate obj ect). If the RA Ps and c irc les as squares on a checkerboard and count the numbe r
earned during thi s Ac ti on Chec k equal or exceed the target's RV , of spaces between the Trave ler's location and hi s de stinati on
the Summoni ng is successful. Summoning a Character who has The Travel Distance betwee n the Eart h Dimension and an y of
heen Banis he<l . re member. requires a t least as ma ny APs of the Inner Worlds. for examp le. is 1. since the Earth and the Inner
Dim e nsion Travel as the RAPs earned during the Banishment Worlds are adjacent. The Trave l di stan ce between th e Earth
Ac tion Chec k
DIMENSION TRAVEL GUIDE

THE INNER WORLDS


l APOKOLI PS/ N EW GENESIS
THE AFTERWORLDS 2BGTZL
l HEAVEN 3 THE CONTROLLERS' DIMENSION
2HELL 4 DARKWORLD
3 MOUNT OLYM PUS 5 THE HI DDEN LAND
4ASGARD 6 MERA'S WORLD
S LI MBO 7 THEMYSCIRA
6 DOMAIN OF THE LORDS OF ORDER B SKARTARIS
7 HELIOPOLIS
Dimension and the HeaYens is I 0: one for the band between the Example: A Character with Dumb Luck of 8 APs and an
Earth and the Green. plus one for the Gree n, plus one for the INFl/Sr1R1T of 7/6 wishes to "gel lucky" on his next Energy Blast
band between 1he Green and th e Astral Plane, plus one for the attack. The Character makes an Action Check usin g 8/8 (hi s APs
As1ral Plane. plus one for lhe band belwee n the Astral Place and of Dumb Luck) as the AV/EV and 7/6 (hi s INrLIS PIR IT) as the
the Dream Dimension. plus one for the Dream Dimension. plus OV/RV . The Character rolls a 13. whi ch provides him wi th an
one for the band bet ween th e Dream Dim e ns ion and additional 4 APs to utilize on ei ther AV or EV nex t phase
Cyberspace. plus one for Cybe rspace, plus one for the Realm of Plasti c Man has thi s Power.
the Just Dead . plu s one for 1he Heavens equals 10. The Trave l
Distance between Azar,uh and Mount Olympu s is 4: one for the EARTH ANIMATION
Realm of Faerie. plus one for Cyberspace. plus one for the Link:AURA
Realm of the Just Dead. plus one for Mount Olympus equa ls 4. Range: Normal Type: Auto
A Character who is us ing Dimensio n Tra ve l does not Base Cost: 25 FactorCost:8
necessarily physica ll y pass through the interve ning dimensions This Power allows a Character to su mmon into ex islencc an
when he uses the Power. It is poss ible. for in stance. to travel actual crca1ure of li ving earth and rock who will follow the
directly from the Eart h dimension to Gemworld without pass ing Power user's in struction s for a length of time (in APs) equal to
through the Gree n. th e Astra l Re.i lm . the Dream Dimensions. the Character's APs of Earth Animation. At the end of this time,
Cyberspa ce. an d Fa e ri e . The map is s impl y a g uid e for the creature will disperse i1110 normal earth
de1ermini ng Trave l Di sta nc es for the va riou s plane s of the A Character usi1H!. Ea rth Ani 111,1tion di vides the APs ol
multi ve rse. Power into two numhc;s as des ired. The firs! number serves as
The Trave l Di stance of a Dimension Trave l attempt is used the ea rth c rea ture's DEX, STIC and BODY whi le th e seco nd
number se rves as the creature's I NFL AURA. and SPIR IT again st
as the OV/RV of the necessary Dimension Tra ve l Ac ti on Check
My sti cal Attacks. Earth c reatures do not possess Me ntal
when the Tr,wel fun cti on or Summoning willing targets.
Attributes and , as such. are im mune to all Mental Attacks
Travel modifi es 1he OV/RV of a Banishment attempt An earth creature occ upi es a vo lume eq ual to its APs o f
or an anempt to Summon an unwilling largct as follows: Sm and moves at a speed equal to its DEX
Distance Difficulty
ENCHANTMENT
Llnk: AURA
Challengi ng Range: Normal Type: Auto
2-7 Difficult +2 Base Cost: 200 Factor Cost: 10
8+ Strenuous +3 This Powe r all ows a Character to hesww upon an other
Character a temporary but dramati c increase in Powers. Th e
Subdimensions: Many dim ens ions are surrounded by a Character may add his APs of En chan tment to any one ol
number of sma ll er rea lm s kno wn as subdim ensions. Are s' ano1her Character's pre ex is1ing Attributes. Powe rs. Sk ill s
private rea lm. the Areopag us. for examp le. is a subdimen sion of th e oth e r Character ma y di vide th e APs be twee n
Mount Ol ympu s. He ll co ntain s a subd im ension where the different Anributes. Powers. and Skill s).
Predca d. who once ruled Earth. were im prisoned by th e A Person will remain Enchanted for a length of time (in
Timel ess Ones. Subdimensions are at a Travel Distance of I APs) equal IO the Character' s APs of Enchantmell\ or until the
from their parent dimrnsions. Thus. the Earth Dimension is at a user vo luntaril y removes the effect. Enchant ment may onl y be
Travel Distance of l I from the Areopagus: IO for the di stance perform ed upon one indi vidual at any give n time
bet wee n Earth and Mount Olympus. plus I for the di stance
betw ee n Mo unt Olympus and 1he Areo pa g u s. Any tw o EXORCISM
subdimensions wi th the same pare nt dimension are Link: SPIRIT
Trave l Distance of 2 from eac h oth er: one for the Range: 1 AP Type: Dice
between the first subdimensions and the parent. plu s one for the Base Cost: 5 Factor Cost: 3
di siance between the parenl and the seco nd subdimcnsion This Power allows a Charact er IO remove a person from the
effec1s of mind control or possession (i.e .. Contro l. Hypnosis.
and the Personality Transfer Powe rs). The Character mu st mak e
DUMB LUCK
an Action Chec k with AV/EVs eq ual to the APs of Ex orcis m
Unk: INFL
against OV/RVs equa l to RAPs from the original co ntrol or
Range: Self Type: Dice
possession Action Check. Positi ve RAPs indic,;,e success. with
Base Cost: 200 Factor Cost: 7
the targe t no longe r affec ted by the control or possess ion Power
Th is Po wer allo ws a Character 10 in vo ke unkn ow n
Mysti cal forces which cause the Character to be exceptionall y
fortu nate in hi s action s. the use of which is the game equiva lent EYE OF THE CAT
of rubbing a rabb i1' s foot Link: AURA
To use Dumb Luck. a Character mu st make an Ac1ion Range: Normal Type : Auto
Check aga in st hi s own Mys1ical stati sti cs. The AV/EV is the Base Cost: 20 Factor Cost: 2
APs of th e Po we r. while the OV/RV is th e Charac ter' s own
l~FLISPIRIT. RAPs from thi s Ac ti on Check. if any. may be added
animal. Eye of the Cal will not function ,1111 c,;s an an1111a1
to th e Cha rac ter's AV. EV. OV, or RV 1he fo ll ow in g phase
(Player's choice). Thi s effect oct.: urs regardl ess or the type of the within the Powe r' s Ran ge. If more th an one animal is withi n
Dice Action that fo ll ows (attack. de fe nse , c lu e anal ys is. Ra nge, th e Charact er ma y cho ose whi ch animal to use !'or
Percept ion. etc.) purposes of the Power.
The Dumb Luck Powe r may be used cu mula1i ve ly. adding On ce Eye of th e Ca t is active. th e Character can see
1he RAPs from one Dumb Luck attempt to the AV or EV of eve ryt hing the anima l sees, includin g thin gs the animal can see
anot her anempi: however. should a Character ever fail .s uch a on ly through the use vision Powers. such as a cat's
cumu lati \'C roll. the RAPs gained to that point will be sub1racted Ultra Vision. Statislics va riou s an imal s ca n be found in
from either the Character's AV. EV. OV. or RV (G M opt ion) for Appendix B. Eye of the Ca t wi ll not allo w a Character to see
the following phase. through the eyes of a human
the Character's RV aga inst Mystical Anacks. A Mag ic Field is
Link:AURA spheri cal in form and is ce ntered around th e Character of ori gin
Range: Normal Type: Auto A fi eld shelter may be generated at the same APs of vo lume as
Base Cost: 2S Factor Cost: 8 the Power's APs and protects all C harac ters withi n the field's
This Power all ows a Character to summo n into ex istence an volume. No Mysti ca l Allac ks with ex teri or targets can be made
actual creature of li vin g fl ame who will foll ow the Character's from within the fi eld.
in s tru ct io ns f o r a le ng th of tim e ( in A P s) e qual to th e This Power may be purchased with a spec ial -2 Fac tor Cost
Charac ter's APs of Flame Anim ati on. At the end of thi s time, Limitati o n: Fie ld Protec ts Power User Onl y.
the creature will di sperse into thin air. Thi s Power may be pu rc hased with a specia l Bonu s: Ca n
A C haracter using the Flame Anim ati on Power d ivides the Attac k Through Fie ld. This Bonu s all ows Mystical Attacks with
APs of Powe r into two numbers as des ired. The first number ex teri or targe ts to be made by C harac ters within th e Mag ic
serves as the fl ame creature's DEX, STR , and BODY while the Field. Ii doubl es the Base Cost of the Power (to 40) and adds + I
second number serves as the crea ture's INFL, AURA, and SPI RIT to the Factor Cost.
aga inst Mysti cal Attac ks. Flame creatures do not possess Mental
Attributes and are therefore immune to all Men1al Attac ks.
The flam e creaLUre occ upies a volum e equ al to its APs of MAGIC SENSE
STR and moves at a S peed equal to its DE X. In add iti o n, an link: INFL
Range: Normal Type: Auto
anim ated fl ame creature suffe rs a -2 Column Shi fl modifier to its
Base Cost: S Factor Cost: 1
RV aga inst cold-based attacks.
This Powe r all ows a C haracte r 10 auto mat ically detec t all
mag ic and mag ic- usin g creatures within Range. Use of Magic
1
"'ltE'ARiMATION Sense will only reveal that an item or Character has some form
link:AURA of Mystical abilities; no informat ion will be avail able re lati ve to
Range: Normal Type: Auto what those abiliti es mi ght be or how powe rful they are.
Base Cost: 2S Factor Cost: 8
This Powe r all ows a C haracter to summon imo ex istence an MAGIC SHIELD
ac tual crea ture of li vin g ice who will foll ow the C haracter's 'link:AuRA
instructi ons fo r a length of time equal to the C haracter' s APs of Range: Normal Type: Auto
Ice Animatio n. At the end of thi s time, the creature will di sperse Base Cost: 10 Factor Cost: 5
in to ice and water. This Power all ows a C haracter to create a shi eld of arca ne
A Character usin g Ice Anim ation di vides the APs of Power energy whi ch pro vides pro tec ti o n from Myst ical All acks.
into two numbers as des ired . The first num be r se rves as the A nyo ne protec ted by a M agic Shiel d has th e A Ps of Power
creature's DEX, STR, and BODY while the second num ber serves added to hi s RV aga inst Mysti cal Attac ks
a s the crea ture's INF L, AUR A, and S PI RIT ag ain st M ys ti cal The Mag ic Shi e ld ca ll ed into be in g is circul ar in shape.
Attacks. Ice creatures do not possess Mental Attribu tes and are possesses an appro ximate diame te r of fo ur fee l. and can be
therefore immune to all Mental Attac ks. projec ted at Ran ge. S uch a shi e ld is use less agai nst att ac ks
The ice creature occ upi es a vo lume equal to its APs of STR which ori g in ate fro m behind the C haracter unless the Character
and mo ves at a Speed equal to its DEX. In addition , an animated e stabli s hes th e shi e ld th e re, in whic h case th e C harac te r is
ice creature suffe rs a -2 Column Shift modi fie r to its RV aga inst defe nseless aga inst frontal assault
heat-based attac ks.

s<-11\'.~rffl~
link: AURA
'Link: AURA
Range: Self Type: Auto
Range: Normal
Base Cost: 25
Type: Dice
Factor Cost: 3
Base Cost: S Factor Cost: 1 Thi s Powe r a ll ows a C harac te r to mag ica ll y restri ct a n
Thi s Power all ows Charac ter to "join" him self to the Earth . oppo nent. A V/EVs to such an anack equal th e C harac1er"s APs
Whil e so jo ined (norm all y at the feet), a C haracter cann ot be o f M ys ti c F reeze w hil e O V/ RV s e qual th e o ppon e nt's
Kn oc ked Bac k, blo wn awa y, o r o th erw ise moved eas il y. A INFLIS PI RIT; pos iti ve RAPs indicate success. with the oppo nelll
C haracter w ith thi s Power add s the APs of Jo ined to hi s RV held fast and unable to move (DEX= 0)
aga inst potential Knockback attacks made against the Character A Mysti ca ll y Frozen opponent may allempl to free him self
(the Planned Kn oc kback maneuver, Super Breath , etc.) through an Action C heck with AV/EVs equal to the opponent 's
Swamp Thin g has thi s Power. INFLIAURA again st O V/RV s equal to the RA Ps of the successful
Mys ti c Freeze Attack. If cumul ati ve RAPs fro m thi s Actio n
Chec k equal or exceed RAPs from the Mys ti c Freeze Attack. the
opponent is released.
Range: Normal Type: Dice
Base Cost: 20 Factor Cost: 3 PLANTCONTROL
This Power all ows a Character to emit a powerful bolt of Linki AuRA
Eldritch energy from hi s body (th e bl ast no rmall y emanatin g Range: Normal Type: Dice
Base Cost: 20 Factor Cost: 6
from th e hand s or fin gertip s). M ag ic Bl as t is trea ted as a
Mysti cal Attack with A V/EVs equal to the APs of Power and Thi s Powe r all ows a Charac ter to take co mpl ete control
OV/RY s equal to the opponent 's INFLiSPIR IT.
over local plant life. A Character with Pl ant Co ntro l may utili ze
the Power towa rd a number of appli catio ns, inc ludin g:
• Th e abilit y to ca use a n appro priat e pl ant (v ine . tree , etc.)
to whip o ut o ne of its appe nd ages to att ack an oppo nent.
Link: AURA Thi s is trea ted as a Ph ys ica l Att ac k with A V/EVs equ al to
Range: Self Type: Auto th e A Ps o f P lant Co ntrol a nd O V/ R Vs e qu al to the
Base Cost: 20 Factor Cost: 6 oppo ne nt 's DEx/ BooY.
This Power allows a Character to create a fi eld of arca ne • The ability to cause an appropriate plant to wrap itself around
energy to protect hi s own body. The APs of Power are added to an op pone nt in order to res trai n him. Th is is treated as a
Grappling Attack (see page IOI ), with the AV being equal lo e liminated through the use of Last Ditch Defense (see page 99) ,
the APs of Plant Con trol and STR equal to the plant 's BODY. nor may Hero Po ints be spent to raise th e caste r's RV agai nst
• The ability to move a mass of pl ants fro m one area to another such damage .
AV/EY s of such an attempt equal the APs of Pl ant Co ntrol 3. Fina lly, the caster resolves the effects of the mimicked
while OV/RVs equ al the vo lume o f plants to be di spl aced . Power using the appropri ate rul es. Powers in voked through the
RAPs indicate the di stance the pl a nts may be moved . use of So rcery fun cli o n exact ly like the ir natu ral counterpart s
Note: Plant Control on ly controls pre-ex isting plant life. It except that thei r effects are auto mati call y considered m agica l,
does not summ on new pla nt li fe into be in g, as does Pl ant meanin g th at suc h Powe rs w ill have a g rea ter effec t ag ainst
Growth. In additi on, appropri ate pl ants mu st be present fo r a characters who are particu larly vul nerab le to magic . T hey wi ll
Character to impleme nt any of th e attac k form s prev io usly be detectable w ith the Magic Sense Powe r, and so o n.
descri bed. A Character could no t atte mpt to G rapp le so meone A Power mimi cked by Sorce ry may be used as lon g as the
with the short grass of a putting gree n, fo r instance. caster likes. Howeve r, fo r every ph ase that a mim ic ked Power is
Poison Ivy has this Power used or remains in effect, the caste r aga in suffe rs the appropriate
Mystical Bashing Damage described above.
A Sorce re r may in vo ke more tha n o ne Powe r at a time
·AuRA usin g Sorcery, but the tota l number o f A Ps the Sorce re r has
Range: Normal Type: Dice pl aced in mimi cked Powers may never exceed hi s Sorce ry APs.
Base Cost: 20 Factor Cost: S Furthermo re, the to tal AP value of al in voked Powers is used as
Thi s Powe r a ll ows a C harac ter to rap id ly in c rease the th e Effec t Va lu e w he n de te rminin g th e M ys ti c al B as hi ng
growth rates o f natu ra l pl ant li fe. AV/EVs of such an attempt Da mage suffered by a Sorce rer w ith mo re th an o ne invoke d
equal the APs of Plant Growth while O V/R Vs equal the vo lume Power in effect. Sorce rers are al lowed to d rop in voked Powers
of plants to be grow n. RAPs are instantl y added to the pl ants' at will in orde r to make roo m for othe rs.
vol ume (e ith er in creas in g th e pl a nts ' sizes o r the a rea over Exam ple: A mage with 40 APs of Sorcery and a S PI RIT o f
which they grow, C haracter's cho ice). Plants g rown through this 22 APs casts a spell mimi cki ng the Energy Blast Power with an
Power will remain grown unti l the user voluntaril y re turn s them intensit y of 20 APs (leav ing 20 APs of So rcery le ft over fo r
to their ori ginal cond iti o n and can later be cont ro lled using Plant other mim icked Powe rs). Cross-referencing an EV o f 20 against
Control. the mage's RV of 22 yie lds an "N," so the mage would suffer no
Example: A C haracte r w ith Plant G rowt h of 30 APs is Bashin g Da mage fo r cas tin g suc h a spe ll. Usin g the Ene rgy
anempti ng to use hi s Power o n a 20 A P vo lum e fo res t ( th e Bl ast costs the mage a Di ce Actio n, but he may co ntinue to use
AV/EV is 30, the OV/RV is 20/20). If the C haracte r were lo roll it as lo ng as he lik es with o ut tak in g a ny da mage ( until he
an 11, he would ne t 15 RAPs , and the fo rest could grow up to a decides to mimic one o r mo re additio nal Powers)
volume of 35 APs, at the Pl ayer's di scre tion Duri ng a later phase, the mage cas ts a spe ll mimi c king the
In additi on, a C haracter w ith Pl ant G rowth o f 15 APs or Skin Armor Power, rated at 6 APs . Cross-referenc in g an EV of
more can make a special Physica l Auack in whi ch he causes the 26 (20 fo r the Energy B last plu s 6 for the Sk in Arm or) again st
microscopic plant life which res ides in the intestines o f a li ving an RV of 22 yield s a result of 8 R APs. Eac h phase that the mage
creature to expand , thus d amag ing the opponent. The Character leaves bolh of these Powers in Effect at the ir c urre nt leve ls, he
must decide how many APs of Pl ant G rowth to use in the attack suffers 8 RAPs of M ysti cal Bashing Da mage. At the beginnin g
of any phase, he may drop on e or both Powers vo lun taril y in
(between one( \ ) and full APs). Thi s number is used as AV/EVs
orde r to avo id suffering the assoc iated d amage o r to make room
of the attac k, wi th OV/RVs equa llin g the opponent's STR/BooY
fo r other Powers.
Dependin g on the Genre Ru les be ing used (see Appendix C),
A Sorcerer m ay d upli cate as many Powers during a single
this type of attack may be conside red Killin g Combat.
ph ase as he sees fit but may o nly resolve those Powers subject to
Swamp Thing has thi s Po wer
the usual restricti ons fo und in Chapter Five under Actio ns.
Pus hing Sorcery: T he So rce ry Power may be Pu shed to
earn add iti onal APs of invokable Powers, but Powe rs mimi cked
k:AURA through Sorcery may no l be Pu shed themselves. In other words,
Range:Va ries Type: Auto a c haracter with 20 APs of Sorcery who mim ics Ene rgy B last
Base Cost: 750 Factor Cost: 10 and S ki n Armor eac h al 10 A Ps may not boost his 10 A Ps o f
Characters with the Sorcery Power have comple te control Skin Arm or. Instead, he mu st Pu sh hi s 20 APs of Sorce ry and
over the mana stream and can refocus its e nerg ies to produce a devote th e gains to the mi micked S kin Armo r
staggering variety of mag ica l results. In game te rm s, Sorcery
allows its user to m im ic the effects o f olhe r Powers, subj ecl to
certain bas ic restric1io ns. Link: \NFL
Using the Sorcery Power is co mmo nly known as casting a Ra nge: Special Type: Dice
spell, which is a lhree-step process: Base Cost: 3.5 Facto r Cost: 5
I. The caster dec ides what effec l he w ishes to achieve and T hi s Power all ows a Charac te r to commun icate with " the
de lermi nes whi c h Power most cl ose ly rese mbl es th at e ffec t. Green," which is the massive collec tive co nsc iousness shared by
Powe rs invoked throu g h So rce ry mu st be a pp roved by th e a ll p la nt s in th e DC U n iverse. S pea k W ith P la nts has t wo
Gamemaster before they can be used. The Pl ayer or the GM may primary appli catio ns:
also de1ermine what Bo nu ses o r Lim i1a1io ns o n lhe se lected • Th e C haracte r m ay ca ll upo n th e G ree n to t rack d ow n a n
Powe r are appro pri a te fo r lhe des ired effec t, such as casti ng indi vid ua l or o bj ec t located anyw here o n the surface o f the
Invisibil ity with the Usable o n Others Bo nu s. Earth . AV/EVs of such an atte mpt eq ua l the APs of Powe r
2. The Sorcerer deci des how many APs o f Sorcery to use while OV/R Vs eq ual the distance between the C haracte r and
while in vo kin g the effec t (a n yw he re bet wee n I AP a nd th e the targe t so ug ht. Th e ta rge t of th e searc h mu st be we ll -
caster's full APs of Sorcery). Sin ce spe ll casti ng is ex treme ly known to the user.
taxing on the psyc he, the caste r mu st the n immedi ate ly cross- R A P s a re s ubtr ac te d fro m th e dis t a nce be t wee n th e
reference the nu mber o f A Ps o f Sorcery he is in voking (as an C haracter and th e targe t to de termin e how lo ng the searc h
EV) agains t his SP IRIT (as an R V) o n 1he Result Table. The las ts (dow n to a minimum o f O A P s or 4 seco nd s) . Th e
result ing RAPs (i f any) are immed iately infli cted upo n the easie r C haracter using Speak W ith Plants need not re mai n in ac1i ve
as Mystica l Bashi ng Damage and subtracted fr om his Current whil e the sea rc h is in prog ress; the G reen will co ntact the
SPIR IT Cond itio n. Damage ea rn ed in thi s fas hion m ay not be C haracter whe n it has found the target.
Example: Swamp Thing has Speak With Plants of 25 APs. A victim of Spiritual Drain ma y not he drained again until
If he is in California and wants to locate Abby Cable. who is th e o ri g in al e ffec t ceases. A Cha racter's SPIRIT ca nn ot be
so mewhere near Houma. Louisiana (22 APs away). he wou ld elevated to higher than hi s normal AP through the use of
need to make an Ac ti o n Check with an AV/EV of 25/25 Spiri tual Drain, whil e an o pp o nent ' s ma y ne ver be
agains t an OV/RV of 22/22. If Swampy rolled an 11. he red uced to less th an ze ro (0).
wou ld rece ive 10 RAPs and it wo uld take the Green 12 APs
of time (2 2+ 10). or four hou rs to locate Abby.
Once the Green has located a target. it ca nnot co nstantl y TRANSMUTATION
monitor that target. Takin g the exa mpl e. if Swamp Thin g link; AURA
trave ll ed to Loui siana. the Gree n could not tell him Abby's Range: Normal Type: Dice
exact lm:ation had she moved. Swamp Thing would need to Base Cost: 1S Factor Cost: 8
make anothe r Actio n Check to relocate Abby This Power allows a Charac ter to perman en tly tu rn any
• Seco nd. the Character may ca ll upon the Gree n fo r in forma ti on element or compound into any other element or com pound. To
about a g ive n area. A V/EVs are aga in equal to the APs of be affected by Transmu tati on. an elemen t nr co mpou nd mu st be
Powe r and OV/RVs are equal lo th e di stance betwee n the 909r pure: impurities remain un changed
Character a nd th e area in que s tion. RAP s ar e used to To utili ze Transmutati on, a Character mu st make an Action
de te rmin e th e a mount o f tim e that th e qu e ry tak es as Check with AV/EVs equa l to the APs of Power aga inst OV/RVs
pre viously stated equal to the substance's BoDY/Brnw (the B ODY of most gasses is
In thi s case. ho wever. RAPs also equal th e number ot 0). RAPs indicate the vo lume of the chosen material \\· hi d1 ma\
Knowledge Po ints g,1ined. One RAP genera ll y in dicates the be tran s mut ed. C hanges wro ught throu g h usc o f th C
Character rece ives a fu zzy impress ion of the area; RAPs equa l Transmutation Powe r are permanent un less nega ted hy anothet
to 1/2 RV indicate a fairl y detail ed picture ; and full RV RAPs use of the Power. Transmutation will not fun cti on on orga ni c
indicate a crystal clear view of the location. (li ving) ma11er. ~
For Speak With Plants to fun ction. plant life mu st ex ist Additio na ll y. so me e lemellls and com pound:-. arc more
around th e indi vidual or object so ught or the area subj ec t to diffi cult to trn nsmute th an oth ers. In these t.:.tses. refe r to th e
inquiry. If the plant life around the target is sparse, th e OV/RV U11il'ersal ModUler Clum fo r approp riate OV/RV Column Shift
of all attempts suffer +2 Colu mn Shift modifiers. modifiers. Ex amples folhl\\
Bes ides th e Swu mp T hin g. Floro of the Ne w Guard ians
also ha s th is Power. Plexiglas, (+2) - Difficult. Plexiglas, has a BooY of 8

SPIRIT TRAVEL Oxygen to Nitrogen (+3)- Strenuous. Turning all of the


Link: AURA oxygen in an area into nitrogen is a common tactic
Range: Self Type: Auto emvloyed to knock opponents unconscious._ If
Base Cost: 20 Factor Cost: 2 Transrnutat(OQ is successful , all Characters 111 the affec ted
Thi s Power allows a Character to separate the spiril from area are Physically Attacked with an AV/EV of 7/7 against
hi s or her body. The spirit may then travel at a speed eq ual to the an OV/RV that is equal to each Characters BOD Y/BODY.
Character's APs of Spi rit Trave l. A se parated spirit can on ly •Multi-Attack penalties do not apply. Skin Armor does not
obse rve the physical plane and ca n make no attacks, but it can affect such an attack but a Character with Sealed Systems
eas il y pass through any ph ysical obs tacles. A separated sp iri t is may add the APs of Power to his RV.
subj ect onl y 10 Mysti cal Attacks from the non-S pirit world wh il e
in thi s state. Howeve r. such a Character is subj ect to nll normal Glass (+4) - Extreme.
effe cts (Ph ys ica l. Me ntal. and Mys tical ) from oth er Sp irit-
Trave lling Charactc rs while in thi s state. ~'"_ Asbestos (+S)-Pushing the Limit. An article of clothing
Whi le th e spirit is se parated. a Character·s body is left Transmutated into asbestos will provide the wearer wi th 6
barel y ali ve ( ii ca nnot mo ve and possesses no consc iousness). APs of Flame Immunity.
Th e bod y remain s susceptibl e to Ph ysi cal damage during !his
tim e (althou g h the bod y's no rm a l Ph ys ical de fe nses remain Plutonluln (+6) - Herculean. Any and all plutonium created
act ive and th e Charac te r may burn Hero Point s 10 re move through use of the Trans mutation Power may become
inflicted dam,H!e) •unstable and explode with each RAP from the
If a C ha;a cter's bod y is des tro ye d whil e th e spirit is ·.Transmutation attempt equal to I AP of Bomb Power.
sepa rat ed. th e spirit will be trapped in its free stat e and wi ll
begi n 10 di ss ipate at th e rat e of I AP of SPIRIT per da y until Kryptonlte (+7) - Beyond the Limit.
it di es (reac hes a negati ve SPIRIT: a se pa ra ted C harac ter
wi th a normal SPIRIT of 7 APs wou ld di e upon reac hin g -8 Jan Arrah (Elemen t Lad) has thi s Po wer.
APs of Srrn1T).
VAMPIRISM
SPIRITUAL DRAIN Link:AURA
link:AURA Range: Normal Type: Dice
Range: Touch Type: Dice Base Cost: 35 FactorCost:9
Base Cost: 15 Factor Cost: 8 This Powe r all ows a C haracter to tran sfer APs of BODY
This Power all ows a Characte r to absorb the APs of another from an op pon e nt to hi s ow n BODY. Such a n attemp t
Character's SPIR IT. An opponent mu st be touched for Spiri tu al requires an Act ion C hec h: with AV/EVs eq ual to the APs of
Drain to take effec t. To use thi s Powe r aga inst an opponent. a Powe r and OV/RVs equal to th e opponent's DEx/801))';
Character mu st make an Acti on Chec k wit h AV/EVs eq ual to RAP s equal th e number of APs tra ns fe rr ed th rough th e
hi s DFx/APs of Spi ritu al Drain agains t OV/RVs equal to th e Vampiris m all ack
oppo nent' s DEx/SPJR ll APs tran sferred throu g h use o f Vampi ri sm wi ll repair
If this atl e mpt is SlH: Cess ful. RAP s ar c te mp ora ril y damage a Cha racter ha s re1:eived. Hmi,.'eve r. the total Bo1w of a
subcraded from the opponent's SPll{IT and added to the allacking Character may neve r rise above hi s normal AP level th rough th e
Character's SPIRIT. Th e Spi ri tual ly Drained APs will remain of thi s Power. A fully heale d (P hys ica ll y und ama ged)
transfe rred in th is way for a number of phases eq ual to th e still use Vampiri sm as an attack for m to damage
Character\; APs of Power an opponent
VOODOO Weather Condition Weather Level
Link:AURA PRECIPITATION Drought
Range: Normal Type: Dice Dry
Base Cost: 20 Factor Cost: 3 Muggy/Damp
This Powe r allows a Character to inflic t Physical damage Rain
upon an opponent by causing similar damage to a magical do ll Monsoon
which con tai ns an item belonging to the opponent (a lock of
hair.a piece of clothing. etc.). TEMPERATURE Record Cold
Use of Voodoo is a Myst ical Auack wi th AV/EVs equal to
Cool/Freezing
the APs of Power aga inst OY / RV s equa l to the opponent·s Mild
INFtlSPJRIT. RAPs are always taken by the opponent as Ph ysica l
Hot
dama!!:e and arc subtracted from the opponent· s BODY.
Record Heat
ACharacter with Voodoo can create a suitable voodoo do ll
in one minute ( 15 phases) pro vid ed he has access to an item
WIND Still
which bel?ng s to the oppone nt. If the attac~ing Charac~er is
Slight Breeze
separated from the doll. the voodoo effects wi ll cease until the
Windy
doll is rernvered
Gale
Houngan· s Computer Feti sh grants him thi s Power
Hurri cane
Tornado
WATER ANIMATION
Unk:Aura
Range: Normal Type: Auto
Special Powers
Base Cost: 25 Factor Cost: 8
This Power allows a Charac ter to summon into ex istence an OMNI-POWER
actual creature of li ving water who will fol low the Character's Link: Special
instruction s for a length of time eq ual to the Character's APs of Range: Varies Type: Auto
Water Animation. At the end of thi s tim e. th e crea1ure will Base Cost: 500 Factor Cost: 10
disperse into normal water This Power allows a Character to possess awesome co ntro l
A Character using the W,uer Animation Power divides the over the forces of the uni verse. Such a Charac1er·s Powers and
APs of Power into two numbers as desired. The firs! numbe1 abi liti es are limited primarily by th e Charac1cr·s own
serves as the water crea ture·s DEX . STR. and BOD Y while the 1maginatmn.
second number se rves as the creature's l NFL. AURA, and SP1R n APs of Omni-Power can be used to mimi c any Power or
against Mystica l Attacks. Water creatu res do nOI possess Mental Skill at any time. Whene ver Omni-Power is in voked. howeve1
Attributes. and are therefore immune to Mental Attacks. 1he Character mu st pay a Hero Point fee eq ual to the Base Cost
The water cremu re occupies a volume equal lo its APs of of the Power or Sk ill mimicked. A Character can mimic several
STR and moves at a Speed e4u al to its DEX. In addition. an Powers or Ski lls at the same: lime but mu st di vide hi s APs of
animated water creature suffers a -2 Column Sh ift modifier to its Omni -Power as de sired betwee n these Powers/Sk ill s and pay
RV when defending aga inst co ld- and heat-based allack s. eac h Base Cost.
Powers and Ski lls mimi cked wi th Omni-Powe r are onl y
WEATHER CONTROL available to th e Characte r for one hour ( 15 APs). follow in g
Unk:INFL which time the Character must again pay th e res pec ti ve Base
Range: +S Type: Dice Cost fee for co nt in ued Power/S kill use. A Character can
Base Cost: 25 Factor Cost: 8 automati ca ll y cancel the ava il abil it y of .iny mimicked
Th is Power allows a Character to manipulate and control Power/Skill to pro vide for the use of another
0 Note that Omni-Power is in a specia l Powe r class ification
~a;:r;,~sc~~; ~c~~it;e:t7~v~:eqi!·1 :t~~:e~~ ~r~~:iu:,;iin~\~ in and of itself: it is not a Phys ica l. Mental. or Mystical Power.
base OV /RV s of 0/0. Fin al OV/RVs to a Weather Control Omni -Power ma y be linked to o ne half a Char;H.:ler's WILi.
attempt are modified accord ing to the follow ing tab le. C.ilculate (rou nd fractions down)
the pre~e!n weather conditions by a~din¥ the "Weather Levels" Example: Hal Jordan' s Power Ring possesses linked
of prec1p11.1tion. temp~ratu re. and w~nd !or current weather. The Omni-Power. Sin ce Hal' s Will is 25 APs. he has I~ APs o!
diffe rence between thi s calc ulated ti gure and the total Weather Omni-Po wer (25 / 2 = 12 l/2. rou nded down to 12). If Hal late1
Le vels of 1he condi ti on 1he Characte r dec ides is the number of increased hi s WILL to 26 APs. hi s Omni-Power would increase
Column Shifts made to the OV/RV of the attempt. from the base to 13A Ps(26/2= 13)
OV/RV of 0/0. If Gree n Lantern wished 10 use hi s Ring to turn him se ll
Example: Central City is curren tly ex periencing Dry. Cool invi sible. he could automaticall y use Om ni -Powe r to mimic 1~
weather with a Slight Breeze off the lake (total Weather Level of APs of In visibilit y; doin g thi s wou ld cost Gree n Lanlern 45
2 + 2 + 2 = 6). A Characte r wants to change these conditions to
Hero Points (the Base Cost for Invis ibility). Lantern could then
Monsoons with Record Hea t and Tornadoes (Weather Leve l of 5
rema in in visible for one fu ll hour. after whi ch lime he mu st
+ 5 + 6 = 16). In this case. the OV/ RV wo uld recei ve +10
Colum n Shifls ( 16 - 6 = 10) from the base 0/0, mov in g it to the again pay th e 45 Hero Point Base Cost to co ntinu e th e
22to~..J.Column In visibility for anot her hom
RAPs from a Weather Contro l attempt indicate the length
of time (in APs) the mod ified weather wi ll persist. although a SELHINK
Charac1e r has the option of automati ca ll y returning conditions to Link: None
normal al anyt ime. Range: Self Type: Auto
A<ld itionall y. a Character usin g Weather Con trol to crc:.ite Base Cost: +SO Factor Cost: N/ A
hurricane force winds can attack opponents wi thi n Range as ii Self-Link is not a di stinct Power whi ch fun ctions alone:
he possessed APs of Air Control equal to hi s APs of Weather rather ii is purchased in co njunct ion with another Power and
Control. Similarly. a Character who summons mon soons can allows a Charac ter to assume an actual form related to tha t Self-
attack opponents in Range with APs of Weather Control (such Linked Power. Unless the Self-Linked Power is purchased with
a11acks arc at -2 to AVs for uncontrolled lightn ing bolts). the Power Always On Li mitation . the Character may free ly

115
sw itch fro m norma l to Se lf- Linked fo rm by using one Automat ic
Actio n. Se lf-L ink automaL ica ll y adds 50 Hero Points to the Base VII. Skills
Cost of th e Powe r w ith wh ic h it is purchased. Th e Characte r Like Powe rs, Sk ills are special abilities whi ch are measured
does not purc hase indi vidual APs of Se lf-Link. in APs. The di fference betwee n Powers a nd Skil ls is that Powers
There ex ists a limit ed numbe r of Powe rs whi c h may be are ge nera ll y onl y possessed by super~humans, whereas nearly
Self-Linked . These Powers are: any norma l human can possess a Sk ill . A loc ksmith might have
PHYSICAL: Ac id , Bomb, Darkness, En e rgy Blast, Flash, a few APs of th e Locks and Safes Subskill of T hi ef. while a
Fog, Lightning. and Projectile Weapons doctor would possess the Medicine Ski ll.
MENTAL: Warp.
MYSTICAL: Plant G rowth and Spirit Tra vel.
The effects of Self-Linking these previous ly- li sted Powers Format
are as follow s: Ski ll s are prese nted usin g the same format as Powers. Each
Attack Powers: (Ac id , Darkness, Energy Blast, Flash, Fog. S kill is given a Link ALtribute. A Base Cost. and a Factor Cost.
Li gh tnin g, And Wa rp). The use r ca n become a li vin g be in g T he Ra nge of all Skill s is "Self' and a Skill's "Type" is a lways a
co mposed of the attac k form (i.e., Se lf-Linked Acid C harac te rs Dice roll , unl ess otherwise indicated.
are Ji vin g poo ls of acid w hil e Se lf-L inked Flash Characters are Note: If th e Sk ill 's L ink Att ri bute is follow ed by an
li ving ba ll s of light ). Such C harac ters possess the ir Se lf-Li nked aste ri s k c:=), no po rt io n of th a t Skill may be attempted in
Power at a Ran ge of To uc h (if t he use r wishes to project the "U nskill ed Use'' (see exp lanati on fo llow in g).
Power at its norma l Range, he must purchase the Powe r twice:
once with a nd o nce w ith out the Se lf-Link). Characters wi th Se lf-
Linked Powers can move at a pe r phase rate eq ua l to one half Unskilled Use
( 1/2) the ir APs of Se lf-Linked Power. A Charac ter can oft e n attempt to use a Ski ll or Subskill ,
C h arac ters w ith Self-Linked attack Powers possess no eve n if he has not ac tu a ll y purc hased that Sk ill/S ub skill. A
sp ec ia l p ro tec ti o n agai ns t attack. Thu s, Se lf- Link ed Fog Charac le r who is alte mpting Unskill ed Use must substitule hi s
Characte rs can s till be dama ge d by pun c hes a nd g un s hots Link Attrib ute for the APs of the appropriate Ski ll and add +2
normally , unl ess they possess the Dispersa l Power as we ll. Co lumn Shifts to the OV and RV of the ac ti on.
Bomb, Projectile Weapo ns: T he user is able to ex pl ode hi s Sk ills w hich ha ve th e ir Link Attributes fo ll owed by an
ow n body at w ill (Se lf-L inked Proj ect il e Weapo ns Cha racters asteri sk ("*' ' - such as Marti a l Arti st) can neve r be attempted
fire away pi eces of the ir ow n bodi es). After "explodi ng," the through Unskilled Use. Particular Su bskill s whi ch may not be
u se r can a u to ma ti ca ll y re for m hi s body in s ta ntl y at th e atte mpted in Unski ll ed Use are de noted wit h asterisks prior to
beginning of lh e next ph ase, o r re ma in di scorporate for a the Subsk ill 's li sting (o ne example wo uld be* Forensics)
max imum le ngth of time (in APs) equal to hi s APs of the Self- Exampl e: A Character with an INT of 7 who doe s not
Linked Powe r. Charac te rs tota ll y discorporate as a res ult o f thi s possess the Gadget ry Ski ll is attempti ng to ide ntify a Gadget. ~n
Powe r (utili zing mo re APs of Bomb/ Projec tile Weapo ns than Ac ti on whi c h the GM dec ides has an OV/RV o f 5/5. In thi s
their o wn Boovs) are immun e to Ph ys ica l Att ac k. Howeve r. case, th e C harac ter wou ld use hi s INT as the AV/EV of the
such C haracters cannot perform any Dice Actions during the Ac ti on Check and woul d rece ive a +2 Co lumn Shift penalty to
phase in whi c h they reform t he OV/RV. re s ultin g in a n effective OV/RV of 9/9. Th e
Characters who ha ve SeJf. Linked these two Powers do fu ll Character ma y still op t to spe nd Hero Po int s to in c rease hi s
normal damage upon explosion AV/EV whe n making an attempt at Unskilled Use.
Plant Growth: These Characters can become li vin g plant
masses who can control the size of the ir ow n bodies through the
use of the Self-Linked Pl ant Growt h Power (Ph ys ical stati stics Subskills
do not alte r unl ess Charac te rs possess the Growth Pow e r as
we ll ). Self-Linked Plant Growth does 1101 cause othe r plant s to Finally, each Sk ill li sted consists of two or more Subski ll s,
grow (as does the Plant Growth Powe r itse lt). indepe ndent ab ilities which are related to that partic ular Skill . A
A C haracter who possesses bolh Se lf-Linked Plant Growth Characte r wi th a certain number of APs in a Sk ill automati cally
and Self-Link ed Spirit Travel can leave hi s plan t body and grow has th at many APs in all of the Subskill s.
a new body in any locati on reached by hi s spi rit pro vided the A Character can exc lu s i ve ly pur c h ase o ne or more
destin ation possesses pre-existing pl a nt li fe. Subs kill s w ith o ut purc has in g the e ntire S kill to wh ic h the
Spirit Travel: The C harac te r ca n become a di se mbodi ed Subskill s re late. For exa mpl e, a C haracte r could purchase the
s pirit w ith no ph ys ical bod y. He ca nn o t be Ph ys ica ll y or A nal ysis Subski ll of Scient ist by it se lf. mea nin g the Character
Me ntall y Attac ked, except by othe r Spi rit T rave ling Characters: co ul d no t use hi s sc ie ntifi c abiliti es to Dra w Plan s. Th e
nor can he make such attac ks. advantage to thi s option is that purchasin g indiv idua l Subsk ills
Note: SeJf.Link ed Characters a re always susceptibl e to is c heaper than purc hasin g an e nlire Sk ill.
a ny spec ia l vulne rabiliti es inhere nt to their Se Jf. Linked for ms When purcha sin g indi vidual Subsk ill s, subtract one from
(Se lf- Link ed Plant Growth Characte rs suffer damage fr om th e Ski ll ' s Factor Cost for each Subski ll the C haracter is unab le
defo li a nts, Se lf-Linked Li g hlnin g C harac te rs suffe r d a ma ge to use. De tective ( Law) by itself, for examp le, would have a
fro m waler.etc.) Factor Cos t of 3 (normal Factor Cost of 7 minu s 4 Subski ll s)
whi le Weaponry ( Firea rm s. Me lee Weapo ns) wo uld have a
Facto r Cost of 3 (norm al Fac tor Cost of 6 minu s 3 Subskills).

Link: DEX
Range: Self Type: Dice
Base Cost: 15 Factor Cost: 7
Acrobatics is composed of three se parate Subskills; these
are Climbing. Dodg in g, and Gymnastics
Climbing e n a bl es a Characte r to cli mb wa ll s , t rees .
building s, e tc. Guide lin es fo r determi nin g th e O V/RV of
C limbin g attempts ca n be found on thefo ll owing chart:
Object Climbed - - - - - -ov11>.11 A Ch ara cter w ho ha s made a successful R idin g Ac ti o n
Chec k will not lose control of the mount unless an attac k upon
Tree 3/3 the animal is made whi ch e ither knocks the beast unconscious or
Telephone Pole 4/4 rece ives RAPs whi ch exceed the C harac ter's APs o f Ridin g.
Brick Building 6/6
Shee r Cliff 8/8 ARTIST
Glass and Steel Skyscrape_r _ _ _ _10_11_0 _ _ link: INFL"
RANGE: Self Type: Dice
A C limbing Ac Li on C hec k mu st be made prio r to th e Base Cost: 5 Factor Cost: 8
climbing attempt. If thi s Actio n C heck fa ils, the Character will Th e A rti s t S kill h as seve n S ub s kill s: Ac to r, Da n ce r,
fa ll when he reac hes th e ha lfway po int of the surface ( I A P Mu sician, Painter, Photographer, Sculptor, and Writer, each of
be low the surface's total he ight). The APs of C limbing equal the which has the potenti al to please an audience. A Hostile group
di stance (in APs) a Character can trave l in o ne phase (w ith a does no t co ns titut e a n aud ie nce; th ese S u bs kill s w ill o nl y
max imum of 3 A Ps unless the Character has the Superspeed impress willin g and interested viewers.
Powe r, in whi ch case the climbing speed eq ua ls th e A Ps o f Wh e n a C h arac te r uses A ni st to pe rfo rm o r produ ce a
Acrobatics or S upe rspeed, whi chever is Lower). work , O V/RVs are at 4/4 unless perfo rm ed o r produ ced fo r a
* Dodging enables a C ha racte r to avo id a bl ow o r o the r
spec ifi c person, in which case that person 's INFLIS P1R1T acts as
Ph ys ica l Attac k. In order to use th is S ubs kill, th e Pl aye r mu st
OY/ RV s. If th e perso n possesses the Arti st Sk ill , th e APs of
ch oose the D o d ge m a n e u ve r in co mb a t (see p age I 04 ).
Arti st will act as O V/RV to the attempt. Multi -A ttack penalti es
Instead of rece ivin g a + I Column S hift bonu s to hi s OV fo r a
fo r Arti st attempts are not appl icable. RAPs o n an Arti st atte mpt
Dodge, a C ha rac ter w ith thi s S ub s kill may add the APs o f
indicate the fo ll ow in g effects:
Dodging to hi s OV.
* Gymnastics enabl es a C haracter to perform ro lls, tumbles,
nips, etc., and also all ows a C haracter to jugg le. This Skill gives 1-2 The performance or work is accepted.
no benefi t in co mb at but will rea dil y im p ress a cro wd . A n 3-5 The perfo rmance or work is well received.
Ol ympi c gy mnast would possess 6 or 7 APs o f thi s Subskill. 6 -9 The arti st receives critical acclaim (equal to a g,tandin
A no rmal tumblin g ro utine has O V/R Vs o f 2/2 whil e an ovation if it is a performance).
Olympi c-ca li ber routin e has OY/RY s o f 6/6 10+ The arti st g ives an immortal performance or creates a
W he n a C h a ra cte r is att e mptin g to ju gg le, eac h ite m masterpiece which the audience will neve r forget.
beyo nd the third add s + I Co lumn Shift to th e OY/RY of the
attempt. The base O Y/RV is 2/2. An attempt to juggle fi ve items An audi e nce whi c h li ked a C haracte r 's pe rfo rm ance o r
wo uld have a n OY / R V in the 5 lo 6 Co lumn . T he OV / R V work will be Friendl y toward the Arti st. Utili zing Arti st in thi s
shoul d be in creased by +2 C olumn S hifts if the item s are o f fashi on during combat will be ineffectual.
differen t ba lances and we ights, such as jugg lin g tooth brushes A C haracter sho ul d re membe r that great works of art are
and bow li ng ba ll s. Pos iti ve RAPs ind icate th e C haracte r may not produced hourl y. Whil e no fixed time-ex ists for the fruition
successfull y jugg le the items for a leng th o f tim e (in APs) equal o f ge niu s, a stand ard g uid e lin e is two mo nth s (2 1 APs) per
to the RAPs o f the Acti on Chec k. maj o r w ork. Sa le abl e a rt wo rk s m ay be pr o du ce d in th e
If a C haracter who is perfo rmin g fo r an interested or neutral minimum times li sted in the fo ll owin g Subskill s:
crowd receives 1-2 RA Ps, the audi ence was pleased ; 3-4 RAPs Actor gives the C haracter th e ability to act in dram as and
mea ns th ey loved th e p e r fo rm a n ce; a nd 5 o r m o re R A Ps beco me ad e pt at po rtra yi ng man y di ffe re nt pe rso nae. T h is
indi cates that the audi ence burst into frenzied appl ause. eight o r Subskill may be used to di sgui se a C haracter, in whi ch case the
more RAPs ga in ed indi cates a trul y e lectrify in g perfo rm ance APs of Actor serve as the O V/RV against a Percepti on C hec k to
that will be remembered fo r years. detect the impersonati on. RAPs indicate the degree to whi ch the
o ppo ne nt is abl e to see th ro ug h th e di sg u ise if a t a ll. See
J(NIMAl HANDLING Perception Checks (pag e 107) fo r more informati on
link: INFL A C haracter who uses Actor to impersonate a well -know n
Range: Self Type: Auto/ Dice fi g ure rece ives a +2 Co lumn S hift modifi er to th e O V. T he
Base Cost: 5 Factor Cost: 4 impe rso nati o n o f a ge ne ri c indi v idu a l, s uch as a g uard at a
T he Anim a l Ha nd lin g S kill has two S ub s kill s: A nim a l military install ati on, receives no O V modifier. Use of the Actor
Training and Ridin g. The Animal Trainin g Subskill of Animal S ub sk ill does 11 0 1 prov id e a C haracter wi th a ny in fo rm ati o n
Handling cann ot be used Unskilled . know n by an impersonated Character, such as password s or hide
* Animal Training enables a C haracter to train animals with out locati ons.
which he has dail y contac t. O V/ RVs fo r an Anima l T ra inin g The Actor Subsk ill may also be used to penetrate a di sgui se
anempt eq ual the animal' s INFL/S PI RIT. RAPs re flect the number or to res ist being foo led by another C harac1er usin g the Acto1
of sim ple co mm ands the anim al may be tra ined to perform (such Subs kill. In such cases, th e APs of the Actor serve as A V/EVs
as "attac k," "fetch," "scout ahead," and "fin d ho me"). and O Y/RV s, respecti vely.
A comm and mu st be simpl e eno ugh fo r an animal to act Dancer allows a Character to perfo rm intri cate dance routi nes
upon it w ith its nati ve ability. A co mmand such as " program the in a num ber of styles, inclu din g ballroom, j azz, ba llet, etc.
nav igatio nal com puter with att ack coordin ates" g iven to a pet Musician e nables a C harac ter to s ing a nd p lay mu s ica l
monkey, fo r exa mpl e, would result in ra ndom monkey moti ons instruments.
at the conso le of the nav igatio nal co mputer. Painter in c lud es a ny o f th e g ra phi c art s; co mi c boo k
Fo ll ow in g a s uccessful Anima l Trainin g ro ll , an a nim a l illu strators wo uld fit into thi s catego ry. Each pa rti c ul ar wo rk
mu st be train ed fo r o ne full week ( 18 APs) . .O nl y one animal attempted by a C harac ter is a separate action and takes at least
may be trained at any given time and onl y o ne training attempt o ne week ( 18 APs) to complete.
may be made per week. If so des ired , a C harac te r with thi s Photographer is th e art of crea ti ng ph otog ra phi c works.
Subskill may train an animal to carry him , provided the animal Fas hi o n pho tog raph ers and film direc tors would fit into thi s
is of suffic ient size and strength . category.
Riding enabl es a Character to ride any sort of animal that Sculptor in c lud es th e c r ea ti o n o f a n y thr ee-
has bee n tr a in e d fo r th a t pu r pose. T hi s ty p e of ridin g is d im e ns io nal fo rm o r a rt. Eac h p a rti c ul a r wo rk att e mpt e d
Automati c . If the animal is untrained, the O V/RV of the Riding by a C ha rac ter is a sepa rate Act io n a nd ta kes a t leas t o ne
attempt equals the DEx/STR o f the animal. wee k ( 18 APs) to co mpl ete.
Writer enab les a C haracter to produce nove ls, screenplays, • Counterfeit Recognition enables a Character to idenlify
comic books, prose, poetry, or any olher creation in vo lving the phony money, fake art, forged signatures, o r anything that is a
written word. Each particular work attempted by a C haracter is a fr audul e nt cop y. The AV/EV of a Counterfeit Recognition
separate Action and takes at least o ne week ( 18 APs) to complete. atte mpl is equa l lo the C haracte r's APs of Detective while the
OV / RV is equ al to the RAPs of the Thi ef (Forgery) Check
whi c h made th e object being identified. If thi s Check gains
Link; INFL"' posit ive RAPs, the object is un covered as a fake; ot herwise, the
Range: Self Type: Dice Character believes the arti cle to be ge nuine.
Base Cost: 20 Factor Cost: 6 • Identification Systems enables a Character to verify the
C hari sma has three Subskills: lnterrogalion, Intimidation, identi ty of ano lher Character from fingerprints, retinal or voice
and Persua sion . The use of Charisma is ofte n a struggle of pauerns, etc. if he has access to the proper equipmen t. If the
Menta l o r Myst ical strength made between Characters. target Character is unknown by any auth ori ty, there exists no
A Character wi th Charisma can use hi s APs of the Skill as cha nce to identify him through Identifi cati on Systems.
both the AV and EV for all Character Int eracti o n attempts in The AV/EV equals the Character's APs of Detective while
place of the usual INFL/AuRA. To use Charisma in thi s manner, a OV/RVs equa l the Thief Skill of 1he target Character. Pos iti ve
C harac ter mu st possess the a ppro priate Chari s matic Subskill RAPs re vea l th e identity of the C haracter sough t.
whi ch corresponds to the lype of Character lnlerac tio n wh ich is • Law enables a C harac ter to e xe rcise jurisprudence to free
being attempted (see page I09). him self and/or friends from lega l constraint s. The AV/EV of
such atte mpt s equals the C haracter' s APs of Delective, whi le the
OV/ RV eq uals the APs of Law of the opposing lawye r.
Link: INT OV Column Shift modifiers apply to Law atte mpt s as
Range: Self Type: Dice fo llows: +6 Columns when lhe defendant is blatantly gui lty: +3
Base Cost: 1 O Factor Cost: 7 to +5 if the defenda nt has been framed (if the framing Character
The Detect ive Ski ll possesses five separate Subskill s. these is ex posed, 1he OV modifier becomes a -2 Column Shift for Law
are C lu e A na lys is, Coun te rfe il Reco gnit ion, Identification use). An innoce nt defendant who has not been framed receives a
Systems, Law, and Po li ce Procedure. - I Col umn Shift modifier.
Clue Analysis is th e a bility to glean information fr o m Positive RAPs o n any Law attemp t indi ca te successful
physica l c lues left by a crim e o r criminal. RAPs equal the defen se o r prosecutio n.
Knowledge Points gai ned, and so me pieces of information may • Police Procedure enables a Character to avoid both police
requi re more Lhan a single Knowledge Po int to uncover. co nfli ct and sec uril y. For example, suc h a Character could
There is a three-tiered clue structure to the reve lat io n of any apprehend felons and gain access to a crime scene without being
c lu e. Each step co nta ins a piece of inform at ion and ha s a arrested for interfering with an investigation.
Know ledge Poi nt tota l necessary to reac h it. O nce a step is A Character with Police Procedure will be on Friendly or
reac hed, all information avai lable in preceding steps is Neutra l terms with the police unless th e C harac te r has the
automatica ll y awarded as well. Mi stru st Drawback. This Subs kill may be substitut ed for Lh e
Revelation of info rm ation from a C lu e Analy s is is AV/E V of Pers uasion when dea ling with law e nforce ment
dependen1 upon how many RAPs the Analysis gained: I RAP personnel.
( lillle inform a tion), 1/2 the RV in RAP s (a good deal of
informati on), or Full RV RAPs (everythi ng there is to know GADGETRY
about the clue). Link: INT
A V/EV s to a C lue Analysis equal a Character's APs of Range: Self Type: Dice
Detective w hile OV/RV s vary depending on th e si tuation ; Base Cost: 25 Factor Cost: 8
normall y these are either the )NT/M IND of the criminal leavi ng Gadgetry is th e abi li ty to build, ide nt ify. and use
the c lue or 1he criminal 's APs of Thief Skill. tec hno logical de vices. The Gadgetry Skill consis ts of tw o
Exa mple: A police deteclive with Detecti ve of 3 APs finds separate Subskills: Build Gadget and Iden tify Gadget.
a c igarenc holder th at has the fo llowi ng clue structu re: "'Build Gadget enab les a Character to design and build new
Gadgets. For furth er informatio n on the Gadgetry rul es and how
Knowledge Points Clue to build Gadgets, see Chapter Seven.
Identify Gadget allows a Character to identi fy the functions
I RAP A
of an unknow n or unfamili ar Gadget. Identifying a Gadget is a
l/2RV B
normal Dice Action, using the Character's APs of Gadgetry as the
Full RV C
AV/EV and the Gadget's sin gle hi ghest AP va lue as the OV/RV.
OV/RVs to th e cigare ll e holder c lue are at 3/3. The Attempts by a Character to identify a Gadget whi ch is the
detec tive rolls an I I. succeeding but with no Column Shifts. The product of an isolated or alien technology should be modified by
detec tive receives I RAP, suffi cient informalion to di scover A, the Universal Modifier Table. An attempt to identify a device buih
the first clue, but I AP short of cl ue B. The detective di scovers by a lie ns who are remark ably similar to human s mi g ht be
that the c igarene holder is a style used exc lusively by women. Difficult , while an auempt to identify a dev ice constructed by
Batm a n. wi th a De tec ti ve of 12 AP s. find s the sa me a li ens so d ifferent from humans that th eir tho ught palterns are
ciga re u e holder. Batman roll s a 13, s ucceeding w ith tw o comp lete ly in compre he nsibl e to Lhe hum an mind mi g ht be
Column Shifts a nd receivi ng 12 RAPs. more than e nough to Beyond th e Limit.
unra ve l the entire clue. If a Character auempt in g s uch identificat ion rece ives I
Batman di scovers that: RAP. he possesses a rudimentary understanding of the dev ice
(A) This style of cigarette holder is used exc lusive ly by women. and can operate it with a +3 Column Shift modifier lO all of its
(8) The ciga rette holder has a narcotic residue and a small tube funclion s. If the Character receives RAPs eq ual to one half ( 1/2)
run s lhe length of the mouthpiece in which the re are traces of the RV of th e Id ent ify Gad ge t a llempt , he unders tand s the
a deadly poiso n, and dev ice and can control all of its functions without pe na lty.
(C) The mouthpiece det ac he s fr om the res t of the holder, If the Characler rece ives RAPs equa l to or greater than the
pres um ably to load the poiso n tube; the poi son has an herba l RV of the Identify Gadge t attempt , he completely understa nds
base, which suggests the invo lvement of Batman' s o ld enemy. the de vice, can co ntrol its fun cti ons without penalty, and ca n
Poiso n Ivy. even modify o r repair the item. if necessary.

