DC Universe RPG - JSA Sourcebook PDF
DC Universe RPG - JSA Sourcebook PDF
DC Universe RPG - JSA Sourcebook PDF
Craig Carey, Jack Emmert, Geoff Johns, Steve Kenson, Scott McCullar,
Chris McGlothin, Aaron Rosenberg, Jim Spivey, Nikola Vrtis
COllERllRT
Tom Grummett, Rick Magyar, MADA Design
INTERIOR JIRT
Eric Battle, Sergio Cariello, Tomm Coker, Tom Grindberg, Tom Grummett, Steve Lightle,
Marshall Rogers, Paul Ryan, Stephen Sadowski, Joe Staton, Mike Wieringo
llDDITIONAI. INKS
Christian Alamy, Mike DeCarlo, George Freeman
SPECIAi. THANKS To
Jaye Gardner, Dorothy Crouch, Cara Lustik, Sandy Resnick, Trent Duffy, Steve Korte,
Paul Kupperberg, Ron Perazza, Patty Jeres, Stuart Schreck, Allan Asherman,
and all of the folks at DC Comics; Quim Ball-llosera for the block basics,
and Sean at Caps for his Who's Whos.
The information in this sourcebook is current through May 2001.
Look for other DC Universe Roleplaying Game products at most local or Internet comic or hobby
shops. Don't know where the nearest shop is? Check the Yellow Pages or call the Comic Shop Loca-
tor at 1-888-COMIC-BOOK (1-888-266-4226).
West End Games
a trademark of D6Legend Inc.
RR 3 Box 2345, Honesdale, PA 18431
Email: [email protected] • www.westendgames.com
All DC Comics characters, rel ated names, and indi cia are trademarks of DC Comics. © 2001 DC Comics. All Rights Reser ved.
THE 0 6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are t rademarks of D6Legend Inc.
Co nte nts
~ll'l"llllDUC'l"/1111 •••••••••••••••••••••••••••••••••••••••••~•••••••••••••••••••••••••••••••••••••••••••••••••••••• ~
ll1.11ss~11~ ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ii
2
lntradut:tlan
This supplement to the DC Universe Roleplaying Game pays tribute to the heroes of the past, while
looking at those who have stepped up to become the heroes of the future. You will learn about the heroes
of World War II, their greatest adversaries, their descendants, and the newest group to honor the title of
the Justice Society of America.
* Chapter 1 explores the history of the Justice Society and its legacy.
* In Chapter 2, learn more about the original JSA members.
* Chapters 3-6 examine some of the other super hero teams at the time of the original JSA, the All-Star
Squadron, Young All-Stars, Freedom Fighters, and Seven Soldiers of Victory.
* Chapter 7 contains descriptions of the most wicked individuals of the Golden Age.
* In Chapter 8 view the bases of the JSA and All-Star Squadron and some other Golden Age equipment.
* Chapters 9 and 10 take a look at the descendants of the original JSA, Infinity, Inc., as well as their
most notorious adversaries.
* The new JSA is the focus of Chapters 11-13. Get information on their members, former members,
allies, adversaries, their new base, Dodds Mansion, and the awesome Steel Eagle.
* Chapter 14 contains new optional rules for the DC Universe Roleplaying Game, as well as more
Dramatic Effect cards, and the all new SubPlot Cards!
*Chapter 15 gives guidelines for Narrators who want to run adventures in the Golden Age.
*Chapter 16 caps off the book in stunning fashion with a classic adventure filled with drama, intrigue,
and action-not to mention Axis Amerika!
Although this supplement is intended for use with the DC Universe Roleplaying Game, all fans of DC
Comics can find plenty of interesting information, even if they aren't familiar with the game. Not only do
the character descriptions include physical details and background information on each character, but
you'll also find statistics that can be used to compare various characters or to play an adventure. To help
those inexperienced with the game, this introduction offers a glossary of terms that are in the entries of
most characters.
3
Bl as sa w
Page numbers in each entry refer to locations where you can find more information about the topic in the
DC Universe Roleplaying Game rulebook, unless otherwise specified.
Advantages/ Disadvantages: These are benefits P/ l bonus: Physique/lifting bonus; this value rep-
and quirks the char acter has acquired. Ad- resents the amount of additional damage a char-
vantages have negative signs in fro nt of t heir acter can inflict because of his or her strength
values , while Disadvantages have positive (pp. 38, llO).
signs. (See pp. 21- 27 of the rulebook, pp. 21- Powers: These are extra abilities that a member
26 of the Narrator's Book, pp. 122-1 23 and
of the character's species wouldn't normally
128-130 of the JLA Sourcebook, p. 126 of the have. (See pp. 56-90 in the rulebook, pp. 103-
Gotham City Sourcebook, and pp. 6-9 in this 122 in theJLA Sourcebook, pp. 9-17 in this book,
book for explanations of Advantages and Dis- and the Directive on Superpowers for explana-
advantages.) tions of various powers.)