II
Eri:
Base Cost: 25
MARTI:~., Dice
Factor Cost: 6
AV/EV of such an attempt equals the Character's APs of
Medicine Skill, while the OV/RV equal s 414 for a body dead
one week to six months, and 10/10 for a body dead more than
six months. Positive RAPs reveal Knowledge Poi'nt information
A Character with the Martial Artist Skill is extremely normally.
proficient in hand-to-hand combat. Not all Characters who • Medical Treatment enables a Character to aid others in
possess this Skill are actuall y trained in the Oriental Martial combating the effects of disease. Medical Treatment may on ly
Arts; some merely excel in hand-to-hand combat or possess a be attempted once per day on any one Character. RAPs are
unique fighting prowess. added directly to the patient' s Recovery RAPs (see page 99) to
Possession of the Martial Artist Skill bestows two abilities determine how rap idl y the Character heals. If Recovery is
on the Character un successful for any reason, Medical Treatment has no effect
• The Martial Artist is allowed to permanently add two points AV/EVs to Medical Treatment equal the Character's APs of
(+2) to hi s Initiative score. an addition wh ich reflect s the Medicine wh ile OV/RVs equal the absolute value of damage (in
Martial Artist's ex treme physical agility and finely tun ed APs) sustained by the Character treated (if a Character's BODY is
presence reduced 10 -6, OV/RVs to Medical Treatment are at 6/6).
• The Martial Artist is allowed to substitute his APs of Skill for Optionall y, OV/RVs may equal the APs of the disease or
either AV, EV, OV , or RV when engaged in hand -to-hand poiso n which affected the Character. Positive RAP s from
combat. The Martial Artist may only substitute hi s APs of Medical Treatment indicate the patient Character stops losing
Skill for one of these va lues each phase and must declare for points of BODY fo r a length of time (i n APs) eq ual to the RAPs
which value (if any) he will substitute during the upcoming of the Medical Treatment.
phase. Substitutions of this nature only affect hand-to-hand If any Medica l Treatment is administered to a Character
combat and attacks made with melee weapons (knives, who has sustained MIND damage. the patient may only be treated
swords,staves,etc.). once per week, regardless of whether or not the treatment was
Example: A Martial Artist who had chosen to substitute successful (received positive RAPs).
APs of Skill for his RV is attacked by an Energy Blast; since Medical Treatment require s proper eq uipment and
this attack is neither hand-to-hand nor melee combat, he wou ld medicines. such as those avai lable in hospitals and mental health
defend with hi s normal RV , not with the APs of Martial Artist facilities. If these are not avai lable, Medical Treatment may not
Similarly, if the Martial Art ist was planning to fire an Energy be administered and only First Aid may be given. A Character
Blast during the upcoming phase, he could not use hi s APs of speciali zing in Medical Treatment must also possess the First
Skill as the AV or EV of the attack AidSubski ll .
Note: A Character substituting Martial Art ist APs for any If a Character fails a Medical Treatment auempt and hi s
value can only spend a number of Hero Points equa l to his APs of Medicine are less than the absolute value of the damage
substituted Attribute va lue on the attempt. For example, if the sustained by the patient (in APs), the Medical Treatment ha s
Batman (STR of 5 APs, and Martial Artist of 9 APs) were to made the condition worse and the patient loses hi s next Resting
substitute hi s APs of Martial Art ist for his EV, he cou ld spend a Recove ry Ro ll. If a Character's APs of Medicine are greater
maximum of 5 Hero Points on hi s EV, as thi s figure was the AP than or equa l to the absolute value of damage sus tained, no
level of hi s substituted Attribute (STR). additiona l damage is done to the patient: the Treatment was
simpl y unsuccessful.
- ---'-""'-'MEY510N£- - - - lf damage sustained by a Character is to a specific organ or
portion of the body and the Character's BODY has been reduced
,Ra~!'."se11 Type: Dice below 0, Medical Treatment is of no use; Surgery is required
Base Cost: 5 Factor Cost: 6 • Surgery enables a Character to repair extensive Physical
The Medicine Skill is composed of four Subski lls; these are damage sus tained by anothe r Character. It also allows the
First Aid, Forensics, Medical Treatment, and Surgery. First Aid surgeon Character to perform normal surgery up to and including
and Surgery are only useful toward healing damage done to the transplant operations and implantation of artificial organs
BODY of a Character. Medica l Treatment may be used to heal The AV/EV of a Surgery Attempt equals the Character's
BODY , MtND, or SPIRIT. First Aid is th e only Subskill o l APs of Medicine, and the OV/RV equals the absolute va lue of
Medicine which may be attempted through Unskilled Use. the damage sustained by the patient. For example, if a Character
First Aid enables a Character to treat wounds inflicted in
with a BODY of 5 APs was reduced to a Current BODY Condition
Killing Combat by reducing or delaying the resulting damage
of -4, the OVIRV of Surgery wou ld be 919. The OVIRV receives
(bleeding may be stopped and the infection of wounds can be
a + I Column Shift modifier if vital organs such as the heart,
prevented). The AV/EV of a First Aid attempt is the APs of
Medicine, whi le the OV/RV equals the total amount of damage lungs, or brain are subject to Surgery. A Character may undergo
to the Current BODY Condition of the Character be ing treated Su rgery a maximum of once per day, although a Character may
A successful First Aid attempt will halt the loss of Current receive Surgery and other forms of Medicine, such as First Aid
BODY Condition APs sustained by a Character reduced to a or Medical Treatment, on the same day.
negative Current BODY Condition by Killing Combat. The RAPs Specific organs or limbs which have been damaged may be
earned equal the length of time in APs that the bleeding has been repaired through Surgery. RAPs on the Surgery attemp t are
slopped. At the end of th is time, wounds will reopen and the added directly to the patient Character's BODY APs to repair
injured Character will again sustain damage every 8 APs of time. damage sustained
• Forensics enables a Character to ascertain inform ati on If a Character fai ls a Surgery attempt and his APs of
regarding the manner of death by exa mining a body. Such Medicine are less than the absolute value of the damage
analysis using this Subskill must be conducted in a laboratory in sustained by the patient (in APs), the surge ry has made the
all but the most obvious of cases. In a laboratory, the exact condition worse. The patient Character then sustains one ( I )
cause and approx imate time of death may be determined. additional AP of damage from the failed surgery and loses hi s
The time of death determined through a Forensics Check is next Resting Recovery Roll.
accurate to within 5 APs of the length of tim e (in APs) th e If a Character's APs of Surgery are greater than or equal to
victim has been deceased. For example, if a body had been dead the absolute value of the damage sustained by the patient (in
one week ( 18 APs), the time of death can be accurately APs), no additional damage was done to the patient; the surgery
determined to within 8 hours ( 13 APs). was simply un successful
If Knowledge Points may be gained from examination of a A Character with the Surgery Subskill mu st also possess
corpse. Forensics may be used to gather this information. The both the Medica l Treatment and First Aid Subskills
"""'1v! ILITARY SCIENCE" The OV of a Tracking attempt receives a + I Co lu mn Shift
link: INT modifier if the quarry is a Character witho ut th e Trac kin g
Range: Self Type: Dice Subski ll who is consc io usly attempting LO conceal his path. If
Base Cost: 10 Facto r Cost: 8 more than one C haracter is bei ng tracked simulta neously. the
M ilit a ry Science possesses s ix ba s ic Subski ll s: OV/ RV of th e attempt eq ua ls the lowest D Ex/DEx of all the
Camouflage. Cartography, Danger Recog ni tion, Demo liti on, C harac ters be in g trac ked.
Field Command, a nd Tracking. Camouflage, Cartography, and A Character with Military Science who tri es to obscure hi s
Trac kin g are lhe only Subsk ill s of Mi litary Science which may ow n trail o r th e trail s of others uses hi s Track in g APs as both
be attempted throug h Unskilled Use. OV/RV to any attempt to trac k the Characters. A C haracte r need
Camouflage enable s a C harac ter to a lte r the a ppearance of not obscure such a trail at full Tracking APs: he may c hoose to
objects and equipmen t in an effort to conceal them from view. di sg ui se the path at an A P va lue less than the APs of Tracking to
Pe rception Checks mad e in an aue m pt to spot Camoullaged '' lead o n" tracking C haracte rs ( in thi s case. a C ha racter may
items have OVs inc reased by the Ca mouflaging Character's APs assig n OV/RVs to th e track ing allempt up 10 hi s A Ps of the
of Ski ll . Tracking Subsk ill ).
Cartography e nable s a C harac te r to draw a nd interp ret A qu arry with the Trac kin g S ubskill may make a spec ial
complex maps a nd charts. An inte rpretive Cartography attempt e ffort to co ncea l hi s ow n trail and that of hi s compa ni o ns ,
is a n A utomati c Ac tion provided th e m a p 's lege nd is in a substituting hi s APs of Track ing for DEx/DEx whe n co mputing
lan g uage known by the Characte r. If the map is in an unknown the OV/RV o f the attcmpl. C haracters operating in thi s fashion
but recognizable language. the allempt is a Di ce Action w ith do not have to obscure the ir trail s at the ir full A P va lue in orde r
OV/RVs of 4/4. If the nature of the map is co mpl ete ly a li en to to lead a tracker and obsc ure th e ir own Ski ll leve l.
the reader, OY/RYs are at 10/10. Po si ti ve RAPs o n any Tracking auem pl indi c at e th e
RAPs from a Dice Ac ti o n Ca1tography attempt are treated as
di stance over which th e tracke r may follow the quarry ·s tra il. At
Knowledge Points. 1 RAP indi cates a vague unders tanding of the
the end of this distance , the tracker mu st make anothe r Tracking
map; 1/2 R V RAPs indi cate a genera l knowled ge of the map's
C hec k to pi c k up the trail again.
purpose; and Full RV RAPs indica te a correc t interpretation of
Th e OV of a Tra c kin g attempt i s modifi e d by
every sy mbo l and re lationship dep icted o n the map.
e nv ironm e ntal c ir cumsta nces, acco rdin g to th e U11frersal
In a n y case. the amount of kn ow l edge ga in ed b y a
Modifier Table. Tracki ng a quarry throug h fresh mud o r snow is
Character throu g h a Cartography attempt is limited by the map 's
de tail a nd acc uracy; ve ry littl e information co uld be lea rn ed an Easy act ion, w hil e follo w in g a C ha ract er at ni g ht over
about an indi vidual city , for exampl e, fro m a map of the entire conc rete in a blindin g rainstorm is Beyond the Limi1.
United States
Maki ng a map is an Automat ic Act io n for a Character with OCCULflSr -
the Cartography Subski ll. The time required to do so is equal to Unk:INFL•
5 APs plus the APs of information contained in the map. A map Range: Self Type: Dice
co ntainin g o nly 1 AP of informati o n is a very rough sketch , Base Cost: 20 Factor Cost: 9
w hile an 8-AP map is a hi g hl y accurate topographi c m a p C haracters with the Occu ltist Skill are intimate ly fami li ar
featuring bui ldings (repre se nted in exact sca le a nd pro vi ding w ith the wor ld of th e supe rn atural and all it s pa raphe rn a li a.
informati o n regarding the buildin g's construction ), the local soil Skilled O cc ulti sts ca n identify a nd c re ate m ys ti ca l objects.
types, and the nati ve vegetation. pe rform magi c ritual s , and se nse mystic e ne rgy. Occ ulti st
* Dang e r Recognition allows a Character to a vo id an cons ists of fiv e separat e Subskil ls: Create Artifact. Ide ntify
ambush by identifying and recogn izing subtl e pec uli arities in the Artifact, Occ ult Kn ow ledge, Ritu al Magic. a nd Pre mo niti o n.
battlefield e nvironm e nt. The APs of th e Danger Recog niti o n None of these may be atte mpted with Unsk illed Use.
S ubskill act as a C haracte r's AV/EV when rolling to avo id the Note: For a more detai led treatment of thi s Skill and magic
effects o f S urprise (see page 105). in general, consult the Ma gic sourcebook
In add iti o n. Danger Recogn itio n functions exactl y li ke the Create Artifact enable s the use r to create m ysti ca l devices.
Dan ge r Se nse Pow e r (sec page 53) whenever th e Ski ll e d In order to differentiate them from Gadgets. suc h occu lt dev ices
Character is operating o n a m ilitary battlefie ld. In o th e r words, a rc kn ow n as A rtifac ts. Arti facts a re ge nera ted in the same
Sg1. Rock can use hi s Da nge r Recognition Subski ll to rea lize fashion as Gadgets (see Chapter Seven ) w ith the fo ll owi ng
that the re are German land min es on the road up ahead of him , exceptions:
but a su perhero would need the actual Dange r Se nse Powe r to 1. Appropriate Ski ll : C haracters construc tin g Artifacts use
de tect the prese nce of supe rvill ain s in the area. Sgt. Roc k li kes the Occultist (Create Artifact) Subsk ill in pl ace of the Gadgetry
to re fe r to hi s Dan ger Recogn ition S ubskill as hi s "co mbat Sk ill when calculatin g th e AV/EV of an attempt to in sta ll an
anten na.'' abi lity or make repairs. Objects co nstru cted w i1h the Gadgetry
* De molition e nabl es a Character to work safe ly wit h Ski ll may no t be repaired with the Occultist Skill o r vice versa
ex pl osives and to ac hi eve d es ired e ffe c ts from a c ha rge, 2. Work sho ps: Occ uili sts use Wo rkshops in stead of the
pro vide d that the c h arge i s s uffi c ie ntl y powerful. In a
Laborato ri es descri bed o n page 11 5. A Workshop cos ts as ma ny
Demo liti o n atte mpt, the AV is equa l to the user's A Ps of S kill
Hero Points as a Laboratory with an ide nti ca l A P rating (that is.
and the EV is equal to the explos ive·s A Ps of th e Bomb Powe r.
a Factor Cost o f 3). Due to the clash between magic and scie nce.
A Character us ing the De mo li tion S ubskill must work with
C haracters attempting to co nstruct a Gadget in a Workshop
the ex plos ive charge for roughly four minutes (6 APs) in orde r
receive a +2 Column Sh ift pe nalt y to the OV/RV or a ll the ir
to ac hi eve th e desired res ult . A C harac ter spendin g less time
Gadgetry C hec ks. The sa me hold s tru e for C haracte rs w ho
subtracts a numbe r o f APs from hi s AV eq ual to the mandatory
tim e that was no t spe nt (spending o nl y t wo minut es. for attempt to co nst ruct an A rti fact in a Laboratory. Workshops are
examp le . subtrac ts 5 from the AV). ma int ained in the same fashion as Laborato ries.
* Field Command e nabl es a C hara c te r to lead troo ps in 3. Part s: T he parts necessa ry for th e cons tru c ti o n of
batt le . The Fi e ld Comma nd Subski ll di ctates the number of Hero Anifacts are not as easy to obtain as the sc ie ntifi c co mponents
Po int s a troop co mmande r may spe nd to affect a unit 's dic e u se d to co ns tru c t Gadgets. In stead of th e Wealth C heck
ro ll s. as d isc ussed in the rul es for fi e ld batt les found on page 91 necessary to purchase pan s (Step 4 o f the Gadget-construction
o f the World ar War S011rcebook p rocess), th e G a m e ma s 1er mi g ht occasio n a ll y requ ir e a
Tracking g ives a C haracte r the ability to fo llow the trail of C haracter constructi ng an Artifact to obtain o ne o r two specia l
a nothe r C haracter. The AV/EV of a Trac kin ~ attempt is equa l com ponents during the course of hi s adve ntures. Ge nerall y. the
t o the tracke r 's A Ps of Sk il l. Th e OV/RV is e qual to th e diffi c ult y of obtai nin g th ese co mpo ne nts sho uld re late to the
qua rry's DEX/DEX . potency of the Artifact the Character is cons tru cting.
Identify Artifact enables a Character to ide ntify the speci fi c Performing a Ritual
funclion of unknown or unfamiliar occuh Artifacts. An Identify To perform a Ritual , the Occultist makes an Action Check
Artifact attempt is a Dice Action using the Occultist's APs as with an AV/EV equal to hi s APs of Ritua l Magic against an
the AV/EV against an OV/RV eq ual to th e Artifact's sing le OV/RV equal to the Ritual's listed APs of Effect. A Character
highest AP value. The number of RAPs earned delermines how performing a Ritu al with a Weather Control Effect rated at 15
much information about the Arti fac t the Occultist is ab le to APs, for exa mpl e. would roll aga inst a n OV/RV of 15/15. One
di scern, in the same fashion as the Ide ntify Gadget Subskill of or more RAPs indicate that the Riwa l has succeeded, and its
Gadgetry. Effect is imm edi ately resolved. Failure indi cates that the Ritual
Any attempt lO Identify a particu larly complex or obscure was improperl y performed or so mehow failed to take effect. In
Artifact should be modified according to the Universal Modifie, thi s case, th e Occultist mu s t reac quire any Necessary
Table. [dent ifying an Artifact created during another age, such Compo ne nt s and perform th e approp ri ate procedures before
as an Allantean occult Art ifact, would be a Difficult ta sk, for attempting the Ritual again.
examp le, while identifyin g a n Artifact created by a Sorcerer
from another dimension would be Extreme. Modifying a Ritual Magic Attempt
A successfu l Identification only indi cates th at the Occultist Casting Time: With the GM's permiss ion , each AP of time
has di scerned the Artifact's function and can activate its abilities.
an Occultist adds to a Ritual's li sted Casting Time allows the
It does not indicate that the Occultist recognizes the Artifact or
Occu ltist to add I AP to hi s AV/EV when rolling to perform the
knows its name and hi story. Only a successful use of the Occult
Ritual. An Occultist who takes a full hour ( JO APs) to perform a
Knowledge Subskill will provide thi s sort of information .
Ritual wi lh a Casting Time of I minute (4 APs), for instance,
Occult Knowledge provides a C harac ter with in format ion
and useful lore pertaining to occul t hi story, occult personaliti es, may add 6 APs to both hi s AV and EV.
and locations with an occu lt s ignifi cance. The use of this Necessary Components: With th e GM's pe rmi ss io n ,
Subskill is a Diec Action with an AV/EV equal lo the Occu ltist's Occu lti sts may perform Ritu als even th o ug h th ey ha ve not
APs of Ski ll and an OV/RV relative to th e obscur it y of the acquired a ll of the Ritua l' s Necessary Components. Increase the
information in question (G M 's di scretion) . When a ppropriate, OV/RV of such an attempt by an amount equal lO the valu e of
the RAPs earned on an Occult Kno wledge Action Check are the Necessary Components, min us the va lue of the Components
treated as Knowledge Points. the Occultist did manage lO acquire. A mage who acquires $200
Ritual Magic enables a character to wield magical ene rgy by (3 APs) worth of Components for a Ritual req uiring $ 1,000 (6
performin g mysti ca l rituals. To perform a rilual , the Occultist APs) worth of Components, for exa mpl e, in creases the OV and
must have learned the ritual at some point in hi s caree r. New RV of the attempt by 3 APs each.
ritua ls are learned by study ing rare tom es and in sc ripti o ns, Pushing a Rituaf Effect: Once a Ritua l has been
receiving instructio n from other Occultists, or conducting Occult performed but befo re its Effec t has been resolved, the
Experiments (see below). may attempt to Push the Effect, as described on page 89. In this
case, the AV/EV o f th e Pu sh attempt is equal to the RAPs
The Parts of a Ritual earned on the Ritual Magic Action Check that indicated that the
All Rituals consist of an Effect, a Casting Time, a li st of R itual had been successful. The OV/RV is the APs of Effect
Necessary Components, a li st of Special Restrictions, and a Hero Points and Rituals: Hero Points may not be spent to
Hero Point Cost. aller the AV/EV of a Ritual' s Dice Effect. In other words, once a
The Ritual's Effect is a Powe r or Ski ll mimi cked by the mage pe rforms a Ritual with an Energy Blast Effect, he may not
Ritual and its associated AP va lue. A rain for in stance, spend Hero Points to increase the AV/EV of the actu al Energy
might have the Weather Contro l Power rated at APs as its Blast attack. In stead, the Effect must be Pu shed using the ru les
Effect. The Gadgetry and Scientist Skills, being inhe re ntly non- desc ribed above. Thi s is a specia l exception lo the rul es th at
magical, may never be dupli cated using Ritual Magic.
generall y prohibits Characters from Pu shing a Di ce Act ion
The Casting Time represe nts the le ngth of tim e (in APs)
actually required to perform the Ritual. Usua ll y, this tim e is
Duration of a Rit ual Effect
spent concentrating, chanting, making ritua li sti c hand motion s,
Ritu als with a Dice Effect (such as Energy Blast, Exorcis m,
and genera ll y preparing. If th e O cc ulti s t is di s turbed or
or Weather Control) las t for one d ice ro ll only (t hat is, one
di stracted durin g the cast ing process, the Ritual automatically
Energy Blast, one Exorcis m att e mpt , or one Weather Control
fa ils and must be attempted anew.
Necessary Components are spec ial items the Occu lti st must
attempt). Riw a ls wi th an Autom atic Effect normally last for an
possess in order to pe rform the Ritual without co mpli cat ion amoulll of time (in A Ps) equal lO the ir Effecl's APs ratings (A
Generally, these items are consumed during lhe casti ng process Ritual wi th a Skin Armor Effect rated at IO APs protects the
and must be reacquired before repeating the Ritua l. Necessary caster for one hour), but the GM is free to set other limits
Components a rc assigned both a description and a cost. A
Transmutation Rirnal, for example, mi ght require an ounce of Occult Experimentation
gold worth $400 (4 A Ps). Before a Ritua l may be performed, the Occu lti sts may create new Rituals during play through a
Occultist must make a Wea lth Chec k lO acquire its Necessary four-s tep process known as Occult Experime ntati on.
Components. 1. Des ign the Ritua l: During this step, the Occultist designs
Special Restrictions are unu sual conditi ons that the Occultist th e Ritu al by its Effect, Castin g Time, Necessary
mu st meet before he may atte mpt to perform the Ritua l or Components, and Before the process can
unusual limitations on the Ritual's Effect. A Restri ction mi ght continu e, the GM m ust approve th e Ritual , usi ng th e sa me
require an Occultist to fast for severa l days before aue mpting a criteria used LO approve new Gadgets (see page 11 4)
Ritual, for instance, or limit a Ritual wi th a Dimension Trave l 2. Calculate Hero Point Cos t: To ca lculate the Ritual's
(Sum moning) Effect to summoning a sin gle, speci fi c in dividua l Hero Point Cost, use the rules in Chapter Two to determine the
The Ritual's Hero Point Cost is lhe cost the Occultist must number of Hero Points necessary to purchase the Ritual 's Effect
pay in order to learn the Ritual. An Occultist who comes across as thou gh the Power or Skill in question were being purchased
a new Ritual and refu ses to pay its Hero Point Cost is e ntitled to for a new Character. Mod ify the Factor Cost of the RiLLi al' s
perform that Ritu a l o nl y if he is able to consult a w rilt e n E ffe ct by it s Casting Tim e and th e cos t o f it s Necessary
desc ription of the Ritual during its actua l castin g. Components as indi cated on the fo ll ow ing tables:
Casting Time Factor Cost Modifi er 3. Fina ll y, Characte rs with the Premo niti on Sub skill ca n
de tec t waves of sy nc hroni c it y e ne rgy and th e e nt rance s to
0-3 APs +I sy nchroni city "hi ghways." Suc h an effort requires a successful
4-7 APs 0 Act ion Check using the Occ ulti sl· s A Ps of Pre monition as the
8-11 APs -I AV/EV aga inst an O V/RV th at is determined by co nsulting the
12-15 APs -2 Universal Modifier Table . D e tec tin g a powe rful w a ve o f
16-19 APs -3 sy nchroni ci ty energy. such as th at prod uced by a ve ry serious
-4 and imm edi a te mys ti cal c ri sis is a C ha ll eng ing action. for
20-23APs
exa mpl e,w hile detec tin g th e minute a mount s of e nergy left
,,,.,,?;!+ APs -5
be hind by a n amaz in g co in c iden ce o r a rece ntly pe rform ed
Occultist Ritual is a He rc ulean ta sk. Note that thi s abilit y onl y
Necessary
a llo ws the Occ ulti st to de tect sy nc hroni c it y e nerg ies in hi s
Components Cost Factor Cost Modifier
imm e di a te v ic init y. Detec ting a d istant m ys tica l cr isis or
sy nc hroni c ity concentrati on requires the Aware ness Power.
0,3APs +I
4-5 APs 0
6-8 APs -I SCIENflSi
9-llAPs -2
-3 Range: Self Type: Dice
12-\5 APs
Base Cost: 10 Factor Cost: 5
16-19APs -4
Th e Scienti s t Sk ill possesses two di sti nct Subs ki ll s:
20+APs ' -5
Analysis and Drawin g Plans
Analysis enabl es a Charac ter to identify the structu re of any
Und e r no c irc um sta nces ca n these tabl es redu ce a Factor
phys ica l object, ranging from an e lec tronic co mputer co nso le w
Cost to less than l. Any mod ified Fac tor Cost that is reduced
an ali e n ge ne ti c code. A C ha rac te r w ith 1hi s S ub ski ll ca n
below I is treated as 1
discover how such objec ts are designed a nd can recogni ze even
Once you have de te rmined the modified cost of the Ritual' s
minor structural fla ws
Effec t, subtract IO points fo r eac h of it s Specia l Restri c tion s.
The AV/EV o f Analys is atte mpts is the Charac te r" s APs of
Special Restri cti on s cann ot red uce a Ritual' s cos t by more than
Sc ie nti st, whi le the OV / RV equal s e ith e r t he Scie nt ist or
1/2 it s modifi ed cos l. In othe r word s. a Ritual w ith a mod ifi ed
Gadgetry Skill of the Character who des igned the object. RAPs
Effect cost of 92 He ro Points a nd 5 Spec ial Restrict ion s has it s
are interpreted in Kn ow ledge Points as described below :
cost red uced to only 46 Hero Points. l RAP: The Character possesses a rudime nt ary und erstand ing of
Fin a ll y, afte r yo u've accounted for Spec ia l Rest ri c ti ons, the object suffici ent to operate the obj ect (if appli cable) with a
divide the torn l by a Ritual Bonus of 4 to calcu late the Ritual 's +4 Column Shift modifie r to the OV of such an atte mpt (w ith
fi nal Hero Po int Cost. Round a ny fra ct ions up . Gadget ry or Scientist APs acti ng as the AV/EV). This pe na lty
3. Purc h ase S u pp li es: Th e pro cess of occ ult replaces Un skilled Use modifi ers.
ex pe rim e ntati o n req uires in g redi e nt s . mate ri a l components , 1 / 2 RV: The Character possesses a worki1H! knowledge of the
refe re nce book s, a nd o th e r bas ic s uppli es . Befo re th e object and ca n use it with a + I Co lumn Shift rnodit1er to the--....
ex pe ri mentation process may co ntinue. the Occult ist mu st ga in OV of s uc h an a tt e mpt. Furth e r. the C hara c te r is
positi ve RA Ps on a Wea lth Check with an OV/ RV equal to the know ledgeable of a ny hid de n weakne ss es inh e re nt to the
AP ra tin g of the Ritual 's Effect. If thi s Wealth Chec k fail s, o bjec t, allowin g th e Character to di scove r a Ph ys ica l or
ex pe rime nta tion may not continue until the Occult ist is e ntitl ed Mental Attack form to wh ich the object is vu lnerab le and the
to another Wealth Chec k. pe r the rules found in Chapter Eight loca tio n mos t lik e ly to ca use th e g rea tes t d a mag e. Th e
4 . Create the Ritual: Finall y, the Occulti st makes a Ritual object's OV is redu ced by the A Ps of Sc ie nt ist Skill (to a
Mag ic Acti on Check aga inst an OV/RV equal to the AP rating minimum of 1) for one attac k onl y.
of th e Ritual" s Effect. If thi s Chec k ga in s posi ti ve RAPs, the Full RV: The C ha rac te r possesses co mpl ete know ledge of the
attempt is success ful and the Occ ulti st may learn the new Ritual object and may ope rat e it w ith no pe nalti es whatsoever. A
by pay in g its Hero Point Cost. If the Chec k fail s, the attempt is Character po ssess in g the Dra w in g Pla ns Sub skill may a lso
un success ful and the Occultist must begin the whole process all dev ise plans to duplicate the object, which will fun cti on once
over again created al an AP leve l eq ui vale nt to the ori gi na l object
The base time necessary to create a Ritual is one month (20 • Drawing Plans allows a Character 10 dev ise blueprints for
A Ps of tim e). Thi s base tim e ma y be alte re d upward or objec ts . Use of lhi s Subskill is an Automatic Act io n. Pl a ns
dow nwa rd usin g the sa me rules fou nd on page 11 5. drawn using thi s Subskill provide the potenti al for objects to be
Premonition is th e a b il it y to se nse omens and s ubtl e more effective upon the ir construction. by givin g a -2 Co lumn
po n e nts. C hara cters w ith thi s S ubsk ill have three spe c ial Shift modifie r to the OV of a Character using such plans to build
abili ties: an object. A lternately. a Characte r's APs of Scientist could be
1. By pay in g a fee of 50 Hero Points, a Character wi1h the sub stitut ed for the EV in anoth e r Character' s Bui ld Gadge t
Pre monit ion Subs kill to ask the Ga mc master fo r the attempt , in which case the -2 Column Shift modifier is not used.
res ult s of a n acti on he act ua ll y co mmits to performin g A Character po ssess in g Sc ie nti st may Draw Plans fo r a ny
tha t ac ti on. If the a Di ce Action. th e dice are rolled dev ice o f a Ph ys ica l o r Me nt a l nature. Th e C harac te r mu st
norm all y to determ ine a res ult. spec ify the object's properti es according to Gadget ry categories
Occultists w ith the Pre mon ition Subsk ill may not use thi s (see Chapter Seven ), s uch as a norma l dev ice o r an Omni -
Powe r to foresee the result s of an action performed by another Gadget. Each plan takes one week ( 18 APs) to de sign and costs
Character. 2 Hero Points 10 deve lop.
2. Characters wi th the Pre moniti on Subskill may also pay a
fe e of 50 Hero Points in order to dete rmine whe the r a bein g or THIEF
object is aligned wi th the fo rces of good. the forces of ev il , or Link: DEX
ne ith e r. On ce the fee ha s bee n paid. th e Occ ulti st mak es a n Range: Self Type: Dice
Act ion C heck using hi s APs of Premoni ti on agai nst an OV/RV Base Cost: 10 Factor Cost: 8
eq ual to the targe t's INFL.JSPIRIT (if the target is a li vin g be in g) 0 1 Th e Thi ef Skill possesses six spec ific Subsk ills: whi ch are
agai nst an O V/ RV de te rmin ed by co ns ultin g th e Universal Escape Artist , Forgery. Lo cks and Safes. Pi c kpoc ke tin g .
Modifier Table (if the target is an obj ect). Sec urit y Systems, and Stealth
Escape Artist enab les a Character 10 escape from close VEHICLES
restraints: ropes. cha in s. ha ndc uffs, e lc . The AV/EV of suc h Link: DEX
a1temp1s eq ual s the Character's APs o f the Ski ll . The <?V!RV for Range: Self Type: Dice
typical restra ints can be found o n the tab le below. Positive RAPs Base Cost: 5 Factor Cost: 5
indicate a successful escape. Vehicles has four Subskills: Air Vehicles. Land Vehicles.
Water Vehicles. and Space Cra ft. Eac h Subsk ill function s in an
Restrain t Type OV/ RVs identical mann er with th e exce ption o f th e type of craft
controll able through use of the Subskill
Quick Binding 2/2 Eac h Vehicle Subskill enabl es a C haracter to safe ly operate
Tightly Bound 4/4 the respecti ve ve hicle unde r norm al conditi o ns. Use of on- board
weaponry while operating a ve hi c le has an AV equal to. the
Handcuffs 6/6 operating Character's Vehicl es Ski~!. If firing .at another veh ic le,
Chained to Wall 8/8 the OV equa ls the Ve hi c les Skill of the op posmg operator.
Locked in Jail Cell 10/10 A Character w ho a tt em pt s a tri ck mane u ve r. suc h as
Locked in Safe 15/15 leapin g a ca nyo n o r avoiding a co lli sion in an asteroid t~ield.
receives a Column Shift modifier to the OV for the Vehicles
• Forgery enables a Character 10 c reate exce ll ent copi es of att~mpt based 01.1 th e Universal Modifier. Table. A + I Colu,~rn
si2natures or works of art. The AV/EV of Forgery eq uals the Shift wou ld modify a si mpl e motorcycle Jump ove r a car. while.

~~~~et~;~~~~~ ~-~~e~o!~fn~~/:~r~·o~/!l~~~l~~~J~L~~~ci;:;rn:~~
a+ 7 Column Shift wou ld modify a ni g ht o n the event horizon o l
a black hole.
creator ' s APs of Artist: and the OV/RV for monetary Air Vehicles includes use of fi xed wing (a irpl anes). rotary
counterfeitin g is 8/8. wing (helicopters). lighter-than-air (~iri gibles). craft. etc.
The R APs fr om a successful Forgery C heck ac t as th e Land Vehicles in c lud es use ot cars. trams. trucks. tank s.
OV/RV against Det ec ti ve (Co unt e rfe it Recog nition ) and/or hovercraft, and so forth
Perception C hecks made to ex pose the Forgery Water Vehicles inc ludes use of sa ilboats. aircraft carriers,
Locks and Safes e nable s a Character to open locks, with an sub marines , tugboats, and so o n.
AV/EV equal to the Character's APs o f Thief and an OV/RV • Space Craft inc ludes use of tra nsport intended to fun ction
equal to the Gadge try APs of the loc ksm ith who designed the in deep space or to convey objects or persons from any planetary
lock or sa fe. su rface int o space.
Sim ple locks. suc h as those found in nor mal hou ses have
OV/RVs of 2/2. Complicated loc ks (time loc ks. for examp le) WEAPONRY
may possess OV/RVs of 10/ 10 or hi gher, providing for th e Link: DEX
locksmi th 's Gadgetry AP leve l. Range: Self Type: Dice
A simple safe ha s OV/RVs o f 4/4 w hil e ext re m e ly Base Cost: 5 Factor Cost: 6
complicated and secure sa fe s would have OV/RVs of 15/15 or Weaponry has fiv e Subskills: Firearms. Exoti c Weapons.
higher. p~ovidin g fo r the creator's Gadgetry AP leve l. . .
Pos iti ve RAPs o n a Locks and Safes attempt indi ca te ru~:~il~f:atc~~;~s~~s:i~ei:~i~~~~aa;~erH:~~J t~e::ien;;i!~t~~-
success. It takes at least one phase (4 seco nds/0 APs) to ope n a the type of weapon w ieldabl e through use of the Subski ll
lock and at least one minute (4 APs) to open a safe. Unskilled Characters ma y not use the Exotic Weapon s subski ll
Pickpocketing enables a Character to tak e va luabl es fro m Th e A Vs for attacks made with Weaponry eq ual a
another Character wi thout that person·s knowledge. The AV/EV Character' s APs o f th e Ski ll. subst itut ed for DEX. wit h EVs
is equal to the APs of Thief, the OV/RV is eq ual to the targ~t's equal to damage inflicted by the weapon itself. Weaponry Ski ll
DEX/INT and could be increased by as much as +3 Co lumn Shifts also e nabl es a Character to repa ir weapo ns whi c h become
if the valuab le so ught is in an inaccessible locati o n. suc h as the damaged or m a lfun c tion : a gun w hi c h jams or a bowstring
inside jacket pocket of a man wearing an overcoat (GM's which breaks may automatically be repaired by suc h a C haracte r
discretion ). in one minute (4 APs)
* Security Systems allows a Character to override e lectronic • Exotic Weapons includes the use o f spec iall y-des igned and
secu rit y alarms. The AV/EV equals the C haracter's APs ofTh_ie~ co mm e rciall y unavailab le weaponry. most notably weapons
agains~ an OV /RV equa l to the cre~tor·_s Gadge1r_y_ or Thie~ designed express ly for a parti cular hero or vi llain
(Secunty Syste ms) Skill, whichever is hi g her. Posit ive RAPs Use of an exot ic weapon by a Character for whom the
indicate success in overriding the syste m . weapon was not designed re quires an Ac ti o n Check w ith
A sta nda rd sec urit y sys te m ha s OV/RVs of 5/5 w hil e AV/EVs equa l to the Character's APs of Weaponry. OV/RVs to
complex systems have OV/RVs of 15/1 5 or hi g her. provi.ding this attempt eq ual the weapon·s highest Attribut e or Power as
for the creator's Gadgetry AP level. It takes at least one minute rated in APs.
(4 APs) to override a device through Security Systems. Firearms includes use of all weapons th at fire c he mi ca ll y
Stealth is a Character's ability to move sil entl y and wi thout powered proj ec til es or beam weapons . Guns. basically
being see n by other Characters. The APs of Thief are used as the Heavy Weapons in c lud es use of a ll viol en tl y exp l~sive
OV / RV aga in st Percep ti o n Checks made to di scove r the proj ectile weapons from gre nade laun chers Lo tank gun artillery
stealthful Character. torockets.
Pos iti ve RA Ps indicate success in locating the stea lthful Melee Weapons incl udes use or knives. clubs. swords. or
Cha racte r. Use o f Stealth is mo st co mm o n at ni g ht or und e r any o th e r manner o f we ap o n e mpl oyab le. in hand -10- ha'.1d
ot her visual ly-obsc urin g conditi o ns . Follow ing a re cumulative co mbat. Melee weapo ns do not no rm a ll y in c lude proj ectile
OV/RV co lumn modifi e rs to d e tec ti o n of Stea lth a1te mpt s wea p?n s, but a C haracter sw in.gin g a rifle w ith the intent ? f
pertaining to cnvironm emal condition s clubbing an opponent would utili ze the Melec Weapons S ubsk ill
rather th an the Firearms S ubskill to resolve the attack
Circumstance OV / RV Modifier Missile Weapons includes use of a ll manually-prope ll ed
objects fro m thrown rocks and g renades to lo ng bows.
Intruder Alert Activated -I
Day/Bright Area -2
No Cover Exists -3
Thi s cha pter re itera tes and ex pan ds upon the "eig ht ideas"
fou nd in th e Intr oduction to DC H EROES. Mu c h of th e
in fo rmation he re wi ll be fam iliar to you, but some of it is new,
incl uding several o ptional rul es fo r ad vanced Players. If yo u are
a lread y comfortable with the DC Heroes rul es, fee l free to skip
thi s sec t io n and go on to Chapter Fou r . H oweve r, w hen
questions a rise regard ing the rul es of the ga me, refer bac k to this
sectio n rat he r tha n the Introduction .

The Gamemaster and the Players


Eac h o r the partic ipants in the DC H EROES RPG has a vita l
role to play. O ne o f the parti c ipa nts is always the "Game master"
(GM for short), w hile the oth ers are " Players ."
Each o f the Pl ayers takes o n the role of o ne o f the heroes
from DC Co mi cs. In e ffect, the Pl ayers tempo rarily become the
heroes. They dec id e w hat th e heroes wi ll do in a ser ie s of
situatio ns. S hou ld Batman sw ing down o n hi s Batrope to k nock
the thu g un consc io us o r should he just throw down a Batara ng
to do the job? Is it better fo r S uperman to go and confro nt Lex
Luther now, before a ny more people are injured, o r should he
wai t until he has more hard ev idence of LexCorp 's in vol vement
in the e pide m ic that is sweepin g the easte rn seaboard ? T he se are
the kind of qu es ti o ns that the Pl aye rs p layi ng Batman a nd
Superman m ust a nswer. In the Welcome to Gotham City solo
adventure, yo u were play ing the role o f Batma n.
The Game master does not take on the role or an indi vidual
hero. In stead , he sets th e stage for the ad ve nture in whi ch the
Playe rs' heroes w ill pa rti c ipale. He fun c tion s like the write rs
who sc ript DC C o mi cs: the GM dec ides w hi ch vill a in (s) the
heroes w ill e nco unter d uring the ad venture, what the vill ain s a re
aft e r, and how they hope to acco mpli sh the ir goa ls . The GM
also pl ays the rol es of the villains and the minor c haraclcrs th at
the he roes e ncounte r along the way. S uppose, fo r example, that
yo u a re playin g Batm an and you dec ide to go ask Comm issio ner
Gordon fo r he lp o n a case. The GM would then assume the ro le The Eight Ideas
of Go rdon a nd dec ide whether o r not the Co mmi ssione r ca n be
of an y help to you. The re a re e ig ht simp le ideas be hi nd th e ru le s for the DC
One of the G ame master's o the r respon sibil ities is to serve H EROES Role-Playing Gam e . In orde r to p lay the gam e, Pl ayers
as a sort o f referee. I-l e mu st m ake sure that all the Pl ayers are mu st be co mpl e te ly ramili ar w ith these eigh t ideas. These are
fo ll ow ing the ru les of the game, and be pre pared to ma ke snap th e sa me co ncepts th at were cove red in the Int roduction to
dec isio ns as to w hat the Pl ayers' C haracters ca n a nd cannot do DC H EROES .
T he G ame maste r al so ultim a te ly d ec ide s th e o utco me of th e
heroes' acti o ns. Idea One: Attribute Points
In sho rt , the Ga memaster functi o ns as a so rt o f sto ryte lle r.
He ke e ps p la y fl ow in g sm oo thl y, int e rpre ts t he ru les, a nd Just about everythin g in the DC HEROES RPG is me asured
des ig ns the c hall e nges that th e heroes mu st tac kle. Jr you are in Attribute Po ints, or APs for sho rt. It is the AP system whi ch
un sure o r exac tl y what the GM does durin g play, re fer back to all ows the rules of the game to runc ti o n c lea nl y. Examples of
the What is a role-playing game? secti on o f th e Introduction. q ua ntiti e s th a t are meas ure d in APs inc lud e: t im e , weight,
APs are e nt irely interc hangeab le. A C haracte r who has 6 • If Wonder Wo ma n 's lasso has a le ng th of 4 APs, how long is
APs of Strength , fo r exam p le, can lift an o bject that we ighs 6 it? (about 150 feet)
APs (about 3000 lbs); w h ile a C h arac te r w h o has 6 A Ps of
Flight can trave l 6 A Ps of d istance (600 feet) every O A Ps of O ne last important caution abo ut APs: APs are not added
time (4 seconds or a sin g le phase of acti on ). Note that zero is togethe r in th e sa me way as real worl d m eas ure me nt s. T hi s
always used as a unit of meas ure me nt, and fo r a ll q uantiti es ,
mea ns that 3 A Ps plu s 3 APs is not 6 A Ps! Look at th e real
zero rep resents th e base va lue arou nd w hi c h t he indi v id ua l
world measure me nts, 3 APs o f weight is 400 lbs, and 6 APs of
measurement system is des igned.
weight is 3000 pounds; 400 lbs p lus 400 lbs is not 3000 lbs. 3
APs Me asure Amount APs plu s 3 APs i s actu ally 4 A? s \\\\l\l lbs). \<1 order to add
togethe r two q uant iti es meas ured in APs, take the larger o f the
two AP values and add o ne to get the proper resu lt: 7 APs p lus 3
Weight 50 lbs.
A Ps is 8 A Ps; 9 A Ps plus 9 A Ps is 10 APs; I A P plus 14 A Ps is
Distance IO fee t
15 APs; and so o n.
Info nnation I paragraph
Time 4 seconds
M o ney $25 Idea Two: Attributes
Each add itiona l one AP o f a qu antity doub les the a mo unt Eve ry C haracter in the DC H EROES RPG h as nine natu ra l
measured by the previous A P. For instance, 0 A Ps of weight is abilit ies called Attributes. These are: Dex terity ( DEX), Stre ng th
equa l to 50 lbs. I A P is 100 lhs. 2 APs is 200 lbs. 3 A Ps is 400 (STR), Body (Bo or), In te lli gence ( INT), W ill (WILL), M ind ( M1No).
lbs. and so on . Wi th hi s Stre ng th o f 25. Superman could lift 25 Influe nce (INFL), A ura (AURA), and Spirit (SPIRIT). The A ttri b utes
APs of weig ht. o r app ro xim ate ly 972.800,000 lbs (abo ut 8 1,000 for ma ny DC C h arac te rs a re lis ted in Append ix A. Th e DC
tons). Exampl e: Un iverse.
Each Attribute meas ures a different aspect of a C haracte r·

[
Measure Amount Dexterit y is a m eas u re of a C h aracter 's qui ck ness a n d
ag il ity. Batman is very good here.
Weight l .6001 bs. Streng th re fl ec ts a C h ara cte r's p hys ica l powe r a nd is a
'Di stance 320 fee t (about 100 yards) meas ure o f th e a mo unt of we ig ht th at h e ca n li ft o r m ove.
Information 32 paragraph s (a term paper) Strength was one of S uperman 's best Attributes.
Time 4 minutes, 16 seconds Body is a m eas ure of a C h arac t e r 's tou g hn ess a nd
Money $800 represe nts his resistance to physical inj ury . Thi s is an A ttribute
whe re Captain Marve l excels.
Each A P actua ll y represents a ro11ge of va lues rather th an Intelligence s hows how smart a C haracte r is. H awk man is
an absolute fi gure. As we sa id earlie r, 0 A Ps of we ig ht is equa l an exam p le o f a very intelligent hero.
to 50 pound s. and I A P of we ight is 100 pounds. A Player mi ght Will g ives an indi cat io n o f the stre ng th o f a C h aracter 's
wo nder, the n, how ma ny A Ps of we ig ht is so me thin g that w ill power and hi s ability to draw conc lus io ns from fac ts. Hal
Jorda n o f t he Gree n La nte rn Corps h as o ne o f the stron gest
we ighs 75 pounds? T he answer is I A P, becau se I AP o f weig ht
fo rces of w illpower in the whole uni ve rse!
actually represe nts the ent ire ra nge o f values fro m 5 1- 100 lbs; 2
M ind d ete rmines how me nta ll y to ug h a C haracter is and
APs of we ight re prese nt s the range of va lues fro m 101 -200 lbs,
how likely he is to res ist menta l d amage. Aq ua man has a very
and so on . Si mi larl y, 0 A Ps of d is tance is 0 -1 0 fee t, w hile I A P
powerfu l Mind
is 11-20 feet, and 2 A Ps is 2 1-40, etcetera
Influence measures the st re ngth of a C harac te r's personality.
The Benchmark APs Table in the next chapter li sts va lues fo r
A C haracter w ith a hi gh Influence is G uy Gardner of the Green
the first 20 A Ps of eac h o f the most commo nly used q uantities in
Lante rn Corps.
the ga me (t ime. d ista nce, we ig ht. vo lum e, in fo rm at io n, and Aura indi cates h ow easi l y a C h arac te r ca n affec t th e
money) . In th e case of the last fo ur q uan titi es. ex am p les are emotio ns o f o thers, and how e ffecti vely he co uld take co mm and
prov ided right o n the tab le. For exam p le, the e ntry of 10 A Ps of of a group. W o nde r W o man has an exceptio na ll y hi gh A ura.
reads: ··OC-9 Ai rp lane (25 to ns).' . Thi s means th at I 0 Spirit is the strength of a C harac ter's spirit and a measure of
of we ig h t i s approxi m a t ely 25 t o n s, w hi c h i s t h e how like ly he is able to res is t fear and m ys tica l o r mag ica l
approxi mate we ight o f ;,i DC-9 ai rp lane. T hese examp les prove da m age. Th e Spec tre has o ne of th e hi g hest Sp irit ra t in gs
very helpful du ring pl ay. S uppose. for exa mple, th at S uperman around .
wan ted to lift a la rge ho u se. Th e GM p robab ly has no idea A ttri b ut es a re m eas ur e d in A P s. T hi s m ea n s th a t a
exact ly how m uch a ho use we ig hs, bu t coul d guess th at it wo ul d C h a rac ter w ith a n I NT o f 5 is abo ut t w ice as s m a rt as a
we igh more than a batt le tank ( 11 APs) and less tha n a b lue C haracter w ith an INT o f 4, and so on (reme mber, eac h A P of
whale ( l 2 APs) mea ning that the house probabl y weighs abo ut meas ure ment do ub les th e q ua ntity be in g meas ured). Norm a l
12 APs. S in ce Supe rm an had a S tre ng th o f 25 A Ps, he co u ld hum ans, lik e innocen t bystand e rs a nd mi nor C h arac ters th at
have eas ily lifted the ho use. freq ue ntl y cro p up durin g the cou rse o f a n adve nture, h ave
It is important that GMs a nd P laye rs learn how to conve rt ra tin gs o f 2 A Ps in eve ry Att ribute. By lookin g a t Batman 's
rea l world q ua ntiti es int o APs. and APs bac k in to rea l worl d A ttributes. it beco mes ob v io us th at Batman is m uc h stronger
measureme nt s. Here are so me more exam p les tha n a no rm al man (he has a STR of 5 APs), m uch faste r th an a
norma l man (hi s DEX is 9), a nd mu ch sma rter tha n a normal
• How long is a footba ll fi e ld (100 ya rds)? (5 APs) ma n (Bat man 's INT is 12). In fac t, Ba tma n is a lo t be tte r at
• How long is 3 day s? ( 17 APs, but rem emb er that 17 APs every thin g tha n a no rm a l man ( In fac t, very few he roes have
represents the entire range of va lues from 2 to 4 days) ra tin gs o f 2 APs o r lower in a ny of the ir A ttributes. T hi s is
• How much does a car w e ig h? ( 6 APs) beca use heroes in D C Com ics are a lm os t uni ve rsa ll y fas te r,
• If a Cha racte r has a Strength of 8, how much weight can he smarter. to u g her ; a nd in ge n e ra l, be tte r th an a no rm a l m an
lift? (about 6. 25 tans) could ever ho pe to be.

II
Each C haracte r's ALtributes are arrayed in a spec ial three Mental Acti on, and I NFL is used as Acting or Opposing Va lu es if
by three pattern: a C haracter is trying to carry out or halt a Myst ica l Ac tion. The
Ac tin g Va lue indi cates how like ly a C haracte r is to succeed a t a
give n action , and the Oppos in g Val ue indi cates how like ly hi s
J®ij opponent is to fa il in th e atte mpt to op pose th e act io n. If
Du: 9 Sn: s BODY: 6 Manhunter was trying to pun ch so meone, fo r exa mp le, hi s DEX
INT: 12 WILL: 12 MIND: 10 wou ld be hi s Acting Value a nd would te ll th e Pl ayer how likely
M anhunte r is to strike hi s target. Hi s oppone nt 's DEX wo uld be
!NFL: 10 AURA: 8 SPIRIT: 10 the Opposin g Va lue and would te ll the Playe r how like ly the
I NITIATIVE: 35 HERO POINTS 150 adversary is to avo id M anhunte r's blow.

BATMAN
Th e top row of the Attribute box (DEX, STR, and BODY ) is
made up of a Charac te r's Physical Attributes. Phy sica l Attributes D ex : Sn: Booy·
are used w he n a C ha rac te r is facing (or makin g) a Phys ica l INT: 12 WILL: 12 MIND: 10
Attac k suc h as a punc h in the mouth or a bolt of lightning, or
w he neve r a C harac ter is pe rforming ph ys ica l activities like lNFL: 10 AURA: 8 SPIRIT: 10
jumping over a fe nce or sw ing ing on a flagpole. INITIATIVE: 35 H ERO POINTS 150

BATMAN ' The midd le co lumn of th e Attribut e box ( STR, WrLL, and
DEX: STR: BODY: AURA) is made up of a Character's Effect Attri butes. STR, Wt LL,
and AUR A are ca ll ed Effec t Attri butes because they are most
INT: 12 WILL: 12 10
MIND :
fre qu e ntl y used as a C harac te r' s Effec t Va lue on the Res ult
! NFL: 10 AURA: 8 SPIRIT: 10 Tab le. STR is used fo r Phy s ica l Ac tions. W IL L for Mental
I NITIATIVE: 35 H ERO POINTS 150 Actions, and A URA for Mystica l Acti ons. The Effect Va lue is a
measure of how we ll a C haracte r w ill pe rform an action that is
successfu l. In the prev iou s exa mple, Manhunte r's STR woul d be
The middl e row of the Attribute box (INT, WI LL, and M1No) hi s Effect Va lue a nd would determine how hard he woul d hit his
is made up of a C haracter 's Mental Attributes. Mental Attributes target if the punch conn ec ts
are used whe n a C ha rac te r is facin g Menta l Allac ks suc h as a
p s io ni c b la st o r mind co ntro l, or w hen ever a Character is
performing me nta l acti vities like solving a riddle or tryin g to
remember a fac t. DEX: STR: BODY: 6
I NT: 12 WILL: 12 10
MIND:

BATMAN ,,f INFL: 10 AURA 8 SPIRIT: 10


I NITI ATI VE: 35 HERO POINTS 150
Dex: STR:
I NT: 12 WILL: 12 MIND: Fin a lly, the third co lumn of the Attrib ute box ( BODY, M1No,
INF L: 10 AURA: 8 SPIRIT: and SPIRIT) is made up of a Charac te r 's Resistance A ttributes.
INITIATIVE : 35 HERO POINTS 150 Res ista nce Attributes are most frequen tl y used as a Charac ter's
Resistance Value on the Result Tabl e w he n he is opposing a n
action. Resistance Values a re co mpared w ith Effect Values in
The bottom row of the Attribute box (INFL, AURA, and SPIRIT) order to determine how great a n effec t a ny ac tion has . Also,
cons ists of a C ha racter's Mystical Attributes. Mysti ca l Attributes Res istance Attributes represent how much damage a C haracter
a re used w he n a C haracter is facing My s ti ca l (o r magica l) ca n s u sta in before los in g co n sc io u s ness. BODY represents
Attac ks such as Magic B lasts or enchantments, and whe never a Phys ica l damage from punc hes a nd energy bo lts: MI ND stand s
C haracte r is pe rforming act iviti es that de pend upon the force for Me nta l damage fro m psionic blas ts and me nt al strain: and
a nd qua lily o f hi s pe rsonality, like dealin g with other people. SP IRIT s how s Mysti ca l d a ma ge from m agica l bolt s or
e nc ha ntm e nts. In the example, Manhunt e r's opponent's BODY
Ea c h of th e Attr ibut es is a lso gro upe d a sec ond way, wou ld give the Playe r an indi cation of wheth er the vill a in wi ll
in c olumn s·
be kayoed, me re ly stunned , or not affec ted at a ll by the punch

Putting the Two Groups Together


A c hart that shows how the two c lass ification s of A ttributes
DEX: 9 Sm: 5 B ODY : a re re lated is as follow s·
INT: 12 W ILL: 12 M IND: 10
INFL : 10 A URA: 8 SPIRIT: 10 First Group Second Gmup
I N ITIATI VE: 35 HERO POINTS 150
Acting/ Opposing Effect , ReslJtance
The left column o f th e Anribute box (DEX, INT, and INFL) is
made up of a Charac te r's Acting and Opposing Attributes. DEX , Physical Dexterity Strength
INT, a nd INFL are ca ll ed Acting/Opposin g A ttributes because Mental Inte lligence Will
they a re most frequently used as Characters' Acting or Opposing M ystical Influence Aura
Va lues on the Act ion Tab le. DEX is used as the Acting Value if a
Charac ter is try in g to carry out a Phy sical Action. like strikin g One fin a l note: a ll o f the prev ious paragraphs said th at a
a n adve rsary ; while D EX is a lso used as the Opposing Value if a Charac ter's Act in g/Opposi ng Att ributes a re usually used as hi s
C h a rac ter is t ry in g to op pose a Ph ys ica l Ac ti o n , li ke th e Actin g/O ppos in g Value s, a nd th a t a C haracte r ' s Effec t
adve rsa ry striking back. Similarl y, INT is used as the Acting or Attribute s are usually used as hi s Effec t Va lue . and so on. Th is
Oppos ing Va lu es if a C haracte r is trying to carry out o r thwart a is because ce rta in spec ial cases mi ght require a Playe r to use a

II
Action Table
Opposing Value Columns
1 3 5 7 9 11 13 16 19 U 25 28 31 36 41 46 51 56
fo to to to to to to to to to to to to to to to to to
0 2 4 6 8 10 12 15 18 21 24 27 30 35 40 45 50 55 60 +

1-2 6 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75 80 +
3-4 5 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75
5-6 4 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70
7-8 4 5 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65
9 -10 3 4 5 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60
; 11-12 3 3 4 5 9 11 13 15 18 21 24 28 32 36 40 45 50 55
&
.. 13-15
16-18
3
3
3
3
3
3
7
5
11
9
13
11
15
13
18 21
15 18
24
21
28
24
32
28
36
32
40
36
45
40
50
45
!Cl
19 -2 1
22-24
3
3
3
3
3 4 5 7
5
9 11
9
13 15
11 13
18
15
21
18
24
21
28
24
32
28
36
32
40
36
~< 25-27
28-30
3
3
3
3 3 3
4
3
9 11
7 9
13
11
15
13
18
15
21
18
24
21
28
24
32
28
31 -35 3 3 3 3 3 5 7 9 11 13 15 18 21 24
36-40 3 3 3 3 5 7 9 11 13 15 18 21
41 -45 3 3 3 3 3 4 5 7 9 11 13 15 18
46-50 3 3 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11 13 15
51-55 3 3 3 3 3 3 3 3 3 3 4 s 7 9 11 13
56-60 3 3 3 3 3 3 3 3 3 3 3 4 s 7 9 11
+5 C
+S: One Column Shift for each +S. C: Cancel - One +5 Row cancels one +5 Column.

Character' s Acting/Oppos ing Attribute as his Character's Acting Whenever someone rolls the dice and consults the Action
and Effect Values, for exa mp le; or he mi ght be asked to use the and Result Tables, it is called an Action Check.
Character' s Resistance Attribute as hi s Opposing and Resistance
Values, and so on. All of these special cases are detailed later in
this rulebook. Idea Four: The Action Table
Idea Three: Rolling the Dice The Action Table is used to determine whether or not a Dice
Action will succeed. The Action Table is almost always used in
There are two types of actions that Characters can perform conjunction with the Result Tabl e (Idea Five) . BOlh the Act ion
in the DC H EROES RPG: Automatic Actions and Dice Actions. and Resu lt Tabl es can be found on pages 85 and 87 as we ll as on
Automatic Actions are actions that are automatica lly successful. the reference sheet in the back of the book
Batman can a lways wa lk across a room, for examp le, or ca ll Every time a Character attempts a Dice Act ion, the Player
Commissioner Gordon on the Batphone. Di ce Ac ti o ns are mu st ma ke what is ca ll ed an "Acti o n Chec k." Every Action
actions that have some chance of failure, no matter how small Check in vo lves four factors: the Acting Value (AV) , the Effect
Punch in g an adversary, inte rroga tin g a thu g, a nd try in g to Value (EV) , the Opposing Value (OV) , and the Resistance Value
convince Commiss ioner Gordon to loan Robin a police car are (RV) . T he rul es desc ribe what is used as the Acting, Effect,
all Dice Action s. In order to decide whether a Dice Action Opposing, and Resistance Values fo r most of the Action Checks
succeeds or not, a Pl ayer consults the Action and Result Tables that will come up during play. If a Character is trying to perform
and rolls dice. If a specific Action is not spe lled out here in the a Dice Action that is not covered by the rules, the Game master
rules, the GM mu st decide whether it is an Automatic Action or mu st dec ide w hat to use as the AV, EV, OV, and RV of the
a Dice Acti on. Action Check. Remember th a t th e le ftm ost co lumn o f a
Each of the dice has ten sides and is referred to as a D I 0 . Character' s Attribute box contain s the Attributes that are most
When the rules instruct a Player to ro ll 2010, he rolls both dice frequentl y used as Acting or Opposing Va lu es , the midd le
and add s the numbers together. The side wi th the O on it is column contains the Attributes that are most freq uent ly used as
conside red a te n, no t a zero , when it co mes up o n a roll. Effect Values, and the right hand co lumn contai ns the Attributes
Therefore, a ro ll of double Os wou ld be read as a twenty, a O and
that are most frequently used as Resistance Values.
a 4 would be fourteen, and so fo rth .
Th e Action Table is made up of numbe rs orga ni zed in
If doubles are rolled on the dice, the Pl ayer has the option
Columns (up and down), and Rows (side to side ). The Acting
of rolling th e dice agai n, and addin g the resu lt to the original
roll. He ca n keep rerolling and addin g as lon g as he keeps Values are located in the leftmost Column, and the Opposing
rolling doubles. Values are located in the top Row . The other numbers represent
The onl y exception to thi s doubles rule is a roll of double "success numbers" for Dice Actions.
ones. Wheneve r double ones are rolled, whatever action the In order to ex plain the Action Table, let' s use an example
Character was attempting automatically fails . T he pl ayer may Suppose that Frank is playing Batman and wants to punch the
not follow the do ubl es rul e and roll again . Even if a roll of Joker. Thi s is a Phys ica l Action that uses Batman 's DEX as the
double ones follows one or more earlier doubl es roll s, the acti on Acting Value and the Joker' s DEX as the Opposin g Value. In
still fail s. If a Player roll s double sixes, then double fours, then order to see if Batm an 's Ac tion succeed s, Frank fo llows the
double ones, fo r example, that action fa il s. step-by-step procedure below:
Step 1 The Column Shifts earn ed wi ll increase Batman' s results in
Locate the correct Acting Va lue Row. usin g the guid e the next step, The Result Table.
numbers on the left side of the Table. Attempting to strike
someone in simple hand-to-hand combat is a Physical Action, so Important Rules on Column Shifts
Batman's Action Attribute is hi s DEX of 9. Frank locates the 9 - 1. Column Shifts Start at 11
10 Row on the Table. Start countin g Column Shifts at I I. For exampl e: if th e
Success Number is 3 and a 12 is roll ed, the Player onl y receives
Step 2 1 Column Shift, even though he moves over many Column s.
Locate the correct Opposing Value Column. The Joker will 2 . Turning the Corner or
try to physicall y dodge Batman's blow, so the Joker's Opposing Going Off the Edge of the Action Table
Attribute is hi s DEX also, which is 5. Frank find s the 5 to 6 Sometimes, the di ce roll for an Action Check is so high tha t
Column on the T able. when counting Column Shifts, a Player goes all the way to the
right edge of the Action Table.
Step 3 Look at the Action Table and find the 46-50 Row of the
Locate the Success Number by finding where the 9- 10 Row Acting Val ues. If a Player has a Character with a Streng,h of 50
intersects the 5 to 6 Column. The number they intersect at, 7, is APs and he rolls above 15, he will go off the chart.
Batman's Success Number. Frank mu st ro ll 7 or above on 2DJO In this case, he "turn s th e co rn er" and counts upwards
(both dice added together) for Batman to strike the Joker. along the ri ght hand edge as if it we re the continu ation of the
Row. He keeps going until the dice ro ll number is small er than
the nex t entry.
For exampl e: the Character with 50 APs of Strength first
rolls double 6's, then roll s double S's, then rolls 7 for a total of
12+10+7 or 29. Suppose hi s Success Number is a nine. For the
correct Column Shi fts, he counts one to eleven, two to 13, three
to 15, then he "turn s the corner" and cou nts four to 18, rive to
2 1, six to 24, seven to 28 and stops. He mu st stop because the
next number is 32 whi ch is larger than the d ice roll of 29.

Idea Five: The Result Table


The Result Table is almost always used in conjun ction with
th e Ac tion Table. Once th e Ac ti on Tab le ha s determin ed
whether or not a Dice Acti on succeeded, the Player then lcoks to
the Result Table in order to fi gure out how well the Action was
performed. If the Act ion Tab le indicated that the Action failed .
there is no need to look at the Result Tab le at all. In the example
from Idea Four, Batman successfully hit the Joke r; but what
happens now? Did Batman knock the Clow n Prince of Crime
out cold, or just sc uff him up a bit? This is where the Res ult
Step 4 Table comes into play.
Roll the dice. Let us suppose th at Frank roll s double 2's. The Result Table works like the Action Table, except that
He can roll again. Now he roll s a 3 and a 7. Add the numbers the Player co mpares Effect and Resistance Values instead of
from both rolls together: 2+2+3+7=14. Si nce the total of 14 is Acti ng and Opposin g Values. If Batman were attempting to
grea ter than th e 7 need ed to hit, th e Actio n is co nsidered punch the Joker, hi s Effec t Value wo uld be his STR and the
successful. Re sistance Va lue wou ld be th e Jo ker's BODY. Let's continu e
with the example.

Check for a Column Ss\~j,.~n ytime a Character rolls Step 1


greater than his Success Number and the ro ll is 11 or over, he is Loca te th e Effect Va lu e ra tin gs on the left side of the
eligible fo r a Column Shift. Frank rolled over 11 and above hi s Result T able. Since punchin g the Joke r is a Ph ys ical Act io n,
Success Number, so he may be eli g ible for an Effect bonus, Batman's STR is the Effect Val ue in thi s case. Batman 's STR is
call ed a Column Shift. In the example above, Frank roll ed a 14
5, so Frank shou ld look to the 5-6 Row of the table.
when the Success Number was 7.
Step 2
Step6 Locate th e Resis tan ce Va lu e rat in gs a lo ng the t~p of
Determine the nlfmber of Col umn Shifts. Since the dice roll th e tab le. In thi s case, the RV is th e Jok er's BODY. Th e
was at least I I and hi gher than the roll needed for success, Joker's Boov is 3, so Frank s ho uld look to the 3 to 4
Frank can begin to count hi s Column Shifts. He puts hi s fin ger Col umn of th e tabl e.
on the spot where the Acti ng Value Row intersects the Opposi ng
Value Column at the number 7.
If he moves his finger one Column to the right, the new
Step 3
Now the Player mu st take into account any Column Shifts
number Frank is pointing to (9) is still lower than the number he
that were earned on the Action Table. Do this by adj ustin g the
rolled. He can continue moving to the right until he reaches 11 ,
th e point where Column Shifts begin . Frank ha s made one Column that is being used for the Resistance Value a number of
Column Shift. 11 is highlighted on the table to remi nd the GM Columns to the left equal to the number of Column Shifts earned
and the Players where Column Shift bonuses start. on the Action Table. Since Batman earn ed two Colum n Shifts
Frank can now move one more Column further to the right, against the Joker, Frank would count two Columns over to the
since the dice roll of 14 is greater than the number (13) in that left from the 3 to 4 Column (Joker 's original RV), leaving him
Column, too. He has now made two Column Shifts. The number on the OColumn.
in the next Column to the right is 15. Since 15 is greater than the Noti ce th at the leftmost Colu m n is labeled ''x," and that
dice roll, he does not earn a third Column Shift. each entry in the "x" Column reads "+ I." If the Column Shifts
Result Table
Resistance Value Columns

1 3 5 7 9 11 13 16 19 22 2528 31 36 41 46 51 56
to to to to to to to to to to to to to to to to to to
X 0 2 4 6 a 10 12 15 18 21 24 27 30 3540 45 50 55 60 +

1-2 +l A I N N N N N N N N N N N N N N N N N
.
+

.
3-4 +I A l N N N N N N N N N N N N N N N N
S-6 +l A N N N N N N N N N N N N N N N *
7-8 +I A 2 N N N N N N N N N N N N N N

...
9-10 +I A 8 3 2 N N N N N N N N N N N N N *
;
~
11-12 +l A 10 6 4 3 N N N N N N N N N N N N *
IC 13-15 +I A 12 II 9 8 5 N N N N N N N N N N N
16-18 +I A 14 13 11 10 8 4 N N N N N N N N N N
1
::
..
19-21 +l A 18 17 16 14 12 10 6 N N N N N N N N N *
22-24 +l A 21 20 19 17 15 13 11 9 5 N N N N N N N N

I 25-27
28-30
31-35
+I
+l
+I
A
A
A
24
27
30
23
26
29
22
25
28
20 18
23 21
26 24
16
19
22
14 12
17 15
20 18
JO 8
13 11
16 14
6
9 7
N

12 JO
N
N
8
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
*
36-40 +I A 35 34 33 31 29 27 25 23 21 19 17 14 l2 9 N N N N *
41-45 +l A 40 38 36 34 32 30 28 26 24 22 20 18 16 13 10 N N N *

.
46-50 +I A 45 43 41 40 38 36 34 31 28 26 24 22 20 17 14 11 N N *

.
51-55 +I A 50 48 46 44 42 40 38 36 34 32 30 27 24 21 18 15 12 N *
56-60 +1 A 55 53 51 49 47 45 43 41 39 36 33 30 27 24 21 18 15 13
+5 A * C
•For every S APs of Effect Value over 60, Increase the RAPs by 5.
*Shift the Effect Value up one row for each +5 column and use the 60 Resistance Value.
A All. The Result APs are equal to the Effect Value.
C Cancel. One +5 Row cancels one +S Column.
N No Effect. The action has no effect on the target.

are carried furth er to the left than the "x" Column , pretend that
there are an infinjte number of Columns to the left of the "x,"
and that all of the entries in the fi rst imagi nary Co lumn read
''+2," all of the entri es in the second imaginary Column read
"+3," and so on. Therefore, if the RV of an Action Check was I
and the Action received six Co lumn Shifts, the Result would be
in the imaginary Column that reads "+5."

Step 4
Find the number of Result APs (or RAPs) by cross- indexing
the Effect Value with the final Resistance Co lumn . Unlike the
Action Table, the Player does not ro ll any more dice to use the
Result Table. If th e Result is "A," (whi ch stands for "A ll") the
number of RAPs earned is equa l to the fu ll Effect Value of the
Action Check. If the result is a + I (or +2, +3, etc. in one of the
"imaginary" Column s), the number of RAPs earned is equal to
the full Effect Va lue of the Action Check plus one (or two or
three, etc.). If the result is an "N," the Resistance Va lue of the
Action was just too high, and the Action fails. In the example.
Batman would have earned 5 RAPs against the Joker (remember
that the Joker's RV was shifted down two Co lumn s which yields Sometimes, the RAPs earned in an Action Check wi ll be
an "A" result; since Batman 's EV is 5, he earns 5 RAPs). unimportant; the rules or the GM will si mply state that one or
Result APs, or RAPs, are a measure of how well an Action more RAPs indicates success. For example, suppose Blue Beetle
was performed. RAPs are used for all sorts of things, depending is trying to jump over a talJ fence. This is a Di ce Action because
upon the type of Action Check being performed. In combat (like it is possible that he will fail. It does not reall y matter if Beetle
Batman punching th e Joker) , for examp le, the RAP s that clears the fence by one foot or ten feet. He will either make it, or
he will not. This is an ex.ample of an Action in which the GM
Batman earns indicates the amount of '"damage" he does to the will tell a Player that he mu st ea rn on e or more RAP s for
Joker. The Joker can on ly take a certain amount of damage success. If Beetle recei ves one RAP, twe nt y R APs, or any
before he becomes uncon scious and unabl e to fight back. The RAPs, he successfu ll y jumps over the fence; otherwise he fai ls.
rules in later chapters detail what the RAPs mean for most of the
Actions that are likely to be performed. If the Action is not +5/Column/ Row
covered in the rules, it is up to the Gamemaster to decide what At the very end of both the Action and Result Tables is a
the RAPs mean, if anything. +5 Column. This number is used when a Character is completely
off lhe charl e ith er in numbe r of Co lumn Shifts, compa ri son of Drawbacks are spec ial si tua t ion s that are unique to an
Attributes. or just plain di ce ro llin g indi vid ua l Character . Unlike Powers. Ski ll s. and Ad vantages.
On the Act ion Tabl e. the Opposing Va lues, Acting Values. however. Drawbacks (as th e ir name implies) arc harmful to th e
and the Success Number inc rease in fi ve point in cre ments. The Character. Examp les of Dra wbacks in cl ud e Superman' s
same is true for the Resu lt Tab le's Effect and Res istance Values. Vul nerab ility to Krypto nite, Aq uaman 's inabi lity to re main o ut
For exa mpl e: Characters w ith a DEX of 61-65 as an of the water longer than o ne hour. and Batman' s sing le- min ded
Opposing Va lu e a re o ff the chart. Ju st add +5 to the Success pursuit of justi ce.
Num ber for every 5 APs. The refore. a Characte r w ith an Acting Ru les gove rning a ll of the indi vidual Pow e rs. Skil ls.
Value of 1-2 wou ld have to ro ll an 85 to hit a Characte r w ith an Adva nt ages, a nd Dra wbac ks c an be found in Chapt e r Two:
Opposi ng Value of 6 1-65, a 90 to hit 66-70, and so o n. Character De sign. Usua ll y, Powers and Ski ll s w ill fu nction as a
C stand s for Cance l. Anytime two C harac ters are o ff the C haracter's AV. EV , OV. or RV while ma kin g ce rtain Ac ti on
tab le. they ca nce l eac h ot her's adva ntage. A 70 Effect Value Checks. Advantages tend to mod ify Actio n Checks. or permi t a
against a 70 Res istan ce Va lue is re so lved as a 60 agai nst 60. A Character to make certa in Act io n C hecks he could not make
75 Actin g Va lue agai nst a 70 Opposing Va lue is reso lved as a o th erwise. So me eve n all ow a C haracter to perfo rm ce rtain
65 aga in st 60. and so o n. A utomati c Ac tion s he cou ld not make without them . Specific
Since it is so important to lea rn how to use the Acti on and details regarding lhe e ffects of Powers, Sk ill s. Advantages and
Result T ables quick ly and eas ily. here are some more exam ples Drawbac ks are covered in Chapter Two. Take some time now to
How many RAPs wo uld be ea rn ed in eac h of the fo ll ow ing look up a co uple examp les of Powers. Skills. Advan tages. and
situati o ns? Drawbacks in th at chapter and read the ir descriptions befo re
• T he Acting Va lu e (AV) is 5. t he Oppos in g Va lu e (OV) is going on to Idea Seven.
9. th e E ffec t Va lu e (EV) is 8. th e Re s istance Va lu e (RV)
is 6 a nd th e dice roll is 24 (somebody mu st have ro ll ed Idea Seven: Hero Points
so m e do ubl es). There are three Column Shifts, so the
Action earns 8 RAPs So far. we have shown that whet her or no t a DiL"e Action
• The AV is 22. the OV is 9. the EV is 11. the RV is 20, the dice succeeds is depe nde nt upon a co mbination o f the Characters·
roll is 11 . There is one Column Shift (remember that Column Abi lit ies and the Playe rs · luck . But in the co mi cs. the heroe s
Shi~s do not start until the 11 Column), but the Result Table a lways see m to have lu ck o n th e ir side whe neve r they need it
reads " N" so no RAPs are earned and the Action fails. mos t. S uperma n had no prob le m stretchin g his Abili ti es past
• T he AV is 6. the OV is 6. the EV is 3. the RV is I, and the dice the ir limits in a dire situati o n. and Batman neve r see ms to mi ss
roll is 18. There are three Column Shifts, so the Action earns 5 an imp ortant c lu e. Th e DC H EROES RPG acco unt s for thi s
RAPs (a ll of the APs of the Effect Value, plus two from the phe nomenon by g iving Playe rs so me control over the ir Action
" imaginary Columns" off the left hand of the Result Table). C hec ks throu g h the use of Hero Points.
• The AV is 6. the OV is 6. the EV is 3. the RV is I, and the di ce Hero Points fun ction like mon ey: o nce a Player or the GM
ro ll is 9. The Action fails because the Success Number was an decides to use the m . they are gone. although there are ways of
11 and the die roll was only a 9 ge ttin g more Hero Point s durin g p lay. Hero Poi nt s al low a
• Th e AV is 6, the OV is 6, the EV is 7, the R V is 5, and the Player to temporaril y in crease hi s Character's Acting and Effec t
d ice ro ll is 11 . There are no Column Shifts, so the Action
earns 3 RAPs Value s whenever he is atte mpt in g a D ice Ac ti o n. thu s giving
him a g rea ter c h ance of s uccess . Hero Po int s ma y a lso
Idea Six: Powers, Skills, temporari ly in c rease a Character·s Oppos in g a nd Res ista nce
Value s whe never he is res istin g a Di ce Ac ti o n. ca usin g hi s
Advantages, and Drawbacks opponent to ha ve a lesser chance for success
Take a look at some of the C haracters in Appendix A. In In the example o f Batman punching the Joker. Frank wou ld
addition to the ir Attributes. there are li stings of Powers, Sk ill s, ha ve the opt io n of spe nding Hero Points o n his Acting Va lue to
Advantages , and Drawbacks. C haracters ha ve these e le me nts increase th e likelihood that he w il l hit the Joker, or spe ndin g
beca use man y of th e heroes in DC Comics ca n do thin gs that Hero Po int s on hi s Effect Va lu e to inc rease t he a mount of
th ei r Attributes a lon e ca nn o t exp lain. Superman's STR of 25 damage he will do if he does hit the Joker. or he co uld opt to
a ll owed him to be nd stee l w ith hi s bare hands and change the spend Hero Points o n both the Act ing and Effec t Va lu es. At the
co urse of mi g hty ri ve rs, but w hat was it th at gave him th e sa me time , the Jo ker cou ld spend Hero Point s on his Opposing
abi lity to fl y or to use X-Ray Vision? The answer. of course, Va lue to decrease the chance that Batma n will hit him (vi ll ai ns
was hi s Powe rs have Hero Point s too). or he could spend Hero Po int s o n hi s
Powers are Abi li ties that are never possessed by ordinary Res istance Value to dec rease the d amage th at Batman will do if
people. Examples of Powers include Superma n's Flig ht and X- he hit s. The Joker could also opl to spe nd Hero Po int s o n both
Ray V ision . G ree n Lantern's Force Manipulation , and Blac k th e Oppos in g and Res istance Va lu es.
Ca nary's Son ic Beam: an ordinary j oe o n the stree t will never Each Hero Point that is spent inc reases th e Acting . Effect.
have these abi li ties. No matter how hard he tried, Jimm y O lse n Opposing. o r Re sistance Va lue by o ne AP for that Action C heck
could never learn to use X-Ray Vision like Superman. Powers only. The Playe rs decide whe n to have the ir heroes spend Hero
are meas ured in APs ju st lik e Attribut es. So me heroes, lik e Po int s , and th e GM decides w he n th e vil lains and minor
Batman. don·t ha ve an y Powe rs at al l. Characters w ill s pe nd Hero Point s; a lth o ug h man y min o1
Skills. on the other hand. are spec ia l hero ic Abi li ties that can C haracters will not ha ve a ny Hero Point s to spe nd . T he number
be learned by o rdinary. everyday people. It is conce ivab le th at of Hero Poi nt s that eac h C hara c te r begins wi th is li sted in
J immy Olsen could learn to be as good a detec ti ve as Batman if Appe ndix A
he were to put in th e yea rs a nd years of ri goro us stud y a nd The fo ll owi ng rul es perta in to the expend iture of
trainin g. Examples of Ski ll s inc lu de: Dr. Fate's Occultist S kill. Hero Po in ts:
Black Canary's Mart ia l Artist ab iliti es. and B lu e Beetle's
C harisma. Skills a re also measured in APs Rule 1
Advantages are specia l capabi lities that are not me asured in Fi rst of a ll , the Players and/or the GM mu st decide whether
APs. So me Advantages may be fo und in o rdinary peopl e. while or no t they are go in g to spe nd Hero Poin ts be/on' ro llin g th e
othe rs a re not. Exa mpl es of A d va nta ges in c lude S t arfire·s dice for the Action. Ne ithe r the Playe rs nor the GM are al lowed
Attractive Appeara nce. Batman's Co nnection with the Got ham to wa it ,111d see how we ll they do w ithout spending Hero Po int s
Ci ty Pol ice Depart me nt. and eve n Capta in Marve l' s ab ilit y to and th en decide to spend afterwards. O nce the d ice have been
in stant ly c hange into hi s heroic ide ntit y . rolled. il is too late to spe nd Hero Points
Simi lar ly, once someo ne ha s decided that he is spendin g
Hero Points. he mu st s pend th e points. Even if the dice roll
would ha ve achieved the des ired res ult without the Hero Points.
they are still gone and may not be taken back.

Rule 2
Whenever Hero Poi nt s are used, the Player mu st c learly
announce to all of the other participants exac tl y how man y Hero
Poinls he is going to spend , and whi ch Va lues (AV, EV, OV , or
RV) are going to be increased wi th them: " I am spendin g 2 Hero
Points on the Ac tin g Value .i nd 3 o n th e Effect Va lu e," for
example. ~
Spend in g Hero Points, th e refore. is lik e biddi ng a t a n
auction. Once a Player or the GM announces that he is spending
Hero Points on the Act ing and/or Effect Val ues, hi s opponent
can dec id e to spe nd Hero Po ints o n th e Opposi ng a nd/or
Resis tance Va lu es. Once a Player hears that hi s o ppo ne nt is
spending Hero Points. he ca n then decide to spend mo re Hero
Points to ove rcome the opponent 's expe nditure, and so on. The
"bidd in r!"· goes back and fo rth like this until both s ides decide
that theY d0 not wa nt 10 spend any more Hero Points. Once both
sides arc co ntent w ith th e numb e r o f Hero Po ints they are
spending. the dice arc ro ll ed and the Actio n is resolved.

Rule 3
There is a lim it to the number of Hero Points that may be
spent on any one Acti o n. A Playe r may neve r increase any of hi s
Character's Values (AV, EV, OV, or RV) to more than double
its begi nning va lue throu gh the use of Hero Po ints. For examp le,
Ba1man can never spend mo re than 9 Hero Points on hi s Act ing Rule 2
Value in combal with hi s beginning DEX of 9 ; nor ca n he spe nd A n y Ac ti o n that in vo lves C h a ra c te r s · A ttribut es is
more than 6 Hero Poi nts o n hi s Re s ist ance Value due to hi s automatica ll y a Di ce Acti on. If the GM decides th at NightWi ng
beginning BODY of 6. ca n use hi s I NT to try to so lve one of the Riddlc r·s ridd les. fo r
A more detailed examp le will demonstrate eve rything we exa mpl e. it is a Di ce Ac ti o n. In this case . usin g N ig ht wi ng"s
have ex plained abo ut Hero Poillls so far. Ba tm an is go in g to I NT/ WI LL as the AV/EV because it is a Men tal Ac ti o n. against
punch the Joker aga in . Batman's beg inn in g AV and EV are 9 whateve r OV/RV the GM decides is appropriate, w it h 0~1e 01
and 5 respect i vely (hi s DEX and STR) and the Joker's OV and more RAPs necessary for success.
RV are 5 and 3 (hi s DEX and Boov). Since Frank wants to make There is one important exce pti on to this rul e. Using th e STR
sure that he w ill take th e Joker out right he re and no w, he Allributc to lift nn objec t is always an Auto mati c Ac ti on. If a
decides to spend 3 Hero Points o n hi s Ac ti ng Value and 2 o n hi s C haracter has a STR or 7 APs. he can automat icall y lift an y
Effect Va lue. The GM now has a chan ce lO spend hi s own Hero
objec t that we ighs 7 APs or less.
Poi nts, and s in ce the Jok er lik es being co nsc io us. th e GM
decides to spend 1 Hero Point on hi s Oppos in g Va lue and 2 on
hi s Res istance Value. Now Frank has a chance to revise hi s own Rule 3
expenditures. Since he rea ll y want s to fini sh off the Joker, he If ne ither o f the first two guide lin es arc applicable. the GM
decides to go for th e gusto and up hi s commitment to 9 Hero should always fa ll b;,1c k on the old rule that any Act ion in wh ich
Points on hi s Ac tin g Va lue and 5 o n hi s Effect Value. Since hi s there is a chance th at yo u w ill fail , no matter how sma ll. is
original AV and EV were 9 and 5, Batman has reached hi s limit automa ti ca ll y a Dice Ac ti o n. Spea k ing. for examp le . is a 11
for th is Ac ti o n, and ca n s pe nd no mo re Hero Po ints. S in ce Automatic Act ion because th e re is no c hance of failure:
Bat man is goi ng for the ma x imum Hero Point expendit u re Characters ca n a lmo s t al ways talk . Trying to t:onv in cc
poss ible. the GM decides to do the same for the Joker, spe nding Co mmi ss ioner Gordon to len d someone a police car. however. is
5 on hi s Opposing Va lue and 3 on hi s Res istance Va lu e. Thi s a Di ce Ac ti on because there is a chance that the commissionc1
brings the Joker up to his ow n lim it. Since neither side can wi ll not grant the req ues t.
spend any more Hero Points, the Action is now resolved with a It is always up to th e GM to determin e whether or not any
final AV/EV of 18/10 and a final OV/RV of 10/6. Action is u Dice Ac ti on o r an Auto mati c Ac ti on.

Idea Eight: Automatic Actions Pushing Automatic Actions


So metimes, a he ro needs to fly faster. jump farthe r. or lift
more weight th an he is no rnwll y able 10 do. In these situati ons,
There are two types of act ions in the DC HEROES RPG . Ideas
Four, Five. and Seven gave details o n ho w to reso lve Di ce the hero must ·'Pus h'' hi s Ab ilities. strai nin g hi s capabili1ies to
Act ions. The other kind of ac ti o n is called Automatic Actions the ir limit. A Pla ye r may o nl y Push when he is attempting to
Automatic Ac ti o ns are auto mati ca ll y s uccess ful. If th e perfo rm an A ulOmati c Ac tion th at is based o n a Powe r or
Flash wan ts to run at the speed of sound or Hawkman wants to Allributc. To ' 'strain Abi lities" whi le attemptin g a Dice Ac ti o n.
ny. they auwmatica ll y succeed . The Action and Result Tabl es a Player spend s Hero Points to increase the AV, EV. OV. or RV.
are not used for Automatic Acti ons. The only possib le prob lem as di scussed in Idea Seven
is determ in ing ex act ly which actions are Automatic Ac tion s and In order to Push. the Player must make an Acti on Chec k
which are Di ce Act ions. Here are some s impl e gu idel ines: us in g th e APs of the Ab ilit y that he wa nt s to Push as th e
AV/EV. An Action C heck is made because Pushin g itse lf is a
Rule 1 Di ec Action s inc e there is a c h a nce or fai lure. Since the
If a C harac ter is usin g a Power. Ad va ntage. or Skil l to Character is esse nti al ly fighting aga inst his ow n limits. the APs
perform an Act ion. the appropriate descript ion in Chapter Two of the ability the Playe r is Pushing also se rve as the OV/RV. Th e
wi ll indicate if the Acti on is a Dice Acti on or an Automatic Act ion. RAPs fro m th e Pu sh ing Ac ti o n a rc te mporarily added to the
ability being Pushed. Hero Po in ts may be spen t to increase the
Ae ling o r Effec1 Va lues o f 1he Pushing Ac1io n C heck. RAPs 1ha1 ac ro~s th e o il at a s peed o f 5 A Ps ( th e R A Ps te mp o ra ril y
a re added to a n Abili1 y o nl y last for O APs o f tim e (about 4 substllute for hi s APs of S uperspeed ). If S upe mia n rec ieved 10
seconds, o r o ne phase o f co mbat). At the e nd o f that time, the RAPs on hi s roll. he could lift a 10 AP object
A bilit y re turn s 10 its o ri g inal leve l: alth o ug h th e Pl ayer may A s soo n as a n A ut o m a ti c Acti o n is turn ed int o a Di ce
immedia1e ly try lO Pu sh the Ability again , if des ired . Ac ti o n, th e Abilit y u po n w hi c h th e Ac ti o n is based m ay no
In add iti o n to any Hero Points spent o n the Pu shin g Ac tion lo 1~ ge r be Pu she d . In stead . the P layer ma y now s pe nd Hero
C heck, the Pushin g Player mu st pay a speci~II "Push Fee·· eq ual Pomt s on hi s AV and EV if he want s to inc rease the c hance for
to three He ro Po int s fo r eve ry AP 1e mpo ra ril y adde d to the
Ab ilit y. Th e Pl aye r ca n c hoose to a dd fewe r A Ps t o hi s
C harac te r's Ability tha n he is entitled to, in o rde r to save Hero The Universal Modifier Table
Po ints o n the fee. The re a re o ft e n spec i:.11 c irc umsta nces that will influe nce
If the Playe r fail s in an atte mpt to Pus h a n Abilit y. the Di ce Ac ti o ns in a s imil ar fas hi o n. Wh eneve r Gree n Arrow
A bilit y in sta ntl y '·burns o ut'' and is redu ced to ze ro A Ps (th e shoots hi s bow. it is a no rmal Dice Acti o n: but what if Green
C harac te r is ex hau s1ed fro m the e ffor1 ). Burned out Abiliti es A rrow w ant s to s hoo t the bow whil e he is d a ng lin g from a
mu s t be regain e d throu g h th e us e of Rec o ve ry, whi c h is 1rapeze? In cases lik e thi s, look to the Universal Modifier Table's
ex pla ined later Standard A c ti on co lumn in o rd e r to find a Co lumn Shift
Here is an ex ampl e o f Pushing an abilit y: Marv is pl ay ing m o difi e r that is a ppli ed to th e Ac ti o n 's O p pos in g Va lu e.
Aqu a lad whe n an Army ta nk is dropped o n top o f him in the S hooting an arrow whil e da ng lin g fro m a trapeze mi ght be an
middl e of a fi g ht. A cco rdin g to th e Benchmark APs Table , ··Ex tre me·· Ac ti o n w ith a Co lumn S hift mo difi e r o f +4 . Thi s
Aqualad would need a STR o f 9 lo be abl e to lift the tank o ff o f me an s th a l the Oppos in g Valu e o f th e sho t is a ut o ma ti ca ll y
himse lf. Aqua lad 's STR is o nl y 7. but if he were to stra in hi s inc reased by fo ur Co lumn s.
The Universal Modifier Table is o nl y invoked when the GM
A bili1i es to 1he utmost, he just mi g ht be abl e to lift th e la nk
anyway. Since lifting the tank would no rmall y be a n Au1omati c fee ls_it is appropriate. a ~1d it is al ways up to the GM 10 rul e upon
th e d 1flicult y o f the Ac ti o n in ques lion.
Acti o n. Marv can Pu sh Aqu a lad 's STR to try and get it o ff hi s
bac k. Marv must make an Actio n C hec k w ith an AV/E V o f 7/7 Universal Modifier Table
(Aqualad 's STR) and an OV/RV of 7/7 (again . A qua lad 's STR).
Ju st to add a littl e in suran ce. he d ec ides to spe nd 2 Hero Po int s Description Standard Action Automatic Action
o n hi s Ac ting Value , raising it to a 9 . If Ma rv roll s un 11 . he Modifier OV Iii RV
w ill rece ive o ne Co lumn Shift and 2 RA Ps. He may the n add
th ese t wo RAP s 10 A qu a la d ' s ST R for O A Ps o f tim e (4 Easy -I IA
seco nd s). te mpo raril y rai sin g hi s STR 10 9. Ma rv mu st pay a Average 0 IA
.. Push Fee·· o f 6 He ro Po int s (3 Hero Po ints x 2 RAPs = Pu sh Cha llenging
Difficult
+I
+2
"4
Fee o f 6). If Marv roll s a 7. howe ver. he w ill fail hi s Pu sh
at1e mpt a nd Aqua lad 's STR will be in stant ly reduced to O APs Strenuous +3 6
until it can be Recove red . Extreme +4 8
Pus hing the Limit +5 10
Herc ul ea n +6 12
Automatic Actions Beyond the Limit +7 15
Versus Dice Actions
The differences between Auto mati c and Dice Acti o ns have OV &- RV: Oppos ing Va lue a nd Resistance Va lue
a lread y bee n ex pl a in e d at g rea t le ng th . Howeve r, th e re a re N/ A: Not Applicabl e
severa l s i1uati o ns w he re th e di s tin c ti o n be t we en th e t wo
beco m es un c lear. Guid e lin es fo r di s tin g ui s hin g be t wee n Going for Broke
Auto mati c and Di ce Ac ti o ns are as foll ows· Th e re w ill be times w he n P layers wa nt to be espec ia ll y
Most Automa ti c Ac1io ns assume that a C haracte r is 1ryin g prec is~ o r carefu l w ith th~ir Act.io ns . Suppo~e. for ex amp le. that
to pe rform th e ac ti o n und e r optima l c onditions. Some tim es, C apt;.u_n Atom want s IO hit a mam support pill ar w ith hi s Ene rgy
however. Pl ayers will be forced to atte mpt Auto malic Ac ti o ns Bl ast 111 o rde r 10 kn oc k the who le building down. In situatio ns
unde r unu sual c irc um s 1a nces. The Fl as h c an a lways use hi s like thi s. C haracters are Going Far Broke.
S uperspeed Power to run at inc redi ble speeds. for exa mpl e. but A ny lim e a C harac te r m a kes a Di ce Ac ti o n o ut sid e o f .
what if he is trying to run across a slippe ry o il sli c k o r throug h a co n~bat. he has the opti o n of Go ing For Broke . Whe n a Playe r
pmch o f rubbe ry g lue? S imilarl y. S uperma n could always lift an dec ides lo Go Fo r Bro ke. he in c re ases th e diffi c ult y o f th e
object that we ighed 25 APs. but whal if he had been poi soned by Ac1io n in o rde r to reap gre:.11e r rewards for success. First. he
a spec ial drug that caused hi s Po we r to kee p fadin g in and out ? d eclares. the number of Co lumn Shifts he is willin g 10 inc rease
the Ac uon ·s Oppos in g Va.lu e. A Player may o nl y dec la re an
In situali o ns lik e these. the Auto mati c Ac1io n becomes a
Di ce Act ion instead . Re me mbe r that an y Ac ti o n in whi c h there even number of Col umn Shifts (2. 4. 6, or 8). If he then roll s the
is a ny cha nce tha t a C haracte r will fail is a Di ce Ac ti o n. and in new S uccess Numbe r. he gets lO lower the Res istance Value of
th e prev io us ex ampl es. th e re is cert ai nl y a c han ce th a t bo th the Acti o n by a num ber o f Co lumn S hift s as summari zed o n the
S u perma n and Fl as h w ill fail. In thi s c.asc. use the APs o f the fo ll ow ing ta ble:
Abili1y in qu esti o n ( Flash' s Supers peed o r S uperma n's STR) as
both the AV and the EV o f the A ction C heck. The OV/ RV o f Going For Broke
the Actio n Check is de rived fro m the Universal Modifier Table. In
o rder to use the Universal Modifier Table, 1he GM musl dec ide Opposing Value Resistance Value
ho w diffi c ult the Ac 1i o n is that the C hara c ter is try ing 10 Columns Declared Bonus Column Modtflen
pe rform , us in g th e te rm s li s te d a s a g uid e lin e . Th e te rm s
de scribe the Acti o n fro m th e per spec ti ve o f a no rm a l m a n . +2 -3
Runnin g ac ro ~s a n o il s li c k , for exa mpl e , mi g ht b e a +4 -6
" Strenuous" acti on with an OV/RV of 6/6. If the drug pl aguing +6 -9
Supe rman was quite pote nt, the GM mi g ht rul e that lifting a +8 - 12
heavy o bj ect is " Herc ul ean ," and thus has an OV/ RV o f 12/1 2.
For all Au.tom ati c Acti o ns thai are turned into Di ce Ac tio ns by Hero Po ints may a lways be spent in conjunc1io n with an
s pec ia l s itu a ti o n s . th e R A P s o f th e Ac ti o n C h ec k 1h e n atle mpt to Go Fo r Bro ke. Go in g Fo r Bro ke is never used in
te mporaril y fun cti o n as th e APs of th e appropriate Automati c Co mbai (the re a re spec ial types o f attac ks thal cove r thi s same
Ab ilit y. If Fl as h ge ts 5 RAPs on hi s Ac ti o n Ch eck , he run s ground) .

.,
6 ~ -~ _/'

Chapte_r-~/.. ~- - "''
-our:-> Movement
The re are many occasio ns whe re the GM and the Pla yers
w ill nee ll to kn ow ho w qui ck ly so me one ca n run a ce rt a in
lli stan ce. or how far someo ne c an trave l in a g ive n amount o f
time. APs m.tk c c alculations lik e this a breeze.

Rule 4
Speed is a lso measured in A Ps. The s peed at w hi ch a
Charac te r ca n run is equal to hi s DEX score o r the APs of any
mo ve m e nt Powe rs (Flight. Runnin g. Swimming. etc.). The
ground speed of al l Cha rac te rs w ithout a mo ve me nt Powe r is
Just about everything in the world of th e DC HEROES Role- limit ed to 4 APs. rega rdle ss of th e Character·s D EX (eve n
Playing Came is meas ured in Attribute Po ints. or APs for short Batman, with hi s DEX of 9. c..in still on ly run at a speed o f 4
In order to become proficient in th e DC HEROES RPG , the GM APs). If a C ha racter is sw imming in stead of running. hi s Speed

I and the Pl:.iyers should become proficient wit h th e AP syste m .


Some guide lines for using APs a re as fo ll ows:
is limited 10 3 A Ps reg;1 rdl ess of DEX. unl ess the C haracte r has
a n appropriate mo ve m e nt Po we r . With o ut th e ail.I of the
Jumpin g Powe r, a C harac ter ca n hori zo ntall y jump O APs from
General Rules a standing positi o n. Any Characte r (w i1h o r w ithout the Jumping
Powe r) can add I A P to the <li stan ce jumpe d wi th a running
Rule 1 st.art . A C haracter can move <I distance eq ual to hi s speed eve ry
When working with APs. it is impo rtant to remember two 0 APs of time (4 second s. o r o ne phase o f co mbat ). Mov ing is
things. Fir sl. each ;.1dditional one AP actual ly d o uble s the a n Automatic Ac tion. but unl ess a Charac1e r has a mo ve men l
amount of the quamity measured by the previou s AP value. For Powe r, he may never Pu sh move me nt.
examp le. Zero APs of disia nce is t!qual to 10 feet, I AP of
distan ce is 20 fee l. 2 APs of di stance is 40 feet , and so o n. Rule 5
Likew ise. a Characler w ith an INT of 4 is twice as smart as a Since speed is measure d in A Ps. it a ll ows the GM o r the
Character w ith a n INT or 3. w ho in turn is tw ice as smart as a Players to calcu late thin gs like how far o r how quickly the ir
Character w ith an I NT o f 2. Re m e mber that in addi ti o n to C harac te rs ca n move. by usin g si mple formu las. T o llc te rminc
weight. distance. vo lume. time . a nd mo ney: Attributes, Powers . how far a Characte r can mo ve in a give n amount of time. for
and Skill s ;ire all me;1surcd in A Ps. in stance . simpl y al.Id th e Speed in AP; co the Time in APs to ge t
the Di stan ce tra ve led in A Ps. (Speed+Time=Dist..1 1ic.:e) This
Rule 2 means that if Bat man were co run at a speed of 4 APs fur 3 A Ps
It is impossible 10 add or subtrac t AP measure me nl s as if o f lime (32 seconds). he wo uld cover 7 APs o f di stunce . or
they we re re;d world meas urements. If Capta in Marve l wanls to about fi ve hundred yiirds ( Batman is fast).
lift two ekplrnnts. eac h w ith a weight of 7 APs . the ir co mbined Thi s formu la al so a ll ows yo u 10 qui c kl y conve rt APs of
weigh1 is not 14 APs. Seve n APs or we ig ht is approximately 3 speed into miles per hour ( mph). S impl y add IO APs (an hour o f
tons. so both e lephants together would we igh 6 to ns, which is time) to the APs of speed to ge t the di stance trave led e ach hou r
eq ual to 8 APs o f weig ht . W henever ;1 Playe r wa nts to add two For example. Haw kman can use hi s Anti -Grnv Belt and w ings
quantities together that are measured in APs. he takes the larger 10 n y at a speed o f 8 APs. Thi s means that he ca n fly 18 A Ps o f
of the two qua ntities and adds I A P to get the final resu lt for di stan ce ( I 0+8=18) every ho ur. or approximately 250 mph .
examp le. 8 APs+2 APs=9 APs. 11 APs+ l 2 APs= l 3 APs. 90 Now, let's s uppose that Manhunter find s a bomb that is
APs+99 APs= I00 APs. and so o n. about to ex plode. The bla st ralliu s of the bomb is fift y yards (4
Simila rl y. s ub1r~1c tion works diffe rentl y w ith APs a lso APs o f di stance). a nd 1he bo mb is set to explode in 6 seconds ( I
Wheneve r quant iti es c.ire subtractell that a re measu red in APs, A P o f time ). Ca n Manhunte r ru n away fro m the bo mb before ii
lake the larger o f the two quantities invo lved a nd subtract o ne, ex pl odes? Manhunter's speed is 4 APs and he has I AP of time
unless the two quantiti es are equ.il. in whi ch case the resu lt is in whic h to run . This means he 1:an cove r a di stance o f 5 APs
zero (1101 0 APs . just zero. z ip. nothing). Th e refo re. 6 APs-4 ( 100 ya rd s). sin ce Speed ( in A Ps) + Time ( in A Ps) =Di stance (i n
APs=5 APs. 91 APs-2 A Ps=90 APs. 44 APs-44 APs=ze ro. and APs). Five APs is out of the bomb· s blast radiu s o f 4 APs. so
Manhunter is lo ng go ne by the tim e th e bomb ex plodes.

Rule 3 Rule 6
When co nverting real world meas uremen ts into APs using APs ca n a lso be used to determine how qui c kl y a Character
th e Be11ch111ark AP.'i T<1ble, remember that eac h AP actuall y or object ca n mo ve a certain d istance. Thi s is ca lculate d by
stand s for an e ntire rn11ge of va lu es rather th an an abso lute tak in g the Di stance ( in A Ps) and subtractin g the Speed in APs
figure. One AP of di stan ce, therefore. represent s a ny real world w hich resu lt s in the Time (in APs). (Di stance-Speed =Time). For
distance between 11 a nd 20 feel, 2 APs repre sent a ny di stance exa mple , to fi g ure out ho w fa st Batma n ca n run a mile ( I O
betwee n 2 1 and 40 feet. 3 APs represe nt an y dista nce bet ween APs), subtrac t Ba tm an's Speed (4 APs), whi c h leave 6 APs of
41 and 80 feet. a nd so o n. The li stings o n the AP Range Upper time, or about 4 minutes! Batman cou ld eas il y co mpe te for a
Limits Table are a lways the upper limit of th e AP va lu e in go ld meda l at the Olympic Games.
question. Thi s mean s that 4 hours. 26 minutes is the g reatest Here is ano ther exa mpl e: the Milky W ay Galaxy is 69 APs
quantity that ca n be co nsidered 12 APs of tim e, 6.5 ton s is the lo ng. and Gree n Lantern has 40 APs of Flight. How long wou ld
it take him to n y from one end of the Galaxy to the other and Money Benchmarks
back? In orde r to n y the w hole di stance he mu st make two trips
of 69 APs. fo r a total of 70 APs. Seventy APs of di stance minus APs Amount of Money
Green La ntern 's Flight speed of 40 APs is 30 APs of Time, or -6 25 cents
abou t 128 years. Hopefull y, he knows a short cut. 0 $25
I $50
2 $100
Rule 7 3 $200
Finall y, APs can be used to determine an obj ect's Speed i f 4 $400
the di stance it w ill travel in a ce rt ain tim e is known. The 5 $800
equ ation for thi s transformat i on i s Di stance ( in APs) minu s 6 $1.500
Time (in APs) is Equal to the Speed (in APs). (Di stan ce- 7 $3,000
Time=Speed) For example, suppose that Lex Luthor has fired a 8 $6,000
nuclear rocket toward M etropoli s. It wi ll take the rocket fifteen 9 $ 12,500
seconds (2 APs of time) to cover four hundred and ninety mi les 10 $25,000
( 19 APs of di stance) between Luthor' s sec ret lab and the city. II $50,000
12 $ 100,000

_______
How fast is the rocket travelling? Well, 19-2= 17 APs of Speed.
16 $ 1 mi!Lion
Gree n L antern co uld eas il y catch thi s rocket, but Starfire or
19 $10 million
Roc ket Red probabl y could not catc h it w ithout Pushin g their 22 $100 million
Flight Powers.
_.
26 $1 billion
A ll three of th ese equation s are ve ry useful during play.
Time Benchmarks
For conve ni ence they have been reprinted on the reference sheet
at the back of the book: APs Length of Time
-2 I second
Distance=Speed+Time 0 4 seconds
Time=Distance-Speed I 8 seconds
Speed=Distance-Time 2 15 seconds
3 30 seconds
4 I minute
Throwing Things 5 2 minutes
6 4 minutes
DC comic book Characters, especia ll y big, strong ones like 7 8 minutes
Superman , th row heavy objects around all the time. Liftin g is an 8 15 minutes
A utomati c Acti on usin g the STR Attrib ute, but ca lculating how 9 30 minutes
fa r something ca n be thrown once it ha s been lifted may not 10 I hour
seem so simple. H oweve r, APs again make thi s easy to fi gure
13 8 hours
15 I day
out. I week
18
Rule 8 20 I month
T o find out how far a C haracter can toss an object, simply 23 I year
subtract its we ight in APs from the Character's STR. The result 27 10 years
is th e d i stance i n APs that he ca n th row th e obj ec t. ( STR - 30 100 years
W e i g ht;:T hrow in g Di stance) Thro wing an o bj ec t i s an 33 I milennium (1000 years)
50 Dinosaurs roamed the Eanh
Automati c Acti on, bu t tryin g to hit something w ith a throw n
this number of years ago.
object is a D ice Action.
56 Estimated age of the Earth.
For exa mpl e, Superman w ith hi s STR of 25, could th row a 58 Estimated a e of the U niverse.
50 lb. sack of grain (0 APs of weight) 25 APs of di stance, or

Negative APs
What happens when a calculation using the AP system reaches a negative AP value? For instance, suppose Jimmy Olsen i
rying to push a car that will not start. Jimmy's STR is 2, and the car has a weight of 6 APs. According to the equation:
istance=STR-Weight. Jimmy can move the car a distance of -4 APs per phase; but how far is -4 APs? He ctrtainly is not push.ing i
ackwards at forty feet per second!
Negative APs do not stand for negative amounts: they represent fractional values. Each -1 AP reduce the base value of th
measu reme nt system by half, just as each + I AP dou bles the base value. Negative AP Benchmarks
herefore. - I AP of distance is equal to S feet (half of IO feet) , -2 APs of distance APs Distance Weight Money
·s equal to 2 1/2 feet (half of five feet). and so on. -4 APs of di stance, then, is O 10 feet 50 pounds $25
qua! to about six inches, meaning Jimmy could push the car about six inches per -I 5 feet 25 pounds $12
phase. -2 2 111 feet 12 pounds S6
-3 I foot 6 pounds $3
Negative AP va lues, like the positive AP va lues, often call upon the Players -4 6 inches 3 pounds $1.50
to exercise common sense. Can Bannan really throw a quarter pound hamburger -5 3 inches I 1/2 pounds 75 cents
with a weight of -7 APs, a distance of 4 miles? Of cou rse not. The GM should -6 I 1/2 inches 3/4 pounds 25 cents
-7 3/4 inch 6 ounces 10 cents
feel free to overrule any actions that common sense tells him are impossible.
~8 I cm 3 ou nces 5 cents
A value of~ 100 APs represents absolute zero. If a Character can ever reduce
-9 5 mm I ou nce 2cents
an object's C urrent Boov Condition down to- 100 APs or lower, it ceases to exist: - 10 2 1/2 mm 1/2 ounce a penny
nothing, not even particles or atoms, remains.
about 32.000 miles. Superman could throw a battle tank (weigh t Weight Benchmarks
of9 APs) 16 APs of distance. or roug hl y 60 mi les.
APs Weight Example
-9 I ounce
Rule 9 -5 I lb.
A Character ma y move at fu ll speed as long as he is -2 JO lbs.
carryi ng a weight that does not exceed his STR Attribute. If a 0 501bs. sack of grain
Character is Pushi ng his STR in order to lift a very heavy objec t, I 100 lbs. human child
it would obvious ly reduce his speed. In order to find out how 2 1801bs. human adult
much, si mpl y subt ract the STR from the weight he is carrying 3 400 lbs. lion
and reduce hi s speed by the res ult. (We ight-STR =Speed 4 7001bs. 10' high tree
Reduction) In the example where Aq ualad Pushed his STR to lift 5 112 ton grizzly bear
the tank. his Running speed wou ld drop from 4 APs down to 2 6 1.5 tons car
7 3 rons elephant
APs while ca rry ing 1he tank (9-7=2), and his Swimming speed
8 6.5 tons semi truck
would drop from 7 APs down to 5 APs. 9 12.5 tons light tank
10 25 tons DC-9 niqilane
Rule 10 II 40tons battle tank
The fo llowing fo rmula is used to figure out the speed th at 12 60 tons blue whale
an object trave ls when thrown: take the throwing Character's 13 110 tons Boeing 747
Sr• and subtract the Weight in APs of the object being throw n. 14 240 tons C-5A Galaxy
The result is the object's speed (STR-Weig ht=Throwing Speed). 15 450tons freighter
Superman cou ld throw a car (weight of 6 APs) at a speed of 19 16 900 tons destroyer
17 1800tons small building
APs (about 480.000 MPH ). The Earth' s escape velocity (the
18 3800 tons loaded train
speed necessa ry to break free of a planet's gravi ty) is 15 APs, 12,500 tons battleship
19
meaning that any ti me a Character can throw an objec t wit h a 20 25,000 tons nuclear submarine
speed of 15 APs or greater. he can throw th e object out of 21 50,000 tons aircraft carrier
Eanh's atmosphere and into outer space~ 28 Empire State Building
Note: Other planets may have different escape ve locities, 43 Mount Everest
depending on th eir de nsity. comp os ition, and atmospheric 76 the Moon
content. It is the GM's call on determining the escape ve locity 79 the Earth
of alien worl ds. 99 the Sun

Effect Units
Note: The complicated ideas found here are the mathematical Measure Amount
ndation upon which the AP system rests, but are not necessary to Weight 50pound,
rstandthegame. Distance IO feet
An Effect Unit, which is O APs. is the base value for mea.,urement on Volume i cubic foot
Effect Chart. The following measures are the upper limits of one Effect Time 4 seconds
nit (0 AP•) and their real world equivalents. lbey are given here to help Money $25.00
use the Effect Chart.
The Effect Chart
The Effect Chart that follows is used to translate APs to Effect Units of real world measurement. Often. this is not necessary,
ince the Action and Result Tables are set up to use APs, which in tum produces a result in APs (the RAP ). Sometimes, however.
you may need to "translate" real world measurements into APs (How many APs does the Daily Planet Building weigh'). or turn
Ps into real world units (How far is 6 APs?). The Effect Chan can be used to do this.
Units
The number of Effect Units and their equivalent UNITS
·n APs is called the Effect Unit M11/tip/ier. The number APs
f APs is equal to the Effect Unit Multiplier found O 1 2 3 4
low it on the chart. For example, 0 APs is equal to I Effect Unit Multlplier
ffect Unit. 5 APs is equal to 30 Effect Units, and so 1 2 4 8 15 30 60 125 250 500
n. If the measure in question were weight, then 5 APs
,s 1500 pounds (50 pounds times 30 Effect Unit Multipliers equals 1500 pounds); if it were time, 5 APs is 120 seconds or two
inutes (4 seconds times 30 Effect Unit Multipliers equals 120 seconds); and so on. The Effect Unit Multiplier is the upper limit of
range of Effect Units. The range of an Effect Unit Multiplier is from
Irr~~tmJn~t t~~,!~;lreett~~;::;:~~~.Ut~~ ~:i:~l~~rt ~u~~fp~i~rh~~
MULTIPLES
APs Effect Unit Multiplier
overs the range of Effect Units from 16 to 30.
10 1,000
Multlples
The first column of the Effect Chart only goes from O through 9
~go 1.000.000
1,000.000,000
4 1,000,000,000,000
)>.Ps. So how are you supposed to figure out what 14 APs weigh? Take 50 I.000.000,000,000.000
he units (far right) digit of the AP value that you wish to find the 60 I.000,000,000,000.000,000
,•alue for and look up the corresponding Effect Unit Multiplier, which 70 1.000.000.000.ooo.ooo.ooo.ooo
n this case is 15. You then multiply this number by the Effect Unit 80 I,000,000,000,000,000.000,000,000
uhiplier that is across from the APs remaining (in this case 10); the 90 I ,000,000.000,000,000,000,000,000,000
ffect Unit Multiplier of 10 APs is 1000. 15 times IOOO is 15,000, so 100 1,000,000,000.000,000,000,000,000,000,000
14 APs is 15000 Effect Units, whic h is 750,000 pounds, or 375 tons.
Breaking Things Volume Benchmarks

In additi on to throwing tru cks and buildings around , DC


APs Volume Example
0 J cubic ft.
Com ic book characters also smash down brick walls and bend I 2cubicft.
steel in their bare hands. 2 4cubic ft.
3 8 cubic ft. 35 gal. fishtank
Rule 11 4 15 cubic ft. doghouse
Lik e Charac ters, eve ry inanimate obj ec t has certai n 5 30 cubic ft closet
Att ri butes meas ured in APs . A ll in anim ate obj ec ts such as
6 60 cubic ft. pantry
7 125 cubic ft. 5fiman tent
houses, trees, c ha ins, lampposts, ma ilboxes, or what have you 8 250cubic ft. bathroom
have a BODY that fun cti ons just like a Character 's BODY . An 9 500cubic ft. bedtoom
object's BODY is an indicati on of how much damage the objec1 10 I000 cubic ft. livingroom
ca n tak e before it break s. A li st of BOD Y Benchmark s for II 2000 cubic ft. storefront
inanim ate objects can be found in Chapter Seven: Gadgetry. 12 4000 cubic ft. studio apartment
Brea king an inanimate object is a Dice Act ion, using a 13 8000 cubic ft. I ~bedroom apt.
Character's STRISTR or APs of a n appropriate Powe r as the 14 15,000cubic ft. cottage
15 32,000 cubic ft. 3-bedroom apt.
AV /EV. (This is one of the special situation s that we mentioned
16 65,000 cubic ft. 2-tlat building
in Chapter Three, in which an Effec t Attribute is also used as an 17 130,000cubicft. 4-flat building
Ac tin g Va lue.) The object's Boov/Boov is used as the OV/RV 18 260,000 cubic ft. small warehouse
If at least one RAP is earned on thi s Action Check, the object is 19 500,000 cubic ft. large warehouse
damaged or bent: and if the object is big enough, like a fe nce or 20 I million cubic ft. 8-story building
a house, one or more RAPs puts a hole in it that is large enough 77 volume of the Earth
to wa lk or climb through. If a number of RAPs are received on
thi s Act ion Chec k that are greater than or equal to tw ice the
Distance Benchmarks
object's BODY, the object is comp letely destroyed. The RAPs APs Distance
from these Action Checks are cumulati ve. Suppose Starman is -8 1 centimeter
trying to destroy an object wit h a 10 BODY, but he only rece ives -3 I foot
3 RAPs on hi s Acti on Check. This means Stannan wi ll have to 0 lOfeet
keep poundin g away at the objec t unt il the tota l RAPs from all I 20 feet
of hi s Action Checks are greater than or equal to 20, at whi ch 2 40feet
point the objec t will be total ly destroyed. 3 80feet
4 l50feet
Let's take a look at another example. Suppose Superman
5 JOO yards
tri ed to smash through a stee l wall ( BODY of 12). He would then 6 200yards
make an Action Check using 25/25 (his STR/STR) as the AV /EV 7 I/Smile
agai nst an OV/ RV of 12/ 12 (the wa ll' s Boov/Boov). If he 8 l/4mile
receives one or more RAPs, he smashes a hole in the wall large 9 In mile
enough to wa lk through. If he receives 24 RAPs, he brings the 10 I mile
who le wall down . 16 JOO miles
For one more exa mple, let's say that Captain Marve l is 20 IOOOmiles
28 Earth to 1he Moon
try in g to bend a lead pipe (BODY of 7). He would then make an
37 Earth 10 rhe Sun
Act ion Check using 20/20 as the AV/EV (hi s STRISTR) aga inst 42 Sun to Pluto
an OV/RV of 7/7. If he rece ives one or more RAPs, he bends 51 I light year
the pipe. If he receives 14 or more RAPs, he can co mpletely 58 Earth to Tamaran
des troy the pipe. 69 length of our galaxy

APs and Effect Units


Find the number of APs on the APs row. The Effect Unit Multiplier is the number of Effect Units for those APs. If there are H
APs or more, find the Effect Unit Multiplier of the unils (far right) digit and then multiply the result by the Effect Unit Multiplier o
lhe number of APs by which you exceeded the units digit (see Multiples, above).

Effect Units to APs


If you know that a tank weighs 50 tons and a Character is trying lo lift that tank, how do you know how many APs it weighs?
First, conven lhe real world weight to Effect Units of weight by dividing the total weigb1 by the equivalent of oue Effect Unit (ir
ihis case, 50 pounds). There are approximately 40 weight Effect Units in a ton, so a tank weighs 2000 Effect Units.
Second, size the number of units to fit the Effect Chart. The largest Effect Unit Multiplier is 500, so there is a problem it
alculating the tank's weight. When you are faced with this problem, strike olT three dig.its from the number of Effect Units,/ron
·ight to left. Continue striking off groups of digits until the remaining number of Effect Units is smaller than the Effec1 Uni
Multiplier. For eve,y group of digits struck, add IO APs to the APs determined below.
The tank weighs 2000 units. Striking three digits at a time from the right to left leaves you with a 2. Two is smaller than some
Effect Unit Multiplier, so you stop this step, remembering to add 10 APs to the APs found in 1he 1hird step below.
Third, find the Effect Unit Multiplier which is equal to or greater than the (modified) number of Effect Units. Above this Effec
Unit Multiplier are the APs of the Effect Units.
The 2 from step two is an Effect Unit Multiplier of I AP, so the tank weighs I AP plus the 10 APs from step two, for a
total of 11 APs.
Confused?
Do nor worry about being precise. Precision is for math exams, not for role-playing games. The Effect Chart is used to give a
ballpark figure with which you can play the game. It is more important to come up with a number quickly than to come up with the
absolutely correct number. After a while, you will be able to eyeball the Effect Chart and come up with numbers which are close
enough for your purposes.
Whe n it is a Character's turn in combat , he can perform up
to three Actions; but onl y one of these Ac ti ons can be a Dice
Ac ti on. A C haracter co uld , fo r ex ampl e . mo ve (Au toma ti c
Acti on), pi ck up an objec t (Auto mati c Act ion). a nd the n throw
th e object at some thin g (Dice Action ): o r move (A ut o matic
Action) , punc h the vill a in (Dice Act ion ), and su mmon the poli ce
v ia rad io (A utomatic Ac Li o n). Th e three Actions ma y be
Sometimes C h aract e r s w ill be ra ce d w ith no o th e r performed in an y order. the Dice Ac ti on does not have to come
altern at ive than to join in battl e. Ve ry few vill a in s w ill give first or last , and a Character does not ha ve to perform all three
up witho u1 a fi ght. and vic iou s assassins who co me gu nnin g Ac ti ons if the Playe r so des ires.
for heroes are an a ll -too-freq ue nt occu rre nce . Us ing the rul es Th e on e- line quip s th at so ofle n pun c tu ate com ic book
in thi s cha pter, just about an y co mba t situati on can be pla yed co mbat are free and do not take up any of a Charac te r's three
out in detai l a ll owed actions, but stoppin g to plan strategy or to ca rry on a
Most of the time , whi le play ing the DC HEROES Role-Playing lengthy conversation with a fr iend doe s co unt as an Automat ic
Game , time, movemen t. a nd spec ifi c ac tions are not really a Action. In fac t, during an y phase in whic h a C haracter di sc usses
problem. Us ually. everybody simply keeps telling the GM what strategy or carries on a lengthy conversation , he ca nnot pe rform
they want to do, and the GM te ll s them what happens as a res uil. a Di ce Ac ti o n. If it is much longer th an '·Let's ge t him !" it
using 1he rul es as a gui de line. Once comba t begin s. however, should be rul ed a le ngthy conversation
everythi ng mu st slow down so the GM can determine the exac l There is on ly one ot he r rul e co ncerning Actions d urin g
sequence of events. Suppose, for example, that Batman wa nts to co mb at: a C h aracter may neve r pe rform more than one
throw a Batarang at the Riddler, wh ile the GM dec ides that the mo veme nt Ac ti on in a s ingl e phase. Cyborg, fo r exa mpl e ,
Riddler want s to shoot a gun at Batman. Who gets to go first? ca nn ot run hi s full speed of 5 APs and th e n Jump 7 APs all in
Instead of arb it rari ly makin g a dec ision , th e GM in vo kes the one phase. Simi larly, Superman could not run a long th e ground
combat rule s. usin g hi s Supe rspeed and th e n fl y away usin g fl ig ht in the
Combat is playe d out in a seri es of turn s ca ll ed same phase.
Each phase of combat lasts O APs o f time. or about 4
The ru les in this c hapter w ill ex pl ai n exac tl y
Character ca n do once it is hi s turn in co mbaL. During Ill. Keeping
the GM w ill a lso kee p trac k o f th e pos iti o ns o f eve ryo ne
involved in the battle. constantl y updatin g the positi ons as the Track of Position
Characters move and st umble
Th e GM ha s th e optio n o f in vok in g th e co mbat rul es It is a lways up to the GM to keep track of the positi on o f
whenever he fee ls it is appropriate. The re are Limes whe n the th e va ri o us co mbatant s during a ballle. Th e easiest way to do
GM might wa nt to invoke the m even whe n Lhe re is not rea ll y thi s is to draw out a qui ck map of the terrain and penc il in th e
any combat happenin g. in order to establi sh eve ryo ne's exact firs t initial of eac h Charac ter invol ved in th e a ppropriat e
posit ion and pla y out a sequen ce of eve nt s in which timin g locations at the in stan t the battle begin s (the GM decides where
might be criti ca l. Suppose, for example. that a littl e g irl fall s o ff everyon e beg in s, based on the situation ). Once the battl e ge ts
started th e GM can erase eac h Cha racte r's initial and re pos ition
the roof of an apartm en t building. Ca n Firestorm save her? In
it as necessary. Whe n drawi ng up a map or thi s son . make sure
this case. the GM should probabl y in voke the co mbat rul es in
to include a sca le so that each Player can see how far eve ryone
order to establi sh the exact pos itions of Fires torm a nd the girl.
may move. etc
and to figure ou1 whethe r or not Firestorm w ill be ab le to act
A nothe r option for kee pin g trac k of posi tion s is to set up
before the girl hits the gro und . s mall d ioramas and use mini at ure fi g ures for eac h of th e
Before we outlin e the ge ne ral combat rule s. it is import ant' combata nt s. Settin g up diorama s and usin g miniatures cos ts
to emphas ize a few points. mon ey a nd tak es up tim e. bu t it ad d s a bre a thtaking new
dimens ion to play.
I.Time A key rul e to re me mb er w he n plotting C hara c ters ·
pos itions is to keep thin gs movin g. Do not spe nd a lot of time
Combat is always played out in sequent ia l " phases." One draw in g out e laborate maps and diag ram s once p lay beg in s.
phase of co rnbal lasts approximate ly 4 seco nd s. or O A Ps of Ro ugh sketches dra wn in a minute or less will suffice . In fac t.
ti me. During eac h phase of co mbat. eac h C haracter wi ll get a o nce eve ryo ne in the gro up has a lot of expe rie nce wit h th e
turn to do someth ing . The fo llow ing rul es wi ll exp lai n how to ga me. it is often unn ecessa ry to kee p written track of th e
decide who ge ts the first turn. who gets the seco nd turn. etc. combatants· posi ti ons at all.
w hil e the Character w ith the second highest to tal ge ls to ac t
IV. Combat Se uence seco nd , etc
If two Characters' Initi ative total s are lied, a hero a lways
Each combat phase consists of five separate steps. Each of
these steps is outlined below: takes precedence over a vill a in or minor Character. If two heroes
(or villains or min or Charac ters) are ti ed, 1he Characte r with the
1. Activate Automatic Powers hi g he r INT is considered to have won the Initiati ve strugg le. If
2. Roll for Initiative the Charac te rs are still ti ed, have them re roll the ir Initi ative
3. Declare Actions total s until the tie is broke n.
4. Perform Actions
5. Make Recovery c_he_ck_, _ _ _ _ _ _ __. Hero Points
Before rolling Ini tiative for a phase of co mbat. each Player
Step 1: may choose to spend Hero Point s to inc rease hi s Charac ler's
Init iative tot al. He may spend as many Hero Point s as desired on
Activate Automatic Powers a single Initiati ve roll (there is no limit), and each Hero Po int
spent will increase the Initi ative total by one for that phase o nl y.
Every Character has an o pportunit y to immediatel y activate Hero Poi nl s to be spe nt o n Initi ative mu st be declared aloud
an y of hi s protecti ve Autom ati c Powers at the beginning of each before a ny dice are rolled , a ll ow in g th e GM and th e othe r
phase of combat (i.e., turn the Power o n). A ny Power acti vated Play e rs prese nt a cha nce to spend their own He ro Point s to
in thi s fa shion goes int o e ffect before a nyo ne can pe rfo rm an co unter s uch a move. All of th e participatin g Pl ayers th e n
Act ion durin g th at phase, oth er th an act ivatin g th eir ow n continue to bid, as described in C hapter One, unti l eve ryone is
Automatic Powers. Thus, even if Gree n Lante rn manages to win
happy with the number of Hero Points they are spending. Once a
the first turn in a combat phase, Sinestro cou ld always put up a
Player has dec lared th at he is spe nding He ro Po int s o n the
Force Field before the Emerald Warrior ca n strike.
lni1i at ive roll , he mu st spend these Hero Points regardl ess of
Ac ti vat in g an A ul omat ic Pow e r a lways co unt s a s an
how many Hero Po ints the other Players decide to spe nd. o r how
Au to matic Acti on in combat. If a Character act ivates one of hi s
th e fina l total s would have come out without any expenditures.
Auto matic Powers before Initiati ve is rolled (as exp lained in the
The GM m ay opt to ha ve an y of th e Charac ters he is
nex t step), it still costs o ne of the three allotted Acti o ns o nce it is
contro ll ing spend Hero Points to in crease their Initiati ve scores
hi s turn to act
as well . T hese should be declared out loud at lhe same time the
Deac ti va tin g a Powe r neve r co unt s as an Ac ti o n ; but a
Players are bidding, and before any Initi at ive roll s are made .
Characte r may not acti vate and d eactivate the same Power in
No o ne may ever " Push" o ne of the ir Acting Attributes in
o ne phase. Brainiac 5 could not turn off hi s Force Field, punch
order to temporari ly in crease their Initiati ve rating
Starfinger. and the n turn his Force Fi e ld back on , fo r instance.
Th e o nl y Pow e rs that may be act iva te d in thi s wa y are
prot ec ti ve Powe rs like Force Fi e ld , Icing, In visibilit y, Two- Powers, Skills, and Advantages
Dim e nsional , Di spe rsa l, Force Shie ld . Me ntal S hi e ld , Jo in ed , Se vera l of the Powers, Skills, and Advantages desc ribed in
and Mag ic Shie ld . The e ffec ts o f eac h o f these Powe rs are Chapter Two can modify a Character's Initi at ive rating. For the
exp la in ed in detail in Chapter 2: Character Design. All other sa ke of co n ve ni e nce, a ll of 1hem are recapped he re. Pre-
Aut omat ic Powe rs, like Fli ght or Te lescopic Vis ion, may not be ge nerated C haracters w ith any of the se Ab i liti es have a n
used until it is that Character's turn in the phase. Each use o f an Initiati ve li s1ed which a lready takes the bonuses into account :
Automatic Power co unt s as an Auto mati c Action every time it is Lightning Reflexes: Characters with thi s Advantage add 2 10
used, and Di ce Powers co unt as Dice Act ions whe never th ey are the ir Initiati ve ratings in all situati ons
used. Once a protec ti on Power has bee n activated, it does not Martial Artist: C haract e rs wit h th e Martia l A rti st Skill
co unt as another Ac ti o n lO use it. For in stance, it does not cost alway s auto mat ica ll y add two to the ir Initiati ve ratings. eve n
Booster Gold a separate Acti on eve ry time so meone tri es lo when they are not performing a Martia l A rt s attack. Robin' s
pun ch him and he uses hi s Force Fie ld to defend him self, as long Base Initi ati ve would be 2 1 (the sum of hi s DEX. INT, and INFL).
as he has a lready spe nt one Act io n 10 ac tivate it. The same is but is li sted as 23 because he always adds 2 to hi s Initi ative d ue
true even if the Force Fi e ld was ac ti vated durin g a prev io us 10 hi s Martial Arti st Skill.
phase. A protection Power w ill a lways stay acti vated until the 5uperspeed: Charac ters with thi s Power add their APs of the
use r voluntaril y deacti vates it or is rendered unconsc ious Power to the total of their Act in g Attribu1es when calc ul ating
The lnsta-Change Adva ntage may a lso be acl ivated durin g the ir Initiati ve ratings. For example, th e Flash has a 7 DEX, a 5
the protection Power ste p, al so at a cost of one Ac li o n. INT, a 5 INFL, Lightning Renexes. and 14 APs of Superspeed:
Note: Some Pow e rs lik e Ski n A rmor , Iron Will , 0 1 the refore , hi s Initiati ve rating is 33 . A S uperspeed Cha rac ter
Awa re ness a re always co ns id ered "o n" and never need 10 be rece ives thi s in c reased Initiati ve rating eve n whe n he is not
activa ted to take effec t. See the Power description s in Chapter usin g Superspeed during the pha se ( unl ess hi s S upe rspee d
Two fo r de mi ls. Power has Burned Out , see Recovery).
Water Freedom: C haracters with thi s Power may substitute
Step 2: Roll For Initiative their APs of Pow e r for th e ir D EX whil e ca lc ul ati ng th e ir
Ini tiati ve rating in situati o ns whe re 1hey are subme rged in wat er
Thi s is th e step where the order in whic h everyo ne wi ll act A Character's subm e rged Initi ative rat in g is always li sted in
during th e c urre nt phase is dec ided. brackets after hi s true Initiati ve rating. For exa mpl e, Aquaman 's
Each he ro has a [i sled Initiative rating in hi s Att ribute box. Initiati ve would be li sted as 26 [28].
A Charac te r' s Initiati ve rat in g is eq ual to the sum of hi s Acti on
Attribules ( DEX. INT, and INFL), thou g h the re are Powe rs, Skills, Example:
and Advantages tha t ca n temporari ly o r pe rman e ntl y affec t a Batman , Robin , and N ig ht w in g a re e ngaged in co m ba t
Characte r's l nil iative rating. These are desc ribed lat er. aga in st the Pengu in , the Riddler, and a pa ir of thugs . Present in
At th e begi nning of eve ry ph ase of combat , eac h of the th e battl e are Batman ( Base Initiati ve o f 35), N igh1wing
parti c ipa nt s roll s a D 10. adds the result to hi s lniti a1 ive rating , (Initiative of 28), Robin (Initiati ve of 23), the Pe ngui n (Initiat ive
and records the fin al total on a pi ece of sc rap paper. The GM of 20) , the Riddler (Initiative of 25), Rocco (Initiati ve of 9), and
ro ll s fo r the villain s and minor Characte rs. wh il e th e Players Lefty (Initiative of9).
ro ll for the ir he roe s. The C harnc ler wi th 1he hi ghest rec orded First, the GM anno un ces that the Penguin and the Riddler
total win s the first turn and gets to act first during the phase, a re each spendin g te n Hero Point s to in crease th e ir Initi ative
total s for thi s pha se. Th e heroe s · Pla ye rs now h ave a n
opportunit y to spe nd Hero Points of their ow n. and Night wing Optlona Tu
and Rob in 's Players eac h dec ide to spe nd te n He ro Po int s to In order to speed up play, the sysle
match the two vill ai ns. Si nce the GM fee ls that the Riddl er and eclarit1g ActionH before they 3fe perfor
the Pe nguin reall y want to go first, however. he declares that the can be dispensed with. instead simply resol
vill ai ns are uppin g the ir commitment to 20 Hero Points ap iece. each Character·~ Actions in Jnitiative o
All of the heroes now have an opportunity to rai se their ow n from highest to lowest. Because this
Hero Point ex pe nditures (a nd th e n the vill ain s wo uld receive eli,ninate much of the advantage. of
a noth er c hance to spend more Hero Points, and so o n until high Initiative, the following rules mu
everyo ne is sati sfi ed). but the Players al l decline to spend more used if Actions are not declared:
Hero Point s at thi s time A Character may always de ·
Next. eve ryo ne ro ll s a DIO and add s th e res ult to hi s bis Action until a
Initi at ive Ratin g, plus a ny Hero Point s he s pent to in c re ase does nor need to
Initiati ve fo r thi s phase. Batman· s Pla ye r roll s a 7, so hi s ill trigger his Actions. and may decide t
Initi ative tota l is 42 (35+7=42); Night win g's Player ro ll s a 6. so is Actions al any time in the phase after
hi s Initi ati ve total is 44 for hi s ph ase (2 8+ IO Hero Points+6=44): entitled to act. This allows Characrers
a nd Rob in 's Play e r rol ls 4 for a total of 37 (23+ 10 He ro ,higher lnidatives to attempt to stop those
Points+4=37). The GM ro ll s a 4 for the Riddl e r. giving him a lower lnitittrlve!; just a;, they are atcem
total Initi a ti ve o f 49 (25 +20 Hero Points+4=49); a I fo r th e ctions. However, when a Character deci
Pe ng uin. res ultin g in an Ini1 iati ve total of 41 (2 0+20 Hero use his Actions for the phase. he must use
Poin ts+ \=4 1); a 7 for Rocco, leav ing him with a n Initi ati ve total his Actions at one time. For examp
of 16 (9+7= 16); and an 8 fo r Lefty for a tota l Initi at ive of 17 Charncter cannot move. then wait for a vil
(9+8= 17) n stop the villain with an Energ
During thi s phase. therefore. the combatants will act in th e of a Character's Actions (with t
follo win g order: the Riddler (49), Night win g (44), Batman (42), ly noted e.~ception or acrivatin
the Penguin (4 1), Robi n (37), Left y ( 17), and Rocco ( 16). Powt}rs) must be performed in t
Note: Afte r thi s phase of combat is co mpl ete, the process of the phase.
start s all over again. and eve ryone must roll new In itiati ve tot a ls Character js attacked after he h·
and sp end more ~ ero Points. if desi red . Spend ing. Hero Points ·ted in a phase, he rnay still u,e
onl y 11.1creases Ini_ll_ati ve for one phase; if the GM _wi shes to keep Acrion to activate a defensive
th e R1dd le r' s lrntrnti ve of 45 (25+20 Hero Pomls). he mu st · rombar
spe nd 20 more Hero Po i111 s on the nex t ph ase. wever, doing s
··s next phase; he may
Step 3: Declare Actions in the next phase after defe
such a way. For example, Ro
The next step is for a ll of the combatants to declare what g in on a. Batlinc and knocked
their Characters are goin g to do during the c u1Te nt phase. a roundhouse k.ick. Next to act i
Beg innin g w ith th e C ha racter th at ha s th e lowest total e thug'~ partner, who decides.
In itiati ve sco re after rolling, the GM a nd each of the P laye rs inegun at Robin. Robin's Player
in vo lved announces out loud the ir Act ions for the phase in the o have Robin execute a Dod
order o f Initi ative score s. lowest to hi ghest. Th e GM announ ces to help him avoid the bullets, but
th e Ac li ons o f an y villain s or minor C haracte r s th at he is may do nothing Iexcept continue
con tro lling. ring the next phase, aUowing t
Noti ce th at it is th e indi v idual with th e lowes t tota l o continue to fire.
Initiati ve score that mu st dec lare hi s Ac ti ons first. Thi s is in Both of the above optional rules may be
order to give those Characte rs with a hi ghe r Initi ative (who will sed e\ en if the normal cycle of declaring
be perform in g first in th e phase) a cha nce to find o ut what :.\ctions is used. but they will tend to
eve ryo ne e lse is go ing to do befo re they mu st dec ide what to do complicate play. Advanced Players and GMs
themse lves. nay find, however. that the added flexibility i
When a Player declare s hi s Acti ons, he must indi cate what Worth the extra complexity.
hi s C haracter· s three Ac ti o ns w ill be, and the ord er in w hi c h
they will be perform ed. Conditions may be placed upon Ac ti ons
For exa mple , Starman could dec lare that he is goin g to fl y into a
buildin g (A utomatic Act ion). loo k around (A utom ati c Act ion). Step 4: Resolve Actions
and use hi s Fla me Projec t if he spots someone that looks hostile
(Di ce Acti on with a cond iti on); or he could declare that he is Eac h or th e co mbatant s Ac ti ons in
go ing to fl y hi gh into the ai r (A utomati c Actio n), and if anyone o rde r of Initi a ti ve sc ores . fr o m Note that
shoots at him. he w i ll blast th e m bac k (Dic e Act io n w i1h a thi s is th e o ppos it e of th e o rd e r
co nditi on) . Conditions do not have to be placed on any Dice in Step Three
Ac ti on if the Player does not wi sh it. For instance, A nima l Man Reso lving Aut omat ic Ac ti on s should be easy e nough; just
could decl are th at he is goin g to bash th e thu g who just shot th e use the appropri ate rules. Rules govern ing a ll of th e Powers a nd
puppy. no matter what e lse happe ns durin g t ha t pha se (a n Ski ll s ca n be fou nd in Chapter Two . So me o f th e co mmo n
unconditional Dice Ac ti on). Automa ti c Actions that C haracters will pe rfo rm in combat. such
A Note on Fair Play: Good GM s and Playe rs will always as move me nt. liftin g and th rowin g objects. were desc ribed in the
se parat e what th ey know from w hat the C haracte rs the y are pr ev io u s c h apte r. A C hara c te r w ho is t rying lo Pu s h an
play ing know . If the Pl aye rs· heroes are tryin g to sneak up on a Automati c Acti on woul d reso lve the Pu sh att e mpt at thi s time.
vill ain from out of a man ho le cover. for exa mpl e. a good GM Resolvin g Di ce Actio ns is a littl e tri c kier sin ce it invo lves
would ne ver have th e vil lain declare that he is goin g to rip off consultin g th e Act ion and Res ult Tabl es. Re me mbe r that a ny
th e sewe r ca p and blast away before the he roes attac k. beca use He ro Point s th at are go in g to be spen t o n Ac tin g. Effect.
there is no way that the vill ain co uld poss ibl y know what the Opposin g. or Res istance Va lues mu st be announ ced before the
heroes are plannin g. eve n thou gh the GM does. di ce arc ro ll ed (see Chapter Three ). A lways apply the res ults
of a Di ce Act io n (s uc h as d a mage to pe rso ns or prope rt y) If a Character is att acking wi1hou1 using a Power to attack,
immediately afte r the Act ion has bee n reso lved. If a Character is he is automaticall y makin g a Physica l Auack.
kn oc ked unconsc ious befo re it is hi s turn duri ng the phase, he Certai n Powers and Ski ll s migh t aher a Character's OV or
loses the c hance to act. RV agai nst any of the prev iously desc ri bed attack for ms. These
include but are not limited to Skin Armor, Force Fie ld, Menta l
Sh ield , Iron Will, Force Shie ld, Acrobatics, Magic Shie ld, and
Step 5: Make Recovery Rolls Marti al Artist.
Co mbat blows are resolv ed as norma l Di ce Actions. In
Afte r e ve ryo ne has resolved th e ir Act ions, eac h of th e
mos t instances, th e RAPs earned by an attac k equal the amo unt
combatants has the opti on of makin g a Desperation Recovery
Check. The order in which the Characte rs make the ir Recove ry of damage sustained by th e target. When using certain Powers
o r atta c k ma ne uv ers, however, 1h e R APs mi g ht have a
ro ll s is uni mportant.
differe nt use. If so, the Powe r de scripti on will de scri be these
Desperation Recovery Chec ks a llow a Character to "heal ''
damage. They are full y ex plai ned later on in th is chapter. effects in detail.

V. The Nuts VI. Damage


and Bolts of Combat The max im um amount of damage that any Character ca n
sustai n befo re fa llin g unconsc ious is equal to hi s Resis ta nce
Bashing so meone, whethe r the Character is using a fi st, a Attribute (Note: Resistance Auribute, NOT Resistance Va lue)
foot , or a fancy Power, is alway s a Di ce Act ion. Thi s means thal aga inst a given type of attac k. Batman, fo r in stance, could take 6
every attempt to dam age someone in combat has an AV , EV, RAPs of damage from Ph ys ica l Attac ks (hi s BODY is 6), I 0
OV, and RV. RAPs of damage fro m Me ntal Attac ks (he has a 10 MI ND) . or JO
The AV/EV of a combat Acti on depends upon the sort of RAPs of damage from Mysti ca l Attacks (he has a 10 SPIRIT)
atl ack being made. If a hero is simpl y attac king hi s opponent in before he would fa ll unconsciou s.
hand -to-hand combat (pu nc hing, kick ing, etc.), the AV/EV o f A ll dam age is c umul a ti ve . Thi s me an s that if Ba tman
the anack is equa l to the hero's DEx/STR (DEX is the Physical rece ives 2 RA Ps of Mysti ca l dam age thi s phase, and th e n 2
Ac ting Allr ibut e, a nd STR is th e Ph ys ica l Effect Attr ibute). more RAPs th e nex l, he wi ll have taken a total of 4 RAPs of
Characters with the Marti a l Art ist Ski ll can ofte n use APs of the Mys ti ca l d a ma ge. In ot he r wo rds, once a C ha rac te r iak es
Sk ill to e nhance the ir Acting and/or Effect Va lues in hand-to- damage he keeps it until it can be Recovered (described late r in
hand combat. Since thi s Sk ill is so comm on, all Players should thi s chapter).
be fami li ar with the Martial Arti st entry (see page xxx). Players should keep a running total of the amount of each
If a Character is attac king hi s opponent with a Power, its type of damage the ir Characters have sustain ed on a sheet of
scrap paper. The GM keeps trac k of the damage sustained by the
description in Chapter Two wi ll describe what to use as the
villains and min or Charac te rs. Mark down the Character's
AV and EV of the attack. Us ually the APs of the Power serve as
Res ista nce Attribu te aga inst eac h attack fo rm, and tick off
the AV and the EV of such an effort
damage as il occurs. If Fred were playi ng Batman, for instance,
Figuring out the OV/RV of a combat blow is a little more
he would reco rd a 6 fo r Ba tm an 's beg innin g Ph ys ica l state
diffi c ult , sin ce the OV/RV a lways depend s upon the type of (Batman has a 6 BODY ). If Batman th e n take s 2 RAP s of
attack be ing made. Basicall y, the re are th ree types of co mbat Physical damage, Fred woul d scratch out the 6 and record a 4, to
altack s in the DC HEROES RPG : Ph ys ica l Attac ks, Mental show thal the Caped Crusader ca n ta ke 4 mo re RAPs before
Attac ks, a nd My stica l Attack s, which corres pond lO the three Bat ma n fa ll s uncon sc ious. The latest numbers that have been
types of Attributes. recorded in each category (Physica l, Mental , and Mysti cal) are
Physical Attacks atte mpt lO da mage the target' s ph ys ica l ca ll ed the Currem Conditiom. Every Character should have a
self. Phys ica l Attacks incl ude all hand-lO-hand blows, gun shots, Curre nt BODY Co nditi on, a C urre nt MI ND Co ndi tion , an d a
bomb blas ts, and Powers such as Ene rgy Blast, Li ghtnin g, or Curre nt SPIR IT Conditi on. If Fred was playin g a Character with a
Soni c Beam. Ph ys ica l A ltacks are far more co mmon th an MI ND of 7 and a BODY of 4, for instance, and the Character took
Me nt a l o r Mys ti ca l Attac ks beca use a ny body ca n mak e a fi ve RAPs of Mental damage and one RAP of Phy sica l damage,
Ph ys ica l A tt ack j us t by throwin g a pun c h o r a ki c k . A Fred wou ld record a new Current MIND Condition of 2 (7-5=2)
Character's OV/RV again st Phys ica l Attacks is usuall y equal to and a Current B ODY Condition of 3 (4- 1=3).
his Phys ica l Opposing and Res istance Attributes (DEx/BooY). T he in sta nt that any on e of the three Current Cond iti ons
Mental Attacks aue mpt to do da mage to the target's me ntal reac hes zero, t he Character in stant ly drop s unc o nsc iou s.
we ll -be ing. A Character may onl y make a Menta l Attack if he Obv iously, once unconscious, a Character may take no Act ions
has an appropri ate Power, such as Mind Blast or Mind Control. Characte rs re main un consc ious until thei r Curre nt Conditi ons
A Characte r 's OV/RV aga in st Me nt a l Att ack s te nds to be are a ll re sto red to leve ls above ze ro. Rega i ni ng C urren t
e q ual 10 hi s Me nt a l Opposi ng a nd Res ista nce Attr ibut es Co nd ition s is d escr ib e d un de r Recovery . Uncon sc io us
(INT/MtND). C harac te rs lik e Brain wave from Infini ty , Inc. Characters automati ca ll y have an OV of O aga in st any furth er
makeMe mal Attacks. attac ks of any type tha1 are made aga inst them.
Mystical (o r m ag ica l) Attacks a ttempt to d amage th e The damage that is sustained is 11ever subtracted from any
ta rget's li fe forc e. Again , a Character may onl y make a Mysti ca l of a Character's Attributes in any way. If Batman took 2 RAPs
All ack if he has an appropri ate Power, li ke Mag ic Blast or Sp irit of Ph ys ical damage, he would still have a BoDY of 6, and would
Dr a in . A C ha ra c1er's OV / RV aga in s t M ys ti ca l A tt acks is still use 6 as his RV again st Physical Att ac ks.
no rm a ll y e qual to hi s Mys ti ca l Oppos in g a nd Res ista nce
Attr ibut es (I NFL/S PtRIT). C hara c te rs lik e Doc tor Fa te make
Bashing Combat and Killing Combat
A ll co mbat in th e DC H ERO ES RPG is cl ass ified as e it her
Mysti ca l Attacks a ll the time. Bashing Combat or Killing Combat. Characters that are engag ing
Whe n usin g a Power to attac k, its descri pt ion in Chapter in Bashing Combat are not tryi ng 10 ki ll one another. just drive
Two wi ll desc ribe whether the attack is Ph ysica l, Me nta l, or eac h o th er o ut of th e fi ght. C harac te rs e ng aged in Killin g
Mys tical. Note thal a Power that is c lass ified as a Me nta l or Com bat are deliberate ly trying to end the ir opponent' s li fe.
Mystical Power does not necessaril y cause a Me ntal or Mys tical There are no separat e Killin g or Bashing Attac ks. Every
Attack. Man y Me ntal Powers. fo r exa mp le, ca use Ph ysica l Auac k can be either a Ki lli ng or a Bashing Attack al the whim
Attacks. A Powe r on ly causes a Menta l or Mysti ca l Attac k if its of the attacke r. Thi s includes gun s, kni ves, rockets, fi sts, Energy
desc ription spec ifi ca lly says so. Blasts, Men tal Blasts, and every othe r form of anack. Unless the
attacker specifically states that he is enterin g Killing Co mbat ph ase, he is hit again for 8 RAPs of damage, and George decides
before an attack is reso lved, the attack is automatically ass umed to use Last Ditch Defense agai n; but Green Arrow is onl y able
to be Bashin g Co mbat to spend 5 Hero Poin ts on Physical damage, since his BODY is
Bashing Co mb at ca n never red uce any of a Character's on ly 5, so Green Arrow keeps 3 RAPs of damage despite the
Current Co nd iti ons below zero. If 1he Joker 's Curren t BODY Last Ditch Defense. Hi s Current BODY Conditi on is now 2 (5-
Co nd iti on ha s bee n reduced to 2, for exa mpl e, and Batman 3=2) . In the next phase, the Arrow is stru ck for 12 RAPs of
punc hed him for 3 RAPs of damage, the Joker's Current BODY damage. Since George cannot spend enough Hero Points on Last
Co nditi o n would onl y drop to zero and the C low n Prin ce of Ditch Defense lO avoid being driven unconscious, he decides 10
Crime would fa ll unconscious. forget about Last Ditch Defense all ogether. Green Arrow's
Ki lling Co mb at, on t he ot her hand , ca n redu ce a C urren t BODY Co ndition is now zero and he is uncon scious.
Character's C urren t Conditio n to nega ti ve va lu es. Once a Since his attacker did not announce that he was enterin g Killing
Current Cond ition reac hes a negative val ue that is greater than Combat, the last attack could not drive Green Arrow's Current
hi s origi nal Resista nce Allri bute for that category, he is dead. Condition below zero. Since he is a ruthl ess fiend, the attacker
When Superman's Current BODY Condition was red uced down decides to attack Green Arrow agai n, even though the archer is
to - 19, fo r example, it was the end of the Man of Steel. uncon sc ious, and th is time he anno un ces that he is e nte ring
Any tim e one of a C haracter's Curre nt Condit ions have Killing Co mbat, striking for 7 RAPs of damage. George uses
bee n reduced below zero, he is bad ly wo und ed and s low ly Last Ditch Defense to remove 5 of these RAPs, leaving Green
dy ing. The Current Condition in qu estion wi ll lose an addit ional Arrow's C urrent BODY Condi tion at -2. He is now slow ly dying
I AP fo r every 8 APs of time ( 15 minutes) that elapses in game and hi s Current BODY Co ndition will fa ll another I AP every 15
time until the Condition has been raised back up to O or better by minutes (8 APs of time) unti l it reaches -6 (one more than hi s
Despe ration Recovery , or through use of the Medicine Skill.
BODY Attribute), at which point the Arrow wi ll be pushin g up
Nin ety-nine percent of all combat in the DC HEROES RPG
the dai sies. Hopefull y, someone wi ll come to hi s aid in time.
is Bashing Comba t. Most heroes simply do not ki ll , and very
Note thal Green Arro w cannot avoid taking furth er da mage
few vi llain s a re wi llin g to esca la te a battle in to a ki llin g
from hi s wound by using Last Ditch Defense after co mbat is
si tuation. Chapter Nine wi ll ex pl ain how Hero Points are given
over. The "slow death" damage from Killing Combat wounds is
lo eac h partic ipat in g hero at the e nd of any advent ure as a
automa ti c. No ti ce, too, that Green Arrow did not have to be
reward. Heroe s that wi ll ingly engage in Killing Combat du ring
co nsc ious for George to use Last Ditch Defense aga inst further
the adventure auto mat icall y forfe it thi s reward and receive no
attacks.
Hero Points at all, which can be a pretty steep penalty. A hero
that respond s wi th Killin g Combat only after be ing attacked in
Killing Combat, howe ver, loses one-half of the Hero Poinls he
wou ld have earned for participating in the adventu re (round
frac ti ons down)
Th ere is one ot her imp o rt ant rule co ncern in g Killi.ng
Combat. Many forms of damage caused by th e environment are
automatica ll y co nsidered Killing Co mb at. These include:
Kno ck back Damage ( being knock ed int o wa ll s and such),
damage from fa lling grea t heights, damage from natural fires
(no t a C h aracte r 's fire-ba sed Powers) a nd damage from
remaining under wate r for too Jong. The rul es for eac h
individual s itua ti o n w ill alway s s pecify w he n an attack
automati call y does Killing damage.

Last Ditch Defense


Whenever a Charac ter takes damage, wheth er Kil ling
damage or Bashin g damage, the Player may immediately spend
Hero Points to reduce the amoun t of damage sustained. Each
Hero Point spent takes away one RAP of damage; but a Pl ayer
may never spend more Hero Points on Last Ditch Defense than
the basic value of the Res istance Attri bu te agai nst the type of
damage just sustained. For exam ple, Batma n ca n spend up to 6
Hero Poi nts fo r Last Ditch Defense against Ph ysica l damage, up
VII. Recovery
10 10 Hero Points fo r Las t Di1 c h Defe nse aga in st Menta l
Heali ng damage from attacks is called Recovery. There are
damage , and up to 10 Hero Po ints for Last Ditch Defe nse two types of Recovery: Res ting Recove ry and Despera ti o n
against Mysti cal damage. Recovery.
The decis ion of whether or not to use Last Ditch Defense
must be made at th e instant the damage is taken, and o nl y Resting Recovery
damage that was j ust sustained ca n be spent away. If Wonder A Character automati ca ll y receives a Resting Recovery
Woma n take s 5 RAPs of Physica l damage, for exampl e, she Check after a certain amount of time passes since the last time
could immediately spend 5 Hero Poi nts to negate the damage, he was damaged. If th e C harac ter's Curre nt Condi ti o n was
but she can not spend more than 5 Hero Points in order to spend reduced by a Bas hin g Co mb at attack, he wou ld rece ive a
away damage that she might have taken earl ier. This also means Resting Recovery Check one hour (JO APs of time) after the last
that unl ess she chooses to spend the 5 Hero Points al the instant time he took damage. If the Character's C urrent Condition was
she takes the da mage, she cannot go back and remove it later redu ced by a Killing Com bat attack (eve n if the Curre nt
with Last Ditch Defense; it must be Recovered. Condition was not reduced below zero), he receives a Resting
Here is a detai led exam ple of da mage and how it wo rks Recovery C hec k twenty-four hours ( 15 APs of time) after the
Green Arrow has a BODY of 5, so George beg ins a battl e by last time he took damage.
recordi ng a Curre nt BODY Condition of 5. First, Green Arrow is Characters Recover each one of their Current Conditions
hit for 3 RAPs of Ph ys ica l damage, but George spends 3 Hero separately. Suppose, fo r exampl e, that the Atom 's Curren t BODY
Points on Last Ditch Defense, so the Emerald Archer takes no Cond iti on is I, hi s Current MIND Conditi on is 0, and hi s C urrent
damage and hi s Curre nl BODY Co ndi tion does not change. Next SPIRIT Conditi on is - 1. Hi s Current BODY and MI ND Conditi ons
we re attacked in Bashin g Combat. w hil e hi s Current SPIRIT How To Roll Recovery Checks
Cond i1ion was reduced by Killing Combat (that musl ha ve bee n Recovery is a Dice Act ion. To make a Recovery Chec k. a
a rough ba1tle). One hour afler he lasl IOok Physical and Mental Player ma kes an Action Check using the appropria te Res istance
Bashing damage, he gels 10 make Restin g Recovery Checks to Auribute (BODY fo r Phys ical damage, MI ND for Me nt al damage,
boost up hi s Current BODY and Mt ND Condi1 ions . T we nty-four a nd SPIRIT for My sli ca\ damage) as both the AV and EV. If lhe
hours afler he last took Mys1ical Killin g damage , he may make a Current Condition is zero o r above. th e OV and RV o f th e
Res tin g Rec overy Ch ec k to imp rove hi s Curren! SPIRIT Action Check is ze ro. If lh e Curre nt Conditi on is be low zero. the
Cond i1i on. OV and RV of the Acti on Chec k is eq ual to th e amo unt that the
Resting Recove ry is always performed after the appropriate Current Condition is be low zero. If the Questi on· s Cu rrent BODY
a mount of lim e has passed s in ce th e las1 time d a mage wa s Co ndi1i on was at -2. for exa mple. the OV/RV of hi s Recovery
susta ined. If Night win g takes 3 RAPs of Phys ical damage and Check wo uld be 2/2.
the n rece ives another RAP of damage 10 hi s BODY 55 minu1es A s a n ex amp le . le t us say that Batman· s C urre nt BODY
laier, he mu st now wa it a nother full hour before he may make a Condition is 0. One hour afl er he last too k Phys ica l damage. he
Res tin g R ecove ry Chec k 10 in c rease hi s Current BODY gets IO make a Resting Recove ry Roll. The AV/EV of thi s ro ll
Co nditi on. is 6/6 (Batman' s BODY): th e OV/RV is 0/0. Th e Playe r ro ll s an
If. after making a Recovery C heck. a Character is not fully 11 , and Batman receives 7 RAPs. thu s restor in g hi s Curre nt
" healed,'' he must wait the appropriale amount of time (o ne hour BODY Condition to 6. He ca nn ot res lore a ll 7 RA Ps. sin ce he
or twenty -fo ur ho urs, de pendin g upon th e t ype of dam age can never heal any of hi s C urrent Conditi ons up beyo nd their
suslained) a ll ove r aga in before he may make anothe r Resting start ing point s.
Recovery Check.
In c id e ntally , a Charac1er ma y on ly Recover if he ha s Damage to Powers and Attributes
actua ll y ta ke n some sort o f damage. A C haracte r ca n never If a Playe r atte mpt s to Pu sh a Powe r or Allri bute and fa il s.
increase hi s C urrent Conditions above the ir startin g value. the Power or Attribute " burns oul' " and is instantl y redu ced to 0
APs. Powe rs and Attri bu tes that have been reduced in thi s way
Desperation Recovery are Recovered just li ke C urre nt Conditi ons. On e hour aft er the
In the co mi cs, it seems that heroes are always able to regai n Powe r or Attribut e burn s out. the Pl aye r may make a Restin g
consc iousness in the ni c k of time when !he ir li ve s are on th e Recove ry C hec k, us in g th e APs of 1he Powe r as the AV/EV
line. How many times has an unconsc ious Batman bee n thrown against an OV/RV of0/0. Any pos iti ve RAPs are restored to the
ou t of an airplane, onl y to wa ke up just in lime to save him se lf AP leve l of 1he Power or A1tribute bein g Recovered.
with a device from hi s utility be lt? S imil a rl y, certa in rul es and Powers ca ll for "damage" to
Thi s is ca ll ed Desperation Recove ry. Al the e nd of any Powers a nd/or A ttribut es. If the Marti an Manhunt e r·s F li ght
ph ase of combat , each of the heroes has the option of making a Power takes 5 RAPs of damage, for examp le. it is temporaril y
Desperation Recovery Check. Vi ll a in s never use Desperat io n re du ced b y 5 AP s (to a minimum o f zero). Powe rs and
Recove ry, althou gh heroes may spe nd He ro Points 10 allow Attributes that ha ve been damaged like thi s a re Recove red as
vill ains to Recove r, as desc ribed later. though they were Current Cond itio ns. Note. however, that in the
In order to make a Desperation Recovery Check. the he ro case of Powe rs and Attribut es. any damage that is susta ined is
mu st pay a fee of 15 He ro Points. These Hero Po ints may be actually subtrac ted from the APs of the Powe r or th e ap prop ri ate
paid fo r by the Character who wants to Recover, or they may be Auribu te until Recovered. In ot he r words. if S1arrire·s Ene rgy
paid by another Character as lo ng as the Character who is Blast Power of 12 APs takes 3 RAPs of damage. she w ill onl y
ha ve a 9 AP Ene rgy Blast until she Recove rs the damage.
pa yin g is touch in g the C haracter w ho wa nts to Recover. the
Us in g Des pera ti o n Recove ry o n Powers o r Attr ibu tes
Charac1e r who is paying knows that the Character who wants to
cos ts 25 Hero P oi nt s in s tead of th e u s u al 15. Under no
Recover is in trouble, and the Player whose Character is paying
c irc um stances ca n A Ps of a Powe r or Attri but e eve r be redu ced
want s IO spe nd the Hero Points. Gell ing a hero IO pay for the
to less than zero
Desperation Recovery Check in thi s manne r is the onl y way a
vill a in could ever use Desperation Recovery
If a C harac 1e r' s C urre nt Co nditi o n is less than zero, a VIII. Knockback
Des pe rati on Recovery Chec k on ly costs him (o r whoever is
pay in g) 1 Hero Po int ; but Des pe rali on Recove ry Roll s unde r Powerful blows thrown by the partic ipants in comic book
these c irc um stan ces may onl y inc rease 1hc Current Conditi on to combat tend to se nd their targets ree ling backwa rd away from
0, and th e C harac te r may not mak e any furth e r Desperati o n the atlacke r. Thi s phe nome non is cu ll ed Knockback.
Rec overy C hec ks un1i\ he has made a t leas t o ne Res tin g Eve ry attack th at does Ph ysica l da mage has the po1ent ial IO
Recovery Ch ec k: th a t is. unlit o ne hou r has passed . On ce a knoc k its target bac kwards. The di stance (in A Ps) that the target
Charac lc r's Curre nt Co nditi on is rai sed to a number at or above is Kn ocked Back by an atl ac k is eq ual to the num be r o f Colu mn
Shifts that t he all acke r ro ll ed on th e Action Ta bl e w hi le
zero. he no longe r co ntinues to lose Curre nt Co ndi1i on APs due
reso lving th e a tt ac k, minu s th e targct· s we ig ht in A Ps (most
toa Killin g attac k.
human Charac te rs weigh 2 A Ps). If Amanda Walle r needed a 9
If a C han.1c 1e r is e ntitl ed to Des pe ration Recovery, lh e
to strike Captain Boome ran g. for ex ampl e. a nd shi: roll ed a 15.
Pla ye r ma y mak e a Recove ry C heck as describ ed in th e
she would rece ive 3 column Shifts. so ··soo mcrbutt'' would be
fo llow in g sec ti o n. A ny RAPs from thi s roll are imm ediat e ly Knoc ked Bac k I AP of di sta nce (about 20 feet ). Mrs. Wal ler is
added to th e C haracler' s Curre n! Condi1ion. Each Desperation not one to be trill ed with.
Recovery Check mu st be paid for separatel y: if Bob wants to The max imum di sta nce that a target may be Knocked Bac k
Recover both hi s Characle r's Curre nt BODY Conditio n and MI ND by an att ack is equ a l to th e Effect Va lue of the attack minu s the
Conditi on. for ex ample. ii would cost Bob 30 Hero Points. target's we ight in A Ps. Most hum an Characters we igh 2 APs
Thi s mea ns . for exa mpl e . th at Amanda Wa ll e r co uld neve r
Medical Treatment Knock Boomerang Bac k more th an I AP of d istance in hand -10-
Anothe r way th at damage ca n be Recovered is through the hand combat (t he Wall' s STR of 3 - Boomerarn?° s we ight of 2::; J
a ppli ca li o n of medi cal tre atm e nt. Thi s is cove red under the A P o f di stan ce) . whil e Supe rma n co uld neve r Kn oC k a thu g
Medi c ine Ski ll e ntry in Chapter Two. Usin g the Med ic ine Skill Bac k more than 23 APs o f di stance (S upc rman· s STR of25 - the
is ofte n the onl y way to save the li fe of someone who is dying thu g's we ight of 2::;23 APs o f distance). Also. if the attacker is
bec au se one of hi s Curre n! Co ndi1i ons ha ve bee n redu ced to using hi s Martial Arti st Sk ill in place of his STR as the EV . the
be low 0. Usin g the Medi c in e Skill ca n reslore BODY, MI ND. and maximu m kn ock back is still based on his STR. (Ba tman ca nnot
SPIR IT dam age. Kn ock Bac k a th ug 1/8 of a mil e. rega rd less of th i: Co lumn
Shifts! ) Anyone w ho roll s a number of Co lumn Sh ifts that again st Critica l Blows in th e 11 to 12 Colu mn . If the attack
wo u ld g i ve h im g rea ter th a n t he m ax imum a m o un t of succeeds, however, the defende r rece ives -3 Col umn S hifts to
Kn ock bac k fo r !hat targe t, g ives the maximu m amount in stead . hi s Resistance Value. Fo r insta nce, a C haracter w ith a BODY of 8
If W a ll e r ro ll ed up 5 Column Shifts aga in st Boo mera ng. she d e fend s against Cr iti ca l Blows in th e 1 to 2 Co lumn . These
would still on ly Knock the c reep Bac k I AP Co lu mn Sh ifts to th e d e fe nd e r' s RV a re in addi ti on to a ny
recei ved on the Action Table , but are not counted when fi gurin g
Knockback Damage the Knoc kback ca used by the attack.
When a target is Kn ocked Back. it travels the appropriate Critical B lows ca n be used in co njun c tion w ith any
di stance in a strai ght li ne away from the attacker. If the target's so rt of attack.
path se nds it reeling into an obstacle or another C haracter, both
the target and the obstac le (o r Character) immediate ly receive a B. Devastating Attack
Ph ys ica l Attack wi th an AV/EV equal to the di stance that the
target was Knoc ked Back. Any c haracte r or obstacle attacked in A Devastating Attack is an all -out attempt to overwhelm th e
thi s fa shi o n. in c ludin g th e o ri g in a l targe t, d e fe nd s w ith an target's defenses. Essentia ll y, the Devastat ing Attack is a mo re
O V/RV eq ual to its Boov/Boov. Hero Points may be spent to powerful version of the C riti cal B low.
increase the OV/ RV if a C haracter is in vo lved, but the AV/EV D ev a s tatin g Attacks in c rease 1h e ta rge t 's OV by +4
of th e Knockback ca nn o t be increased with Hero Points, no r Co lumn Shifts, bu1 dec rease his RV by -6 Column Shifts. in
may Hero Po int s be used 10 add to the OV/ RV of an inanimate addition to any earned on the Action Tab le. The Co lumn Shifts
object. C harac te rs tak e no rmal Ph ys ica l damage from s uc h to the opponent 's RV do not affect th e amount of Knoc kback
at tac ks . w hil e o bstacles ma y break , as d esc ribed in the last caused by the attack
cha pte r. If th e targe t does not strike an o bstacle. he takes no Dev astating Attac ks can be used in conjunction w ith any
add it io nal dama ge from being Kno cke d Bac k, un less th e sort of attac k.
Knock back pu shes the C haracter off a c liff or into a volcano or Note : Crit ica l Bl ows a nd Devasta tin g Attack s are
somethin g esse nti a ll y the sa me thi ng as " Going For Broke," whi c h was
Knockback damage is automat ica ll y co ns ide red Killin g desc ribed in Chapter Three. Th e norm a l Goi ng For Brok e
Combat. How h eroes c .in '' pul l th e ir pun c h " to avoid ru les can not be employed in combat; an attac ker must choose to
acc ide nta ll y ki lling the ir oppone nts wi th Knockbac k is described make a Critica l B low or Devastating Attack instead. Thi s mea ns
later in thi s chapter that the more powerfu l +6/-9 and +8/- 12 versio ns fo r Going For
Example: Suppose Ca ptian Marve l hits a villain wi th a Broke may never be used in co mbat
BODY o f 6, and Knocks the bru te Back 7 A Ps (abo ut 400 ya rds)
imo a bri ck wa ll with a BODY of 7. Both the villain and the wal l C. Flailing Attacks
in stant ly undergo Ph ys ical Attacks with a n AV/EV of 7/7 (the
di stance th e target was Knocked Bac k). Th e vil lai n de fe nds A Flailing Attack is the oppos ite o f a C riti ca l B low.
again st th e Knoc kback damage w ith an OV / RV of 6/6 (his slow , deliberate attack that places a hi gher pre mium on
Boov/Boov). Any RAPs from thi s Ac tion Check are Ph ys ical the targel than upon infl icti ng d amage.
Ki lli ng damage. Th e wall defends with a n OV/R V of 7/7 ( its The defe nder's OV again st a Flailin g Attack is dec reased
Bod y/ Body). If th e attack rece ives o ne or more RAPs o n th e by two Col umn Shifts, w hil e hi s RV is in c re a se d by three
wa ll. the wa ll susta in s th at muc h dam age, and the vill ain fli es Co lumn Shifts. In hand-to-hand combat, a Fla iling Attack mi ght
throug h the wall and co ntinues along hi s path . If the attack o n represent a fe int or a flurry of quick, less powe rful blows.
the wa ll rece i ves 7 or more R A Ps, th e vi llain co mpl ete ly The Fla iling Attack may be used w ith any sort of attack.
destroys the wal l as he comes throug h. If th e attack o n the wall and can be e mpl oyed in co njunc ti on with Grapp ling Attack s,
rece ives no pos iti ve RAPs. the target sim ply slam s into the wall Multi -A ttacks, and Team Attac ks.
and comes to a stop
D. Grappling Attack
A Grappling Attack is an atte mpt to grab ano1her Charac ter
IX. Combat Maneuvers and restrict hi s moveme nts. Slow, strong C harac ters often prefer
Grapplin g Attac ks because they can be used to keep a qu icker
So far , al l of th e co mb a t ru les ha ve as s um ed that th e
but weaker oppone nt in one place, where he ca n be pounded into
attack e r was m a kin g a s impl e, strai g htforward a u ack. In th e
je ll y. Grapp ling Attacks can on ly be made in c lose hand-to-ha nd
comi cs. however. heroes and villain s tend to e mploy a numbe r
co mbat. It is impo ss ibl e to grab so meo ne w ith a g un or a n
of unusua l or ex traordin ary co111bar 111c111euvers.
Energy Blast, but if the attacke r has an appropriate Power, like
Every tim e a Character makes any kind of attack, he has the
Stre tchi ng for in stance , he may make lon g di stance Grapp lin g
o pti o n o f em pl oy in g any o ne o f th e fo ll ow in g co mbat
Attacks.
man e uvers. Some ma ne uve rs are li mite d to ce rta in ty pes of
An atte mpt to Grapp le a nothe r C haracter is reso lved as a
attacks, as exp la in ed in th e ir descri pti o ns. Th e Pla yer mu st
norma l Phy sical Attack (DExiSTR as A V/EV, D ex/Boo v as
declare wh ich co mbat mane uve rs hi s C haracter is using , if any,
OV/ RV). If thi s attack earn s one or more RAPs, the targe t and
at the time he decla res action s for the phase.
the attacker become Grappled, and the defender takes damage as
usual. The e ffec ts of a success ful Grapple are as follows ·
A. Critical Blow 1. U ntil th e Grappl e is broke n, both th e attack e r a nd
defender can Ph ys ica ll y A ttac k on ly eac h o ther. Me nta l a nd
A Critica l Blow is an attempt to ·direc t a n attack at a My st ica l Att acks may sti ll be made upon any target in range ,
wea k po int in the targe t's d e fe nses. Crit ica l B lows are harder including the C ha racter wi th whom the attac ker is Grapp led.
to co nn ec t w ith: b ul w he n th ey d o co nne c t, th ey do a lo t If a target th at beco mes Grappled ha s no t yet acted durin g
mo re dama ge. a pha se a nd has ea rli er d eclared that he woul d be pe rformin g
In hand -to-hand combat, a Critica l Blow ca n a lso be used an action whi c h is now ill egal , he doe s not ge t to ac t in th e
to represent kicks. e lbows. haymake rs, or any other attack that phase at a ll.
has a s ig nifi ca ntl y small e r c hanc e for s uccess but a hi g her 2. Ne ither the attacke r no r the defender ca n use a ny Powe r
damage pote ntial. that does Phys ica l damage to attack hi s opponent. unl ess th e
Whe neve r a Player decl ares that hi s C harac ter is atte mptin g Power has a ran ge of Touch
a Critica l Blow , hi s adversary receive s +2 Col umn Shifts to the 3. Grapp led Characters use the ir STR as the ir AV and OV ,
Opposi ng Va lue. For exa mpl e. a Characte r w ith a 7 DEX de fend s as well as for the ir EV , wh il e engag ing in hand -to- hand combat.
4. Un less a Grappled Character has APs of move ment that F. Sweep Attacks
~~1 ;;~~t.e~ct~~~ n~em~::. ~~ :1~:; ; sa~~\~~~v:~~:nta~~:;r:<~eit
Sweep Attacks ar c bas ica ll y a fo rm of M ulti ·A ttack
he can move a distance eq ual to his movement APs mmus the emp loying physica l objects. The object is sw ung or roll ed in an
STR o f hi s o ppone nt. A C harac te r with 8 APs of Flight that is attempt to strike as man y Characters as poss ible. Usin g an object
Grappled by an op po ne nt with a STR of 7. for in sta nce. could
negates some of the penalties o f a regular Multi·Allack
on ly fl y I AP of distance per phase. While Sweep Attacks suffer all of the penalti es of a regu lar
Anyone who moves whil e Grappled takes hi s opponerll
Mult i-Attack. it moves th e defenders· Op posing Va lu e one
with him . and the two Characters remain Grappled
Co lumn Shift to the left. If the attac ke r is wie ldi ng so mething
5 . A Cha rac ter who at ta cks a target wit h w ho m he is
like a boulder which is larner than th e area the defe nders are
Grapp led neve r causes any Knockbac k. des pit e any Co lumn
standing in. the defenders· Resistance Va lue recei ves a Colu mn
S hift s received
All of th ese effects are suffered by bot h the Grappled Sh ift to the left as well.
Characte r and 1he C harac ter who made the Grappl in g A11ack An objec: t used in a Swee p Attack must be at least 1 AP
until the Grapple is broken. long. Defenders mu st be within the length of the objec t to be
struck. If the RAPs o f damage arc greater than the BODY of the
object used in the allac:k. the objec t is destroyed.
Breaking a Grapple
C hara cters ca n throw o r rol l objcc:ts in a st raig ht lin e
Attempting to break a Grapple is a Di ce Action: and the
through the defender' s area. Eac h area must be smaller than the
intention to do so mu st be declared by e ither of the Grapp led
comhaiant s during Step 3 of the combat phase. An attempt to le ngt h APs of the objec t for a Sweep Attack to be made
break a Grapple uses the breaker's STR/STR as the A_ V/EV and Example: Th e Ato m atte mpts a Sweep Attack again st a
hi s opponent's ST RISTR as the OV/RV. If the Ac t10n C heck group of 5 thu gs in Metropolis Stad ium. The thugs are running
earns o ne or mo re RAPs. th e Grapp le is broken and both across the football fi e ld. so Atom rips up a I AP lo ng goa l post
Characters may begin to mo ve and fight norm all y. An attempt to and thro ws it at them. le ngthw ise. Unfonun ate ly. only -l- of the
break a G rapple ne ver causes any damage to the oppone nt thugs are in a straight line so on ly -l- thu gs can be attacked.
A Grapple is also broken at the e nd o f any phase when a ll The goa l post weighs 4 APs . With hi s Stre ngt h of 8. lhe
of the involved parties agree to stop Grappling. or if e ither o f the Atom can o nl y throw it 4 APs o f distance. The GM determines
Grapple rs fa ll s unconsc ious. that on ly 3 of the four thugs are within thi s ra nge. so on ly 3 ca n
be attac ked.
Th e Ato m ·s Pla ye r roll s the attack as a normal Multi -
E. Multi-Attack Attack. Because it is a Multi-Allac:k against 3 oppone nt s. Atom
suffe rs a +2 Column Sh ift to the OV. but because of the Sweep
A Multi-Attack is a n attempt to attack more than one target
Att ack. he may reduce thi s to only a+ 1 Co lumn Shift.
in the same phase. Multi-Attacks are o bviously more difficult to
perform than attacks upo n a si ng le target
A Mult i·A tt ac:k is resolved with o ne Dice Action. The OV G. Te;\m Attack
of the attack is the hi ghest OV among the defenders. whil e the
RV o f th e allack is th e hi g hest RV amo ng the d e fe nd e rs. In A Team Attack is an a tt e m p t to ga ng up o n a s in g le
add iti o n. the OV and RV are eac h increased by a numbe r of defender in orde r to o verw he lm his defenses. Team Altacks are
Co lumns. as summari zed on the fo ll ow ing tabl e: es pecia ll y use ful for a tea m of wea ker heroes th at is going up
against a tougher opponent.
# of Characters Opposing Value Resist.nee Value Si nce the defender has more than one adve rsary ga ngi ng up
Attacked Column Shifts Column Shifts on him. his Opposing Va lu e rece ives Colu mn Sh ifts to the left
o n the Ac ti on Tabl e. as follows·
2 +I +I
3-4 +2 +2 Number of Team Members 0pposmg Value C...... ShWb
5-8 +3 +3
9- 15 +4 +4 2 -I
16-30 +5 +5 3-4 -2
31-60 +6 +6 4-8 -3
61-125 +7 +7 9+ -4
Any RAPs earned by a Multi -Allack are suffered by all of Each tea m me mbe r in a Team A11ack rolls hi s ow n Action
the targets. C heck. a nd app li es th e Co lumn Shifts se para tely. If des ired.
In hand-to-hand co mbat. a C haracte r may o nl y Multi · eac h Playe r may spend hi s ow n Hero Point s se paratel y
Attac k a number of oppone nt s eq ual to hi s APs of moveme nt. A sing le oppo ne nt ma y be Team Grapp led (see pre viou s
and o nl y if the attac ker has e no ug h moveme nt to move into paragraph o n Grappling Attacks).
st riking di sta nce of each o f the targets. The o nl y restricti o n upon The team member who has the lowest tota l In itiati ve Score
using Multi -Attac ks wit h Powers is that all of the targets mu st declares the Team Attack during Step 3 of the ph,1se. and the
be within the use r· s Range. attack begin s o n hi s turn. as if all the team members· Ini tiative
Multi-Attacks ca n be used with any type of attac k. Multi- Scores had been reduced to th is leve l.
Att acks can a lso be co mbin ed w ith o th e r forms of spec ial Example: Guy Gardner. Fire, and the Flash arc attempting
attacks such as Grapp ling Attacks. Devastating At1acks. Team a Te am A tta ck agai nst Docto r Polari s. Fi rst. check th eir
A tt acks o r Critical Bl ows, in wh ic h case all Column Shift Initiative ratings. wh ich are 18. 20. 33. and 20. respectively. If
bonu ses and penalt ie s are cumulative. no Character is usi ng Hero Points to increase hi s Ini tiat ive. and
Example: Me nto wa nt s to use hi s Control Power on a the rolls are (i n the same o rder) 4, 3, 9, a nd 7. the Ini1ia1i ve
group of 8 thugs, each with an INT/M tND of 2/3. The OV of the totals for the four Characters wou ld come ou t 22. 23. 42. and 27.
a11empt is 2 (the highest OV amon g the thugs). and the RV is 3 Guy Gardner, whose Ini tiative tota l is lowes t (22) would
(the highest RV among the thu gs). The OV and RV are then declare hi s action first. and he declares the Team Attack. Doctor
eac h increased three Columns beca use Mento is attacking 8 Pol ari s' Initi ati ve tota l (27) is lower than th e Flash ' s (42).
targets. If just one si ng le thug w ith a higher INT or M IND was However. whe n attacks are made during this pha se . Doctor
present. the OV and RV wo uld both use thi s single thu g's Po la ri s wou ld go fir st. as the Flas h must wa it until Guy
higher values. Gardner' s turn to participate in the Team Attack. When the
heroe s au ack, Doctor Polari s will suffer a -2 Co lumn S hift C hargi ng Attack if the attack actua ll y hit its targe t (i.e. the
penalty to hi s OV aga inst aH three of the heroes' attacks att acker rolled hi s Success Numbe r on th e Action Tabl e),
although the attack need not have actuall y damaged the target to
H. Pulling A Punch damage the attacker.
Example: Suppose that whil e fl yin g through New York,
Pulling A Punch is used by a Character who does not want Starfire spot s an esca ping vi ll a in and decides to mak e a
to acc identall y slam hi s opponent into a wall or off a cliff or into Charging Attack. During her turn in the phase, Starfire di ves ou t
another hero due to Knockback (see Knockback, page 100). of th e air and fli es strai g ht into the fleein g vi llain. First, th e
The Playe r must declare that he is Pullin g hi s Puach durin g Player would reso lve the Charging Attack against the vill ain
the act ion declaration s of Step 3 of the co mbat phase. Starfi re's AV is her DEX and her EV is her APs of Flight. The
The defe nder's RV is in creased + I Column Shift to the villain 's OV is hi s DEX and the RV is hi s BODY. Suppose that
right when a Characte r Pull s A Punch. The Action Check is then Starfire rolled hi gh enough 10 rece ive two additional Co lumn
resolved normall y. S hift s to the vill ain 's RV , and the attack inflicted enough
If th e Action C hec k rece ives an y Co lumn Shifts on the dam age to knock the vill ain uncon sc ious. The Player wou ld now
attack when a Character is Pulling A Punch, the attacker may check to see if Starfire herse lf took damage, by looki ng directl y
dec i~e how many APs the defender. is Knoc ked Back, up to the to the Result Table. The EV is equal to the EV of the Chargin g
max imum number of Knockbac k di stance APs poss ible in that Attack (Starfi re's APs of Flight), and the RV is Starfire's BODY.
attack . The attacker may eve n opt not to have the defender be Starfire's RV does not suffer th e additional +2 Co lumn Shifts
Knocked Back at all. Th e Co lumn Shifts tran sferred from the for her good di ce roll. Th e RAPs found o n the Res ult Table
Act ion Tabl e to the Result Table fo r the purpose of determining equ a l th e amount of damag e Starfire take s fr o m he r own
RAPs are not changed. Chargi ng Attack.
''Pu lling A Punch" may be used with any sort of attack; Charging Attacks ca n al so be used to damage inanimate
even those in which no actual " punch" is thrown , such as an objects. Charging Attacks may neve r be made in co njun ction
Energy Blast or a machine gun . wi th a Multi -A ttack.

I. Planned Knockback Attack K. Take Away


In stead of a iming a blow or attac k at an opponenl wi th A Take Away is an attempt to grab an object or item away
the intent to do harm , a Character can focu s the blow upon from anoth e r Characte r in co mbat. Take Aways are m os t
Kno c kin g Ba c k th e tar ge t. Thi s is ca ll e d a Planned frequently used to depr ive an oppo ne nt of hi s weapons or
Knockback Attack. Gadgets
Planned Knockbac k Attacks are reso lved like normal A Take Away is a normal Dice Action using th e attacker's
Di ce Actions, exce pt that the RAPs earned equal the amount DExiS TR as the AV/EV , and th e defe nder's DE xiSTR as th e
of di stance that th e targe t is Knocked Back in stead of th e OV/RV, thoug h the defender automaticall y rece ives a spec ial
amou nt o f dama ge th e targe t s ustain s. Th e target takes no +2 Col umn Shift bonu s to hi s OV , a nd a + I Column Sh ift
damag e from a Planned Kno c kba c k A u ack unl ess he is bonus to hi s RV . If the Take Away attempt ea rn s one or more
Kn oc ked Bac k in to a wall or obstac le as de sc ribed prev iously RAPs, the attacker automatically gain s possess ion of any one
under Knockback. The total di stance that an attack may Knock item formerly in the possess ion of the defend er. Th e attacke r
Back a target is still limited to th e Effect Value of th e attack mu st spec ify whi ch item he is try ing to Take Away before
minu s the targe t' s weigh t. rolling the dice, if there is more th an one possibility. Wheth er
A Planned Knoc kback Attack may be made in conjunction an item can or cannot be Taken Away depends on whether or
with any sort of Phys ical Attack. not it is listed in upper and lower case letters, or in all capital s
(see Chapter Seven: Gadgetry). Manga Khan could not Take
Away BOOSTER GOLD 'S BATILESUIT in the middl e of combat,
J. Charging Attack for example, but he might be ab le to Take Away Blue Bee tl e's
A Charging Attack is an atte mpl to run , fl y, or leap into an BB Gun.
In orde r to attempt a Take Away , a Character mu st
opponent in order to use the ve loci ty of th e mo ve to ca use
obviousl y be in close hand- to-hand combat positi on, unl ess he
additional damage.
In order to make a Charging Attack, the attacki ng Charac ter has an appropriate Power, like Stretching. Take Aw ays neve r
must move at least I AP and end hi s movement wi th a hand-to- inflict any damage upon the defender.
hand a tt ack up o n th e oppone nt , thu s expendi ng both a n
Automatic Ac tion , and a Dice Act ion. The AV of a Chargin g L. Trick Shot
Attack is equa l to the attacker 's DEX; th e EV is equal to the
attacker's APs of movement or movement Power. The OV/RV A Trick Shot is an attempt IO hit a spec ific part of a target
is the defender's DEX/BODY, as usual. for a particular res ult. Batman using hi s Batarang to capture the
The problem with Charging Attac k s is that they can be just Riddl e r is a Tri c k Shot, as ar e mo s t of Gre e n A r row's
as dangerous to the auacker as they are to the defender, since the stupendous arrow shots.
attac ker is using hi s own body as a weapon. An attacker making This type of attack gives the defender +2 Col umn Shifts to
a Charging Attack has a chance of taking damage along with the the right for hi s Opposing Value. RAPs are app lied as damage to
defender. After reso lving the Charging Attack upon the a defender o nl y if th e Trick Shot is an offe n s ive action.
defender, look directly to the Result Table, using the EV of the Otherwise this action is co nsidered succe ssful if the RAPs are 1
Charge as an EV, and the attacker's Boov as an RV to find the AP or greater.
amount of damage sustained by the attacker. The attacker may If Batman did not want to hurt the Riddler with hi s Trick
spend Hero Points to increase hi s RV again st the Charging Shot, for example, he could ju st entangle the v ill ain in hi s
damage or to remove damage through Last Ditch Defense. The Batarang line by earni ng one or more RAPs on hi s Tri ck Shot.
attacker's RV aga inst a Charging Attack never suffers any The +2 Column Shift rule may be modified by the GM to
Column Shifts due to Critical Blows, Devastating Attacks, or reflect the particular circumstances and difficulty of a shot, by
good dice rolling . The attacker on ly takes damage from a using the Universal Modifier Table (see page 90) .
attempt is 4. Diana roll s a n 8 and rece ives 11 RA Ps: she has
X. Defensive B lo c ke d s uc cess full y. Th e thug· s a 11 ack is now reso lve d
Combat Maneuvers no rmall y. us ing the thu g's W eapon ry Sk ill as the AV. the gu 1i" s
Effect Va lue as 1he EV. Diana· s DEX as the OV. but the BODY of
Defensive Combat Maneuvers are empl oyed like regular the brace lets (3 0) is used as the RV in stead o f Diana· s BODY.
o ffen sive mane uve rs: a Playe r mu s! dec lare whic h maneuver he
is u sing durin g Step 3 o f th e comb at phas e. Defen s i ve
Man e uvi.: rs. howeve r. go into e ffe c t immediate ly aft e r they a re B.Dodge
declared. Eve n if a C harac te r has a lo we r total Iniliati ve Score
than hi :-. attacke r. th '-.· C haracter e mp loying a Defen s i ve A P laye r who declare s a Dodge ha s hi s C harac te r· s OV
Mane uve r still gets to use the maneu ve r to fe nd off th e atlack. again st all Phy sica l Attacks in creased by + 1 Col umn Shift for
De fe nsive Mane uve rs on ly affec t Ph ys ica l Attacks. that pha se. C hara c te rs wit h the Acrobat ics/ Dod g in g S ub skill
ma y add th e ir APs o f Ski ll 10 !he ir OV in s te ad of the o ne
A. Block Column Shift bonu s.
Dodg in g is an A utomati c Act ion. but a Charac ter ma y
never perform a Di ec Ac ti o n or an y sort during a pha se in whi ch
A Block is an attempt by th e d e fe nd e r tu int erpose so me
he Dodges.
o bject bct wce n an irn..: oming blow an<l hi s person. If th e Block
man e uvc r succeeds. thc u bj ec l takes th e damage in stead or the
defc nck1
A Bloc k is a Di ec Action. and in ord er to pe rform a Bloc k. XI. Initiative Maneuvers
th e C hara c te r mu s t ha ve so me obj ec t in hi s hand s or on hi s
pe rson that ca n be use d to Block. Th e AV and EV o r a Bloc k Finall y. there arc two spec ia l lnirimi n' Ma11e11\'c' rs avai lable
attempt a rc ho1h equal l o the dcfe nd e r·s DEX. The OV a nd RV to the o ne C harac ter that has the highes t final lni1ia1i vc Score
arc both equal to the Ac tin g Value of the incnmin g attack . If the during each phase or comba t. Th e In itiati ve w inne r ma y choose
B lock Act ion Check e arn s one or more RAP s. th e B lock to use on e or these two man e uve rs. or neithe r of th em. but ne ve r
succeed :-. a nd th e at tack is then reso lved normall y. us in g th e both. Both of the man e uve rs a re Auto mati c Actions and can be
defe nde r' s DEX as the O V a nd th e BODY of the objec t used to used in conj un ction w ith al l o f 1he previously descr ibed co mbat
B lock as th e RV . maneu ve rs
Any R A Ps c 1u sL·d by th e att;u.: k arc in fl icte d upon th e
o bj ec t' s Curren t B01>Y Condition in s1e ad of the dcfe ndcr·s. If an A. Pressing The Attack
objcc l is damage d durin g a Block att e mpt ( it tak es at le a s! I
RAP o f dalllal.!e). it c an no lo nl.!er he used to Bloc k. However. If th e Initi a ti ve w inn e r c hooses to Press The Attack. an y
GM s ma y wisl1 to suspend thi s~rul c if the ubjc<..:t bein g used to ta rgets th at he a tta cks durin g the phase ha ve th e ir Opposin g
B loc k ha s hcc n spec ificall y de s igned for block in g. such as a Va lu es decreased by - 1 Column Shi ft. but the Initi at ive winne r
broad sword ur a shield . If an object is destroyed during a B loc k al so ha s hi s OV dec re a sed by - I Colum n S hi f1 a gain s1 any
a11 ernp t (it Jak es R A Ps of damage greater than o r eq ual to it s attack s that a re direc ted at him
BODY). the o bj ec t rnn no lo nge r be used to Block and th e attack Press in g The Attack ca n be used in co njun ctio n w ith an y
c arri es through and damages the d efe nde r a nyway. In th is case. sort of A ttac k (Phys ical. Menta l. or My st ic~il ). o r an y spec ial
loo k to the Resu lt Tabl e. usin g the EV of the attack as the EV attack man euver.
and th e del~nder"s BoDY as 1h~ R V. appl yin g all of the Co lumn
Sh ift s ea rn ed by th e a ttack in orde r to d e termin e th e RAPs of
damage susta ined to the C harac te r's Cu rre nt Bony Condition
B. Laying Back
If th e ori!:!inal Bl ock Ac tion C hec k fai ls . th e attack is
Laying Back is the oppo sit e of Press ing Th e Attack. The
reso lved nurm ; ll y and 1he de fe nde r automaticill y suffe rs a -2
Initiati ve winner ha s hi s OV incre a se d by + I C o lumn Shifl
Co lumn S hift pen,dty to hi s OV again st it. again st a ll atlacks made again st him during the phase. but any
A de fe nde r m,1 y B loc k more than o ne altack per phase. but targets that he att~1c ks have the ir OV s inc reased by + I Co lumn
th e OV/ RV 1lf e ac h subseq uent Block a tte mpt is in c reased by+ 1 Shift as we ll
Co lu mn S hif1. Thi s is o ne of the few excepti ons to the ··one Dice Laying Back ca n a lso be used in co njunction w ith a ny son
Ac tion per pha se·· rule . Onl y Ph ys ical A11ac ks may be Blocked o f attac k or defe nsive co mbat man e uver
Th e OV and RV of a B lock att e mpt arc al so mod ified
accordin g to the size or th e o bject used tu B lock. as summari ze<.J
in the fo llowi ng 1ahle:
XII. Special Combat Situations
Approximate Size of Object OV and RV Column Shifts

Human Hand +I A. Weapons


Small S hi e ld. large Dic tionary 0
Weapons are not usua ll y used by he roi c Characters. Onl y a
Garbage can lid -1
few heroes w ho do not have o ffe nsi ve Powers, lik e Batman.
Desk. smal l tabl e -2 N ig htwin g. a nd Ha wkma n. use weapon s with any frequ e ncy.
Door -3 Eve n then. the ir we apon s arc used to Slllll. cnta ngk . or for some
Automob il e -4 Tri c k Shot e ffect. ra the r than to injure o r kill an o ppo nent.
Semi Truc k -5 Non-P layer C harac1e rs. on 1he o lhe r hand. use weapons al l
Ho use -6 the tim e. Yo u w ill find a li stin g or normal weapo ns and the ir
e ffec ts in Chapter Seven: Gadgetry.
Example: A thu g is shoo1i ng at \.Vondc r Woma n. and she In ge nera l. weapons whi ch m e thrown hy a Cha racte r have
decides to ust.' he r brace let s to Block the inco ming bul lets. The no STR or DEX APs. B<.llman· s Batarang or Ni!.d11win~· s C omh,11
AV/EV or the Blot: k att e mpt is e qual to Dian:1 ·s DE x/ D EX Disc arc two example s. Instead. they t;se th e STR an(I DEX A Ps
( 1:V U ). and the OV and RV arc both equal to 1he thug·s Act ing or th e ir thrower as th e Acti ng and Effect Va lue.
Va lue (in this case. hi s Weaponry Ski ll: 4/4). S ince the bracel e ts Gun s a nd mi ss iles are d iffe rent. Th ey can ha ve EV A Ps
arc roug hl y the size o r a human hand . the Bloc k att e mpt receives which mu st be subslituted for 1hc STR o f the firer. Some !.Wns eve n
a + I Column Shirt pe nalt y. Th e S uccess Numbe r for the Bloc k have AV APs whi ch may be substitu ted fo r a C haracter·s-DEX.
AP of depth ove r 5 causes the descendin g Characte r to su ffer a
B. Surprise Physica l Altack w i1h the APs of dep1h as the AV/EV und the
Surprise ca n occur when a C haracte r is not awa re or hi s C ~a~ac ter"s STR/ BODY as the OV/RV. This is automaticall y a

~~:~~c~~~-:;1,~~::·1;.r~~~g::~lrx~,'~ :~~)l~~tc1 ~~;1~~~~lb~e~~l';;;.i;:;rrnctcrs Killin g Co m bat attac k. A new a 11ack is mad e eve ry tim c the
C haracter descends an addit ional one AP of depth
• Subtract 5 from the In itiative score of e ach Ch,11-ai: te r tha t
Before a Surprise is sprung. the GM mu st g ive his Players a
specia l Pe rcept ion C heck (sec page 107 ) tha t nllows th e m to is underwat e r.
detect the Surprbe. be it a hidd e n bomb. a n ambu sh in a • A C harac ter may ho ld hi s brealh for 5 APs of lime ( two
wa re house. or a sudde n attack on the ir headquarte rs. The GM mi nutes). If he stays und e rwater beyond thi s time. the Characte r
does no t need to te ll hi s P layers why they arc mak ing the roll. or must mak e <Ill Ac ti o n Check us ing his STRISTR as the AV/EV
eve n w hat the Oppos in g ya lues ;.ire: the Playe rs ca n try to figure a nd hi s BOD Y/ BODY as the OV/ RV . Hero Po in ts ma y be spe nt on
o ut the Success Num be r tor the mse lves. bot h the AV and th e EV. A ny posit ive RAPs. up to a maximum
For thi s spec ial Perception Chec k. th e I NT/WILL of the of 5. a re th e A Ps of tim e th a t th e C hara c te r ma y remain
defe nd~r is the AV/EV. and the I TIWILL of the a ttacke r who se t und e rwa ter before having to re turn to th e s urfa ce. If the
the ambush or trap is the OV/RV. Any posit ive RAPs mea ns C haracter docs not receive a ny RA Ps {or if he can no t reach a ir
that the ambu sh. trap. or Surprise has been de tec ted o ne phase in the time he ~a incd). he wi ll t~ke I poin t of Physical Killing
befo re it occ urs. Damage pe r m in ut e (4 APs) u ntil he reac hes O BODY a nc.l fall s
The Dan ge r Recog nition S ubs kill or the Mili ta ry Sc ience unconscious. After thi s poi nt. th e drow nin g C ha rac te r wi ll tak e l
Ski ll may be subst itu ted fo r the AV/EV. A lso. the poten tia ll y po in t of da mage every phase until he dies.
Surprised Characters mi g ht ha ve Powers that make 1hc S urpr ise • Wate r is not always clea r. Norma l vision underw:.ue r is 5
eas ier or mo re difficult to detect. In e ithe r case. 1hc APs o f these A Ps (300 feet). For every 2 A Ps of dept h. I A P is subt rac ted
Powe rs may be used instead o r INT/WtLL as the AV/EV. from the normal range o f vision clue to darkne ss. At the GM·s
di sc re t ion . v i s ion ma y a l so be imp ai red by mud or dirt
~::~~·~t ~~,~~t1~
11 1 1
C ha r;~::rse :~~·~i t1~0~~~1;~i~· ~1~~;eo\ : ·: !!c,f~:; ~1:i1~~~ suspe nded in th e wate r
the lirs t pha se o r co mba t ( th ey ha ve no Ini tiati ve). a n<l 2) • h e m s wh ic h a re no t continuall y prope lled. suc.: h as th rown
Surpri sed Characters have th e ir Opposi ng Va lu e moved -2 roc ks o r a rrows. ha ve a r,mgc that is 2 APs sho rter than normal
Co lumn Shifts to 1he lcfl o n the Ac tion Tabl e. w hen fired through water. Thus. a C haracter wit h a STR of 11
w ho coul d normall y hurl a stone we ig hin g 4 A Ps a distance of 7
A Ps ( 1 1-4=7) may o nl y th row the same stone 5 APs or
disw nc.:e
C. Blindside unde rwa ter ( 11 -4-2=5).
• A ll att acks made us ing Po wers o r Ski ll s unde rwate r suffc 1
Blindsides ,,re a type of Su rpri se that can happe n duri ng a +2 Co lu mn S hift pe ,w lt y to the OV. The GM may rule that
comba t whe n ..i C hara c 1e r is s tru c k from be hi nd or from ;.1 some Powers a rc inoper;.1t ive underwater. or he may use th e
vantage poin1 w hi ch he cannot see. The defende r mu st no t be Universal Modif~er Table to dete rmi ne an y furth er penalti es w he n
awa re of the precise loc lli o n of the a 11ack or a tt ;.1cke r for a pe rformi ng Act ions u nderwa te r.
Bl indside to be ca ll ed . 11 is up to the GM 10 rul e w het her or no l • If a C haracter has Running or S u pcrspecd o f 12 APs or
an attac k is a B lind side . g reater. he may run across the surface of water as if it were so lid.

~-f;~~r~i~~~~~oa;
1 01
g lancSee ~;~ t :e ,~u!:1 eV1~f~~';·t~~~fe~~·:1~~ ~,!~~cek ~l
C harac1c r ..iware of an attacker's position. but if the :mac k comes F. Space
fro m o ut or sight o r beyond the ran ge o r th e Senso ry Powe r.
!hen the Charnc ter is B linds id ed If Charac1e rs e ncl up in o uter sp:.ice wit hou t the be ne fit of a
Whe n a C ha ra cte r is B lin ds ided. his Opposin g V,1lu c is spaces hip ,. they w ill be r,1ced w ith a number o r prob le m s. App ly
shifted - I Co lumn S hift to th e le ft on the Action Tab le fo r all the fo ll ow 111g rul es to C haracters in s pace:
attacks from tha t allacke r until he ca n locate the source of the • A ll Dice Act ions a11e mpted by C h;.iracters in s1x 1ce have
attacks (see Perceptio n Checks. page I07). the ir OVs increased by +3 Column Shifts. Thi s is red uced to +2
Co lumn S hifts if a Character has some means of controllin!.! hi s
pos iti o n (i.e. Fli ght. T e le kin es is. a jet pac k. e tc.). a nd is rec.l~1ced
D. Darkness to + I Co lumn S hift if a C harac te r has the S pace Craft S ubsk ill
of Veh ic les. Reg<.mll ess o f experie nce. all C ha racte rs suffe r a
Whe n a Ph ysica l A 11ac k occu rs in natural darkn ess. the
minimum+ I Co lumn Shift mo difie r to OVs.
attacke r m ust be ab le to see the defender in o rder to hit him . In
• The GM nrn y ru le th at so me Po we rs arc inoper.:1ti ve in
the c.l..1 rk .. norma l sight can recog ni ze shapes ~1p to 100 ya rds away
space. o r he may use the Universal Modifier Table 10 determine
(5 APs c.hstancc). A full moon wi ll do uble thi s range to 6 APs.
any fu rthe r pe na lt ies when pe rforming Ac tions in space.
Even if seen . the defe nd e r rece ives +2 Opposi ng V.:ilu c
• Un less a C hara c ter in spa ce has th e Sca le d Sys te m s
Co lu mn S hift s to th e right in natural da rkness

r~~~fi~~ ~~:~ ~~~~u:;~~lyo?~~~r8~:~k~~~~n;~~~e;.~~


Powe r. he w ill beg in tu s uffocate in the ;.1irless vacu um . Use the
darkt~~:i~~ tr~:!~ ru les for drow nin g in the previous sec ti o n . except tha t th e
discussed in Chapter Two. OV/RVs of th e Action C hec k a re increased by +2 Co lumn S hift s
An attacker can compe nsa te for th e na tural darkn ess unless the C haracter has the Space Craft Subski ll of Vehic les.
pe na lti es by using an appropriate Po wer. s uch as U lt ra V is io n. • Only C harac ters w ith the F light Powe r may move free ly:
Therma l V ision. or Flash. o tl~c r C ha r~1ctc rs ca n try to push off larger o bj ec ts. t hrow a n
obJec t. or fire a weapon w ith reco il to ga in momen tum. but thi s
wi ll be difficult. Any suc.:h a tte mpt to move requires a Pc rc.:epti o n
E. Underwater Chc_ck (see page 107) to determine the proper laun ch ungle
aga inst OV/RVs o f 8/8 (6/6 if C harncter ha s Space Cra ft
When C ha racters are taking pa rt in a n underwate r Subski ll of Vehicles). Fa ilure indic:atcs that the Character drift s
adven ture. the fo ll ow in g rul es shou ld be app lie d. Howe ve r. the off ta rget. In an y case. th e C harac te r w ill free- fall at a speed
~;.11c r Free.dam Po we r negates a ll u nderwate r pena lti es excep t equ~1 I to hi s STR 1:', ttribute. w ith a max im um speed. eq ua l to the
tor throw n ite m s. ~e ig ht o f the obJe~t pu shed off o l.' .<o r the EV ot the wea pon
• Add +I Column S hift to the right on a ny Di ce A1.: tion·s ~\ 1;.~~/i~,?.':/:~11tc. 11 is equa ll y dil fi cu lt IO s low or ctwnge
~~~i:~~1,: ~~. Va lu e in vo lv in g movement. Thi s al so applies to 1 1
• Objects mo ving in space continue to move in a co nstant
1 speed and direc ti o n un t il a cted u po n by so me ou ts ide force.
10
: i ~t\~~~'.gTn : /:: :: ;;t
1
~::~tv~l
11 1 1
~ :~ :~sl~~·~1~ ~~.:~:l~~~;.~~gEac h C harac te rs moving as dc snibcd above w ill continue in the same
d irec1ion unti l they hit anothe r object or a re grabbed or pus hed quak e. A typi ca l quak e w i:t last from 0- 12 A Ps of lime. The
by another Character. Any impac t is treated as a Charging effects of a n earthqu ake are lessened as though the quake were
Attack (sec page 103) with AV/EVs eq ual to the Charac te r's an exp losion: eve ry AP o f distance away from the center of the
speed and OV/RVs eq ua l to the Character's Boov/BODY. q uake reduces the qu ake· s e ffec ts by 2 APs
• Thro w n object s and project il es have an unlimit ed Eart hquakes can be preve nted or halted by an ex treme ly
poten ti a l range, but the Character using th em mu st be ab le to see strong Characler pus hin g the eanh bac k into place at the fa ul t.
his target in order to a im his shots. Add 1he APs of distance that The OV/RV of such an aue mpt is eq ual to th e quake' s APs of
exceed th e ma xim um range of 1he weapon to the OV of th e Earth Control
attempt. Te le scopic Vision wi ll exte nd th e maximum range of
such attacks to the A Ps of Power. Tomados have the A ir Con trol Powe r rated at between 7
and 15 APs. They ge nera ll y move at a gro und speed of 7 APs
G. Falling per ph ase, randoml y shiftin g d irection s seve ral times per phase.
Eve ryo ne th at a tornado passes ove r is au to mat ica ll y
Whenever a Charac1c r fa ll s a distance greater than 10 feet atlacked Phy sically. The RAP s from th e a tt ack indi cate th e
(0 APs). he runs the risk of injury. Make an Action Check using di stan ce th a t the target was Knocked Bac k from the tornado.
the A Ps of di stance that the Character fa ll s multipli ed by 2 as as we ll as the RAPs of Ph ys ical damage take n. A ll of the
the AV/EV. and the Charac ter's BODY/Boov as th e OV/RV. he roes and import a nt C ha rac te rs wi thin 10 APs of a tornado
If the di stan ce that 1he Charac ter is fa lling is greate r than 7 ha ve a l in 10 c han ce of being allacked by a 7 A P Lightn in g
A Ps. treat it as 7 A Ps: 14/1 4 is the hi ghest possib le AV/EV of a boll eac h phase. T he GM shou ld not bo ther ro ll ing to see if
fall. Fallin g damage is automat ica ll y consi de red Killi ng Combat. inn oce nt bystande rs are struck. si nce heroes usuall y take the
blasl for th e m.
H. Explosives
H11rrico11es have the A ir Control Power rated at between 7
Explosives are area effec t attacks: they do fu ll damage to a nd l 8 A Ps. Hurrican es fun c ti on th e sa me way as torn ados.
eve ryon e in the targe t area (a c ircular area with a diameter of 10 except that a hurri cane affects everythi ng wi thin a radi us equ al
feet. or O APs) and less damage in the area around the target to it s A Ps o f A ir Co nt ro l. It w ill usua ll y take about twe nty
area. Depend ing on the Ge nre Rul es be ing used (see Appendix minutes to an hour for a hurricane to pass over an area
C). exp los ions may be cons idered Killing Co mbat
Each target C haracte r is a ttacked equall y and separate ly Poisonous or Radioacti1•e Gas Leaks have the Fog Power
Each Charac te r can rece ive RAPs from a s uccess ful attack. rated be twee n 7 and 25 APs . The c lo ud 's A Ps of Fog Power also
although the RAPs are sti ll dete rmi ned by usin g the Acti ng and funct io n as the AV/EV of a n allack th at is made aga inst a ll
Res ul t Tab les. li vin g targets that are ex posed to 1he c loud. Sk in Arm or offe rs
Th e effect of an ex plosion d iminishes rap idl y as di stance no protect ion against poisonous or radioactive gas.
from the blast increases. Eac h AP of di sta nce from the target
area reduces the blast's AV/EV by 2 APs . Thu s, if a C haracte r is Collisions: A movi ng vehicle or objec1 1ha1
sta ndi ng 3 APs from th e target area of a 10 AP how itzer blast, is actu a ll y co nducting a Charg ing Attack upon
the AV/EV is red uced by 6 APs to 4/4. A Characte r who is page 103). Reme mber that th e ve hicl e will oft en
stan din g 4 A Ps away from th e sa me b last woul d be attacked from a co lli sion as wel l as the ta rget.
wi1h an AV/EV of 2/2. If double ones are roll ed for the auack.
1he ex plosive was a dud.
Explos ive attacks are no t co nsidered M ult i-A u acks. an d
!here are no Col umn Shi fl pena lti es if the exp losion affecls more
than one targe t. Eac h individua l in the radiu s o f an exp losion is
auacked separate ly

I. Fires, Collisions,
and Natural Disasters
Heroes save peop le from fire and natural di sas te rs all the
time. Here are the rul es for hand ling these situ ation s in the DC
H EROES RPG .

Fire is a Ph ys ica l A tt ack that is always co ns idere d


Killin g Combat. The AV/EV of a fire ca n range from 3/3 fo r a
sma ll fire. to 8/8 fo r a ragi ng infe rn o. When the GM decides
to inc lu de fire in the ga min g env ironment, he should draw out
a map indicating th e ex act locati o n and AV/EV of the fl a mes.
A s in g le fire can b e made up of severa l areas o f va ry in g
AV/EV. G e ne r a ll y, t he AV/EV o f an a rea of flam e w ill
in crease by I /I eac h phase un1il it reaches 8. The area covered
by th e flames will spread at a rate of O APs of d istance in a ll
di rec tions every phase.
Flames ca n be " atlacked" using water. Th e AV /EV of such
an atlack is equ al to the vo lume of water thrown on the flames.
The OV/RV is equa l to the flames ' AV/EV. The RAPs from
such an attack are subtracted from the AV/EV of the flames.
Once the fl a mes' AV/EV is reduced to 0/0, the fir e is
exti ngui shed.

Earthquakes ha ve the Ea rth Contro l Power rated at


between 6 a nd 25 APs, depending upon the seve rity of the
K. Throwing Things XIV. Exam le of Combat
trong Characters like to pick up heavy objects and heave Dave is pl aying Superman , who ha s been invo lved in a
them at their opponents in combat. In such a case. 1hc AV of the pitched battle with Doomsday. He has jusl spotted the destruction
auack is equal to the thrower' s DEX. and the EV of the allack is o uts ide of a Le x.- Man. and swoops into the sto re to investigme.
eq ua l to the 1hrower·s STR. See the previous chapter for the rul es At 1his poi nt. the GM decides to invo ke the combat rules.
regarding whether or not a Character can pick up an object. and
how far he can throw tha1 object. Phase One
Th e GM dec ides to s pend 10 He ro Po int s to in c rea se
Doomsday 's Initiat ive . wh ile Dave decl ines to spend any points.
Dave roll s a 2 and adds ii to Supenna n' s Initiat ive of 49 for a
XIII. Perception Checks tota l of 5 1, while the GM roll s a 10 and adds it 10 Doomsday's
Init iati ve of 32 plu s th e 10 fo r Hero Po int s for a 1o ta l of 52.
One of th e 1hin gs that separa tes heroe s from n o rm al During 1his phase, Dave mu st declare Su perman 's Actio ns first,
human s i s !h ei r un ca nn y ab ilil y 10 perce i ve so meth in g but Doomsday will take the fi rst turn .
happeni ng in th e worl d arou nd them and deduce how to use th at Da ve decla res that Supe rman w ill fi y towa rd s Doo msday
inform:.u io n to their ad va ntage. Frequentl y, heroes w ill d etect ( Au lo matic Ac ti o n) and atte mpt to punc h him ( Di ce Ac tion).
clues that would othe rwise go unnoticed, spot hidde n assassin s Since Supernrnn is o nl y perfo rmin g two Acti o ns. he could try
trying to escape in a crowd. or make acc urate deductions based so mething else if he wanted, but Dave dec li nes.
on their gut insti ncts. The GM declares that Doomsday will ru n towards the Man
In g.ime terms. thi phe no menon i s simu lated with the use o f Steel ( Automat ic Action) and use a C hargi ng Attack (Dice
of Perception Checks. Ac ti o n). The GM a lso de termines 1hat Doomsday w ill opt 10
Pre ss the Attack (he is only a llowed to se lect thi s ma ne uver
A Perception Check is a Dice Action that is rolled by the
because he is the Init iative winne r) while Charging at Superman.
Game mas1er IO see if a Character is aware o f something in the
Since Doomsday won the In itiati ve. he resolves hi s Action
world around him. first. The GM nmes 1hat he has run up to Superman and resolves
Th e C ha rac te r" s Aeling Valu e is hi s INT and the Effec t the attack. Doomsday's Ac ting Value is his DEX o f 16 and hi s
Value is his WtLL. If what 1he hero may perceive is an item or a Effect Value is his A Ps of move ment. Since he is running and
Phys ica l Action that is hidden by a person. 1he Opposing Va lue has no Runnin g Power. 1he EV is 4. Supe rman 's Oppos in g
a nd Res is tan ce Va lues arc t he ta rge t's I NT/MI ND. If th e Val ue is his DEX o f 15 and hi s Res istance Value is hi s Boov o f
perceived is a mood o r e mo ti o nal s ta te . th e OV/RV is the 18. In addi1io n. Superman suffers a -I Co lu mn Shift pena lty 10
targct" s INFLiAUKA. If it is an event, c lue or some th ing which his OV because Doomsday Pressed lhe All ack. Looking at the
does not nt inw 1he above categories, the OV and RV are taken Act ion Table. the GM finds that Doomsday's Success Number
by the GM fro m the Universal Modifier Table. is 7. The GM ro ll s a 2 for Doomsday ' s Actio n, so he fa il s. T he
This is an Act io n C heck that shou ld be made by the GM in G M rul e s that beca use he ro ll ed do ubl e o ne s . Doo m sday
sec ret. and the informatio n shou ld o nl y be g iven to the Playe r if stumbl es direc tl y in10 so me rac ks full of stereo equipment. Also,
the roll of 2 tri gge rs Doomsday ·s Ca tastrophic Rage Draw bac k,
the ro ll yie lds posi ti ve RAPs.
and the Vi ll ain immediate ly e nters Killin g Combat.
A Pl ayer may initiate a Perceptio n Check by say in g that he
Dave 1he n reso lves Su perman 's Acti o n. Superma n's Acting
is on the a lert . but this o nl y lrnppens during a situati o n where the Value is his Dex o f 15 and hi s Effect Va lue is hi s Sm of 25.
C ha rac te r wou ld norma ll y be a lert, s uch a s in a s tak eo ut Do omsday's Oppo s in g V a lu e is hi s D EX of 16. a nd hi s
sequence. Resista nce Value is hi s BODY o f 20 plus hi s Skin Annor of 3 and
Hero Po int s may be add ed to in crease th e Cha rac te r's his Densit y Increase of 2, for a total o f 25. Looki ng at the Action
INT/WI LL up lO twice the regul ar value. If there is nothing to be Tab le, the GM find s th at upcrman 's ucccss Number is 11 .
perceived in that phase. the He ro Po ints are lost. Dave roll s a 7 fo r Superman's Action, so he fai ls.
Depending o n the RAPs received on the Action Check. 1he
Character may perceive more o r less informatio n. according to Phase Two
1he fo llowi ng chan. If the Action Check receives o nl y one RAP. The GM d ec ide s to spe nd 5 Hero Poi nt s to inc rease
th e Charnc tcr only lea rn s a bri e f t idbit a bout th e object Doomsday's Initi ati ve, and Dave follows suit , spending 5 of his
pe rceived . If the RAPs earned a re equal to one- ha i r of th e ow n Hero Points on Superm a n 's Init iati ve. Bo th of the
Acti on Check· s RV . 1he Character gains mo re information , and participants ro ll a 7, so Doomsday's In itiati ve tota l is 44 a nd
S uperman·s Initiative To ta l is 6 1.
Th e G M anno un ces th a t Doo m sda y wi ll c hase aft e r
S u perman w ith hi s Ju mpin g Po we r if he 1ri cs to fl y awa y
RAPs Information Perceived (A uto mmi c Acli o n w ith a conditi o n) and wi ll try to pu nch the
Man of Steel in a ny case (Di ce Action).
Dave dec ides 10 use hi s Flig ht Powe r lO make a C hargin g
N Nothing percei ved Att ack (A uto ma ti c and Dice Ac tio ns). hopefu ll y pushin g the
I RAP A quick glance; a shadow movin g brute o ut o r the sto re and away fro m the innocent bystande rs.
Dave a lso de ci d es 1h a1 S u pe rm a n w ill P ress th e Au ac k
1/2 RV A recogn izable shape or movement, w ith (Au to matic Acti o n).
direction and at a cenain di stance from the Since he won the Initi ative, Superman takes the first turn .
perceiving Character He uses 8 A Ps of Flight {more would cause a damaging sonic
boom ) to barre l int o Doo m sday. Th e AV of the Attack is
FuURV A definite objecl or event Superman 's DEX of 15 an d the EV is his Flight s peed of 8.
Over RV Details about the object or event Doomsday 's OV is hi s DEX of 16 and his RV is the same as the
last phase al 25. Doo msday's OV receives a -I Co lumn Shift
penalty because Superman is Pressi ng the Attack. The Su ccess
These are guidelines 10 help the GM . If the perceived event
Nu mber for Superman 's attack is 11. Dave ro ll several doubles
is not a motion or shape, but a sound or something fe lt , tasted, o r ,malling 35, which score 7 Col umn Shifts against Doomsday.
something se nsed wi th Mental Powe rs. the information given The Kn ockback from thi s auack is equal 10 the Co lu mn
out is left to the GM"s discretion. Shifts scored , minus Doo msd ay ·s weight of 4 AP . The GM
rul es that Superma n continues 10 tl y along w ith Doomsd ay as he hi s Initiati ve. The GM d oesn 't both er in c re as in g Doo msday ' s
is Kn ocked Bac k 3 APs (80 fe et). The GM also dc1e rmines that Initi ative a nd roll s a 6 , for an Init iat ive tot:l l of J8. Da ve roll s a 5
the re is a brick wa ll in 1he way. w hi ch Doomsd ay s mashes inlo. fo r an Initiati ve to tal of 64.
He is immediate ly attacked w ilh an AV/ EV eq ual to the di s tance The GM declare s that Doomsday no ti ces ,1 s ig n that says
that h e was Knoc ke d Ba c k (J A Ps) . Agai ns t D oom sd ,1y·s "60 m iles to M etropo li s:· and dec ides 10 head for the c ity us ing
OV/ RV of 25/25 . the GM ro lls a 13 which does no damage. The hi s Jum p ing Power ( Automati c Ac ti o n ).
wa ll is al so anacked with AV/ EVs o f 3/3. The wa ll defends wit h Dave declares that S upe rm an is goin g to atte mpt to Grapple
OV / RV s equal to it s BODY of 8. The GM roll s a to tal of 22. w ith Doomsday ( Di ce Action) .
wh ic h scores 2 Co lum n Shi ft s. C hecking the Res ult T able. the Superma n ' s Action is resolved first. Da ve decla res that he
GM de te rmines that the wa ll takes I RA P of d amage. w hi ch is wi ll be spending 4 Hero Points o n his Acti ng Va lue and 3 o n h is
sufli c ie nt to break a ho le in it large e no ugh for the combnta nt s to Effec t Value. making the to tal AV/EV o f the a ttac k 19/28. The
ll y straight through . GM a nn ou nces that Doom sd ay wi ll al so s pend He ro Point s.
Th e G M deter min es that th e Kno ckbac k e nd s wi th rai s in g hi s OV/RV to 19/28 as we ll. The G M dete rmines that
S upe rman a nd Doomsda y crashi ng into a Lex- M art pane l tru c k. S upe rman' s Success N umber is 11. Dave roll s a 19 and hit s
Doomsday s till has hi s attack to resolve. T he AV/EV is eq ual to C hec king the Result Table. the GM de termi nes th at S upe rman
Doo msduy's D Ex/STR o r 16/27. while th e OV/RV is equal to sco red 13 RAPs ag ain st Doomsday. w ho blol'ks th e d amage
S uperman' s DEx/BODY o f 15/18. Howe ver. Superman s uffe rs a - w ith Last Dit ch De fense
l C olumn S hift mo difi e r to hi s OV because he Prcssc <l th e S ince Doo msday is now Grappled wi 1h S uperma n. he can
A tta c k. Th e GM ro ll s a 14 aga in s t a Succ ess Numbe r of 7. no lo nger use hi s Jumping move me nt. s ince it s A Ps or 13 are
:-.coring two Co lumn Sh irt s ( re me mber that Column S hift s don ' t lower than Supe rman· STR of 25 APs. S ince the GM declared an
s tart until 11 ). T he attac k sco res 16 RAPs aga in s1 Supe rm ,1n. Actio n that is now illega l. Doo msday loses hi s Action and the
and Dave dec ides to s to p the d am age w ith Last Ditc h Defense phase ends
by s pc mJing 16 Hero Po ints
Phase Five
Phase Three Both Dave a nd the GM decline to s pe nd Hero Po ints o n
The GM dec ides that Doomsc.b y re a ll y want s to go lirst. so Init iati ve. Da ve roll s a IO fo r an Initi ati ve to tal o f 59. The GM
he spe nd s 15 Hero Poi nts o n lnitia1i ve. Dave is running low on roll s a 7 fo r an Initi ative tota l of 39.
Hero Po int s. so he dec lines to spend. The GM roll s a 5 for ,111 Th e GM dec lares th at Doomsday w ill a tt e mpt to brea k
Initiati ve tot:.11 of 52: Da ve roll s a 1 for an Initi ati ve tota l o f 50. Supe rman 's Grapp le ( Di ce Ac ti o n)
Before Da ve declares S upc nnan' s Ac ti o ns. th e GM rol ls a Dave dec lare s tha t Superman w ill th row Doo msday in the
Pe rce pti o n Check for him. The re are Dail y Pl anet he li co pt e rs oppos it e direc tion from Me tropo li s. Th e GM rule s that the
approac hin g and the GM w ants lo see if Superman no ti ces them. throw w ill b e a Di ce Ac ti o n. beca use D oo msda y is act ive ly
Th e AV/EV of the Pe rception C heck is equal to Superman 's res is tin g , and that the Ac ti o n will be reso lve d a s a Plann ed
INT/W1u~ of 11 /20. The OV/RV is de te rmined by th e GM us in g Knockback Attack.
th e Un i ve rsal Modifi e r Tabl e. H e d e te rmin es th at it is a Si nce Dav e won t he Initiati ve . S up e rman' s Act ion is
St re nuou s tas k to s po t the ·copte rs (OV/RV of 6/6). The OV of reso lved firs t. S ince the Characters are Grapp led, S uperman uses
the C hec k is redu ced by - 1 Co lumn Shift because S upe rman has hi s STR as the AV/ EV w hil e Doom sday uses hi s STR/BooY as
th e Sharp Eye Ad vantage. making the S uccess Number 4. Da ve the OV/ RV . Dave d ec id es to spend 5 He ro Po im s o n bo th the
roll s 16. sco rin g e no ug h RA Ps to notice every detai l about the AV and EV. a nd the GM fo llows suit. Da ve fee ls 1ha1 S upe rman
he licopters. inc lud ing the fa c t that the lead one is ac tua ll y the rea ll y wa nt s to s ucceed thi s time. so he s pends anot he r 5 points
Pla ne 1·s Fl y in g Newsroom. and that Loi s Lane and Jimm y O lse n o n th e AV and EV . Th e GM declin es to in c re a se hi s
a rc ahoa rd! ex pe nditure. making the to tal AV/EV for the att ac k 35/35 and
With thi s in mind . Dave dec ides to go o n the defens ive. He the OV/RV 32/30. The Success Number for the attack is 11.
dec lares that he is Dod g ing (A ut o mati c Actio n) a nd that he w ill and Dave ro ll s a 17. The GM dete rm ines that the allack scored
m o ve to p ro tec t an y inno ce nt s th at mig ht b e in danger 14 RAP s, so Superman flin gs Doomsday 14 APs o f di s tance (16
(A utomatic Ac ti ons wi th a condition ) mil es) away fro m M etropoli s . The th reat or
Doo msd.ay is ended
The G M d etermin es that Doom sday se nses a mo me nt of te mporarily. but the batt le rages on as Supe rma n give s chase ..
weakn ess in hi s target. and declares that Doo msday will alle mpt
a Critical B low aga in st the Man o f Steel ( Dice Actio n ) and w ill
Pre ss the Attac k (Auto mati c Ac ti o n). XV. Putting It All Together
Since Doomsday wo n the Initiati ve. th e GM reso lves hi s
,n tac k firs t. The AV/EV or 1his attack is Doo msday's D Ex/STR The co mbat rules are long. and see m rath er complic~ued at
of 16/27 and th e OV/RV is Supe rman' s DEX/ BODY of 15/1 8. first. but once the Players get used to the m. comba t is rea lly not
Howeve r. thi s attac k has a numbe r o f modifi e rs: Th e C riti cal that co mpl ex. Before go in g any furth e r. ge t some Players
Blow rai ses the OV by +2 Co lumn s: Pre ss in g the Allac k lowe rs together and play out a co upl e of sa mpl e co mbats. W he n
the OV by - I Co lumn; Su pe rman 's Dodge rai ses the OV by + 1 everyone fe e ls familiar e no ugh w ith th e co111b;.1t rules. continue
Co lumn . Th e GM d e te rmin es that th e S uccess N um be r for o n to Character Interaction.
Doom sday·s a ttac k is 13. Th e GM roll s 18, hitting w ith three
Co lumn S h ifts. Al so. he used ,1 C riti ca l Bl ow. w hi c h moves the
RV 3 more Co lu m ns to the le ft. C hec king the Res ult Tabl e, the
GM d etermi ne s lhat Doo msda y scores 23 R APs. S uper man 's
BODY is o nl y 18. so he c,111 spe nd a max imum of 18 He ro Po int s
in Last Di tch Defense. w hi c h he does. S uperma n suffers 5 RAPs
o f damage to hi s C urre nt Brnw Conditio n, and is Knoc ked Back
l A P (2() feet) throug h a pla1c g lass w indow.
Si nce Supe rma n secs no o ne in imminent danger. he takes
no action, e nding the phase.