AV: Armor Value; the value of how much protec- Reflexes, Coordination, Physique, Knowledge,
tion an item provides (p. 110). Perception, Presence: These are attributes
BDV: Base Damage Value; the value in dice of how which represent the character's natural physi-
much damage an item inflicts before any other cal and mental abilities (pp. 27-28).
factors are taken into consideration (pp. 109- A list of skills in which the character has experi-
110). See also Unarmed Base Damage Value. ence or training follows each attribute. Abilities in
Body Points: This value represents the amount of parentheses are s pecializations of the skill they fol-
physical and mental damage a character can low. The value next to the specialization is added to
take before failing unconscious (p. 38). the skill's value when figuring out how good a char-
acter is at that skill specialization. Values that are
Character Points: This value describes experience
agumented by powers are shown in parentheses af-
and the ability to reach goals. Values for some
ter the base value (pp. 42-54).
characters may seem low, because Character
Points are spent for improving skills, powers, Speed: The rate the character can move (in feet
and actions (pp. 38, 102-103). per round) (pp. 36, 106).
Hero Points: This value conveys the exceptional Tech Level: The maximum level of technology this
potential it takes to be a super hero. The more character can use (pp. 36, 233).
Hero Points the character has, the more heroic Unarmed BDV: Unarmed Base Damage Value; the
he or she is. Hero Points are also useful for im- value in dice of how much unarmed damage the
proving actions (pp. 38, 103). character can inflict. If there are two values, the
Natural abilities: A section included for those who first refers to how much damage the character
aren't human, natural abilities refer to charac- can inflict when using the brawling skill; the sec-
teristics that are innate to the character's spe- ond refers to how much damage the character
cies. These could be descriptions of what the can do when using the martial arts skill (pp. 38,
ability can do or they could be represented by 110). See also Base Damage Value.
powers. Villain Points: This value represents how evil a
PDV: Passive Defense Value; a value that measures character is. The more Villain Points the char-
the character's innate ability to avoid harm (pp. acter has, the more villainous he or s he is (pp.
36-38, 107-1 08). 38, 110).
4
CHA PTER 1
Legen d & Legac y
It was 1938. The official beginning of World War II was dable odds, the combined skills of America's mystery men
still almost a year away. Yet the tremors of the holocaust to soon proved to be too much for the warrior maidens. In a
come had already begun as Hitler and the Axis alliance drove final desperate measure, Hitler ordered a bombing run on
their way across Europe, Africa, and mainland China. Mean- Washington, D.C., with the valkyries serving as guard. Rac-
while, in New York City, newspaper publisher Lee Travis, clad ing back across the Atlantic, the heroes thwarted the attack,
in a red mask and calling himself the Crimson Avenger, be- and the Atom personally saved F.D.R. from a valkyrie assas-
came the first recognized "mystery man," a costumed vigi- sin. At the President's behest, the seven chose to perma-
lante operating for the good of all. This was the beginning of nently band together as the Justice Society of America. The
the Golden Age of Heroes. Flash briefly served as the team's chairman until Hawkman
Over the next two years, the Crimson Avenger was joined was formally elected to t he post.
by a veritable host of mystery men. Debuting in 1939 were, In 1941, the JSA inducted its first new member, Johnny
among others, the Sandman- who also stalked the streets Thunder, and Hawkman turned over his duties as chairman
of the Big Apple-and Opal City's costumed protector, to Green lantern in May. Meanwhile, Dr. Mid-Nite, Liberty
Starman. The following year, Keystone City's hyperspeedster, Belle, and Johnny Quick joined the swelling ranks of
the Flash; the ring-wielding Green Lantern of Gotham City; America's mystery men. Unfortunately, the United States was
the winged avenger Hawkman; and the Spectre-the undead not alone in the metahuman mobilization race. In Germany,
embodiment of the Wrat h of God-made their debuts. Also, Albrecht Krieger was the first successful Axis attempt at cre-
young Johnny Thunder gained control of the genie-like ating the ultimate Aryan super soldier. The Fuhrer himself
Bahdnisian Thunderbolt and chemist Rex Tyler discovered dubbed him Captain Nazi. A Prussian nobleman, one of
the wonder drug Miraclo and became Hourman, Al Pratt Hitler's favored few, was transformed by German scientists
fought back as the mighty mite called the Atom, and Kent into the psionic ultra-human known only as Baron Blitzkrieg.
Nelson assumed the mantle of Dr. Fate. On the island of Japan, a man named Sumo was given samu-
Four key events marked the latter months of 1940. First, rai training and the ability to tap into the body's hidden po-
Hitler recovered the fabled Spear of Destiny-an artifact ru- tential. Later, in 1942, all three Axis powers pooled their
mored to have been the weapon that pierced the side of metahuman resources to create the team code-named Axis
Christ on the cross. Second, Great Britain elected Winston Amerika.
Churchill as its Prime Minister. Third, Franklin Delano In June of 1941, the JSA thwarted the plans of occult sci-
Roosevelt was re-elected to an unprecedented third term as entist Ian Kar kull to murder 10 seemingly unconnected
president of a still neutral United States. Lastly, the Justice men-men who, in the future, would become American presi-
Society of America, a group of heroes sworn to defend Ameri- dents. In a climactic battle, the Spectre caused Karkull's
can ideals, was formed. shadow body to shatter, bathing Hawkman, Hourman, Green
In November of 1940, British Intelligence contacted Lantern, t he Flash , Sandman, Johnny Thunder, Dr. Fate, the
Roosevelt, alerting him to a Nazi plan to invade England. Still Atom- along with their allies Starman, Dr. Mid-Nite, and
morally bound by his campaign promise to keep the States Hawkgirl-in an energy that would prolong all their lifespans
out of World War II, F.D.R. gave the British the means to con- for years to come. But, having failed to save one of Karkull's
tact America's mystery men. Two such heroes-the Flash targets, Green Lantern not only stepped down as JSA chair-
and Green Lantern-were dispatched in an effort to halt the man, he also resigned from the Society, becoming its first
invasion, but they were defeated and taken to Berlin. Sens- honorary member. Hourman took a leave of absence at the
ing their demise, Dr. Fat e gathered Hourman, the Atom, same t ime, as he had discovered that he had become ad-
Hawkman, and the Spectre together to set out and free their dicted to Miraclo. Starman and Dr. Mid-Nite replaced the two
comrades. Upon reaching Berlin, Fate and his allies managed departing members, while Hawkman re-assumed the chair-
to halt Flash and Green Lantern's execution. However, they manship of the JSA-a position he held until his death de-
couldn't stop Hitler from tapping into the latent power of cades later.
the Spear of Destiny and summoning an army of valkyrie- The Japanese attack on Pearl Harbor on December 7,
the mythical Nordic choosers of the slain. Despite the formi- 1941, was the grim catalyst for the next evolution of America's
5
mystery men. Realizing that the United States would
ThB II/I-Star
need greater protection as it entered World War II,
President Roosevelt issued an edict that united all
known costumed adventurers to form the All-Star
Squadron. Charged with protecting America's shores
from Axis threats, and co-
chaired by Hawkman and Lib-
erty Belle, the All-Star Squadron
boasted a peak membership of
over 50 heroes. The squadron
also served as the crucible that
forged such new mystery men as
Amazing-Man and the second
Firebrand. The squadron's first
major battle was against Per
Degaton, a megalomaniac who
used time travel to aid in his con-
quests-a paradox-laden vic-
tory, as the Squadron defeated
a Degaton who had already been
beaten once by the JSA in 1947.
The All-Star Squadron and
the JSA were not the only ones
who fought for the cause of lib-
erty during the dark days of
World War II. Splintering off from
the larger All-Star Squadron, the
Crimson Avenger, his compan-
ion Wing, the Shining Knight, the
Vigilante, the Spider, the teen-
aged Star-Spangled Kid, and his
adult sidekick, Stripesy, created
the Seven Soldiers of Victory
(later known as the Law's Le-
gionnaires). Meanwhile, Uncle
Sam formed the Freedom Fight-
ers-a group dedicated to pro-
tecting the factories and ship-
yards of the American West
Coast. On the Pacific front,
Judomaster and his young ally,
Tiger, held their small island
home against Japanese invasion.
Likewise, several heroes who
lacked only the special skills and
powers of the mystery men
made their mark overseas.
In the wake of the brutal mas-
sacre at Pearl Harbor, several of
America's champions chose to
take the war to Nippon and show
the Japanese the error of their
tactics. However, they were un-
aware that Prime Minster Tojo's
agent, the Dragon King, had
found the Holy Grail. When its
power was combined with that
of the Spear of Destiny in Berlin,
they created two magical domes,
one over Japan and the other
sauadron heroes were exposed to the dome over Europe, their minds
were warped and made them switch their alliance to the Axis
cause. The effects quickly passed once the heroes were lured
outside the barrier's radius, but it effectively prevented the
most powerful of America's costumed
champions from bringing World War II
to a swift end.
The year 1942 not only heralded the
first public appearances of the hard-
hitting Wildcat and the champion of
"fair play" Mr. Terrific, but was also
filled with surprises for the JSA and the
Squadron-two of which came from the
distant future. Originally traveling into
the past on a mission to defeat the de-
mented Dark Angel, Queen Hippolyta
of Themyscira chose to remain behind
after her mission was completed. She
was quickly inducted into the JSA un-
der the name Wonder Woman and was
part of the group until she returned to
her native era in 1950. Perhaps the
most mysterious of travelers from the
future was Infinity, lnc.-a group made
of several of the sons and daughters of
the JSA's members . The young
Infinitors had come to the past to save
their future parents from the Ultra-
Humanite. The last major event of 1942
was the creation of the self-dubbed
"Young All-Stars." Made up of young AI I-
Star Squadron hopefuls, the Young All-
Stars soon proved that they had the
same courage and drive as their adult
counterparts.
The year 1944 brought with it one
of the greatest Allied offensives-
D-Day-and one of the JSA's oddest
battles as they allied themselves with
the mystical mystery man Scarab to
defeat the King of Tears and his emis-
sary Johnny Sorrow. That year also saw
the resignations of both the Sandman,
who decided to scale back his activi-
ties after suffering the first of many
heart attacks, and Dr. Fate, who felt
unworthy of the power of Nabu and
chose to practice medicine instead.