Phase Four
A t thi s poi nt. Da ve dec ides that Superman is d etermined lo
tuk e out Doo msday. so he spend s 10 Hero Po ints on increas in g
In add iti o n to bashing heads, heroes spe nd a lot of time
II. Resolving
r !~!~;~~11:~tl,
111111' ta lk ing. T hey threa te n vill a in s, th ey pump w itn esses for
th ey ta lk to other he roe s, so me eve n ta lk to Character Interaction
In th e DC H EROES Role-Playing Game. ta lking is sim ple. If a The AV/EV of an atte mpt to use Character Inte raction is
Player want s h.is C haracte r to say something he should just go eq ual to th e INFL.JA URA of the C haracter that is usin g Interac ti on,
ahead and say 11. T he GM talk s for a ll of the vill ai ns and minor whi le the OV/RV is equal to th e target's INFL.JSPI RIT. The RAPs
Charac ters. If Stan wants to tell Commi ss ioner Gordon that he ea rned by a Character In teractio n Act ion C hec k fun ct io n
think s. G_ordo n ha s a n ice h aircut , Sta n ju s t s a ys, " H ey differe ntl y depending upo n the type of C harac te r Int e rac ti on
Comm 1ss1oner Gordon, you have a ni ce haircut! " bein g used.
1
how J'~~1\ ~:~~~ rb:~1~1~;e~ ~~r:c~~~ ~i~l~~cits /ir:~~/ ~hf~g~~=y~~~
Interrogation
say . In th e pr ev io u s exa mpl e, it 's pr e tt y obv ious that
Commi ssioner Gordo n wou ld probab ly a nswer someth ing lik e,
.. Oh. thank you'': but what happe ns if Batman is interrogating Be fore beginn ing play, the GM shoul d make a li st of a ll the
one of th e Pen guin' s thugs: ·'Whe re is th e Penguin' s hideou t? important informati on known by eac h of the villains and minor
Te ll me ,ww, you diseased sc um!" T he thug obviously does not Characte rs that the heroes are li ke ly to Interroga te. Suc h a li st
want lo ta lk , but Batman has methods of convi ncin g th ese types fo'. the Penguin 's _thu g in the previous examp les. fo r in stance,
to coope rate. so who win s? mi ght look so methm g li ke thi s·
It is pretty obvious that rul es are needed to he lp the GM
figure out what happe ns in situ ati ons like these, so here they are. I. T he Penguin hired me away from a loca l sy ndi cate boss
Welcome to Character /11teractio11. 2. The Pen guin usua ll y doesn' t hire guys like me. I wo nder
why he didn ' t find some bod y more " profess ional."
3. rm not sure what the Penguin is plan nin g. but whateve1
I. Types of it is. it 's happenin g tomorrow ni gh1
Character Interaction 4. Th e Pc ng ui n· s hid eo ut is a j ewe lry s ho p in Eas t
Manchester, but I' m sure he' s gone by now.
Charac ter Int eraction is usually a Di ce Act ion. There a re
three different type s. of C haracte r Interact ion: Int e rrogat ion, Compare the RAPs earned in an Inte rrogation effort to the
Persuas ion, and Int im idation. target's SPIRIT. If the Interrogat ion effort onl y rece ives one RAP.
hlf~rrogatio11 is used whe ne ve r so meone wa nt s to gain th e targ e t w ill reve al hi s fir st poi nt of kno w led ge to th e
in fo rmati on from so mebody e lse. A successful ln terrooation is a Inte rrogator. If th e Inte rrogation effort rece ives RAPs equal to at
combination of aski ng the rig ht question s, correct ly i~erpreting le~st one half the. target's SPIRI! (round fracti ons up). th e targe t
th e answer_s. and app lying whatever press ure is necessary to get wi ll revea l th e first ha lf of hi s inform a tio n (round fraction s
result s. It 1s onl y necessary to resort to the Interrogati on rul es down if the target has an odd number of in fo rmati on pieces). If
whe n the subj ect is unwi lling or unabl e to revea l information. A the Interrogatio n e ffort rece ives RAPs that equal or exceed th e
poli ce offi cer in vestigating th e scene of a c ri me , for instance, target 's SrtRIT, the target wi ll revea l all of hi s in fo rmation. If th e
wo uld have to use Int e rrogati on to gai n information from a thu g in th e exa mp le has a SPIR IT o f 3. for in stan ce . Batman
hys teri ca l victim because the vic tim is unab le to think clear ly wou ld learn the first point of in forma ti on (the bit about how the
and answe r th e o ffi ce r' s qu es tions. Si mil arly , Batman would thug was hired) if the Caped Crusade r earned at least one RAP
have to use Interrogatio n on the Penguin 's thu g in th e pri or during the Interrogation , the first two points of informati on if he
examp le beca use the thu g does not wa nt to revea l the location of earned at least ~wo RAPs (ha lf .the ~hug ·s SPIRIT rou nded up).
Penguin' s hideout. a nd all four pornts of informati on 1f Batman ea rn ed three or
~er.rnasion is used :,vhenever one C haracter is tryin g, to more RAPs.
co n~111ce ~no lh er lo belie ve somet hin g or to perform so me Oft~ ntim es. it is fa r too mu c h tro ub le to mak e up an
service. It 1s onl y necessary to resort to the Persuasion rul es if in fo rmation li st for every sing le No n-Player Charac ter in an
the se rvice or be lief is not in the subject ' s own best inte rests. adven ture. In these cases. the GM ca n oft e n make snap dec isions
Batman us ua ll y d oes no t ha ve to Pers uad e Commiss ioner during actual play. If the GM had not made up an informat ion
Gordon to arrest a criminal. for in stance, since Gordon wants to li_st for the _1hu~ in the pre viou s examp le. for instance. he mig ht
ca pture c rimina ls him se lf. Howeve r, Batman might have to s11npl y decide JU SI before the Batman Player ro ll s the dice thal
Persuade Gordon to le nd him men or equipment th at could be the th ug wi ll revea l the locati on of the Pengu in 's secret hideout
e mpl oyed e lsew here. Likew ise, after Commiss ioner Gordon 's if Batm an 's Interrogation effort rece ives 3 or more RAPs. In an y
men ~ave surrou nded .a s~reet criminal and trained the ir weapo ns case, a C h aracte r o b viou s ly ca nnot revea l an y thin g to a n
o n hnn . th e Co mm1 ss 1o ne r us uall y doe s no t need to u se In1erroga1or that the GM dec ides he does not know.
Persuas ion to_ talk the street criminal into dropping hi s weapon
and surrendermg. Persuasion
l,!ri111idatio11 is used whe n one C~aracter is trying 10 scare
or pam c another. Batman is great at Intimidation. All of the Non-Pl ayer Charac ters in an adventu re start off
Intimidation is the onl y one of the three types of Character :-Vit h a ba s ic a1_1i~1ule ., ~wa rd t he P layers ' h e ro es w hi c h
Interac ti on that is used with any frequency in combat mflue nces how dtffi cull 11 1s for th e heroes to Persuade th e NPC
in questio n. ll is up to the GM to fi gure out the attitude of eac h Aga in , the GM may find it too tro ub leso me , or eve n
of the NPCs before the adven ture begins. Each of the atti tudes is imposs ibl e, to ass ig n attitu des to eac h and eve ry o ne of h is
di sc ussed below: NPCs before pl ay begins. In these cases, it should be no problem
to make snap deci sions durin g actual play fo r most of the minor
Attitude Adjustment Table Characters that the heroes encounter. If Su perman stopped and
as ked an in noce nt bysta nder o n the streets of Metropo li s for
Attitude OV &: RV Column Shifts directions to the nearest bookstore, fo r example. the GM cou ld
assume that 1he bystander was probab ly Friendl y. since most of
Awestruck/Enamored -2 Metropoli s' residents revered Su perman.
Friendly -1 Al so, the GM shoul d feel free 10 rul e that a Character has a
Neutr al 0 separate attitude towa rd eac h o ne o f 1he Pl aye rs· heroes. The
Suspicious +l Pe ngui n, for ins tance, is probab ly Opposed to everyo ne in
Hostile +3 Justi ce Leag ue In ternatio nal, except for Batman. aga inst who m
Opposed +S he has a Personal Vendetta.
Perso nal Vendetta +7 Finall y, th e GM shou ld kee p str ict co nt ro l over ex act ly
what th e heroes are and are not all owed to acco mp lish th rough
Awestruck/Ena111ored C haracters are wilin g to he lp th e th e use of Pers uas ion , tak in g th e co mi cs as a mode l. Under
Player ' s he ro in any way th ey poss ibly ca n. Th ey wi ll take normal circum stances, Superman coul d not Persuade Lex Luthor
considerab le ri sks fo r the hero. Best fr iends and lovers will fit in to build a g iant machin e that will destroy all o f the Kryptonite
the Awestruck/Ena mo red category. on Earth, just as Batman can not Persuade the Joker to sudden ly
Friendly Characters are willing to help the heroes by giv ing beco me a good guy. However, Superman mi ght have been able
th e m any assis ta nce o r inform a tion th ey ca n, as lo n g as to Persuade Luthor to he lp him trac k dow n one o f LexCorp 's
revea ling the in format ion is not suicida l, and will be will in g to in ve nt io ns 1ha 1 had go ne aw ry befo re it ki ll ed off ha lf o f
run errands or get help fo r the Persuading C haracter. They wi ll Metropoli s, and a captured Batm an mi ght be able to Persuade
not voluntaril y risk their li ves for the heroes. the Joker to delay hi s execution fo r a whi le. g ivi ng the Caped
Neutral Charac ters are willing to g ive so me in formati on to Crusader time to devi se a daring esca pe.
1he hero, such as d irectio ns or the name of hi s employer, as long
as th e infor matio n is not v it al to th eir own safety . A Neu tral
Charac ter will not go into deta il, and if he is pressed, he will
Intimidation
become Suspi cious. A Neutral C haracte r will not in terfere with
A tar ge t is Intimi dat e d if 1h e R A Ps ea rn ed b y th e
the ac tio ns of Pl ayer C harac ters, as lo ng as th e actio ns do not
endanger him , but they will not help a Player Characte r. Intimid at io n Ac ti on Chec k equ a l or exceed hi s S PIRIT. An
Intimidated target remains Int im idated fo r an amount of time
Suspicious Charac ters will give a Player's hero the time o f
equal to the RAPs earned by th e In1imidati o n Actio n Check,
d ay, but not mu c h e lse. Th ey wi ll no t le t th e Pe rsu ad in g
C haracter try anythin g whi ch looks as tho ugh it co uld ca use minu s his SPIRIT.
During a combat phase, any Intimidated Characters always
troub le. Su s piciou s C h arac ters are pron e to ca lli n g th e
take their turns after all non-Intimidated Characters, regardless
authoriti es or some oth er help.
Hostile C haracters, includin g those Characters Opposed to of Initi ati ve total s. The Intimi dated Charac1er with the hi ghest
In itiative total moves first amo ng the Inti midated C haracters.
th e moti va ti on o f a Pl aye r C h a racter , wi ll n o t n o rmall y
and so on. Also, an Intimidated Character may be automaticall y
cooperate in any way wi th the Persuading Character.
preve nt ed from takin g hos til e ac ti o n s o r m ovi ng b y hi s
This does not mea n that they will be mulish anc.1 sil ent ...
they may be talkati ve and dece itful. They will try to furth er their fntirnid ator, although the Int imidator ca nnot perform any Dice
Acti o ns in a phase th at he exerts co ntro l over an Int imida ted
ow n int e rests a t the expe nse o f the Pers uad in g C ha rac te r.
target. The lntim idator's co nt ro l ove r the ta rget is limit ed to
Vill ains, as well as their alli es and thugs, always beg in at least
Hos tile to Pl ayer Characters. preve nting him fr o m iaki ng hosti le ac 1i o ns o r mov in g: th e
lntimida1or can never compel the targe t to act in any other way
Personal Vendetta ind icates that the Character in question
has a pe rso na l reaso n fo r w ish ing th e Persuad ing C ha racte r or d ictate actions to the target.
For ex am p le: Batm an co mes acros s a th ug robbi ng a
dead, injured, or otherwise mutil ated. He will go ou l of hi s way
jewelry store. The Caped Crusader spreads his cape ou t to fo rm
to lead the Pl aye r' s hero into death traps, ambushes, and other
a silhouette aga inst the moon light and leaps dow n upon the th ug
decept ions.
with a vicious howl (a classic Intimid ati on attempt). The AV/EV
Th ese att itude desc ript ions also serve as a guid e lin e fo r
of the atte mpt is equa l to Batman's INF\JAURA , and the OV/RV
fi gurin g out when a Persuasio n attempt is or is not necessa ry.
is equal to the thug's INFLiSPIRI T. First, Ba1111an mu st earn RAPs
Accord in g 10 1h e d esc ripti o n a b ove , fo r ex a m p le, it is
th at equa l or exceed th e thu g's SP IRIT for th e Intimid ati on to
unnecessary to use Persuasion to convin ce Fri endl y C haracters
have any effect. The thu g has a 3 SPIRIT, and Batman rece ives 5
to give a hero in forma ti on, since they will do so auto matica ll y.
RAPs. The thug wou ld then remain Intimid ated for 2 APs of
Aw es tru c k C ha rac te rs rare ly need 10 be Pe r s uad ed to do
anythin g fo r the hero. time (5-3=2) or abou t 16 seconds (4 co mbat phases ). During any
combat phase during whi ch the thu g is sti ll Inti mi dated, Batman
Whenever a hero tries to Persuade a C haracter, the OV and
autom ati ca ll y moves first, sin ce no n-Intimi da ted Characte rs
RV of the a1te mpt bo th rece ive Co lu m n S hi ft mod ifi e rs as
always move before Intimidated Characters. In addition. Batman
indi ca ted on th e Attitude Adjustme111 Ta ble. A Pe rsua s io n
can prevent th e Intim idated thu g from a11ack in g o r mov in g
attempt against a Suspi cious C haracter, for ex ample, has its OV
during an y combat ph ase ("Do n't you dare move, you sq uirmi ng
and RV bo1h increased by + I Co lumn . If the RAPs earned in a
maggot!"), as long as the Caped Crusader is willin g to fo rgo hi s
Persuasion attempt eq ual the target's SPIRIT, the target wi ll agree
to the hero's request, or will be lieve what the hero is say in g. If Di ce Action during that phase.
RA Ps ea rn ed in the Pe rs ua s ion all em pl exceed the targe t' s
SPIRIT, the iarget' s att itude is perm anentl y changed one step in
the Persuade r' s favor (fro m Susp ic ious to Ne utral , o r from Ill. Time
Neut ra l to Fri end ly, etc.). Characters that begi n with an att itude
that is Hos tile or worse can never have the ir at1i1 udes increased It takes one com bat phase (4 seconds or O APs of time) to
hi gher th an Neutral in th is fashi on, and all such Charac ters will mak e an Intimid atio n a11empt. ln1 e rrogatio n and Pers uas ion
automat icall y return to their ori g inal attitudes after an amount o f attempts, however, normall y take about fift ee n minutes (8 APs
tim e equ al to the RAPs ea rned by the o ri gin al Persuas ion ro ll o f time). Attempting to Interrogate or Persuade someo ne in less
has elapsed. tim e increases 1he O V and RV o f th e e ffort. Th e re are no
bonuses for taking more tim e than is necessa ry. Add o ne to both A Charac te r automatica lly has hi s attitude lowered one step
the OV and RV of an Interrogation or Pe rsuasion effort fo r each towards anyone who tri es to Force him. Forces may be used in
I AP of time Jess tha n 8 spem mak ing the a11emp1 (anempting 10 conjunction with a ll three types of Charac te r Interact ion.
ln1errogme or Pe rsuade so meone in a single co mbat ph ase, or 0
APs of time. therefore. adds 8 to the OY and RV of the attempt). D. Charm
IV. The Charisma Skill Charm is an atte mpt to dazz le th e targe t with th e he ro ' s
perso na lit y. C harm s work lik e th e o th e r three maneuver s
Chan1c1e rs with the Chari sma Ski ll have ce rta in advantages a lre ad y d esc rib e d. exce pt that th e AUR AS o r th e in vo lve d
in Character lme rac1ion. The Ski ll is so common that all Players C harac lc rs arc co mpared.
should be fa mili ar wilh lh c Charisma Sk ill e mry in Chapter Cha rm may onl y be used in conj unction w ith Interrogation
Two. Bas icall y. lhe APs o f Charisma may substitute for the AV or Persuasion attempts.
and EV while makin g a Charac te r Interaction Action Check.
The Cha ri sma Skill has three Subski lls. one fo r eac h of the E. Multi-Attack
three types of Character Interacti on. Th is means th at a Charac te1
who is limite d 10 th e C ha ri sma/ln1erroga1ion S ub s kill , for II is poss ibl e 10 Intimidate or Persuade more than one target
in stance. ma y o nl y use his Charis ma Skill fo r Int e rrogation at a tim e. Treat thi s as a Multi -A tt ack as describ ed in the
e ffort s. For Pe rs ua s io n a nd ln1imida1ion . he wo uld use hi s
Co mba t rul es. It is not poss ibl e to Inte rrogate more than one
INFLI AURA as usual.
Character at a time.
V. Interaction Maneuvers
VI. Character Interaction
As in com b :.l l . th e re arc ce rt a in s pec ia l Charac te r
/11terac1io11 Man eu,,ers that can be e mpl oyed while in vo lved in Against the Players' Heroes
Cha rac te r Interact io n. Unless ot he rw ise stated. eac h o f these
mane uvers ca n be e mployed in Pe rsun sion . Inte rrogati on. and In addition to the heroes, man y vill a ins ha ve the Chari sma
Intimid ation atte mpt s. Ski ll. What h~1 ppe ns if a vi llain or minor Character tries to use
All of these mane uvers arc optional. A Pl aye r may a lways C haracte r Inte raction again st one of the Players· heroe s?
choose to make a stra ight Interact ion roll w ithout usi ng any of Reso lve such attem pts as usual and de termin e the result s.
the maneuve rs. if he so des ires. A Pl ayer. ho weve r. need no t be bo und by 1he res ult o f a
Note: In orde r for Charac1e r Jn1erac ti on Mane uve rs to be Character lmeraction ro ll. He a lways has the option of spe nding
tru ly effecti ve during play. the GM should keep the Attributes of a nu mber of Hero Po int s equa l to th e RAPs ea rn ed by th e
all the villains and mino r Characte rs hidden from the Pl aye rs C haracte r l n1e raction Acti o n C heck in o rde r to co mpl e te ly
until so meo ne ac tu a ll y tri es 10 use o ne o f th ese s pec ia l ignore its effects.
maneuvers on a target. Suppose. for example, Ihm the Penguin receives 15 RAPs
in an a11e mp1 10 co nvinc e Robi n to revea l Batma n' s sec re t
A. Bluff ide ntity (an Interrogation e ffort ). Normally, Rob in woul d revea l
Batman's secret because 15 RAPs exceeds the Boy Wonder' s
A Bluff is an anempt to foo l or trick someone. If Lo is Lane SPIR IT, mean in g that Robin mu st revea l a ll he knows (see
is ho lding a pisto l that she knows is unloaded on a mugger. she Interrogation ). If Robin is a Playe r C ha racter. however. the
mi ght try to Bluff her assa il a m into be li ev ing that the pistol is Player may spend 15 He ro Points in ord er to avoid revea lin g
loaded (a n Intim idation atte mpt ). an ythin g.
A Bluff attem pt mu st be annou nced before 1he Di ce arc The re is no limit to the num ber or Hero Point s that can be
ro ll ed. A B luff ma y be p e rform e d in co njun c ti o n w ith spe nt by Pla ye rs in order 10 a vo id th e e ffect s of Ch arac te r
Interrogat ion. Persuasio n. or In tim idation Interacti on. Spe nding Hero Po int s a ll ows a hero to ignore the
Whe n a Characte r atte mpt s a Bluff, compare hi s INT score e ffec ts of all three types of Characte r Interac ti on (Interrogati on.
to 1he INT of the target If the Bluffer' s INT is highe r. the target Pe rsuasion. and Intimidation)
rece ives - I Co lumn S hi ft to hi s OV a nd RV a gai ns t th e
Pe rs uasio n. Int erroga ti o n. or Intimidation attempt. If th e
Bluffer' s INT is lower. however. the target rece ives +2 Column
VII. Role-Playing
Sh ifts to his OV and RV against the attempt. If bot h the Bluffe r Whe n using 1he Charac ter Interaction rul es. ii is not rea ll y
and the target have equa l INTs. the re are no Colum n Shifts to the necessary for Pla yers to spea k fo r th e ir C haracte rs wo rd for
OV or R V. and 1he Int e ra c ti o n Ac ti o n Check is reso lve d
word . Man y Playe rs w ill simpl y say something like. ··rm go ing
normall y.
to Interroga te t he thug a nd use a Bluff." Thi s is ce rtain ly
acceptabl e: but thi s will not he lp a Playe r earn additional Hero
B. Wear Down Poi nt awards for good ro le-p laying at the e nd o f the .:1dventure
(see Standard />,wards . page 131).
A \Vear Dmm is an atte mpt 10 ou tlast the ta rget and break
Pl aye rs shou ld be e ncouraged to avoid se ntences like the
his will through repeated requests or intense questioning.
on e above. and rep lace the m w ith some thing like. "You'd bene r
Wear Dow ns wo rk exac tl y like Bluffs except the WILLS of
the in vo lve d C haracters are co mpared in stead o f the ir INTs. sta rt talking. cree p. We al ready kn ow w ho all o f yo ur
Wea r D ow n s ma y o nl y be u se d in co njun c tion w ith accompl ices are. and so me of the m are turning state's evide nce.
lnterrog:ui on or Pe rsuasion. Unl ess you coo perate and do likew ise. you· re in for a long trip
The base time consumed by an Inte rroga tion or Pe rsuasio n up the ri ver .. .. Playe rs who ro le play we ll be fore ro llin g the di ce
e ffort in whic h a Wea r Dow n is be in g e mployed is inc reased to are bound to be rewarded by th e GM lat er.
10 APs (one hour) . S imil arl y. Pl ayers that kee p to the spi rit of the ir C haracte rs
a nd reac t to situations as their Characters wo uld rcuct will al so
C. Force probab ly receive additi ona l rewa rd s as wel l. For in s w ncc.
Supe rma n a lways re s pec ted the law. Ba1m a n re lentless ly
A Force is an attempt to ph ys ica ll y Force the target to do pursues c rime. Wonde r Wo ma n wants to spread he r message of
what th e Cha rac ter wams or to :.mswe r hi s questi o ns. Forces peace IO :.is much o r the world as poss ible. and so on
wo rk lik e Bluffs and Wea r Downs. excc pl th e STRS of th e
Charac te rs are compared.
Note that the prev ious paragrap h speak s of a Gadget's
Attributes substitutin g for its user's Allr ibutes. A Gadget' s
Abilities always substitule for those of its user; they never add to
those ab ilities. A C haracte r with a BOD Y of 3 who puts on an
armo red suit with a Bo DY of 4, now has a Boov of 4, not 7.
Similarl y, a C haracter with the Flame Project Power rated at 5
APs who picks up a napalm gun with the Flame Project Power
rated at 8 APs, now has 8 APs of Flame Project, not 13.

B. Reliability Numbers
Weapons and gadgets, both fantastic and mund ane, have Most of the Gadgets described in these pages have an "R #"
lo ng bee n a s tap le of co mi c books. What wo uld Batman be listed in their descripti ons. "R #" stand s fo r Reliability Number
without the Batmobile, the Batarang, or the Batcomputer? What A Gadget's Re li ab ility Num be r is a measure of how frequently
co uld Green Lante rn do witho ut hi s Power Ring , or Green the Gadge1 jams, breaks down, or just plain foul s up. The lower
Arrow without hi s Bow? the Gadget's Reliab ility number is, the more re liable the Gadget
This chapter exp lains how to incorporate gadgets, weapons, is. Some Gadgets a re so reliab le th at th ey do 11 01 have a
and vehicles into the world of the DC H EROES ROLE-PLAYING G AM E. Reli abi lity Nu mber at all: these Gadgets never break down. An
exa mpl e of a Gadget th at never breaks dow n wou ld be Green
Lantern' s Powe r Rin g. G reen Arrow's o ld nu clear wa rh ead
arrow was a Gadget that broke dow n frequently.
I. Basic Concepts
Reliability and Dice Actions
Anyt ime a Gadget is used to perform a Dice Act ion and the
A. Abilities Pl aye r ro ll s less than o r e qu al to 1he Gadget' s Reliabili1y
Number on the first dice roll made to resolve thal Act ion (th at is,
Like Characters, Gadgets ca n have Attributes, Powe rs, and before rerolling due to doubles) , th e Gadget's Abi lity breaks
Skill s. A car. for exampl e, has the Running Power because it ca n dow n and the Action is immed ia1e ly cancell ed.
move fast, and a STR because it ca n carry weight. All Gadgets If Jo e's s tun g un had a Reliability numb e r of 4 , for
have a Boov, whi ch define s how much Physical damage they can exa mpl e, and he ro ll e d d o ubl e 2's on hi s fir st roll whil e
take before they cease to fun cti on. resolv ing a Dice Action, the gun would immediatel y break down
When usin g a Gadget, a C haracter can usuall y use all of its since Joe rolled less than or eq ual to 4. Joe does not get 10 reroll
Powers and Skills as though they were hi s own. If C han ge lin g is the doubles sin ce hi s Act ion is immed iately ca ncell ed. If Joe had
driving a car, fo r exa mpl e, he could trave l at the speed indicated rolled doubl e 3's o n hi s fi rst roll and 4 on th e seco nd ro ll.
by the car's Running Power. A Gadget's Attributes, on the other however, the Gadget woul d not break down since the roll of 4 or
hand. are usuall y on ly applicab le in certain special situations. If less did not come o n th e first ro ll made to resolve lhe Action
the car has a STR of 5, fo r instance, C hange lin g could use it to
hau l 5 APs of weight stored in the back seat and trunk of the car, Reliability and Automatic Actions
but he obvio usly could not use the car's STR to throw a punch, or The first tim e th at a Character uses eac h one of a Gadge!' s
to bench press I 000 lbs Abilities to perform an Automati c Action on each day ( 15 APs
Whenever a Gadget has an Attribute in its description that of time), the Player mu st ro ll two dice just prior to reso lving thai
is italicized. the user has the opti on of substitutin g th at Attribute Acti on, alth ough the Acti on itself is still Automati c. If thi s dice
score for his own matc hin g Att ribute score, in all situati ons. If a ro ll is less than or eq ual to th e Gadget' s Re li ab ility Number, the
Gad2et has an Attribute th at is not itali cized, the Attribute can Gad ge t's Ab ility brea ks down and th e Auto matic Ac ti on is
on lY be ap pli ed under ce n a in s pec ia l c ir c um s tan ces. A ca nce ll ed. Each of a Gadget's Abiliti es th at are used to perform
bulletproof vest mi ght have a Boor of 4, fo r exam ple, meaning Autom atic Actions need onl y be checked for Re li abi lit y once
th al the user of the vest can substitute its BoDY of 4 for hi s ow n per day. Th ereaft er, lh e C haracte r may conti nu e to use that
Boov when defending aga inst Phys ical Auacks, or in just about Ab ilit y to make A ut o mati c Ac ti ons for th e res t of th e day
any other situa1ion in whic h the Boov Att ribute is re levant. A wit hout checki ng aga in st Re li ab ilit y. Mak in g a n Auto matic
gun , however, mi ght have a Boov of 4 (not in ita li cs), meanin g Act ion wit h a d ifferent Ability that has not ye t bee n checked for
th a t the BODY of th e g un on ly ap pli es to effo rt s a imed at Reliability that day , however. necess itates a new ro ll.
damaging the gun itself, not its use r. Similarl y, Rocke! Red' s When Bl ac k Ca na ry start s her ca r in th e morning , for
Battl esuit ha s an italic ized SrR, beca use Red ca n substitule the example, and begins to dri ve (an Au tomatic Action). she must
Sm of the battles uit for hi s own STR in all situati ons, whether it is check against the car's Reliability Number. Thereafler, she can
liftin g thin gs, thro win g thin gs, or as hi s EV in hand -to- hand drive the car for the rest of the da y without checkin g agai nst
co mbat. On the other hand, a cra ne would ha ve a no n-itali cized Reliability again. The first time Dinah turn s on the radio (w hich
STR , because a Character cou ld on ly use the crane's STR under is anoth er Auto mati c Act ion usin g a different abi lity) she mu st
cert ain circ um sta nces, like lifting large objects at a constru cti on make a noth er c heck aga in st Reliabi lity to see if th e radio
site. Exactly whe n Powers, Sk ill s, and Attributes that are not fun cti ons properl y. From that point on, she can co ntinue to use
itali cized may be applied is up 10 the GM, using th e fun cti on for th e rad io for th e rest of the day witho ut making any further
whi ch th e Gadget was designed as a gu ide. Reliability checks.
Reliability Failure ~rde r to res ume fu ncti o n in g. Gadgets neve r Recove r dama ge
like C haracte rs. T hey mu st be Re paired . A G adget that has its
and Gadget Breakdown
C urrent Boov C o ndit.i o n re duced dow.n to a numbe r o f po in ts
If a Gadget break s down due to Reli ab il i1y fa ilure, the APs
below zero eq ual '? !Is starting Boov 1s permane ntl y des troyed
of any Abili ty or Ab ili ti es it was using to resolve the Ac li on that
and ca nnot be Repaired.
cau se d its breakd own are in slantl y reduced 10 0 APs. In thi s
O nl y Gadgets that ha ve a MIND or SPIRIT are vuln erab le to
c ase. !he G ad ge t m us t be Re paire d be for e the broken down
Mental or Mysti ca l da mage. respec ti ve ly. A ll Gadge ts ha ve a
A bility may be used aga in .
BODY and are vulnerable to Phys ical damage.
A ca r that fai ls it s Re liabilit y ro ll wh e n s tarted up . for
exampl e. would have its Running Power reduced to O APs. A
submachine gun which fai ls its Reliability roll while resolving
an attack wo uld ha ve it s AV a nd EV bo1h red uced to O APs,
s ince both A bi lit ies we re in vo lved in the Ac ti on wh ich cau sed
the gun to break dow n.
e a

·-·--·-·-1
am age
As Gadgets take damage. they become more
more subject to breakdownl!.. To represent rhi~.
eliability Number of Gadgets is increased by
for every RAP of damage they take. Foe
C. Gadgets vs. GADGETS pie. a car that has a BODY of 6 APs and an R#
f 2 is thrown across a football field by Despero.
Some q actge ts huve their names. print~d in upper and lower
hen the car_lands, it suffers 3 RAPs of damage.
he car' s R# 1s increased to 5 (2+3=5) a; a result
case letters m the ir Gad~e t desc ripti o n. Il k~ the Batar~ng a nd
the Su~ m ac hinegun. wh il e 01hers have lhe ir name s printed in Gadgets that have a Reliability Number oc I
ero (or have no R# listed) are not subject to
all cap1tals: BATMOBILE and POWER RING , for instance.
reakdown, so are not affected by this rule.
Thi s co n ve nti o n h as bee n ad o pt e d to qui c k ly id e nti fy 1