As World War II reached its climax
in 1945, the Axis powers became more
desperate. A firm believer in the power
of the supernatural, Hitler charged the
Black Occult Fraternity, a group of Fifth
Columnists who served the Fatherland
through runic mysticism, to summon
an agent that could deal a severe blow
to the United States. Though the Fra-
ternity appeared to succeed, the crea-
ture they brought forth was far more
lntlnllJl Inc.
freed from their mystical prison and once more ret urned to saving the Fat e child from the Dark Lord, Mordru, the babe
active duty to fight their old foes the Ultra-Humanite and mystically matured before their eyes, and the team was
Kulak. The team also bore witness to the public debut of treated to their first surprise-a resurrected Hector Hall, now
Jesse Chambers-the daughter of the JSA's old allies Lib- the new Dr. Fate, and the team's first recruit.
erty Belle and Johnny Quick-as Jesse Quick. The team's mettle was further tested when they were
Sadly, this brief return was destined to be the last hur- stalked by one of their own- Sentinel's son, Obsidian, who
rah of the original JSA. The Atom, Dr. Mid-Nite, Hourman, had become corrupted by the dark energies at his command.
Dr. Fate, Hawkman, and Hawkgirl were among the first ca- In the end, Obsidian was seemingly consumed by his own
sualties of the temporal crisis called "Zero Hour," while the ebony energies, but his sister-Jennie Lynn Hayden, once
Sandman, Wildcat, Johnny Thunder, Green Lantern, and the known as the lnfinitor Jade-still senses her sibling's sinis-
Flash were stripped of their supernatural vitality and re- ter presence. A near fatal encounter with the terrorist zealot
vert ed to their natural ages in the same conflict. Emotion- Kobra and a manhunt for Extant (the temporal villain who
ally drained, and now physically incapable of carrying on slew the original Atom, Dr. Mid-Nite, and Hourman) forced
their heroic careers as they had, the five survivors officially some hard choices upon the fledglin g team. Several of their
disbanded the Golden Age JSA, leaving their chosen suc- members departed in the wake of these events. Though pos-
cessors to carry on in their place. sessing less manpower, the JSA was still able to stand up to
Carry on they have. Brought together by the death of the challenge posed by an all-new Injustice Society, led by
Wesley Dodds (the Sandman) and the murderous rampage Johnny Sorrow, and prevented the second coming of Sorrow's
of the mystic known as the Dark Lord as he sought out the master, the King of Tears.
Fate child, a number of the original team's children and Their membership now consisting of their chairman Sand,
proteges have chosen to recreate the Justice Society of Black Canary, Dr. Mid-Nite, the Flash, Hawkgirl, Sentinel, the
America for the modern age. The new team's initial roster Star-Spangled Kid, Wildcat, and newcomers Mr. Terrific II and
included Sand (formerly Sandy), Black Canar y II, Atom Jakeem Thunder with his Bahdnisian Thunderbolt, this new
Smasher (formerly Nuklon), the current incarnations of JSA is well on its way to making good on its promise to bring
Hourman, Dr. Mid-Nite, Hawkgirl, Starman, and the Star- the legacy begun on that special day in November 1940 into
Spangled Kid, with the original Flash, Green Lantern (now the new millennium.
called Sentinel), and Wildcat at their side as advisors. Upon
11
Thelltam 1 the All-Star Squadron. The Atom later AtoDl
gained enhanced strength and agility,
as well as an "atomic punch," from Reflexes 30 (60): Acrobatics SD (8D),
exposure to the radiation-based pow- athletics SD (8D), brawling 9D (12D)
(arm pin, bear hug, haymaker,
ers of the villain Cyclotron. These
headbutt, knockout, pin, slam, throw,
abilities lay dormant until the Mighty
uppercut +lD each), climbing 4D
Mite's further exposure to atomic fall- (70), dodge 6D (9D), sneak 6D (9D)
out during the JSA's encounter with
Stalker in 1945. Coordination 2D (5D): Catch 30 (60),
thrown weapons SD (80)
Al retired his Atom identity when
he and the rest of the JSA faded from Physique SD (lOD): Leap 60 (I 10), lift-
the public eye in 1951. He married ing 80 (130), running 60 (I 10)
long-time sweetheart Mary James. He Knowledge 20: Medicine (sports medi-
also stayed true to his vow to help cine) 50, scholar 30, science 3D
raise Terri Rothstein, the daughter of Perception 20: Engineering 30, hide 40,
Cyclotron, and Terri's son, Albert, shadowing 5D, streetwise SD
who grew up to be the hero Nuklon Presence 2D:Bluff4D, interrogation 6D,
(later Atom Smasher). When the JSA intimidation 8D, persuasion 60, will-
returned to active duty, Al became the power 9D
Atom once more. He remained active ADVANTAGES/DISADVANTAGES: Ally (JSA)
until his death during the "Zero Hour" -20D, Ally (All-Star Squadron) -240,
crisis. Regrettably, he perished not Charismatic -30, Courage -20, Hardi-
knowing that his son, who he thought ness -40, Youthful Appearance -20;
died in childbirth along with Mary, Dependent (Mary James) +10, Em-
was actually kidnapped by long-time ployed (Student) +40, Enemy (Injustice
JSA foe Vandal Savage for genetic ex- Society of the World) +SD, Enemy (Axis
periments and eventually became the agents) +6D, Extremely Competitive
RE.AL NAME: Albert "Al" Pratt +20, Impulsive +10, Secret Identity +3D.
hero known as Damage.
Occt.:PATIO~: Student
SP££1): 30
BASE OF OPERATIO~s: Calvin College STRATF:GY & TAcncs: A scrapper by
PDV: 3 (5)
H£1GHT: 5'1" nature, the Atom tends to act first U NARMED BOV: SD (6D)
WEIGHT: 150 pounds and think later. This was especially P/L BoNUS: +2 (+S)
EYES: Blue true in the days before he gained his HERO POINTS: 23
HAm: Red powers, when he considered him- VILLAIN POINTS: 0
RACE: Human self the runt of the JSA and was con- CHARACTER POINTS: 183
TECH LEVEL: Modern (I) stantly out to prove himself. But, BODY POINTS: 49 (72)
even when he had meta-powers, the POWERS: Energy Projection ("atomic
Al Pratt was the stereotypical 98- Atom was still out to prove that he
pound weakling. He was, that is until wasn't a pushover. It is this quality punch") 120 (limitations: Limited
Range [Touch] -30 , Rechargeable
he met Joe Morgan, a former heavy- that made him easily one of the
[must wait at least an hour after each
weight champion, down on his luck. JSA's most courageous, and most use] - 4D), Environment (atomic ra-
For the promise of a place to stay and bullheaded, members. diation) 12D, Longevity 10, Superat-
an honest job, Joe agreed to train Al tributes: Reflexes 3D (bonus: brawl-
and turn the college sophomore into ing specialization), Superattributes:
the man he'd always wanted to be. Coordination 30 (bonus: improved
However, rather than following his catching), Superattributes: Physique
mentor into the boxing profession, Al 50 (bonuses: increased P/l bonus vs.
was inspired to become a costumed inanimate objects; lift objects with-
mystery man, using a nickname the out collapsing).
bullies had once taunted him with-
the Atom. He went on to become a
charter member of both the JSA and
Black Canan1 1
tures quickly brought them together Black Canary
lovers. For a time, she also
teamed up with Justice Society Reflexes 3D: Acrobatics 6D, brawling 6D,
member Johnny Thunder. When climbing 4D, dodge 70, driving 4D
(motorcycle +2D), martial arts 6D,
Thunder left the JSA in 1948, she
sneak 6D
was accepted for membership in his
place. Coordination 3D: Thrown weapons SD
Dinah remained with the JSA un- Physique 2D: Leap 6D, running SD,
til the Un-American Activities swimming5D
Committee Hearings forced Knowledge 30: Criminology 4D, security
the group to disband in 19Sl. 4D
After that, she retired her cos- Perception 30: Artist (florist) 6D, hide
tumed persona to become Larry 6D, search 6D, shadowing 6D,
Lance's wife and partner in his private streetwise 4D (Gotham City +2D). sur-
investigation business. Dinah also veillance SD
gave birth to a daughter, Dinah Lau- Presence 20: Charm SD, disguise SD,
rel, during this time. intimidation SD, willpower 6D
In the 1960s, Dinah resumed her
ADVANTAGES/DISADVANTAGES: Ally (the JSA)
Black Canary guise, this time in part- -18D, Attractive Appearance-2D, Cour-
nership with Ted Knight (Starman). age -2D, Observant -2D; Dark Secret
This led to a brief affair between (affair with Ted Knight) +10, Dependent
them, but a blackmail attempt by a (Larry Lance) +10, Employed +4D, En-
private investigator convinced them emy (figress I) +2D, Secret Identity +3D.
both to end it and return to their re- SPEED: 30
spective spouses. POV:4
When the JSA reunited, Dinah par- UNARMED BOV: 40/10
ticipated in a number of their cases, p /L BoNUS: + 1
including a battle with a cosmic-pow- HERO POINTS: 11
ered villain known as Aquarius. Dur- VILLAIN POINTS: 0
ing the skirmish, Dinah fell wounded, CHARACTER POINTS: 89
REAL NAME: Dinah "Diana" Drake Lance and Larry Lance gave his life to save BODY POINTS: 28
OcclPATION: Florist her from the lethal radiation emitted EQUIPMENT: Canary Amulet (conceals gas
BASE OF 0PERAT10:>1s: Gotham City by Aquarius. Shaken by her loss, capsule): smoke (clouds a 20-foot ra-
HEIGHT: S'S" Dinah retired for good from crime- dius for 10 minutes indoors or S min-
WEIGHT: 126 pounds f i gh ting and left her now-grown utes outdoors) or tear gas (fils a 20-foot
EYl::.s: Blue daughter to carry on as Black Canary. radius for 20 minutes indoors or lS
HArn: Black (concealed by blond wig) minutes outdoors; everyone inside
RECE:'iTLY: Dinah Lance died from can- must make a Very Heroic Physique roll
RAcE: Human
cer while her JSA colleagues were or be incapacitated.). Motorcycle (size:
TECH LEVEL: Modern (1)
trapped in another dimension pre- 6 feet long; crew: 1; passengers: 1; cargo
Gotham City Police Detective Ri- venting Ragnarok, the Judgement Day capacity: 1 cubic foot; maneuverability:
chard Drake raised his daughter of Norse mythology. The disease was 3D; speed: 60 mph; DV 6; BDV 3Dx2;
Dinah to follow in his footsteps, but apparently a lingering after-effect of Body Points 50).