Gaclge1s that can a nd cann ot be stripped away from the ir user


by e m p lo yin g a Tri c k Sh o t o r th e Tak e A wa y ma ne uver in
~ombat (see page 103). Gad ge ts that ha ve the ir nam es prin ted
111 upper and lo we r case lelte rs c;:111 be Take n Away in combat. E. Hero Points and Gad ets
w h il e those prit11 e d in a ll c api ta ls c ann o t. Wh e th e r o r not a
q adget ca n be "!"a ke ~1 A w a y durin g comba t is defin ed at th e The user of a Gadget may spend Hero Points to increa..;e the Acting,
tune the Gadge t 1s built. Effect, Opposing. and Resist<mce V;,llues of any Dice Action invol viI;u
Lhe Gadget, as though all if its Abili ties were his own. ~
In add iti o n, a Gadget' s Au tomatic Powe rs and Allributes
D. Gadgets and Damage can be Pu s hed as desc ribed on page 89. A fa il ed atte mpt to Pu sh
a Gad get' s Ability instant ly redu ces the Abi li ty be in g pu s hed to
Gadgets take damage just li ke peo pl e . Players sho uld keep 0 APs. Su c h a Gad get mu s t th e n be Re paired be for e it w ill
track o.f the ir G adgets' Current BODY Condition as they would fun ctio n aga in.
for th~1r Charac ters. Un like Characte rs. ho weve r. a Gadget can
have II S Curre nt BODY C o ndi ti o n red uced to less th a n zero in
no rmal Bash in g C o mbat. II. Building Gadgets
When in an imate obj ect s such as wa lls. trees, mailboxes. or
whatever are targeted by an attack. th e OV/ RV o f the effort is Charact e rs wi th Ga? ge try .Skill c an ac lL~all y c reate ne w
equal to the o bject' s Boov/ Boov and the AV / EV is equa l to th e Gadgets in their laboratori es durin g p lay. C reatm g a Gad get is a
anac ker" s STR/ STR o r A Ps o f Power. Gadgets. howeve r, have a fi ve step proce ss:
variab le OV (0 or the D EX or Sk ill leve l of their user) and an RV
equa l to th e Gadge t' s Boov. meanin g that a Gadget is us uall y 1. Des ig n the Gadget and dec ide wheth er o r no t the
more vulne rabl e th an an in animate obj ec t w ith the sam e BODY Gadget can be T ake n Away
score . Thi s is bec ause Gadge ts are assumed to ha ve a ll sorts of 2 . A ll ow the GM to approve the Gad get
vul ne rable mov ing and work in g parts. Lo is Lan e can di sabl e a 3 . Calc ul ate and pay the Gadge t's Hero Po int C ost
c~ r mad e .o f so lid s tee l by pul l in g o ut t_h c ig nit ion w ires . 4. Buy parts
d1 sconnec 11 ng the batte ry. e tc .. but s he ce rta ml y co uld not harm S. Add Powers and Allributes to th e Gadge t
a so lid stee l ma il box.
A n inanimate object is defined as a ny ite m that has o nl y a
11 0 1.l·Sttb s titu t.ab.le BODY . .A ny thin g e lse is a Gad g~ t. T.rees , Step 1
mail boxes. buil d mgs. and Jung le-gy ms. therefore. are 111 an1m ate
o bjects and have an O V/ R V e qual to th e ir BoDv / BoDY . C a rs, Design the Gadget
robo ts . g un s. and Bataran gs . o n th e o the r hand . are Gad ge ts. Whe n a P layer de~1gns a Gadget. he dec ides exac tl y w hat
s ince they all have A b iliti es o the r than the ir BODY. Powers, Ski ll s ~md A lln bu~e s the Gad g~ t w ill ha ve and ass ig ns
Whethe r an o bject is class ifi ed as an inanimate obj ec t or a each Powe r. S kill , and Attribute a value m APs
Gad ge t. I R A P of damage is e no ug h to knoc k a ho le in th e Here are a coupl e o f ex amp les. S uppose C huc k wa nt s hi s
Character to bui ld a car. The ca r mu s t have a BODY. and it s ho uld
~~~~~~; 1~~j ~:t::~:r~1;0;:f:u~~ :aa~~oor~ ~~ic~ba t~~f~1.g1~. Sa~;;~~~~~~~ probabl y have th e Runnin g Po we r. so it can move fa st. and a
pun ched a norm al ta nk and d id l RA P o f damage, for ex amp le, STR, so it c a n c arry Chu c k 's Chara c te r a nd hi s fr ie nd s. I n
addition. C huc k dec ides to s upe the car up a bit. g ive it radar
he would put a J~ o le in the tank large e no ugl~ to n y throug h. so
(the Rad :~r Se nse Po.we r). and in sta ll. a pair o f lase r weapon s
he co u ld mo ve 11110 the ve hi c le an d att ack 11 s c rew. The tank
mo unted 111 th e headli g ht s (the Heat V is io n Powe r). Now C huc k
woul d co ntinue to fun c tion in thi s ca se until it s C urre nt BODY
has 10 ass ig n AP va lues to all o f the car's Powe rs and Attributes .
Conditi o n w as redu ced to zero o r lowe r
S in ~e the c.a r cannot be T ~ken Away in co1~1bat. )t s nam e is in a ll
When a Player is bu ildi ng a Gadget. he may add +2 10 the capual s. Hi s fina l des ig n to r the car loo ks like th is
Facto r Cos t o f it s BODY in orde r to exe mpt the Gad get fro m thi s
ru le. Thi s is re ferred to a s Hardened Defenses. If Supe rman CAR [STR: 4, Boov: 5, Running : 7, Rada r Sense: 5,
pun ched a tank co nstructed w ith Harde ned De fenses, he would Heat Vi sio n : 7]
ha ve to reduce it s Curre nt BODY Co nditi o n dow n to ze ro and
di sab le the tank be fore he co ul d ge t at the c re w. ~ s anothe r ex~mp le. le t us s uppose. that ~ ight w ing want s
A Gadge t th at has its Curre nt BODY C o nd iti o n redu ced to to build gas mas ks tor all the me mbers o l the T11an s becau se he
zero o r be low w ill no lo nge r fun ction and mu st be Re paired in suspects that th ey w ill be fa c ing gas w ie ld in g foes late r o n in the
current ad venture. A gas mas k must have a BODY and should Players may try to convince him that a Gadget is feas ible, by
have the Sealed Systems Power. Nightwi ng mu st then decide produ c in g scient ifi c j o urn a ls, newspaper arti c les. or ot he r
how many APs of each to ass ign to the mas k. Since the masks sources of informati on that may support their design.
come on and off pretty eas il y, they can probably be Taken Away
in combat. Finall y, he co mes up with:
Step 3
Gas Mask [Boov: 2, Se aled Systems: 9]
Calculate Hero Point Cost
A ll of the m undane weapo ns (g uns, kni ves, and so forth) Ga dgetee rs mu st spe nd Hero Po int s in orde r to build
li s ted in the Gadget desc ripti o ns have bee n ass ig ned EVs, Gadgets. Calcul ate the Hero Po int Cost of a Gadget as if it were
Ranges, and sometim es A Vs, rather than specific Powers and
a C haracter, using the ru les fo und in Chapter Two. Add up the
Skills. If th ey des ire, Playe rs may ass ig n the ir ow n Gadgets
A Vs, EVs and Ranges. A des ign fo r a revolver might look like costs of all of the Ab ilities th at are be ing purchased for the
thi s: Gadget by looki ng to the AP Purchase Chart and cross-indexing
the Factor Cost of each Ability wi th the number of APs of that
Revolver [Boov: 4, EV: 4, Range: 4]. Ability that is bein g purchased. Remember to take into account
the Factor Cost modifi ers of any Bo nuses or Limi tat ions being
In additi o n to Powers, Skill s, and Att ributes, Draw backs built in conjunction with th e Gadget' s Abilities, and add in the
may also be assigned to Gadgets. Ultimately, any Dra wbacks Base Cost of any of the Gadget's Powers and Skill s. Attributes
that are ass igned to a Gadget wi ll make it cheaper to produce. If ha ve a Base Cost of 0. A few ot her conside rati ons whi ch can
a villain were prod uc ing the revolver in the ex ample above, for mod ify the fin al cost are as fo llows:
in stance, he wo ul d proba bl y wa nt to ass ig n it th e A mm o
Res tri c ti o n D rawback. If C hu c k were d es ig nin g th e ca r Reliability Number
desc ribed before, the Miscell aneo us Draw back: " Must stop to Before building th e Gadget, the gadgeteer must choose its
refue l every 18 APs of di stance travelled" mi ght be in order. Reli abili ty Number from the fo llow ing table. All of the Abilities
Since the GM mu st approve the Gadget's design, make sure that pu rc hased for th at Gadget have their Factor Costs modifi ed as
all Drawbacks selected are log ical and appropriate. For example, indicated
the revolver descri bed previously shoul d never have a Drawbac k
like " It may onl y be fi red by persons born on a Tuesday." Rellabllity Table
A Gadget 's Powers and Attributes may also be assigned in
co nju nc ti o n wi th any appropri ate Bo nu ses an d Limitati o ns. Reliability Number Factor Cost Modifier
Bo nu ses will make the Gadge t more expensive to produce,
0 +3
whil e Limitations will make the Gadget cheaper. Ass igning an
itali cized Attribute to a Gadget is auto mati call y a +2 Factor Cost +2
Bonus to the Attribute in questi on. +l
Du rin g thi s step, the gadgeteer also decides whether or not 0
th e Gadge t ca n be Take n Away in co mb at. Co mm o n se nse -1
shoul d prov ide all of th e c lues needed to make thi s decisio n.
Obviously, a car or a battlesuit cannot be Taken Away and it -2
would be aw full y hard fo r someone to slip a Power Ring off of II
Guy Gardner's fin ger in the middle of a fi ght; but guns, kni ves,
swords, and control boxes are anoth er story. Gadgets that can be Italicized Attributes
Taken Away are generall y cheaper to produce. Assigni ng an itali cized Attribute (see Abilities, page 11 2) to
a Gadget adds +2 to the Factor Cost of that Attribute.
Step 2 Hardened Defenses
A Gadget w ith Hardened Defenses (see Gadgets and
Allow the GM to Approve the Gadget Damage , page 11 3) h as th e Factor Cos t of it s Boov
The next step is up to the Gamemaster. He must take a good in creased by +2.
look at the Gadget and judge whether or not its design is feas ible.
The G M should fee l free to overrule any Gadget that he is AV, EV, and Range
not co mfo rtable with, inc luding those th at seem too powerful or AV, EV , and Range may be purchased indi vidu all y fo r
unl imi ted in scope. T he GM should also overrul e any Gadget Gadgets. Each has a Base Cost of 5 and a Factor Cost of I.
that is just plain sill y or im poss ible, like a car with an italicized
Sm and W1LL . Pay pa rti cular attentio n to any Drawbac ks that have Drawbacks
been ass igned to the Gadget, makin g sure that they actuall y lim it After add ing up the Hero Po int Costs of all of the Gadget's
the perform ance of the device in some way. Abilities, subtract appropriate Hero Points fro m the Gadget's
Gadge t s th a t a re rej ec t ed mi g ht be redes ig ne d , o r cost fo r each of its Drawbacks. A Gadget may never have its
simpl y o utl awed. cost reduced by Draw backs to lower th an one-half (fractions
It is up to the G M to determine wheth er or not a Character ro unded up) of its cost without those Drawbacks. A 33 Hero
must have the Ge niu s Adva ntage to build the Gadget. The rule Po int Gadget with two JO-point Draw backs, therefo re, would
for fi g urin g o ut w he th e r o r no t t he Ge niu s A d vantage is have a fina l cost of 17 Hero Poi nt s, no t 13 Hero Points; as
necessary to bu ild a Gadget is simple: if the dev ice cannot be wou ld a 33 Hero Po int Gadget with five JO-point Draw backs, or
built right now, in the late 20th century, in th e rea l world, the ten or twenty or a th ousand Drawbacks.
C haracter mu st have the Geniu s Advantage to build it in the Ammunition Restriction (listed in Gadget descriptio ns as
ga me ; o th e rw ise Ge niu s is unn ecess ary. Thi s mea ns that Amm o) is a special Drawback normall y rese rved for Gadgets. A
C huck's Character does not need the Geniu s Advantage to build Gadget with thi s Drawback can onl y be used a number of times
a car, or even a car with a radar, because we can buil d radars equal to its Ammo rating before it must be re loaded; reloadin g is
ri ght now. However, he would need th e Geniu s Advantage to an Auto matic Action, but a Character may not perform a Dice
buil d fo rce fie ld be lts, te le po rt ati o n mac hin es, in visibilit y Acti o n du rin g a ph ase in whi ch he re loads. T he Hero Poi nt
he lme ts, lase r pistols, and so o n . Th e GM has fi nal say o n bonu s for thi s Drawback depends on the Gadget's Ammo rating,
wheth er or no t a G adget fits c urre nt tec hn o logy, a lth o ug h as listed on the fo llow ing table.

1111
Ammo Table build the Gadget , and th e OV / RV of th e Wealth Check
necessary to purc hase the parts. is equa l to the highest AP rati ng
Ammo Rating Hero Point Bonus of any of the Gadget' s Abi liti es plu s one fo r each add iti o nal
I 20 Abi li ty assig ned to th e Gadget. Th e dollar cost of t he
4 10 Machinegun in the former example. therefore. is 9 APs (Boov of
5 8 6 plu s I for AV plus I for EV plus I for Range equals 9), wh ile
6 6 the dollar cost of the Batanrng in the latte r exam pl e is 8 A Ps
8 5 (BODY of7 plus l for the Gliding Ab ility eq ual s 8)
10 4 If 1he Wea lth Check does not ga in any pos iti ve RAPs, the
12 3 Charac ter obv iously can not beg in to construct the Gadge t. In
15 2 thi s case, the Pl ayer mu st wait unti l his Character is e ntitled to
20 I anothe r Wea lt h Chec k as de sc ribed in Chapter Eight. The
Pl aye r may s pe nd Hero Points or take ad diti o na l time to
Gadget Bonus improve hi s Wealth AV and EV as exp la ined on page xxx.
Because Gadgets by thei r ve ry nature have ce rtain inherent As soon as the Pl ayer success fully makes the necessa ry
shonco min gs. Pl aye rs may di vide the Hero Point Cos t o r any Wea lth Check, he may beg in act ual construction
items they build by a Gadget Bonus. Di vide the Hero Poin t Cost
of a Gadge t that can be Take n Away in combat by a factor o l
fou r (roundin g frac ti ons up ). Di vide the Hero Point Cost of a Step 5
Gadget that cannot be Taken Away in combat by a Factor of 2 Constructing the Gadget
(rounding frac tions up).
A ll that remain s is to act ua ll y construct the Gadget. Each
The division is a lways the last step a Pl ayer performs when
one of the Gadget ' s Abili ties must be insta ll ed separate ly. T he
calc ulatin g a Gadget's Hero Poi nt Cost
BODY or the Gadge t mu s! be installed first, and the n the rest of
Example One: A lex needs to culc ul ate the Hero Point Cost
it s Ab iliti es may be in stalled in any orde r the building Player
of the following Gadget
c hooses. In s ta llin g a n Ab ilit y is a Dice Act io n us in g th e
gadgeteer' s APs of Gadgetry Skill as th e AV/EV and the A Ps of
Machinegun [Boov: 6, AV: 5, EV: 5, Range: 5,
the Ability bein g in stall ed as the OV/RV. One or more RAPs are
Ammo: 10, R #: 2].
necessary fo r success
AV has a Factor Cost of I. but +2 mu st be added to the If a Gadge try C heck fai ls. the Ab ilit y in qu es tion is not
Facto r Cos t beca use of th e gun·s Reliabilit y Num be r o f 2, successfu lly installed. and the gadgetee r mu st attempt to insta ll
leavi ng Alex w ith a final Factor Cost of 3. Fi ve APs at a Factor th at Abilit y all over again. In order to make anot her atte mpt to
Cost Or 3 cost 12 Hero Poi nt s. EV has a Factor Cost of I, but in sta ll an Ab ilit y after ha vin g fai led a n ea rli e r attempt. th e
aga in +2 mu st be added to the Factor Cost because of the gun 's gadgereer must pay a spec ial fai/urefee of 10 Hero Po ints
Reliabi lity Nu mber. resultin g in a final Factor Cost of 3. Five
APs at a Factor Cost of 3 cost 12 Hero Point s. A lex's tota l so far Time
is 24. Range a lso has a Fac tor Cos t of I. which is increased to 3 The base ti me that it takes 10 make a Gadgetry Sk ill Check
by 1he R#. so it costs 12 Hero Points. Boov has a Factor Cost of is one week ( 18 APs of time). Each one AP of time the Pl ayer
6. wh ic h must be ra ised to 8 because of the Gadget 's Reliability. adds to thi s base time before he rolls the dice allows him to add
Six APs at a Factor Cost of 8 cost 48 Hero Points, bringing the + I to the AV and EV of the Gadgetry Check. Each AP of time
tota l up to 84. The Base Costs of AV. EV, and Range mu st also the Pl ayer dec ides to subtract from this base time before he ro ll s
be added in (5 each). bringi ng 1he total Hero Point Cost of the the dice subtracts - I from the AV omd EV of the Gadgetry Check.
Gadge t up to 99 Hero Points. Boov has no Base Cos t. A lex next To comp ut e the actual tim e it w ill take to in sta ll the
su btra c ts 4 Hero Po int s from his tota l becau se of th e Ability, subtract the RAPs earned by the Gadgetry Check from
Am muniti on Res1riction. dropping the tota l to 95. Fina ll y, Alex the base time. The resuh is the a mount of time in APs that it
divid es thi s total by 4. sin ce the Mac hin egu n ca n be Take n takes the Character to in sta ll the Abi lity. If the Gadgetry Check
Away in combat. leavi ng him wi th a Final Hero Point Cost of24 does not receive any RAPs (i.e .. the Ab ility is not successfu ll y
(95 di vided by 4 equals 24). in stall ed). the e ntire base ti me, plus any time that the Gadget
Example Two: The Hero Point cost of Bat m:.m's Batarang builder deliberate ly added to t he Gadgetr y C hec k . is
is ca lculated as fo ll ows: automat icall y consumed.
Suppose for exam p le, tha t Batma n ea rned 4 RAPs while
Batarang [Boov: 7, Glid in g: 2] . in sta ll in g a 7 A P s mok esc ree n (the Fog P owe r) in to th e
Batmobil e. In thi s case. it wou ld take him 14 APs of time to
Boov has a Factor Cost of 6. but 3 mu st be added to th e in stall the sc ree n ( 18-4= 14), or about sixteen hours. Batman
Factor Cost of all of th e Batarang's Abi lities, beca use of it s cann ot begin to in stal l any other Ab iliti es in the Batmobile until
Re li ab ilit y Numbe r o f O (note that no R# is li sted). ra ising the thi s time has passed. If Batman had fa iled the Gadgetry Chec k
Factor Cost of the Boov to 9. Seven APs at a Factor Cost of 9 needed to in sta ll the smoke scree n. he would have had to wai t 18
costs 72 Hc::ro Points. Gliding has a Factor Cost of I. raised to 4 APs of 1ime and pay the 10 Hero Point failure fee before he
due to Re li abili ty. T wo APs at a Factor Cost of 4 costs 4 Hero coul d try agai n.
Points. bring ing the total He ro Poi nt Cost so far up to 76 Hero During the time a C harac te r spends working on a Gadget.
Point s. Nex t. add in the Base Cost of Gliding, 10 Hero Points, he cannot perform any ot her activi ti es, except eat ing. slee ping,
bringi ng the total cos t up to 86 Hero Poi nt s. Finall y, di vide thi s and ot her nat ural fun c tions. Once he ha s spe nt th e necessary
tota l by 4 since the Batarang can be Taken Away in co mbat. time 10 in sta ll the Gadget' s first Abi li ty. he may then move on to
leav ing a fina l Hero Point Cost of 22 (86 di vided by 4 eq ual s 22). the seco nd Abi li ty. and the n th e third . and so 0 11. O nce all or its
A Player building a Gadget must pay the fin al Hero Point Abiliti es ha ve been ins ta ll ed . th e Gadge t is ready for use. A
Cost before he ca n proceed with any furth er construction. Gadget may not be used until a ll o r the Abi lities in it s orig in al
design have been successfull y in sta lled.
Step4
Laboratories
Buy Parts Labora tories make Gad get product io n mo re efficient. A
The nex t ste p is 10 buy ,ill o f th e pa rt s a nd eq uipment Labora1ory"s AP rati ng (or " Lab rating") is the maximum APs
needed to build the Gadge t. Th is is a norma l Wea lth Chec k, as of a Gadget Abi lity th at may be built the re. If a Character builds
described on page 124. The dollar cost of the parts necessary to a Gadget in a 5 AP Laboratory. the max im um Attri bute. Power.
or Skill for that Gadget is 5 APs. The Reliability Number of a of WILL costs 24 Hero Points, 5 APs of MIND costs 24 Hero
Gadget is not affected by the AP value of the Laboratory where Points, and 5 APs of Skin Armor costs 70 Hero Points (Base
it was built. Cost of 50 plus 5 APs at Factor Cost 5). Th e robot ' s Bo mb
Unless a Character making a Gadgetry Check to install an Power has a Limitatio n (th e robot itse lf is susceptible to the
A bility has access to a Laboratory which has a lab rating that blast), which the GM decides is worth a -2 bonus to its Factor
equals or exceeds the APs of the Abi lity he is trying to install, Cost. This mean s that the Bomb Power will cost 85 Hero Points
the OV and RV of the effort each recei ve a bonus of +2 Column (Base Cost of 20 plus 20 APs at Fac tor Cost 1). Altogether, the
Shifts to the right. robot's Abilities will cost 973 Hero Points ( 11 2 + 390 + 240 +
When a Character is planning to build a Laboratory, its AP 28 + 24 + 24 + 70 + 85 = 973). The GM also decides that the
va lu e mu st be dec ided before it is bu il t. The time required to robot's Mi sce ll aneo us Drawback is wo rth a 25 Hero Po int
bui Id a Laboratory is determined by the Gamemaster, based on bonus, leavin g the robot's cost at 948 (973 - 25 = 948). Finall y.
its AP rating. The minimum building time for any Laboratory is Lex is allowed to di vi de the cost of the Gadget by 2 due to the
19 APs (two weeks), but the cost of building mu st be completely "Gadget Bonus" for a Gadget which cannot be Taken Away in
paid before Gadgets may be built there. combat. This brings th e cos t down to 474 Hero Points (948
To find the Hero Point cost for building a Laboratory, use di vided by 2 equal s 474). Ha ving saved up some Hero Points for
th e Fac to r Cost 3 co lumn of th e AP Purchase Chart. All a while, Luther pays the Hero Point cost.
Laboratories hav e a Reliabi lity Number of 0, but must be Buying parts is Lex's next step. The cost of all the parts is
maintained. To maintain a laboratory, the Character(s) who own 27 APs (maximum Ability AP of 20 plus 7 ot her Abilit ies), so
the lab must make a Wealth Check once per game year. The the OV/RV of Luthor's Wealth C heck is 27/27. Lex uses his
OV/RV of this Check is equal to the APs of the lab. Positive Wealth of 25 as the AV/EV and rolls a 13. He successfull y buys
RAPs indicate success. If the maintenance cost is not paid, the the parts.
laboratory fa ll s into di srepair and cannot be used to construct Now Lex and hi s buddy can get down to bu ilding th e robol.
Gadgets until !t is re p aire d and restocked. The Character They mu st install th e robot's BODY first. The AV/EV is eq ual to
repairing the laboratory mu st pay a Hero Point fee equal to one 15/15 (Luthor's Gadgetry S kill ), an d the OV/RV is equal to
half the original cost of the lab (rounding fractions up). 15/ 15 (the robot's BODY). Luthor rece ives a - I Co lumn Shift
bonus to the OV sin ce he and La ll y are 'Tea m Attack ing'· the
Multiple Gadgeteers Gadget. Lex rolls an 18 and receives 8 RAPs. It takes Luthor
If multiple Characters with the Gadgetry Skill are all and Lally one hour to install the BODY (Base Time of 18 APs-8
wo rkin g o n a Gadget at the sa me tim e, they have several RAPs= IO APs building time=o ne hour).
options. Either one gadgeteer ca n work on installing one Ability Since it wi ll probably be the most diffi cult, Luthor decides
while the other gadgeteers work on the other Abi lities; or two or to insta ll the STR next. The OV/RV is eq ual to 20/20, but Luthor
more gadgeteers can team up to insta ll the same Abi lity. still receives the - 1 Co lumn Shifl bo nu s for th e Team Att ack. In
If the gadgeteers are working on separate Abilities, resolve addition, he decides to spend 4 Hero Points apiece on hi s AV
each installation attempt separately as normal. However, the two and EV, rai sin g them to 19/19 Le x rolls a 12 and receives 4
or more Characters may make their attempts in the same time RAPs. It takes him 14 APs, or sixteen hours to install the STR.
span, allowing the Gadget to be completed in less time. DEX is installed next. The OV/RV is 10/ 10, but Luther does
If two or more Characters with the Gadgetry Skill are not receive the Team Attack bonus because Bri an Lally wi ll be
combining their abilities to work on installing the same Ability, installing the robot's INT simultaneously. Luther rolls an eleven,
the hi ghest Skill leve l present is used as the AV and EV of the yielding 8 RAPs. It takes him an hour to install the DEX.
attempt; but the OV of th e effort receives negati ve Column Meanwhile, Brian Lall y works on installing the robot's INT
Shifts as though the Characters were performing a Team Attack The AV/EV is Lally's Gadgetry Ski ll (8/8), wh ile the OV/RV is
in co mbat. That is, 2 Characters get - I Column Shift to the OV, the robot's intended INT (5/5). Lally rolls a 15 and gets 8 RAPs. He
3-4 Characters get -2 Column Shifts, and so on. finishes the robot's I NT at the same time Luther finishes the DEX.
Multiple gadgeteers working on the same item may split its Luther next insta ll s the robot's W ILL and MIND whil e Lally
fin al Hero Point Cost between th emse lves as they see fit; and all works on the Skin Armor Power. Neither of them experi ences
gadgeteers may attempt to purchase the parts necessary to bui ld any problems. T hey fini sh these in roughl y forty~five minules.
the device. Last but not least, they o nce aga in Team Attack th e robot
in order to ins tall the se lf-destruct mechanism (20 APs of
Bomb Power). The OV/RV is o nce aga in 20/20, an d Luthor
Example of Building a Gadget again receives the - 1 Column Shift bonus. He opts to spe nd 7
Hero Points each o n hi s AV and EV, raising them to 22. He
Lex Luther decides to build a giant robot to destroy The roll s a 9, and ge ts 7 RAPs. It takes the pair abo ut 2 hours to
Man of Steel (w hen wi ll he ever learn ?). He enli sts the aid of install the Power
Lexco rp sc ie nti st Brian Lall y to assist him in this nefarious The robot is now ready to be unl eashed again s~ the Man of
endeavor. Luthor has a Gadgetry Skill rating of 15 APs, while Steel. The who le process of building it took about twenty-one
Lall y's is 8. • hours to complete.
Fi rst, Luther must design the robot. He decides that it will
look something like this:
Ill. Modifying
Giant Robot
[Dex: 10, STR: 20, Boov: 15, INT: 5, WILL: 5, MINO: 5, Existing Gadgets
Bomb: 20, Skin Armor: 5, R#: 5]
Heroes with the Gadgetry Skill may atte mpt to add another
Limitation: the robot is susceptible to the explosion of its Ability to an already ex istin g and fun cti oning Gadget at a later
own Bomb Power. time. Reso lve such an attempt as though it were a new Gadget:
Misce ll aneous Drawback: the robot mu st be rec harged calculate and pay the Hero Points, buy th e parts. and roll the
every 24 hours. dice. An attempt to modify an ex isting Gadget automatically has
Next, Luther mu st pay the robot's Hero Point cost. Luther its OV and RV shifted +2 Col umn s 10 th e ri g h1 , because the
wi ll not have to add to the Factor Costs of the robot's Abi li ties, Character is adding an Ability to the Gadget fo r which it was not
since the Re li ability Number is 5. 10 APs of DEX costs 1I 2 Hero initiall y des igned.
Poinls, 20 APs of STR costs 390 Hero Points, 15 APs of BODY Suppose, for exampl e, that Tom wa nted to add 8 APs of
costs 240 Hero Points, 5 APs of INT costs 28 Hero Points, 5 APs Running to Booster Gold's batllesu it. Running has a Factor Cost

111
of 2. Since the Re liabi lity Num ber of Booste r' s suit is 2, however,
there is a +2 Facwr Cost modifi er. rais ing the total to 4. Eight APs V. Replacing
at a FaclOr Cost o f 4 cost 40 Hero Points. Tom then div ides the
IOtal in ha lf. s ince Booster's suit cannot be Taken Away, leaving a
Destroyed Gadgets
fina l Hero Poin t Cost of 20. Tom mu st then spend 20 Hero Points Gadgets that have had the ir Curre nt BODY Condition s (or
and make a Wea lth Check to buy the necessa ry pa rts to ins tall C urrent MI ND or SPIRIT Conditi o ns, if the Gadget has a Mind
Runnin g. Th e OV / RV o f th e Wea lth roll is 8/8, s ince he is o r SP IRIT) redu ced to a nega ti ve va lu e which exceed s th e ir
in stall ing 8 APs of Running. Tom dec ides that Booster w ill use o ri g in a l v a lue s a re permanentl y d es t roye d a nd c a nn o t be
the labora tory o f the JU Embassy, wh ic h is rated at 15 APs, Repa ired . Since pl a ns and notes for c rea tin g the se d ev ices
which means he w ill not have to pay any addit io nal Hero Points to a lread y ex is t, however, they can be rebuilt or dupli cated w it h
install the Ability. s ince 8 A Ps o f Running is Jess than the lab's 15 much le ss effort tha n it wou ld take to com plete ly rec reate the
APs. The OV/ RV of the Gadgetry altempt is 8/8. each shi fted +2 Gadget from scratc h
Colu mns to the ri ght because Booster is modify ing an already To recreate an a lready ex isting dev ice. s impl y pay its He ro
fun cti o nin g Gadget. fo r a final OV/ RV o f 11 / 11. If To m gets Poin t Cost and buy the parts. No Gadgetry Roll s are necessa ry.
pos it ive RA Ps on his Gadgetry C hec k, the Running Abi li ty will and the entire device can be re built in two days time ( 16 A Ps)
be success full y in stalled. On ly a Characte r with at least as many APs of th e Gad getry
Skill as the Gadget' s o ri g inal creator ca n rebuild Gadgets in thi s
way. The C h aracter th at ac tu a ll y bu ild s the device need no t
IV. Repairing Gadgets necessa ril y be the Character that pays the Hero Poi nts for the
de vice or buys the parts. If the Gadget is a majo r element in o ne
Damage d G ad ge ts mu s t be Re pa ired . B y Re p airin g a
or more Characters ' Subplots, the GM mu st rule whet he r the
Gadget. a C haracter can restore any A Ps that it has lost fro m its
device may be replaced in this manner, or whether it mu st be
C urrent Bo1JY Cond ition (or C urre nt MI ND o r SPIRIT Conditi o ns,
if the Gad ge t has a M IND or SPIRIT) or a ny APs of a Power, compl ete ly redes igned and rebui lt .
Attribut e. or Ski ll lo s t to Re liab ili ty break down. Each of a
Gadget' s Ab iliti es mu st be re paired separa1ely.
Repai rin g a Gadge t is a Di ce Ac tion. The AV and EV of VI. Omni-Gadgets
the attempt are both eq ual to the Gadgetry Ski ll of the Character Omni-Gadgets s imul ate a comic boo k characte r's abi li ty to
conducting repai rs. w hile the OV and RV are both equ al to the have exactly the ri ght device to get o ut o f any situ ation w hen he
starting AP va lue of the A bility under re pair. If Lex Lutho r were has o nl y a fi nite number of Gadgets w ith him.
try in g to Rep.iir an armored suit with a B OD>' of 6 that had taken Om ni - Gadget s are device s w h ose exact Powers a nd
damage to its C urrent BODY Conditi o n. for exa mple. the OV/ RV Attributes are unknown. They are o nly defi ned when the Gadget
o f the atte mpt wou ld be 6/6 is take n o ut and used. The sa me Omni -Gadget mig ht be a gas
If the Ab il ity unde r Repai r has been reduced to a negati ve g renade, suct io n cups for the hands and feet, o r a name-arrow
value. the Cha racter conductin g repa irs mu st buy part s to Re pair that wi ll me lt Ki lle r Frost's ice-wall , depe nding o n the partic ul ar
that Abilit y. The OV/ RV o f the Wea lth Check necessary to buy needs of its ow ner.
the pa rt s is equ al to the Abi lit y's startin g AP va lue. Repairs The main lim itation of Omni-Gadgets is th e ran ge of
cannot begi n until any necessary parts have been purchased . devices they can turn into. The Ranges are:

Repair Kits A Physical Attributes


B Mental Attributes
C harac ters may pu rc hase a repair kit , w h ich acts as a C Physical and Mental Powers
Laborato ry w hen Repa iri ng dam aged eq ui pment in the fi e ld. If D Italicized Attributes*
the Gadget has been tota ll y destroyed, new equipment may not •: A n Omni-Gadget allowing Italicized Attributes (··D")
be c reated throug h the use o f a repa ir kit. Gadgets may not be must also ha ve the ability to mimic Attributes
repai red beyond the APs of the repair k it. Par1ial repa irs are not ("A"and/or"B"').
poss ib le: for instance. a C haracter may not Repa ir a Gadget wi th
a BODY of 15 A Ps us ing a repa ir kit o f 7 APs No matter what an Omni -Gadget is used fo r, it always has a
Repa ir kits cost I0 % as mu ch as a Laboratory of the same BODY equal to its A P rating. An Omni -Gadget may be used fo r
APs. w it h a minimum cost o f I Hero Point for eac h re pair kit. one battl e, or for a durati o n o f tim e equa l to it s AP rat in g.
Re pa ir kits have a Re liabil ity Number of 5. w hi ch is checked whichever is shorter. Omni -Gadgets may ne ve r possess Sk ill s o r
whe n a Repair attempt is made us ing the kit. If the re pair kit Advantages.
bre aks dow n. the Repair atte mpt automatica ll y fa il s. It is not Omni -Gadgets must be built j ust like regu lar Gadgets. The
possibl e to Repa ir a repa ir kit if it breaks dow n. A new repai r kit major differe nce is that all Omni -Gadgets have but on e s in g le
mu st be pu rchased. Ability: the ir AP rating. The Base Cost of thi s Ab ility is I 0 . The
Unless th e C haracte r conduct ing Re pairs has access to a Factor Cos t of th is Ability beg ins at 5. th ough eac h Range o f
L1boratory (see Laboratories) o r repair kit that has a rating in A Ps Abilities that the Omni-Gadget can mimi c add s to th e Factor
that eq uals or exceeds the starting A P value o f the Ability under Cost as s ummarized o n the follow ing table:
Repair. both the OV and RV of the attempt rece ive +2 Column
Shi fts to the right. If the Rcpn ir ro ll is less than or eq ual to the Ablllty Range Factor Cost Modifier
Reliability Number of the repa ir kit, the Check automat icall y fai ls,
and the repa ir kit breaks down and must be repl aced. Thi s does A +I
not do furth er damage to the Abi li ty being repai red . B +I
It takes just ns long 10 Repa ir an Ab ility as it does to in stall C +2
an Abi lit y in a new Gadget (see Time). The AV and EV of the D +I
Repa ir atte mpt ca n be increased or decreased if the Charac ter
conductin g Re pairs is w illing to spend more or less time o n the An Omni - Gadget h a s a Gad ge t Bo nu s d iv iso r o f 5.
effort. The RA Ps earned in a Repair atte mpt eq ual the number of Whether o r not an Omni-Gadget may be Taken Away in com bat
A Ps restored to the A bility unde r Repa ir. is a lways up 10 the GM , depe nding upo n w hat it turn s out to be.
Re pairin g a n Abi li ty do cs not cos t an y Hero Po int s; Omni -Gadge ts ca n be replaced after th P.y have bee n used o r
a lt houg h the gadgetee r may spend Hero Po int s to increase hi s destroyed just like any other Gadget, although it is no t necessary
AV or EV fo r the attempt as usual. to "buy parts" to replace an Omni -Gadget.
Example: Ba tman has two 10 A P A BC D Omni -Gadgets. 1. If a Gadget has a DEX, ii can be used as the AV fo r any
They cost him 34 Hero Points each to build ( 10 APs at Factor Attacks that would no rmall y use DEX as the AV. suc h as C laws.
Cos t 10 = 160 + Base Cos t o f 10 = 170, di vided by Gad ge t Po ison T o uc h, etc. No te th at th e C harac te r usin g th e Gad get
di visor o f 5 = 34 ). In a battle with the Jo ker a nd a dozen thugs, may be abl e to substitute hi s own DEX o r Weapo nry Skill fo r the
the C low n Prin ce of Crime unleashes a c loud of deadl y gas upon AV, if appropri ate.
the Caped Cru sader to cover hi s escape. T hinking fast, Batman 2. If a Gadget has an AV . it can onl y be used fo r its EV. no t
reac hes into hi s utility be lt and pull s o ut a mini ature compressed fo r o ther Abilities it may have. Aga in. the C haracte r using the
air fa n (ac tuall y an Omni -Gadget). The fan would look like thi s: G ad ge t m ay s ub s titute hi s W ea po nry Sk ill fo r th e AV i f
appropri ate .
MINIATURE FAN [BODY: 10, Air Control: 10] 3. In a ll othe r cases, the AV is determined as appropri ate to
the Power be ing used ( usuall y the A Ps o f Powe r)
Batman the n uses the fa n to bl ow the gas out o f a window, Gad gets can be targeted in co mbat just like C haracters. A
sa vin g the thugs' Ji ves, as we ll as hi s ow n. C has in g aft e r the Gadget's Res ista nce Va lue aga in st Phys ical Auac ks is eq ua l lo
Joker, Batm an sees the vill ain ge ttin g aw ay in a helicopter its BODY. A Gadget' s O ppos in g Valu e again st Physica l At1 ac ks
A lth o ug h th e Jok e r is alread y o ut o f re ac h o f the Batline, de pe nd s upo n the ty pe o f G adget:
Batm an is fortun ate e no ug h to have broug ht hi s mi cro boot-j ets 1. Gad gets w ith a DEX a lways use the ir own DEX as the ir
alo ng (anothe r Omni -Gadget). Us in g these tin y dev ices. Batman OV (unless th ey a re be in g ca rri ed or worn: see 2. be low).
eas il y overt akes the c ho ppe r and captures the Joker. The boot- 2 . Gadgets that are be in g carried o r worn by a C haracter
je ts would look like thi s· use the ir ow ner's DEX as the ir O V. A iming at a Gadget th at is
be in g carri ed o r worn is a lways a Tri c k Sho t.
3. Vehi cles have a n OV equal to the ir dri ve r' s Ve hicl es
MICRO BOOT-JETS [Boov: 10, Flight: 10]
S kill rating; moti o nl ess ve hicl es have a n OV of ze ro.
4. Gadgets that do no t fit any of the o ther categori es have
Note th a t bo th o f th e Gadge ts Ba tm a n used wo ul d o nl y
anOV o f ze ro .
las t until he ca ug ht the Joke r (e ndin g th e .. battle .. ). In o rde r to
R e me mbe r that G ad ge ts w ith o ut a MI ND o r S PIR IT a re
use the m aga in , Batma n w ill have to re place th e m a s thoug h immune to Me nial o r Mystica l Attacks
th ey had bee n des tro yed , alth o ug h he does n ' t have to bu y
part s fo r the m .
Armor and Armored Suits
C haracters wearing armor (i. e .. a Gadget w ith an itali cized
Boor), may substitute th e Boor o f th e armor for th eir own BoDY
whe n co mputing th e ir RV aga in st Ph ys ical All ac ks. Th ey may
a lso s pe nd Hero Po int s eq ua l to th e BODY o f th e a rm o r to
increase the ir RV in Ph ys ical Combat. S uc h C haracte rs have a
sta rtin g C urre nt BODY Co nditi o n e qu a l to th e ir ow n BODY .
however, no t th e Boor o f the a rmo r, a nd can o nl y spe nd He ro
Points to negate damage equ al 10 the ir ow n BODY th roug h the use
o f Last Ditch De fense.
Attacking an armo red C haracte r w ith the int ent to damage
the armo r rather than the C haracter is a Tri ck S ho t.

IX. Real World Gadgets


If a nyo ne builds a Gad get mod e led a ft e r a rea l pi ece o f
equipme nt , th ere are so me g ui de lines that sho ul d be fo ll owed.
First, find the Power or S kill whic h bes·t mim ics the abilities o f
the Gadget. A ca r's land movement works in the sa me way as
the Runnin g Power; a camera 's abilit y is simil ar to Reca ll , with
the Drawbac k th at the informatio n is onl y stored in visual fo rm :
and so o n. Thi s process has it s li m it s: Gad ge try is mea nt to
VII. Mystical Gadgets simul ate the wonde rful sorts o f widgets a he ro usua ll y c reates.
not the technol ogica l works of a mo dern indu stri a l soc iety.
Mag ica l o r M ystica l Gadgets are referred to as Art1fac 1s If there is no Attribu te. Power. or Skill whi ch seems logica l
They fun cti o n as norm al Gadgets. usin g a ll o f the pri o r rul es. for the dev ice, li st the ab iliti es of the d ev ice in te rm s of effect
Wh e n co nstru c tin g o r Re pa irin g a n A rti fac t, ho weve r , th e a nd if poss ible, assig n a roug h AP Va lue to the e ffect.
builde r uses hi s Occulti st S kill in pl ace o f th e Gadgetry Skill.
A lso. Artifacts are no t constructed in Laborato ri es. Rathe r, they
a re built in W o rk s ho p s, whi c h are tr ea ted e xa c tl y a s Standard Equipment
Labo rato ries with respect to costs, ma inte nance. a nd effects.
The G e niu s Ad va nt age is neve r need e d to co nstruc t an Standard Equipment fall s int o o ne o f fi ve catego ri es:
Arti fac t, and it is poss ible to c reate a n "O mni -Artifact;" The buildings, e lectro ni c equipm ent , compute rs and robots. vehicl es,
base cost o f an Omni -Arti fac t is 20 Hero Po ints. A " B" Artifact and weapo ns. S tandard Equipme nt is equipme m ava il able fro m
can mimi c bo th Me nta l and M ysti c al Attributes, w hil e a "C" an y large department o r specia lty sto re. Sta ndard equipme nt is
Artifact can mimi c a ll Powers. purc hased with the mo ney ge nerated by a C haracter 's Wea lth
For more informati o n o n Artifacts (and Magic in genera l), Action C hec k according to eac h C haracter's Wea lth AP rating
see the M agic sourcebook (see Chapter Eight: Wealth ). The cost o f Stand ard Equipme nt is
outlin e d be low. An y st a ndard it e m no t o n th e li s t ca n be
obtained, using real prices as a guide .
VIII. Gad ets in Combat
Buildings
When using a G adget in combat, the AV of any attack it Most hero groups are go ing to e ventu ally wa nt so me kind
makes is dete rmined by the GM using the fo ll owi ng g uidelines: of headqu a rt ers building. Thi s sec ti o n o utlin es th e purc hase

Ill
Bulldlng Boon, Weights, Costs and Heights

Building Type BODY Weight Purcha~e Rent Height Height


(in APs) Price Per Monll1 (in Feet) (in APs)
High-Rise Apanment (250) 20 17 19 300 5
Brown~tone Six Flat (6) 14 14 14 40
Abandoned Factory 16 20 16 50
Garage (2) 9 10 12
Small Indoor Mall (25) 17 16 18 20
Large Indoor Mall (60) 18 17 20 50
Skyscraper Offices ( I 000) 25 23 23 1,200
High Rise Oflice Building (200) 19 16 14 300
Small Office Building ( 12) 15 15 17 40
Single Office Building 13 12 13 15
Small House 10 10 12 15
Large House 11 11 14 25
Mansion 15 15 20 16 50
Warehou se 14 14 16 60

costs o f a basic bu ildi ng. These costs do not include any spec ial o utfittin g a window with bull etproof g lass in creases bot h the
dev ices the Players may w ish to install in the b uilding. Thi s is cos t a nd the we ig ht of th e wi ndow by 1 A P eac h over a
st ric1ly fo r the cost of the bui lding, includi ng the cost of the land. window with regular g lass
Some bui ldings h,!ve more than one li ving area, office, or
di vided area w ith in the stru cture tha t are known as u nits. For Entrances and Openings Table
exam ple. a hi gh-ri se apartment bu ilding has 250 un its, or 250
apartm ents in it. Th e number in pare ntheses on th e Building Entrance/ Opening BODY Weight Cost
Costs and Heights Table is the number of unit s in th at type of (in APs)
building. The Pu rc hase Price shown is fo r the whole bui lding; Interior Door 3 I
the Rem Per Mo111h li sting is for one unit in the building Exterior Door 4 1
Large Double Door 5 2
Steel Reinforced Door 7 3
Walls Bank Vau lt Dcor 14 14
On the fol low ing chart. wa ll s are assumed to be ten feet by Small Window 4 0
ten fee t (0 APs x O APs). If they are larger th an thi s, find th e Medium Window 4 I
tota l BODY o r Weight APs of th e wa ll by add in g th e APs of Large Window 4 I
height and length to the B ODY or Weight APs in the tab le be low. Bulletproof Glass 7 +I +I
For example. a so li d stee l wall whi ch is 2 APs long by 3 APs
wide would have a Boov of 17 and a Weight of 18. However, it Furnishings
is usua ll y easie r to ass ume that an y Character who is breakin g Furniture has been known to suffer in bou1s between heroes
down a wall is sim ply try in g 10 brea k down one ten foot by ten and villains. A short list of the Boov and Weight APs of the sorts
foot section ofi t. of furniture and applia nces that are most frequ enll y used in
The Cost Modifier li sted on the tabl e is the number of APs co mbat fo llows:
by which a Player must increase the constructio n or purchasin g
cost of a bui lding if all of its wa ll s are built of the materi al. Furnishings and Appliances Table

Wall Boovs, Weights and Cost Table Furnishing/ Appliance Boov Weight Cost
(lnAPs)
Wall Material Boov Weight Cost Bathtub 3
(In APs) Modifier Single Bed I
King Sized Bed 2
Brick 8 7 +I Couch 3
Concrete 10 8 +I Small Desk 0
Fiberglass 7 4 +I Large Desk I
Reinforced Concrete II 10 +2 Television 0
Prometh ium 20 12 +10 Slereo System I
Dresser I
Steel 12 13 +3 Kitchen Sink I
Stone 9 9 +2 Piano (Baby Grand) 3
Wood 6 5 0 Refrigerator 3
Large Dining Table 0
Dining Room Chair
Entrances and Openings Washing Machine
Sometimes in battle, com batant s c harge th ro ug h, fl y
throu gh, o r are thro wn throug h wi ndows, doors, and ot her Landscaping
ope nin gs in a bu il d in g. The next table li sts th e BODY and Wh e never Charac ters begin uprooting the fl ora or ge t
Weight of such openin gs. as we ll as the cos t of replacing them Knocked Back into a redwood, the fo ll ow ing tab le should help
shoul d they happen to be smashed or otherwi se damaged in a dec ide just who or what breaks. Also inclu ded are so me objects
fi g ht. Note: Bu lle tproof g lass is ex p e n s ive a nd heavy· co mm only thrown and/or destroyed during out door battl es.
landscaping Table has enough li ght for a ni ghtsight to work. A ni ght sight has an
ove rload sw itc h whic h shuts it down whe n the li ght in the area
Object BODY Weight Height has reached a point of high brightness. It is treated as though it
(inAPs) (inAPs) has Te lescopic Vision and Ultra Vi sion rated at 5 APs apiece.
T he listed radio represe nt s a port ab le receiver- tran sm itte r
Bu,h 2 0 -I w ith a ra nge of 5 mil es. It is t reated as thoug h it has Radio
Small Tree 4 4 0 Communication at 7 APs.
Medium Tree 7 6 I A television camera is a min i-ca m whi ch is mobil e. like
Large Tree 10 9 2 those used for local newscasts.
Larger Tree 12 12 3 A television monitoring system is a sec urity system w ith
Huge Tree 14 15 4 cameras at a ll e ntry points to a build ing and many ca meras at
Telephone Pole 9 7 2 ot her spots in a bui lding. In one cent ra l locat ion there is a bank
Phone Booth 5 5 0 of monitors w here th e te lev is io n signa ls are se nt. Secu rit y
Light Pole (rural) 8 5 0 ca mera s ca n be detec ted on a successful Pe rce pti o n C hec k
Light Pole (urban) 10 9 2 agai nst an OV/RV of 3/3.
Mailboxtrural) 2 0 -1 A tracer is a small transmitter whic h se nds a steady signa l
Mailbox rurban) 3 2 -1 to a radi o rece iver. The range of a tracer is 5 mites ( 12 APs). A
Flagpole 6 3 2 tracer may be detected by a Cha rac ter wi th the C lue Ana lys is
Billboard 8 9 2 Subskill of Detecti ve or the Securit y Systems Subski ll of Thi ef.
Fire Hydralll 11 5 -2 Characte rs who do not have suc h Skill s must make an Unskilled
Park Bench 4 2 -1 Pe rcept ion Check aga in st an OV/RV of 5/5 to detect the device.

Electronic Equipment Computers and Robots


T he followi ng 1able li sts a nu mber of e lectronic gizmos that
Characte rs may wish to bu y to a id them in their c rime fightin g Computers and Robots
e ndeavors. A deta iled description of eac h ilem a lso fo ll ows
Item Cost (in APs)
Electronic Equipment Table
Computer SYJtems
Type of Item Cost (in APs) Budget Home Computer 5
Advanced Home Computer 8
Bug 6 Mini Computer 9
Electric Eye 5 Business Mainframe 12
Infrared Sensor 6 Research Mai nfrrune 14
Surveillance Microphone 6 Advanced Research 17
Nightsight 7 A.I. Mainframe 20
Radio 5 S.T.A.R. KilotrJx 21
Television Camera 9 A.I. Kilotrax 24
Monitoring Sy~tem 13 Ultra-C Booster 19
Tracer 5
Robots
A bug is a min ia turi zed microphone which ca n secret ly Clvde 10
pick up co nve rsa tion s and tran sm it them to a wa iti ng rad io Ui°ility 13
receiver whic h is a mil e ( 10 APs) or Jess away. A Character wit h Securit 17
ei th er the C lue Ana lys is Subski ll of Detecti ve or the Securit y
S ys tem s S ub s kill of Thi ef may attempt to d etec t a bug . Computers are essenti a ll y Me nta l Gadget s possessi ng APs
C haracte rs w ithout these Sk ills mu s t make an U ns kil led of INT, WILL. and MI ND. Art ifici a ll y intelligent computers may
Pe rcept ion Chec k to detect the device. possess APs of INFL. AURA, and SPIR IT as well .
A bug has an OV/RV of 5/5 against be in g detected. If the Auto ma ted sys tems may ha ve a limit ed ab ili ty IO use
Percept ion C heck yie lds positi ve RAPs. the bug is di scovered va ri ous Ski ll s a nd Ad va nt ages. suc h as Detect ive or Scholar
An electric eye is a sensor consisting of a bea m of li ght and Unless a computer is in control of some ph ys ical syste m (such
a photose nsi1ive rece pto r. Any object interruptin g the beam of as a robot), it will be un able to perform Ski ll s whic h req uire any
light will tri gger the a larm that is connected to the e lectric eye. phys ica l manipu lat ions o f an obj ect. For exa mple. a co mputer
C harac ters mu sl make a Perception C hec k a nd gain pos itive co u ld no t bui ld a Gad ge t by it se lf s imp ly by hav in g th e
RAPs aga in s t an OV/RV of 5/5 to d etec t th e beam or th e Gadgetry Sk ill .
receptor before tripping it. A computer may use a Ski ll at its ow n APs of the Skill. or
An infrared sensor picks up heat from an obj ect. An alarm it may be used to e nh ance the Ski ll use of a Characte r who a lso
is usua ll y attached wh ic h is act ivated whe n the te mperatu re of has the Ski ll. In thi s case. reduce the Opposin g and Resistance
an object in ra nge is eq ua l or g rea ter th an a speci fi ed Va lues o f the Act ion by the computer's num ber of APs of the
te mpe ra tu re, usua ll y hum an body te mperatu re. An in fr a red Sk ill. to a minimum of zero APs.
se nsor ca n de tec t a ny pe rso n wi thi n 100 yards (5 APs). To Exa m p le : Alfred is in the Bat cave. He uses th e
detec t a n infrared se nsor. C haracters must make a Percepti on Batcom puter (an ad vanced research co mputer wit h INT of 6
Chec k against an OV/RV of6/6 and ga in posit ive RAPs. A Ps and the Detective Sk ill of 6 APs) 10 a na lyze a clue he fo und
A directional microphone is used to pic k up conversat ions earlier. The clue has Opposing and Resistan ce Va lues of 10/ 10
w hi ch a re o ut of ra nge of nor mal hea rin g. It works as the A lfred does nol have the Detecti ve Ski ll. so the compute r works
Ex te nd e d H ea rin g Power rated a t 6 APs. Detecting a at 6 APs. Alfred learn s nothing from the computer
survei ll ance microphone requ ires a Percepti on Check again st a n Late r, Bat man , wi th 12 APs of the Detect ive Skil l. uses the
OV/RV eq ual to the d istance in APs that the mi crophone is from co mput e r to a na l yze th e same c lu e. T he OV/RV aga in s t
the subj ect. Ba tm an's Detec ti ve Act io n is 10/ 10 . Howeve r. using th e
A nightsight is a low- powe red te lescopi c sight whic h a lso co mputer reduces th e Oppos in g a nd Res ista nce Va lu es by its
amp lifi es the ava il able li ght at ni ght. Starli ght on a cloudy ni ght APs of Sk ill. T herefore. the OV/RV of th e C lue fa ll s from 10/ 10
to 4/4 . Batm an rol ls a 6 . He s ucceed s. bu t he woul d have fa il ed th e Spli t Powe r rated at 7 A Ps. mak in g du p li c ates of its ·mi nd."'
if he had no t used the Batco m puter. Bat man has an Effect Va lue eac h o f whic h may ru n separate prog ra ms
of 12 ve rs us a Res istance Va lue of 4. Batma n rece ives 9 RA Ps
of know led ge Ultra -C Processor
Artificial Intelligence (A.I.) g ives a co m puter se lf-awarene ss . [INT: lB, Boov: 1, R#: 4]
Thi s co mp uter the n becomes an N PC pl ayed by the GM. The M isce ll a neo us Drawback: burn s out afte r 2 minutes time .
G M s ho ul d be a w a re o f th e pro g ra mmin g in c lu de d in th e reduc in g it s INT to 0 .
computer: i f the co m p ute r is prog ram med to obey its ope rato r T he K ilo trax has the Ultra-( Processor Boos ter. w hi ch is a
(w hic h mos t are). on ly an ex tre me pro vocat io n co ul d in d uce th e Gadget w hi c h s ubsti tutes INT fo r the INT of the Kilo trax w hil e it
co m p ute r to o ppose the ope rat or. A co m pute r wit h Art ifi c ia l la s ts. Th e Gad ge t ha s a n INT o f 18 A P s. so th e INT o f t he
Intell ige nce may not e nh ance its o w n Sk ill use . Kil otrax may be inc reased to 18 for 2 minu tes (5 A Ps) be fo re
the dev ice burn s o ut. S.T.A. R. L.abs is sti ll wo rk in g to pe rfec t
Budget Home Computer the Booste r.
[I NT: 1, Bo ov: 1, Recall : 9, R#: 4]
T hi s hom e co mputer is for the he ro o n a ti g ht b udge t. It Th e fo ll owin g robots a re t h e c o mm e r c ia l mod e l s
com es o nl y wi th a key bo a rd , d is k dri ve, and mo no c h ro m e a v a il ab le fro m S .T . A . R . L abs. Th e y in c lu d e a n in te rn a l
mo n ito r. and is subject to freque nt breakdow ns. c o m p u te r w hi c h c a n b e progra m m e d b y t he o wn e r o f th e
robo t. A robot ma y be con s ide red a n aut o mati c system w h ic h
Advanced Home Computer ca n be run by anoth e r co mpu te r
[INT: 1, Bo ov: 1, Reca ll: 11 , R#: 3]
T h is home computer is th e most advanced ho me co m pute r CLYDE
sys te m avai lab le. It co mes w ith a ll o f th e periphe ra ls. suc h as [Dex: 1, STR: 1, Boov: 2, INT: 1, WILL: 1, Th e rmal Vi s io n : 2,
d is k dri ve s. term inal. mode m. and laser printer Re call: 11 , R#: 3]
Mi sce ll a neo us D rawbac k: m ust be rec harged every 24 hours.
MINI-COMPUTER A Clyde is a li g ht-d ut y wo rk robot o pe rated by the bu il t-in
[I NT: 2, Boov: 2, Recall : 12, Split: 1, R#: 3] equ iva le nt o f a hom e comp ute r. It ma y ope ra te o ne limi1 e d
A mini-computer. des pite it s name. is la rge r tha n a hom e a uto mati c sys te m at a tim e: it com es e qui pped w ith e no ug h
co mp ut e r. It co mes w ith te rmi nal. d is k d ri ves . pri nt e r. a nd lim ited aut o mat ic syste ms to make it a med ioc re ho usekeepe r. It
plo tte rs. A min i-com pute r has an ab il ity w hi c h works li ke the lws an in frare d se nso r w ith a limi te d ra ng e (40 fee t , 2 A Ps )
Sp lit Po we r rated at I A P. maki ng dup licates o r it s ''mind. '' Each wh ich a ll ows it to de tect intrude rs. C lyd e co me s w ith a voice
··mi nd" may run se para te prog ra ms s y nt hes ize r wi th a vo c ab ul a ry of a twe lve-ye ar-o ld a nd th e
s peak ing abil ity of a s ix-ye ar-ol d .
BUSINESS MAINFRAME
[INT: 3, Bo ov: 2, Recall: 15, Split: 2, R#: 3] UTILITY ROBOT
A business mainframe comes w ith severa l termina ls. printers. [DEX : 2, STR: 4, Bo ov: 6, INT: 2, WILL: 1, Recall : 12, R#: 2]
and di s k d ri ves . A Bus ine ss ma infra me ha s a n ab il ity w hi c h Mi sc e ll an eo us Draw b ac k: mu s t b e rec harge d eve ry 24
works like the Sp lit Power rated at 2 A Ps. making d up li cates o f it s ho urs
" mi nd .'' Each "mi nd" may run se parate prog rams S .T .A. R .'s utility rob o t is a s tur dy , g e n e ra l p ur pose
in du s tria l ro bot th at is us ua ll y prog ra mm ed to ma in tain and
RESEARCH MAINFRAME mo ni to r non-mo bile robo t wo rkers . It co mes eq ui p ped w ith a
[INT: 4, Boov: 2, Re call : 16, Split: 3, R#: 3] bu ilt -in mini co m pute r. So me mode ls ha ve vo ice sy nt hes ize rs.
A research mainframe c o m es w ith te rmin a ls , ex te nd e d but mo st do not co mmuni ca te or unde rstand human s peec h
me mo ry. printer. and p lotte r. It has an abi lity w hic h work s like
the Sp lit Po wer rat ed at 3 A Ps. mak ing du pli ca1es of its ·· mi nd." " SECURITY ROBOT
Eac h "111 i11ct·· may run separate prog rams. [D,x: 4 , STR: 6, Boov: 5, INT: 3, WILL: 1, AV : 7, EV: B,
Range : 4, Military Science: 5, Re call : 15,
ADVANCED RESEARCH MAINFRAME Sonar: 5, The rmal Vi sion: 5, Wea ponry: 7, R#: 2]
[I NT: 6, WILL: 2, Bo ov: 2, Recall : 18, Split: 5, R#: 2] A security robot has the eq ui va le nt of a bus iness mai n fra me
co m pute r co m pacted int o its armored interi o r. A security robot
ARTIFICIALLY INTELLIGENT ca rri es th ree o r more we a po n sys tem s and ha s th e W eapo n ry
RESEARCH MAINFRAME Sk ill a s a n aut omated sys te m a t 7 A Ps. A sec u ri ty robo t has
[INT: 6, WILL: 2, MIND: 1, INFL: 1, BODY: 2, Recall : 18, M ili tary Sc ie nce as an au to mated syste m at 5 APs and a v,iri ety
Split: 5, R#: 2] o f e lec tro n ic se nso rs a t 5 A Ps. w h ic h c an be used to d e tec t
A n a dva nce d resea rch mainframe co mes w ith the stand ard Cha racte rs w ho are w ithin I 00 yards.
m ix o f te rm ina ls. ex te nd ed me mory . printe r, a nd p lo tt e r. A
rese arc h mainfram e has a n abi li ty w hi c h work s li ke the Sp lit Vehicles
Powe r rate d at 5 APs. mak ing d u p li c ates of its ··mi nd ." Eac h
'" mi nd" may run separate prog ra ms. A ny G ad ge t w hi c h c an tra ns port o ne o r more
from o n e l o c a ti o n t o ano th e r un d e r i t s o wn po we ,
S.T .A. R. KILOTRAX co ns ic.l e rec.l a Vehicle.
[I NT: 8 , WILL: 6, MI ND : 6 , Boov: 3, Re call : 20, Split: 7, R#: 2]
Air Vehicles
ARTIFICIALLY INTELLIGENT KILOTRAX Air vehicles a re ve hi cles that al lo w o ne o r more C harac ters
[INT: 8, W1LL: 6 , M1 No : 6 , INFL: 5, AURA: 5, Bo Dv: 3, to fl y o r g li d e th ro u g h th e a ir . Th is in c lu d es a l l g li d e rs .
Reca ll: 20, Split: 7, R#: 2] ai rp lanes . a irshi ps, and most 20th C e ntury spacec raft.
T he 5. T.A.R. Kilotrax is an ex pe ri me nta l des ig n th at w ill
on ly be so ld to C haracte rs w ho ha ve a Hi g h- le ve l Co nnect ion JET PACK
wi th S.T.A. R. Labs. It comes equipped w ith a ll o f the Fa mil ia , [STR: 2, Bo ov: 2, Flig ht: 6, R#: 2]
pe riph e ra ls: ex t e rn al i n fo rm at io n h y p e r- s t o ra ge u ni t ( a
techn o log ic al d o ubl e- le ap u p fro m a di s k dr ive) . te rm in a ls. GLIDER
printers. and plo tters. A K ilo trax has an ab il ity w hic h works like [STR: 4, Boov: 6, Gliding : 7]
SINGLE PROPELLER AIRPLANE M-1 ABRAMS TANK
[STR: 5, Boov: 8, Flight: 7, Radar Sense: 16, R#: 2] [STR: 9, Boov: 15, AV: 6, EV: 10, Range: 10, Running: S,
Ha rdened Defenses, R#: 2]
FLYING BOAT
[STR: 7, Boov: 10, Flight: 7, Radar Sense: 17, JEEP
Swimming: 2, R#: 2] [STR: s, BO DY: 6, Running: 6, R#: 2]
Power Reslriction: Swimmin g only works on surface of
water: may not dive. SNOWMOBILE
[STR: 3, Boov: 5, Running : 6, R#: 2]
JUMBO JET Power Restri ction : Runni ng is limited to 4 APs if not
[STR: 11 , Boov: 12, Flight: 8, Radar Sense: 18, R#: 2] on snow.

SUPER-SONIC JET LINER


Water Vehicles
To tra vel o n or und erneath a bod y of wate r. Characters
[STR: 10, Boov: 12, Flight: 9, Radar Sense: 18, R#: 2]
mu st make use of a water vehicle. These can be as simple as a
canoe or a rowboat, or as comp lex as an aircraft carrier or a
F-15 EAGLE nu c lear submarin e. An aste ri s k (*) after a boat ' s Swimm ing
[STR: 8, Boov: 10, AV: 6, EV: 8, Ra nge: 9, Flight: 11 ,
Power indicates thal it is limited to use on the surface of the
Radar Sense: 20, Hardened Defenses, R#: 3] water o nl y.
Carries four air-to-air mi ss iles (see Weapons below )
JET SKI
SPACE SHUTTLE [STR: 2, BODY: 4, Swimming: 5*, R#: 3]
[STR: 12, Boov: 11 , Flight: 15, Flame Immunity: 5,
Radar Sense: 20, Sealed Systems: 20, Hardened MOTORBOAT
Defenses, R#: 3] [STR: 4, BODY: 4, Swimming: 4*, R#: 2]

ZEPPELIN SPEEDBOAT
[STR: 11, Boov: 9, Flight: 6, R#: 5] [STR: 3, BODY : 4, Swimming: 5*, R#: 3]

HELICOPTER HOUSE BOAT


[STR: 7, Boov: 7, Fligh t : 6, R#: 2] [STR: 6, Boov: 7, Swimming : 3•, R#: 2]

ATTACK HELICOPTER YACHT


[STR: 7, Boov: 9, AV: 5, EV: 8, Range: 9, Flight: 7, [STR: 11 , Boov: 13, Swimming: 4', R#: 2]
Radar Sense: 19, Hardened Defenses, R#: 2]
Carries two air-to-air missi les (see Weapons be low). OCEAN LINER
[STR: 20, Boov: 18, Swimming: 4•, R#: 2]
Land Vehicles
Land vehicles range from a si mple two-whe eled pedal-
DESTROYER
[STR: 15, Boov: 18, AV: 7, EV: 12, Range: 13,
driven bicycle to the most compl ex tanks and armored tran sport Swimming: 5*, Radar Sense: 17, Sonar: 12,
trucks used by the army . For the most part, they are complete ly Hardened Defenses, R#: 3]
unabl e to tly , swim. or burrow.
BATTLESHIP
MOTORCYCLE [STR: 18, Boov: 24, AV: 7, EV: 15, Range: 14,
[STR: 3, Boov: 5, Running: 6, R#: 2] Swimming: 4*, Radar Sense: 17, Sonar: 12,
Hardened Defenses, R#: 3]
RACING CYCLE
[STR: 3, Boov: 5, Running : 7, R#: 2] NUCLEAR SUBMARINE
[STR: 19, BooY: 24, Swimming: 4, Water Freed o m : 6,
COMPACT CAR Sonar: 12, R#: SJ
[STR: 4, Boov: 6, Running: 6, R#: 2] Carries 32 torpedoes (see Weapons be low).

MIDSIZE CAR Weapons


[STR: 5, Boov: 6, Running: 6. R#: 2]
Thi s sectio n cove rs al l types of weapons , from s imple
SPORTS CAR sword s and kni ves, up through gun s and bombs, all the way to
[STR: 4, Boov: 6, Running: 7, R#: 2] advanced lasers and nuclear muni1ions.

LIMOUSINE Knife
[STR: 5, Boov: 7, Running : 6, R#: 2] [Boov: 5, EV: 3]

VAN Sword
[STR: 6, Boov: 8, Running : 6, R#: 2] [Boov: 6, EV: 4]

SMALL TRUCK Club


(STR: 9, Boov: 11 , Running : 6, R#: 2] [Boov: 3, EV: 3, R#: 5]

EIGHTEEN WHEELER Nunchakas


[STR: 10, Boov: 13, Running: 6, R#: 2] [Boov: 2, EV: 4]

ARMORED PERSONNEL CARRIER Bow and Arrow


[STR: 9, Boov: 14, AV: S, EV: 7, Range: 8, Running: 5, [STR: 6, Boov: 3, EV: 3, R#: 5]
Hardened Defenses, R#: 2] STR of Bow is its Range.

II
.38 Pistol INTERCONTINENTAL BALLISTIC MISSILE
(BODY: 4, EV: 3, Range: 4, Ammo : 6, R#: 3] (Dex: 3, Booy: 10, Bomb: 32, Flash: 15, Flight: 13,
Magnetic Co ntrol: 20, Rada r Sense: 20, R#: 3]
.45 Automatic Limitation: Magnetic Contro l onl y generates EMP
(BODY: 4, EV: 4, Range: 5, Ammo: 7, R#: 3] (see below).
The most powerful of nu clea r weapons, thi s mi ss ile can
.44Magnum reach any targe t o n the g lo be in m inute s. It car ri es a I 00-
(BODY: 4, EV: 5, Range: 5, Ammo: 6, R#: 3] megaton warhead, capable of demo lishing a large city.
Note: It is importan t to note that th e effects o r nucl ear
Pump-Action Shotgun
weapons ex tend far beyond the simpl e Bomb Power. The Bomb
effect itse lf is reso lved as though the weapon is exec utin g a
(BODY: 4, AV: 5, EV: 5, Range: 3, Ammo: 7, R#: 3]
Devastating Attack (see page 10 1). The Magneti c Control Power
Limitation: EV is Diminishing.
represe nts th e E lectro magnetic Pulse (E MP) ge nerated by a
thermonuclea r blast This acts as the AV/EV in an attack against
Sawed -Off Shotgun all e lectron ic equ ipment in Normal Range, with OV/RVs based
[BODY: 4, AV: 5, EV: 6, Range: 2, Ammo: 2, R#: 4] on the amount of shi eld in g the equipment has (determin ed by
Limitation: EV is Dimini shing. th e GM u s in g the Universa l M odifi er Ta b le: mos t home
equipm ent wo uld have OV /RV s o f 2/2, whil e hi g h-sec urit y
Submachinegun Governm ent fi les mi ght have OY/RVs as hi gh as 12/ 12). RAPs
[BooY: 4, AV: 5, EV: 5, Range: 5, Ammo: 4, R#: 3] from an EMP attack are subtracted from the eq uipment 's Mental
Attribute s and Reca ll Po wer (if any). Th e Flas h Power of
Rifl e nucl ear weapons has a specia l Area Effect that simu ltaneously
(BooY: 4, EV: 6, Range: 7, Ammo: 6, R#: 2] attacks all targets in No rmal Ran ge that have a clear lin e-of-
sight to the b last. The effec ts of radi oac ti ve fa llout are entirely at
Automatic Rifle the GM's di screti on.
(Booy: 4, AV: 4, EV: 6, Range: 7, Ammo : 8, R#: 2] Because or th e severe e nvironme nta l imp ac t of such a
deton at ion , an ad ve nture (or ca mpa ign) mi ght center around
Machinegun stopping these weapons fro m being used in the first pl ace.
(BooY: 4, AV: 5, EV: 8, Range: 8, Ammo: 6, R#: 3]
Sights
Flame Thrower Th e Te lescop ic Vi s ion of a sig ht ac ts the sa me as th e
[BODY: 4, Flame Project: 6, R#: 5] Automatic Power Telescopi c Visio n and effect ively extends the
range of firearm s. For example: a rifle with a 4 AP sig ht wou ld
La ser Pistol treat a target 9 APs away as if it we re onl y 5 APs away.
(BooY: 4, AV: 3, EV: 4, Range: 6, Ammo: 10, R#: 2]
Tube Sight
Laser Rifle [Boov: 1, Telesco pic Vision: 1]
(BODY: 4, AV: 4, EV: 4, Range: 7, Ammo: 10, R#: 2]
Telescopic Sight
Hand Gre nade
[Boov: 2, Telescopic Vision: 4]
(Booy: 1, Bomb: 7, R#: 3]
Nightsight
The grenade must be thrown to its target,
[Boov: 2, Telescopic Vi sion: 3, Ultra Vision: 12, R#: 2]
and ca n be used onl y once.
Thermal Sight
LAW Rocket [Boov: 2, Te lesco pic Vision: 3, Thermal Vision: 12, R#: 2]
[BooY: 2, EV: 8, Range: B, Ammo: 1, R#: 2]
Laser Sight
105mm HOWITZER [BODY: 2, AV: 6, R#: 3]
(BooY: 6, AV: 5, EV: 9, Range: 15, R#: 2]

AIR TO AIR MISSILE


(DEX: 12, BODY: 2, AV: 6, EV: 13, Flight: 12,
Radar Sense: 19]

CRUISE MISSILE
(Dex: 10, BooY: 6, AV: 7, EV: 15, Flight: 10,
Radar Sense: 19]

TORPEDO
(Dex: 6, BODY: 3, AV: 5, EV: 14, Sonar: 10,
Swimming: 6, Wate r Freed o m: 7, R#: 3]

ATOMIC BOMB
[Boov: 6, Bomb: 20, Flash: 12, Magnetic Control: 1S,
R#: SJ
Limitati on: Mag neti c Co ntrol on ly ge nerates EMP
(see below).
This bomb is a small nuclear weapon like the kind that was
used in World War II . It can also be used to represent those that
mi ght be used by small, poor countries.
A C ha rac ter who does no t mak e any W ea lth roll s during
a o ne week period can do nate part of hi s week ly earnings to
c harity. Making a char itable co ntributi on in thi s fashion nets
the C harac ter 5 Hero Points whi ch ca n be saved and spent as
O ne o r th e Batm an's most e ffec ti ve weapo ns in the wa r he sees fit
against crime is Bruce Wayne's vast perso nal fortun e. Wayne's
million s have all owed him 10 des ig n and build hi s incred ib le
c rim e. fi g htin g Gadget s. to se t up cha rities. and to fin a nce Savings and Loan
phil anthropic foundation s aimed at reformin g crimin als all over Each week during \ vhich a Chamcter does
1

Gotham City. not make a Wealth Chct·k or a charitable


Each and every C harac ter in the DC HEROES Role. Playing conlribtllion, he can "out bank'" a Wealth
Game has a Wealth rating that indicates how much mo ney the Check as savings. Players should record the
C haracter has at hi s di sposa l. Lik e Att rib u tes, Powe rs. and number of Wealth Check, they have ban~ed on
Sk ill s. Wealth is meas ured in APs. Zero APs of Wea lth is equal their Character Sheet.
to $25. A C haracter' s listed Wealth ratin g measures hi s weekl y Whenever a Wealth Check is made. the
sa lary. A C haracte r with a Wea lth rati ng of zero. for exam pl e. Player may expend hanked Checks tt1 increase
makes $25 a wee k or less. while a C haracter with a Wea lth the chances of success. Expending one banked
rating o f 8 makes be tween $3 .200 and $6,400 a week. Check allow, the Player to temporarily aJJ I to
Wea lth is the onl y AP va lue that cannot be in creased by his Wealth score for a single Wealth Check.
s p e ndin g He ro Point s g ained during adve ntur es (see xpending 3 banked Checks temporarily aJJs 2
Exper ience and Character Growth. page 3 1). Rul es in vo lvi ng o the Character's Wealth, 7 banked Check
the in crease o r loss o f Wea lth are found under Upkeep at the to the Wealth. 15 banked Checks
e nd of thi s sec ti o n. o the Wealth. and 31 banked Checks adds 5
the Wealth.
Players may also take out loans. He m
Buying Items use the amount of money he is hon-owing
make a ~ingle free WeaJth Check. meaning
Wea lth is used to purchase goods and services. Purchas in g he does not need to spend Hero Poinr:,, 10 ma
a good or se rvice is a Dice Action using the purchase r's A Ps of this roll if he has already made a Wealth Che
Wea lth as the AV/EV and the dollar cost of the good o r serv ice lhat week. From that point on, h(lwever. t
(measured in APs) as the OV/ RV . Hero Po ints mny be spent as Player must then make a Wealth Checl. ea
us ual to increase th e AV/EV of a Wealth Action Check. If a month for the duration of the Joan, to make
Player earns o ne or more RAPs o n the Wea lth Act io n C heck. the loan payment. To figure out the Juliar cost
C harac ter succeeds and the item is bought. If the Ac ti o n C hec k each payment. and the OV/RV of the payme
fai ls. the Charac ter s impl y could not scrape up the cas h fo r the Wealth Check. the Player must decide ho
purchase. money he wants to borrow. and over
Norma ll y, a Characte r is on ly allowed one Wea lth ro ll per he wants to spread out the payments. Th
ga me week. whethe r successful or not. If the Player wishes. hi s da for computing the dollar cost of eac
Character may purchase more than o ne ite m al a tim e with thi s ayment is as follows:
roll. The OV/RV of an att empt to purchase multipl e it e ms is Monthly Payment (in APs) = Amoun
equal to the total cost (in APs) of all the items being purchased orrowed (in APsJ +20 - Total Time of Loa
with the ro ll. inAPs).
If a Charac ter has already used hi s o ne We..i lth roll and it Example: Suppose Phil decides that hi
beco mes necessa ry to make a nother Wealth rol l late r in the haracter is going to borrow $10.000 (9 APs o
wee k. th e Player ma y purc hase the ri g ht to make additi o nal oney) and spread hi:,, paymenh out over 16
Wea lth Checks by spe ndin g Hero Points. The second Wealth onlhs (24 APs of time). Tn this case. the
ro ll in a one wee k period costs a number of Hero Po ints eq ual to V/RV of his monthly payment is 5 (9 plus 20
twice the C haracter's Wealth rati ng used in the C hec k, which ninus 24 equals 5).
may be less th an the full APs th e C h aracter has. Th e th ird If a Character ever fails 10 make a loan
Wealth ro ll costs a number o f Hero Points equal to three ti mes yment. he must keep trying to make the
the Wealt h rating used. and so on. The onl y limit to the num be r yment until the end of the month. If the end
of additi onal roll s Players are all owed to make in thi s fashi o n is f the month rolls around and he h,cs still failed
th e number of Hero Points they are willing IO spe nd. o make the loan payment, all of the items that
Th e only goods and se rv ices that C harac ters nee d to e purchased with the original w~alth roll t
purchase th rough the use o f Wea lth are those that will have a ou earned through the Joan are re
di rect bea ring upo n adve ntures. Green Arrow would need to use his includes any Gadge1s that were
hi s Wealth to purchase a new bow or th e scuba gear that he wil l arts that were purchased on the roll.
need for an undersea in vestigation, but he does not need to make
a Wea lth ro ll eve ry time he buys a hot dog or a newspaper.
Purchasing Parts
for Gadgetry Attempts
As see n in Chapter Seve n . a gadge1eer musl purchase parts
using hi s Wealth score be fore attempting to desig n and construct
a Gadget. The do ll ar cost of the parts necessary to install each of
the Gadget's Abi lities is equal to the Abi lit y's rat ing in A Ps.
The gadgctee r has the opt io n of buyi ng all of the parts necessary
to bu il d t he d ev ice a t o nce. us in g a s in g le W ea llh roll as
di sc ussed above . o r bu ying the parts of each of the Abili1ies wi th
separate Weailh roll s. Natura ll y, an Abi lit y cannot be in sta ll ed
until t he part s necessa ry to in st all th at Ab ilit y have been
purchased.

Upkeep
Once per game mont h, eac h Characte r must spe nd a Wea lth
Check to pay for hi s upkeep ( rent, food , and o th er sund ry
expen ses). The OY/ RV of thi s ro ll is equ a l to the C haracter's
Wealth rating. so an " I\'' is needed fo r success. If thi s Chec k
gains positi ve RAPs and rece ives more than 2 Co lu mn Sh ifts,
the Chara c te r ma y add I AP 10 h is Wea llh ra t ing for e ach
Colu mn S hift ea rned in excess of the first two (he got a rai se,
inherited money. o r had a good bu siness mo nth ). If the Wealth
Check fa ils. howeve r. a nd the die roll was mo re than 3 lowe r
than the Success umber (7 or less), the C haracter must lowe r
hi s Wealth by I AP. If the roll was 6 or mo re points less than the
Success Num ber (a 5 o r Jess), th e C haracter mu st lower his
Wea lt h by 2 APs (fi nanc ia l hard li mes). A fa iled Wea lth Chec k
also mea ns that the C harac ter mu st atte mpt the Upkee p Wea lth
C hec k aga in the fo llow in g wee k, spe nd the Hero Po ints to
make anoth e r ro ll th e c urre nt and keep tryin g until he
fina ll y succeeds.
He ro Po i111 s may neve r be spe nt to inc rease a C haracter's
AV/EV wh il e makin g an Upkeep ro ll.
Exa mpl e: Wally W es t, th e Flas h, starts with a Wealth
rat in g of 4. Whil e mak ing o ne o f hi s monthl y Up kee p ro ll s,
Wa ll y roll s a 50 and rece ives 11 Co lumn S hifts . His Wea lth is
now 13 (4+ I J-2; 13): Wa ll y just won the lottery.

Bankruptcy .
If a C haracter's Wealt h score is reduced to 0, or a mo nthly
Upkeep Chec k fai ls wi th a ro ll o f 2. the C haracter immed iate ly
goes broke , no matter wha t his Wealth sco re was. and mu st e nte r
into a Wea lt h Sub plo t du ring the next adventure . W het he r o r no t
the C haracter loses an y Wea lth and how muc h is Jost depe nds
upon what happens in the S ubplot and the GM 's good g races.
Booster Go ld. th e Flas h, a nd Bl ue Bee t le ha ve a ll los t th e ir
fortunes in thi s manne r.
the Players think on their ow n. Let th em solve a
problem way, instead o f try ing to pressu re th e m int o 1111
solving it your way. The Players wi ll often approach a situation
in completely differe nt ways from any that you mi ght imagine.
The GM has the fina l word on all th e actions o f the ga me. . .
Once yo u ha ve mad e a de c is io n, yo ur P lay e rs mu st y ie ld .
However, be fair a nd hones t a nd use yo ur auth o ri ty very
sparingl y . GM s who exercise too mu c h pow e r o ft e n find
themse lves without any Players.

Role- Playing is storytell ing . The ru les of good storytelling Role Play and
app ly to ro le-p layin g, but ro le-playing al so has its own spec ial Encourage Others to Role Play
rul es as we ll. This chapter gives you those basic rul es that make The Pla ye rs sh o uld be e nco urage d to rol e pl ay th e ir
a good Gamemaster and a good story. Experienced role-p layers Characters' Motivations. A Player whose C haracter is Batman
probably know these basics already, but it is best if th ey skim shou ld impress upon the other Players that Batman is hardnosed .
over these pages, especially the section s on creatin g adventures fa ir, and more than a li ttle neurotic about seeking justi ce
and Sta ndard Award guide lin es. Chapter Ten : Subplots will The GM is responsib le fo r creating events that all ow the
also prov ide a good rev iew for experienced Players who are new Players to act out their Characters' personaliti es. If a Characters '
to the DC HEROES Role-Playing Game. Moti vat ion is Up ho ld in g the Good, g iv e th at C haracter the
oppo rtunit y to do good deed s . You co uld a lso put him in
situ ations that test his mettle, like choosing between two ev ils
I. Principles of Being a GM Most Players' Characters' Moti vations are based on respec t
for th e law. Heroes do not brea k th e Jaw cas uall y. If yo ur
The Gamemaster, or GM, has the most important job in a Players' Characters start to indi scrimin ately wreak havoc, the
ro le-playin g ga me. He is like the director of a play , and the
long arm of the law will bring them to justi ce. If the Players start
Players' Characters are li ke the characters in th at play. Both the
to act like villains, they should receive no Hero Points fo r that
GM and the Players are also the audience and, as the participants
adven ture. Period
and the audience, they ca n play agains t eac h other's acti ons and
enj oy the unfoldi ng story they create at the same tim e.
Unlike the direc tor of a play. the GM works from onl y a Do Not Kill the Characters
slim framework . He ca nn ot pred ict how the story wi ll end, fo r A good playw right does not kill off major characters in the
the real story is the interaction betwee n the GM and the Players. mi dd le of the fi rst scene. Likewise, a good GM rea li zes that the
And unlike characters in a play, th e Playe rs have much more curre nt adventure is on ly one of a larger ca mp aig n. Maj or
freed o m to influe nce th e story; the y may eve n bypass who le C haracters sho uld se ldom be kill ed. If a Player is ex treme ly
secti ons or add new events that the GM did not expect. foo lish or careless, hi s Character may die, but that will happen
The Gamemaster oversees the story, makin g sure it is on wi thout any real effort on the GM 's part.
the ri ght trac k and th at th e Playe rs are havin g fun. He alone The sole obj ect of the villain's plot should rarel y be to kill
knows the sequ ence of events and thei r possib le outcome. He the heroes. In stead, the villain will usuall y want the heroes out
a lso kn ows th e atm osp here that he wa nt s to co n vey to the of the way so that he can comm it hi s crimes unh indered. He may
Players. What he does not know is exactly how the Players will want to play wi th the heroes or annoy them, like Mr. Mx yzptlk
react to eac h situati on that he creates. but if he sets the scene did to Superman.
successfu ll y, the Pl ayers will respond in the spirit of the game If a vill ai n dec ides to ki ll a Player Character, he us ua ll y
that th e GM has created. wa nts hi s vic tim conscio us, so th at he ca n g loat over th e
The GM must do all of the bookkeeping fo r th e Non-Pla yer " ine sca pab le " trap that he has d ev ise d. A villain u s ua ll y
Characters , or NPCs, kee pin g tra c k o f the ir Hero Po ints , le aves th e hero in th e " inescapable" trap a nd goes off to
locations, damage, and Gadgets. He mu st also keep track of the co mpl ete hi s dastardl y deed. Reso urceful heroes ca n usuall y
time spent by the Player Characters and make all the necessary escape fro m " in escapable" traps. Player Characte rs should be
dic e ro ll s fo r hi s NPCs. This ca n be a ve ry demand ing ta sk, al lowed the opportu nity to escape and co ntinu e th e ca mpaig n
es pec iall y for a new GM , but the job will soon become eas ier as
to its conclus ion .
everyone in vo lved lea rn s th e ga me mec hani cs.
A Gamemaster is a storyte ll er, a director, a playwri ght, an
actor, a bookkeeper, and in th e e nd , a c hem ist. He mi xes Plan Ahead
d ifferent sto ry li nes, plot elements. and characte rs with th e The GM should spend at least an hour and a half before the
Players to see where th eir co mbined im agin ati on will lead them. ga me sta rts, preferab ly before th e Pl aye rs arri ve, reviewing
notes for the upcoming adventure. Make sure any handouts and
Work Together visual aids are prepared, including maps and diagrams, and that

m The DC HEROES RPG is an interactive game in wh ich the


GM and the Players work together. As the GM , you should not
attempt to have co mpl ete co ntrol of the ga me's flow. If th e
yo u h ave wo rk ed o ut the Attributes, Powers, Skill s, a nd
information fo r all of the major vi ll ai ns and minor C harac ters.
The more you plan, th e more smoothl y the ga me will proceed.
Plan for the Future fingered hands. His knuckles are white from the effort. The other
If you look at eac h week's ga me as a s in g le iss ue o f a man, dressed in a smoking jacket, sits sideways in his chair, facing
comi c book , you ca n see th at if you stay o nl y one week ahead of oway from the man in the business suit. The seco nd man is
the ga me, the result will be a choppy ca mpai gn. The Players wi ll fiddling nervously with a pipe.
beco me more in vo lved in the game if they have a lo ng- te rm "A handsome woman in a pole blue evening gown stands
o bjecti ve. Wh en Ju sti ce Leag ue Int ernatio nal went into ou te1 nearby. Her face is ashen; her eyes are wide with horror. You get
space to re scue Mister Miracl e, the quest co ntinued for man y the impression that she is suppressing a scream.
iss ues before th e tea m finally confront e d Man ga Khan and "They do not speak, but the feeling of tension in the room is
Darkse id on Apokoli ps. Occas ionall y, you can take a brea k to almost as strong as the smell of dust all around you. "
play one of th e C haracte r's Subplots, or a side adventure that Detail s like thi s ma ke the scene co me to life, and give
takes place in the course of the overa ll sce nario (like the JLl 's the Playe rs lo ts o f in for mati o n w it hout be ing borin g. On th e
fi g ht with Lobo durin g the Mr. Miracle chase). 0 1he r ha nd , too much de sc ription w il l s low pla y. A lways
stri ve fo r ba la nce.
Challenge the Players' Minds
The DC Uni ve rse is ve ry ri ch in poss ibil ities for ad venture Role Play the NPCs
Be creative and get into the rol e- playing spirit w ith all of
The game should not be just a series of slugfests. Challenge the
the NPCs, even the most in sig nifi ca nt. Sometimes you will be
mind s and imag in atio ns of the Players wit h c lues and veiled
require d to pla y many role s at o nce o r play one ri g ht afte r
in for mation. Do not make the adven ture too easy. Part of the fu n
anot he r. Thi s is when a GM needs to be an ac tor. Have fun w ith
of role-p laying is the te nsion in the ga me. Will ev il triumph? th is, act outrageous, use funn y voices, or prete nd to be blind or
Can a Cha rac te r escape from a parti c ularl y nasty trap? It is deaf, whatever suit s the occas ion.
importa nt for the GM to inj ect thi s exci te ment into the ga me. When yo u are speaking to the Players, do not say, "The gas
station attendant tells you the villain passed by a second ago."
Create a Stable Environment Say in stead, "Yea h, a big ugly guy in a weird costume with
The world of your heroes will expa nd as the game goes o n, numbers printed all over it, he ran down that alley just a minute
but th e basic outlines should not c hange. If the bank buildin g ago, kicked some lady's dog too ...say... aren 't you guys P.1.5. T.!'
was on the corn er of Fourth and Elm yes te rd ay. it sho uld still be All NPCs are important because they convey a lot of the
there toda y. A stabl e e nvironm e nt he lps c reate a n imag inary in format ion th at Player C haracters need in the ga me. T hey are
the way th e GM affects the unfolding events. A helpful NPC can
wor ld with wh ic h the Pla ye rs' C harac te rs ca n dea l. It a lso
speed up the ga me, or an untrustworthy NPC can set the group
creates a place th at can handle man y ty pes of adventures
up for betrayal and ambu sh
Game mastering is the mosl dema nding ro le in the game. It
Playin g you r NPCs is o ne of the best ways to e ncourage
can also be the most fun. If you r Players are having fun too , you
your Players to role play . Keep the Players interacting w ith you
have what it takes to run a great campa ign.
o n thi s leve l, but do not let them spend a lot of time talking to an
NPC who has li tt le or nothing to do with the adventure. If th is
happen s, cut the di sc ussion short.
II. Running the Adventure
Try Using Props
Before yo u learn how ad ve ntures are in the DC Props can be a bi g help whe n you are desc ribing a scene.
H EROES RPG , yo u s hou ld know what it to be th e Ro le- Playing NPCs and describing the scene gives the Players
Gamemaster fo r one. Man y of the princi ples described something to li sten to. Try giving them somethin g to look at as
are ex plained in g reater detai l here , as well as to try we ll. A prop ca n be anything visual: a map , a note in secret
on you r Pl aye rs code, a jigsaw puzz le they mu st put together, or somethin g else
that the GM can in vent.
The GM could simp ly desc ribe the scene. and the n hand the
Play in a Comfortable Setting Players a prop that will lead the m to a c lue, or may even be a
Be sure to have e no ug h c hairs and tab les for eve ryo ne.
clue in it se lf. Props representing the C haracters themselves, such
Make sure the lightin g is good and the room is not stuffy or as lead mini atures or ca rdboard fi g ures, can be used to keep
noi sy. Have this rulebook and other props nearby and ready to t rack o f th e he roes and vill a in s in comb at. Suc h prop s wi ll
use. The be tter th e setting, the less distract io ns yo u will have quickl y show the Players where their Characte rs are in re lat ion
from the ga me. to the vill a in s and innocelll bystanders.

You Are the Players' Senses Keep the Group Together


The Playe rs w ill de pe nd on yo u to g ive co mp le te and Run ning two o r more d iffe re nl gro ups is hard to do and
accurate descriptio ns of what the ir Ch a ra cters see and hea r borin g for the Players who are out of the ac ti o n. Furtherm ore , if
He lp in g these descriptions to come a live is o ne of the GM 's the main vill ain catches one of the groups of Characters, there
most e njoyable jobs. When describin g the scene, re me mber to may not be enough of them to defend themse lves.
desc ribe th e co lors, sound s, eve n the sme ll s and tex tures of the
Charac ters' surroundings.
Keep Them on Track
Even more important , try to ex plain to th e Players what the
At any g iven time, Players usually have man y option s from
place feels li ke. The ir gut reaction s to a scene are as im portant as whic h to choose. They may be te mpted to wande r away from the
what they see and hem main ad ve nture. Your devious cl ue mi ght be so dev ious that it
Fo r in sta nce, say the Question wa lk s in to a room whe re becomes obsc ure and leads the Playe rs in a d ifferent direction
people have just stopped arguing: no words are spoken by the than you in tended. It can be ve ry fru strating for you and the
Characters , but the GM mi gh t desc ri be the sce ne like thi s: Players to spe nd a lo t of time running around in c ircl es
"You see two men, seated across from each other at an Once in a whil e. it mig ht be a good idea lo " nudge" the
ancient oak table. The parlor is filled to capacity with dark, heavy Players in th e right direction. NPCs are good for thi s. In the DC
furniture, and the drapes are closed against a winter gale. In the Universe, the Phantom Stranger s pe nd s m ost of hi s ti me
dark room, your eyes are immediately drawn to the people's faces. " nud g in g" ot he r he roes . N PC s can spo t th e box of matc hes
"One man, dressed in a dark business suit, is glaring at the co nta ining th e vital c lu e, o r ide nt ify th e blood stai n o n the
other and fiercely gripping the edge of the table with his long- carpet, or whatever it takes for the story to continue. You may
a lso wa nt to try news flashes, kidn appin g a C haracte r, eve n
ta unts by the villains (espec iall y those wi th Irratio nal Attractions
Skills vs. Powers
or Psychological Instabi li ties). There wi ll be times when a Skill will co me into co nfli ct
Your he lp does not ha ve to be free. The Players mi ght lose with the effect of a Power. Ski lls can negate the RAPs of certain
Hero Points for mi ss ing clues or straying from the story. See the Powers. On ly Powers that mimi c natural Opposi ng factors can
Standard Award Guide lin es late r in thi s chapte r for more be affected
information.

Now They See It, Now They Don't When Will a Skill
Keep the ga me fun by keepin g th e Players g uess in g. A Negate the RAPs of a Power?
clever GM o nce created a vi ll ain call ed the Deceiver who foo led 1. When a hero uses the Escape Art ist Subski ll of Thief to
th e heroes into thinkin g he was the Jo ker. The Dece iver eve n free him self from a block of ice created by another Character"s
carried out hi s crimes dressed as the C low n Prince of C ri me. Power. The APs of Ice Production mim ics the Oppos in g Val ue
Whe n th e heroes moved in to capture him , th ey were tota ll y for normal restraints.
unprepared for hi s Illusion Powers. 2. Wh en a hero uses Persuasio n to try to neutra li ze the
Look at yo ur old advent ures. If yo u noti ce a pattern in effect of Phobia or Control placed on another Character. Again,
them , it may be tim e to shake yo ur Pl ayers up . Throw in a 1he APs of the Power substitute fo r the natural Oppos ing Va lue
he lpful NPC o r a see min gly he lpfu l NPC w ho c reates more of be in g Persuaded
problems fo r the heroes than he solves. Lead th e Characters on a 3. Wh e n a hero uses hi s Track in g Subski ll to find a n
wi ld-goose-c hase whil e th e vill ains tra sh th e ir headquarters. Invis ible vi ll ain hidin g in a room. T he APs of In vis ibi lity are
Have a villain assume the ident ity of o ne of the heroes or even
used as the Opposing Value of the co ndit ion of the trail.
the city poli ce commi ss io ner.
Skill ve rsus Powe r effec t is reso lved on the Act ion and
Playe rs qui ckly recog ni ze patterns in your adventures. If
you always give long descripti ons fo r on ly dangerous scenes, Res ult Tables. T he APs of the Ski ll are the Ac ting and Effect
th ey w ill soo n recog ni ze the da ngerous situat io ns before the Valu e , and th e RAP s of th e Powe r are th e Opposi ng and
villains can spring their attack. If the adventure a lways begins Res istan ce Va lues. Any successful Action Check negates all the
wi th a phone ca ll or a body fl yin g throu g h the head qu arters e ffects of the Power on the Character using the Skill.
wi ndow, the Players will soon grow ti red of th ese cl iches. Eve n For exa mp le: C hange li ng of th e New Titans has been
dice rol lin g ca n be s potted an d noted . Not hin g is qu ite as s uccessfu ll y attacked by Phobia of th e New Broth er hood of
enti cin g as a few false dice ro lls, espec iall y if you smil e at the Ev il , usin g ( logica ll y e no ug h) th e P hob ia Po wer. He now
"res ults" and say noth ing. be li eves that th e Titans a re hi s mo st fearso me e ne mi es in
the uni ve rse.
Nig htwing tries to Persuade him by using hi s C hari sma. If
Surprising Developments
T he GM is no t a lways in co ntro l. So me time s, th e Night win g gets a successful res ult (that is, he gai ns positi ve
C harac ters ove rcome yo ur best- la id pla ns and capture th e RAPs) usin g his APs of C hari s ma as th e Acting an d Effec t
villains in the first encounter. Your who le story is in shreds and Va lues and the RAPs of the Phobia Po wer as the Opposing and
you sti ll have an ent ire afternoon to fi ll. Now what do you do? Resistance Values, then Changeling wi ll no longer believe that
Don ' t be annoyed by the new deve lopments, eve n if they Nightwing is a horrible mo nster. Change ling will still , however,
make more work for yo u. Ca ll a brea k in th e action and give believe that the other Titans are enemi es to be feared.
yo urself so me time to think. Does th e villai n have fri e nds o r
he nc hm e n w ho wi ll att e m pt to free him from th e heroes ' When Won 't a Skill
clutches? Perhaps you mi ght decide to suspe nd th e Recovery Negate the RAPs of a Power?
Rul es j ust thi s o nce and a llow him a Desperati on Recove ry
1. A hero ca nnot use C harisma to o ppose a Ph o bia or
Check. Wi ll hi s plans go o n witho ut him ? Perh aps th e villain
was really workin g fo r so me other, more powerfu l villain who Empathy Power attack on him se lf. Th e Phobia Power is used as
now has to step in and take over perso nall y. In any case, be sure th e Acting Value and therefore cannot be affec ted.
to award th e P layers lh e ir Sta nd a rd Award for th e fi rs t 2. A hero cannot use the Detective Skill lo analyze and find
adve ntur e, eve n thou g h it did not wo rk out th e way yo u a weak point in an oppone nt's Skin Arm or Power. Detective
envisioned it does not g ive th e C harac te r th e ab il ity to ana lyze fo r wea k
po ints, just fo r cl ues.

II. Don't Panic Powers vs. Powers


After you have been a Ga memaster fo r awhil e, you wi ll run When two similar Powers co me into confli ct, co mpare the
into situations whi ch are not covered in the rul es . Thi s may RAPs of each Power to determine th e ou tco me.
throw you into a temporary panic. Try to stay cairn, sin ce pan ic For example: Mudrnan is using hi s Power of Earth Co ntro l
is no fun. T hi s sect ion will give yo u some ge nera l guidelines to to pa tch a break in a dam . He gets a tota l of 11 RAPs. The
fo llow whe n weird situati ons occur vi ll ain, Destructo, tries to use hi s Teleki nesis Power on the eart h
that Mudm an is Co mro lli ng, and move it away from the dam.
The Fundamental Rule Subtract Destructo's RAPs from Mudman's RAPs. The res ult is
Have faith in yourself. Make a decision and get o n with the the number of RAPs that are usable by th e Charac ter with the
ga me. Do not s pe nd t im e arg uin g w ith Pla yers abo ut th e greater RAPs. If Destructo· s RAPs came to 5 APs. Mudman
decis io n; get the adventure mov ing again. You ca n spend time wou ld subtract 5 from hi s ori gi na l 11 , which would leave him
after the adventure d iscuss ing your dec isio n with the Playe rs. wi th 6 RAPs of Earth Control.
Thin k of ii thi s way: Batman is imbedded in a hu ge block
of ice that was c rea ted by a n ev il villain . Does the thou ght
ba lloon read "Gee, my chances of escaping should be better than Skills vs. Skills
this!" with a pouting Batman pictured beneath ? It certainl y does
not. It probabl y reads: "I have got to get out of this... right.. .nowf' Like Powers vs. Powers, when two Ski lls are being used
with Batm an stru gg li ng 10 break free. The latte r is more in again st each other, subtract the small er num ber of RAPs from
ke e ping w ith th e DC trad iti on of hero es. Try to kee p the the larger number of RAPs; the remai nin g RAPs are the RAPs
• adventure mov ing the sa me way. of th e action .
Modifier Example Table Two
Combining Actions
When Characters want to co mbine Ac ti ons. yo u shou ld Situation RV Modifier
reme mbe r th at the APs of Att ribme s. Ski ll s. or Powers are not
add iti ve. A Strengt h of 7 and a Strength of 7 is not the sa me as a Laser fired at
St rength or 14. See Chapter Fo ur for more informali on o n how highly-polished steel +2 (Difficult)
A Ps are combined . Laser fired at a mirror +4 (Extreme)
If Pla yers wa nt ( O combi ne the effort s of th eir C haracters Lase r fired at a new STAR Labs
for a Di ce Ac tion. use th e Team Attack Chart to red uce the polished laser res istant metal +7 (Beyond the Limit)
Opposing and Resis tance Va lu e for the ac ti o n (see Combat
Ma n e uve rs in Ch ap te r Five)
If the action is Autommic. like li fting a weig ht, the action
becomes a Di ce Act ion. w ith T ea m A uack bonuses. The hi ghest
IV. Creatin an Adventure
Effect Va lue of the group is used fo r both the Acting and Effect Yo u are readin g a DC com ic book w he n sudde nl y an idea
Va lues. The Oppos ing and Res istance Va lues are the A Ps of the hit s you: What if our ro le-play ing group had to face Darkse id ?
action. Any positi ve RA Ps means they are success fu l. You ca n a lmost see parts of the story fa ll ing into place. but the
For exa mpl e: Three Charac ters. all w ith 6 A Ps of STR. are pi cture is not comp lete. More th an just a good idea is needed to
trying to lift a rock 1hat we ighs 8 A Ps. The OV/RV is 8/8 (the te ll a story. But w hat?
rock's weig ht ). The Team A ttac k bonus g ives them + I Column Thi s sec ti o n is co nce rned w it h creating good adve ntures
Sh ift. Even wi th 1he bon us. the C haracters need to ro ll a 13 or that ha ve a pl o t. C harac ters. and a se nse of fun. W h il e the
better to lift the roc k P layers and GM work together to create thi s adventu re, the GM
A C harac ter must have the appropriate A tt ribute. Power. or prov id es th e framework that ho ld s it toge ther. A framework
Ski ll w ith A Ps wi thin three Co lumn s of the A Ps of the most operates on two leve ls : th e fra mework for an ad ve nture (see
powe rful C harac ter in the combinatio n. o r e lse hi s effort s make Running an Ad ve nture ), an d c re a tin g a fr amework for t he
no contribut ion. For ex amp le. a C haracter wi th a STR of 6 A Ps cam pai g n in which the C haracters w ill live.
co u ld not co ntribute to a co mbin ed liftin g action w i t h a An adventure is a series of connected Encounte rs invo lving
Character w ith a STR of 14. beca use 6 and 14 are four Co lumns o ne plot by a vill a in or v ill ain s. Your group of P layers may be
apart on the Action Table. The amount of co ntributi o n w hich a ab le to fini sh an ad venture in a few hours. o r it may take severa l
STR 6 C haracte r wou ld make w hen combinin g a lift ing action get-togethe rs to comp lete. A campaign, on the o ther hand, is a
w ith a ST R 14 Cha racter is negligible. se ri es o f loosely conn ecte d adventures that lead to a s pec ifi c
goal, li ke resc uin g Mi ster Miracle. Once yo u have gone throug h
a number of ca m pai g ns a nd adven tures, you and your group w ill
Using the have created an e ntire world in w hic h to p lay your C haracters
Universal Modifiers Table
The Universal Modifiers Table is exp la in e d in Chapter A. The Elements of an Adventure
Three. It wil l probab ly be the most freque ntly used table in the
book for the GM. s inc e us in g it can s imul ate a wide array o f A n adventure consists of e ig ht e lements: Background. Non-
s ituations and co nd ition s. Here are some exa mpl es of how it Player C haracters, Encounters, the Time lin e. linkin g. ba lanc ing,
works during ac tua l play· Troubl es hoo tin g, and S ubpl o ts . Subp lo ts a re di sc ussed at
leng th in Chapter Te n : Subplots

Situations of
Increased Opposing Value 1. Background
Th e background is th e main s to r y lin e: i n fact. th e
In some s ituation s. if a Characte r is atte mpting to lift o r
background is the ad ve nture. It cou ld be the vill ain' s sc he me. a
hold an objec t. the Opposing Va lue may be inc reased because
natural di saster. o r a c ri me. A ll the events that lead up to the
the object is s lippe ry and therefore harder to grab .
beginning o f the adve nture sho ul d be detai led he re, as sho ul d the
ult imate aims of the v ill ain s. Bas ica ll y, bac kground is the story
Modifier Example Table One
before it is put into ga me te rms.
Th e ha rdest par t of c rea tin g t he background fo r yo ur
Slipperiness OV Modifier advent ure is think ing of what to d o. The eas iest way to find
ideas for good adve ntures is to s impl y look aro un d yo u. DC
Melting Ice Cube 4(Difficult) Co mics and your local newspapers are good source s for ideas, as
Greased Pig +1 (Difficult) are science fiction and fantasy boo ks. Once you've deve loped
NASA Teflon (.004 friction coefficient) 8 Extreme) the idea for yo ur story, co nce nt rate on th ree pa rt s: the villa ins
in vo lved , the goa ls of the major vill a ins. and th e eve nt s leadi ng
Notice that the description of the mod ifi er for the ice cube up to the adventure.
and the greased p ig is the sa me. bu! the mod ifiers are different.
Thi s is done beca use p ic kin g up an ice cube is an A utomat ic
Ac ti on. wh il e the pig ca n Oppose the atte mpt to pick it up . Events Before the Adventure
It is impo rta nt to know the hi s tory of the p lan. Has the
major vil lain worked a lo ng time o n sett ing it up? Has it been
Situations of revealed to anyone besides the bad g uys? By bui ld ing a history.
Increased Resistance Value yo u ca n be more fl exib le wi thin th e adve nture it se lf. If th e
Sometimes an object may be parti cularl y res istant to ce rtain P layers defeat the vill ain too soon. it gives you somethin g to fa ll
for m s o f attack. The GM has the op ti o n of in c reas in g the back on when yo u need to qui ck ly create a log ica l ex te nsion of
Res istance Va lue or the o bj ect. Re me mber th e object has the the adventure.
same BODY even th o u i:! h th e Res is tan ce Va lu e ha s been Fo r exa mpl e: In today 's adventure, the Terminator and
increased. A laser bea~ is less effec ti ve w h e n fired at a Cheshire have been hired by Brother Blood to steal the data banks
re fl ect ive s urfa ce. Th e s urfa ce is no h a rd er to hit. so th e from the Titans ' Kilotrax computer. Brother Blood's involvement in
Oppos ing Va lue is not increased the assassination of a United Nations diplomat is documented in
these data banks. This evidence could jeopardize the acceptance Commissioner Gordon mi ght be NPC s in an adventure. NPCs can
of Brother Blood's country, Zandia, into the U.N. The Terminator include the heroes' friends, major outside Characters that are allied
plans to send the Titans on a wild-goose-chase to catch a gang of to neither the heroes nor the villains, and the villains themselves. If
bank robbers while he steals the files from Titans ' Tower. a Subplot is being run within the adventure, all of its NPCs should
The bank robbers controlled by Brother Blood are ordinary be worked out. A ll Attributes, Powers, Skills. Advantages, and
humans, but each of them is armed with an extremely powerful Drawbac ks should be worked out for recurring NPCs.
pulsed-laser weapon. For exampl e, two NPC sc ienti sts mi ght be created for the
scenario desc ribed prev iously: One of the scientists, Mike Martin,
2 . Non-Player is under the control of Brother Blood and will help the Terminator
and Cheshire to bypass the Titans ' security systems and break into
Characters The Major Villain(s) the computer. The other scientist, Chuck Po/ta, suspects the first,
The most important Non-Player Character in any adventure is but has no hard evidence against him.
the major villain. A major villain is the leader and controller of the O~her NPCs in thi s scenari o might include th e guards at the
rest of the hostile NPCs thal the heroes encounter in the adventure. bank , rnno ce nt bys tanders, th e bank robbe rs, a nd Brother
It is hi ~ plan that the other criminals are following. Sometimes, Blood 's Purifiers.
th~re wi ll be a group of major villains working together eq uall y. In
thi s case, the group is considered the major villain.
If th e villain yo u are usin g is from th e DC Comi cs, hi s 3. Encounters
stati stics may be listed in Appendix A. Th e DC Universe or one Encounters are th e log ical brea kdown of th e ad ve nture.
of numerous sou.rce books, so ld separately. An espec ially good They include the fi ghts between the heroes and the villains. time
source for stati sti cs is the four-volume Who 's Who Role-Playing s pent searching for clu es, a nd play in g o ut Subplots. Eac h
Supplement. If you a re makin g him up fro m scra tc h, firs t E~co unter ~as an interi or structure whi ch helps th e GM kee p
imag ine what he is like. what Powers, Skills, and Abi lities he thing s strai g ht. Encou nt ers ca n be brok e n dow n into fo ur
has, and what Drawbacks or Limitations he might have. Try to co mpon e nt s: th e Se t Up , Pl aye rs · In for ma ti o n, GM's
think of hi s costume and the way he carri es him self: does he Information, and Maps and other charts.
swagger with self- infl ated ego, or is he slim y and kind of
creepy? The Motivations for vi ll ain s are found on page 29. The Set Up
Aft_er yo~ ha~e a rough idea of wh~t the villain is like, you T he Set Up for each Encounter should co nsist of notes on
~a n des ~gn him like_yo_u wo uld a. heroic Character: Complete the situation that the Characters will face. The GM should ask
mstru cuo ns for des ig ning a villain ca n be found in Chapter himself how t~ e scene could change be~a_use of what t~e. group
Two . Remember to balance yo ur villains with your Pla ye rs' has don~ prev10usly. You mu st also ant1 c1pate the poss1b1lity of
Characters (see Balancing the Adventure) there berng seve rnl different approac hes 10 an Encounter; each
On.ce the villain i~ establi s~ed, try to mesh your original differe nt a pp roac h w ill c ha nge how th e P la ye rs see a nd
story wtth hi s personality. Certain villains will go after certain experi ence the Encounter.
goa ls due to their Moti vatio ns or certain Drawbacks. The Joker, For example: When the Titans approach the bank that
for instance, has an Irrational Attraction to practical jokes, and Brother Blood 's henchmen are robbing, they will encounter a
the Riddler always leaves riddl es as clues. Major villains could different situation if they come in through the back door than if
want money, rare objects, power, or revenge. The final goal of they come in through the roof. They will also change the Encounter
their plan could be obsc ured by man y false leads and di ve rsions. if they approach the building silently and enter using a key they
One part of the plan cou ld hinge on successfull y co mpl eting a discovered in a previous Encounter. The villains might then be
see mingly unrelated situation. surprised, and the elaborate trap they 've planned will be useless.

Minor NPCs Players' Information


You do not need to go into as much detai l for every NPC in The Players ' Information sectio n is rese rved for desc ri ptions
the adventure. Start with the NPCs closest to the major villains. of what the Players· Characters ca n see. hea r. and smell when
If th ey ha ve spec ial Abiliti es, give them Attribute, Ski ll, and they first come upon th e Encounter. Th is is a crucial section and
Power stati stic s where appropriate. If they are normal humans, ~ ill ca ll upo n a l_l of your rol e- pla yin g ab ilit y to make th e
situation see m believabl e and real. For the sample adventure, the
ass ume that they have all Al.tributes rated at 2 APs. Exceptional
human s such as so ldiers, sc ienti sts, or doctors, may be given 3s GM mi ght write:
As you enter the bank lobby, you hear the quiet hum of
or 4s at the GM 's di scretion.
machinery. There is a smell you can 't quite identify, something like
Since you have already tho ught about yo ur major villain,
sulfur. You notice a small flickering light in the otherwise dark room.
yo u s hould now be thinkin g about what type of flunki es he
Begin by te llin g the Players what th eir C haracte rs wi ll
would want working for him . The Joker is more likely to have
normall y notice first about their surroundings. Focus on detai ls.
stn~et thugs w ith warped se nses of humor workin g for him , Once the descriptio n has been read. it is th e Pl aye rs· turn to
whil e Brother Blood surrounds himself with religiou s zealots. ls reac t _to th e situati o n. T hey mi g ht mo ve imm ed iate ly, as k
your villain afraid of independent thinkers, or mi ght he be afraid qu es tion s, or co nfer a mon g th e mselves. Reme mber thai th e
of betrayal? Does he hire smart, streetwi se punks or lum bering villains will not wa!t f?r a plan to be fon_nu lat ed. If the group
strongmen? You ~a n use thoughts like th ese when des ignin g the hes itates, have the villams start thin gs mov mg.
basic characteristi cs of other NPCs.
Once the NPCs are created, each of them should be rated
for hi s leve l of hostility or agreeabi lity towards th e heroes (see
GM's Information
What yo u know as the GM is put into the GM 's Information
Chapter Six: Character Interaction), as we ll as how mu ch
informati on he knows. Characters makin g Character Interaction secti_on ..These notes are importan t: b~ca use it is easy to forget
detail s like the placement of th e v1Jlarns and th eir strategy. An
or Control attempts may try to find out thi s information.
Remember to des ig n any spec ial equipm ent or weapons example o_f G~' s !J~fo rm ation for the sampl e Encounter mi ght
th at the maj or villain and hi s NPCs mi ght have go something like thi s:
If the villains ' lookout warns them of the Titans ' approach,
the villains will kill the lights, but will keep the generators for their
Recurring NPCs laser operating. They are using the laser to cut through the bank
Bes ides the villains and their henchmen, there can be other vault 's door, so the room smells like sulfur. Brother Blood 's
NPCs in volved in the story. For example, Troi a' s husband Terry henchmen are in positions behind the generators, armed with
Lo ng, Superman 's swee th ea rt Loi s Lane, or Batman 's a ll y poison gas guns .
Gas Guns On the time lin e, the GM has a ll owed the Te rminalOr I 0
[Boov: 3, Fog : 5, Poison Touch: 5, R#: 5] minutes to bre ak in and stea l the data banks. It looks good that
Limitati on: Fog and Poi son T ouch work in conjuncti on the Tit ans will be abl e lo make it bac k in tim e to stop him .
with one another as po ison gas W itho ut a tim e lin e . th e GM wou ld have to g uess when th e
Terminator and C hes hire wou ld make the ir anack.
Any sta1i sti cs th at are unique to the spec ific Encou nter ,
whether for innoce nt bystanders. parti cular N PCs. or equ ipment
(like the Gas G uns) sho uld be li sted with the G M 's In format io n
5, Linking Encounters
The re mu st be a log ica l reason fo r the heroes to move from
for ease o f refere nce.
o ne Encount er to anoth~· ; the En counters sho uld no t be random
even ts, but sho uld fl ow naturall y o ne to another. Thi s ca n be
Maps and Charts
accomp li shed in seve ra l ways. but clu es and NPC In fo rmation
It is essenti al that the GM map ou t the locati o ns whe re the
Encounter will take place . You mi ght wa nt to sketch the fl oo r are fa irl y easy lin ks for an adve ntu re.
plans of a bui lding or the fea tures of an ope n land scape. Maps
are in val uab le to conducting an Encounter. They can show you Clues
whe re the heroes are in relation to the vill ains, and whe re each Clues are usua ll y des igned by the GM before the Encounte r
ca n go next. begi ns. Thi s process is ca ll ed a clue structure. A full ex pl a nati o n
You do not have to number and identify each build i ng on a o f a clue stru c ture is in Chapter Two und er the entry for the
map. but if you draw up plan s o f the pl aces where action might Detecti ve Sk ill.
occ ur. you will find it eas ier to plan what the villain s and NPCs Howeve r. all c lu es d o not have to be des igned thi s way.
will do nex t. You mi g ht also want to include lloor plan ske tc hes Players may unc over the c lu e the mselves, with o ut the he lp of
of any bui ldings in the area that the he roes mi ght visit during the th e ir C harac te rs' Powe rs or Sk ill s . For exa mpl e, yo u m ight
ad ve nture. These s ke tc hes c an be saved and re used in la te r re qu ire th e Pl aye rs 10 so l ve o ne of th e Riddl e r' s ri d dl es
adventures. themse lves. rathe r than just givin g the m the answer du e to a d ice
The maps mi g ht eve n he lp you visuali ze new N PCs that ro ll. Be carefu l when you include Riddl er-ty pe clues. C lues that
li ve o r work in thi s area. are too hard for your Pl ayers to solve will fru strate both you and
the Playe rs.
4, The Timeline
A timeline is a li sting of the eve nt s as they would happe n if
the Playe r C haracte rs d id not inte rfe re. In o th er wo rds. it is a NPC Information
qui ck look into a poss ible future. Thi s in fo rm atio n w ill make it NPC Information is what a captured vill ain or an innocen t
eas ier fo r you to change thin gs o nce the ga me gets going. bystander mi g ht know. Thi s informatio n can be un cove red by
The DC HEROES RPG is a ve ry time-dependent game. Th e usin g the Characte r illlcractio n rul es fo und in Chapter Four, or
vill ain s will not wa it at the scene of a cri me if the heroes are by usin g th e C har isma Skil l. In a pin ch, an NPC mi gh t even
caug ht in rush-ho ur traffi c. A vill ain will probably ha ve more vo lun tee r informati o n. but in most cases, the Pl ayers· C harac ters
than one part to hi s pl an. and the time he req uires to exec ute the will have to as k NPCs for informatio n. They will rare ly o ffer it
plan may take days. hours. or o nl y minutes. Time press ure w ill o n the ir own.
add to the exc ite ment o f the ga me. If a nuc lear bomb is go ing to The in fo rm at ion needed by th e C haracte rs to continue th e
vaporize Manhatt an twe nt y years fro m now , the heroes mi g ht as ad ve nture sho uld be re lati ve ly easy to find , o th erwise the game
we ll shampoo the dog befo re they start to loo k for it. Co ntinuing will grind to a halt. Don't g ive de tecti ve-type clu es to Characters
the prev ious ex ample: who don ' t ha ve the Detecti ve Sk ill , unl ess it is obv io us that the
Players w ill be able to fi gure it o ut the mselves . Be considerate
Brother Blood's Timeline: May 21 If findin g a c lue requires a spec ial S kill or Power, make sure the
C haracters are appropriate ly equipped.
11 :00AM Bank robbers take up positions
11 :15AM Bank robbers attack bank 6, Balancing the Adventure
11:25AM Bank robbers intentionally bungle attempt, A ba lan ced ad ve nture matc hes 1he he roes· Ab iliti es wit h
take hostages, and alert authorities th e ta s k th ey arc fa c in g. Th e adv e nture s houl d po se so me
11:35AM Titans summoned to the scene
un certaint y or ri sk. otherwise it will not be exc iting. The heroes
11 :40AM The Terminator and Cheshire sneak onto
sho uld have a good chance at succeeding. Jr the task is nearl y
Titans ' Island
imposs ibl e , th e adve nture w ill o nl y be fru stra tin g for yo ur
11 :50 AM Bank robbers start shooting hostages Players. Thi s section wi ll g ive you so me tips o n how to balance
11 :55 AM Bank robbers wire building for demolition your adventures
12:00 Noon The Terminator and Cheshire successfully
sneak into Titans ' computer room
12:20 PM Data banks are transferred to Brother The "15" Rule
Blood's personal mainframe computer via A n unm od ifi ed rol l o f 15 s ho uld be suffi c ie nt for a ny
phone lines c ruc ial tas k in the adventure. A Player mu st be ab le to ro ll 15 o r
12:25 PM Bank robbers blow up bank building to cover better without spe nd ing Hero Poi nt s to in crease 1he AV o r EV of
their escape his C harac te r. A 15 or be tte r occ urs about one o ut of fi ve times.
12:30 PM The Terminator and Cheshire plant explosive or 20% o f the time.
charges, then leave Titans ' Tower In th ese s ituati o ns . a C ha ra c te r wi th He ro Poin ts w ill
12:35 PM Titan s' Tower explodes and falls into the usual ly spe nd the m. whil e a Charac te r who has no ne sti ll has a
East River slim chan ce o f succeed ing. If the necessa ry roll is g reate r than
15, you are countin g o n the Playe r to recogni ze that the roll is
fn the adventure, the Titans go after the bank robbers but c ruc ia l, and hi s C harac te r wi ll ha ve a nd spe nd the numbe r o f
are alerted that the Terminator and Cheshire will attack their Hero Po ints needed to succeed. Thi s is not always wise
computer. On the timeline, the GM has set the invasion of Titan s' Of course. th e re w i ll be tim es w he n yo u d es ign an
Tower for 12:00 noon. At that precise moment, the Titans are ad ve nture whi ch suspend s the " 15" Rule. Th at·s fin e. as long as
mopping up the bank robbers. They are alerted. Can they make it yo u have deve lo ped a way in yo ur Troub leshoot in g sec ti o n of
back in time? keep ing th e ad venture go in g if the he roes fail in the task.
The One-Shot Warning Rule Unconscious Villains: If the re me more uncon sc ious vill ains
Playe rs de se rve to know if a critical tas k may only be than heroe s. gi ve the villains the a verage number of the heroes·
attempted once. If Players do not know that such a task is a one- Hero Points plus 10% . If th ere a re more unconsc ious heroes 1han
s ho t d e,11. man y wi ll save th e ir C h arac ters' Hero Point s. villains. give the villain th e average number minu s 20% .
assum ing that someone else can try the task, or that they may try
it aga in A Warning
If yo u decide to put the wa rnin g in the form of clues or Thi s system should not be app lied blindl y-. The DC HEROES
riddl es. you sho ulLI be pre pared fo r the C harac ters· failing the RPG is too varied a syste m to ha ve a simple. c lea r-cul ba lancing
critica l ta sk. The more straightforward the warning. the greater rule . Com mon se nse w ill have to be used. but 1he ba la ncing
the c hance that the heroes wi ll succeed at the task. syste m should he lp even ou t comba ts

Balancing Combat 7 . Troubleshooting


Co mbat can be difficult to balance because of th e three Troublesh ooting an advent ure mean s look in g for things th at
d iffere nt basic types of fi ghting: Phy sical, Mental, and Mystical. mi g ht go wro ng in th e adven tu re befo re th ey happen and
The Playe rs may have a group of heroes who are Physically and anti c ipat in g ways to so lve these potent ial prob lems. Look over
Mystically very tough. but w hose Mental defenses are weak. What the adve nt ur e and tr y to find an y loop ho les. Cou ld the
if they mee t a group of vill ai ns w ho have strong Mental Powers? C ha racte rs accide nt al ly mi ss a vital E ncou nt e r? Might th ey
To answer thi s qu es tion. yo u have to run through the reac h a point w here they need infonna1ion that they mi ssed? Is
combat. When running through a mock combat betwee n your there a c ha nce that they wi ll jump from the first Enco unter to the
group o f Characters a nd the major vill ai ns, do the fo ll owing: last Encounter in ten minutes? Are they goi ng to be mi sled by a
c lue and move comp lete ly away frorn the point ? Whe never you
1. Try to have each Characte r attacked through his weakest can an swer ·'yes" to a que s tion lik e th ese. yo u mu st make
area. w hether Phys ica l. Mental. or Mystica l adjustme nts to the E nco umers 10 e limina te potent ia l problems.
2. If the numbe rs of Characters on a s ide d iffer, mak e
logical c hoices for Mu lti -Attacks and Team Attacks.
3. Make the attack s in stri c t order of Initi a ti ve ratin gs. V. Standard Awards
w ithou t rolling the dice.
4. Assume that a ll combatants spend no Hero Points. Adve ntu re modu les publi shed by Mayfai r Games give you
5. Assume that a ll Characters roll a ll 15s. the Sta nd ard Awa rd for each adve nture . However. when you are
runn in g your own ad ve ntu res. yo u wi ll need to use the fo llow ing
Once you have run two phases of combat. put the heroes Standard Award Guidelines to ca lculate the Sta nda rd Award for
and villains into the three fo ll owi ng categori es: unhurt, injured, eac h advent ure.
and un co nsc iou s. If a Characte r ha s take n no damage , he is
unhurt. If he has be e n damaged but is s till consc ious. he is
injured. and if he is unconscious. he is unconscious. A. Guidelines
If you want a n equa l batt le and it does not last two phases.
then you wi ll have to adjust the Abi lities of the vill ai ns. Raise In de te rmining a Stand ard Award. the re are fou r aspects of
them if the vill ains los t horribly. and lowe r them if the bad guys the adv e ntur e th at nee d t o be co n s id ered: th e Le ve l of
won e asil y. The n try the test co mbat again . Oppos iti o n. Critical Po int s fo r completi ng the sce nari o. the Area
For exampl e. fi ve he roes from the People' s Inte rga lactic of Co nsequ e nce o f th e vill ain' s plot. a nd lh e Severi ty of t he
SW AT Tea m take on four nefario us vi ll ai ns from the Hit Squad. sc heme. Th e fo ll owing sectio ns describe how to assess eac h of
After t wo pha ses of te s t co mbat . th e "scorecard" read s these areas. ...
some th ing like this·
The Level of Opposition
P.I.S.T.: T he first step in arr iv in g at lhe S tandard Award fo r the
0 unhurt. 4 injured. I unco nscious adven ture is to d e ter min e the Level of Oppo sition that the
Hit Squad : C harac te rs w ill fa ce in overcom itH! the villain in combat. To
I unhurt , 1 injured. 2 unconscio us calcu late thi s, you shou ld look at yc;ur adve nture and set up the
last batt le be tween th e vill a in s and th e heroes . You shou ld the n
You use th e scorecard lO adju st the adventure by adjust in g estim ate how man y phases it wo uld take for e ither o ne side or
the He ro Point tota l of th e vi llains as fo llows: the oth er to w in . Once thi s is done. app ly yo ur conc lu s io n as
Unhurt Heroes: For eve ry unhurt hero. pick a vi ll ai n or fo ll ows:
villains to be hi s opponent. Give these vill ains the sa me number No Match (Superman versus the Penguin)
of Hero Po int s as 1he unhurt hero, plus bon us Hero Points. Find Th e heroes ,ire ex pec ted to wi n in I lo 2 phases. Th e
ou t how many Hero Points lhe vill ai n would have to expend to vi llains have no c hance to esc ape. He ro Points: 0
damage the he ro. assum in g a ro ll o f 15, and add a bonus of fi ve Inferior (The Flash versus Captain Boomerang)
times thi s numbe r to the vi ll a in 's total Hero Points. Th e heroes arc expected to w in in 3 to 5 phases. The
Injured Heroes: Th e re is no Hero Po int adjustme nt for vill ains ha ve so me c hance to esca pe. He ro Points: 15
injured heroes. Equal (Starfire versus Blackfire)
Unconscious Heroes: T he re is no Hero Poi nt adj ustment for The re is an equa l c hance for e ithe r the heroes or the vi ll ai ns to
uncon sc ious heroes. win. Both sides have equal c hances of escaping. Hero Points: 20
Unhurt Villains: Fo r every unhurt vi ll a in , pick a he ro or Superior ( Green Arrow versus Major Force)
he roes w ho w ill most like ly equa l him. Find out how many Hero T he vill ai ns are ex pec te d to win in 3 to 5 phases. T he
Point s the hero wo uld ha ve to ex pend to damage the villain. heroes ha ve some c hance of escaping. He ro Points: 25
as suming a ro ll of 15, and subtract five times thi s number from Overwhelming (Manhunter versus Darkseid)
th e vill ain' s He ro Point total. Thi s is the number of Hero Points The v ill a in s are ex pe c ted to w in in I to 2 phases. Th e
for th e hero. If the number w ind s up be ing negative. g ive the
heroes don't ha ve a c hance of esc aping. Hero Points: 40
he ro no He ro Points.
Injured Villains: G ive eac h injured vi ll a in a number of He ro
Point s equa l to th e a ve rage numb e r of Hero Poi nt s fo r th e Critical Points
he roes. un less th e v ill ain has been ass ig ned Hero Points as Th e nex t step is awarding points for Critical Points that th e
exp lained prev iously unde r Unhurt Heroes. Characters mu st acco mpli sh in order to get fro m o ne Encounle r
to the nex t. or a task for whi c h failure could cause the adven ture Permanent Nonfatal: The effects of th e vill ain·s plan will
to end. Criti ca l Points should 1101 include defeating the villains remain unl ess extraord inary action is taken to undo ii. such as
in combat (becau se after a ll. isn' t that the whole point?). These establ ishin g a tota litarian gove rnme nt , wrec king a brid ge th at
tasks could be clue s that mu st be found and inte rpreted at the mu st be reb uilt from scratc h, or framin g a he ro for a crime he
scene or 1he c rime. thugs that have to be interrogated, o r even a did no t commit. Hero Points: 10
c hasm tha1 mu st be c ro ssed to ge t to th e vi ll a in 's mounta in
hideout. ~ Temporary Nonfatal: Th e v ill ain's plot w i ll eve ntuall y
T he major c ri1e ria in decidi ng if a task is critica l is whether di sappear ove r a pe riod of time , or th e effec ts will be reve rsed.
o r not there is an altern..ui ve for the Playe r Characters that wi ll suc h a s a bank robbe ry (s in ce the mon ey w ill eve ntu ally be
put the m back on trac k if th ey fail in the task. returned by insurance companies). making the he roes loo k like
Fo r ex amp le. in th e Titan s adventure already de scribed, idiots on te levision, or knocking a hole in a pri son wa ll that can
di sco ve ring the Te rmin ator's sche me to in vad e Titan s' Tower be repa ired without rebui lding the e ntire jail. Hero Points: 5
would be; Cri ti ca l Po in t. I f the Titan s fai l to do so. the GM
wou ld have the opti o n of blowin g up the Towe r and having the Example of a Standard Award
Player Charac te rs investigate the ex plosio n. Find in g o ut about On ce all four of the areas of th e advent ure ha ve bee n
Brothe r Blood 's in vo lve m e nt in th e plot m ig ht be another eva lu a te d , add a ll of the Hero Point s award ed in eac h area
C riti cal Po int for thi s adventure. to ge ther. Thi s s um i s th e total Sta ndard Awa rd for th e
An adventure mi ght ha ve no Critica l Point s. one C riti ca l advent ure.
Point. or several Critic;! Po int s. As a GM. you shou ld be ca reful T o demonstrate how thi s sys tem work s in an ad ve nture . we
not to weig h down yo ur ad ve nture s with too man y Cr iti ca l wi ll calculate the total Standard Award fo r the Titan s adve nture
Points. as it may become imposs ibl e for the Players to fini sh the that has already bee n desc ribed
ad ve nture. Be fl ex ib le in your adventure de s ig n. reserving 1. level of Opposition: Th e fina l battl e s hou ld be th e
Critical Point s for trul y important eve nts. Titans ve rsus th e T e rminator a nd Ch es hire at Titan s' T owe1
Th e difficulty or Critica l Point s s hould be e valuated De s pit e th e ir prow ess, th e T e rmin ator and Cheshire wi ll
according to the followin g chart. As sume that the Character who probabl y be ove rw he lmed by th e Titan s· g re at e r numbe rs .
is most like ly to succeed in the task (t hat is. the he ro wit h the The re fore, the Leve l of Opposition is In ferior ( 15 Hero Point s).
most APs of the Att ribut e. Ski ll. or Powe r needed to perform the 2. Critical Points: Th e Titan s hav e two C riti c al Point s·
task) will make th e attempt without spe ndin g any Hero Po ints finding o ut that the Te rminator and Cheshire arc brea kin g into
Find th e S uccess Nu mbe r o f th e Dice Action a nd compare it to Titan s' Towe r. and di scoverin g Brothe r Blood· s in vo lveme nt
the C ha rt below. as signing th e approp ri ate He ro Point s. If a with the pair. Since it doe s not require a Di ce Acti o n to di scover
Cri ti ca l Po int does not require a Di ce Ac ti on. it is co nside red the break in at the Tower (the Players mu st deduce the fa ct from
··Mi sce llan eo us.·· clues), the first C riti ca l Point is Mi scellan eo us (5 He ro Points)
Acce ss in g the computer to find o ut wha t fil es the T e rminato1
Difficulty Success Number Hero Points was stealin g wi ll lead the Titans strai gh t to Brothe r Blood. so
the second Critical Point is Easy ( I Hero Point). The tota l fo1
Easy 3~4 I C rit ical Points adds up to 6 Hero Point s
Seldom Fails 5-7-9 2 3. Area of Consequence: Since th e po int of Broth e 1
Even Odds 11-13 3 Blood' s scheme is to smooth Zandia's e ntran ce into the U.N ..
Seldom Succeeds 15-18 8 the Area of Consequence fo r thi s advent ure is Inte rnati o nal (7
Long Shot 2 1+ 20 Hero Point s).
Miscellaneous NIA 5 4. Severity: Since T itans' Tower wou ld be destroyed and
Zand ia would e nter the U.N. if Brother Blood's pl ot succeeds,
both of which would be ex trem e ly d ifficult to undo. the Severity
Area of Consequence is Permanent Nonfata l ( 10 Hero Point s).
Hero Point s are a lso awarded based on how large an Area of Th e final Standard Award for th is ad ve nture woul d look
Consequence will be affected if the villain succeeds in his plan. someth ing like thi s·
Awa rds based o n area are as fo llows·
Level of Opposition:
Area of Consequence Hero Points Inferior 15

PersonaJ Critical Points:


City/Local Discovering Titans' Tower Break-ln
State/Large Portion of a Country Miscellaneous
Nationwide 5 Uncovering Brother Blood
lntemational 7 Easy
Worldwide 15
Multiple Worlds (2 to 25) 20 Area of Consequence:
Galactic 25 l.nternational
Universa l* 50
Severity:
*When we .!.ay Universal, we mean Universal; nothing less Permanent Nonfata l 10
than the Crisis On Infinite Earths.
Total Standard Award 38
Severity
Th e final e val ua ti on for awarding Hero Point s is how B. Distributing
Severe the conseque nces will be if the vil l; in ·s plan succeeds.
Standard Awards
Fatal: The villain" s sc: heme c:ould res ult in the delibe rat e
death s of innoc e nt s. s uc h as a to w n bein g d es tro ye d by a In th e DC HEROES RPG. experience is me a sure d in He ro
mystical storm that kil ls the inhabitants. the assass inati o n of a Point s. Hero Point s arc ga ined throu gh C haracters· ac ti o ns and
publi c fi gure . o r blow ing up th e world. Hero Points: 15 by events whi c h occur during the adve nture . Once a Playe r has
beg un pla y in g hi s C haracter's crim efi ghtin g caree r, he ca n
rece ive Hero Points for fi ve kinds of achievements: participating
in adventures, ro le-p layin g the Character well , sav ing the li ves
of innocent bystanders, th warti ng the plans of the vi ll ains, and
rol e-playin g Subp lots (see Chapter Ten ). A sixt h award, the
mi sce ll aneo us award, ma y be g ra nted by th e GM o n rare
occas ion s, lik e no t e nterin g Killin g Combat in a d es pe rate
s ituation . Eac h of these acco mpli shm ent s is wo rth a sin g le
Standard Award per adve nture.
As described prev io usly in thi s chapter, an adventure is
defin ed as a single plot by a vi ll ai n or group of vi llains. Once
the plot has e ither succeeded or bee n foiled , that adventure is
over; then the Players are awarded Hero Po ints. An adve nture
may req uir e seve ral ga min g sess ion s to reso lve, and th e
Sta nd ard Awards s hould not be g iven o ut until the e ntire
adventure is ove r.
T he fo llowin g situations can occur in any adventure. Each

!o~~ir::?~~t'!~~~~~e8le~~~~~~rsthe
situatio n is worth a sin gle Standard Award . The Standard Award
is simply a be nchm ark and is subj ect to change from adventure
If th e v ill a in s
to adve nture. Participatin g in a battle aga in st Th e To y man
e nd ange rs th e Ji ves of inno ce nt bys tanders , heroes should
s hould no t co unt as much a s go in g up aga in s t Dark sei d. alway s attempt to save th e bys ta nd ers. Jf Pla ye r Characters
Th erefor e, a slidi ng sca le for Standard Award s is created to succeed and save innocent bystanders, thi s award is given.
judge each ad ve nture on its ow n merits (see Standard Award Onl y those NPCs who bl under into th e action by mi stake
Guidelines). A Standard Award can ran ge from 5 to 500 Hero are considered innocent bystanders. If the Joker plans to blow up
Point s, depe nding on th e vill ains yo u se nd up agai nst your Gotham City, for instance, and Batman thwarts him, the citizens
Players' heroes. of the city are not considered innocent bystanders.
Eac h Playe r rece iv es Hero Points equal to one Standard
Award for each of the fo ll owing categori es th at hi s Character
fulfill s.
Thwarting the Villain
This award is giye n to all Players whose Characters fo il the
plan of the vill ain or villains. T he award is given at the end of
Important Note the adventure in which th e plot is fin all y cru shed. Th e villain or
About Killing Combat vill ains do not necessaril y need to be captured for the Players to
Note: Unl ess your group is playin g in a more reali sti c genre receive thi s award: some villains in the DC Uni verse habituall y
(see Appendix C: Genres), a Playe r whose C haracter initi ates escape capture, even though their pl ans have been wrecked
Killing Combat forfeits all Hero Points that he wo uld have
received for th e adventure. If a Player's Character enters Killing Subplots
Co mbat onl y a~er he has been attacked in Killin g Combat, he Role-p lay ing a Subplot is worth one Standard Award , or
on ly forfeits one- half of the Hero Points th at he wou ld have fifteen Hero Points, whi chever is greater
received for the adventure. All Players whose Characters were in vo lved in a Subplot
receive the award fo r role-playing a Subplot (see Chapter Ten ).

Standard Miscellaneous
Award Categories The GM may give any Player an extra award from I Hero
Point up to one Standard Award for any heroi c actions that are
not covered in the other categories. For exampl e, capturin g an
Participation arch-criminal who has evaded justice fo r an extended period of
Any Player whose Character takes part in th e adventure time, or in venting an ingenious soluti on to th e perfect death trap
rece ives th e Sta nd ard Aw ard fo r thi s category. If a Pl aye r are h ero ic ac ti v iti es de se r v in g o f prai se. Thi s awa rd is
Character is run as an NPC by the GM due to th e absence of the completely at the di scretio n of the GM and does not have to be
Player, the GM may opt not to g ive thi s award. given out at all.
Note: Players who consistentl y forfeit the Participation award An ex ample of a Mi scell aneous Award is a Surprise Tactic
may be asked by the GM to not participate in future adventures. Bonus. Combat in the co mi cs is generall y a hi gh-strung, fanc iful
affair. It is rare for two comic book combatant s to simpl y come
out punchin g and ki ckin g. Generall y, comi c book charac ters li ke
Role-Playing to try things like shootin g the supports out 10 cave the roof in on
A Character in th e DC Universe w ill ha ve fri e nd s, their opponent, or bouncing a shot off three wa ll s so it can come
co ll eag ues, and a persistent foe wilh whom to interact. If the around and strike the opponent from the rear.
Pla ye r ' s role - playin g is co n s is te nt with th e Character's In the DC HEROES RPG , all o f these maneuve rs are Tri ck
personality, Drawbacks, and Motivations, the Player receives Shots, and since it is harder to succeed with a Trick Shot than a
the Standard Award for thi s category. normal attack, there is no real incentive to employ these surpri se
If the Player's actions violate hi s Character's Moti vation s, tacti cs. GMs ca n correc t thi s flaw by grantin g a spec ial Hero
or if th e C ha rac ter see m s to und e rgo s udd e n pe r so na lit y Point bonus equal to one-quarter of a Standard Award to any
changes, th e Player sho uld not rece ive thi s Sta ndard Award. Pla ye r whose hero reg ularl y e mplo yed s uc h man e u ve r s
Players who are always on the lookout for ways to add new throughout an adventure. "Reg ularl y employed such maneuvers"
fa cets to their Characters, or who ro le play consistentl y even means that the hero used at least one tri ck tacti c in every one of
thoug h th eir actio ns could place their Characters in jeopardy, the adventure's major battles.
may be eligible for Standard Award bo nuses. Any exceptional
creati vity in ro le-pl ay ing shou ld be rew arded by the GM , who For more inform ation on Standard Award s and their use in
may choose to award any amount from I Hero Point to one full Character grow th and ex perience, see Experience and Character
Standard Award as he sees fit. Growth on page 3 1.
Ill
B. Questions For The Player
If the Pl ayer has only a vague idea for a Subpl ot, or if he
has deve loped one portion of a Subp lot. you can he lp to develop
A Subplot te ll s a story w hi c h is seco ndary to th e main th e idea furth e r by as king the fo ll owing qu esti ons:
ad ve nture but impo rtant to th e Playe rs' Characte rs. Subp lo ts
g ive Playe rs a c ha nce to dea l wi th the othe r as pec ts o f th e ir 1. What is the focus of the Subplot?
C ha rac te rs . apa rt from bas h in g villain s : Ra ve n co nv in c in g Thi s is the ce ntral eve nt or issue in the S ubp lot. th e one the
Cy borg lO ha ve a ta lk with hi s fath e r. Batman just try ing to get story re volves around. Batman trying to get some s leep, D ic k
som e slee p in a Goth am infested with thugs, a nd Donn a Troy Grayso n try in g to find Donna Tro y ·s pare nt s , Do nna Tro y
gett in g married a re just a few exa mples. Subp lots ca n be li ght - geu in g marri ed-eac h of these is the focu s of it s Subplol. th e
hearted or serious. short stori es or cont inuin g sagas. Subplots a re e le me nt which co nnec ts a ll of the events in the Subplot.
the group· s c han ce to have the ir Charac te rs in vo lved in the same
sort s of stori es whi c h make DC Co mi cs so int eresting. Subplots 2. What brings the focal issue into play?
allow the sto ry lin es in a c ampa ign to be deve loped betwee n the The eve nt may be a contin uation of a prev iou s S ubplot, or
GM and the Playe rs in a way whi c h is unusua l in ro le-playing iL may be a tota ll y new episode in the life o f the Character. If it
games. Thi s c ha pte r di scusses the c reati on of S ubplot s and g ives is new, how does the event get started?
GM s a nd Pl aye rs hinl s o n how to run th e m in a n ongoin g Fo r e xa mpl e, Ba tman· s S ubpl ot start e d be cause he was
ca mpai gn ex hau sted from so man y ni ght s as Batman a nd too many day s as
Subplo ts ge t Pl aye rs to spec ulate about th e ir C haracte rs' Bruce Way ne -hi s pre vious ad ve ntures had fo rced h im to be
persona lit ies a nd to initiat e new story situati ons. rat her than just awake almost a ll o f the time
reac t to s itu ati ons th e GM po ses for th e m. Once th e Pla yers
begi n to use S ubpl o ts. th ey w ill have mo re fun ha vin g th e ir
Characters interact with NPCs. The re is a n additional ince nti ve
3 . Who else is involved in the event?
Th is does not have to in c lude an ex istin g NPC or Player
for the use of Subp lots. a lso: if the Players ro le play the Subplots
Character. The answer may be more general. e .g . the pharmac ist.
we ll. th ey w ill be award e d ex tra He ro Poi nts (see Standard
the dau ghter of a reputed mob ste r, the aging halfback of th e
Award Guidelines in Chapter Nin e).
Gotham Go liaths, or a c ute pro fesso r at the uni versity.
Subp lots in vite the Playe rs to do a lot of role- playin g. If the
In the wedd in g of Donna Troy, dozens o f C harac ters were
GM a nd the Players have spe nt tim e pre parin g a Subp lot, Lhe
invo lve d . A ll of th e New Ti ta ns except Rave n we re a t the
Charac te rs will beco me heroic pe rsonalities rather than me re ly
wedding. Man y of the o ld Tee n Titan s a ttend ed , and seve ra l
fi ghtin g mac hines grinding throu gh villa in afte r vi ll ain.
Us in g S ubpl ots fo rms a uni que c rea ti ve positi on : the GM other DC heroes we re present. The wedding was the fo ca l eve m
of the Subplot, a nd it was th e ce ntral e leme nt for the Subplots of
becom es ha lf wri te r of excit in g ad ve ntures a nd ha lf biographe r
of Cha ra c ters who have some li fe of th e ir ow n. Get th e ideas several other Characte rs as we ll. Most Subplots, of cou rse, will
int o p lay and e njoy wa tch in g th e story be ing ac ted o ut and be less e laborate tha n Donna Troy's weddin g.
grow ing w ith each new sess ion.
4. What are the Character' s feelings?
Does the hero know how
I. Gamemastering other Characters might feel?
Subplots The Subp lot's focu s could be an exc itin g new deve lopm e nt
the hero wa nts the world to kn ow about , suc h as Donna Troy's
Thi s section w ill give GM s instru ctio ns on how to plan a nd weddi ng, or some thin g more pri vate, such as Batman try ing to
exec ute Subp lots before and during th e course of play. Hint s fm ge t some slee p. Pe rhaps the he ro fee ls he is a lone or in conflic t
wit h th e res t of the world over thi s event. Pe rhaps the hero is
Pl aye rs o n th e ir e nd o f Subplots a re co ntain ed in II . Playing
Subplots. la te r in thi s c hapte r complete ly ou t of touc h w ith how the res t of the world views
thi s eve nt.
Cy borg's fear of the reaction of other weddin g guests to hi s
A. Initiating Subplots appearance ge nerated hi s own Subplot for Donna Troy·s wedd ing.

Re me mbe r that th e Pl aye rs · C harac te rs are the force s of 5. How can the Subplot be resolved?
good. They tack le those Lasks that ordina ry indi vidu a ls a nd th e Encourage the Player presentin g the Subplot to consider all
governme nt ca nn ot. He roic Characte rs are inde pe nde nt ';troub le of the pos iti ve ways the Subp lot could end. The more alte rn ati ves
shoote rs' ' who fo ll ow the action . If th e suggested Sub plot would he co mes up wit h, the more inte resting the Subplot ca n be.
severe ly restri ct a C haracte r's a bility to be a hero, or if it wou ld Th e P layer should al so think about a few o f th e hurdles
take him out of play entire ly, the Subplot ca nnot be used witho ut which hi s Character may have to overcome. Who or what mi ght
modifi cation. A subplot' s purpose is to enhance the Charac ter's s tand in th e C hara c te r 's way? Obs tac les w ill c hall e nge th e
role as a he ro in the game, not to re move hi m fro m the ga me. Character to come up w ith alte rn ati ve so luti ons in the Subplot.
Not all Subpl ots need to be opposed by another Character 4 . What are the Character 's feelings?
or by force. Sometimes the Subplot will be fun to play just The nature of his Drawback indicates th at th e Grenadier
because it is a good story idea. The wedd ing of Donna Troy was would be extremely frightened of having his sec ret revealed. He
a good foc us for a S ub plo t because it ti ed together so many probably feels betrayed by S.T.A.R. Labs. and he is dete rmined
sto ries and was also lhe hi gh po int of the rom ance Subplot with to preserve hi s secret.
Wonder Girl and Terry Long. 5. How can the Subplot be resolved?
If th e article is not published , th e Gre na dier wil l ha ve
6. What e lse might happen to t he ac hi eved hi s major goa l.
T hi s Player did not answe r the sixth qu estion (What else
Character as a result of the Subplot ? might happen to the Character as a result of the Subplot?). but
A hero cou ld beco me rich , be ruined financially , be
the GM can generate several poss ibilities.
e mbarrassed soc ially, be hunted by the law , be cast o ut of the
For ex.ample: the Grenadier and S.T.A.R . Labs mi eht 2.et
hero group he assoc iates with. travel to Paris. win a sc ho larship into a si mmeri ng, if not roi ling. argument over the expo;ure...of
to a uni ve rsit y ... just abo ut any thing is poss ible. Use yo ur hi s secret. The public may react wi th disgust to the knowledge
imagination! th at Ce ntra l C it y is bei ng protected by a machine-hero, or
perhaps Ce ntral City is sy mpathetic to the Gre nadier, and the
C. The Gamemaster's Response hero o nl y fea rs that th e c it y's reac ti on w ill be bad. The
Grenadier might allempt to es tabli sh a new identit y 10 o nce
When a Player suggests a S ubpl ot, give you rself time to aga in hi de th e fact that he is an android. Maybe the sleazy
decide what will make the Subplot work and how it will fit into tablo id would be willing to make a dea l wit h the Grenadier: it
the campaign. Then ask yourself the que stio ns given below. As could ~ill the st?ry if the news maki ng hero ag rees to s upply
you do this, be aware of any changes or additions whi ch mi ght them wtth excl usives.
make the suggested Subplot more playab le or more interesting.
It is the GM's prerogati ve to tailor the suggested Su bplots to fit Answering The GM Questions
the ca mpaign. The nex t s te p in th e process is 10 di sc uss th e GM·s
questions and answer them fo r th e Subpl ot.
GM Questions: 1. Does th e Subplot fit in this campaign with t hese
Characters?
1. Does the Subplot fit into thi s campaign, wi th these Characters?
Suppose that. instead of protectin g the Grenadier's secret.
2. Does the Subplot sound like it wi ll be fun ? the Player decides rt wou ld be a reall y neat Subplot to have the
3. Is the Su bplot related to the main adventure in any way? Gre nadier run fo r the Pres ide ncy of the Un ited States. Well.
4. How can you beg in the S ubplot? How will it proceed? maybe no t. .. has the Gre nad ie r estab lis hed him se lf as a
5 . What NPCs will the Subplot involve? politician before the Player thou ght of thi s Subplot? Does the
6. What location s need to be prepared? Grenad ier have the financial backing, the staff. 1he friend s in the
7. Which of the ot her Player C haracters could be in volved in right places, and enough po litical 1.0.U.s to make a leg itimate
the Subplot? run fo r the presidency?
What about the Grenadier' s role as a hero? Th e President of
These questions wi ll be covered in depth in the fol lowing example. th e Uni ted States has jobs and dut ies which wou ld severe ly
restrict the Grenadier's abi lity to be a hero. So. if the Grenadie r
were e lec ted, he wo uld have to give up being a hero and
D. Subplot Example: co ncen t rate o n r unni ng th e count ry. If th is Subplot were
approved and were successful. th e Pla ye r of th e G re nadier
A group of Players creates a group of heroes in Ce ntra l wo uld have, in effec t, removed hi s Character from the game.
City, known as The Ju s ti ce Crusaders. The heroes include Subpl ots are not supposed to work thi s way.
Crunch , Echano, Foxxbatt. the Grenadier, and War Rock. The The GM review s the Subplot as outli ned by the Player. The
Grenadier' s Dark Secret is lhat he is a n artific ia l life for m Subplot of protecting the Grenadier's sec ret seems perfectly in
Character created by S.T.A.R. Labs. He has a Catastrophic Fear line wi th thi s campaign and fit s the Grenadier character.
that people (other than the o nes at S.T.A.R. who created him) 2. Does the Subplot sound fun to the Gamemaster?
wi ll di scover that he is not human. This mea ns that when faced Subplots w ill be some additional work for you. On the
with the poss ibilit y of his tru e nature becoming know n, the ot her hand, the fact that the Player has taken some initiati ve is a
Gre nadier wi ll make protect in g hi s Dark Sec ret hi s top priority. prelly good guarantee that he will be interested in rhe Subplot. If
He will eve n forgo stopping th e villain if stoppin g the villain you think you will have fun runni ng it, the n keep going down
would endanger hi s secret. the list of questions. If not, stop here and di sallow the Subplot.
T he Playe r of the Gre nadie r mi ght suggest the fo ll ow ing The GM thinks that the Gre nadi er Subplot is a subplot with
Subplot: O ne of the S.T.A.R. Labs' sc ientists who worked o n a serious tone. The situation wi ll have dra matic. perhaps eve n
th e team that crea ted th e G re nadi e r ha s run int o financial some tragic, element s. The Player suggested the Subplot. and
difficulty. Somehow, the Grenadier di scovers that the scienti st is the GM believes he can ha nd le it. If hand led ri ght. it coul d be an
going to sell the story of hi s ow n creation to a cheap tabloid for e nt ertaining "soap opera ," w ith lo t s of opportu nity for
a lot of money. overacti ng in the roles of the NPCs. The GM dec ides he wou ld
In this exa mpl e , the Player has a nswe red most of th e like to do the Subplot.
questi ons listed for a Player suggesting a Subplot. 3. Is the Subplot related to the main adventure?
1. What is the focus of the Subplot? Interweav in g subplots with the mai n adve nture is neat. but it
The Subplot revo lves aro und revea lin g the Gre nad ier's
secret.
~s;~itd~l~a~!e~a:~~ ~~:;1~;:~r~l~t~~n: : : ~~;i~1
<~td:I~;,~~~~ might
2. What brings the focal issue into play? In the main adventure of the ex.ample. let's say that Brother
T his reve lat ion was prompted by the financial diffi culties Blood was founding a church in Central City. The story line does
of one of S.T.A.R. Labs' scienti sts. not have anything to do with S.T.A.R. Labs. Rather than alter the
3. Who else is involved in the event? main adventure, the GM decides to keep the Subplot unrelated.
The sc ienti st, the newspaper reporter, and the newspaper 4 . How can you begin the Subplot? How does it proceed?
sta ff w ill be in vo lved in th e Subplot (a t least until th e A Su bplot whi ch is re lated to the main advent ure ca n begi n
Grenadier's sec ret is made public). when the adventure begins. and wi ll naturall y fl ow along wi1h
th e main adve nture. If the Subplot is unrelated to th e main like a place for, and of, the dead." If the ce metery is the scene of
adventu re, then the GM will have to create a starting point and a cr im e where the P layers' Cha racte rs need to sea rc h fo r
connect the eve nts of the Sub plot together. information, the detail s wi ll be d ifferent and more concrete:
In the example of the Gre nad ier's sec ret, the GM decides " The elm tree three feet to your right has a heavily scarred trunk.
that the hero first learns of the Subplot through an encounter on A trail has been gouged out of the ground from the spot where
the stree t. The next time the Grenadier goes out in pub li c, a you are standing to a gravesite O APs away, as if a piece of heavy,
Mirror-Inquire r headline will happe n to catch hi s eye, or else he angular eq uipment has been dragged from here."
will ove rh ear a disc ussion o f the headline between two peop le The GM in th e Grenadier example decides the act ion (at the
on the street. Th e headline will read "S.T.A.R. LABS CREATING leve l of the ge neral environment) wi ll most likely take place at
SUPERPOWERED FREAKS! " The paper is scant on detail s but S.T.A.R. Labs, whi ch is the location he has already detailed. He
prom ises 10 re vea l the fu ll story in the Sunday editi on. If the thi nk s that he wi ll need to ou tlin e three more locations: the
Grenadie r read s the story he wi ll find a reference which, whi le home/headq uart ers o f Er ic Sandeen, th e edi to ri al room of th e
attribut ed only to a reliab le so urc e ins id e o f S.T.A .R. Labs, Mirror-Inq uirer, and the ill ega l casino that Dr. Molin frequents
gives a phys ica l descript ion whic h matches the de sc ription of The GM guesses that lhe Grenadier would most probably searc h
Dr. Arth ur Mol in. the Grenadier' s creator fo r information at Eri c Sandee n's, and if com bat takes place in
The GM ske tches out a story line which is centered arou nd the Subplot, it will most likely happen there. He sketches out a
the Grenadier and Dr. Molin . He begins to thin k about the other floor p lan with th e necessa ry information (s uch as c lu es to
NPCs he wi ll need to carry out the sto ry. Sandeen's illega l operation ) as notes. The GM an ti cipates that
5. What NPCs will the Subplot involve? the confrontati on at the editoria l room wi ll be verba l, so he
Do the NPCs already exist in the campaign? If they don ' t, emp hasizes th e deta il s whi ch w ill give atmo s ph e re lO the
you will have to spe nd time creating them. Flesh them out and harried, cheap nature of the offices.
make them interest in g, concentratin g on their motives and the The Casino has information: any of the customers
aspec ts of the ir personaliti es whi ch are most important for the the Grenadier (as long as he is not in hero costume) th at
Subplot. You can decide later whe ther or no t the NPC loves Sa ndeen wi ll ba il anyone out of his ga mbl ing debts for a steep
pistac hio ice crea m or why he hates the Mets. price. The GM also notes the clue points if the Character uses
If the Subpl ot is a completely new story, severa l Characters hi s Gadgetry or Scien ti st Ski ll (some of the games are ri gged).
ma y have to be s ketch ed o ut by the GM. Th e GM sho uld The toughs who are operat in g the ga mbling tab les are some of
concentrate on the one or two NPCs he cons iders to be the most Eri c Sa ndeen's h ired musc le. Sa ndeen is greedy: he sets up
important. If th e Subplo ts a Pla yer s ug ges ts to yo u (o r a rigged ga mes and then loans the losers money at an exorbitant
combination of Subplots submitted by all Players) wo uld req uire interes t ra te, sting in g them tw ice. T he cas ino wi ll need
yo u to deta il more than three new Charac te rs for th e next description s of a fl oor plan, the toughs, the rigged ga mes, losin g
sessio n. you may wa nt to think about delayin g or disallowing patrons, and an overa ll feeling of des peration.
some of the Subplots If creating the necessa ry locations loo ks possib le, go on to
Deciding what NPC s yo u wi ll use wi ll help you deve lop the nex t question.
7. Which of the other Player Characters could be involved in
the story elemen ts of the Subplot. Why are these Charac ters
the Subplot?
invol ved in the Subplot? How do the Characte rs in terac t? Do
Try to in vo lve oth er C haracters in the Subpl ot, if at all
you need any more NPCs to help the story flow log icall y?
possible. For the other Players, a One-Pl ayer Subplot is usuall y
Cont inuin g the exa mpl e, the GM has already created Dr.
as exciti ng as watc hin g so meone else read a comic book. To
Arthur Molin. head of the S.T.A.R. Labs team wh ich built the
help so lve thi s problem, One-Playe r Sub plots may be resolved
Grenadier. He has dec ided that Dr. Mo lin wi ll be the Character
over the course of many game sess ions. Subplots in the comic
who is having the financ ial difficu lti es. The GM decides that the books do thi s; then a one-C haracter Subplot wi ll sudden ly be
Subplot will also need Er ic Sandeen, a loan shark who has fea tured for an iss ue. You should use the DC 's hero -g roup
financed the run of gambli ng losses which put Dr. Molin in this com ics as a rou gh model fo r your Subpl ots; don' t g ive o ne
bind, as well as Drew DeSi lver, the Mirror-Inqu irer reporter Player attention at the ot her Players' ex pense.
who is getting th e exc lu s ive on S.T.A.R . Labs researc h Decide whe th er in clu di ng othe r Pl ayers wi ll enh ance or
progra ms. Th e GM a lso sketch es out th e NPCs who are th e need lessly co mplicate the Subplot. The Grenadier 's Subplot is a
hired mu scle for Eric Sandeen, as we ll as Brian Ludescher, the natural for a one-Charac ter Subplot: after all , th e Gre nadier has
we-pri nt-any thing-that-se lls Ed itor of the Mirror-Inquirer. While kept this sec ret from everyone but the S.T.A.R. Labs techni cians
he is at it. the GM creates the Sunday Mirror- In quirer headl ine. who built him. The o ther Charac te rs do not know th at th e
"S.T.A.R . LAB S BUILDS BIONIC BEASTS .. . THEY 'RE AMONG Grenadier is anything other tha n th e red-blooded all -A meri ca n
US!!!,'. just in case it' s needed. guy he pretends to be.
6. What locations need to be created for the Subplot? Let' s say that .i.fter some considerati on, the GM dec ides to
In crea tin g a Subplot, there are two different terms used for include two other Characte rs: Foxxbatt and Echano.
a group of locations. The area in whi ch the Charac ters regu larly Foxx ban is a fri end of the Grenadier's. The GM decides to
adventure is ca lled the larger environment. The specific locations have Dr. Mol in ca ll th e group headquarters and ;;warn·· Foxxbatt
in whi ch the Characters regularly in teract is ca ll ed the general that the Grenadier is under tremendou s pressure and that , unless
environment. As GM , you will dea l most often wi th th e larger obse rved c losely and d isc reet ly, the Grenad ier will probabl y
env ironment. but the Players will interact more often wi thin the beco me violent. In Dr. Mo lin ' s opi ni on, the Grenad ier woul d
general enviro nm ent. Location s in th e genera l environ me nt later regret hi s v iole nt act ion, but perhaps Foxxbatt co uld
should be planned in g rea ter de tai l than tho se in th e larger prevent hi s frie nd from go in g nuts? The GM decides that Dr
enviro nm ent. T he Play ers may surpri se yo u by decidi ng to Mo lin is afra id of what the G renadie r may do to him when the
interact with a piece of the larger enviro nment you ha ve not Mirror-Inqu ire r story hits the streets and hopes to have Foxxbatt
detailed. If this happe ns. win g it and make the best of it. around if the Grenadier does anythi ng rash.
For examp le. if the Subplot occ urs in a ce metery (part of The second new Character, Echano, wi ll pl ay a minor ro le
the larger environment). the ce metery wou ld need to be detai led . un less Echano's Player manages lO make some ded uctions of hi s
But what sort of detail ? The amount of detail needed depend s on own . Echano is also an andro id Character, but hi s robotic nature is
what wi ll occ ur in the setting. If the cemetery setting is strictly known to the world because of an earli er Subplot. While he was
fo r enhanc ing a mood. the detai ls may be sketchy: " The rows of not built by S.T.A. R., Echano does have a Low- level Conn ect ion
tombstones which stretch over the hilf, the neatly trimmed lawns there. Ec hano will be contacted by S.T.A.R. Labs. who wants to
and precisely pruned trees are the work o f the living. But, bleached examine his programm ing, espec ia ll y his "self-co ncept soft ware:·
with moonlight, cloaked in the cold night air, the cemetery feels the portion of hi s be liefs whi ch dea l with hi s view of himse lf as
a machine. If Echano as ks fo r an y detail s, a S.T. A. R. tec hn ician Pl ayers whose Characters will be in vo lved in the Subplot. At the
will ex pl ain th at one of the lab's androids is having a difficult same time. you do not want to reveal all of your story before the
tim e accepting the fa ct th at he is not human. and that he fea rs Players get their Characters into it, or else the sense of di scovery
the and roid will harm Dr. Mo lin if a soluti o n cannot be found. If a nd in vo lve men t w ill be lesse ned . Giv in g th e Pl aye rs th e
Echano's Playe r co mpares notes with Foxx batt, the C haracters infom,ati on they need, without spoiling the story, is done thi s way:
sho uld at least be suspicious of the Gre nadi er's true nature. Tell the Playe rs whose C haracters will be in the Subpl ot the
foll owi ng in for mati o n ab o ut th e S ubpl o t: S ubpl o t type, it s
A Rule of Thumb Severity, the Area of Consequence. the tone of th e Subpl ot, and
Not all Subpl ots need be thi s e laborate, but some may grow the degree of the Subpl ot.
to enco mpass an entire ad ve nture in themselves: the Wedding
Issue of The New Teen Titans #50 is a superb example of a story Subplot Type:
whi ch wo ul d co nsist e ntire ly of S u bpl ots be in g reso lved o r Th e type of Subplot fa lls under one of the categori es listed
rejuvenated. In oth er DC Comics, Subpl ots will get onl y two or un de r Ill. Subplot Categorie s, late r in thi s C ha pte r. Th e
three panels in an y sin gle issue. Start with Subplots which can ca tego ri es a re : Fa mil y, Fri e nds , Jo b, Dea th G uilt , Secre t
be hand led in short bursts and whi ch are link ed fro m ad venture Identity, Secret Pas t, Powe r Compli cati on, Public Reputati on,
to adve nture, rath er th an with a monster Subpl ot whi ch squeezes Romance. and, of course, Mi scell aneous.
as ide the main ad venture. lt w ill pro babl y take Playe rs a few
adventures to deve lop the personalities of their C haracters to the Severity:
point where running a S ubpl ot fo r a whole sess ion of gamin g The Severity of a S ubplo t is simil ar to the severity of an
will go smoothl y. ad ve nture , as desc r ibed in th e Standard Award sec ti o n of
If you have answered all of the questi ons above, then you Chapter Nine. The three leve ls of severit y, fro m least severe to
are ready to run the S ubplot. You can tell the Player th at yo u
most severe, are te mporary non-fatal, permanent non-fatal, and
wi ll run hi s Subpl ot du rin g the nex t sess ion. Be sure you know
fa tal. If the worst co nsequence of the Subplot will tend to fade
what you are getting yourself into, then go ahead and take th e
ove r tim e , th e n th e S ubp lo t is te m porary no n-fa ta l. If th e
plunge. Once Playe rs become d irectl y in vo lved in creating the
S ub p lo t co uld ha ve co n seq ue nces w hi c h w ill des troy a
story, you will be deve loping new ideas whi ch would not have
relationship, cause a loss of fri endship or job or oth er permanent
occurred to you witho ut their input, and the Players will be able
effect, th en the Subpl ot is perm anent non-fatal. If th e S ubplot
to deve lop C haracters as li ve ly as th ose in DC Comi cs.
could result in the death of a Player Character or an NPC, then
the S ubpl ot is fa1a l. Very few Subplots in DC Comics have fatal
What if a Subplot is too much work? conseque nces. A void fatal Subpl ots in your campaign
Be in g a G M is mea nt to be fun , eve n if th e re is wo rk
in volved. If filling out a Subpl ot is too much work to inc lude in
th e nex t sess io n, and you thi nk th e Subpl o t is wo rth runnin g,
Area of Consequence:
T he Area of Consequence is th e same as th e A re a of
you can do one of three thin gs:
Co nsequ ence of an ad ve nture, as desc ribed in th e Standard
1. As k th e P laye r to modify th e S ubpl ot to make it less
work fo r you. Award sec ti on of Chapter Nine. Most Subpl ots have a Personal
2. Ask the Player to do so me of th e work him se lf. T hi s Area of Co nseque nce, but so me may ha ve local (or grea ter)
work s best if some of the locati ons o r NPCs are neutral to the Areas of Consequence. For instance, a C haracter may be urged
Subpl ot, i.e., if hav in g the Pl aye r kn ow th e NPC or location does to run fo r mayor , o r run a co rp o ra ti o n w ith th o usa nds of
not give the Player a signifi cant edge in reso lvin g the centra l e mpl oyees in several cities.
event of the Subplot
3. Tell the Player th at the Subplot will not work in the nex t Tone of the Subplot:
session, but promise to run it in o ne of th e upcoming sess ions. If Is th e S u b pl o t se ri o us? Is it funn y o r fri vo lo us? l s it
you do thi s, plan to run the Subplot some time no longer than melodramati c? Is it scary? Joy ful ? The tone of a S ubpl ot is the
three sessions away. primary e mo ti on o r fee ling of the story in the Subplot.
If no ne of th e above see ms possible , then do not run th e
Subplot. Tell the Player th at the S ubplot will be too much work Degree of the Subplot:
fo r you. If yo u fee l th e idea was a good one, enco urage th e How lengthy is the Subplot? Will it take place du ring one
Pl ayer to come up with a Subpl ot whi ch would be a little less adventure, or will it co ntinue fo r several adventu res? T he degree
effo rt fo r you. of a s ubpl o t is you r g uess as to how ma ny ad ven tu res the
Subplot will take to reso lve.
For exa mpl e, Batman #383 had a Subpl o t in whi ch th e
E. GM-Suggested Subplots Batman's goal was simpl y to get a good night's sleep. Opposing
As GM , you may see oppo rtunities fo r a Subpl ot which a him was hi s own sense of duty as the Batman, and a continuous
Player has mi ssed or ignored. You may see ways of rev iving a stream of events and thugs th at kept him awake. A GM could tell
Subplot whi ch has lain dorm ant for seve ral sessio ns, you may a Pl ayer. '· Hey, thi s mi scell aneous Subplot is temporary non-fatal.
have a new twist you want to add , or you may have an entirely perso na l, has a hum o rou s to ne with a das h o f ser ious
new Subpl ot you want to try out. characteri zati on, and a degree of one adventure." The Pl ayer has
When you ge nerate your own Subpl ot you go th rough the e nough in fo rmati o n about th e scope of th e Subpl ot to decide
sa me process as you would fo r a Player-suggested Subpl ot whether he would like to play it or not. If he likes it, he will tell
When you co me up with a Subplot for a Player (or Pl ayers) the GM to run the Subplot. If he doesn' t, he will pull the plug on
you have th e advantage of working out all of the details before it ri ght there, before the GM has started ru1111in g it in an adventure.
you sprin g the Subplot idea on the Playe rs. Th e di sad vantage is
that the Player(s) may not like the idea. If a Player consistentl y F. Putting It All Together
rejects your Subplots by "pulling the plug o n the Subpl ot," you
ca n either give up on th e Subpl ot or the Pl ayer. New Subpl ots Wh e n yo u ha ve dec ided o n a ll of th e e le me nt s for a
are eas ier to come by than new Players. S ubpl ot, you have to put them into a framework , as yo u do with
an ad venture. Draw up a rou gh sequence of events, noting when
Suggesting Subplots a part ic ul ar sequence is cru cial. Outline th e central event. Then
A Playe r has the optio n to pull the plug on a S ubpl ot at any build the other event s, inc lu d ing the NPCs the Character will
time. Therefore, it is a good idea to clear a Subplot idea with the encounter, hi s goal. and the settin g. This may be a very loose

ml
ou11in e or a detai led desc riplion. depending o n 1he Encounier Mirror. Inquire r staff will be Hostile towa rd the Grenadier and
and your slyle. wi ll te ll him to go away. Drew DeS il ve r. the reporte r coverin g
Th ese note s w ill he lp yo u run 1h e Enco unt er. Pul th e the story. is not here.
inform a1io n in a fo rm you fee l co mfortabl e w i1h- don·t fee l At S. T .A.R. Labs. Drew DcSi lve r is inlerv iew in g Dr.
forced to follow the fo rm given here. Molin . ga th e rin g th e in fo rmati o n for th is S und ay·s pape r.
The GM in the Gre nadie r ex ampl e put hi s Subpl ot together DeS ilve r is pos in g as a s ubco ntr actor fr o m a firm ca ll ed
as fo ll ows: Futurboti cs in order to ga in access to Dr. Mo lin. As Dr. Molin is
revealing co mpany secrets. he will be fired if S.T.A. R. finds out
Subplot: that he is feeding the informati on 10 the Mirro r·lnquire r.
Gre na dier' s fe ar o f be in g di scove red as a n andro id ; Dr. Dr. Molin has nol ye t revea led the Gre nad ier·s sec ret. Dr.
Art hur Mo lin "s ga mbling debts leading him to offer the sleazy Molin will term inate the in te rview in order to speak with the
Mirror· ln qu ire r the exclusive on the c reation of the Grenadi er Grenadi e r. Molin will be ne rvo us and evasive. He will try to
divert th e Gre nad ie r· s attent ion to the prob le m of hi s debt to
Background: Eric Sandee n: if the debt is ta ken care of. there will be no need
Dr. Moli n is $37.000 in debt to Eri c Sandee n, a loa n shark. for DeSi lver's story. Dr. Mol in hopes the Gre nadi e r can help
Dr. Moli1fs compu lsive gamb ling keeps him losi ng an average him w ith Eri c Sandeen. He w ill ad mit to hi s ga mblin g debts but
of $700 a week ... it 's j ust that hes dropped $20.000 in the last wi ll de ny talking to the Mirror· lnquire r
month on a real string of ·· bad luck:· Eric Sandee n is ask in g for If Foxxbatt is prese nt. Dr. Mo lin will be much ca lme r. He
payment of the e ntire debt by Monday of nex t week. Sandeen·s w il l a lways prefe r to meet with the two heroes toget he r than to
moti va ti o n is to fri g ht e n Molin into g i vin g him access to mee t with the G renadie r al one.
S. T .A.R. Labs tec hnol ogy. Sc ra mblin g de s pera te ly for th e Maps: S.T.A.R. Labs map. ed it orial o ffi ce sketch.
mone y. Dr. M o lin has con tacted a co ll ege frie nd . Dre w Clu es and Information: If a C haracter in vest iga tes
DeSil ve r. Dr. Mo lin is wi lling to se ll the story o r how S.T.A.R. DeSilver ' s co nn ec ti o n w ith Futur bo ti cs (ei ther through th e
Labs is crea tin g artific ia l life in the form o f human oids with Justi ce Cru sader's computer or by ca lling Futurboti cs), he will
abil i1 ies far ab~ve human norm . DeSilve r rea li zes thi s story d iscover that DeS il ver does not work there.
wou ld se ll papers for wee ks. The deal is se t fo r $25,000 cash to The Mirror· l nquirer w il l admil that DeS il ver is one of their
be paid nex t Sa turday. prior to pub li cation in that S unday· s reporte rs ... one o f the ir best
Mirror. Inqui rer. Other Characters: Foxxball is o ptional. Echano is id le.
unless in vi ted al ong by Foxxbatt or Gre nadie r.
Subplot Timeline:
Encounter 3: Rolling the Dice
Encounter 1: Friday mornin g Dr. Molin wi ll wa nt to go to the cas ino with G renadier. to
Encounter 2: Most li ke ly Friday morning show him Eri c Sandeen's operation. Howeve r. he wi ll go alone
Encounter 3: Most like ly Friday ni gh t on Friday eveni ng if th e Gre na d ier ha s no t yet show n up a t
Enco unte r 4 : Friday or Satu rday S.T.A.R. labs.
Article Publication: I :00 am. Su nday Morning If the Gre nad ier shows up al S. T.A. R. Labs look ing for Dr.
Molin after he is gone, a lab technician will te ll him whe re he
Encounter 1: The Bait can be fou nd: Dr. Mo lin 's gamblin g addiction is a poo rl y ke pt
Th e Mirror. In qui re r head line: ··s .T.A. R. LABS CREATING secret. At the cas ino, the G re nadie r w ill not be a llowed in if he
SUPER-POWERED FREAKS!!! " w ill ap pear Friday morning. The arri ves in his hero costume. If in street clothes. he must arrive
headline should alert the Grenad ier to the fa ct that hi s role as a w ith a " ho s t," s uc h as Dr . Molin , o r he w ill be de ni ed
human hero is in jeopardy. All the Grenadier_has to do is pi ck up admittance. The hero or heroes will ha ve to ga mbl e or they will
on the in fo rmation in the art icle. He should then lake the init iat ive. be as ked to leave. If a light ens ues and Sa ndeen·s mu scle me n
Si multaneously (in ga me time). Foxxbatt w ill be rece iving lose, Sa ndee n' s boys w ill take it out later o n the " host"· w ho
hi s ca ll from Dr. Mo lin wa rnin g Foxxbatt of th e Gre nad ie r' s came wi1 h the heroes. Dr. Molin is aware of Sandeen·s thugs. so
instabi li ty. and Echano should receive the request from S.T. A. R. he wi ll ask the heroes to be on the ir bes t beha vior.
Labs to all ow the m to exam in e his se lf.co ncept software. Maps:Casino
Th e se quence of th e Firs t E nco unt e r is: Gre nadi e r , Clues and Information: The games are ri gged (OV/RV of
Foxxbatt. Ec han o. If the Gre nadier ignores the Mirror· lnqui rer 6/6 aga inst Perception Chec ks). Gamb lin g is illega l in thi s c it y,
clue. Dr. Mo lin wi ll blurt out something like '·that newspaper so there is no ev idence lin kin g Eri c Sandee n to th e cas ino. just
story could reall y upset the Grenadie r.. to Fox x bait. It is e ntire ly innue ndo.
up to Fox xbatt what he does with thi s information. Troubleshooting: Th e goa l he re is to obtain evidence on
Note: If th e Grenadier doe s not pick up on any o f th e Sa ndee n. Possib le so luti on: ga mble. lose bi g. and borrow from
infor ma ti o n. 1hen th e Subp lot stops. As G re nadi er's Player Eric. Record the the transacti on. Be ope n to Player suggesti ons
suggested the Subp lot. he shou ld be a lert fo r clu es abou t it. If he on othe r so lu tion s.
mi sses it. delay the Subplot until nex t sess ion- and have 1he Other Characters: Foxxbatt co uld be at the Casin o. Ec hano
art icle and the due date o f the repay me nt be reset to fit the nex t should ha ve a n appoi ntm e nt at S. T. A. R. Labs fo r the smn e
sess ion. If the Gre nadi er does not pick up on the fi rst Mi rror- period in wh ich Dr. Molin is at the Casi no. Reme mber Jab techs
Inquire r story. other media will pick it up as a '' is thi s reall y true. will g ive reasons for the tes tin g if Echano asks. giv ing c lues to
m stril·tl y an attempt to hype sales?'" story. If the Gre nadier the fac t lhal Grenadi er is an android
mi sses these clues. hi s ide ntity as an android is pub lished.
Encounter 4: Double or Nothing
Map s: not needed. At so me po int. th e Gre nadi e r w ill probab ly go to Eric
Clues And Information: as give n Sandec n· s. Sandce n·s toughs will admit the heroes if they are in
Oth e r Characters: as described . costume . but wi ll not a llow the heroes in if they are in st reet
clothes (unl ess they are he re to ask for a loan). If the he roes are
Encounter 2: in cost ume, Eric will be slim y and in gratiating, professin g how
muc h he adm ires the heroes and their work.
To Catch a Falling S.T.A.R. While he is ta lk ing. Sandeen will have one of his tough s in
Th e Grenad ier w ill probab ly go to o ne of two p laces: ano th er roo m ca ll the po li ce . On ce the ph o ne ca ll is mad e.
S.T.A .R . Labs or the editori a l offi ces of the Mirror· lnquirer. The
Sandeen will ask the heroes to leave the house. If they show any
re lu cta nce to do so, th e tough s will jump the m. Sa ndeen does story-sense whi ch will help yo u dec ide when it is appropri ate
not expect them to win. merely to have the po lice arri ve to find to turn-off a Subpl ot.
the house in shambles and the heroes inside: he want s the heroes
arrested and o ut o f the way. Eric does not want an y interference The Art of Fading Out
when he is so close to S.T.A.R. Labs, so cl ose to the " big tim e.'' You are in the midd le of a S ubpl ot, thin gs do n' t go as
If the heroes are in plai n c loth es, Eri c wi ll be arroga nt , expected and a Pl ayer pulls the plug on the Subplot. Now what
se ttin g outrageous term s fo r the loan . If the heroes reven l their do you do? You take the story to a point where you can tum it
heroic identities at thi s point, Eric wi ll panic and order his thugs o ff, and return to the main adve nture. After th e sess io n. you
to attac k. After the fi rst phase, or whenever it becomes apparent have to fi gu re out a way to erase the effects of the Subplot, had
th at ttie thu gs are goin g to lose, a remain ing (co nsc io us) thug it co ncluded. Th is is ca lled "fading out" the Subplot.
will offer to test ify if the heroes will just leave hi m alo ne. If the In th e Gre nadie r S ubpl o t exa mp le , ass um e that after
heroes ag ree, then Eric will be arrested and Dr. Mo lin 's debt Encounter I, th e Pl aye r changes hi s mind. and pulls the plug.
wi ll be wiped out. Muttering under hi s breath , the GM decides to '·fade out'' by
Un less they do thi s before 8 p.m. Saturday eve ning, the hav in g S.T.A. R. Labs trace the leak to Dr. Molin, and threaten
heroes will be too late to stop Dr. Mo lin fro m telling the ful l to fir e him if he brea1h es a no th e r wo rd to DeS il ve r. Th e
story to Drew DeS il ver adm inistrators of the lab then lean on the Mirror-Inquirer to be
Map: Eri c Sandeen· s home and headqu arters. qui e t, mo ney a nd hi g h-tec h gea r c ha nge ha nd s, a nd Eric
Clues and Information: If the heroes get a loan and record Sa ndee n is mollified. Now all the G renadier has to won-y about
the tran saction (o n tape, via hidden microphone. whatever) they is a few thugs wit h the firepower o f a battali on or two.
ca n go to the po lice a nd have Eric Sa nd ee n arres ted. T hi s If a Pla ye r does no t pull th e p lug o ft e n. but does in a
soluti on requires no fi ghtin g at all. Subplot whi ch is becomin g unco mfortab le. do everything you
In a hidden compart ment in Sa ndeen's des k (OV/R V of 3/3 ca n to w rap th e Su bpl o t up nea tl y wi th o ut in vo lvi ng hi s
aga inst a Perception Check to spot it), there is a large notebook Character. If a Pl ayer pu ll s the plug onl y when a Subplot is not
whic h reco rds the loa ns and repayme nts. This is evide nce o f working out the way he wants it to, stop ru nn ing Subplots fo r
Sandee n' s loan shark in g operatio n. him ... but do fade out the last Subplot he was in.
It is not fa ir for a Player to pu ll the plug on a Subplot in the
fin al E ncounte r. Tell th e Pl ayer th at yo u wi ll tu rn off the
G. Running Subplots Subp lot, but its consequences cannot be avo ided at this point.
Yo u can wo rk o ut ..Lhe deta ils o f th e co nseq ue nces after th e
S ubp lo ts a re se t up for ro le- pl ayi ng. Th e mec ha ni cs
session 1s over.
in vo lved will be seco ndary to the story. Have fun : act a little
Fad in g o ut is a good way to avoid S ubpl o ts with fata l
outrageo us when you' re role- play in g an outrageo us Characte r.
consequences. Death is an awfull y tough thin g to undo . If the
Move the story along wit h your ow n ro le-p lay ing, parce ling out
consequ ences are non-fata l, there is usuall y some way to recover
th e informatio n and the pl ot twists. Let th e Subpl ot deve lop
from the Subplot.
fro m th e int e ra cti o n of yo ur C har ac te r a nd th e P laye r s '
Characters. You may even want to forget you have th e Acti on
Tabl e for aw hil e. H. Problems and Solutions
When runnin g Subp lots, you should remember that they are
Subplots. If you do not wa nt Subp lots to bury your adventu re, What do I do with Players who just want to use Subplots to
you will have to keep a ti ght rein on the number of Subplots gain a few extra Hero Points at the end of on adventure?
ac tiv e at any o ne tim e. If yo u wa nt so me he lp with pac ing, Just because the Pl aye r has a Subplot written down o n his
check out you r favorite DC Comic. How much space is spe nt on Character sheet, and then tell s you he is ru nnin g that Subplot
Subplots and how much is spent on the main advent ure? Are the this sess io n of the game, is not enough to give him th e Hero
Subplots and the main ad ve nture connected or independent ? The Poin ts for the Subplot. Even if the Player grudgi ngly performs
DC H EROES RPG g i ves yo u th e op portunit y to c rea te a nd an actio n which could be part o f a Subplot, this does not mean
participate in the kind of stories you enjoy read ing. Use those he earns the Hero Po ints fo r a Subplot.
stori es as your guide. For example, Dave has a Character with a Famil y Subpl ot:
hi s mother is il l w ith a d isease whi c h req u ires ex te ns ive
Following the Story hospitalization , and she wa nts to have her children see her. Dave
The story in a Subplot can go just about anyw here after the ca nnot si mply declare that he is runnin g hi s Fam ily Subplot, fl y
to the hospita l, say .. Hi , Mom,.. and then n y o ff to batt le and
first coup le of Encounters. depe nd ing on where the heroes ha ve
ex pec t an award for hi s Subpl ot.
been and what they have done. T ry to keep th e acti on ce ntered
A Subp lot ass um es fir st that th e S ubp lot sto ry li ne is
to the loca ti o ns you have detai led. T he Players are bound to
import a nt to th e life of th e Character. Seco nd , a Subpl o t is
co me up with poss ib le co nn ec ti o ns and so luti o ns whi c h are
inte nded to in crea se the role- p lay in g interac ti o n betwee n the
different fro m yo urs. If th eir so lut ions lead to dead end s. let NPCs and the Player's C harac ter. Ne ither statement is true of
th em kno w. I f t he Pla ye rs tr y som e th in g o ri g in a l. tr y to
the n y-by ex ample.
accommodate th em. Deve lop th e art of ·'winging it.'' A good rule of thum b to use when awa rding Hero Points
When you are win ging it, use the fram ework of your larger for Subplots is thi s: If the Subplot is not im portant enough to the
environm ents to help yo u. Keep a pad of paper ha ndy to take Player to have him devote the same effort and game-time as he
notes on what you tell the Playe rs. This will he lp preve nt the woul d to a dangerous encounter wit h a vill ain. the n it is not
"Gee, las t time Mr. Os mond 's 1110 111 was dead . Wh y is she ali ve worth awa rdi ng Hero Po ints for the Subplot.
now?" sy ndro me. Since you may be the only one in your group to read thi s
chapter, you may have to coac h the Players on pl ay ing Subplots.
Turning a Subplot On and Off On ce th ey rea ll y start pl ay ing Subplots you won ' t ha ve thi s
You ca n turn Subplots on and off. Cu tt ing off a Subp lot problem.
mea ns direc ting the fo cus o r the game elsew here, such as back What do I do with th e " I become emperor of the world "
to th e main story line. In comi cs, thi s is the pane l which reads Subplots suggested by a Player?
•·mea nwhil e , so mew here e lse in th e Uni verse . ·· Try to give When Pl ayers come up wit h Subpl ots they will naturall y
th e Su bpl ot sce ne a log ica l breakin g-o ff po int , a nd th e n put themse lves at the ce nter of attenti o n. Very o ften the Subplots
in for m the Pl aye r that the Subpl ot is be ing turned off for now. will have a positive impact o n the li fe of th e C harac ter. The
As yo ur Gam emas te r s ki lls improv e, you will have a be li er G renadier ex ample was unu sual: th e Pl aye r of the Grenadier

' I
wa nted to pla y o ut a S ubplo t in vo lvin g o ne o f hi s C harac ter can ea rn yo ur C har,1c ter. and othe r pa rti c ipating C harac ters,
Flaws. But li sten to S ubplot suggest io ns for the story e le me nt Hero Point s (see Standard Awards in Chapte r Nin e).
cont ained in them: eve n the rnos1 se lf-centered suggestio n may
have the ke rne l of a rea ll y interes ting story. You do not h;.1ve to
run a Subplot you do not like. A. Creating A Subplot
How many Subplots should I run at once?
Re me mbe r your m,1i n story. Make it a co nsc ious c ho ice Subp lots are c hosen by c a tego ry. Th ese catego ri es a re
when you accept a slew o f S ubplots fo r a sess io n o r se ri es of li sted later. You may c hoose as many Subp lo ts as the GM will
sessions. If they are run correct ly. S ubplots wi ll take time-ti me allow. alt ho ugh in the begin nin g. it" s probab ly best to c hoose
whi ch w ill not be spc nl on the main story line. If you ha ve a one S ubp lo t per C haracte r.
g reat vill a in a nd a terri fic story to set him in. you may wa nt to It is no t necess a ry to choose Subplots when yo u are
reduce the num ber of Su bpl o ts you run in the sess io ns in wh ic h des ign in g you r C ha ra cter. Subp lots m a y be a dd e d a ft e r
that adventure takes pla ce. You may wa nt to put a ll of t he C haracter Des ig n- if the y do not co nt rad ict existing fac ts about
Subplots on ho ld. T hey do in DC Co mi cs. the C harac ter.
If you deci de to run more than o ne Su bpl o t. it is strong ly Eac h S ubpl o t is subj ec t to the approval o f the GM. and he
suggested you run no more th an 3 at o nce. Three S u bplots is wi ll often add new e le me nts to th e S ubplot to he lp it.
u s u a ll y pu s hin g th e limit s o f Pla ye r bore d o m ,ind GM Take th e tim e t o work o ut a S ubpl o t w ith yo ur
co nfu sio n. Ga me mastc r. Talk w ith yo ur fe ll ow Playe rs as we ll. May be two
What can I do about Subplots which are ruined by one or three peo pl e can sha re the sa me bas ic S ubpl ot o r li nk thei r
Player's miserable dice roll? own Subpl o ts toge the r
The DC HEROES RPG is a ga me wit h c leme nts you can not It is impo rtant to cooperate wi th th e GM and th e ot her
control. The d ice just do no t beha ve so metimes. Try to adj ust for Pl ayers whe n you are role-p laying Subpl o ts. Ot he rwise. no o ne
possi bly wi ld dice roll s by developi ng S ubpl o ts which arc not wi ll have a ny fu n w hile you are o ff writ ing you r ow n story. The
dependent o n the ro ll s of the d ice. You don't have to take ou t DC H EROES RPG is a cooperati ve g;.1 111e: the more peop le in vo lved
w it h your S u bp lot the bette r. A lso. the num ber of Hero Po in t
the uncerta im y factor comp lete ly-jus t make a ll owa nces fo r it.
aw..1 rds is g reatest fo r coopera ti ve play. O nct: you·ve c hose n a
If j ust one rol l of 2 o r 2 1 wi l l ruin t he st o ry. t hink aho ut
S ubplo t. ou tline the b,1sics of the story.
mod ifying the sto ry to g ive yo urse lf more of a c ush ion ag..i inst
If the re is o ne ba sic rul e for crea tin g S ubpl o ts. it's: Start
Pl ayers luck .
What can I do about Players who are flound ering in a slowly. Don't t ry to c ram every th ing in duri ng th e firs t few
s~ss ions. Keep it simple. a nd le t the Subplot be crea ted as you
Subplot?
go from ad ve nture to ad ve nture . In the begin nin g. just pi c k one
If the Playe rs are mis sing a vit a l c lu e. try to g ive them
of th e basic catego ri es li sted be lo w and ask yourse lf a few basic
hint s. An NPC may know a littl e b it more than you ori g inally
questi o ns lik e:
plan ned. If they keep bum pin g imo dead e nds. create a way to
1. Who is involved in my Subplot?
ge t th em back o n the co rrec t pat h. If the Pl ayers keep wanderin g
List a ll the peopl e who wi ll be in thi s story. Try to desc ribe
off o n the fr inges o f a S ubp lo t. turn it off a nd direct th e Pla ye rs
eac h of the m in one o r two se me nces. At first. use o nl y two o r
back to th e main adventu re.
three peop le in any one Subp lo t.
Why do Players always pull the plug on my Subplots ?
2. What is currently happening in the Subplot?
When yo u a re deve loping yo ur ow n Subp lot s. eva luat e
What will hap pe n in the Subplot that w ill te st your hero?
th em from th e P laye r 's s ta ndpo int. If yo u are develop in g
How does the Sub plo t hinder or he lp your Char,1c te r's ac ti ons?
S u bp lo ts w hi ch conslil ntl y have a negative i m pac t o n t he
3. What are the Character's feelings?
Characte rs. you will e ither lose 1he Pl ayers or e nd up w ith a
Think abo ut how the Ch..1racte r mi g ht fee l about what's
dep ressed group. nei ther of w h ic h is nwc h f un . Havt: .in
happeni ng to him. Does the Character realize how NPCs and
eve nh anded approach
o ther C haracte rs fee l? Does the C haracte r have a ny part icu lar
Keep an eye o ut for S ubplots whi ch have slept lo ng e nough
cou rse of actio n pla nned in the S ubplot'!
to be interesti ng aga in. Be prepared to retire some wh ich ha ve
Th e Gamema s tering Subplots sec ti o n ea rli e r in thi s
worn ou t. and injec t a new S ubp lot every o nce in awhile . By
c ha pte r has more in fo rmati o n o n S ubplots. If you are stuc k. read
vary ing the S ubplo ts you inc rease the Pl aye rs · intere st. so they
that sec ti o n agai n fo r advice o n com ing up w ith inte resting a nd
wi ll be more wi lli ng to play throug h a Subp lot
playab le Subplots

II. Playing Subplots B. Playing Your Subplot


Yo ur C haracte r can save the uni ve rse lime and time aga in , O nce the S ubpl o t is c reat ed. it is up to the GM to int roduce
but can he keep a j ob? What docs hi s famil y or co-workers think it into the play o f th e ga me. If th e G M is busy with the ma in
w he n he disa pp ea rs for da ys at a tim e? Wha t about hi s ad vent ure, he mi g ht no t have time fo r a S ubplot. On the ot he r
gi rl fr ie nd ? hand. a w ho le ga me sess ion cou ld be not hin g mo re than a n
"' Comic book stor ies dea l wit h more than the eve r-present e laborate S ubplot invo lvin g everyo ne in the group. O the r times,
threat of the vi ll a in s. They deal wit h the eve ryday Jives of the the S ubp lo t co uld be wrap ped up w it h the main adventure. In
heroes and how they co pe with the world. In many cases. these any case. he re arc some rules to follow whil e playing S ubpl ots:
stories ca n beco me just ;,1s im po rt ant as whe ther o r nol the vill a in S ubpl o ts ca n have more than one so luti on. Li ke the ma in
can be slopped. ad venture. S ubpl o ts sho uld not ha ve o nl y one way o f e nding.
In the DC HEROES RPG . this can be a n exc iting p..1rt o f ;.my You are neve r locked in to a so lu tion for a Suhpl o t. Li ke real life
ga me sess io n. You. the Pl..1ye r. can c reate your own Subplo ts by si tuations. whi ch rarely ha ve neat and ti dy re solutions. S ubplots
us in g 1h e guidel in es be low. Yo u get to wr it e so me of th e c,111 continue for many ad ve ntures without being resolved. or
ongoing sag a of yo u r C ha rac ter in s tead o f ju s t le ttin g t he they can reso lve the mse lves in unexpec ted o r su rpri sin g ways.
Game mas ter have al l th e fun . A Subp lo t is a way fo r you to Subp lots can be positive fo r Pl ayers and NPCs. In the ma in
direc tl y parti c ipate in the c rea ti o n o f the story in whi ch yo ur adv e nture. yo ur C ha rac te r is us ua l ly up ,1ga in st a bun ch of
hero is the ce ntral figure. maniacs trying to tak e ove r the world (or at least large c hunk s of
The goa l of S ubpl o ts is to g ive your C harac ter a li fe or hi s it). It is o ft e n a life and d eat h sit uation w ith o nl y o ne vic tor:
ow n that is in depe nd e nt o f th e eve ryda y gri nd of bas hin g hopefu ll y you. S ubpl o ts are diffe re nt. Everyone can "win" in a
villain s. But the re is an add ed in cc mi ve : ro le-p lay in g S ubp lo ts S u bplo t. So me times the re arc no w inners and no lose rs-j ust
fun. For exa mpl e. in .. A Ni ght in the Life of Batman" in Batman someone's death. This guilt affec ts hi s abi lit y to fight crime,
#383. a whole Subplot was built around Batman tryin g to get making him constantl y doubt hi s worth and hi s ab ility to do the
some slee p afte r a lo ng night of fighting crime. No life or death right thing.
strugg le there- and role-playing this scenario could be really Death Guilt is a good exampl e of the Gui lt Drawback. and
fun. You do not have to compete with NPCs in the Subplot as it mi ght prevent the Character from using force in situations that
you do with the villains in the mai n adventure. rese mbl e the one he feel s gu ilt y about. Death G uilt may also
Subplot s can be fri vo lous. melodramatic. eve n s illy . cause the Character to become obsessed with the we ll -being of
Usuall y. the main adventure is pretty serious. The Subplot can another C haracter whom he wishes to protect from dying under
be anything: sad. happy. we ird. intense, or eve n bland. The more circumstances similar to the first death .
positi ve a S ubplot is. the more fun you' ll have. Death Guilt may be used as a Subplot as a re sult of one
C haracter accidentally killing another C haracter during the ga me
or being unabl e to pre ve nt th e d ea th o f anot he r Pla ye r 's
C. Pulling the Plug Character.
If thi s Subplot is chose n wi th the Guilt Drawback during
Subplots should be fun. not morbid or cruel. If you don't
C hara cte r Design , decid e who was killed. out lin e the
like the way the GM is running your Subplot or if you are just
circu mstances of the death, and determin e how widely th e
bored with it, just "pull the plug" and refu se to accept the GM's
circumstances are known.
judgment. You cannot use thi s rule to change what has happened
in past ga min g sess ions. but any Subplot eve nt that ha s just
happened ca n be negated . Enemies
For in stance: The GM announces that your g irlfri end is An Enemies Subplot is a continuing se ri es of
murdered by the vi ll ain. If you feel thi s is too much and no fun confrontatio n s between th e hero and hi s ad ve r sa ry. Th e
to play, simpl y say th at you refuse to accept thi s event. adversary is not necessarily a vi llain. but can be someone who is
On the ot he r hand , if at the start of the adventu re yo u continually and ca llous ly interferin g in the hero's life: a snoopy
accepted th e fact that your g irlfriend was kidnapped by the nei ghbor. a bully who torment s the hero's alte r-ego. o r a law
vill ain. you cannot suddenly change your mind and say she isn't enfo rce ment officia l w ho do es no t like se lf-appoin ted
captured. But if the Gamemaster has the villain tie her to the c hampi ons of justi ce. Thi s Subpl o t may in vo lve a vill ai n or
nose cone of a nuclear mi ssile-you can pull the plug about her villainous organi zation that is out to get the hero. Describe the
new situation. re lationship between the enemy and your C haracter. and how
The Gamemaster ea n al so pull the plug if he feel s the long the antagoni sm has been go ing on
Subpl ot is out of hi s control. This can happen at any time and
fo r any reason.
Family
If the plu g is pulled and the Subplot is killed, you and
There are seve ral poss ibl e Family Subplots. Here are a few
anyone e lse in the Subpl ot are not eligibl e for any Hero Points
suggest ions.
gai ned by pla y ing that Subplot, but th e re is no penalty for
1. The Character is an orphan. with all of the insecuriti es
pulling the plu g,
that come from losin g one' s parent s.
Sometimes. you might no t want to comp lete ly stop a
2. The Character is adopt ed, and he wants to find his
Subplot, but j ust "put it on the back burner." Talk it over with
biological parents.
the Gamemaster. he mi ght award some Hero Points for partiall y
3. The Character has a rel ati ve who is dependent on him for
completed Subplots.
financial and/or emotional support.
4. The Character is th e .. b lack sheep" o f the famil y. He
resents hi s estrangement and is suspicious o f the intentions of
Ill. Subplot Categories any group of people th at mi g ht rese mble a famil y. espec iall y
This section li sts the bas ic categories for Subplots. So me groups of heroes
Subplots may be nat ural to a Character due to hi s Drawbacks. or 5 . One o f the C haracte r' s pa re nt s or c lose re lati ves is a
th ey may sprin g ri ght from your mind wi th o ut a ffec tin g the v illain . He is n't ce rtain w he re hi s loya lt y li e~ a nd is to rn
basic structure of th e C haracter's design at all. The fo ll ow ing li st between claims to hi s loyalty.
is not int e nded to be a ll - in c lu s ive or limitin g to your 6. One of the Character' s parents or o lder s iblings is a well -
imagination, but to g ive you a few ideas conce rning some of the known heroic Character. He li ves in the shadow o f the other's
most commonl y used Subplots. If you create a different Subplot reputation, in hi s attempts to become an indi vidual.
and th e GM approve s. use it. If you choose a Family Subpl ot. desc ribe the Character' s
family relationship to the GM.
Criminal Past
The C haracter has been a criminal at some time in hi s past. Friends
This may ca use prob lems with the police. the media. th e pub lic. A Friend s Subplot re vo lves aro und th e re lationship
or oth er heroes. Even thou gh the Character ha s reformed. ot hers between the Character and one or more of hi s frie nd s. Th e
ma y not be ready to forg ive and forget th at Character's past poss ibilities include the fo llowing:
mi stakes. It is also poss ibl e that a villain will try to rec ruit the 1. The friend is being harassed by a villain or hi s henchmen
Cha racter. which is certain to raise eyebrows. and needs help, even though it wi ll di stract the Character from
The Character may try to hide hi s past. o r he ma y try to hi s main goal in the ad ve nture.
improve hi s im age by performing good deeds. He may try to 2. The friend is re lated to a vill ain who co nstantl y plag ues
deal with his past in any way he chooses. but he will not be ab le the Character. The friend is torn between fami ly loya lty and hi s
to ig nore it. friendship with the hero.
If yo u c hoose thi s Subplot. determin e the ex te nt of the 3. The friend has a serio us persona l prob lem th at cannot be
Character's criminal career. who hi s assoc iates were. and why ove rco me wit h an y of the hero's Powers and S kill s. If the
he turn ed from a life o f crime. C haracter helps hi s friend, he wi ll have less time to devote to 1he
adventure.
Death Guilt If you choose a Friend Subplot. describe the friend and hi s
At so me tim e during th e Character' s career, he killed relationship to the hero. Friend Subplots work we ll eve n with
someo ne acc id e ntall y, or ma ybe he feels respo ns ibl e for groups of people.

Ill
Job S ubp lot. How secret is hi s ide nt ity? Does anyone know w ho he
Job Subplots can come in man y differe nt variet ies. In most rea ll y is, and if so, how man y share the sec ret? Do an y vi ll a in s
cases. they shoul d ce nte r around the occ upati o n that you have know th e sec re t ? H ow mi g ht hi s " normal li fe" fri e nd s be
c hose n for yo u r C hara cte r. H e re are so m e id eas fo r J ob e ndan gered if hi s Secret Ide ntity is revealed?
Subplots: If yo u c hoose a Sec re t Ide ntit y. desc ri be
1. Hero in g is complicating the C ha racter's personal life . normal ide nt ity. a nd te ll who, if anyo ne , knows
2. Financial prob lems requ ire the Character\; attention Secret Ide ntity
3. A rival for h is job is ma kin g a bid for the Character' s
posit ion in hi s absence. Secret Past
4. The time the C haracter spe nds o n hero ic ac ti viti es makes Lik e a c rimin a l pas t , a sec ret pa s t a ss um es that t he
it d iffic ul t for him to ho ld down a respo ns ible jo b. C haracter has a secre t that he w is hes to keep unde rcover. The
If you choose a Job Subplot. tell th e GM how ii re lates to sec re t coul d be anyt hing fro m a pe rson who is tryi ng to k ill the
the Character"s Occupation and Wea lth. Reme mber to men tio n C haracter for an imagined o r rea l insult , escap in g fro m a me ntal
any important co-workers. in stitute, or co min g bac k fr o m the d ead , to a Characte r w ho
li ve d in a Tibe t an mona sle r y . Th is Subplo t may a lso be
Power Complication associated wi th a Dark Secre t Drawback.
Something has go ne wrong w ith th e C haracter's Powe r, A C haracter wi ll most li ke ly try to hide hi s sec ret past. but
and the re is a harmfu l s ide effec t to us ing it. Maybe the si de it coul d come back to haunt him : peopl e fro m h is forme r life
effect is curab le if the C haracter can fi gure out a way to get the coul d appear, or others mi g ht in s ist that they he lp h im , eve n to
proble m treated. T he C haracter mus t find a so luti o n before he the detriment of hi s new fr iends
loses the Powe r altogether and is eit her fo rced to re tire or is If you c hoose thi s S ubplot. wor k o ut th e d e tail s o f th e
ki ll ed by the side e fl'e~t. form er life and the lives o f those people w ho mi ght have been
I f you c hoos e a Pow e r Comp l ica ti o n . o u tlin e w hi c h part of it. You s ho ul d al so have a reason why the Character left
Power(s) is/are affec ted. a nd desc ribe the s ide effec t. At first. the th e fo rme r li fe.
side e ffect sho uld be minor. but. as the cond ition worsens. the
Character need s to pay more attention to the probl e m Wealth
Note: the GM could dec ide to give th e C haracter ex tra He ro There are bas ica ll y two types of Wea lth Subplo ts: sudde n
Points if the co mpli cat ions beco me permane nt. Thi s is totall y up fort une a nd sudde n bankruptcy. In a sudden fortu ne Subplot, the
totheGM. howeve1 C haracte r co mes into a large sum of money w itho ut warning,
ca us in g h im to have to dea l w ith the s udde n inOu x o f money. If
Public Reputation you choose the s udde n bankruptcy S ubp lot, your C haracter loses
The Characte r cons iders hi s reputati o n important, so threats a ll or hi s mo ney due to some uncontrollabl e event , and mu st
to his good naff1e receive a. h\ g,h \)rior\t'j. What wou ld 'JOUf ~o mehow learn to ~e l ;,\loni without h\ s. \)tev\om, financial
Charac ter do if villain s o r sleazy reporte rs try to undermi ne hi s reserves. Be sure to co ns ul t wi th the GM o n thi s Subplot. so that
reputation? the Characte r's Wea lth rating ca n be adj usted accord in gly.
If yo u c h oose this Subplot. br ie f t h e GM o n yo ut
Characte r's reput at io n and how he tri es to li ve up to it. as well Miscellaneous
as who is tryi ng to tarn ish the hero· s good na me.
Re me mbe r that if you c hoose 100 awesome a re putat ion ,
your Character w ill be hard put to live up to thi s exalted image
and Jose a lo t of face very quickly.

Romance
A love int e rest ca n affect the C haracter in several w ays.
Perhaps he mu st protec t his loved o ne from vill a in s. Or he mi ght
have to p lan hi s ti m e care full y so that h e ca n spe nd a few
precious hours with hi s loved o ne.
How docs the Character fee l abo ut that he has
abilities far above those or ordinary people . yet is in vo lved
,,,.\\\'\ ·a\\ t>'l\\\wa'l>y ~'l~t>\'11 'nw,~ t.t>m1)\~\~\-y t.'.,n 'fl~ te>n"i',Uc ·m \'fie
one he loves? D o t hey love each o th er eq uall y. o r is it
unreq uited love?
If you c hoose Ro mance. desc ribe the N PCs in vo lved in the
Subp lot and their relat ionship to the Character. inc lud in g the
duration and se riousness of the relationsh ip.

School
Saving th e wor ld o n a co ns iste nt basis can ea t away a t
study time. and facing life- threate nin g situa1io ns ca n make one
forget abo ut upco m ing exams. Fo r some reaso n. teachers and
professors do not see m to understand thi s
A School Subplot in vo lves the Character's e ffort to stay in
sc hoo l long enough to fin ish hi s educat ion. T h is type of Subp lo t
should be di sc ussed w ith the GM

Secret Identity
Wit h a Secre t Ident it y S ubp lot. the C haracter chooses the
Secret Identi ty Drawbac k during C haracte r Des ig n to separate
his hero ic deeds fro m h is more norm a l li festy le. The d iffic ulty
of ma in taining a Secre t Iden ti ty is the main ingred ie nt of thi s
APPENDIX A.
The DC Universe
Th is appe nd ix pro vides in forma1i on on 1hc people. places. mai n gro u p a nd formed th e ir own pe acekee pin g gro up. the
and eve nt s o f th e DC Uni ve rse. It is part ic ularl y use ful for Co nt roll e rs.
G amc mastc rs who a rc running campaig ns in the DC Uni ve rse Ass umin g th e titl e "G uardian s o f th e U ni ,·erse ... th e
usin g DC C haracte rs re ma ining Oa ns turned the ir atte ntion toward c reating a race of
wa rriors to patro l the uni ve rse a nd combat ev il first-hand . The ir
first suc h ex perime nt result ed in the c reati o n of the liz~1rd- like
I. Histo of the DC Universe Psio ns. A few milli o n yea rs later. th e Psio ns rebe lled and began
carv ing o ut their ow n e mpire a mon gst the peop les they were
di spat c he d to prot ec t. fo rc in g the Guardian s tu ba ni s h thei r
The Beginning ... c hildren to the Vega n S tar Syste m
The Guard ia ns· second ex perim ent was the crea ti o n o f the
android Manhunters. Like the Psio ns. the Manhu111ers ultim ate ly
or
The first impo rtant res ide nts the DC Uni verse spran g up
be tra ye d th e ir creato rs and h ad to be s u bdu e d. tho ug h th e
o n the plane t Maltu s. loc ated severa l billi on li g ht ye ars away
Manhunte rs eventuall y had grow n so powe rful that no t eve n the
fro m o ur ow n Milk y W:.1y Ga lax y. more th an te n bi lli on ye ars
Guard ian s 1hc m se lves co uld succee d in comple te ly re mov in g
;.1gu. The Mahu sia n c ivili zati o n w:.1s no t the first to make its way
the ir threa t from the cosmos.
o ut o f the c a ves a nd o ff to the stars: but it was th e lin,;t to dodge
Di sheartened by the ir past fa il ures. the desperate G uardian s
t he icy gr ip o f impe ria li s m a nd co nqu es t. w hic h in ev itabl y
finall y drafte d a pl an to rec ruit the bra ves t and most worth y
plun ged those that succ um bed to its te mpta ti on into ex tinct ion.
be ings from across all space to a id them in their cause. E~1ch of the
Uni mpeded for over fi ve billi o n yea rs, th e Maltu si an s
rec rui1 s w.is pledged to a stringent mora l code and give n ~1 ring of
prospe red : fan1as1ica ll y ad v,111ced medi c in e inc re.ised the ir life
power to .:1id in the ir strugg les aga in st vil lainy. Th is band of eli te
s pa ns seve ra l th o usand - fo ld : gre:.11 in creases in 1he fie ld of
e me rald warriors. kn ow n as th e Gree n Lante rn Corps. fina ll y
bi oe ng in ee rin g e ndowed th e m w ith gre at psio ni c powers: and
re stored the Guardian s· lost ho no r. With the aid and ad vice of
the phil osophic a l w isdom th;.!l c a me in eq ual proporti o ns to th e ir
the ir Oan maste rs. lhe G ree n Lantern s would cont inu e to carry out
tec hnical ac hi eve ments brou g ht them peace o r mind . Soon.
the ir mi ss ion successfull y for m ill io ns of years to co me.
n,1 tur c he ld but one fin a l sec re t from th e sc ie nce or th e
Maltu s ia ns. the o ne sea c t into wh ic h M al tu s ian philo so ph y
forb,1dc inquiry - the secre t o r c reation itse lf. Life on Earth
Eve ntuall y . th e re c,1111e a Maltu s ia n. ,1 sc ie nti s l named
Krona. w ho ho pe d to pe ne tra le th e m yste ry o f c rea ti o n . The One of th e fift y milli on world s corrupted by the wave of
str,111ge mi xture o r cu ri os it y and foo li sh pri de that burne<l in hi s evi l unl eas hed w he n Krona unw it tingl y cal led th e Anti - Maller
bl ood prompted the impe tu o us Kro na to co nstruc t a dev ice that Uni ve rse in to being w,1s the planet Earth . locatc<l in lh c Western
wo uld e nab le him to loo k b.ick tn th e ve ry beg innin g of time S piral Arm o f the Milk y Wa y Gal.1 xy.
it se lf. Deaf to the warnings o r hi s co ll eag ues a nd ig nora nt of th e On Ea rth. the ev il manifes ted it se lf as a rm:e o f horrib le
consequ e nces. Krona looked into hi s sc,mn c r a nd saw the g reat <l e mo ns that ball e rcd the ir wa y to domi ni on ove r th e la nd and
sw irl that !!ave birth to the cos mos. At the ce ntt; r of th e sw irl .iir. Afte r a tyrannical re ig n o f more than one tho usand yea rs. the
was th e o ;i'in ipote nt ha nd of cre ati o n. a ba ll o f inte nse w hite de mo ns were finall y bani shed to the depth s o r He ll by the Lords
li g ht. the fruit of li fe. resting in il s palm. Ju st as Kron a·s sc anner o f Order. .i nea rl y o mni pote nt race o f mystic a l being s who a re as
was beg inn in g to pe ne trat e the hand and its burden , the mac hine o ld as the uni ve rse it se lf. The Lords o f Orde r we re fo rced to take
exp loded. te arin g the ent ire Uni ve rse asunde r ! direc t ac ti o n against the demons bernu se the E.1 nh it se lf play s an
The calamity that shook the Uni ve rse o n that <la y had gra ve impo rt ,m t s trate g ic ro le in th e ir m ys te ri o us hattl e aga in st the
re pe rc uss io ns. Part o r the very fab ri c o f space it se lf was torn de mo n 's masters. the ir sihlin gs. the Lord s o r C haos. A mo ng the
awa y and c a st in to a form less ne th e r-reg io n s hred din g th e de mons bani shed we re Abn egazar. Rath. and G ha st. a ll of whom
U ni ve rse into t wo oppos in g hal ves: th e Po s iti ve M a ll e r wo uld later re turn to w reak furth er ha voc
Uni ve rse o f o ld . and a new ly for med Anti -Matter counte rpart With the demons gone. Ea rth was fin a ll y primed and ready
f\ t the sa me tim e. 1he birth o f the A nti - Matt er Un ive rse gave for the co m ing o f 111.1nkind. A mo ng the first o r the primit i\'e
immedi ate rise to a wave o f evi l th at spread ,icross the zo ne of Neande rthals we re the ri va l Bear and Blood Tribes. the leade rs
Positi ve Matter. corru pting mo re than fift y mill io n worlds. of w h ic h we re gra nt e d powe r imm o rt a l h y a m ys te ri o u s
From that da y forw:.ird. th e M a ltu si an s ass um e d s himmerin g me teo r that fe ll from th e s k y. L.11 e r. these two
respons ibi lit y for the ev il u nl eashed by o ne o f the ir o w n. Kro na cave men wo ul<l beco nh.' th e heroic Imm o rt al Man and th e
w,1s tra ns for med into a bein g o f pure e ne rgy and beamed o ut vill a ino us Vandal S,1vagc.
into s pac e to wan d e r th e c o s m os for eve r. Many of th e Sca nt decades lat e r, a Ne andert ha l m a n stru c k dow n a
Maltu s ian s then mi g rate<l to the plane t Oa. a small g ree n world primiti ve woman in ange r. Eve ntuall y. the soul s o f th is wo man
loca ted ,11 th e exac t ce nt e r o f th e kn own un ive rse. th ere to a nd he r unborn c hild would re turn . re incarnated in the persons
ponder what cou rse o f ac ti o n would be st co unte r the ev il Krnn.i o f Q uee n Hi p polyte an<l Princes:,. Dian.1 o r the A mazon!',.
u nle.ished. As the proto- hum a ns progressed. the age of Ne,111dc rth,1ls
II was around th is period th at the wo men o r Oa. fru st r;.1tc<l e nded in favor o r the e ra o r the C ro- Mag no ns. du ring which the
at t he Oan· s inac t io n. left th e plan e t. In lat e r cent uri es. th ey bo y An th ro a nd th e w.:1 rri or Ko ng th e U ntam ed s ped their
woul<l become known as th e fearsome race of warriors c all ed the peo pl es o n toward unifi ca1i o n a nd e nlighte nrnen 1. Finall y. th e
Z amaron s. Soo n aft e r. ,1 fa c ti o n o r mal e 0,111 s s plit from th e age o f the Cro-Mag no ns gave way to the first age o f c ivili zation .
The first true civil ization o n Eart h arose o n the island of
Atlanti s. where 1he first practiti oners of sc ience quickly fo und TIie New Ci s
the mse lves loc ked in a stru gg le w ith a cove n of c orrupt
by Jack Kirby
sorcerers. Some of the earl y Atla nteans Oed the squabbling after
they di scove red the underground cavern s that led to Skartari s, a I originally created the New Gods for D
savage o th er-d imensional world that see ms to li e beneath the omics as a simple but effective vehicle tha
Earth ·s surface. whil e ot hers re main ed behind to fi ght. The wars ould involve its characters in the eternal suuggle
we re finall y ended by Ari on, a sorcerer who chose to use hi s f Good against Evil. It began as that-two giant
powe rs fo r peace. Many years late r, Ario n would engage a group lanets, hundreds of light years from our own
of ali en in vaders in a feroc ious battl e that ended wi th the sinking m, were continually locked in an eternal
of the entire island o f At lanti s. The o nl y shreds of the Atlantean struggle to nullify the intentions of each to erase
civil izati on to survive thi s ca tastrophe were the twin citi es of the philosophy which governed the other.
Pose id on is a nd Tril o ni s, w hi c h were protec ted b y vas t Apokolips, the clanking, military machine o
underwater domes. a world, was ruled by a vicious and gra. pin
The n ames o f civili zati on were eve ntuall y rekindled in the dictator named Darkseid, a man almost insane!
fertil e crad les of Egy pt a nd G reece. In Egypt, learnin g and driven by an urge to conquer everything within hi.
sc ience prog ressed side by side wi th the practice o f the myst ical grasp and to continue this uncontrollable desire
art s. Durin g thi s era , Pharaoh Kha-ef-re combined sorcery and with all means at hand until there was nothing in
sc ience 10 produ ce the Blue Bee1le Scarab. whi ch endowed its the entire universe which did not bear his stamp of
wea rer with unimaginab le power. Four thou sand years later, the ownership.
Scarab wo uld be u nea rthed by A merican arc haeo log ist Dan On the other hand, in the path of this
Ga rre t. Short ly after th e reign o f Kha -ef-re came the nob le ammoth evil force, the planet New Genesis
wizard Shazam and hi s corrupt di sci pl e Teth- Adam. The wizard rbited peacefully, bathed in a glow of serene
Nab u. o ne o f the anc ie nt Lord s o f Order, was di spatc hed to anquillity and constructive growth. Its leader
Ea rth 10 fulfill a h o ly mi ss io n so me years after S h aza m ·ghfather. was an impressive and heroic figure
mysteri ously departed from the land of the Nil e. Among the last who with his adoptive son. Orion, would lead the
of the grea t Egypti an heroes were Prince Khufu and hi s be loved !Jpposition to the planet Apokolips.
Shiera, who wo uld be re incarnated mo re than two tho usand This was essentially the opening fonoula o
years later as the orig in al Hawk man and Hawkgirl. his opus. which contained its own variety o
In Greece. civili zation nouri shed under the guidance of the econdary characters such as Big Barda. the
Gods of Olympu s. the sons and daughters of the Titans, a race of
oung Forever People. and Mister Miracle, who
ere also central characters in their own volumes.
be in gs desce nded fro m 1he primordia l Chaos. Aft er warri ng
Through the ensuing years, these charact
aga inst their parents for contro l of the Earth and heavens, the
ave become and integral pan of the OC Univers
Gods finall y grew tired of battle and sea led off their ho me of and continue to enjoy a huge readership worthy o
Olympus from all outs ide contacl. their value. There is no doubt that their success
Elsew here in the universe, the fa ll of the Gods created two · U continue. because of the innate attraction to
new worlds which would eventually g ive ri se to a race of New in a universal age group. Thi , of course,
Gods. One of th e worlds. a bea ut ifu l tropica l paradi se named the key to good story telling: it has stature
New Ge nesis. fe ll und er the rul e o f lzaya the Inh erito r. The coupled with a legendary quality which radiates
other. a fou l. barren cinder chri stened Apo kol ips. beca me the "melessly in a cosmos inhabited by us all.
domain of mi ght y Darkseid, the demon avenger.
Amo ng the g reat es t wa rrio rs to ari se in anc ient Greece
were th e legend ary Amazons. After a bitter stru gg le with the Of course, th e res t of the world was hardl y stati c while
demigod Herac les and hi s fo ll owers. Hippol yte, the Amazo n England was coming of age. In Nort h America. Arak Red-Hand.
queen. decided that her people woul d be bette r off isolated from so n of Thunder, c harted the destin y of the Quontauka tri be,
the wo rld o f the pa tria rch. a nd led th e Amazons to remote whi le Jon the Viking Prin ce was lead in g th e peop le o f
Paradise Island, also know n as T hemysc ira, where they wou ld Scandinav ia to new conquests.
remain for the next three thousand years. During the next few hundred years, the Vikings c lashed
After more than two thousand years of civ ili zation, G reece with the Engl ish while the n edgling nati ons of Europe bega n
fe ll to the mi ght of Ro me and its heroes. men like the legendary acquiring tremendou s resources of their ow n. Before long, the
Go lden Gladiator. Of course. the new empire was not without its European monarchies became locked into a protracted squabb le
menaces. Blackbriar Thorn, demon pri est of the ancient Druids, over the land of the "New World" of America di scovered in the
spread terror across the entire known wor ld until the Roman late 15 th ce ntury. Grea t me n wande red throu g h thi s age as
leg ions descended upo n him and left him trapped in a volcanic well- men li ke The B lack Pirate Jon Va lo r and hi s freedom
fi ssure. fro m which he wou ld emerge two thousand years later. fi g hte rs. Keith Everett the my ste ri o us Grim Gho st. and the
Eve ntu al ly. th e ca nd le of Rom e was exti ng ui s hed b y legendary Captain Fear of the Carib Indi ans.
marauding barbarians. The fa ll of the Roman Empire brought on After th ree hundred yea rs of Europea n do mination and
the Dark Ages. an era of vio lence and cruelty. A few hundred ex ploitation, the colonies in the New World fo ught to ga in their
years later. howeve r. a great age of en lightenment began with independence and the ri g ht to bu il d a nati o n th at ce lebrated
th e foundatio n of Ca me lo t. th e co urt o f th e lege nd ary Kin g values of their own choosi ng. Th eir struggle was initi aled by
Arthu r. where brave heroe s such as Sir Lancelot and Sir Ju stin patriots li ke Thomas Jefferson and Ben Franklin , but was won
the Sh inin g Knight battled aga inst the vill ain y of Mordred and by he roes s uc h as th e co lo rful Mi ss Lib e rt y , the s to ic
Mo rga n LeFay. Aro und 1hi s same time. th e sorce re r Merlin Tomahawk, and daring Dan Hunter. In the late 18th century. the
United States of America was born .
ca me to powe r and summo ned forth hi s ow n he ll-born se rva nt,
The United Stated qui ckl y es tabli shed itself as a land of
1he Demo n E1 ri ga n.
legends. '"Within the first century of its ex isten ce, it gave ri se to
Arth ur succeeded in unify in g Britain and establ ishin g its
the Indi ans Firehair and Sca lphunt er, Bat Lash the ga mb ler,
place in the hi erarch y of natio ns. Later. the heroes of England Strongbow the scout, El Diablo the hunter, lawmen Pow Wow
wou ld include the outlaw Robin Hood and hi s Merry Men, and Smith and Joh nn y Thunder, law wome n C inn amon and Madame
the mysteri ous cru sader known as th e Sil en t Kni ght . .44, and perhaps th e most fam o us of all. the lege nda ry Jonah
Hex. Hex was a bounty hunter, ga mbler, so ldier, and g unfi ghter,
who spe nt the latter part of his gun slingi ng career in th e year Golilen Age Heroes
2050 AD , where madma n Reinhold Borsten had scooped him up
from the past to part icipate in a series of bloody g lad iatorial by Roy Thom as
d uels.
It was a time both of heroes, and o
ltimate evil.
The Age of Heroes When World War 11 began in Europe in 1939
nly such cosrumed "mystery-men" as the Crimso
veuger, tbe Sandman. and Zatara the Ma ·
The end of the 19th century swept the world into an era of on hand lo combat possible Axis sabotage i
war and an era of heroes. The First World War was fo ught by United States.
men like Balloon Buster Steve Savage, and Hans Von Hammer, Yet somehow, as if the War itself were
the Enemy Ace; whi le th e 1930s brought about an explos ion of arre camlytic agent, they were soon joined by
costumed crime fighters. breed which would be called "super heroes"
In New York City, Dr. Richard Occ ult allied himself with inning with the minuscule Doll Man, b
th e my sterious Seven against the paw ns of the mystical e ntity iftly followed by the likes of Commander S
Koth. As Dr. Occult, he became the fi st "costumed" hero of the many another.
modern age. Many of these earliest titans-so
In Ke yston e C ity , Midw es te rn Univ e rs ity s tud e nt Jay erpowered. others not-joined in spyhust
Ga rri ck wa s tran sform ed by a la boratory acc ide nt into th e crime fighting organization~ to safegu
origi nal Flash, the fastest man on Eart h. O rso n Welles' " War of erica's shores.
the Worlds'' broadcast inspired Lee Travis to assu me the ident ity The first of these, in November ! 940, was
of th e Crimson Avenger in New York City , where he quickly endary Justice Society of America, with
teamed up wi th playboy Wesley Dodds, who had c hri stened valiant actions the President of the Un
himself the Sandman , in orde r to battle the mysterious Phantom imselfwould have been assassinated duri
of the World's Fair. The J.S.A.'s initial members we
Mere months later, Carter Hall, the modern reincarnation of Green Lantern, Hawkman. the Sandma
Prince Khufu of ancie nt Egypt, first donned hi s wings to become , Hourman, the Spectre, and Dr. Fat
the original Hawkman. New York chemist Rex Tyler in vented e soon joined by the likes of John
r, Dr, Mid-Nite, and Stannan.
th e won der co mpound Miraclo, whi ch all owed him to ass ume
second group soon formed: the Sev
the identity of the orig in al Hourman, the man of the hour.
rs of Victory, composed of the Shini
In the southwest, eng ineer Alan Scott ca me into possessio n , the Crimson Avenger, Wing, the St
of a mystical Chinese lantern and became Earth' s ori gi nal Green ed Kid, Stripesy, the Vigilante and
La ntern. Diminutive co llege st uden t A l Pratt trained him self Billy Gunn (who was soon replaced
wi th the aid of former heavy-weight champ Joe Morgan, and ff, the Chinatown l(jd).
become the origin al Atom. In the aftermath of Pearl Harbor in Decem
T hese heroes were not alone . There were o thers: Dollman, 1941, vjrtually all of America's costumed her
Stee l the Indestructible Man, Jo hnn y Thunder and hi s mysti cal including tbe J.S.A. and the S.S.V., became chart
Thunderbo lt, the almost omnipotent Spectre and th e intri guing embers of the wartime All-Star Squadron
Dr. Fate. In No vembe r of 1940, Pres ide nt Frankli n De lano pecial request of President Rooseve lt himsel
Roo seve ll gath e red to ge th e r a group of he roes to battle th e bey operated the rest of the war from th
hord es of Hitler. T he group became known as the lege ndary erisphere in Queens, New York.
Ju stice Society of A merica , a nd in c lu ded th e Flash, G ree n Before long, however. the Jiving embodimen
Lamern , Hawkman, Dr. Fate, the Atom, and the Sa nd man. of American spirit, Uncle Sam. Jed a splinter grou
A n e xp lo s io n of heroe s a nd hero in e s fo ll owed the onsisting of the Black Condor, the Phantom Lad
fo rm ation of th e Justice Society. The Black Cond or, Doctor several others to Washington D.C .. where the
Mid-Nite, the Red Bee, the Shinin g Knight, the Human Bomb, as the Freedom Fighters.
Mr. America, Air Wave, the Tarantul a, Uncle Sam, Manhunter, 1942, wi t hin the Squadro n, a
th e Vigi la nt e , Mi ss A me ri ca, the G uardi an , Mr. Te rrifi c , ary gro up was formed by such youths as
Judomaster, Sargo n the Sorcerer, Amaz ing Man, Robotman , a Munro, Fury, Dan the Dyna-Mite, Flying
pair of Firebrands, the Phantom Lady, the Star Spangled Kid , eptune Perkins, and the Nisei girl Tsunami.
the Whip, th e Jeste r, TNT and Da n the Dyna-Mite, Wildcat, teens, called the Young All-Stars, soon
ed a heroic caliber to rival their elders.
Midnight, Iro n Munro, Flying Fox, Tsunami, Fury, the Huntress,
hough the most powerful of the heroes were
Neptu ne Perkins, and many others we re e ve ntuall y orga ni zed lly kept out of enemy-held territory b)
into a g igant ic fift y me mber leg ion known a s the All -Sta i ccull powers wielded by Hitler and the
Sq uadron, under the leadership of the heroine, Liberty Belle. us Dragon King, the heroes of the All-St
As in any age, howe ver, there were plenty of vill ains to n protected America from saboteurs an
keep th e heroes bu s y. The re we re com mon cri minal s a nd ents such as Baron Blitzkrieg and
saboteu rs such as th e notorious Inj ustice Society of the World, ation of the war.
fo un ded by the Wizard in response to the Ju sti ce Society, and
whose members included the Gambler, the Sportsmaster, Shade,
the Ic icle, th e Fiddler, Harl eq uin , the orig inal Brain Wave, Per At th e sam e tim e that th e co lorfull y costum ed me n and
Degaton, and Solomon Grundy. Mo re des picable were those wo me n noted above were protect in g Am eri ca 's sho res from
fiends who chose to work directly fo r the Ax is Powers, such as saboteurs and Nazi spies, the real heroes were abroad batt lin g
Baro n B lit zkri eg, th e Dragon King, a nd th e hordes of Ax is the forces of Germ any and Japan firsthand. Fighting alo ngs ide
America. Bui perhaps the most dead ly menace of the era was the allied fo rces were th e mysterious Unknow n Soldier. the man
Ado lf Hitler him self, who managed to uncove r th e mysti ca l known as G ravedi gger. the comm andos code- named th e Losers,
Spear of Destin y, a potent arca ne arti fact whi c h he used to Lt. Jeb St uart and hi s Haunted Tank , the Black hawk Ja nos
pre vent th e heroes of A merica from e ndin g the war alm ost Prohaska ; and perhaps the greatest sold iers of all, Sgt. Frank
before it began . Rock and th e men of Easy Compa ny.
As World War II came lo a victorious close for the Allies,
th e heroes beg an 10 van ish. First, th e Law 's Leg ionnaires "Tal<eTen"
(so metim es kn ow n as th e Seve n Sold iers of Victory), were
di spersed through time wh il e battling the potent Nebula Man. In by Robert Kanlgher
the ea rl y 1950s. the he ro co mmunit y was dealt one of it s l created, wrote, and was the editor o
greatest blows when the me mbers o f th e Ju stic e Society ol ergeant Rock from his first appearance in " Tb
Ameri ca were brou2ht before the House Un-A merican Ac ti vities ock and the Wall'' in Our Army At War#83, i1
Commi ll ee under sl1 spicion of aid ing enemy spi es. Rather than 1959. I never consulted or collaborated witl
revea l their true identities lo th e world. the JSA ers chose to c, from illustrator to publisher. If I had
retire and return to civ ilian life. y Ace would have been rejected. (What?
While the grea te st of Earth 's Golden Age heroes we re Germcm shooting down Amerirau, French. an
retiring. howeve r. one of the greatest of its second generat ion ritish pilots!-Nererl)
was just ar ri vin g. In the late 1950s. th e renowned scienti st I chose Joe Kubert to illustrate that firs
Professor Erdel accidentally scooped up the warrior J'onn J'onzz ock. I only write wholly finished scripts. Ou
from th e sands of Mars and teleported him to Earth. where he elationship on Rock lasted thirteen years o
secretl y battled injusti ce in the gui se of Martian Manhunter. 1onthlies, ..;pecials. and covers. Kuber
Within the nex t three decades, new heroes began to appear ndoubtedly is the definitive artist on Rock
almost as suddenly as the o ld had vani shed, beg innin g wi th nemy Ace. as well as the Viking Prince.
perhaps th e two greatest heroes of all time. Rock and Easy Company were in continuous
In the town of Srna ll vi ll e, Jonathan and Martha Kent ublication for almost thirty years. five times
adopted an infant they di scove red in the wreckage of an ali en n World War II itself. Rock i
spacecraft wh ich cras hed nea r their home. The infant Kai-El was erect the quintessential American sergeant.
th e last so n of th e planet Kr y pton , w hi c h ex ploded in a kked up copies of Rock in England. F
geo logical catastrophe. Kai -El was rocketed to Earth just before Spain, Holland, and Finland. Reader
the exp los ion by hi s parents. Jor-EI and Lara, who hoped to save
me in from Manhattan to Manila.
hi s life. Kai-El was given the name Clark Kent and would grow
In more than three hundred scripts I
up to become Superm an , the never-yi elding warrior for truth.
justi ce. and the Ameri can way ·k as real and as authentic as l could. He
Soon after, in Gotham City. the life of young Bruce Wayne super powers. Scratch him. and he bled. He
was shattered by two bullets that ended the li ves of hi s parents s tired, hungry, thirsty, battered. But he
Bitter and energetic. the boy spent years sharpening hi s mind ncealed his fears and always led his men
and body to a keen edge, which he used to wage an all-out war ard. He was "the sergeant generals would like
on the lot of cowardly , superst itious street criminals. giv ing birth be"-he was "the Rock of Easy." I made i
to the legend of Batman. ite clear, years ago, that because of the
The emergence of Superman and Batman began the Silver · us combat they were in, neither Rock n
Age of heroes. In Cen tral City. police sc ienti st Barry Allen was y would survive the war.
doused with chemicals which gave him amazing speed. Out of Rock has always existed outside the DC
respect to hi s predecessors. he became the new Flash. the fastest niverse. As l conceived and wrote about him.
man alive. In a remote li ghthouse, an Atla ntean-human hybrid ock lived. fought, and died in real time-jus
was born in the form of Art hur Curry. who lat e r bec am e s his father had before him, buried in a
Aq uaman , king of the seve n seas. In Ivy Town, physicist Ray ilitary cemetery in France. The epic tales o
Palmer di scovered the secret of size and weight control. He used 'The last Days of Easy" and "End of a Rock''
hi s unique abilities to combat evil as the second Atom. In Coast re finn in mind.
City, test pilot Hal Jordan was given a Power Ring and battery by I had no control over other editors using
the dying Ab in Sur. becoming th e Gree n Lantern Corps' first ock to attract attention to their characters. Thei
Terran recruit. There were many more: Oliver Queen became the omics' characters have no more credibility in
Gree n Arrow, Dr. Will Magnu s built th e Metal Men. Ralph eaming up with Rock's gritty realism
Dibny became th e Elongated Man, the element man Metamorpho ickey Mouse would have with General Patt
was born. and the original Doom Patrol was founded. How real and pertinent is Rock? F
Soon, the seco nd ge nera ti on of heroes followed in the 'Charlie Company," What Vietnam DI
foot steps of their predecessors and formed their own hero team. s, by Peter Goldman and Tony Fuller.
The Ju stice League of Ameri ca was born whe n the Martian orrow and Company Inc .. New York:
Manhumer. Gree n Lantern Hal Jordan. the second Black Canary. arris was worried about his men too. It
Aquaman. and the Flash joined together to repel an in vasion of they called him Sergeant Rock, not just
Earth by the bi zarre ali en Appe ll ax ians. Befo re it was finall y e WI\$ good with an 8 l mm mortar. but
di sbanded. the J.L.A. would boast almost twenty members. e was concerned about getting them home alive.
It was not long until the heroes· junior partners form ed a
Editor Mike Gold wrote that Rock was on
"junior Ju stice Leagu e·• of th eir own. th e Tee n Titans. The
of the most enduring comics creations of a
Titans, fou nded by Robin , Kid Flash, Speedy, Wonder Girl, and
Aqualad. continu ed to evolve and grow over the years. By the time ... "he represents our most noble effort
end of the decade. the group dropped the "Teen'' from their titl e. under extreme duress."
and boasted seve ral new Titans: Changeling, Raven. Cyborg, Ten's OYer · Move Outl
Jericho. Kole, Starfire, and young Dann y Chase.
The fact that a second ··age of heroes" was underway was
s ig na led in spade s by the arriva l of two more imp o rtant
members of the superhuman community. The Age of Crises
In Boston. Princess Diana became th e first Amazo n in over
three th ousa nd years to enter into the ··Man 's World." Dubbed As the ye ar s drew on. more and more s up e rhum a n
Wonder Woman by the America n press. Diana has since decided defenders of truth sprang up all across th e globe. But what is a
to remain in America to spread her message of peace and hope. hero without a cri sis to test hi s or her mettl e? Durin g the final
In San Franci sco. youn g Billy Batson was dra wn into an decades of th e 20th century. th e heroes of Earth were' provided
aba nd o ned subway tunnel. where he was give n powers far wi th plenty of challenges.
beyond the mortal ken by the ancient wizard Shazam. As Captain First, there was the greatest Crisis of them all. At the time
Marvel. Bill y has since beco me the world 's mightiest mortal. that th e Anti - Matt e r Universe was c rea ted. two nea rl y
o mnipo tent beings were born : the Moni tor on a moon of Oa, an d Dominators· ex pe rim e nt s uni ted 10 beco me the Blaste rs. The
the Ant i-Monitor on Qward, the planet located al the center of a lie ns Katar an d Shayera Ho l reestab li s hed the prese nce ~f
th e A nt i-Matter Un iverse. Throughout the hi story of th e two Hawk man and Hawkwoman. In outer space. Colu an nati ve Vnl
U niverses, th ese two bei ngs were fo reve r locked in bitter Dox saw th e need for a new ga lac ti c peacekeep in g force
stru gg le. Toward the e nd of the 20th century, the Anti -Mo nitor fo ll ow in g the des tructio n of the Gree n Lan te rn Corps a nd
was awakened after a lo ng period of dormancy , and promptl y gathered together a group of ali en heroes who wou ld patrol th e
redoubled hi s efforts to des troy the Positi ve Matter Universe and space ways as the L E.G. 1. 0.N.
hi s good- hea rted co unt e rpart . The e ns uin g batt les lasted for
mo nth s and took the li ves of the second Flash, Ko le, Aquagirl,
the first Do ve, Prince Ra- Man, and the Immo1ta l Man, thou gh Legends
the Uni verse survived in tact. by Mike Gold
Pe rhaps the worst pa rt of the Cri sis, however, was that it
caused ce rtain e manati o ns o n the myst ical planes whi ch allowed Superman. Batman, Wonder \~oman, t~e
the villaino us Brujeria, a mad cult of nihilists, lO put into moti o n Justice Leagu~ of Amerii:a ... there 1s a certain
a ma ni aca l sche me to des troy th e e ntirety of crea tion. After majesty to the DC Universe. These are not simple
trave lin g across the United Sta~ed at the behest of th~ m.ysterious heroes we·re talking about: these are legend~.
John Constantin e in o rder to wnness the nature of ev il first hand, There is a reason why these character~ have
th e Swamp Thing. Eart h 's e le ment a l g uardia n, successfull y survived for five decades and are known the \\'Orld
diffused th e ev il of th e Bruje ria. Eve ntu a ll y, howeve r, the over. Tales of mere heroism are not sufficient for
c lim act ic final battle of the so-call ed American Gothic Saga, a the long run. In order to endure. we must
hu ge assa ul t o n th e rea lms of Heaven a nd He ll the mselves, chronicle 1he adv~nlures of gods.
swept the demon Etrigan. the Spectre, the Ph antom Stranger, But gods survive only as long as people
Doctor Fate, and Dead man into the fray, and took th e li ves of emember them. Characters created before the
the magicia n Zatara, and Sargon the So rcerer. econd World War must adapt to changing times.
The Crisis also prompted th e e lderl y Guardia ns of th.e n 1938. Superman was less likely to perceive a
Uni ve rse and the ir estranged mates the Zamarons 10 depart 1he1r correlation between the natural destruction of his
ho me o n O a fo r rea lm s unknown. In th e ir abse nce, th e ome planet Krypton and the ecological oblivion
Gua rdi ans gave the me mbers of the ir Green Lantern Corps leave aced by his adopted planet Earth. Fifty years
to ope rate as th ey themselves saw fit, prompting seven Gree n ater, the Man of Steel must be deeply concerned
Lantern s to settl e o n Eart h. y the similarities.
Less than a year later ca me Dark seid's att empt to rob t~e Superman, as the ultimate hero. had the
Ea rt h of its hero ic .. legend s." During the campaig n, Darkse1d ttributes of a god. Wonder Woman is the prodigy
tried to turn the people of Eart h against their heroes in order to f gods. And Batman is Pluto on Earth-a
pave the way for a grand in vas ion; but hi s sc heme fa iled whe n racula who lusts after the blood of evil.
Earth 's defenders uncove red the true identity of the charlatan G. We are not simply in the storytelling
Gordo n God frey and se nt hi s wa rri o rs back to A po ko lips. usiness-we are in the myth-making business.
During these month s of tyranny, the Justice League of America Given our need to establish and maintain a strong
was shatte red forever when two of its members were killed by continuity, each story is part of a chain reaction.
the insidious Professor Ivo. A few wee ks later, however, a new ·ust as each starts its own chain reaction. Our
Jusii ~~ 7~:g:~~;o~~ ~~~~e t~~a::~~!s~ft~hee ~!~·p ie of Earth we re
·agas become myths.
In recent vcars. the DC Univt!rsc has
fi nall y give n some good news. A short time after th eir departure. solidified not solCly because of ib adherenrC' to an
o ne of th e Guardians of the Unive rse and hi s Za maron mate established continuily. bur because its rc,idenb
return ed to bring a mess age to Earth. He rupa Hando Hu and are. at las~ being perceived as the legends they are.
Nad ia Safir c la imed that th ey had determin ed th e Ea rth wa s
eve ntua ll y to beco me th e birthp lace of th e cos mos' next
immortal race. The pa ir se lected ten hu man s, known as the
C hose n. to carry the geneti c seeds of future glo ry. After th e
G uardian's announ cement, however, the and roi d Manhunters, The Future and Beyond
the malfun ctio nin g robot servants constructed by the Guardians
T he DC Uni verse co ntinu es to thri ve we ll beyond th e
many millennia past, ca ught wi nd of th e prophecy an d lau nched
twe nti eth ce ntury. Ju st after the begin ning of th e twe nt y- first,
an a ll -out campaign to destroy the C hosen in order to th wart the
seven nation s wi ll ri se to th e statu s of superpowe r and g lo bal
goa ls of the ir for mer mas te rs. After a long, drawn out battle tensio ns will escalate into a mass ive nuc lea r o nslau ght. In the
in vo lv in g nea rl y eve ry s up e rhuman o n the planet , th e years th at fo ll ow th e turmo il . ric h robber baro ns will di vide up
Ma nhunt ers were fina lly drive n off th e Eart h. Seven of th e th e land amo ngst themselves and estab li sh a new order. fo rcing
C hose n. now dubbed th e New Guardians, s urvived to purs ue th e co mm o n peop le to o nce aga in fi ght fo r th ei r freedo m. a
their unique destin y. struggle in whic h the fa mo us gunfi ghter, Jo nah Hex. snatc hed
After o nl y a few mo nth s res t, the heroes of Eart h we re fro m the past by one of the power barons. will co ntinu e to make
fo rced to defe nd th eir planet agai nst a massive ali en in vas io n led hi s reputatio n.
by th e cru e l Dominato rs. w ho were bent on subj ugatin g th e As th e years go o n, heroes wi ll continue to sprin g fort h to
planet before the humans we re capable of pl yin g the space lanes Ea rth 's de fense: C hri s KL- 99, th e Star Ro vers, Star Ha wkin s,
and ca rvin g o ut an interste ll ar e mpire of th eir ow n. Omac the One Man Arm y Co rps. Tom my To mo rrow and th e
The in vaders were repe ll ed by the change in allegiance of Planetee rs, an d the Space Range r.
t he p lane t Daxa m . w hose inh a bit ant s discovered th at th ey In the 30th ce ntury after a mi llennium of peace. a group of
possessed nearl y Krypton ian- leve l powers in Earth 's atmosphere. yo un gs te rs from habitable wor lds. a lmo st too numero us to
The last-minute deto nation of a ·'gene-bomb" in the atmosphere count, will form perhaps the greatest groupi ng of heroes ever:
by a rogue Dominator nearl y wiped o ut all Earth' s. h~.roes, but a the lege ndary Leg io n of S uper-Heroes. Heroes like Brainiac 5.
re sc ue tea m led by J' o nn J' o nzz managed to 111filtrate the Li ghtn ing Lass. Se nsor G irl. T imber Wo l.f. Polar Boy. ~os mi c
Dom inion and bring out a cure fo r Earth 's ai ling heroes. Boy, Blok, C hameleon Boy. and Te llus will strugg le aga1 ns1 the
In th e wake of th e in vas io n, Ju sti ce League Int ernational li kes of the Khund s, Uni ve rso, Starfin ge r, th e Fata l Fi ve. the
for med a permane nt European branch, and se ven victims of th e Leag ue of S upe r-Assass in s. a nd th e ever-prese nt Darkseid
Jo ining th e Leg ion in th e ir stru gg le fo r ju stice will be the de sir~s, Dar~seid can blanket all of Apoko lips under a hu ge
astou nding Champi ons of Lallor and the cos mi c Wanderers. cloaking dev ice that hides the planet from the eyes of all but the
Towards the end of the 301h century. the Dominators will most determined travelers, thou gh he rarel y bothers, beca use no
ha ve mad e up for the ir fa ilure in overtly conquerin g Earth a one is foo lish enough to tra ve l to Apoko lips willing ly.
th ousa nd years pas t by sub ve rtin g Earthgov and effec ti ve ly Some of Apokolips' more notable locations incl ude:
ru ling the planet. Afte r a hard-fou ght res istance led by many of Armagetto: Armage tto is a ma ss ive s ha nl y tow n/l abor
the prev iously laughab le Leg ion SU BS, th e Dominators will ca mp. Here, . Darkse id 's slaves, known as th e Hun ge r Dogs,
finall y be forced off of the Ea rth . However. the joy of victory e ndlessly toll away to keep up the flo w of fu e l to th e vas t
will not last long. as fi rst the Moon. and then the planet Earth Energy Pits. Located several hundred mil es away, th e Pits
herse lf. a re destroyed by a co mbination of Dominion provide the planet with a nearl y endl ess suppl y of energy. Every
machi nat ions and humanity's ow n lac k of fores ight. On June 4, now and then , a group of Hun ger Dogs will rebel and cause a
2995. fro m th e as hes of th e planet. a New Earth will ri se; an temporary planet-wide emergency.
amal gam of 94 Eart h c ities launched into space using archaic G~anny Goodness ' Hap.plnes.s Home: The Happiness
28t h ce ntury tec hnology. This Earth wi ll have its own heroes. ~ome 1s a so rt of orph anag~ 1n which those youn gs ters that
the youth ful Legionn aires di splay the necessary pote ntial to beco me o ne of Dark se id's
Eventuall y. however. it see ms that Ea rth 's heroes will dreaded Dog So ldi e rs are fo rc ibl y e nroll ed . Th e re th ey are
graduall y disappear. By the ti me of the 58th ce ntury. Earth's tortured and trai ned in co mbat by Grann y Goodness and her
leaders. the so-called Sola r Co un c il , w ill beg in summ o ning lackeys. Mister Miracle of Just ice Leag ue Internat ional grew up
fa mous heroes from the past to help them wage their wars. What here, but managed to esca pe to Ea rth.
The Tower of Rage: Th e towe r is Darkse id' s pe rso nal
wi ll co me of the Guardi ans' prophecy whi ch selected mankind
~~~tr;~~e~~;t~~;:\!~~~:e~t~r~~a~~~~ll~:~~t:.~~:~
1
as the nex t immortal race in the cosmos remains to be seen. :~~ : ~~:ttir
At th e end of time. the Uni verse wi ll have become a vast
defe nse systems and intruder alarms. It is said that those who
was te lan d. The fat e of ma nkind is unknown , but wa itin g enter th e Tower of Rage never return. Outside th e tower is a
patie ntl y in thi s era is th e Time Trap per, who will mee t hi s giant stone sculpture of Darkse id himself
destiny at the hands of th e Infinite Ma n. a confrontati on that will In ad diti on to Dark seid and Gra nn y G oodn ess, o th e r
start the cycle of the uni verse all ove r aga in . T hu s. eve n the end inhabitants of Apoko li ps in c lude the Female Furies. Manti s.
of DC Universe is o nl y the beg inning. the Deep Six, DeSaad, Kalibak , Virman Vundabar. and Kanto
the assass in.
S uperm an was forcibl y abd ucted to Apoko lips durino
II. Places of Interest Darkseid' s camp~ign to rob the Earth of its legend s. The plane~
was rec~ntly v1s1ted by th e members of th e Ju st ice Leag ue
in the DC Universe Intern at ion a l whe n th ey trave led to Apo kolip s in pursuit of
their enemy Manga Khan who had abdu cted th ei r teammate
A good ro le- playing ad ve nture, li ke a good story. needs an Mi ster Miracle.
inte~esting s~uing. Fortun ately. t~e DC Uni verse co mes already
equ ipped with a number of suitab le locales. An alphabetical
listing of so me of the planets, cities, and places that have woven Atlantis ,
their. way in and oul of the DC comic s over the past fifty years is
provided below. The sunken conti ne nt of At lan ti s is located in the North
Time fo r a cheap plug! T here is not nearl y enough room to Atlantic Ocean, approximately 7,000 fee t beneath th e surface.
cover all of these areas in full detail. More detai led entries for Atlantis is the first place on Eart h where civili zation took root
most of the major areas can be fo und in the various DC HEROES and eventuall y fl ouri shed
Role- Playing Game Sourcebooks ava ilable separatel y: The Atlas Whi le it was sti~I above sea leve l, At lantis was orig in all y a
of the DC Universe pro vides a detailed look at the cities, planets, stron g center of magic. When soc iety was first fou nded upo n its
dim ensio ns . .and people of th e DC Uni ve rse. The Apokolips shores, Atl anti s was governed by a body of mad sorcerers, who
Sourcebook gives you a closer look at the New Gods of both that became engaged in a long strugg le with th e followers of sc ience.
di smal planet and the paradi se- like New Genesis. The Swamp Though the two groups were determined to destroy each ot her.
Thing Sourcebook/ Adventure gra nt s mo re in sig ht into that
th ey mana ged, at times, to cooperat e for bri ef ve ntures th at
c ha ra c te r. as we ll as hi s sw amp ho me outs ide Ho um a, wou ld be nefit a ll. Aro und 50,000 B.C.. for exa mpl e. th e
Lo ui siana. For a look into DC's past, you can consult The World Atlanteans b.uilt a magi~a ll ~ powered interplan etary exploration
ve hi c le w hi c h ran sc1e nt1f1 c tes ts up o n a ll o f th e Ea rth 's
at War Sourcebook. and fo r a glimpse of the fa r future, 2995: The
neighboring planets and se nt th e result s back to Atl antis.
Legion ~f Super-Heroes Sourcebook is the key. ~agic provides
As the war between sc ience and magic co ntinu ed, th ere
eve ryt hrn g yo u need to know about th e mysti ca l places and
eventually ca me a sorcerer known as Ari on. who dec ided to use
charac ters of th e DC Unive rse. whil e the fo ur-volume Who's
the power of magic toward good ends. Ario n fina ll y managed to
Who in the DC Universe Role-Playing Supplement is the ultimate
put an end to the struggle that rocked hi s people. but not before a
source of DC HEROES ga me informa ti on on literally hundreds of
grea t man y of th e Atl antea ns had fl ed th e co ntin ent fo r th e
1he most importan1 characte rs. places. and gadge ts in th e DC
ex tradime nsiona l world of Skartari s. Twent y-five yea rs later.
Un ive rse. See your local ga ming store for more details on what Arion stood alone to oppose a colossal alien in vasion of the Earth
is avai lable. He succeeded in dri ving off the aliens, but not before tragedy had
struck. sinking Atlantis beneath the surface of the sea.
Apokolips Two of the A tl antea n c iti es, T ri to ni s a nd Poseidoni s,
Apokolips is the di smal ho me of th e New God Darkseid, survived th e catastrophe. The people of eac h city had deve loped
the demon ave nger. It was created by the destruction of the O ld a serum that would allow them to li ve and breathe underwater
Gods at the same ti me. New Ge nesi~. the domain of Highfather For th e peop le of Pose idoni s, eve rythin g wo rk e d o ut a s
l zaya. came into be rn g. A po kohp s and New Ge nes is are ex pe~ted. The people of Triton is, howeve r. had an un ex pected
virtu a ll y th e o nl y ha bitabl e plan ets in th e ir sec tion of th e reacuon to the serum and de ve loped into a race of Mer-people.
uni ve rse. and can onl y be reac hed throu gh ex treme measures, One legend te lls of a war between the two c ities whi ch invo lved
such as the Boom Tube. time-traveling members of th e Legion of Super-Heroes. but thi s
Apokolips is. an un c lea n wo rld spec kl ed by. hu ge.g ray ~tor y. is wide ly co.n.s id e red a m yth. O v.e r th e ye ar s . 1.he
ho_u ses and mach111 e ry. Th e ~ast majo.r it y of its mhabit a nt s rnh ab1tants of both c1t1es deve loped te lepathic powers. enablmg
blindl y ack no w ledge Dark se1d as th e ll" sove reign. If he so them to communicate efficien tl y underwater.
Today. th e twin technolog ically advanced Atlantea n citi es or anything trave lling cross-country was bound to pass th rough
rema in beneath the sea. suspended under hu ge protect ive domes Centra l City at one time or anot he r
Fo r a time. the hero Aq uaman served as Kin g o f Pose idoni s and C urre ntl y. Centra l C it y's popu lation stand s at around
marri ed a que e n. Mera. Ex- Tit a n Aqu a lad is al so a former 750.000. including its suburbs. T he c it y itse lf boasts some of the
res ide ni of All ant is. as was Lori Lemari s. Supe rm,111·s lost love. nati on's most famo us landmarks: The Va n Geld Opera House.
Recently, Pose idoni s was co nque red by renegade Durlans. but th e Hard we ll Tower. the Gedde Mu seum of Nat ural Hi story.
was subseque ml y fre ed by the hero ic e fforts of Aquaman Blackjack Stadium. and the Flash Mu se um
ln1 eres1in g ly e nough. the prese nce of a rea l- li ve hero
Belle Reve Penitentiary never really brought the fam e and no tori e ty to Central C it y that
lh e prese nce of Superman and Batman brought to Metropoli s
Be lle Reve is a hu ge federa ll y funded maximum sec urity and Gotham . St range vill ai ns see med to fl oc k to Ce ntra l C it y
pri so n des igned to house supe rhum a n in mates. The pri son is in unbelie va b le num bers ju s t 10 tes 1 th ei r me1t le: Mirror
located in Terrebo nn e Par is h. about IO mil es so uth west of Maste r. Capta in Boome rang. Capta in Co ld. the Tri c kster. the
Ho um a. Lo ui s iana. o n the edge of th e vas t swa mp sys te m Weather W iza rd , e tc. Ever sin ce Barry A ll e n 's trag ic death
freque nted by th e Swamp Th ing.
during the Cri sis. Ce nt ra l City has become a lot qui e ter. though
Be ll e Reve was co nstruct ed a ft e r the U.S. Gove rnme nt
a lot less interes ting
passed th e Kee ne Ac t and In gerso ll Ame ndme nt s in 1he lat e
1960s wh ich gave pri so n offic ia ls mu c h grea ter latitud e in
dea lin g w ith unu suall y powered c riminal s o f all types . Li fe in
Bell e Reve is ce rta inl y no pi cn ic. bu t up until now there has onl y
Coast City
been one successful escape. w he n G. Go rd o n God fr ey wa s
Coast Ci ty. Ca li forn ia is located o n Hi ghway 10 1 near
liberated by Darkse id' s Fe male Furi es
What makes Belle Reve trul y int erestin g is th e fact that it Sausa lito. just across the bay from San Francisco. Oak land. and
o nce se rve d as headquart e rs to th e to p secre t gove rnm e nt Pac ifica. It is one of the busiest sea ports on the Pacific coast
co mmandos known as th e Sui cide Sq uad . In fact. most me mbers and boasts a mild climate. exoti c sce ne ry. and a world famou s
of th e Squad were at one time inmates of Be ll e Re ve who were skyline. Coast City is the home of Eart h'~ firs t Green Lantern.
offered an amnesty pl an if they would agree to perform a certain Hal Jordan .
numbe r o f top sec ret dan gerous mission s for lhe government C urre ntl y. th e pop ulati on o f Coas t C it y res ts aro und
T hi s is how c rimi nal s like Captai n Boomerang. th e Pe nguin . 675.000 people. Amo ng the c it y's bright spots are: the Joseph
C h rono s. th e Think. e r. th e Parasi te. T yp hoo n . Mr . I 04. M. Leff Mu se um of Natural Hi s1ory. the ..Two Mil e Mat 1:· the
Blockb uste r. the Enchantress. Deadshot. and Bron ze T iger we re U.C.C.C. (Un iversity of Ca li forn ia at Coast City). the Cost C ity
first rec ruited into the Sq uad . Po lice Mu se um . and the free-w hee ling Dropaway Beach . In
Belle Re ve is la rge enough to support approximate ly fifty - addition. Coast C ity has rece ntl y become a major oil prod uce r.
fi ve inmates. and features a guard staff of approxi mate ly th irt y. now that the c it y fath ers have a ll owed off-shore drilling in !he
The pr iso n is co nn ec ted by a pn e umatic tunne l 10 nearby Santa Clara Channe l that passes ri gh1 through the ci ty. though
Yeage r Field. w here th e Sui c ide Sq uad stored it s airshi ps and ma ny arg ue th a t th e dr illin g is har min g th e s urroundin g
heavy equipme nt. env ironme nt
Green Lantern and hi s co ll eague s are ve ry popul ar a mongst
th e people of Coast C it y. eve n thou g h more th a n one of hi s
Bialya e ne mi es has w reaked ha voc upon 1he c ity it se lf. In fact. th ey
Bialya is a sma ll be leag ue red country located in the Midd le have show n the ir apprecia ti o n by cons truc tin g a giant marble
East. It firs! came to promin e nce whe n the Si lver Sorceress . stawe of Green Lante rn in the dow ntow n Siar Sq uare
Wandjina. and Blue Ja y arr ive d on Earth from their ho me
dime n s io n. int e ndin g to de s t roy a ll o f Ea rth' s nu c lea r
weapo ns-pre sumably in order to save mankind from it se lf. Feithera
Bi a lya was 1he first count ry targeted by the three a li e ns. who
the n fe ll under 1he c harismati c sway of Bial ya·s terrori st dic tator Feithera is a hidde n city of intelligent bird-men located in
Rumaan Harj avt i. w ho began us in g th e ali e n s to s tir up northern Gree nl and . It was fou nded almost three thou sa nd ye ars
inte rnati ona l havoc. Harjavt i's sc he me was later squashed by ago. In 1946, the c ity was di scovered by an Ame rican pil ot who
me mbers of the new ly form ed Justice Leagu e Intern ationa l. who had strayed o ff course. When the pi lot returned to America. few
ran up against Harj av ti again a few mo nth s later w he n th e be li eved hi s story. allhough he was pe rsuasive e nough to im erest
madman began a coope rati ve effort with Batman' s ne mes is the an oppon uni stic gro up o f hunters, who hoped IO bag one of the
Joke r to assassinate each and every J.L.1. me mber. bird people and return with it for ex hibiti on. This scheme was
Sin ce that time. Harjavt i has been assass inated and repl.:iced 1hwarted by the origina l Hawkman a nd Haw k. girl. who not onl y
by th e e ni gmatic Quee n Bee. The Queen Bee and he r arm y of stopped th e hunters a nd agreed to keep Fe i1hc ra·s ex iste nce a
superhuman fo ll owe rs ha ve mys teri ous ly managed to turn the sec ret. but foi led an atte mpted coup by the villainous birdman
poverty stri cken Bial ya imo a country of wea lth and prosperity. Trata aswe ll.
The Queen Bee h as s in ce bee n re moved a nd rep la ced by Fro m th at day forward. Hawkma n and Hawkg irl beca me
Harjavti's brot he r. freque111 visitors to Fe ithe ra. Eventua ll y. the Fe itherans a ll owed
their hum an fri e nd s to brin g anthropologi st Dr. Fred Ca ntre ll to
Central City li ve among the bird people a nd stud y their c ustoms. Whi le in
Feithera. Ca ntre ll fe ll in love w ith Osoro. th e daughter o f the
Ce ntra l C ity is localed. appropri ate ly e nough. nea r the Fei lhera n rul er Worl a. and the two had a half-breed son. Norda.
cente r o f th e co ntin e nta l Un it ed States . II is famous as the Eve ntu all y. Norda left Feit hera for a time to join the heroes of
longtime home of Barry A ll en, the second Flash. Infinit y In c., bu t has sin ce returned to replace Worla as th e
Ce ntral C ity was ori gina ll y a stop on the great cattl e trail leader of his people.
lead in g out west. and most of the great rai l barons of the late Recent ly. Fe ithera was destroyed by a passi ng glacier. but
19th ce ntu ry built rai lways through the city. Ce ntral City rapidly the bird people have sin ce rebuilt th e c ity in a sa fer locat ion.
bec am e th e mo st imp orta nt stop west of C hi c ago , s impl y Today. Feithera stands as a shimm erin g city of go ld amongst the
because so many rai l lines crossed th rough the c it y th at a nyone Arcti c waste lands
Gemworld Pole in order to broadcast a rad ioactive signal that would cause
the populat ion of Eart h to forget about Gorilla City forever. The
Gemwo rl d is an o the r-di mens i ona l realm that i s on l y only human allowed to retain his memory of th e gorillas an d
slightly removed from the plane of Eart h. It was fou nded when thei r civ ili zation was th e second Flash, who has since died.
the wiza rd kin gs of th e twe lve great hou ses or anc ient Earth Rece ntl y. the third Flash and Gree n Lantern were called to
sought lo create a new kingdom for their people afte r a major Gorilla City by Solovar to th wart an atte mpt by Grodd to gain
sun .we nt nov a ov_er two th ousa nd ye ars ago, rea li gnin g th e massive powers be reexposing himself to the meteoric rays that
zodiac and remov rn g most of the magic from the Earth. Ju st first gave him his powers.
after this catastrophe, the kings of 1he twelve houses poured all
of their remaining mystical might into the person of C itrin a, a
Gotham City
yo un g sorce ress . and bade her to fi nd a sui table unformed
mys ti cal dime nsion in whi ch ma gic was ple ntiful. C itri na Gotham Cit y is a large city which has seen belier days.
succeeded when she fo unded the Gemworld. and the people of The fac t th at 4,800,000 peo ple live within the me tropo litan
the twe l ve houses fo llowed her there.
area is testimony that man y still believe in Go th am's future.
Gemworld co nsists of one ce ntra l land mass surrounded by
Located on th e eastern seaboard, Goth am' s access to the majo r
a vast sea, with severa l small island clusters lying j ust off shore. Atlantic shi pping lanes guarantees its importance as a port of
One of lhe interesting things about Gemworld is that it is clea rl y
call in th e future.
flat. Its sea is circular in shape and constant ly cascades off the
Gotham City was founded in 1635 by Swedish mercenary
edge of the world in a steep fal l. What lies below and beyond
Captai n Jon Logerq uisl. Captai n Loge rqui st and severa l
Gemworld is unknown. Another peculi arity is that Gemworld's
coloni sts had come to the New World after the defeat of the
sun is a li ving entity. Eac h day. the sun leaves its home in the
Swedish armies at Nordlin ge n, fleei ng the devastatin g re ligious
eas tern sea. and bl azes throu gh th e sky. As it moves, it
dissipates most of the energy it replenis hes at ni ght, until it wa rs in Europe. Logerquis t na med th e se ttl e ment Fort
becomes a moon at the end of its journey. Ado lphus, after lhe great Swedish general Gustav us Adolphus.
Because it does not lie upon the Earth pl ane, the ph ys ical In 1674, all of New Sweden was ceded to the British. The first
laws on Gemworld are completely different from those on Earth official acl of Gove rnor General Adam Howe was to rename
In fact, the laws are dictated by the powerful sorcerers th at rule the seul eme nt Got ham City.
the plane. There are twe lve import ant houses that ru le over Go th am was para lyzed by ri va l fact io ns durin g th e
Gemworld: Amet hyst. Ruby, Emerald, Ga rn et, Diamond, Re vo lutionary War; th e city had as ma ny Tories as Rebels.
Moonstone, Topaz. Sapph ire. Sardonyx. Turquo ise. Opal, and Briti sh troo ps and th eir hired Hess ian allies were based in
Aquamarine. Princess Amethyst recentl y learned that she is one Gotham throu ghout most of th e war. As lo ng as Gotham
of th e mys ti ca l Lord s of Order bo rn in hum an form. Her remained under British contro l, New England cou ld easily be
nemesis, Da rk Opal, se rves one of the Lords of Chaos. separated from the rest of the colonies.
Somehow in the future. Ge mworld will be trnnsported to In 1779, an officer of the Continental Army agreed to lead
th e Ea rth dimen s ion and beco me known as Zerox, th e a rebel contingent on a ra id of the Gotham powder magazine and
So rcerers World . The exac t circ um stances of thi s the adjacent armory fo r desperately needed supplies. Tory spies
transformat ion remain un know n. alerted the Briti sh, who set an amb ush. A Gotham merchant
named Darius Wayne warned the rebels by rin ging a church's
bell near th e armory. The reb els escaped, and Wa yne was
Gorilla City arres ted and charged with treaso n. Got ham City fel l to the
Co ntinental Army on the day Wayne was to be hanged. The city
Gorilla Cit y is a civili zation of highl y evolved gori llas gave Way ne some land south of th e ci ty as a reward for hi s
found in Afri ca betwee n th e Co ngo and Suda n. The inhabitants heroism, form ing the beginning of the Way ne estate.
of Gorilla City , all of whom are far large r and stron ge r th an Gotham grew rapidl y during the age of steel and rail. By
o rdin ary go rill as. were me nta ll y enh anced by a fa ll e n 1900 it was the lead ing financi al ce nter in North Ame ri ca,
meteorite. The go rill as founded th ei r ow n civil ization during second in all the world onl y to London. But the city which has
the late 19th centu ry. thrived on coal and rail roads encou ntered problems when the
The gorillas of Gori lla City owe their unique abilities to age of petroleum and automobiles began. By 1920, Gotham was
the fact that they have learned how to tap a full I00 percent of second city to New York, and a weak recovery from the Great
their cranial and muscular capaci ti es, as opposed 10 the normal Depression left it third behind New York and Met ropolis. The
20 percent used by humans. They are in general a kind. peace- decl ine was halted (so me say onl y slowed) in the mid- l 970s.
loving people who have deve loped th eir tec hnology to levels While still a great city, Gotham has a grittier, grimier feel to it
far in excess of tho se o f mankind. On e produ ct of this than Metropolis does. Perhaps on ly Gotham could have give n
techno logy is th e hu ge in visible barrier whi ch keeps Gorill a birth to the Batman.
City hidden from the eyes of all but its inhabitants and keeps Goth am City is not broken up into boroughs, but rather is
out unwa nted intruders. composed of a number of diverse neighborhoods. Some of the
Currentl y. Gorilla City is ruled by the good Kin g Solovar, most prominent of these are as follows:
who was a friend of the second Flash. Barry Allen. The Flash
he lped Solovar thwart th e evi l sc hemes of hi s countryman Chelsea
Gorilla Grodd on man y occasions. For a long time, Allen was Chelsea was ori g in all y th e area where the wea lth y of
the only human entrusted with the knowledge of Gorilla City's Gotham had th eir summer homes. As the city grew, the wea lth y
existence. On one occasion. however, Grodd managed to switch moved elsewhere and Chelsea declined, at least in the eyes of
off the city's force barrier, renderi ng Gorilla City visible to the wealthy who once li ved here. It neve r became a slum, and
humans. The reafter. Solovar tra veled to the Un ited Natio ns in the varied arc hi tecture and small cloisters of buildings attracted
New York Ci ty and won worldwide recogniti on of Gor ill a much of Gotham's intellectual and artistic talent. There were
City ' s right to ex ist as a separate nation. people who could not ye t afford to li ve elsew here, or who
[n time, however, th e gorill as dec ided th al exposure to simply preferred to li ve in a supportive commun ity. In the last
humanity was harmful to its society and once again cut off all decade, Chelsea has become a popular nei ghborhood for
lies to the outside world. In orde r to guarantee isolation, Solovar you nger business professionals as we ll as artists.
himself constructed a Myotronic Beacon nea r Ea rth 's North Gotham Universit y lies on the northeast edge of Chelsea.
Bryanttown The Bowery
Bryanttown is co nsidered a sl um area. It was originally a Th e Bowery was or ig in a ll y a farm ow n ed by Jon
wo rkin g c lass nei g hb o rh ood which d e te riorat ed due to a Logerquist, th e founder of Gotham Ci ty. The British burn ed th e
co mbinati on of fate and o ffi cial poli cy. The decli ne seemed to farm after Logerqui st refu sed to pay taxes to th e Crown.
beg in w hen Gotham State Pri son, ni c kn amed "the Tombs," Logerq uist was kill ed in the fire.
caused property values in the area to plummet. Several hou sin g The Bowery has had an un savory reput ation ever since th e
projects ex ist in Bryanttown, which were poorly planned and days of Lagerqui st. The majority of th e ghos t stori es to ld in
poor ly exec ut ed . R en t co nt ro l and a bse nt ee land lo rd s Gotham have their origins in the Bowery.
co mpounded the probl em, lowering the quality of the housin g Unlike the other districts of Gotham. the Bowery has never
stock and increasing the amount of arson. Occasional escapes by had a n y g lo ry da ys . Th e neighborhood ha s a lways bee n
vill ains fro m the Tombs have on ly exacerbated the situ ati on. un savory. Many o f Go tham ' s most no torio us crim ina ls took
Recently, reside nts of Bryanttown have taken steps to improve advantage of the superstition s surroundin g the Bowery to cover
their nei ghborhood, but these im provements are still small oases for their criminal activities.
of life in a general setting of decay. Crime Alley, where Bruce Wayn e's parent s, T homas and
Martha Wayne, were kill ed, is located in the Bowery.
Neville
The o ld docks and th e o lder British nava l barracks have Manchester
been razed or renovated as par t o f thi s ne ig hb or ho od's Manchester is a res identi al di strict known fo r its vari ety of
reha bilitati on proj ec t. Much of th e rehabi litati o n has been e thni c restaurants a nd the Ma nc hes te r Viaduct. Go tham 's
s po nso red by the Way n e Foundat io n, a nd th e Wayne racetrack. Whi le the state control s the gambling at the track, the
Foundation Building is located here. Hous in g is va ri ed, from mob has infiltrated th e racetrack. They manipul ate everything
sin g le-fa mil y d we llin gs to multi -unit apartmen ts. Neville has from the odds establi shed by computer to the races themse lves.
some of Gotham 's most exc itin g ni ght spots and many of its Gotham authoritj es clea n up the Viaduct on a regul ar basis, and
trendi est restaurants. the mob moves back in just as regu larl y.
T he ethni c mi x of Manchester includ es Thai , Hi spanic.
Uptown Arge ntin e, V ietnam ese, Turki s h, and It a li a n. Th e mi x ha s
Upt ow n was o nc e the neig hborhood in whi c h to li ve in divided Manchester into a number of sub ne ightorhoods, each
Gotham , bu t th at position has been us urped by Bri stol and zealously g uarded by its ow n street gangs. Gang vio lence has
Nevi lle. II has not de teri orated as much as it has become soc iall y recently esca lated, th e most fa mous incident being the gunning
mi xed. You can find the profess ional, the factory worker, th e dow n of tw o Go tham Uni vers it y track sta rs fo r hav in g the
small shop ow ner, the very rich, and the very weird, all Jiving in audacity to run in Manchester wi thout pay ing tribute to o ne of
Uptown. Reside nti al hotels th at charge several tho usand dollars the ga ngs. A ll of th e ga ngs treat th e Manchester Viaduct as
a month in rent are nex t to free legal clinics, and a Ro ll s Royce being a neutral zone, a no-man ' s land.
Si lve r Spirit w ill often be parked next to a Do d ge Omni
Uptown is a very to lerant neighborhood, and the mix of people
here makes it th e most vibrant of Gotham's areas ... at least in The House of Mystery
the opinion of the Uptowners & The House of Secrets
Vicki Va le , photographer for Picture News, Ji ves in
Uptown, in an apartment overl ooki ng Goth am Park. The Ho uses o f M ys tery and Secrets are hu ge sprawling
man s io ns th at li e on o ppos ite s id es of a ce me te ry loca ted
Chinatown somew he re in the Kentucky Hill s. T he Ho use of Mystery is
Chi natown is more th an a touri st attract ion. It remai ns a overseen by the reincarn ation of th e biblica l Ca in . whil e th e
so lid Chinese community, even though many of the residents are House of Secrets is cared for by Cain 's brother Abel. Both Ca in
third ge neratio n Americans. More th an any other neighborhood , and Abe l are master storytell ers with a gift for the macabre. Th e
Chin atow n li ves by its own set of standards. They do not impose brothers are subservient to the wi ll of the Sandm an, ruler of the
these standards on nonresidents, but where Gotham's laws and Dream Dimension , who gave them their charters at some point
procedures con fli c t w ith th e tr ad iti o ns of Chinatown , th e in the past.
res id ents he re choose th e ir ow n method of h andlin g thin gs. The exact ph ysica l locati ons of the House of Mystery and
Chinatown is o ne of Gotham 's most crime- free neighborhoods. House of Secrets are somew hat vague. Sometimes th e houses
are present, whjJe other times they are not. At ti mes, the houses
Gotham Village apparent ly remove th e mse lves to the o ut skirt s of th e Dream
Recently renamed, the character of the area is best described Dimension. In fact, most visito rs reach th e houses whil e in a
by its former titl e: th e Gotham Indu stri a l Park. After a fail ed dream state. In any case, it seem s that on ly those who m the
atte mpt to lure new industry to Gotham, the c it y has tri ed to hi gher mysti cal beings deem worthy of a mys tery or secret can
co nve rt the area into low rent hous in g. Th e area has severa l ever hope to reach the houses.
respectable ho usin g develop ments, but th e district is one of the When a being first approaches the Houses of My stery and
grayer districts of Gotham. Several Gotham Vi llage residents have Secrets, he is generall y met by Cain and Abel and then asked to
moved back to Bryanttown rather than li ve in Gotham Village. choose whether he would rather be entrusted with a mystery or a
secret: my sterie s are dark and impenetrab le, but sec rets mu st
always be kept to one's self. One of the two brothers then takes the
Bristol visitor inside and relates some horrific tale. Usuall y, th is ta le will
Br is to l is Gotham 's most exc lu s ive n e ig hb o rh oo d , highlight a lesson that has some bearing upon the visitor's life.
compri sed of large sin gle-famil y hom es and mansions on multi - In side, th e ho uses defy perceptio n. Those who wander in
ac re plots, the riche st ha vin g seve ral hundred ac res o f land without a guide in vari abl y end up becom ing hopeless ly lost in
surrounding their homes. Bristo l has its ow n pri vate security the winding passageways.
force (Got ham Bay Security) , seve ral yac ht yard s , a nd th e
Gotham Tenni s Hall of Fame. Gotham Bay Security is on very
good term s with the res idents of Bristol, and maintains a good Hub City
working re lat ionship with the Gotham Ci ty Police Departmen t.
Stately Wayne Manor, home of milli onai re pl ayboy Bruce Hub City is a sprawling urban jung le located somew here in
Wayne, is located in Bristo l. the midwest. Its chi efl y ethni c inhabitants are genera ll y looked
do wn upon by th e res t of th e Ameri can popu lace, many of li ving Kryptonians were kept o n hand so that di seased or injured
who m like to swap Hub Cit y jokes. Cu rrentl y, Hub Ci ty has a body parts could be replaced with those of the appropri ate clone,
popul ati on of j ust ove r 500,000. vastl y increasing the Kryptonian li fe span. The Kryptoni an s had
Hub City is unique in th at it is perhaps the most corrupt time to enjoy these lo ng li ves, sin ce all meni al labor on Krypton
city in 1he emire cou ntry. Ever since its fou ndation in the 19th was performed by se mi -sentient work robots.
ce ntury, th e cit y has been a we ll -kn ow n center of organ ized Although th ey were ge nerall y a peace loving peop le, the
crim e act ivity , and th e ci ty fat hers and official s ha ve bee n Kryptonians eventually became embroil ed in a hu ge war whi ch
connected wi th Hu b City' s mobs and sy ndicates as long. escalated o ut of a debate ove r the ethi cs of clo nin g. Shortl y
Rece ntl y, Vic Sage, Hub City's cru sading te le-journali st, th ereafte r, th e vas t internal pressures that created the dead ly
a lso kn ow n a s th e Qu es ti o n, ma naged to cripp le th e rad ioactive Kry ptonite and wo ul d o ne day destroy th e entire
admini strati o n o f croo ked mayor Wes ley Fe rmin , se ndin g planet began building.
shockwaves through the Hub City underworld. When Fermin's
term ran out, hi s fei sty-but-hon est wife Myra Con nely Fermin
ran a bitter nec k and nec k mayo ra l ca mpaign against th e Markovia
sy ndi cate ca ndid ate Roya l Din smo re. During th e campaig n,
Dinsmore resorted to coercion and fi xed ba ll ot bo xes to buy T he tin y European natio n of Markovia is the original hom e
vo les. t ho ugh bo1h o f th ese sc he mes were fo il ed by th e of the hero Geo-Force of the now defun ct Outsiders. Markovia
Question. Dinsmore was kill ed in an automobil e acc ident o n came to national promin ence when Lu c iu s Fox, a frie nd of
election day, and Myra Fermin was declared winner by defau lt. million a ire indu striali st Bruce Wayne, was tra pped in th e
Before she co uld take office, ho weve r, she was shot by her country durin g a co up attempt staged by the psychoti c Baro n
me nt all y un stab le hu sba nd. Ac tin g Chief of Police Isadore Bedlam. In the gui se of Batman, Way ne trave led to Markov ia
O' Toole ass um ed the duti es of th e mayor until such time as where he met Geo-Force, Halo, Kamna, Bl ack Li ghtnin g, and
Myra Fermi n ca me out of her coma. Metamorph o th e e le ment man. Th ese heroes in turn freed Fox
Even loo kin g past the crime and corruptio n, Hub City is and thwarted Bedl a m ' s sc he me. In fac t, th e tea m was so
still a terrible place to li ve. Its 34% unemployment rate is the success ful during th eir brief stint together that they dec ided to
hi g hes t in the na tion , and nea rb y indu strial ce nt ers dump move to the Un ited States and form a hero team, the Outside rs.
enorm ous amounts of pollutants into the air over the ci ty every un der the tutelage of th e Batman
day. Still. its res idents cl aim that Hu b City has a charm all its Whil e th ey were in th e United States, Markov ia provided
own, and many would not leave for anythin g in the world the Outsiders with lodgin gs and a scientifi c advisor, Dr. Helga
Jace, Markov ia' s Nobel Pri ze-wi nnin g phys icist. Later, the tea m
return ed to Markovia to fo il yet an oth er in vasion by Baron
Krypton Bedlam ; and , after th eir headquarters was destroyed by Major
Di sas te r, bri efl y s tati o ned th e mse lves perman e ntl y with in
Krypton was th e birthplace of S uperman , Earth's greatest
Marko via 's bo rd ers. U nfortunat e ly, th e Out side rs parted
hero. Superm an, or Kai-El, as he was kn ow n on hi s homeworld ,
was rocketed away fro m Krypton by hi s pare nt s, Jor-E I and co mp a n y afte r th ei r me mb e rs we re rocked by the
Lara, just before it was destroyed in a geolog ical catastrophe Millenniurn/Manhunteraffair.
over fifty years ago. While it ex isted , Krypton was roug hl y the
size of Earth and orbited a g iant red sun located about 50 li ght Oa, the Mosaic World
years away fro m the Earth solar system.
Before Kryp ton ex ploded. its sc ience and techn ology far Oa is the homeworld of th e Guardians of the Universe, the
exceeded anythin g th at Eart h has yet produced. Clones of all fou nders of the mi ghty Green Lantern Corps. Mos t of Oa seems