in 1947, the police academy rejected her battle with Aquarius.
her application. Her father died soon
STRATEGY & TACTICS: Dinah relied on her
after, and Dinah devised her Black
formidable martial-arts ability and
Canary identity as way of fulfilling his
her amateur detective skills. Even so,
dreams for her. she was not above using her attrac-
The crime-fighting Black Canary tiveness to distract male opponents.
soon gained a partner, private inves-
tigator Larry Lance, and their adven-
Maniuu1a11nu the
Power ol the Starheart
The Starheart is a semi-sentient mystic orb that was created by the Guardians of the Universe in an effort to purge the
cosmos of magic. A storehouse of immense magical power, the only three known focuses for the Starheart's powers are
the original Green Lantern's ring and the energies possessed by Jade and Sentinel. Since it is a creation of the Guardians,
it acts in very much the same way as the scientifically based power ring energies used by their agents, the Green Lantern
Corps. However, the Starheart's energies still should be considered magical.
To create energy constructs using the power of the Starheart, the wielder first makes a know-how (ring creations) roll
(or other related know-how roll) to determine whether or not he can create the construct (erect a wall, create a giant
baseball bat, and so on). The Narrator determines the difficulty of the roll; some examples are listed here. (For more
extensive details, see the "Creating Manipulation Constructs" sidebar in the JLA Sourcebook on page 111 or the section
about Manipulation constructs in the Directive on Superpowers on pages 97-99.)
Sample Ring Creation Base Difficulty
Wall 3
(AV equal to three times the die code of the power)
Simple energy construct 3
(baseball bat with BOV three times die code of power)
Construct with powers 3
(a bulldozer or crane)
Complex construct 4
(giant fist that grabs a target)
Once the construct is generated, the Starheart wielder makes a willpower roll each round to sustain it. The difficulty
of the roll is the same as the difficulty to create the construct, modified by how tired, in pain, or distracted the user is.
At first, Alan Scott could only use the Starheart energies to mimic the powers of his fellow mystery men, such as flight
or passing through objects. As his mastery over the ring's energies grew, he could create constructs, which tended to be
r~creations of implements and tools he was familiar with. Jade, on the other hand, could make constructs from the very
beginning. Even so, she generally created objects she was familiar with, or had seen her father or one of his peers create.
1
Hawkman Hawkgirl 1
HawkmanI Centuries later, wealthy archaeolo- men, Hall then chose to launch his ca-
Ru\t NAME: Carter Hall gist Carter Hall came to own the same reer as Hawkman.
OccuPATI01'i: Archaeologist knife with which Hath-Set had slain A founding member of the JSA,
BASE oF 0rERATI01'iS: Chicago Khufu. While awaking from a vivid Hawkman served as the origina l
HEIGHT: 6'1" WFJGllT: 195 pounds dream, he realized that he was the re- group's chairman for most of its his-
EYES: Blue HA1K: Blond incarnation of the ancient prince. Later tory. He eventually married Shiera,
R.\cE: Human TF.CH LE\ n.: Modern (1) that same day, he bumped into a who had since become Hawkgirl, and
woman named Shiera Saunders, the re- the two had a son, Hector, after they
In ancient Egypt, Prince Khufu was incarnation of Khufu's lost love. Know- retired with the JSA in 1951. When the
the sworn enemy of the god Anubis's ing that Hath-Set must have also been JSA returned to action over a decade
high priest, Hath-Set. Khufu discovered reborn, Hall forged the Nth metal into ago, Hawkman was at their side. Regret-
a crashed space exploratory vehicle a belt and harness that would enable tably, both Hawkman and Hawkgirl
from the planet Thanagar, powered by him to fly. Then, fashioning a pair of perished at the hands of Extant during
a mysterious substance known as "Nth artificial wings and arming himself with the "Zero Hour" crisis.
metal." Jealous of Khufu and intent on archaic weapons from his collection, S1"RArEGY & T ACTICS: An expert combat-
conquest, Hath-Set captured the prince Hall went hunting for Hath-Set, who ant and a natural leader, Hawkman was
and his beloved, Chay-Ara. Hath-Set had been reincarnated as Dr. Anton perhaps the JSA's most versatile fighter.
sacrificed Khufu to his god, but not Hastor. Hall fulfilled his past incar- Though his abilities lent themselves
before t he prince swore that they nation's vow by defeating Hastor. In- more naturally to ranged combat,
would both Jive again one day and he spired by the exploits of other mystery Hawkman usually preferred to take his
would have his vengeance.