Metropolis
by Roger Stern
From its modest beginnings in the J600's as a Dutch fort. Metropolis-literally the Mother City-has grown t
become the greatest American city of the 20th century.
Occupying three islands. as well as the banks of the Hob's and West Rivers, MetropQlis is divided into six boroughs
Queensland Park. Bakerline, St. Martin's Island, New Troy, Hell's Gate, and Park Ridge. The city today boasts a residen
pQpulation of 6,000,000, making it one of the most populous cities in the nation.
Home to many thousands of businesses, large and small. Metropolis is the headquarters city for a score of banking
insurance. investment, and financial concerns. A majority of Metropolitan businesses, of course. are wholly or partially
owned subsidiaries of LexCorp International, the multinational conglomerate founded. owned, and managed by Lex
Luthor.
Among the many holdings of LexCorp are LexCom (owners of the television station WLEX), Advanced Research
Laboratories. LexOil, SecurCorp Annored Car Service, and the Good Foods Group (owners of Ralli's Family Restaurants
and the Bun' n"Run fast food chain)-as well as two major airlines (lnterContinental Airlines and LexAir), three banks,
(the MetropQlis Mercantile Bank, Commerce Bank of Metropolis, and First Metro Security). and Koul-Brau Breweries.
As Lex.Corp dominates the commerce of the city-and indeed, of Lhe world-so too does its 96-story "L" shaped towe!l
dominate the Metropolis skyline from a position at the eastern point of New Troy. It has been esti mated that Luthor either
directly or indirectly employs nearly two thirds of the city's pQpulation.
A major center of the ans, sciences, and education, Metropolis boasts over a score of colleges and trade school s. as
well as the spraw ling campus of the University of MetropQlis (better known as UMel), located along the southern border
of Centennial Park. Founded in 1817, UMet is ranked alongside such prestigious schools as Yale and Harvard. and is
famed worldwide for its School of Journalism.
As with all big cities, Metropolis is not immune to misery and deprivation. The same streets walked by the city's
mullimillionaires are home to penniless bag people. A single block separates the classic brownstones of Bessolo
Boulevard from the X - Rated theaters and adult bookshops of Hob's Lane, the southern boundary of Metropolis' most
impoveris hed area, the ten square blocks known as Suicide Slum.
A once prosperous neighborhood, still officially referred to in the city register as Hob's Bay, Suicide Slum began its
sHde into cri me and poverty with the Great Depression of the l 930's. Despite numerous attempts at urban renewal.
Suicide Slum has remained a hellhole without equa l. Nevertheless, from amid its squalor have come a Congressman, a
to be a de sert wa s teland su s pended beneath an unu s ua ll y Amon g the island 's other interesting features arc:
proximate sun. T he planet's most not iceab le feat ure is the hu ge. The Royal Palace: th e vast commo ns in whi c h Quee n
g leam in g Cit ade l built by th e Guardia ns. Siuing in th e Citadel's Hippo lyte and her ad visors ho ld cour1.
central chamber is the Central Power Bauery whi ch powe rs th e The Coliseum : where the Amazons engage in the thrill of
Gree n Lantern s· Power Rin gs and batteries from afar. Th ere is competition . It was here that Princess Diana wo n the right to
no li fe nati ve to Oa. so being trapped out in the desert c<.m be travel to man 's worl d.
deadl y. Fortunate ly. th e e ntire planet is hon ey combed with The Senate Chamber: w he re th e e ld e rs o f th e
tunne ls leading into the C irnde l. The on ly other trul y noti ceab le Ama zo ns mee t.
features on Oa are the periodi c projec ting stati o ns dotted across The Temple of the Oracle: where. until recen tl y. the
the land scape whi ch are used to su1Tound th e e ntire planet with a Amazon Menalippe co uld sometim es co mmun e wi th the gods.
va st e nergy s hi e ld. kee pin g out intrude rs. Thi s shi e ld is still The Island of Healing : where the Amazons would take
programmed 10 all ow au tomat ic entry to members of th e Gree n their sick and wounded. T hose treat ed with th e herbs th at grow
Lantern Corps. here arc almost inev itabl y cured. ....
Another feature of Oa that remain s in tact is the huge block
Recent ly, th e Ama zo ns ha ve ope ne d up th e s hores of
of sc ience ll s used by th e Guardians to incarce rat e dange rou s
T he myscira to the o ut side world. Amo ng the first visitors were
intergalacti c criminal s. Sinestro and th e mad sec tor 3600 are the
Di;.111a ·s fri ends Vanessa and Julia Kapat eli s.
on ly criminal s that ha ve eve r escaped from the sc ie nce lls
Re ce ntl y. the mad Guardian c a ll e d th e "O ld -Tim e r"'
stranded o n the planet Oa co mmuniti es from vari ous wor\ds. The Parliament of Trees
The Guard ian s have pressed Gree n Lantern John Stewa rt into
watchin g ove r th is "Mosaic" worl d and to wo rk o ut th e bases o t In th e DC Uni ve rse. th e Ea rth itself is a se nti ent being.
future cosmi c harmon y. Sin ce th e first life took roo t in its soil. th e Earth has found it
necessary to create its own champion to protec t the environment
a nd plane tar y e ne rg ies from outside harm . Th e lates t such
Paradise Island (Themyscira) champion is Loui siana·s Swa mp Thin g.
Eve ntuall y each of the se champi ons. or plant e lement als as
Nam e d for Th e m ysc ira , th e wa ll e d cit y tha t w a s th e they are call ed. grows wea ry of hi s stru gg le and trave ls down to
o ri ginal home of th e Amazons in an cie nt Greece, Paradise Island a s mall gro ve in Brazil near th e ri ve r Te fe to tak e perman ent
rests in the middle of the Bermuda Trian gle under a perpetual root and jo in minds with all of the former e leme ntal s that make
co ver of clo uds. O ne of the pec uliar enchantments of Paradise up th e so-ca ll ed Parliament of Trees. The current me mbers o t
Island is th at all tec hnolog ical dev ices that are broug ht with in a the Parliament include: th e Great Uri. the guardian of prehi storic
short d istan ce of the island fa il to fun ction . Afri c a; th e Gho st Hidin g in th e Ru shes, protec to r of ancie nt
The Amazons were first brought to Paradise Island by their China: the Erl -King of medi eval Europe: and Jack in the Gree n.
queen. Hippol yte. after she and her sister Ama zo ns were abu sed an e lemental that spra ng up in turn of the ce ntury Eng land.
and humiliated by th e de mi god Herac les a nd hi s follo wers.
Upon settling on the ir island home. the Amazo ns vo wed to kee p
them selves isolated from the world of man. and de voted the ir Qurac
exi s te nce to th e wors hi p of Gaea. th e Ea rth goddess . T he
goddess Athe na guided the Ama zons to se ttle o n Paradi se Island Qurac is a small Middl e Eastern nati o n that run s al ong 1he
so th ey could wat c h ove r th e un s pe1.1kable horror that was west bu nd of lhe Persian Gulf. Most nati o ns of the world re fuse
impri soned beneath the island unde r th e huge gate known as to carry on diplomati c re lation s with Qurac becau se of th e
Doom 's Doorway. country' s who les ale endorse ment of ten-ori sm.