Starman 1
role in developing the atom
NATURAL ABn.mES: Immortality (the Spec-
tre is the living embodiment of the bomb. Coupled with the
Wrath of God in a spirit form that murder of longtime girl-
has been bonded with the body of friend Doris Lee, Knight
a reincarnated person. The Spec- had a nervous break-
tre may not be killed, although it down that curtailed his
may be harmed). appearances as Starman
POWERS: While inhabiting the for several years.
body of Jim Corrigan, the Spec- Ted returned full time
tre had the following powers: as Starman in 1951, with
Superattributes: Reflexes 30, his spirit renewed by
Superattributes: Coordination new love, Adele Doris
30 (bonus: improved catching),
Drew, whom Knight later married and
Superattributes: Physique 220 (bo-
nuses: increased Pl/ vs. inanimate ob- had children with. A later crime-fight-
jects, lift objects without them collaps- ing partnership with Black Canary led
ing, increase throwing range), Super- to a brief affair, but the Knights' mar-
attributes: Knowledge 70, Superattrib- riage endured.
utes: Presence 90, Reality Manipulation Knight later joined the reformed
450 (700 from about 1970 to recently). JSA, and he was imprisoned along with
All powers have the Limitations: Inef- the rest of the team in another dimen-
fectiveness (cannot act against others sion, staving off Ragnarok (the judg-
empowered by The Presence) - ID, ment day of Norse mythology) .
Magical Transformation (deep thought, Starman was also present with the JSA
less than a round; becomes the Spec-
during the "Zero Hour" crisis, in which
tre, gaining all powers and natural abili-
ties, plus the skills, Advantages, and Knight rapidly aged and several of his
Disadvantages in brackets)-20, Vulner- teammates were slain. As a result,
ability (the Spear: of Destiny) -60; En- Knight retired and passed the Starman
hancements: Magically Empowered mantle on to his sons.
REAL NM1E: Theodore "Ted" Henry
+80, Mastery +60. RECt::NTLY: During the attempt by the
Knight
NoTE: All characteristics in brackets are Astronomer
OccuPATJO'.'j: dwarf Culp and Ted's old nemesis the
those of Jim Corrigan as the Spectre. BASE OF OPERATIONS: Opal City Mist to decimate Opal City, Ted and
HEIGHT: 6' W EIGHT: 177 pounds the radioactive villain Dr. Phosphorus
Evr::s: Blue HAIR: Brown came head-to-head in a climactic
~CF:: Human TECH LEVEL: Modern (1) battle that left Ted inflicted with ter-
minal cancer. In h is final act as
Millionaire playboy Ted Knight pur-
Starman, Ted lifted the Mist, along
sued his interest in astronomy as an with his arch-foe's doomsday bomb,
escape from the boredom of his sed- into the stratosphere. Ted and the
entary life. By 1939, Knight had devel- Mist both perished in the ensuing
oped an alloy capable of collecting and detonation.
amplifying stellar energy, from which
he constructed the Gravity Rod. STRATEGY & TACTrcs: St arman was
At cousin Sandra Knight's urging, among the first of the true science he-
Ted became a costumed crime fighter roes, often using brains over brawn
in late 1939, though Starman acted only to defeat his foes . His Gravity Rod,
within Opal City until 1941. It was then and later the Cosmic Rod , was his
the JSA invited him to join. After ac- equalizer against those enemies that
cepting, Knight participated in a case surpassed him in brute strength or
where he absorbed mystical energies raw power. While the Gravity Rod was
that kept him young for decades. able to lift objects at a distance,
Knight left the JSA in 1945 due to project force beams, and allowed
a series of a personal crises. Most no- Starman to fly, the Cosmic Rod func-
tably, Ted felt immense guilt about his tioned much like a rudimentary Green
Johnny Thunder
Reflexes 2D: Brawling 40, dodge 40,
sneak 30
Coordination 2D
Wildcat' The death of Grant's father left
Physique 2D: lifting 30, running 3D, him penniless and unable to com-
swimming3D plete a college education. He took a
Knowledge 2D: Arcane lore 3D, naviga- loading job in the warehouse district
tion 40 of New York City. Ted's life changed
Perception 2D: Hide 40, know-how (odd one fateful night when he happened
jobs) SD, streetwise 3D upon a couple of thugs. They were
Presence 2D:Animal handling4D, bluff assaulting some fellow who turned
40, charm 40, command 3D (Thun- out to be the world heavyweight
derbolt +30), willpower 60 champion, "Iron" Mike Muldoon
("Socker" Smith).