ederal Court judge. at least three baseball greats-including Hall of Fainer Hank ..the Hammer'" Halloran-and a young
1an named Perry White. White fought his way out of Suicide Slum making u name for himself as a journalist and war
correspondent. He is currentJy Lhe managing editor oft he Daily Planet.
Unusual in thic; day of electronic media. Metropolis boasts four daily newspapers: the Daily Planet, the Daily News
e Suir, and the Eagle: as well as an alternative weekly called the Whisper. It is. however, the Daily Pla11e1 which is th
city's most prestigious newspaper.
The Daj/v Planer had its origins in the weekly periodical Our Plane1, which was founded by publisher Joshu·
Merriwether in 1775. The original Pltmet offices on New Troy's Soulh End were burned to Lhe ground by a band o
British loyalists in January 1783. The paper resumed pub lication ten years later in new offices m the corner of F'ifLIJl
Street and Concord Lane. Presidenl George Washington wrote the first editoria l for the new Dc,ily Planet. the text o
which later became Lhe basis for his Farewell Address. In 1928. Lhe Plcmet offices were moved to I.he building whic
now bears its name.
The thirty-seven slory Daily Planet Building, with its distinctive rooftop globe. is one of the most recognizable
landmarks on the Metropolis skyline. Originully owned by its bui lder, Jonas K. McAuley, the Planet Building and th
paper itself are now owned by Transnational Enterprises. In addition to the Planet. the building also houses the horn
offices of many of Metropolis' older corporations. Lt was in the Planet Building that Le x Luthor first established hi
corporate offices, when he was only twenty-two. Jn the course of building his empire, Luthor acquired ownership to the
Daily Planet, but abandoned his ho ldings in the paper when he became convinced that television was the onl
communications medium that fit his vision of the future.
There are literally thou sands of things for which Metropolis can claim fame, from the dazzling theater district along
Glenmorgan Square to the bustling waterfront of the South Side. But the city is mentioned most often in connection witl
her famous champion. Superman.
Superman made hi s first public appearance at Metropolis International Airport, where he acted to save the
experimental space plane Constitution. Although Superman had since ranged worldwide, working to avert both natural
and human engineered disasters, he had been a constant presence in Metropolis. The residents of the city knew little abou
the personal life of the Man of Steel, but like so many of the international interests headquartered in the city, he appeared
to have adopted Metropolis as hi s home base.
Qurac was part of the Ottoman Empire until the e nd of Stran ge was most recentl y returned to Rann by a Mega-
World War I, during whic h it was seized by Arabic and Engli sh Zeta Beam, w hose te leportationa l effects would not wear off
for ces und e r th e co mmand of T .E. Lawrence (kn ow n as Wh e n he arri ved, he was fac ed with chaos: A la nn a had died
Lawrence of Arab ia). During World War II, Qurac ha lfhearted ly while giving birth to their daughter Aleea, and Ranagar had been
a lli ed il se lf w ith th e Ax is pow e rs s ho rtl y after win nin g its lau nc hed into space by a now-mad Sardath after an a ll -out attack
independence. In 1942, Germ an eng in eers built th e fort ress by Zared. Stran ge is onl y just beg inning to e merge from a state
Jotunhe im in Qurac 's mountainous south . The fortress is still of depress ion to take care of hi s newborn daughter and to he lp
used today. restore order to Ranagar.
Unti l quite recently, Qurac was rul ed by General Marlo, a
ruthl ess military di cLa lor. Unfortun ate ly, one of Marlo' s first
actions as dictator was to accidental ly poison Qurac's liberal oi l Skartaris
reserves by tes t-firin g a c rud e, improperly shi e ld ed atomic
weapo n . S in ce th at time , Q ura c ha s bee n waging a g loba l S karta ri s is a vas t wo rld th a t li es o n a plan e s li g htl y
campai gn of terror that has brought the nation into conflict with removed from th at of the Earth. Skartari s can be entered th rough
the New Titans, Supennan, and even the Soviet U nion . Supennan portals near Earth's north and south poles, though the physical
hi mse lf once in vaded Qurac and destroyed Quaraci armed forces; laws on Skartari s are quite differe nt from those of Earth . The re
an effo rt th at fa il ed sin ce it finall y won th e Quaracis a sma ll is no ni ghtfall , th e moon fol lows a hi ghl y e rrati c o rbit, a nd
measure of pub lic sympathy. T he tiny nation garnered even more magic is ple ntiful and potent.
sy mpath y w he n it rece ntl y became th e victim of a nucl ear Man y thousand s of years ago, Skartari s was call ed Wi zard
bombing caused by the Sisterhood of Evil. The bombs devastated
World a nd was inh ab ite d by a n odd co ll ectio n of go blin s,
Qurac's capitol. as well as its ruling fami ly.
dwarves, and othe r legendary creatures. Over the ages, man y of
the creatures of legend di sappeared and various creatures from
Qward Earth 's surface found the ir way into Ska rtaris. Caveme n and
dinosaurs, both long extinct on the Earth , still ex ist in Skartaris
Qward is lhe planet that li es at the very center of the Anti - along w ith nomads, Cyc lopes , Centau rs, Lizard-Men , Bat Men ,
Matter Un iverse, c reated whe n Krona broke the anc ie nt Oan Bog Men , a nd humans.
taboo th at forba de inquiry into th e orig in s of crea tion . On Skartari s is also the c urren l home of Travis Morgan, the
Qward, eve rything is perceived in th e exact oppos ite manner Warlord, and hi s a lli es Machi ste, Mariah, a nd Shakira.
from the way it is perce ived in th e Positi ve Matter Uni verse;
things that are virtu ous are co nsidered fo ul in the Anti -Matter
Uni verse, while thin gs that are despicab le are cheri shed. Thanagar
Qward is di ffic ult to reac h from th e Positi ve M a tt e r
U ni ve rse, th ough th ere are a numbe r of "cos mi c gateways" Thanagar, sometimes known as the Hawkworld, is located
scattered around the Positive Matter Uni verse that lead direct ly approx imate ly 400 li ght yea rs away from Earth , orbitin g the star
into Qward. One such gateway lies on the fringe of Cali fornia 's Po lari s. Severa l thou sand yea rs ago , Thanagar deve loped a
Coast City human o id popu la ti o n a nd c i vi li za ti o n , a lth oug h th e
For th e m os t part , Qward is a horrib ly g r ay wor ld Thanagarian s developed leve ls of technology al a muc h hi gher
domi nated by stone and steel structures. One half of the planet is rate than Earth. So me ce nturi es ago, th e Thanagarian peop le
covered by a thi c k jung le, wh il e th e other half is swept by a cold were ensla ved by the sla vers of Polar, but were freed by th e
dese11. Qward 's main fealure is its capita l c ity Qwardeen, home
T hanagarian hero, Kalmoran , who defeated the Polaran sla vers
of the dreaded Weaponers and their warriors, the Thunde rers.
a nd fo unded the T hanagarian space em pire.
For quite some time be fore hi s death, Green Lantern 's arch-
T he surface of Thanagar is a lmost fou r-fifth s covered with
ene my Si nestro was imprisoned in Q ward by the Guard ians of
water . P lag u e d b y an eve r-in c rea s in g popul a tion and a
th e Un i ve rse, w he re h e e nt e red several of th e Qwardian
" Popularity Con tests," an annua l competi tion to see who could dwindlin g amount of natura l resources, it seemed at one po int
perform the most heinous deed that the Thanagarians were doom ed to extinc ti on. T hey were
saved, however, by the developme nt of anti-gravity technology
by renown ed Thanaga ri a n scienti st Paran Katar. A nti-g ra vity
Rann allowed the Thanagaria n people to bui ld cities hi gh in the air,
leavi ng lhe surface and the a li e n races they conquered be hind.
Rann is the th ird pla net in the A lpha Centauri -A syslem, C urre ntl y, th e plan e t is di vid ed into two di stin c t zo nes,
approx imate ly 4. 3 light years away from our own so lar syste m call ed Upside and Dow nside. Upside, fl oatin g hi gh above th e
Ra nn is mu c h old e r than Earth , a nd th e fir st primitive surface, consi sts of ornate, bea utiful cities inh ab ited by the ric h
inhabitants of Rann deve lo ped space trave l more th a n one natives of Thanagar, whil e Downside, the surface of Thanagar,
billion years ago is a huge s lu m, inh ab ited by refu gees, priso ne rs of war, a nd
Rann 's mod e rn pop ul ation co nstructed it s c hi ef c it y , c rimin als
Ra nagar, ap proxim ate ly fi ve thou sa nd yea rs ago, just after a
The milit ary and po li ce force of T ha nagar is co ll ecti ve ly
planet-wide revo lt th at broke the power of a formid ab le military
known as the Wingmen , an arm y of highly trained soldiers most
dictator. The anni versary of th e foundin g of Ranagar is still
easil y recogni zed by their wi ngs and fea rsome hawk mas ks. As
ce le brat ed eve ry year as th e Festi va l of Dyalina, o ne of th e
planet ' s most fes ti ve ho lidays. a group , th e Wingmen sy mbo li ze th e mart ia l phil osop hy and
Approximate ly one thousand years ago, a great war broke class separation of the plan et 's inh abitants. The Win gmen are
out betwee n Ranagar and one of its neighboring c iti es, Zared. co nside red on e of th e mos t fear some fi ghtin g for ces in th e
Eve ntuall y, the conflict heated in to a nuclear exc hange which ga laxy, as seen by the ir partic ipation in the recent Domin ator-
devas ta ted th e planet, killing off much of it s indi ge nou s organized invasion of Earth.
vegetation, and rendering most of its hum anoid population sterile. Kalar Ho] and hi s partner, Shayera Thal, the most recent
More recentl y, Sardath, Rann 's greatest scientist, began H awkman and Ha w kwoman , are both natives of Th anagar.
using a Zeta Bea m to bring Earthma n Adam Strange to Rann so T hey were sent to Earth many years ago to stud y the planet's
he could mate with Sardath 's daughter, the Princess A lanna . d efe n ses, but rebel led aga in s t Th a n agar 's rep r essive
S tra nge beca me o ne of R a nn 's greates t heroes , a nd foi le d governm e nt a nd opted to stay on Earth and de fe nd it again st
numerous coup attempts by the murderous Kanjar Ro. the ir countrymen.
ca nnot ho pe to become as powerfu l as th ey wou ld ha ve been.
Vegan System say, 2000 yea rs ago.
Vega. the fifth brig htest sta r in Eanh's ni ght sky . is located IL should also be noted th a1 1he mag ica l e ne rgie s do not
approximately 26 light years away from the Earth so lar system necessaril y fl ow even ly across a ll areas o f a pl a ne. In the Earth
in the conste ll ation of Lyra the Swan . Vega is three times the plane, for in stance. there are certain mag ic rich areas (s uch as
size of th e Earth 's sun, much hotter, and mu ch bri ghter. A rkha m Asylum a nd th e Brazil ian g rove of the Parliame nt of
Billions of yea rs ago. two races evolved around V ega: the Trees) and mag ic poor zo nes. The re al so seems to be so me son
peace- lov ing Okaara ns, a nd the vio lent Bran x. The li zard-like o f stra nge confli ct be tween magic and sc ience tha t dates back
Psio ns, a race of cold-b looded sc ie nti sts, eventuall y stepped in t ho u sa nd s of yea rs. In pla ces w here sc ie nce is s trong (i n
to interb reed th e two races to create the many di ve rse life forms S.T.A.R. Labs' ma in faci lity. for insta nce), magic is s li ghtly
that no w inhabit the Vegan system. The Psio ns a lso turned an weaker a nd vice ve rsa.
Okaaran woman , X'Hal, into a powerful energy bein g who is
now wors hiped as a goddess.
For a long time, the Vegan system was under the compl ete
domination o f th e military empire known as th e C it ade l. Post Carel
Rece ntl y. the Vegan freedom fi ghters known as the Omega Me n from Nell Galman
broke the power of the C itade l, w hi c h unfortun ate ly left the a rea
ope n fo r a n inc urs io n by the nearby Spide r Gui ld. Dear Thomas.
Sorry-I wrote you an essay on Magic. whk
went down when my computer crashed and I never:
Ill. Inside the DC Universe got back 10 it. This may be too late but in brief:
A) In the world of DC M"gic. you can hav
Thi s secti on conta in s a ll the in side in fo rm a ti on you wi ll power and ability and so forth, but it'~ not free.
need to get yo ur DC H EROES Role-P laying Game campaign off You always pay for it; few of the people who ste~
th e gro und . By co mbinin g th is info rm ation w ith th e se tting into the world of magic come away happy.
desc ripti o ns you have jus t read and the indi v idu al c haracte r B) You have a choice. But if vou enter the
backgrou nds loca ted in the Roste r sec ti o n. yo u s hould gai n a arid of magic:, you can never· return to ,
pre tty good fee l for w hat the DC Universe is a ll about. tific point of view. You·r~ in a world whicl
s like the one you kne\\· but i~ mor
ous and more dangerou\.
Magic & Mysticism J Magic is a Jot of things. Reliable. it':,, not.
pe this is of use and not too late.
U nlik e th e rea l wo rld. th e DC Univ e rse is fill ed wi th Best. Neil Gaiman
powe rful magic- use rs and sorcerers o f a ll descriptions. Before
yo u begin runnin g a DC H EROES RPG ca mpai g n. yo u s hou ld
probabl y unde rstand a few 1hings about mag ic a nd how it works.
Th e DC U ni ve r se is mad e up of multi p le plan es of Sorce rers
existence, co mm o nl y k now n as "di me ns io ns." Ma s i o f th e Sorcere rs a re be in gs w ith 1he ability 10 ta p into the Oow of
adve ntures found in th e pages of DC Comics take place on the amb ie nt mag ic a nd redirec t it to acco mpli s h th e ir ow n ends.
plan e of Earth. w hi c h inc ludes no t on ly Eart h. but a ll o f the Unde r no rm al co nditi ons, most true hum a ns are bio log ica ll y
pl a ne ts , sta rs, and moo ns as we ll. Thi s is whe re S uper ma n, incapab le of becomin g sorcerers, th ough a rare o ffshoot of the
Batman. Wo nde r Wo man . the Justi ce League. a nd nea rl y all o f human race , known as th e homo magi. possesses a genet ic
th e o ther DC heroes res ide. The ot her planes includ e: Mr. make up tha t a ll ows the m to wie ld th e forces of mag ic. Zatanna
M xyzp tlk 's Fift h Dim e n s io n. Ra ve n 's hom e o f Aza rath , is a me mber of thi s race, as was he r fa the r Zatara and most of
Gemworld, the doma in of the Lord s of Orde r. and the Rea lm of the sorcere rs of the anc ie nt world . A ll of the ot her true sorcere rs
the Ju st-Dead. freque ntl y visi ted by Dead ma n. (Dr. Fate, Sargo n, Wota n, Shazam. e tc .) are e ith er no t tru ly
Each of th e planes o f existe nce is permeated w ith certain human , o r ha ve h ad th ei r gene ti c mak e up m ag ica ll y or
magica l e nerg ies that fl ow naturall y across the pl a ne. These arc scie ntifi call y a lte red.
the e nerg ies that are ca ll ed upo n by most sorce re rs to produ ce Thi s does not mean that true hum ans have no control over
the ir magica l effects. The sorcere r more or less draws the e nergy mag ic w hat soever. Tho se w ho are not so rce re rs can a lways
"o ut of thin a ir" and re direc ts it for hi s own purposes. A control the forces of mag ic indirec tl y through th e use of magic
s orcere r 's p owe r. th e refo re, depend s up on th e amoun t of ritual s. Rituals are long, complex ceremonies that result in some
a mbi ent magical e nergy ava ilable that fl ows through hi s plane. so rt of mag ica l e ffe c t. Thu s. human c ha rac ters such as John
The amount of e ne rgy found o n each plane diffe rs. Thi s is w hy Co nstantine, Papa Midni g ht , a nd An ton Arcane ca n produce
the Lords of Order and othe r powerful myst ica l be in gs te nd to ma g ica l effects throu g h s1ud y a nd ritual. th oug h th ey are
avoid the Eart h plan e: they keep to the dimen sion s w he re mag ic inca pable of directl y w ie ldin g the forces o f magic like Zatanna
is ri ch a nd powe rful. or Dr. Fate.
On ce upon a time. magic was plentiful a nd potent upon the
Earth pl a ne. At lanti s, a nc ie nt Greece, and a nc ien t Egypt a ll Powe rful Magical Beings
feature d a number of acti ve sorcerers and magica l man ipul ators. Severa l se ts of pote nt mag ica l be in gs freque ntl y ha ve a
In fac t, there were so many sorcerers during these ages that the direc t inn ue nce on the adventures of DC heroes.
magical ene rg ies that flo w 1hroug h th e Earth pl a ne became First there are the Lords of Order a nd the Lords of Chaos.
de ple ted , lesse nin g the potency of magic-users everyw he re, and These two e ni gmatic forces are a mong the firs! res idents of the
forcing the m to com pe te fo r the m ystica l e ne rgies that re ma ined. uni verse ,md have bee n locked in a protracted strugg le s ince the
Thi s was the eve nt th at prompted a gro up of ea rl y sorcerers to beg inn ing of time. It see ms that the hi swry of c reati o n is div ided
leave th e Earth pl a ne a ltoget he r over a thousa nd years ago a nd into fou r ages, k nown as y ugas. Th e First Age is an age of
to fo und a Gemworld upon a plane where 1he mag ica l e ne rg ies perfection in wh ic h Orde r rules; this age began at the creation of
were still plent iful. the uni verse a nd contin ued on until Krona 's experime nt created
In the 20th century. the magical e ne rgies that flo w across the A nti-Matter Uni ve rse and unleas hed th e co loss al wave of
the Earth plane are eve n more depleted, but thi s does not mea n ev il. During the Seco nd Age. C haos begi ns to sp read it s
that th ey no lo nger ex ist. The re are still sorce rers who roam the influe nce; the Second Age began wit h Krona 's ex periment and
Earth , though not nearly as many as there used to be, and they las ted until the ce ntury in w hi c h th e Lord s of Order freed the
Eart h from the grip of the demons of Chaos. The Third Age is All of the traditi onal occ ult menaces are ali ve and we ll in
marked by a brutal struggle between Chaos and Order; it ended the DC Uni ve rse: va mpires ex ist (in fac t. until recen tl y there
wi th the Anti -Monitor and th e Crisis. During the fo unh and final was an entire town of va mpires loca ted in Rosewood. Illinois.
age (or Ka li Yu g a ) w hi c h is c urre ntl y und e rway. Chaos ju st o ut s id e C hi cago), as do we rewo lves. witc hes, zo mbi es.
triumph s over Order. After the Fourth Age end s, th e universe mummi es. patchwo rk men, mad slashers. and all of th e ot her
will apparent ly di e o ut and a ne w uni ve rse w ill be born. inhabitants of the typical midni ght movie.
beg inning th e cyc le all ove r aga in.
Th e Lord s o f Order rece ntl y decided to abando n th ei r Science and Technology
struggle again st the Lords of Chaos, hoping to speed the Fourth
Age to its co nclusion and end the uni verse. causing the cyc le to The 20th century technology found in the DC Uni verse is
be g in a ll ove r agai n with th e First Age. Thi s d ec ision was lea ps and bounds ah ead of th at avai lab le in th e real wo rl d
opp osed by th e ir Earth-bo und co ll eag ue Dr. Fate, who has Heroes and villains have access to med icine, space tec hnol ogy.
vowed to continue th e strugg le aga inst Chaos until the bitter militar y equipm e nt , a nd co mput e r hardwar e fa r more
end. Dr. Fate and th e Phantom Stran ge r are battling again st sophisti cated than an ything with whi ch yo u or I are acquainted.
Chaos on Earth and in the after- rea lms (th e latter has di spatched Cu rrentl y, most of the materials that are on the cuttin g edge
the heroin e Pow er Girl to wa rn Eart h's heroes of th e dan ge 1 of scie ntifi c achieve ment are bei ng produ ced by S.T.A.R. Labs.
posed by the co ming age). wh il e Princess Ameth yst is trying to a pri vate tec hno logica l think tank. S.T.A.R.'s main co mpeti tors
sta ve off th e forces of Chaos in th e Ge mwo rld . C ha os ha s
are: the hi ghl y di versified LexCorp, owned and operated by Lex
already gained the upper hand in the Night shade dimen sion (the
Luthor II : the C hi cago- based Kord In corporated , whi ch was
birthplace of Suicide Squad mem be r N ig ht s had e). and is
once ow ned by Ted Kord (Blue Beetl e): and th e imernational
current ly launchin g an all -out assault on the Meta-Zo ne, hom e
of Shade the Chang ing Man. industrial cong lo merate known as the Su nderl and Corporati on.
Dwarfed in powe r by th e Lord s o f Ord er are th e eve r-
present go ds o f Ol y mpu s. The ancesto rs of th e god s were Wealth
apparen tl y born at the same time as the Lord s of C haos and by Dan Jurgens
Order. In fact, it is poss ibl e that th e gods are desce nded fro m
one or more of th e Lo rd s, but thi s hypotheses ha s ye t to be Wealth has had an important and vital role in
proven. Ori ginall y. the gods drew a great dea l of magical powe1 he DC Universe almo:-.t from the start. When
from th eir worshippers on the Eart h plane . Eve ntuall y. as th e creating the Bmman. Bob Kane realized that fm
amb ient mag ica l energy dried up o n Earlh and wo rs hippers c,s omeone to effectively fight crime at night. he
beca me sca rce. th e go d s beca me mo re iso lated a nd less couldn't have 3 day job. In those circumstances, ,
powerful. Rece ntl y, the gods dec ided to abandon Olympu s and personal fortune come:-. in handy.
mo ve o n. The onl y gro up remainin g o n th e Eart h that still Bruce Wayne's per:,.onal fortune makes ii
worsh ips the Ol ympian gods are the Amazons of Them yscira. possible for the Batman to exist. Wayne mighc besl
Elsew here in th e universe. th e chaotic destruction of th e
be described as a comfortable millionaire-
Old gods, ca use d in part by th e immen se ly powerful be in g someone who has more than enough money bu!
known as the Anti -Li fe Ent ity, res ulted in the birth of the New
Docs not try to aggressively build on it The Wayne
God s. Th e res id e nt s o f Apoko lips and New Ge nes is ha ve Foundation help, the less fortunate and provides
appare ntl y abando ned magic in favor o f scien ce. The mysti cal
Wayne wilh a steady source of capital.
potential of the New God s is fo rmidab le. and they could be a
While money makes it possible for the Batmru
powerful magica l force if they so chose.
to ex.isl it provides the reason for Booster Gold tc
There are also seve ral powerful myst ica l be ings that dwell
in the after-wo rld s. in cludin g the many races of demo ns, the
e::cist. Never a hero for hire, Booster uses hi:,; heroiC'
stature to bring him commercial endorsements.
angels. and the Phantom Stranger. whose true natu re remain s a
When a member of the highly regarded JLl
mystery. Th e demons and ange ls each have their ow n internal
hi erarchi es. th e lowe r leve ls o f whi ch are not immune lo the proclaims a certain deodorant the best, who can
occasional sq uabbl e. A rece nt s kirmi sh between low- leve l argue'? With his knowledge of the future, Boo~ter is
demon s and angels was waged on th e Earth under the banners of able to invest in companies that will be a sure fire
1he Damnaiion Anny and the Res urrection Cru sade. Seated nea r success. At its peak. his fortune was less tha1
the top of the ange li c hi erarch y are the Vo ice that commands the Wayne's, but more than the Terminator's.
Spectre and Deadrnan· s Rama Ku shn a. both of whom dwa rf Also comparable to \Vayne is Garrison Slate
even the Lords of Order in powe r. However. there are still more founder of S.T.A.R. Labs. His posture is certain!;
mys teri o us for ces nex t 10 whi ch both th e Vo ice a nd Rama ·erent though, a:,; he i!- a bu~incssman. Ranking
Ku shn a pale by compari son. ve him we find Steve Dayton, the ... ixlh richest
Finall y. no catalog ue of lh e powe rful mys ti ca l be in gs in the world and president of Dayton Industries.
wh ich inh abit th e DC Uni verse wo uld be co mplete without a in the DC Universe, when you talk rich. the man
menti o n of th e Earth itse lf. Th e Ea rth is a mys tical be in g > stands head and shoulders above all is Le,
capabl e of wie ldin g powerful magica l energ ies . It uses these nor. Lulhor's global empire dwarfs any othe,
energies in times of need to create its ow n elemental guardian s n's and he all but owns Metropolis. Because
to oversee the e nvironment. ro les currentl y occ upi ed by th e y of his resources are criminal in nature, no h1.le
Swamp Thin g (earth ). Red Tornado (air). Firestorm (fire). and .1unting has ever been accomplished.
Naiad(water).

Magic and the Common Man Medicine


Although they have certainly been ex posed 10 the ex pl oits Comp lex surge ry in the DC Uni verse is almost co mpl etely
of Dr. Fate. Zatanna. and ot her so rce rers throu gh th e news free of compli cations. Tra nsplant and open-heart tec hniques are
media. mosl of the common men and wo men of the DC Earth now co mm onp lace and ri sk free. In addi ti o n, prosth eti c and
don ' t rea ll y be li eve in mag ic. A ll of th e powerful mys ti cal art ifi cial limbs and o rgan s are in wid es pread use . Lex Lulhor
beings desc ribed in the precedin g paragraph s are comp lete ly had an artifi c ial hand whi ch was ju st as functi o na l as th e
unknown to th e ge ne ral populac e of th e Earth , wi th th e o ri g in a l, and LexCo rp tec hn o logy ha s restored paral yze d
excepti on of the Swamp Thing. who convin ced all but the most community ac ti v ist Jose De lagdo's mobilit y. thou g h s uch
skepti cal of hi s ex istence duri ng an adventu re in Gotham C it y tec hnol ogy is st ill ex pens ive.
Space Technology co mp lete ly w ithout precede nt : Dr. Bruce G ordon. the worl d 's
A ll of the world 's major gove rnme nt s ha ve space shut.ti e fo re mos t e xpert o n so la r tec hn o logy : a nd Dr. Will Mag nu s .
techno logy. and most have staged moon land ings. Both the creator of the amazin g Me tal Me n. Other ea rth -bound sc ie nt ifi c
United Slates and the Soviet Uni on have landed men on Mars, ge niu ses in c lude th e a li e ns Mi s ter Mirac le. Haw km a n . a nd
and both are bu sy planning m iss ions to Venu s. The U.S. and Hawkwo man , a ll o f who m ha ve access to tec hno logy that far
Ru ss ia ha ve al so d eve lo ped c omp lex s atel lit e- based radar surpasses that fo un d on Earth
trac kin g syste ms th a t a ll ow th e ir military forces to track a ll
space tra ffi c within 256 .000 mil es of the planet, and orbitin g S.T.A.R. Labs
multi -purpose space stati ons. Both nati ons are rum ored to have S .T . A . R . Lab s is a n a c ron y m for Sc ie ntifi c a nd
sec ret manned bases upon the surface o f the moon. Tec hno logica l Ad va nced Resea rc h Labo ra tories. Acco rdin g to
In th e DC Uni ve r se. th e re is a g re at d e a l o f s p ac e th e o ffi c ia l S .T .A.R . La bs pub li c ity releases. S.T .A. R. Labs was
tec hno logy in the hands o f pri vate corporati ons and indi vidua ls. form ed by a group o f s ma ll laboratories a ll ove r the country .
s:r.A.R. and LexCorp both have their own operati onal shuttles combining staffs, ex perime nt a l results, fa ci liti es. and equipm e nt
a nd space stati o ns. as do a numbe r of smalle r firm s specia lizing to for m the most hig h- powe red sc ie ntifi c o rga ni zat io n in the
in ae rospace tec hn o logy. Ju sti ce League Inte rnati o na l has space- hi story of th e h u man ra ce. Th e ir go a l is to ex pand man ·s
fa rin g vehicl es of its o wn in th e tradition of it s pred ecessor the know ledge by a coord in ated e ffort whi ch probes in hundreds of
Ju sti ce Le ague o f Ame ri ca. whi ch was form e rl y headquartered direction s at once. They o perate under th e phil osophy that the
aboard a giant orbitin g sate llite. use o f acquired know ledge ge ne ra tes additi ona l know ledge.
Curre ntl y. military weapo ns are still ba nned fro m space by Oth er peop le watc hin g S.T .A.R. Labs fro m the out side are
int e rn a ti o na l ag ree me nt, th o ug h ever s in ce th e g loba l a li e n no t so s ure. S .T .A .R . Labs locati o ns a ppea red a ll ove r t he
invas ion o rgani zed by the Dominators, there have bee n rumors country in a matter o f wee ks. some in ex istin g laboratory sites.
o f sec re t negotiati ons be twee n the U.S. a nd Russ ia concerning a but many in brand new fac iliti es. Thi s sudde n e me rge nce rai sed
mutua l space defe nse treat y. many qu es tio ns : if thi s is a c ombi nati o n o f seve ra l s ma ll e r
labo ratories, how did they obtai n th e fundin g to ex pand so
qui c kly? Why is S.T.A.R. La bs still a private ly he ld corporation.
Military Hardware w ith e ven it s finan c ia l rec ord s hid de n from th e pub li c? If
Thi s area is a lmost co mp le te ly do minated by S .T.A .R. a nd S.T.A.R.'s purpose is to inc rease a ll of huma ni ty ' s know ledge.
LexCorp . Both firm s produce a vari ety o f ex pe nsive ba ttlesuit s why are the results o f the ir researc h unpubli shed?
a nd wa r m ac hi n es w hi c h a re ju s t b eg innin g to e nt e r M os t p eo p le ju s t acce pt S .T . A . R . Labs as a fac t.
ex pe rim e nt a l se rvice in th e wo rld 's arm ies, tho ugh the ir cost judg ing the Lab s o nl y o n w he th e r o r no t th e ir las t wo nder
s til l p ro h ib its w hol es a le a d o ptio n . The cu rre nt c re am of w id get worked.
S. T. A.R . or Lex Corp wea po nry is capab le o f g ivin g a hero as
powe rfu l as Superman a run for hi s money if p laced in capab le
ha nds. In th e air, ste alth tec hnology is in wide spread use, and Politics and the World
on e o f th e few imp o rtant p ie c es of military h a rdware
deve loped out side the co nfines o f S .T.A .R. or LexCorp is the A s on e would ex pec t. th e pro liferati o n of supe rpowe red
So la r J e t bu ilt by th e Fe rr is Airc raft C o rpo rati o n based in humans has had a profound impact upon the po lit ics of the DC
Coast C it y. Ca lifo rnia . Un iverse. He roes te nd to fun c tio n like natura l reso urces and
Bec au se co nve nti o na l fo rces ha ve beco me so ad vanc ed. exe rt a pron ounced shaping innue nce upon the g loba l balance o f
nu c lea r we ap o n s a re so mew ha t less pro min e nt a mo ng th e powe r. For some un know n reason. most of the world's heroes
s upe rp owe r s . t ho u g h nuc le ar tec hn o logy is d a n ge ro u s ly and vill ai ns te nd to be c lu ste red in th e United States and the
co mmo n amongst Eart h' s poo rer nation s . T he terro rist natio ns of Soviet Unio n.
Qurac and Bial ya are both rumored to ha ve access to nuc lear
tec hno logy. fo r ex ampl e. tho ugh ne ithe r ha ve used the ir nuclear The United States
weapons abroad. proba bl y becau se they fe a r sw ift re prisals from The U.S. Govern me nt has recog ni zed the po liti cal pote nti a l
the world 's he ro co mmunit y. o f he roes for more tha n fort y years. A s fa r bac k as the Second
W o rld War. th e U .S. was a lrea d y e mp loy in g he ro es to
Computer Hardware imple me nt po li cy in an offi c ial capac it y.
Th e mos t ad va nced co mpute r co nstru c ted wi t h human C u rr e ntl y . t he g o ve rnm e nt h as a t wo- ti e red po li cy
tec hn o logy is c urre ntl y S. T .A.R. Labs' Kil otra x. thou g h th e co ncerni ng supe r-hum ans. Officia l govern me nt po licy re fuses to
firm is pro mi sin g to re lease a n updated vers io n. the Meg atrax. suppo rt o r c ond e mn th e man y mas ked vig i Iant es that roam
w ithin th e ne xt ten yea rs. T he Kil otrax has a me mory capacity ac ross the country, a nd promi ses a stance of tota l ne utra lit y on
me asure d in te ns o f g igabytes and a process in g speed that is the iss ue of superheroics. a ltho ugh the po licy ac know ledges that
mo re th an te n tim es faste r than it s c loses t competitor. S .T .A.R . the Pres ide nt a nd milita ry le aders mi ght ca ll upo n the he roes in
h as a lso d eve lo p e d a r ud i me ntary artifi c ia l i nt e lli ge nce times o f nati o na l e merge ncy. as happe ned during lhe invasio n
o rgani zed by the Domin ators.
pac kage fo r th e Kil o trax. A rtifi c ial Inte ll ige nce is supposed ly
Covert ly. however. the U. S . Governm e nt prov ides di rec t
th e bi g brea kth ro ug h th a t w ill be hi g h lig hted in th e forth -
support to a number o f organi zati ons a nd ind ivid ua ls. a nd even
comin g Megatra x
crea ted a special top secre t organi zati o n, code named Tas k Force
X. to coo rdinate governm e nt -bac ked supe r-hum a n ac ti viti es.
The Scientific Community Ta sk Fo rce X cons isted o f two spec ial proj ec ts: th e S ui c id e
Until recent ly. the g reat es t sc ie nti sts o n the p lan e t were Squad a nd C heckmat e. A lso und e r go vernm e nt co ntrol we re
pro ba bl y Supe rm a n ' s ne mes is Lex Luthor and Ni les C a uld e r agenc ies suc h as the Ca ptai n Atom Proj ect. the C. B.I.. the Force
{th e C hi e f) . le ade r o f the Doo m Patro l. Luth or 's de mi se a nd of Ju ly, Project Peacem a ker. a nd othe rs.
Caulde r' s di sa ppearance have left a vo id in the upper echelons T he ent ire U.S . Int e lli ge nce c ommunit y was rec entl y
o f the sc ie ntifi c co mmunit y. A mo ng those ind ividua ls in th e shake n to its core by the eve111s known co ll ective ly as the Janus
fo re fron t o f sc ie nce today. menti on must be made of Ray Pa lmer Direc ti ve. The c rimina l maste rmind Kobra atte mpted to tri c k the
(the Atom ). who deve loped dwarf-s tar size and we ig ht contro l vari ous agenci es int o w ip ing eac h oth e r o ut. le a ving the way
tec hn o logy: Te d Ko rd (the Blue Beetl e). who co nstructed the clear for hi s insidiou s pl an to re place 1he world 's hi ghest placed
am az ing " Bug:" Dr. Megala of the gove rnme nt 's Capta in Atom gove rnme nt officia ls w ith android dup li ca tes. T he sc he me was
projec t: the Batman. whose amazing crime fi ghting dev ices are fo il ed whe n Task Force X director Ama nda Wa lle r unco vered
Kobra' s plan. but the chain of eve nt s cau sed the White House 10 pursued by age nt s of the K.G. B .. but due to th ei r heroi c actions
order a compl ete restru cluring o f th e inte lli ge nce co mmunit y duri ng the in vas ion. the Soviet gove rnment relaxed it s e ffort s to
Th e Suic ide Sq uad is a largely ind epe ndent orga ni za ti o n trace and control Soyuz's actions
directl y ove rsee n by Amanda Waller. Th e Squad is mostl y made Wi th th e da w nin g of Gla s nost and th e co ll apse o f the
up of co nvicted vill ain s who arc sec re tl y offe red an a mn esty U.S.S.R .. the ··co ld wa r" between Ru ssian and Ameri ca n heroes
plan in return for a period o f gove rnme nt se rvice. though the has all bu t stopped. The new Republi cs are current ly in a state of
Squad also e mpl oys a few "straight"' heroes and a large support turm o il. and th e statu s of th e ir "supe r- reso urces·· re main s a
sta ff. Ge nerall y. the Suicide Squad is se nt o ut to handl e the myste ry to the wes t.
to ughest and most se nsiti ve gove rnme nt o peration s th at require
1hespec ial abi liti es o f its membe rs
Checkmate is ove rsee n by Harry Stein am.J Harvey Bullock. The Intelligence Commun ty
Th e hi erarchy amo ng C hec kmate st.1ffe rs is patterned after the
pieces o n a c hess boa rd : S te in. th e Kin g. s it s o n top. whil e by Paul Kupperberg
Bishops (like Bu llock) and rooks he lp plan and execute age ncy
ac ti viti es. The real work horses in Checkmate are the Kni 2h ts. The intelligence community in the D
who se rve as fie ld operati ves. Th e Kni g ht s are drawn fron~ the Unh·erse ha~ long been a tangled web o
be st perso nn e l avai labl e in gove rnm e nt age nc ies and th e individual fi~fdoms, uneasv alliances, an
nation 's poli ce forces. Each is trained at a specia l fac ility known · onfused hierarchy. The Ja~us Directive,
as the Dome. and is equipped with an array of amaz in g hi g h~ iversionary tactic staged by Kobra to cover hi
tech weapons and dev ices. Ian for world domination. set these diverse
The Captai n Atom Projec t is oversee n by the fei sty Genera l agencies against one another. the aftermath
Wade Eilin g. who enj oys a bitter ri valry with Amanda Wa ll er. resulting: in a complete re!-.tructuring of lh
Captain Ato m is a hero who rece ived hi s powers as part of a agencie~ hy Pre:-.idential order.
military ex per im e nt co nduct ed mo re than tw e nt y yea rs ago A new Cabinet level post of "lntelligenc
When Captai n Atom first came on the scene. the military tri cked Czar" has been created. filled by vetera
him into becoming a spec ia l o perati ve and in ve nt ed an e laborate intelligence agent Sarge Steel. In this capacity
cover story lo expla in hi s presence to th e world at large. The Steel oversees all paranormal activities unde
government used to ca ll upon Captain Ato m to perform special government control. Ta,k Force X. inc ·
··high profile" mi ss ions th at would compromi se the sec recy o l Checkmate and the Suicide Squad, which p
th e S ui cide Squad o r Checkmate. Th e C aptain was eve n the Janus Directive was headed up by A
infiltrated into Ju sti ce Leagu e Inte rnati ona l. where he was to Waller, has been di,banded. Wa
serve as a govern ment "spy ... Rece ntl y. Captai n Atom has qu it responsihilities now involve only the S
se rving th e gove rnment. tho ug h he has yet to revea l hi s tru e Squad, under the direct supervision of Sarge S
nature 10 th e wo rld . Th e Cap tain A t o m Project is al so Checkmate has become an autonom
res pon sib le fo r the creati on o f Major Force. a psyc ho logical ly age UC)" . now a known entity among its
unstab le operati ve wi th powe rs and abiliti es simi lar to those ol intelligence brethreo and headed by Harry Stein,
the Capta in. In a pin ch. the government will occasionall y send who also repc.,r1-, to Steel. Under the provisions o
Maj or Force o ut on a mi ss io n. th o ug h gove rnme nt offic ial s the restructuring. Checkmate also absorbs Project
rea lize that the Maj or' s psycho log ica l shortco mings are a ve ry Peacemaker (including Christopher Smith, AKA
dangerous liability. er, and the Project ' s head. Dr. Bridgette
General Wade Eiling remains in charg
e Captain Atom Proje,·t (responsible fo
The (Former) Soviet Union in Atom and Major Force. among others). as
The Sov iet Uni on found it necessary to empl oy paranorma l
as heading up all other Pentagon related
operati ves to protec t it s inte rests. Like that o r the Un ited Stat es.
ncta~human projects.
the Soviet po li cy had two leve ls
The National Bureau of Intelligence (N.B.!.J
The first leve l of Sov iet superhuman invol ve ment co nsisted
as been reduced in stature and personnel and is
of the Roc ke t Red Brigade. a group of art ifi c iall y evo lved.
ow under the command of King Faraday. Such
hi ghl y trained so ldie rs equipped wi1h techno logica ll y advanced
organizations as the F.B.J .. the CJ.A., and th
batt le armor. Th e prot o ty pe fo r the o rig in ul Roc ke t Red
~·ariou:,, branches of military intelligence. retain
battl esuit was des igned and deve loped by the Gree n Lantern.
eparate and autonomous !-.tatus.
Kilowog. during a visit to the Soviet Union. The Rock et Reds
we re th e U.S .S .R . ·s ove rt prot ec to rs. The Bri gad e members
we re und e r t he co mm a nd o r th e militar y and were mo s t
frequentl y ca lled upon for na1i onal defe nse. One o f the Rock et The Rest of the World
Reds. Dmitri Pu shkin . se rve d as a Sov ie t represe nt at ive in Few of the world 's o ther nat ions have empl oyed heroes in
Ju stice Lea gue Europe. The Rocke t Red Bri gade is curre ntl y an offi c ial capac ity. probab ly because there sec rn to be so few
approximate ly fift y strong. supc rhumans ou tside the borde rs of the U.S. and Russ ia in the
The second leve l of Soviet he roic acti vit y was co mposed o f first place . Thi s te nds to in crease the separa1ion between the
a se ries o r covert age nts know n onl y to th e Politburo. lnclutled supe rpowers and 1he rest o f the world . Exactly ho w powerful a
in thi s group were the assass in Sta lnoivo lk. and the strike tea ms few parano rmal o pe rati ves can be was effectively de mon strated
known as the Peopl e's Heroes and Blue Trinit y. These cove rt during World War IL no one wa nt ed to become in volved in an
agen ts fu lfilled the sa me role as th e ir Ameri can count erpart s: in c ide nt wit h th e United States o r the Sov iet Uni o n and find
the y performed dan ge rou s a nd se nsiti ve miss ions to prese rve the mse lves going up agai nst the likes of Supe rman o r the Rocket
nati o na l interes ts. A lthou g h th e ir ex iste nce wa s a c lose ly Red Bri gade.
guarded secret with in the borders of the ir home land. man y o f the Looking a fter th e interests o f the rest o f the wor ld are the
Sovie, operatives we re know n to American heroes with who m me mbe rs o f Ju sti ce League Int ernational. wh ic h has a spec ial
they frequently clashed United Na ti o ns sa nc tion and e mba ss ies in alm ost eve ry U.N
The only group of heroes operatin g in the U.S.S. R. wit hou t me mb e r nati o n . In o rd e r to g i ve th e Leag ue a hi g he r
governmental control we re the youngsters know n coll ecti ve ly as int e rn at io nal profil e. th e New Yo rk - ba sed JLI decided to
Soy uz. whose membe rs included Firebird . Vikh o r. Ru sa lka. permanentl y re loca te a gro up of heroes to it s Pari s e mba ssy.
Perun . and Morozko. For most o f the ir brief caree rs. they were This team h,1s bee n ni cknamed Ju stice League Europe.
The Law
Th e e ffec ti ve ness of th e ave rage costu med vig ilante ha s
IV. Character Roster
forced the law e nforceme nt offic ial s of th e DC Universe to make The fo ll ow ing sec ti o n li sts so me of th e mos t promin e nt
some se ri ous dec isions. For the most part. all of the country's heroes a nd villains in the DC Universe. Th ey ca n be used as
l aw enforce ment age nc ies o ffi cia ll y di sco ura ge v i g il ant e Pl aye r Characte rs, or :is use ful NPCs and e ne mi es in a campaign
acti vit y. whil e private ly acceptin g as much he lp as the hero ic whe re the Players design the ir ow n Charnctcrs. Eithe r way. their
com munil y ha s to o ffer. Th e va s t maj o rit y o f t he o ld e r presence will he lp to reinforce the idea that you are playing in
establi shed heroes are on very good term s with their loca l pol ice lh e world of DC Comics.
departme nts. a nd arc freque ntl y ca ll ed into cases by th e pol ice Space restricti on s prohibit 1he inclusion o f more 1han a few
th em se l ves. Newer or less-ex perienced heroes are usua l l y of the hundreds of DC Co mics C haracte rs that ex ist. If you want
wlerated but not tru sted until they pro ve their menle. mo re de tail ed desc ripli ons of th e foll ow in g C harac 1e rs . or
It see ms that mos t of the cos tU1n ed heroes arc g ive n a lot add ili ona l DC Characte rs fo r yo ur ga mes. the re a re a number of
more o ffi c ia l and lega l leeway th a n one wo uld ex pec t. Man y resources avai lable , the best of whi c h are the fou r vo lumes of
es tab lis hed he roe s are on s uc h good te rm s w ith lo c a l law the Wh o's Wh v in the DC Uni ve rse Role- Playing S11pple111em.
e nforce me nt age nci es th a t th ey are g iven co mpl e te access to Toge th er. they co nt ain ga me stati stic s. bac kground information.
po li ce records a nd fil es upon req uest. The po lice a re a lso usua ll y and rol e- play in g hint s fo r ov e r fo ur hundred o f DC Corni e' s
w ill in g to ba c k up t hese he roe s and prompt ly ac t upon an y heroes. vill ains. and support in g cas t me mbe rs (Th e last page of
in for mati on wh ic h the he roes have suppli ed . Less-ex pe ri e nced th is book is Ba tm a n's e ntry from Wh o's Wh o #4). Ma yfair
me mbe rs o f the hero communit y ca nno t co unt o n thi s kind o f Games a lso publishes a num be r of source books wh ich co nt ain
coope rat ion. but probab ly will not fa ce harass me nt eithe r. Wh e n ga me stals. as we ll as more thorough background in fo rm ation.
thi ngs reac h the j udi c ia l leve l. the courts are usua ll y loath to maps . and diagra ms . Loo k for th ese a nd o t he r DC H EROES
ho ld costumed heroes to the same rigorous sta ndards o f sea rch prod ucts at the store whe re you purc hased thi s book .
a nd seiz u re impose d upon th e po li ce. as lo ng as th e c ase
in vo lves pa ranormal oppos iti on.
One of the reasons that the po li ce are usua ll y so to le rant o r
costumed heroes is that the heroes see m to be the o nly fo rce that
ca n e ffec ti ve ly conta in the ma ny costumed villains. Many po lice
d e partm e nt s have se t u p s pec ial d e partm e nt s to dea l w ith
para no r m al me na ces. bu t th e s pec ia l u nit s are us uall y
und e rs taffe d a nd und c rbudg e ted. To da te, th e o n ly s uc h
de partm e nt th at ha s me t w ith any great succe ss is the Specia l
Crimes Un it in Me tropo li s. headed by Capta in Magg ie Saw ye r.

Heroes

DEX: 10 Sm: BoDv:


I NT : 8 WILL: MIND:
I N FL: 6 A URA: SPIRIT:
I NITIAT IVE: 261281 H ERO POINTS: I 00

•Powers: Anima l Contro l: 15. A ni mal Summo ning: 12.


Co nt ro l: 4. E mpath y: 6. Spe ak W ith A ni ma ls : 12 .
Sw imm ing: 7. T e lepat h y: 4. U ltra V is ion: 7. W a te r
Freedo m: 12
•Skills: V ehicl es: 6
•Limitations: Pow e r Res tri c lion s: A nimal Co ntrol.
Anim a l Summoning. and Speak Wit h Anim als work onl y
on ma rine life forms.
•Advantages: Co nn ec ti o ns: A tlanti s ( Hi g h) . J us ti ce
Lea g ue lnt e rna1i o nal ( Hi g h): Lc;,1ders hip : Li g htn ing
ReOexes
•Drawbacks: Autho rit y Fi gure (A tl a nti s. later in caree1
on ly): Ma rried (se purnt ed): Pub li c Id e ntit y: Fata l
Vu lnerabilit y to lack o f contact wit h wate r: Ex il e (forced )
•Alter Ego: Arth ur C urry
•Motivation : Upho ld ing 1he Good
•Occupation: Protec tor of the Seas and Oceans
•Wealth:4
•Background:
Th e so n o f a n Atlant ean princess and a human fath e r. A rthur Curry deve loped hi s aquati c powe rs to a phen o me na l deg ree
a nd became Aquama n. Kin g of the Se ven Seas

, I
DEX: STR: B ODY:
INT: 12 WILL: 12 MIND: IO
l NFL: 10 AURA: 8 SPIRIT: 10
I NITIATI VE : 35 H ERO POINTS : !50
•Skills: *finked
Acrobati cs: 9 *, Arti st (Actor): 8, Charisma: 12, Detecti ve: 12*,
Gadge try : 12*, Ma rtial Arti st : 9 *, Military Sc ien ce: 12 *,
Scienti st: 12*, Thief: 9*, Vehicles: 9 *, Weaponry: 9*
•Advantages: Area Kno wledge (Gotham City); Buddy (Alfred
Penn ywo rth) ; Connectio ns: Arkh am Asy lum (Hi gh), Gotham
City Po lice Department (Hi gh) , Goth am State Pri son (Hi gh) ,
Goth am State Uni versity (Hi gh), Ju sti ce League Internatio nal
(Hi gh), Stree t (Hi gh); Connoisseur ; Expans ive Headquarters
(Batcave); Inte nsive T ra inin g; Iron Ne rves; Leade rship ;
Lightning Reflexes; Shanp Eye
•Drawbacks : Catas trophi c Irrati onal Attracti on to Seekin g
Ju sti ce ; Mi stru st ( 1st year of career onl y) ; Secret Id entity;
Traumatic Fl ashbacks: Batman reli ves the deaths of hi s parents
while he is within Crime Alley, and reli ves the death of Jason
Todd when he sees Robin take damage in Ki lling Combat.
•Alter Ego: Bruce Wayne
•Motivation: Seekin g Justice
•Occupation: Mi ll ionaire Playboy •Wealth: 20
•Equipment:
Batarang w / Llne [STR: 7, BooY: 8, EV: 3, Gliding: 2]
The line is 4 APs long.
COWL [BODY: 4, Thermal Vision: 8, Arti st (Actor): 16]
Batman 's cow l features a built-in infrared/night vision apparatus and a built-in throat mike/broadcaster unit that scrambles and
augments his voice. The O V/RV of the Perception Check to recognize Batman's voice as that of Bruce Wayne are both equal to the
cowl 's APs of Arti st (Actor).
Smoke Pellets (x6) [BODY: I, Fog: I OJ
10 AP ABCD Omni-Gadgets (x2)
For more of Batman's equipment, see his Who's Who page at the back of thi s book.
•Background:
After watching hi s parents' murder at the hands of a common criminal, young Bruce Wayne trained his mind and bod y to the
peak of hum an perfection . Donning cape and cowl, the billionaire playboy became the Batman, dark avenger of Gotham City.

DEX: 14 STR: 20 BODY: 14


I NT: 4 WILL: 10 MIND:
I NFL: 4 A URA: SPIR IT:
I NITIATI VE: 35 HERO POINTS: 85
•Powers: Flight: 14, Invulnerability: 18, Superspeed: 13, Sys temic
Antidote: 10
•Advantages: Connection: Ju stice League Inte rnational (Low);
Insta-Change; Lightning Reflexes
•Drawbacks: Alter Ego (Controllable); Secret Identity
•Alter Ego: Billy Batson
BILLY BATSON -

D EX : STR: BODY:
I NT: WILL: MIND:
) NFL: A URA: SPIRJT:
I NITI ATI VE : IO H ERO POINTS:
•Skills: Thi ef: 2
•Advantages: Co nnecti o n: KWHZ-TV (Hi gh); Insta-Chan ge; Scholar
(Magic Tri cks)
•Drawbacks: Age (youn g); Secret Identity
•Alter Ego: Captain Marvel
•Motivation: Upho lding The Good
•Occupation: Television Reporter •Wealth: 4
•Background:
When Billy Batson says the name of the ancient wizard Shazam, he is transformed into Captain Marvel, the world's mightiest mortal.
FLASH Ill ~

D EX'. STR:
I NT'. W ILL'.
LNFL'. A URA'.
I NITIATI VE: 33
•Powers: Air Control : 8, Superspeed: 14
•Skills: C harisma: 5, Scientist: 3
•Advantages: Attractive; Connections: Ju stice League International (High), New Titans
.J~!~~!'~L~\"1:~i:~~f~~~ionalAttraction tofood after usinghi s Powers constantly for 6
APs of time or more.
•Alter Ego: Wallace (Wall y) West •Motivation: Responsibility of Power
•Occupation: Adventurer •Wealth: 5
•E~~~i;.":;~~\BooY : 6, Flame Immunity: 6]
•Background:
The third hero to be known as the Flash, Wall y West originally served as the second
Flash's sidekick, Kid Flas h. After the tragic death of Barry Allen during the Crisis, Wally
decided to carry on the name of his mentor so that the Flash would live on. His speed
powers have a tenden cy to come and go, but hi s heroic determination never wavers.

GREEN ARROW ~

D EX'. STR: B ODY'.


INT: WI LL'. 10 M tND:
[ NFL: AURA: 6 SPIRIT:
I NITI ATI VE: 27 HERO POI NTS: 100
•Skills : Acrobat ics: 6, C harisma: 8, Detect ive : 6, Marti al Arti st : 9 , Thi ef : 8,
Weaponry: 12
•Advantages: Area Knowledge (Star City, Seattle); Connections: Black Canary
( Hi gh), Star C ity ( Hi g h), Green Lantern Hal Jord an (Hi gh), Ju sti ce League
America (Low); Lightnin g Rell exes; Sharp Eye
• Drawbacks: Secret Identity
•Alter Ego: Oliver Queen •Motivation: Seeking Justice
•Occupation: Flori st/Deli veryman •Wealth: 4
•Equipment:
Bow [STR : 8, BODY: 41
Arrows (x20) [BODY: I , EV : 3]
•Background :
To survive when shipwrec ked on a deserted island, millionaire Oliver Queen
developed a unique arsena l of trick arrows, which he used to fi ght crime as Green
Arrow upon returning to civi lizat ion. He has recent ly given up th e use of trick
arrows and relies upon hi s skill as a hunter to battle the crimin al element.
GREEN LANTERN
D EX : STR:
I NT'. W ILL'. 25 MIND:
INFL: A URA: SPIRIT: 12
INITI ATIV E: 24 H ERO POI NTS: 150
•Skllls: Marti al Artist: 5, Scienti st: 4, Vehicles: 10
•Advantages: Connections: John Stewart (High), Ju sti ce Leag ue International
(Hi gh); Iron Nerves; Leadership •Drawbacks: Secret Identity
•Alter Ego: Harold (Hal) Jordan •Motivation: Responsib ility of Power
•Occupation : Pilot •Wealth: 3
• Equipme nt:
POWER RING [BODY: 25 , I NT: 10, Comprehend Languages: 20, Flight: 40,
Force Manip ulat io n: 25. In vu lnerabil ity: 18, Life Sense: 40, Omni -Power: 12,
Reca ll : 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50]
Bonu s: G reen Lantern ' s BOD Y is 12 while he is weari ng the ring.
Limitations: The Power Ring is complete ly useless against the color yellow; the
Power Ring·s Skin Armor does not have to be activated at its fu ll AP val ue: Green
Lantern loses one AP of Force Manipulation and Omni-Power for each AP of Skin
Armor in use: Ure Se nse is on ly usable to detect other members of the Green
Lantern Corps.
Misce ll aneous Drawbac ks: The Power Ring must be recharged once every 15 APs
(24 hours) with the lantern-shaped Power Battery.
Power Battery [BODY: 25, Energy Absorplion: 18, In visibility: 15, R#: 2]
•Background:
Hal Jordan was inducted into the Green Lantern Corps by Abin Sur, the former Green Lantern of Sec tor 28 14. Jordan has since
won reknown as one of the greatest Green Lanterns in hi story .
D EX: STR: BODY:!0(5)
INT: WILL: 18 MIND: 6
! NFL: A URA: 3 SPIRIT: 8
I NITIATIVE : 18 H ERO POINTS : 70
•Advantages: Con neclio ns: Genera l Gl o ry ( Hi gh), Ju s1ice Leag ue
America (Hi gh); l.ron Nerves
•Drawbacks: Publi c Identity; Serious Rage
•Motivation: Thril l of Adven1ure
•Occupation: Adventurer
•Wealth:4
•Equipment:
POWER RING [BODY: 18, INT: I 0 , Co mpre hend Lang uages: 20,
F li g ht : 40 , Force M a nipul atio n : 18, In vu ln e ra bi lity: 18, Life
Sense: 40, Omni-Powe r: 9 , Reca ll : 20, Rege nera tion: 4 , Sea led
Sy ste ms: 16, Skin Ar mo r : 4]
Bonus: Guy Gard ner's BODY is IO while he is wearing the Ring.
Limitation: The Power Ring's Skin Armor does not have to be activated
at its fu ll AP value : Guy Gardner loses one AP of Force Manipul ation
and Omni -Power for each AP of Skin Armor in use; Life Sense is onl y
usable to detect members of the Green Lantern Corps.
Miscellaneous Drawbacks: The Power Ring is subject to periodic power
outages, whi ch occur see mi ng ly at random: treat the Ring as hav ing a
Reliab ili ty Number of 3; the Ring can only communicate in the al ie n
language Korugarian , so its Comprehend Languages Power and l NT are
useless to Guy.
•Background:
During the grea t Crisis, Guy Gardner was g iven a Gree n Lantern
Power Rin g and battery by a group of Guardians who believed that evi l
sho ul d be destroyed rather than subdued. Recen tly ej ected from the
Corps, the di sgruntl ed Guy quested for and captured the yellow Power
Ri ng o nce wielded by the vill ain Sinestro. A devotee of mac hi smo , he
now uses the ring to fight crime, attain fame, and pick up girls.

D EX: STR : BODY:


I NT: W ILL: MIND:
(NFL: AURA: SPIRIT:
I NITIATIVE: 24 HERO POINTS: 100

•Skills : C hari s ma: 7, Detec ti ve: 7, Gadgetry: 7, M arti al Arti st: 8,


Medicine: 7, Mi litary Science: 7, Scientist: 7, Vehicles: 5, Weaponry: IO
•Advantages: Area Know ledge (Downside, Thanagar); Connections:
Justi ce League Int ern ati o nal (Low), Than agar (Hi gh), Hawkwoman
(Hi gh); Scholar (Earth law enforcement hi story)
•Alter Ego: Katar Hol
•Motivation: Seeking Ju sti ce
•Occupation: Poli ce offi cer (on Thanagar)
•Wealth:4
•Equipment:
ANTI-GRAV BELT [BODY: 9, Gravity Decrease: 7] Limitation: Gravity
Decrease onl y allows the wearer to hover in place and li ft great weights.
Pistol [BODY: 5, EV: 6, Range: 6, Ammo: 8, R#: 2]
BATTLE ARMOR [Boor: 9]
Helmet [Body: 9, Thermal Vi sion: 13]
Mace [BODY: 9, EV: 5]
Wings [STR: 6, BODY: 10, Flight: 8] Limitation: The Wings will not
function un less used with an Anti-grav Belt.
•Background:
Katar Hol was se nt to Earth in pursuit of Byth, a criminal from
hi s ho me wo rl d of Th anaga r. When Thanaga r became a mi litary
dictatorship, Ho! e lec ted to remain on Earth, where he protects his
ado pted home as Haw kman .
LOBO 0

DEX: IO STR: 16 BODY:


I NT: 2 WILL: 9 MIND:
[NFL: 9 AURA: 3 SPIR IT:
I NITI ATIVE: 23 HERO POINTS:
•Powers: In vulnerability: 24, Jumping: 5, Life Sense: 40, Regeneration: 3,
Runnin g: 6, Sealed Systems: 20
•Skills: Chari sma (Intimidation): 11 , Mi litary Science (Tracking): 7, Vehicles
(Space Craft): 10, Weaponry: 10
•Limitations: Miscellaneous: Lobo's Life Sense can only be used for tracking
his "target;" Sealed Systems is ineffecti ve against gas attacks.
•Advantages: Iron Nerves; Lightning Reflexes; Scholar (Biology); Sharp Eye
•Drawbacks: Catastrophic Irrational Attraction to fi ghting; Catastrophi c
Irrationa l Attraction to keeping his promises; Catastrophic Rage; Serious
Psyc hological Instability
•Equipment:
Hook and Chain [STR: 8, BODY: 10, Claws: 8, Stretching: I]
SPACE HARLEY (C ustom "SpazFrag 666") [STR: 7, BODY: 7, Flight 39,
Projectile Weapons: 9, Radar Sense: 15, R#: 4] Drawbacks: Unluck
•Motivation: Psychopath
•Occupation: Mercenary •Wealth: 3
•Background:
Lobo, whose name means "one who devours your entrails and thoroughly enjoys it,'' is one of the most feared senti ent beings in
the ga laxy. Through the machinations of Vril Dox ll, Lobo (normally a hi ghl y paid bou nty hunter) is honor bou nd to work wit h the
Li censed Ex tra-Governmental Interstell ar O~ tives Network - L.E.G.l.O.N.

l:':IHiiH:':ii,iii'i ifr 1 0

D EX : 7 STR: 18 BODY: 15
I NT: 9 W ILL: 9 MIND: 8
[NFL : . AURA: SPIRIT: 6
I NITIATIVE: 30 HERO POINTS: 145
•Powers: Chameleon: I 0, Flight: 13, Invisibility: I 0, Invulnerability: 16, Mind Probe:
6, Stretching: 6, Super Breath: I 0, Superspeed: 5, Telepathy: 6, Telescopic Vision: 8,
X-Ray Vision: 8
•Skills: Scientist: 6, Vehicles: 8, Weaponry: 5
•Limitations: Misce ll aneo us: Use of Invisi bility Power strain s Martian Manhunter's
concentration: None of J'Onn's other Powers will function while his Invisibility is in effect.
•Advantages: Connection: Justice League International (Hi gh); Leadership; Lightning
Reflexes; Scholar (Mars) •Drawbacks: Minor Irrational Fear of Fire
•Alter Ego: J'onn J'onzz, John Jones •Motivation: Upho lding the Good
•Occupation: Private In vestigator •Wealth: 4
•Background:
J'Onn J'Onzz was summoned across time and space by the fa mous Dr. Erdel in the
mid-1950's. As the Martian Manhunter, J'Onzz kept his existence a secret from the world
until he joined the original Justice League of America.

DEX: STR: BODY:


I NT: WILL: M IND:
!NFL: AURA: SPIRIT: 7
INITIATIVE: 28 HERO POINTS: 90
•Skills: *linked
Acrobatics: IO, Charisma: 9, Detective: 8*, Gadgetry: 8*, Martial Artist: 8*,
Mili tary Science: 8*, Thief: 8*, Vehicles: 8*, Weaponry: 8*
•Advantages: Area Knowledge (New York City, Gotham City): Connections·
Batman (Hig h), Haley Circus (High), New York Police Department (Hi gh),
New Titans (H igh); Intensive Training; Iron Nerves; Leadership; Lightning
Reflexes; Sharp Eye •Drawbacks: Secret Identity
•Alter Ego: Richard (Dick) Grayso n •Motivation: Seeking Justice
•Occupation: Adventurer •Wealth: 9
•Equipment:
Combat Disk [BODY: 7, G liding: 3]
Stun Bombs (x5) [BODY: I, Bomb: 5]
WRIST ROCKETS (x2) [STR: 5, BODY: 5, EV: 5, Range: 4]
Limitation : Lethal. Attached to the rockets are swing lines 4 APs long.
5 AP ACD Omni-Gadgets (x2)
•Background:
Dick Grayson was the original Robin the Boy Wonder, partner of Batman. As he grew older and his ro le as leader of the Titans
became more important to him, Grayson felt as though the shadow of the Caped Crusader was preventing him from becoming his
own man. He turned the role of Robin over to Jason Todd and became Nightwing, joining the Titans full-time.
D EX: STR: BODY:
I NT: W ILL: M IND:
I NFL: AURA: 5 SPIRIT:
I NITI ATI VE: 23 H ERO POI NTS: 20
•Skills: *linked
Ac robat ics: 7*. Detective: 7*. Gadgetry: 7*. Martial Artist: 7*. Medicine (First
Aid. Forensics): 4. Thief: 7*. Weaponry (Melee Weapons. Missile Weapons): 7*
•Advantages: Co nn ec 1i o ns: Ba1ma n (Hi gh), Nig hl win g ( Hi g h), New
Tit a ns ( Low); Int e n s i ve T rai nin g: Ri c h Friend ( Bru ce Wa y ne):
Sc holar (comp ul ers): Sharp Eye
•Drawbacks: Age (young); Secre1 Identity
•Alter Ego: Timoth y Drake •Motivation : Responsibi li ty of Power
•Occupation: Student •Wealth: 5
•Equipment:
COSTUME [BooY: 51
Staff [BODY : 8. EV: 31 Bonus: When being wielded in combat, Robin ' s Staff
produces an eerie wa il wh ich di stracts his op ponents. Robin rece ives a - I
Column Shi ft to the OV when using it in combat.
Batarang w / Llne [BODY: 7. EV: 3, Glidi ng: 2] The line is 4 APs long.
Razor " R" (BODY: 7. C laws: 3. Glidin g: 2 1
Sling w / bullets [BODY: 2. EV: 315 AP AB Omni-Gadgets (x2)
•Background:
Usi ng his natural int ui tion and detecti ve abilities. the young Tim Drake discovered the true ident ities of his heroes. Batman and
Robin. After the tragic death of the second Robin. Jason Todd. T im decided that Batman needed a new part ner. Ga ini ng Batman' s
confidence with the he lp of N igh1 wing. Tim convinced Batma n 10 accept him as the new Robin.
TARFIRE '

D EX: Sm: B ODY:


INT: Wt LL: M tND:
I NFL: AURA: SPlRlT: 6
I NlTl AT l VE: 23 H ERO PO lNTS: 65
•Powers: Co mpre hend Languages: 14, Energy Blast 11. Flight 12. Solar Sustenance: 15
•Skills: Chari sma: 7, Martia l Arti st: 8. Weaponry (Me lee Weapons, Mi ssile Weapon s) : 8
•Advantages: Area Knowledge (Tamaran ); Attractive; Co nn ections: Fashi o n In dustry _
(Low). New Titans (High). Tamaran (High); Lightning Reflexes: Popul arity: Sharp Eye
•Drawbacks: Ex ile (vo lunt a ry. from T amara n). Serious Irrationa l A11 raction to
Niohtwino· Minor Ra oe
•Alt':.r Eg:;; Princess Koriand 'r/Kory Anders •Motivation: Upholding the Good
•Occupation: Model •Wealth: 6
•Background :
Princess Koriand'r of Tamaran was given to Gordanian slavers in order 10 spare her
planet fro m the tyra nts of the Citadel. She escaped and fo und her way lo Earth, where
Rave n was organiz in g th e new T ee n Tit ans. Th e n edg lin g gro up managed Lo save
Koriand'r from he r Go rda nian pursuers , and she has re ma ined a s1eadfas1 member of the
T ita ns ever since.

D EX: 13 STR: 16 B ODY: 13


INT: 9 W tLL: 12 M lND' 10
I NFL: 10 AURA: 9 SPlRIT:10
I NlTIAT IVE: 36 H ERO POINTS: 150

•Powers: Direc t io n al Hea r i n g: 4. Fli g ht : 14. Runnin g: 7. Swi mmi ng: 6.


Telesco pic V isio n : 3
•Skills: Acroba ti cs: 11. Anima l Hand ling: 8, Charisma (Pe rsuasion): 12. Martial Artist·
12. Military Science (Tracking): 10. Weaponry: 13
•Advantages: Area Know ledge (Themyscira): Allrac ti ve: Budd y (Julia Kapa te lis):
Con nec tions: Gods o f O ly mpu s ( Low). Ju st ice League In te rn a ti o nal ( H igh).
The myscira (Hi gh). Uni ted Nations (Low). U.S. A rm y (Low); Iron Nerves: Light ni ng
Refle xes: Schola r (a ncie nt Gree k and Themysciran la nguages, G reek mythology)
•Drawbacks: Public Iden tity: Mi sce ll aneous: Diana still does not fu ll y compre hend
the world out side Paradi se Island : Di ana·s RV drops to 4 aga in st Phys ica l Ki ll ing
Co mbat . bu t she may use he r Martial Art ist Skill lo a ugme nt it as normal.
•Alter Ego: Princess Dia na •Motivation : Upholdin g the Good
•Occupation: Ambassador •Wealth: 5
•Background:
Prin cess Dia na ofThe mysc ira was sent LO "Man 's World .. by the gods of O lympu s to teach mankind the A mazon ways o f peace
and love. Dubbed Wonder Woman by the A merican press, Dia na continues to spread her message or wor ldwide harmony
Villains
BLACKFIRE '\

DEx: Sm:
I NT' WILL:
INrL: AURA:
I NITI ATIVE: 23
•Powers: Co mprehend Languages: 14. Energy Blast: 11. Solar Suste na nce: 15
•Skills: Charisma: 8, Man ia! Art isJ: 7, Mililary Science: 7, Thi ef (SJealih): 5, Weaponry
(Mc lee Weapo ns. Missi le Weapons): 7
•Advantages : Area Kn ow ledge (T a maran); Co nn ec Ji on: Vega n Wor lds ( Hi g h):
Leade rship: Popularit y
•Drawbacks: Aut hority Figure: Serious lrrai iona l Hatred of Starfire: Public Ident it y
•Alter Ego: Komand'r
•Motivation: Responsibility of Power (formerly Power Lust)
•Occupation: Queen ofTa maran •Wealth: 15
•Background:
B lackfire is 1he sister of Starfi re of 1he New T it a ns. After man y altempts 10 ki ll
Starfire and assume the thron e of their hom e planet Tamara n, Blackfire wo n th e
acceptance of the Tamaranian peop le and c urren tl y ru les the planet.

DEX: Sm: BODY:


I NT: WI LL: MIND :
I NFL: AURA: SPIRIT:
I N ITIATIVE: 30 HERO POINTS: 75
•Skills: *linked
Acroba ti cs : 9 . Anima l Handling: 8*. C hari s ma · 8*. Martia l Artist: 8 . Thief: 9 *.
Ve hi c les: 9*. Weaponry: 9*
•Advantages: Area Kn ow ledge (Gotham C it y); Connect ions: Batman (Low), Street
( Hi g h); In tensive Training; Lightning Re fl exes; Pets (numerous ho use cats); Sc holar
(cats)
•Drawbacks: Se ri ous Irrat io na l Anrac1io n 10 cats and cat mot if crimes: Minor Irrationa l
Attraction to the Batman
•Alter Ego: Se lina Kyle •Motivation: Thrill See ke r
•Occupation: Burglar •Wealth: 6
•Equipment:
Cat O'Nlne Tails [BODY: 4, EV: 5]
Swingline and Grapple [STR: 5, Boov: 6] Line is 5 APs Jo ng.
•Background :
Se lina Kyle was one of the first costumed adversaries ever faced by the Batman. Over
the years. she ha s reformed. re turn ed to cr im e. a nd reformed aga in . C urrent ly. she ~
engages in o nl y occasional burglaries as Catwoman , but she wi ll und oubted ly cause !he Caped Crusader more !rouble in lhe future.
DARKSEID "

DEX: 10 Sm: 25
I NT: 18 W ILL: 26
IN FL: 17 AURA: 17
I NITIATI VE: 45
•Powers : Con tinuum Con1rol : 30. D imens io n Tra ve l: 8, Invuln erab ili ty: 20. Rege neral ion: 8.
Warp:65
•Skills: Cha risma: 18. Scie nti sl: 15
•Bonuses: The .. Omega Effect:'' If Darkseid uses Con tinuum Co ntrol to attack a target wi th
E nergy Blast a nd receives a number of RAPs exceedi ng twice the target 's BODY. he ca n
di sin tegrate the target. scattering it s atoms across the cosmos. Later, Darkseid ca n reasse mbl e
and resurrect ta rgets that have been destroyed in thi s fashion by makin g a success ful Act ion
C hec k agai nst OY/RVs both eq ual to twice the target's BODY
•Limitations : Darkse id 's Continuum Contro l, D im ensio n Travel. a nd Warp Powers arc
powe red by .. X-E le ment:' w hi ch he abso rbs int o hi s body. Treat these Powe rs as though they
had Mi nor Power Bu rn out for the purposes of determ ining when hi s suppl y of X-E le me nt mu st
be rep le ni shed.

=~~:!~~~t~~:c:~:~\,~~~: f~!~~:~
•Motivation: Power Lust
1 0 5
!~~f~~1~~~~dJi: c~~eri ng the An ti -L ife Equation
•Occupation: Dictator
•Background:
Darkse id is the ruler of the d is mal pl a ne t Apoko li ps. Hi s goa l is to rule a ll of known cre,1 ti on.
and to that end. he is obsessed w ith the di scove ry of the A nti-Life Equaiion. a formu la that w ill
give him co nt ro l over life and death.

II
D EX : STR: 4(5 ) BODY: 3(6)
I NT: WtLL: 12 MIND: 5
! NFL: 10 AURA: 7 . SPIRIT:
I N ITIATIVE : 24 H ERO POI NTS: 120
•Skills: Arti st (Ac tor): 5, Chari sma: 10, Gadgetry: 11 , Vehicles: 5,
Weaponry: 7
•Bonuses: Mani aca l Slre ngth: The Joker gains the STR and BODY listed in
parentheses while he is under the effects of hi s Psychological In stability
Drawback.
•Advantages: Connect ions: Arkham Asylum (Low ), Underworld (Hi gh)
•Drawbacks: Ser io u s Irrat io na l Attract ion to pract ica l j okes;
Catastrop hi c Psychological Instabi lity
•Alter Ego: Unknown •Motivation: Psychopathic
•Occupation: Crimi nal •Wealth : 6
•El;:;f:;'.,:,:'J [BODY: 2, Acid: 8, R#: 2] Limitation: Acid has a range ofO APs.
Electric Joy Buzzer [BODY: 4, Li g htni ng: 9 , R#: 2] Limitation :
f~t~~i t~eh~~~o :r~~e.[BODY: 5, Poison Touch: 8, R#: 2] Limitation:
Lethal. Bonus: When the Joker Venom kill s, it leaves the victim' s lips pulled back in a twi sted smile.
•Background :
Eas il y the Batman's most persistent and deadly foe, the Joker has terrori zed Gotham City for years. He is bes t known fo r hi s
lethal "Joker Venom," whi ch leaves its victim s' faces contorted in a macabre parody of the Joker's ow n omn ipresent grin . The
Joker was responsible for the death of the seco nd Robin , Jason Todd

IPl5'11P.f ·fl
DEX: STR: B ODY:
I NT: 14 WtLL: MIND:
] NFL: 8 AURA: SPIRIT :
I N ITI ATIVE: 28 H ERO POINTS: 95
•Skills: Chari sma: 10, Gadgetry: 15, Martial Arti st: 5, Scienti st: 15
•Advantages: Con nections: Business Com munity (Hi gh), U.S . Mi litary (Hi gh);
Conno isse ur: Ge niu s; Leade rship ; Omni-Co nn ec tion ; Popu larity ; Scholar
(business, aerospace engineering, weapon design)
•Drawbacks: Dark Secrets (Ill egal act iviti es, The fact th at he is actua ll y Lex
Luthor): Catastrophi c Irrational Hatred of Superm an; Public Identity
•Motivation: Power Lu st
•Occupation : CEO of Lex Corp International •Wealth: 25
•Equipment:
16 AP ABCD Omni-Gadgets (x2)
Note: Ahhoug h Lex has access to incredible scientific advances (as these Omni-
Gadgets represent), he rare ly carri es any unu sual Gadgets around with him . He
will on ly prepare one of these Gadgets when he is expecti ng troubl e
•Background:
Follow ing the deat h of Lex Lu ther in the crash of the LexW ing X-27, a will ,. \:tll'"'l-.,;=::~,a:
was fou nd namin g a son, Lex Luth or ll , as so le heir. Unbek nownst to the world, the stron g yo un g Australian is act ua ll y a
geneti ca ll y engineered clone of Luthe r himself, containing the brain, eyes, and partial spin al cord of Supe rman' s greatest foe.
Luthor II prese nts a more cord ial public fi gure than hi s "fath er," but sti ll retains a patholog ical need to be in charge of all he
surveys, espec iall y in the city of Metropoli s

D EX: 10 Sm· BODY: 10


I NT: 4 WILL: MIND: 9
! NFL: 6 AURA: SPIRIT:
! NtTtATt VE: 20 H ERO POINT S: 175
•Powers: Air Walking: 15, An imate Image: 25, Animate Objects: 25, Dimension Travel: 12,
Invisibility: I5, Maner Manipulation: 20, Omni-Power: 25, Teleportation: 25
•Limitations: Dimension Travel only aJlows Mxyzpt1k to enter the Earth dimension every 90 days.
•Advantages: Area Knowledge (Fifth Dimension); Connectinn: Lex Luthor (Low)
•Drawbacks: Catastrophic Irrati onal Attraction to garnr..: smanship: Every time Mxyzptlk visits
the Eart h dimension, he mu st es tabli sh so me absurd condition for hi s return to th e 5th
Dimension, and when thi s condit ion is met, he instantly returns himself; Catastrophic Irrational
Attraction to making mi schi ef; Catastrophic Irrational Attraction to humi liating Superman
•Alter Ego: Untranslatable •Motivation: Thrill Seeker
•Background:
Mister Mxyzptlk (pron oun ced mix-yez-pitel-ick) is the nam e used on Eanh by a devi li sh
being from the "Fift h Dime nsio n" who occas iona ll y came to Earth to cause mi schie f for Superman. He usuall y challenged the Man
of Steel to some ridi culous contest, requirin g Superm an to outsmart him and return him to hi s home dimension
D EX: STR : BODY:
I NT: WILL : MIND:
I NFL: A URA'. SPIRIT:
I NITI AT IVE'. 20 HERO POI NTS: 70
•Skills: Animal Handlin g (A nimal Training): 5, C har isma: 6. Gadgetry: 7.
Martia l A11 is1: 5. Vehic les: 7. Weaponry (Exoti c): 7
•Advantages : Co nn ec ti o n s: Sui cide Squad ( Lo w), Underworld ( Hi g h) ;
Connoisse ur: Genius: Leadership: Pets ( I0-20 birds of prey and others): Scholar
(b irds. Ji1erature. chess)
•Drawbacks: Serious Irrationa l Attracti on to birds a nd bird-motif crimes
•Alter Ego: Oswald Ches terfi eld Cobble po t
•Motivation: Mercenary •Wealth: 9
•Equipment:
10 AP ACD Omni-Umbrellas {x4 )
•Background:
Th e Peng uin has a lo ng li st of bi rd -re lated crimes in Gotham City to hi s
dubious credit. He is mos t o fte n broug ht in by the Batman, but he has faced
other heroes as we lI. and eve n served a brief stint in the Suic ide Sq uad.

D EX: 10 STR: B ODY: 7


I NT: 8 WILL: MI ND'. 10
I NFL : A URA: SPIRIT: 6
I NITI AT IVE: 26 HERO POI NTS: 100
•Powers: Jumping: 3. Regc nera1ion: 5. Systemic Antidote: 6
•Skills: Acrobatics: 9. Cha ri sma 8. De tective: 5. Martial Artist: 9. Mi litary Science: 11.
Thi e f: 9. Vehic les: 8. Weaponry: 12
•Advantages: Connections : Merce nary Organi zations (High ). Third World Nations
( Low). New Titan s: ( Hi g h ): Co nn oisse ur: Iro n Nerves: Lea de rs hip: Li ghtnin g
Re llexes: Mi strust: Omni -Connec ti o n; Sc ho lar (tact ics)
•Drawbacks: Age (o ld): Buddy {W. R. Wintergree n): Gu il t; Catastrophi c Irrat iona l
Attractio n to fulfillin g co nt racts: Married: Minor Phy sical Restriction (blind in ri ght

•lit~~~:~~ ~1:~~iiil son •Motivation : Me rce nary


•Occupation: Me rce nary •Wealth: 13
•Equipment:
ARMOR [Bom': 10. Radio Communicati on: 71
Power Staff IB ODY: 7. EV: 3. Energy Blast: 11 J
Plstol JBODY: 5, EV: 6. Range: 5/8. Ammo: 10, R#: 2] The pistol' s Range can be
inc reased to 8 wit h the add iti on of a remo vab le barre l exte nsio n, w hi ch take s I phase.
Sword JBODY : 6. EV: SJ Knives (2 ) [BODY: 4. EV: 3J
Grenades [BODY: 2. Bomb: 8. Ammo: I. R#: 21 Flash Grenades JBODY: 2. Flash: 8. Ammo: I. R#: 2J
•Background:
Slade Wil son had hi s mind ;md body e nha nced by ex pe riments performed o n him by the U.S. Army . Utili zin g hi s newfound
ab ilities. Wil son bec~une Deathstroke: the Termina to r. the world' s lead in g assass in.

D EX : STR: B ODY :
I NT: Wt LL: M IND:
I NFL: A URA: SPIRIT:
I NITI ATI VE: 22 HERO POI NTS: 75
•Skills: Charisma (Intimidat ion): 8. Detec ti ve (La w. Po lice Proced ure): 7. Martial
Arti st: 6 . Thi e f: 7. Vehicl es {Land ): 7, Weaponry: 7
•Advantages: Arca Kno w ledge (Go th am C ity): Con nection : Underworld (Hi g h):
Leadership
•Drawbacks: Ca tastrophk: Irratio nal Attrm.: ti o n to making a ll dec isions by nipping a
co in : Seriou s Irra tional A ttrac tion to co mmittin g c rime s that revo lve aro und th e
number two: Serious Psychological In stabilit y
•Alter Ego: Harvey De nt •Motivation: Psychopathi c
•Occupation: Form er Distri c t Attorney •Wealth: 8
•E~!~";,~~~: Submachine Gun JBODY: 4. AV: 5. EV: 5. Range: 5. Ammo: 5. R#: 3]
.4S Pistol [Bo ov: 4. EV: 5. Ra nge: 4. Ammo: 8. R#: 21
•Background:
Distri ct Attorney Harvey De nt was di s li gurcd whe n acid throw n by a notoriou s
mob boss scarred half o f hi s race. Adoptin g a two- headed co in wi th o ne side marred as hi s sy mbo l. he beca me Two-Face. a
c riminal obsessed w ith th e dual it y of hi s nature. Hi s persona lity can change from demoni c to ange li c with a flip of hi s lu c ky coin .
V. The Death of Superman
The mon ster called Doom sday e merged from out of nowh ere and began a rampage of wa nton destruction that led him strai ght
into Metropolis and her most famous and powerfu l defender: Superman. In a long and hard-fought batt le, S uperman fin a ll y stopped
Doo msday. but lost hi s own life in the process.

D EX: 15 STR: 25 BODY: 18


I NT: II W ILL: 20 M IND: 15
[ NFL: 10 AURA: 20 SPIRIT: 10
I NITIATI VE: 49 HERO POI NT S: 200
•Powers: Direc tiona l Hearin g : 8 , Extended Hea ring : 8,
F lig ht : 18, Hea t Vi s ion: 15, In vu lnerabilit y: 22,
Microscopic Vi sion: 15, Reca ll : 20, Sealed Systems: 11 ,
S up er Breat h: 12, Super Hea ring : 8, Superspeed: 11,
Syste mi c Antido te: 18, Telescopic Vision: 13, Th erm a l
Vision: 13. X-Ray Vi sion: 13
•Skills: Arti st (W riter) : 4, Charisma (Pe rsua s io n): 15 ,
Scientist: 10
•Advantages : A rea K now ledge ( M e trop o li s);
Co nn ec t io n s : Batm a n ( H ig h ), Dai ly P lanet ( H ig h ),
Me tropoli s Pol ice Headquart e rs ( H igh), Ju sti ce Leag ue
Inte rnati o nal ( Hig h), the White House (Hi gh); Expansive
H eadq uart e rs ( Fort ress of So l itud e); Fre e Access:
Leaders hip: Li g htning Re fl exes; Popularity; S harp Eye
•Drawbacks : Secret Identit y; Fatal Vu lnerab il it y:
kryptoni te, Range of 2 APs: Loss Vulnerab ility : krypto nite,
Ra nge of 2 APs ; Loss Vulnerabi li ty: mag ic , Ra nge of 0
APs: Loss Vulnerabili ty: lack of ye ll ow sun radiatio n,
Range ofO APs (Note: All of S uperman' s Loss Vu lne rabi li ti es affect all of his Attributes and Powers.)
•Alte r Ego: C lark Kent, Ka i-El (Kryptoni an name) •Motivation: Upholding the Good
•Occupation: Reporter •Wealth : 5
•Background:
Rocketed from the dyin g planet Krypton , infant Kai-El trave led to Ea rth where he was fo und a nd adopted by Jonathan and
Martha Ke nt. As the child g rew olde r, he man ifested more and more powers. After g rad uating from hi g h school. C lark Kent spent
several years using hi s powers secret ly 10 aid mankind. He was fina ll y ex posed whe n he rescued an ex pe rime nta l spacecraft from a
near disaster. Realizing 1ha1 he could no longer keep hi s presence a secret. Ke nt turned to hi s adoptive paren ts, who he lped him
devise the identity of Superman.
Aft er a lo ng and distinguished ca ree r as Earth 's Greatest Hero, Su perman met a tragic end at the hands of the mon strou s villain
Doo msday. In stopp in g Doom sday's rampage through Metropo li s. the Man of Steel lost his life. A memoria l statu e of S uperman
sta nds over his cry pt in Metropo lis' Centennia l Park.

i•l+I HH'i
D EX: 16 STR: 27 BODY: 20
I NT: 4 W ILL: 12 MIND: 15
I NFL: JO AURA: SPIRIT: 12
I N ITIATIVE: 32 HERO POI NTS: 225
•Powers: C laws: 20, Dens ity Inc rease: 2, Invulnerab ility: 23, Jump ing: 13,
Sealed Systems: 20, Sk in Armor: 3
•Limitations: De nsit y In crease is A lways On and is already fi g ured in to
the DEX li sted above
•Advantages: Iron Nerves; Ligh tning Refl exes
•Drawbacks: Ca ta strophi c Irra lional Attract ion to vio le nce and d eath ;
Catastrophic Rage ; Strange Appearance
•Motivation: Nihili st
•Occupation: Living Engi ne of Destruct ion
•Background:
No one knows the o rigins of the monster ca l led Doomsday. He c ut a
swa th of destruction across th e no rtheastern part of th e United States,
deci 1mHing Ju sti ce League America in the process. He was fina ll y stopped
in Metropoli s by Superman. w ho h im se lf died in the battle with
Doom sday
Doomsday's body was exa mined first by S.T.A.R. Labs and the n by the
Cadm us Proj ect. Before Cadmus could complete the ir experimentation, the
Cyborg Superman (see be low) broke into thei r co mpound and absconded
wi th Doom sday. He fastened the monster to an asteroid and hurl ed him
into space. Th e Cyborg altached a se nsor on to Doomsday that will a lert
him if the asteroid is ever tampered with
The Reign of the Supermen
Recent ly. fou r beings have su rfaced all c laiming to be Superm an. No one knows whic h (i f any) of 1hcm i:- the rea l Supc rnrn n. or
wha t the full ex te nt o f the ir powers are. The descri pti ons th at fo ll ow a re based on recent sig htings o f the new ·· Me n o f Steer · a nd
re flec t the most com pl e te descripti ons o f the ir a bilities availabl e at thi s time.
Note: A lth ough it has not ye t been doc um ented in the co mi cs , the G M can ass ume th at all o f the new Superm en :-hare th e
orig inar s Vulnerabilities (w ith the poss ibl e excep ti on o f the Man of S1cc l). Howeve r. thi s is e nti re ly up to the GM "s di sc reti on and is
not an ··offi cia l" pmt o r the Characlers' slati sti cs.

D EX: 15 STR: 25 BODY : 18


I NT: II WI LL: 20 MI ND: 15
INFL: AURA: 10 SPIRIT: 9
INITIATI VE: 46 H ERO POINTS: 50
•Powe rs: Direc ti onal Hearin g : 8. Ene rgy Blast: 15, Ex te nded Hemin g: 8.
F li g ht: 18. l nvuln c rnbilit y: 22. Reca ll: 20 . Sea\cd Sys te ms: 11 . S uper
Breat h: 12, Super Hearing: 8. S upe rspeed : 11 . Syste mi c A ntidote: 18
•Ad va nt a ges: A rca Kn ow ledge (Me t ropo li s): Expa ns ive Headqu arters
(Fort ress o f So li1udc): Iro n Nerves: Li ghrning Reflexes
•Drawback s: Mi stru s1: Se ri o us Physica l Restri c ti o n: T he Krypto ni a n is
bli nded by eve n the di m mes t o f li ght a nd must wear a visor (sec Equi pme nt
be low) to protec t him fro m it s e ffec ts: A tt ac k Vuln e rabilit y: -4 Co lumn
S hift s to th e OV/ R V a ga in s l Fl as h Powe r : Loss Vuln e ra bilit y: lac k o f
ye llow sun rad iati o n (Ye ll ow sun radiatio n is broadcast to the Krypt onian
by th e Rege ne rati on Matri x in the Fortress of So litude: he can no longe r
absorb it direc tly.)
• Motivation : Seek in g Ju sti ce •Occupation: C rimefi gh1e r
•Equipment:
Visor [BODY: I. Shade: 7 [
•Background:
Th e Kryp to ni un w.is ap pare ntl y fo rm ed fro m Su per ma n 's e nergies
co ll ec lt!d by th e robo t drones inh ab iting the Fo rtress o f Solitude. After
rcgu inin g co nsc iousness. he rea li zed that he was a n immateria l e nergy be ing. and required hi s body 10 survive. Easil y e ntering hi s
tomb. he recovered hi s body and bcc:1111e the protector o f Metropo li s o nce aga in !
Thi s Supe rman is cool an d e ffi c ie nt and docs no t hes itate to an swe r fo rce w ith fo rce. oft e n se ri o usly injurin g those he fi ght s. He
views the ha ppe nin gs in Me tropoli s from hi s new ly redes igned monit or room in th e Fortress o f So lit ude.

D EX: STR: 14 BODY:


I NT: WI LL: 10 MIND: 10
I NFL: 10 AURA: 20 SPIRIT: 10
I NITIATIVE: 25 H ERO POINTS: 50
•Powe rs: In vuln e rability: 10
• Skills: Gadgetry: 8. Scie 111is1: 5
•Advantag es: A rca Kn ow ledge (S ui c ide S lu m): Ge niu s: Iro n Ne rves:
Li ghtn ing Re fl exes
• Alt er Ego: He nry Joh nson. John He nry Irons
• Motivation : Respo ns ibili ty of Power
•Occupat ion: Stee lworke r •Wealth: 4
•Equipment :
MAN OF STEEL ARMOR [Bom•: 13. Flight: 7. Projoc1ile Weapons: 11. R#: 2[
Th e armo r He nry built fo r him se lf is equipped with a do uble-barre led spike
launc he r in the le ft arm (Projecti le Weapons). He typi ca ll y uses thi s weapon
to trap oppon e nt s by pinning th e m lo wall s by the ir cl othin g. Such ;m atlac k
is reso lved ;.is a T ri ck Shot. w ith pos iti ve RA Ps indi cat ing that the target is
pin ned 10 the wa ll. im mobil e an d he lpless. T he targc t·s DEX is considered 0
unt il he can break free. usin g hi s STR as the AV/E V aga in st OV/ RVs o f 3/3.
W hen c umul a ti ve RAPs fro m these Chec ks exceed the BODY o f his clothes
(usua ll y I ). the target is free.
Sledgehammer [ B01>Y: 12. EV: 5 [
•Background :
He nry John son was o nce a wea pons designer. in strume nta l in the c reatio n
o f th e BG-80 "Toastmaster." a rifl e-s ized e ne rgy wea pon o r tre me nd ous des tru cti ve capabilit y. Hi s mos t recen t j ob. however. was
as a stee lworke r. He nry's life was saved by Superman whil e he was on the hi gh stee l. and he vowed th at da y that he woul d rc p;1y
his sav ior.
During Supe rm a n's battl e with Doo msday. He nry w..is buried in the co ll ~1pse of a bui lding. c merging from the rubble thi nking
that he had to stop Doo msday. A ft e r a near- fota l bru sh w ith a Toastmaste r-eq ui pped gang. He nry bui lt a protective sui1 o f armor fo r
hi msel f. a nd became the Ma n of Steel.
DEX' 15 Sm· 25 BODY: 19
INT: II WILL: 20 M IND: 15
INFL: 10 AURA: 15 SPIRIT: 10
I NITI AT IVE: 49 HERO POI NTS: 50
•Powers: Control · 1 1. Direc ti o nal Hea rin g: 8. Ene rgy B last: 16.
Exte nded Hea rin g: 8. Flig ht: 18 . Heal V is ion: 15. In vulnerabil ity:
22. Mi c rosco pic Vis ion: 15. Mind Sca n: 11. Rec a ll : 25 . Sca led
Systems: l l. Super Breath: 12. Super Hearin g: 8. Supe rspeed: I l.
System ic Antidote: 18. Te lesco pi c Vi sion : 13. Th e rma l V is ion·
13. X-Ray Vis ion: 13
•Skills: Gadge try : 10. Th ie f (Sec urit y Syste ms): 11
•Bonuses: Contro l and M ind Sca n work agai nst com puters.
•Limitations: Contro l. Mind Scan, and Thief (Sec urity Syste ms)
have No Range and o nl y work against co mputers.
•Advantages : Area Know ledg e (Earth) : Co nn ec tion: Whil e
Ho use (Hi gh): Free Access: Gen ius : Li g htnin g Refl exes
•Drawbacks: Strange Appearance
•Motivation: Res pon sibilit y o f Power
•Occupation: Hero
•Background:
Nothin g is kn ow n o f the origins o f th e ha lf-S uperman. half-
mach ine Cyborg. Howeve r. he has bee n tho rough ly exam ined by
Professor Emil Hami lton. who co nfirmed that th e Cyborg's DNA
matches that o f the original Supe rman. The Cyborg's mach ine half
was al so determined to have Krypto nian o rigin s.

DEX: 13 Sm: 22 BODY : 13


INT: WILL: MI ND: 5
INFL: AURA: SPIRIT: 8
INIT IATI VE: 34 HERO POI NTS: 50
•Powers: Directiona l Hearing; 8, Exte nded Hearing : 8, Flight : l 7,
Heat Vision: 13. In vuln e rabilit y : 15. M ic ro sco pic Visio n: 15.
Recall: 16. Sealed Syste ms: 11. S uper Breath: 12. Super Hearing :
8. Supe rspeed : 10. Systemic Anti dote : 13. Telescopi c Vis io n: 13.
The rm al Vis io n: 13. X- Ray Vis io n: 13
•Advantages: Co nnec ti o ns : Newsboy Leg io n ( Hi g h). Ga lax y
Broadcas ting ( Low): Pop ularity
•Drawbacks : Age (yo u ng ): Inn oce nt: Pub l ic Identi t y:
Miscella neous: Superboy has total a mnes ia
•Motivation : Thrill o f Adventu re
•Occupation: He ro
•Wealth: 5
•Equipment:
Headset I BODY : I. Radi o Com muni cati o n: 5. R#: 2 1
•Background:
Supe rboy is a c lo ne of the o ri g inal Superman. ge ne rated by
sc ientists at the Cadmu s Proj ec t. He was re leased from Cadmus by
the Newsboy L eg io n before he had reac he d maturit y. and
eve ntu a ll y linked up with Gala xy Broadcas ting. He now fight s
crim e on ca mera as the ··offic ia l.. S upe rman (d o n·t e1·er call him
Superboy to hi s fa ce).
S u perboy is un ce rtain or th e lim its o r full workings o f hi s
powe rs du e to his amnes ia. but doe sn't le t that stop him from
di vi ng straight int o danger. I-l e is coc ky and reck less. and ha s a
de finit e weakness for attractive fema les.
"' . ... . . " " '. _ _PENDIX B.
Animals
This appendi x contains a li sl of animals that can be used in
ad ve ntures. Of course. this list is by no means a ll - inclusive. but
the GM may use thi s list to work out the approximate Abi li ties D EX : STR: BODY:
of simi lar animals. I NT: W ILL: M IND:
The Powers. S kil ls, and Ad vant ages li sted do no t rep resent I NFL: A URA: SPIRIT:
e nh anced Ab ili t ies. but rat her the nalural Abi liti es an d Sk ill s I NITIATI VE:
th at th~ animal has which mimi c that Powe r. For in stance. an y
an imals listed wit h the Shrinkin g Po we r are s im p ly sma ll
an im als. and the Power should be conside red Always O n. Also. •Advantages: Li ghtning Reflexe s
a ll a n ima ls a re a ss um ed to h ave ce rta in A biliti es a nd •Skills: Thie f (S tealth ): 4
•Description: Boa Co n s t rictor s w ill a lways a tl e mp t
Drawbacks w itho ut spec ifica ll y stati ng the m . s imp ly because of
Grappl ing Alt acks. Th e ir Li g htnin g Re fl exes o nl y ope rat e
their nalllre . For instance . no a nima l ca n s peak. mos t lac k duri ng the first phase o f combat. They inh abi t the forest and
ha nd s. e tc. Th ese thin gs s ho ul d be fa irly o bv ious. a nd a rc jung les of Cenl ra l and Sout h America. They can reach a size
always su bjec t 10 GM di sc re tion. ofup to JS fe et ( I AP).

D EX: STR: B ODY: DEX'. STR: B ODY'.


I NT: WI LL: MIND: I NT: WI LL: MI ND:
! NFL: AURA: SPIRIT: I NFL: A URA: SPIRIT:
I NITIATIVE: 4161 I NITIATIVE: 9

•Powers: Sw imming : 2. Water Freed o m: 4, C laws: 4 •Powers: C laws: 4. Runnin g: 6


•Description : All ig<.1 tors li ve in fr es h wa te r. espec iall y •Skills: Mi li1 ary Scie nce (Track ing): 2. Thie f (S tea lth ): 3
swa mps. They are able to stay submerged for seve ral ho urs. •Limitations: Running is lim ited to two consccu1i ve phases
A ll iga tors may reach a size o f JO feet (0 APs) and a we ig ht o f •Advantages: Li ghtnin g Re fl exes
5 to 6 A Ps. They are now fou nd o nl y in Lo ui s iana. Fl o rid a. •Description: C heelahs inhabit Afri ca and southe rn Asia. They
and southern C hin a. are generall y solitary anima ls. They can be trained to hunt.

DEX : STR: B ODY: DEX : STR: B ODY:


I NT: WILL: M IND: I NT : W ILL : M IND:
INFL: AURA: SPIR IT: I NFL: A URA: SPIRIT:
I NITI AT IVE: 4 I NITI ATI VE : 6

•Powers: Shrink ing: 1


:~::~~:~:i~~ ~~;s~:~-~ii~~~~~~1~~?1~;::~~ ~n ammal s. During the
11
•Skills: Acrobat ics: 6
day they sleep in cuves. scaveng ing fo r food at ni g ht. De spite •Description : C himp a nzees arc na ti ve t o th e j un g les
pop ular be li e f. ba ts a lm os t never a tta c k human s. A o f A fri ca . Th ey a re su rpri s in g ly s t ro ng for th e ir s ize: a
90- pou nd c himp is mu c h stron ger than ii no rm a l man
parti cul arl y large and feroc io us bat in spired Bruce Way ne to
C him ps a re soc ia l crea t ure s.
beco me the Batm1.111.

DEX: STR: B ODY: D EX: STR: B ODY:


I NT: WtLL: MIND:
I T: W ILL : MIND:
SPIR IT: I NFL: AUR A: SPIR IT:
! NFL: A URA:
I NIT IATIVE: 6 I NITIAT IVE: 4

• Powers : C laws: 4 . Running: 4 • Powers: Anal yti ca l S me llrrrack in g. Sce nt: 7. Poison Touch:
• Description: Bea rs can be found al most world-w ide. They 3, S hrinkin g: 4. Ultra Vi sio n: 4
are om ni vores whose we ig ht ranges fro m 2 to 5 A Ps: thc i1 • Description: Cobras ma y be found throug ho ut south Asia.
STH chan ges co rres po ndin g ly (ra ng in g from 3 to 6 APs). Be ing co ld -bl ooded. they are slu gg ish in ex treme temperatures.
These snakes arc generally aggressive. The strength of snake venom
can vary greatly, so any paiticular species might have the Poison
Touch Power rated from 2 to 7 APs. DEX: STR: BODY:
I NT: WI LL: MIND:
I NFL: AURA: SPIRIT:
D EX: STR: BODY: I NITIATIVE: 2[5]
I NT: W ILL: M IND:
I NFL: AURA: SPIRIT: •Powers: Li ghtnin g: 4, Sh rinkin g: 4 , Sw immin g : 2, Water
INITIATIVE: 4 Freedom: 4
•Limitations: Lightni ng has No Range.
•Description : The e lectr ic eel in habit s th e rivers of South
•Powers: Invulnerabi lity: 2, Fu ll Vi s ion: 3, Shrinkin g: 11 , America. Its e lec tri ca l di sc harg es are powerful enoug h to
Systemic Antidote: 8 paralyze an anim al as large as a horse.
•Description: Cockroaches may be found in any inh abi tabl e
corner of the Earth. Prolific a nd hardy, these in sects have a
high res istance to radiat ion and, it is be li eved, wi ll live for
DEX: STR: BODY:
mi llenni a after man has become ext inct
INT: W ILL: M IND:
! NFL: AURA: SPIRIT:

D EX:
INITIA1'1VE: 4
STR : BODY:
INT: W ILL: M IND:
! NFL: AURA: SPIRIT: •Powers: Runn ing: 4
INITIATIVE: 4 •Description: The Asian e lephan t may be found in the forests
of Cey lon, India, Burma, Southeast Asia, and Ma lays ia. It can
reach a height of 9 feet and a we ight of 5 tons. The African
•Powers : Ana ly ti ca l Sme ll/Track ing Scent: 7, Extended e lephant can reac h a he ight of 13 feet and can weigh upwards
Hearing: 3, Runn ing : 4, Shrinkin g: 2, Super Hearing: 3 of 6 tons. An elephant req ui res on e ha lf ton of food a day.
•Description: Dogs, both domest ic and wild, may be fo und
throughout the worl d. They are soc ia l anima ls that are gentle
whe n domesticated , and they congregate in fea rsome packs in DEX: STR: BODY:
the wi ld. The wi ld dog packs of Africa are even feared by
I NT: W ILL: MtND:
li ons. The ab iliti es of various breeds vary greatly, so the ir
INFL: AURA : SPIRIT:
Att ributes and Powe rs can ra nge from plu s or min us I AP
fro m those listed above. I NITI ATIVE: 4

M•UiP=ii 1 •Description : Gori ll as li ve in Africa in groups of ten to


D EX: STR: BODY : twenty. They ca n reac h a he ight of 6 feet , an d a we ight of
I NT: WILL: M IND: over 600 pounds.
! NFL: AURA: SPIRIT:
INITIATI VE : 7[ 10]
D EX: STR: BODY:
I NT: WILL: MIND:
•Powers : Jumpin g: I, So nar · 7, Swimmi ng: 5, Water ! NFL: AURA: SPIRIT:
Freedom: 6
•Description: Dolph ins inhabit most areas of th e sea, th ough INITIATIVE: 3
they may sometime s be found in major rivers hun dreds of
miles upstream . They are usually foun d in groups. Dolphins •Powers: Runni ng: 5
are very intell igen t and are usua lly friend ly toward man .
•Description: Hor ses a re found th roughout th e wo rl d.
although they are very rarely see n liv ing in herd s in the wild.

DEX: STR: BODY:


I NT" W ILL: M IND: DEX: STR: BODY:
] NFL: AURA: SPIRIT: INT: WILL: MIND:
I NITI AT IVE: I NFL: AURA: SPIR IT:
I NITIATIVE: 8
•Powers: Claws· 2 , Fligh t· 5 , Shrinking: 2, Te lesc opic
Vision: 9
•Powers: A nalyt ica l Sme ll /Tracking Scent· 3, Claws : 4.
•Advantages: Li ght ni ng Reflexes; Sharp Eye Extended Hearing: 3, Running: 4
•Description : Eagles may be fo und throu gho ut mo st of •Skllls: Mi litary Science (Camounage): 3
America, Africa, and Eurasia. They are usua ll y found in •Advantages: Lightn ing Renexcs
mated pairs. They stake out a terri tory that can extend to a •Description : Lio ns roam the ve ldt of Afr ica and wes tern
hundred square mil es. They w ill fiercely defend their terri tory India. They normally travel in prides of one male , three to six
from other large birds of prey. fema les, and severa l cubs. They ca n be tra ined
D EX: STR: B ODY : D EX: STR: 4 B ODY:
I NT: WI LL: MIND: I NT: WILL: 0 MI ND:
I NFL: AURA: SPIRIT: I NFL: AURA : SPIR IT:
I NITI ATIVE: 3 [5] I NITI ATI VE: 5 [7[

•Powers: Sw im ming: 5. Water Freedo m: 5. C laws: 7


•Powers: Extra Limb (x6): 2. Shrinki ng: 4. Sw im mi ng: I. •Description: Sharks may be fo und in a ll the major oceans of
Water Freedom : 3 the worl d. T he re a re thousa nds of spec ies of shark. o nl y a few
•Skllls: Mi lilary Sc ie nce (Camoun age): 3 of w hi c h are dangerous. The man ea ters in c lude th e Great
•Description: The octopus lives in the 1emperate zones of the While Sha rk , the Ti ge r Shark, a nd the Ma ko Sha rk (which has
worlds' oceans. A shy crea ture. it se ldom bil es, eve n when been know n to leap aboard boats). Sharks a re usua ll y so litary
hand led. They move e it he r by wri gg ling their e ight tentacles c reat u re s, thou g h so me va ri e ti es. lik e t he fe a rso me
or by pro pelling themse lves backward using a jet stream of Ha mm e rhead Shark. li ve in pac ks.
wate r. In combat, ocwp i a lways atte mpt to Grapp le.

RHINOCEROS
D EX: STR : BOIJY:
D EX: STR: INT : WI LL: MIND:
I NT: WI LL: INFL: A URA: SPIRIT:
I NFL: A URA: INIT IAT IVE : 4
INITIATIVE: 6
•Powers: Full Vision: 2. Glue: I, Poison Touch: 3. Shii nking: 10
•Description: Of th e thousa nds of varieties o f spide rs known
•Powers: Claws: 4. Running: 4 to ma n. o nl y a few arc da ngero us. These in clude th e Black
•Drawbacks : Serio us Ph ys ica l Res tri c ti o n : th e Rh in o· s Widow a nd the Austra li an Red Back Sp ide r. Ccna in spec ies
o f spider have more pote nt ve nom: their Poison Touch powe r
maxi mum range of sight and hearing is 3 APs d ista nce.
ca n range from I to 7 APs
•Description: Rhinos li ve in Ind ia. A fri ca, and Mal aysia
Th ey are ex tre me ly bad-te mpered . aggrava ted by its poo r
senses o f s ight. hearing, a nd sme ll .
D EX: STR: B ODY:
I NT: W ILL: MIND:
D EX: STR: B ODY: I NFL: Au1u: SPIRIT:
I NT: W ILL: MIND: I NITI ATIVE: 8
I FL: A URA: SPIRIT:
I IT IATIVE: 3 •Powers : A na lyti cal Smel l/T rack in g Scent : 3 . Claws: 4.
Exte nded Heari ng: 3. Runnin g: 4
•Skills: Military Science (Camoun age): 2, Thi e f (S tea lt h): 4
•Powers: Poi so n Touc h: 2. Shrink ing: I 0 •Advanta,es: Li ghtnin g Re fl exes
•Description: Scorpion s, w hi c h li ve in te mp e rat e. •Description: Native to so utheast Asia and A fr ica. tigers are
subtropi ca l, a nd tropi ca l reg io ns. a re more of a pes t than a agg ress ive c reatures that ge ne ra ll y li ve a lone.
d a nge r. but ca n have a fata l s tin g. Th e s tre ng th of th e
scorp ions ' venom depe nds on the spec ies; the ir Poison Touch WHALE
Power can va ry from I to 6 APs.
D EX: STR: 12 B ODY: 12
INT: WI LL: 2 MIND: 2
INFL: AURA : 0 SPIRIT: 2
I NITIAT IVE: 4 [6 [

•Powers: Sw immi ng: 4, Sonar: 7. Wate r Freedo m: 3


•Description: Wha les sw im in a ll ocea ns and mos t seas of
the wo rld. They are some of the largest mammal s on Eai1 h.

D EX : STR: B ODY:
I NT: W ILL: MI ND:
I NFL: A URA: SPIRIT:
I NITIATIVE: 8
•Powers : Ana lyt ica l S me ll / T racing Scent : 7. Claws: 2.
Exte nded Hearing: 3. Run ning: 4. Su pe r Hearing: 3
• Skllls: Thief (Stealth): 4
•Advantages: Li ghtning Reflexes
•Description: Co ntra ry 10 popular be li ef, wolves are not the
enemies of man. Wolves· primary prey are fie ld mi ce. They now
onl y inhabit the northern regions of Earth' s major con1i nents.
Dinosaurs
Co mi c boo k heroes see m to run across pre h is to ri c
DEX: STR: B ODY :
" 111 onste1\" all th e tim e. Such c reatures ca n pro vide an
I NT: W ILL: MI ND :
interes ting change of pace fro m the traditi ona l vill ain fare.
I NFL: A URA: SPI RIT :
Note tha l Charac ters can not use the Shape Change Power to
turn in to di nosaurs unl ess th ey have a special Bo nu s th at I NITIATIVE: 7
allows them to do so
•Powers: Claws: 9, Running: 5
• Description: The most well -know n and fri ghtenin g or all
dinosaurs, the tyrann osa uru s was a monstrous predator that
DEX: STR: B ODY: stood almost 20 feet ( I AP) ta ll. Its teeth were as lo ng and
I NT: WILL: MIND: sharp as daggers.
I NFL: A URA: SPIRIT:
I NITI ATI VE: 6

•Powers: Claws: 6. Skin Armor: 2


•Description : The ankylosauru s is the most famil iar or the
armored dinosaurs. and looked much like a giant armadill o.
Althou gh total ly herbi vorous. the ank ylosaur could lash ou t
with its club-like tail if corn ered

DEX: STR : 11 B ODY: 10


INT: WILL: MI ND:
I NFL: AURA: SPIRIT:
I NITI AT IVE : 6

•Powers: Stretchin g: 2
•Description : On~ of the largest animal s eve r to walk th e
land. the apatosauraus grew lO ove r 75 feet (3 APs) long. This
enormous animal was a herbivore and woul d probably ret reat
from a fi ght wheneve r possi ble.

DEX: STR : BODY:


I NT: WILL: M1 D:
I NFL: AU RA: SPIRIT:
I NITIATI VE: 3

•Powers : Claws: 3. G li d in g: 5. Shrin kin g: 2. Te lesco pic


Vision: 2
•Description : The size of a large dog. 1he pterodactyl was a
re pti le th at co uld g lid e fo r lo ng di s tan ces using th e
me mb ra nes un de r its a rm s. Th e pt ero dac ty l wa s a lso
incredibly clumsy on the ground. and probab ly stayed in hi gh
places IO avoid predators.

DEX: STR: B ODY :


i 'T: WI LL: MIND:
I NFL: AU RA: SPIRIT:
INIT IATIVE: 6

•Powers: Claws: 6, Running: 4, Skin Arm or: 2


•Limitations: Ski n Armor onl y affects attacks fro m the front.
•Description: One of the most fa mous of all dinosaurs is the
trice ratops. or ··three- horned li zard." Its di stincti ve bony frill
and horn s protected it from predators, as i1 was a herbi vore.
probabl y behavi ng similarl y to the modern rhinoceros.
APPENDIX C.
Genres
adven tures a lm os t exact ly the s am e as it doe s in th e rea l
Th_e physics or the DC ~ ni verse_ tend lo o p_erate differentl y wo rld. Examp les incl u de: Watchmen , V For Vend et ta ,
depending upon w hi ch co mic ~o~k 1s under di sc u~s i on.- Some Underworld, an d Hellblazer
DC Co mi cs are g ritty and rea h st 1c, so me are strai g ht fo rwa rd
heroi c fare. whil e others are far-fetc hed and fan ciful.
II. Genre Rules
The rul es gove rnin g p lay in eac h ge nre are summa rized
, I. Genre Types be low on the Genre Table. Some of th e term s used on the tabl e
require further ex planation ·
The rules in thi s book are in te nded to depict the mainstrea m Killing c.ombat: In all genres with a :·Yes" in thi s colu mn.
adven ture side of the DC Universe. However, play can switch all attacks usin g gun s, kni ves, and ex plos ives are automatically
over to th e.. more Willy or ridi culous by in vo kin g Genre R~l es co ns id e red Killin g Combat. "Neve r" ind ica tes that Killin g
There are hve bas ic ge nres: Humor, Ac ti on, Moc k-Rea l. G ntty. Combat never occ urs in the ge nre .
and Rea l. The GM should choose the one which he fee ls is most Dice Action: This is the number of Hero Po ints it costs to
appea lin g to hi s Pl ayers. On ce yo u dec ide upo n th e ge nre fo 1 rai se an AV. EV. OV. or RV by a sin gle point.
yo ur ca mpaign, however, it should re main co nstan t, unless a La st Ditch : Thi s is th e number of Hero Po ints it costs to
specia l occasion wa rrant s a temporary cha nge. remove a sin gle point o f damage throu gh Las l Ditch Defense.
Desperation: This is the Hero Po int Cost of a Des perat ion
Recove ry Check. An as terisk.( *) here ~n ca ns !hat a Des perati on
Humor Recove ry C~ec k costs full points even !f the Character· s C urrent
Th ese ad ve ntures are l udi cro us eve n by co mi c boo k Bod y Cond lli o n is less 1han zero (t hi s nor mall y costs on ly I
standards. The laws of sc ience are co mpl ete ly suspended in the Hero Po int ).
humor ge nre: any thin g can happen and usua ll y does. Nothing Pushing: This is the maxi!num .nymber o f APs th at may be
ever ca uses K illin g damage in _th e Hum or ge nre, not ev~n gained by Pushin g an Auto mati c Ab ilnr
Kn ockback or nuclear bo mbs. This is usuall y the o nl y ge nre m Recovery: Thi s is th e am ount of tim e that mu.s~ pass before
whi ch th e Dumb Luc k Power may be used. Exa mpl es of the a C haracter that has had any of hi s Current Co ndu1on s red uced
Humor ge nre includ e: Ambush Bug, 'Mazing Man, a nd Captain be low zero is all owed to make a Rest in g Recovery Check.
Carrot and His Amazing Zoo Crew A: Mu lti -A ttacks ca n affect a maximum of 2 oppone nt s
un less the attacker is usin g a weapo n with its ow n Acting Valu e.
B: Devas tating Attac ks are not all owed.
Action C: Add 50 to the Base Cost of the Charisma Ski ll for all
Most of th e DC Comics are set in thi s ge nre. This is where C haracters generated fo r use in thi s ge nre: in addition. INFL.
basic he ro -ve rs us-v illain p un ch-'e m-ups are fo und . Use th e AURA, and SP IRIT all have a mandatory Base Cos t of IO Hero
regular DC HEROES RPG rules for Ac tio n adven tures. Examples Po ints that mu st be paid. leav in g Playe rs with 30 fewer Hero
inc lude: Justice League America, Captain Atom, a nd Superman. Poi nts for ge nera tin g th eir C harac ters.
D: P layer C h aracters do not s uffe r Sta nd a rd Award
Mock-Real penalti es for initi atin g Killin g Combat.
These adventures are onl y sli ghtl y more realisti c than the
Ac tion genre. G uns and bo mbs can kill peop le, but such deatl.1s
happen very rare ly. The laws of nature app ly more stri ctl y 111 Ill. Customizin Genres
Mock-Real adve ntures than they do in Acti on adventures. The
Mock - Real Genre is highly r ec ommended for u se by There may be tim es whe n none of th e ge nres prev ious ly
experienced GM s and Players as the standard genre for play. li sted will be "just ri ght" for the ca mpaign you wi sh to ru n. In
Moc k- Rea l boo ks in c lud e: Th e New Titans, Wonder Woman , thi s case, a new ge nre ca n be in ve nted . By manipu lat ing the
Batman, and The l egion of Super-Heroes. va lues in the co lumns o n the Genre Rul es tab le. th e GM and
Players can des ign a se parate ge nre of their ow n. For instance. ii
a group wished to pl ay Sgt. Rock and the Combat- Happy Joes of
Gritty Easy Com pany, th~ G~ and .the Playe rs mi ght ge nerate a ge nre
G ritt y ad ve ntures present a so m ew hat mo re acc ur a te that loo ked somelhrn g like thi s:
ve rsio n of co mbat and Sk ill use, thoug h th e occas io nal use of
'·co mic book" tac ti cs is not un co mm on. Gross vio lati o ns of Genre: Sgt. Rock/World War II
sc ien tifi c reali ty ra re ly occ ur in these adventu res. Exampl es Killing Combat: Yes
in clude: Green Arrow, Swamp Thing and The Question. Dice Action: 3
Last Ditch: 2
Real Desperation: 25
Pushing: 4 APs
Real tit les prese nt a n eve n more accurate Recovery: 16 APs
combat. and psyc holog ica l co mplexity. Scie nce Notes: B, C, D

The Genre Table


Genre Killing Hero Point Costs: Pushing Recovery Notes
Combat Dice Action Last Ditch Desperation
Humor Never I I 10 Unlimited 9APs
Action No I I 15 Unlimited 15APs
Mock-Real Yes 3 2 20 Unlimited 15APs
Gritty Yes 5 3 25 2APs 16APs A
Real Yes 8 5 30* I AP 17 APs A,B,C
APPENDIX D.
Character Design Summary
Hero Point Physical Restriction Minor 5
ADVANTAGES Cost Page # Serious 25
Catastrophic 50 38
Area Knowledge Neighborhood 10 Ps.yf:hological 5
City 20 lnstubiltty 25
State/Province 30 50 38
Country 40 Public Identity 5 39
Continent 50 Rase Mmor 5
Plane1 75 25
Solar System 100 50 39
Galaxy 125 10 39
Space Sector 150 30 39
Known Univ~rse 200 32 60 40
Anr«ctivc: 15 33 15 40
Buddy 25 33 25 40
Connec1ion· Low 10
High 15 33 Auack .] Column Shift 15
Connoisseur 5 33 -2 Column Shift 25
free Access 10 33 -3ColumnShirt 45
Gudgel variable 33 4ColumnShift 65 40
Genius 25 34 Pata! Common 150
Gif'tl)fG.tb 20 34 Rare 75
Headquartef">: Confined IO Range5 APs +20
Expansive 15 34 Rangc-4AP:; +10
5 34 Rangc3 APs +0
20 34 Range2 APs -10
Iron Nerves 20 34 Rang.c I AP -30
Leadership 25 34 RangeOAPs -50 41
t~~~tning Reflext:s 20 35 Loss Group of Attributes 35each
15 35 All Attributes 125
Omni-Connection 25 35 All Powers 100
Pe, variable 35 All Powers nnd Skills 150
Popularit) 20 35 Al l Skills 100
RkhFamilv/Friend.s 15 35 All Anribmes and Powers 175
Scholar • 10 35 All Attributes and Skills 175
,S~urity Clearance Low 15 All Attributes. Power~
Medium 20 and Skills 250
High 25 36 Range5 APs +20
,Sharp Eye 15 36 Range-I APs +10
l'vlil:,cell:meou~ Advantages 5/25/50 36 Range3AP!) +O
. Range2APs -10
Hero Point Range I AP -30
DRAWBACKS Bonus Page # -50 41
5/25/50 41
15 36
Comrol lable 25 BONUSES FCMod Page #
Uncontrollable 75 36 Area Effect +I 41
15 37 Rangl!. +I 42
15 37 Us:tbleOnOlher<: +5 42
25 37 Misccllancou~ Bonu<;cs variable 42
Voluntary 10
Forced 15 37 FCMod Page#
iuill 50 37 42
10 37 -2 42
ridlional Minor -I 42
A11rac1ion/Hatred Serious 25 -\ 42
Cma:-1rophic 50 37 -1 42
.tional Fe,U' Minor 5 .\
Serious 25 -2
Catastrophic 50 38 -3 42
25 38 42
50 38 variable 42
Link Base Factor Fog Srn 5 Normal 45
Attribute Cost Cost Range Page # Forcefield S1R 30 Self 46
BODY 15 Normal 43 Fon:cMa11ipulation WILL 75 10 Normal 55
INT 1000 10 Special 51 Fon:e Shield STR 10 Normal 46
AUR,\ 30 8 Normal 66 Full Vi'i.ion ,~, Normal 55
INT w Normal 51 Gliding DEX Self 46
WILL Self 51 Glue STR 15 Nomtal 46
75 Normal 56
1-rr 10 Normal 51 20 Normal 56
INH 25 Normal 66 35 10 Self 46
WILL 50 Self 52 15 3 Normal 56
INFL 35 Normal 66 llyf)\!r~ensiti veTouch Drx 5 Touch 46
AURA 25 Normal 66 Hypnotism WILL 50 Normal 56
AUltA 35 Normal 67 kcAnimaiion AURA 25 Normal 70
AURA 30 Normal 67 Ice Control INT Normal 56
MINO 15 Normal 52 lci:Productivn Sr1't 20 10 Normal 46
Al'RA 30 Normal 67 STR Self 47
hfL Special 67 WILL 50 10 Normal 56
STR 20 Special 43 ln\'h,ibili1 y DEX 45 Self 47
WILL 20 Normal 52 Invulnerability BODY 5 Self 47
Wru 20 Touch 52 Iron Will W11.1 Self 57
INT 5 Self 52 Joined ALR:\ Self 70
Dtx 25 Touch 43 Jumping SlR Self 47
STR 10 Touch 43 LifcSt:n-.e WtLL 35 Nomml 57
B01n Self 43 Lightning STR 15 Normal 47
Ma~ii.: Bia!-.! ALllA 20 Nomml 70
MINI) Self 52 Magil'Ficld AURA 20 Self 70
WtLL 550 10 Normal 53 MagicSen'ie l NrL 5 Normal 70
W11.1 50 7 Normal 53 Magic Shield Al'R;\ 10 5 Normal 70
15 Touch 53 M:t!!nl'tit:Comrol Wtu 15 10 Normal 57
INT 25 Normal 53 MatrcrManipulation 11''T 100 10 Nonnal 57
STR 5 Normal 43 Mental Bla~l WILL 15 Nonnal 57
W11.1. 10 Self 53 ti.kntalfrL·czc WILL 20 Nonna! 58
INT JO Normal 54 Mentallltm,ion WILL 50 Normal 58
s,. Touch 44 MicrP'iCOpii.:Vision l:-.:1 OAPs 58
Al'R,\ 500 Special 68 .Mimic OD. 50 10 Nom1al 48
INr 5 Normal 54 MinJBJan~ MIND Self 58
STR 100 Touch 44 MintlBlast w,u 20 Normal 58
WtLL 10 Sclr 54 Mind Drain IV!LL 20 Normal 59
Dumb Luck INl-1 200 Self 69 Mind Field WUL 20 Self 59
Banh Animation AURA 25 Normal 69 MindPruhe WILL 20 Normal 59
EanhControl INT 20 Normal 54 Mimi Over Matter MIND 15 Self 59
Emp<tthy WILL 10 Normal 54 Mind Shield W1LL JO Normal 59
Enrhantment AURA 200 10 Normal 69 Molecular Chameleon Wn 1 75 10 Se lf 59
J:nergy Ab\orption BODY 25 5 Self 44 Mutation Sn 200 10 Touch 48
Energy Bla.i.t BODY 15 Norma l 44 MysticFret:'7(' Al RA 25 Normal 70
Exllfci~m Sr1RJT I AP 69 Mystic Link At RA +10 N/A Self 65
Ext,.::nded Hearing INT Normal 55 Nl.'utralizc W1u 25 Normal 59
STR Self 44 Otijet:lA,..,areness WILL 20 Normal 60
ALRA 20 Normal 69 Omni-Arm STR JO Self 48
AURA 25 Norma l 70 Omni-Power Special 500 I0 Varies 73
Sra JO Self 44 Paralysi'i STR 20 Normal 48
INT 10 Normal 55 Personality Tmn'i.fer WILL 30 Normal 60
BODY Self 45 Phobia WILL 15 Normal 60
STR 15 Norma l 45 Pl11n1Control At1RA 20 Normal 70
STR 20 Norma l 45 Plant Growth AURA 20 Normal 71
DEX 10 Self 45 Poi<;on Touch SrR 30 Touch 48
Postcogni1io11 I,r 15 Touch 61 SKILLS Link Base Factor Number of
owerOrain WILL 40 Normal 61 Subskllls Attribute Cost Cost Subskills Page#
owerRe..,crve Wn.t 150 10 Se lf 61 Acrobatic!- D1::x 15 7 74
W1u 75 Self 61 Climbin~ Dodging*
Gyn11uutics"'
rojectile WeJpo11>. STR 15 Norma l 48
ymtechnk, W1u 15 Normal 61 Animal Handling l'<FI. 5 75
a<larSem,e ll\T Nonna! 62 Animo/Trainbig* Ridi11.r:
Radio Communica1ion J/\·1 10 +5 62 Arti!>t !'.'.Tl. 5 8 75
Cl'.aJI MINO Se lf 62 Actor" Dancer*
cnection/OcflL·ction WILL 40 Se lf 62 Mmicitm* Puimer*
Ph010.~rc1plu.>r* Sc11/ptor*
Wn.1 25 Se lf 62 Wn"rer*
emote Sensing 1,"T 35 Norma l 62
Charisma INFL 20 6 76
Running 01;x 0 Se lf 49 /111errogution * J111imidmio11*
ealedSy,1cms B0t)Y Se lf 49 A•ntuniou*
elf-Link None +50 NIA Se lf 73
Dt:teclivc INT 10 7 5 76
ctrManipubtio1t DEX 75 JO Se lf 49 C/11eA1wlrsis Cm111/t!1fei1Recog11i1io11*
ensory BIL)(;k WILL 30 Normal 63 /de11rijicaii<111Sys1ems,. Ltm•
Po/icePmceduref*
hade BODY 5 Se lf 49
lmpeChange W11L 35 10 Se lf 63 Gadgetry J;,.'T 25 8 76
Shrinking STR 15 Se lf 49 B"Ud Go,iget* Identify Cadger
Kin Armor Bom 50 Se lf 49 25 NIA 77
51• 15 Norma l 49
Medicine I NT 5 6 77
olarSustcnum:c BODY 5 Se lf 49 Fi1:\tAid Forensics*
,,-, 10 Normal 63 Meclirn!Tremmem * S11rf!,ery*
Sonic Bcmn STR 15 4 Norma l 50
MiliwryScience l \i1 10 8 78
Qn.·ery AUR1\ 750 10 Varies 71 Cu11wuflage Cartogmphy
Sixak Wi1h Animal\ lr..T I AP 63 Dt111g,·r Re(.·ognititm* Demolition *
pea!...WilhPlams lr-.:1 1 35 Special 71 Fieh/Ccnnmoml* Tracking
Spirit Travel Arn.A 20 Self 72 Occullbt ] NFL 20 9 5 78
pirilual Drain AL'RA 15 Touch 72 Crr•«teArrifa<'l* ldentifyArrifact*
Ocrnl1Kt1ow!ed,:e* Ri111a/Magic*
Split Dtc, 50 IO Self 50 Pn•1mmirio11*
tretching DEX JO Se lf 50
uperBrcath STR 10 Normal 50 Scienti!-.t INT 10 5 80
Analy.vis Drall'i11gP/m1s *
uperHc..iring lr,;1 +3 63
Super Ventriloquism Jrq Nonnal 63 Thief DE>.. 10 8 80
uper..,pccd Di!x fampeArtil1 Forgery*
25 Se lf 50 WcJ..Jmu/Safes Pickpncke1i11g
Susrcnsioll WtLL Self 63 SC'C'lll'it.vSystems" Stealth
wimming SIR Self 50
V~hic:les DEX 5 5 81
r,tcmic ,\ntidote BooY Self 50 Air Vddch•s Lmu/Vehicles
WIIL 15 Normal 64 Space Craft* WurerV£•hicle.\·
elepathy lr..T 20 Normal 64
Weaponry DEX 5 6 81
de~1rta1ion Wn 1 50 +7 64 Er.otic W(•apom·* Firearms
Telescopic Vision tN·1 5 Specia l 64 Ht'<111y Weapa11s Mld<'e Weapon~
1\IJL,·.,ileWt•apons
henna! Vi~ion il'-il 5 Norma l 64
'imc T ra,'d WILL 500 Specia l 64 CannLJI be attempted 1hrough Unskilled Use.
Trun~mut:ui on ALRA 15 Normal 72
ruesight W11L Normal 65
wo-Dimen,ional DEX 75 Self 50
Uh:m Vi,ion !KT 10 Nonna! 65
Al'RA 35 Nomrnl 72
SIR 20 Normal 51
Al"R:\ 20 Norma l 73
WtLL 100 Special 65
AL%\ 25 Normal 73
IJ<T 35 Normal 65
DEX 5 Self 51
!NFL 25 +5 73
lNr 15 Normal 65

Ill
Benchmark APs

APs Time Distance Weight Volume Money Information


fO 4 seconds 10 ft sack of grain (50 lbs.) 1 cu ft $25 paragraph
I 8 second, 20 ft human child \100 lbs.) 2cu fl $50 typed page
2 16 seconds 40 ft human adult (180 lbs.) 4 cu ft $100 2 typed pages
3 32 seconds 80 ft lion (400 lbs.) 8 cu fl $200 1000words
4 I minute 150 fl IO' high tree (700 lbs.J 15 cu ft $400 chapter from a book
5 2 minutes 100 yds. grizzly bear ( 1/2 con) 30 cu ft $800 term paper
6 4 minutes 200 yds. car ( 1.5 tons) 60 cu ft $1.500 shon story
7 8 minutes l/8 mile elephant (3 tons) 125 cu ft $3.000 64K memory
8 16 minutes 1/4mile sem i truck (6.5 tons) 250 cu fl $6,000 novella
9 32 minutes 1/2 mile light tank ( 12.5 tons) 500 cu ft $ 12,500 paperback novel
10 I hour I mile DC-9 airplane (25 tons) 1,000 cu fl $25.000 elementary textbook
ll 2hours 2 miles battle tank (40 tons) 2,000 cu ft $50,000 I megabyte memory
12 4 hours 4 miles blue whale(60 tons) 4,000 cu ft $ 100,000 Tolstoy's "War and Peace"
13 8 hours, 8 miles Boeing 747(110 tons) 8.000 cu ft $200,000
14 16 hours 16 miles C-5A Galaxy (240 tons) 15,000 cu fl $400,000
15 I day 30 miles freighter (450 tons) 32,000 cu ft $800,000 I year of DC Comics
16 2days 60miles destroyer (900 tons) 65,000 cu ft $1,500.000 set of enc yclopidias
17 5 days 125 miles s mall building ( 1800 tons) 130.000 cu ft $3,000,000 Oxford English Dictionary
18 I week 250 miles loaded train (3800 tons) 260,000 cu fl $6,000,000
19 2 weeks 500 miles battleship (12,500 tons) 500,000 cu ft $ 12.000.000
20 I month 1000 miles submarine (25,000 ton s) 1,000,000 cu fl $25,000,000

AP Range Upper Limits

APs Time Distance Weight Volume Money


0 4 seconds JO ft 50 lbs. I cu ft $25
8 seconds 20 fl 100 lbs. 2 cu n $50
16 seconds 40 ft 200 lbs 4cu ft $100
32 seconds 80ft 400 lb, 8 cu ft $200
I minute 150 ft 750 lbs J6cu ft $400
2 minutes 100 yds. 1500 lbs 32cn rt $800
4 minutes 200 yds. 1.5 tons 64cu ft $ 1600
7 8.33 minutes 416 yds. 2 ft 3.25 !OOS 128 cu ft $3200
8 I 6.66 minutes 833 yds. I ft 6.5 tons 256 cu ft $6400
9 33.33 minutes 1666 yds. 2 ft 13 tons 512cu ft $ )2.800
10 I hr, 6.66 min. I mile, 4720 ft 26 tons 1024cu ft $25,600
II 2 hrs. 13.33 min. 3 miles, 4160 ft 52 tons 2048 cu ft $51,200
12 4 hrs, 26.66 min. 7 mi Jes, 3040 ft 104 tons 4096 cu ft $102,400
13 8 hrs, 53.33 min. I 5 miles, 800 ft 208 tons 8192cu ft $204,800
14 16 hrs, 40 min. 28 miles, 2 I60 ft 375 tons 16.384 cu ft $409,600
15 I day, 9 hrs, 20 min. 56 miles, 4320 ft 750 tons 32.768 cu ft $819,200
16 2 days, 18 hrs. 40 min. I 13 miles, 3360 ft 1500 tons 65,536 c u ft $1.638,400
17 5 days, 18 hrs, 53.33 min. 236 miles, 3920 ft 3 125 tons 131 ,072 cu ft $3,276,800
18 I week, 4 days, I 3 hrs. 473 miles. 2560 ft 6250 tons 262, I 44 cu ft $6,553.600
19 3 weeks, 2 days, 3 hrs. 946miles,5120 ft 12,500 tons 524.288 cu ft $13,107,200
20 6 weeks, 4 days, 7 hrs. 1893 miles. 4960 ft 25.000 tons 1,048.576 cu fl $26,2 14,400

Going for Broke


AP Equations Opposing Value Resistance Value
Columns Declared Column Modifierse
Time = Distrmce - Speed +2 -3
Distance= Speed+ Time +4 -6
Speed= Distance - Time +6 -9
+8 - 12

:,
Action Table
Opposing Value Column s

1 3" 5 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
to to to to to to to to to to to to to to to to to to
0 2 4 6 8 10 12 15 18 2 1 24 27 30 35 40 45 50 55 60 +5

1-2 6 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75 80 +5
3-4 5 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70 75
5-6 4 7 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65 70
7-8 4 5 9 11 13 15 18 21 24 28 32 36 40 45 50 55 60 65
;
0
9-10
11 -12
3
3
4
3 4
7
5
9
7
11
9
13
11
15
13
18
15
21
18
24
21
28
24
32
28
36
32
40
36
45
40
50
45
55
50
60
55
..
a:
:I
13-15
16-18
4
3
5
4
7
5
9
7
11
9
13
11
15
13
18
15
21
18
24
21
28
24
32
28
36
32
40
36
45
40
50
45
;;
> 19-2 1 3 3 3 3 3 4 5 7 9 11 13 15 18 21 24 28 32 36 40
Cl 22-24 3 3 3 3 3 4 5 7 9 11 13 15 18 21 24 28 32 36
C
11 13 15 18 21 24 28 32
~
25-27 3 3 3 3 3 3 4 5 9
28-30 3 3 3 3 3 3 3 4 7 9 11 13 15 18 21 24 28
31-35 3 3 3 3 3 3 3 3 4 5 7 9 11 13 15 18 21 24
36-40 3 3 3 3 3 3 3 3 3 3 5 7 9 11 13 15 18 21
41 -45 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11 13 15 18
46-50 3 3 3 3 3 3 3 3 4 5 7 9 11 13 15
51 -55 3 3 3 3 3 3 3 3 3 4 5 7 9 11 13
56-60 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 5 7 9 11
+5 C
+5 : One Column Shift fo r each +5 . C: Cance l - One +5 Row cance ls one +5 Column.

Combat Maneuv'e~ Table Information Ta bles


Maneuver OV Column RV Column I. Perception
Shifts Shifts RAPs Informat ion Gained

Critical Blow +2 -3 N Nothing Perceived


Devastating Attack +4 -6 I RAP A quick glance; a shadow moving
Flailing Attack -2 +3 1/2 RV A recognizable shape or movement, with
Grappling Attack 0 0 direction and at a cerain distance from the
Multi-Attack on perceiving Character.
2 +l +l Fu ll RV A definite object or event.
3-4 +2 +2 Over RV Details about the object or event.
5-8 +3 +3
9- 15 +4 +4 II. Dectective
16-30 +5 +5 RAPs Inform ation Gained
31-60 +6 +6
61- 125 +7 +7 N No Information gained
Sweep Attack -I -1 I RAP A single peice of information learned from
Team Attack by: the clue.
2 -I 0 112 RV A good deal of infomrntion about the clue.
3-4 -2 0 Full RV Everythin that can be learned from the clue.
5-8 -3 0
9+ -4 0 Ill. Gadgetry
Pulli ng A Punch 0 +I RAPs Informat ion Gained
Plan ned Knockback 0 0
Charging Attack 0 0 N No Information gained
Take Away +2 +I I RAP The type of Gadget.
Trick Shot +2 (minimum) 0 112 RV The basic work ings of the Gadget.
Block Full RV A working knowledge of all the Gadget's design
Human Hand +I +I and functions, with the knowledge needed to
Small Shield 0 0 modify or repair the Gadget.
Garbage can lid -I -I
Desk, smalltable -2 -2 IV. Character Interaction
Door -3 -3 RAPs Information Gained
Automobile -4 -4
Semi Truck -5 -5 N Noinformation gained
House -6 -6 I RAP The Interrogated Character reveals one piece
Dodge +I 0 ofinfonnation.
Pressing The Attack -I 0 112RV The Character tells half of his/her information.
Lay ing Back +I 0 Fu ll RV The Character tells all s/he knows.
Result Table
Resistance Value Columns
1 3 s 7 9 11 13 16 19 22 25 28 31 36 41 46 51 56
to to to to to to to to to to to to to to to to to to
X 0 2 4 6 8 10 12 15 18 21 24 27 30 35 40 45 SO 55 60 +S

1-2 +I A N N N N N N N N N N N N N N N N N

.
3-4 +I A N N N N N N N N N N N N N N N N *
5-6 +1 A N N N N N N N N N N N N N N N *
7-8 +l A 4 2 N N N N N N N N N N N N N N
9-10 +I A 6 4 2 N N N N N N N N N N N N N
30 11-12 +I A 10 9 3 N N N N N N N N N N N N
II: 13-15 +I A 12 II 3 N N N N N N N N N N N *
!l 16-18 +I A 14 13 II JO 4 N N N N N N N N N N *
~ 19-21 +I A 18 17 16 14 12 10 6 N N N N N N N N N

.
22-24 +I A 21 20 19 17 15 13 ll 9 N N N N N N N N *
~ 25-27 +I A 24 23 22 20 18 16 14 12 JO 6 N N N N N N N *

.
28-30 +I A 27 26 25 23 21 19 17 15 13 II 9 7 N N N N N N
31-35 +I A 30 29 28 26 24 22 20 18 16 14 12 10 8 N N N N N
36-40 +I A 35 34 33 31 29 27 25 23 21 19 17 14 12 9 N N N N
41-45 +I A 40 38 36 34 32 30 28 26 24 22 20 18 16 13 10 N N N
46-50 +l A 45 43 41 40 38 36 34 31 28 26 24 22 20 17 14 II N N
51-55 +J A 50 48 46 44 42 40 38 36 34 32 30 27 24 21 18 15 12 N *
56-60 +I A 55 53 51 49 47 45 43 41 39 36 33 30 27 24 21 18 15 13
+5 A C
*For every 5 APs of Effe<t Value over 60, Increase the RAPs by 5.
*Shift the Effect Value up one row for each +5 column and use the 60 Resistance Value.
A All. The Result APs are equal to the Effect Value.
C Cancel. One +5 Row cancels one +S Column.
N No Effect. The action has no effect on the target.

Landscaping Table Wall Boon and Weights Table


Object Boov Weight Height Wall Material BODY Weight
(lnAPs) (inAPs) (inAPs)

Bush 2 0 -I Brick 8
Small Tree 4 4 0 Concrete 10
Medium Tree 7 6 I
Fiberglass
Large Tree 10 9 2
Larger Tree 12 12 3 Reinforced Concrete II 10
Huge Tree 14 15 4 Promethium 20 12
Telephone Pole 9 7 2 Steel 12 13
Phone Booth 5 5 0 Stone
Light Pole (rural) 8 5 0 Wood
Light Pole (urban) JO 9 2
Mailbox(rural) 2 0 -I
Mailbox (urban) 3 2 -I Furnishings and Appliances Table
Flagpole 6 3 2 Furnishing/Appliance BODY Weight Cost
Billboard 8 9 2 (in APs)
Fire Hydrant II 5 -2 Bathtub 3
Park Bench 4 2 -I Single Bed I
King Sized Bed
Couch
Entrances and Openings Table
Entrance/Opening Boov Weight Cost Small Desk
(inAPs) Large Desk
Interior Door 3 I Television
Exterior Door 4 I Stereo System
Large Double Door 5 2 Dresser
Steel Reinforced Door 7 3 Kitchen Sink
Bank Vault Door 14 14 Pi11no \Baby Grand)
Small Window 4 0 Refiigerator
Medium Window 4 I Large Dining Table
Large Window 4 I Dining Room Chair
Bulletproof Glass 7 +I +I Washin Machine
HERO

BATMAN
Miniatu r e C,unc rn a nd Record er IB()]W: 2. Reca ll: 12. R#: 21
Both the came ra and the recorder have tht: same statistics. Use
DEX: 9 STR 5 B ODY' 6
I NT" 12 WILL: 12 MIND 10
INFL: 10 AUR.-\" 8 SPIRIT: 10
I N ITl ,\TIVE" 35 H ERO POI NTS: 150

doors. I f he uses
cntersK i llingC0111ba1
lkbrea thcr I BoDY: I. Sca led Syste ms: 8 . R#: 2J
Wi1h the rebrcathcr. Batman can operate underwate r or in an
,1irlcsse nv ironrnen1 fnrahout 15 minutes
Smo kl' PcllNs (x6 ) 1Brnw: I. Fog: 10]
Bat ma n use s til e s mok e pellet s to confuse h is ene mi es and
shroud his escapes.
BA TMOBIL E ISTR: 7, Brnw: 9. Fl ame
Visio n : 7. Mi l itar y Science
Com munication: 17. Reca ll I:!.

entry in Wlw's\.Vho#2.
10 AP AB CD Omni-G adgels (x2 )
•All e r Ego : Bruce Wayne
•M o ti vati o n: Seeking.Just ice
•Ocrnpa tio n: Millionairt· Playboy Powers and Abilities
•Wea lth: 10
• EquipmL' n t:
B,11.ir:.rng w/L inc [STR: 7. Botw: 8. G liding: 2. EV: J]
The Batman can use the Bat,irang to au ack a target (EV of'.').
e111,mgk a wrgct (the attad1cd line Grappks w ith a STK of 7 -
both lllL' line and tllL' Batarang itself have a

Batman 's Infamous Silhouette

Batman's Earlier Incarnations

caree r. most of his Skills ha ve been Linked to these A11ributes

Personality/Role-playing

laser ca pable o l
Using Batman in Adventures

Lik e S upe rman . Batman ca n be used 10 kee p o verzeal o us


Pla yer he roes in c hec k. He roe s who ahu se 1he ir po we rs a nd
autho rity can ce rtainl y ex pec t a vis it. lcc wrc. o r threat fro m the
Caped Crusader
Batman can a lso function as a source of informa1ion . The

Subplots

Ba1man is fr e qu e ntl y in vol ved in: Enem il..' S S ubplot s


o rc hes trat ed by hi s arc h- m; mes is. th e J ok e r: Job and We alth
Subplot s surroundin g the acti vities of thi: Way"ne Foundati on: and
Publi c Rc pul<llion Subplots tlmt spring from Bruce Wayne's rol e as
Gotham 's most notcwor1hy c iti 1:cn. Ever s ince j aso n Todd (Ro bin
II ) died baHling the Joke r. Batman has suffe red from a Dl!ath Guilt
Subplot.

Appearances in the DC HEROES


Role-Playing Game

/JC 1/1 H<II ~ Rnfr • l'foy i11g Gm1w / Tl,ird /:"1/i1i011/. ll11r l.._,;1·1111111//R oqn· /looC /Jun,,,m
Som ·,·,•/>,11,tl11\ti,, · l .,·11,;m· So11rr ·,·/,,,,.i. 1Jn1tlfr/··11,1r111. l /,11m1111R10l,·· l'l11\'i11g G11m,

Appearances in DC Comics
"" indicales a 11'8demarll ol DC ComlCS. All c:har&ciar names,
rendllions, associatedslogans, andlndi(:iaaretra(lemarksof
DC Comics C 1993 All Rights Reserved . Used under license.
Copyrigh! C 1993 Mayfair Games, Inc. All Rights Reserved.
Made in U.S.A.
ISBN 1·56905-000 - 7
MAYFAIR GAMES INC.
0693MFG2672000

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