ADVANTAGES/DISADVANTAGES: Ally (the JSA)
-18D, Ally (All-Star Squadron) -240, After Grant helped Smith run off
Charismatic -30. Contact (Badhnisians, the thugs, he recognized Grant's box-
prior to their diaspora) - 30, Follower ing talent and took Ted under his
(fhunderbolt)-120 (see sidebar), Ob- wing as his sparring partner and
servant -2D; Dependent (Peachy Pet) protege. Soon, Ted began having his
+2D, Dependent (Daisy Darling [until own pro bouts. A natural, he put to-
194S]) +10, Enemy (Injustice Society of gether a string of knockouts and soon
the World) +SD, Enemy (Axis agents) became the undefeated heavyweight-
+60, Impulsiveness +10, Uncoordinated boxing champion. In 1942, the public
+SD.
screamed for a match-up between
SPEED: 30 PDV: 2 Ted "The Wildcat" Grant and
UNARMED BDV: 3D P/L BONUS: +1 "Socker" Smith. The fight was set to
HERO POINTS: lS VILLAIN POINTS: 0 be a great match, but crime boss Vic-
CHARACTER POINTS: 122 Bonv Po1NTS: 28 tor Moretti tried to bribe the fighters
NATIJRAL AB1U11ES: Johnny Thunder is the into throwing the match. Honest and
only person who can summon and com- unwilling to take a dive, both men
mand the mystical Badhnisian thunder- refused.
bolt by saying the magic word "Cei-U" The crime boss wouldn't be de-
(pronounced "Say you"). See the
nied. He bought off Grant's managers,
sidebar on the Thunderbolt.
Flint and Skinner, who arranged for
POWERS: Longevity 10. Ted's second, Fain, to secretly place
an easy-to-find poison on Ted's gloves
Rl::AL NAME: Ted Grant to make him appear he had murdered
Yz the Thunderbolt OcctPATIO!li:
owner
Prizefighter, later gym his opponent. The police arrested the
unwitting Grant, but Moretti wasn't
Reflexes 60, brawling 7D, dodge 100, pi- BASE OF 0PERATIO~s: New York City
loting (self) 15D, Coordination 6D, catch 80,
satisfied. As Grant was being taken to
HEIGHT: 6'5"
marksmanship(powers) IOD,Physique 130,
the local station, an accident was ar-
WEIGHT: 250 pounds ranged that veered the squad car off
flying 200, lifting 15D, Knowledge 4D, arcane
Ew.s: Blue an embankment, killing both cops and
lore 120, Perception 4D, know-how (Wiz-
HMR: Black presumably Ted.
ardry) 20D, Presence SD, Willpower 100.
Advantages/Disadvantages: Courage-20,
RAcE: Human Secretly, Ted survived and be-
Fast Reactions -4D, Intimidating Grin -20; TEcn LF.\'EI.: Modern (1) came a fugitive. Wandering the
Employed (to his master) +40. Speed: 30. The son of Henry Grant wasn't go- streets, he stumbled upon a kid who
PDV: S. Unarmed BDV: 40. P/l bonus: +8. ing to grow up weak, taken advantage had been reading about the mystery
Hero Points: 18. Villain Points: 0. Charac- of, and scared like his father. With that man Green Lantern. Inspired by the
ter Points: 148. Body Points: 97. Natural
in mind, Henry raised his son to stand story and in an effort to clear his
abilities: Flight 300, Density Manipulation
120. Powers: Wizardry 240 (Limitations:
up for himself and become everything name, Grant created a black cat cos-
Conditional [Thunder must summon Yz he had failed to be. Ted Grant was tume for himself and Wildcat was
with the magic words "Cei-U" once every trained in the art of boxing as a child born.
hour or Yz returns to the Fifth Dimension) so that he would be able to take care Grant had no problem in his new
-3D; Enhancement: Mastery +60.) of himself. He more than met his guise getting the real killers to con-
father's expectations. fess to their crimes and Ted's inno-
CHAPTER 3
All-Star
Squadron
31
llirWaue 1
Originally, Jordan wanted to
Air Wave
help apprehend criminals that es-
caped formal justice, but he was Reflexes 2D: Acrobatics 4D, athletics 4D
soon forced to use his Air Wave (roller skating +3D), brawling 5D,
identity to clear himself of the mur- climbing 3D, dodge 50, sneak 30
der of Brooklyn's district attorney. Coordination 2D: Catch 4D, thrown
After exonerating himself, Jor- weapons3D
dan was appointed to the now-va- Physique 2D: Leap 4D, lifting 40, run-
cant DA position, a job he held for ning 4D
the remainder of his life. His career Knowledge 3D: Criminology 4D, re-
as Air Wave continued successfully search SD, scholar SD (criminal law
as well. He employed an ever-ex- +20), science SD
pandi ng arsenal of gadgets and Perception 3D: Engineering 7D, invent
joined the All-Star Squadron within 7D, repair 70, search SD, slzadowing
months of its founding. SD, streetwise 4D (New York City
Jordan's activities after 1948 re- +20), surveillance 6D (radio +2D),
main largely unrecorded, though he tracking SD
is known to have married and had a Presence 2D: Bluff4D, charm SD, inter-
son. Unfortunately, Jordan was slain rogation 7D, persuasion 6D, will-
._..._'."$
~;;::,. protecting his family from an es- power SD
' caped convict he once helped send ADVANTAGES/DISADVANTAGES: Acute Bal-
to prison. ance -2D, Ally (All-Star Squadron)-240,
STRATF.GY& TACTICS: Typically, Jordan Contact (New York City Police) -30,
would eavesdrop on suspected Courage-2D, Mechanical Aptitude-2D,
crooks with his special radio. If he Observant -2D, Status (district attor-
overheard something incriminating, ney) -SD; Dependent (family) +10, En-
emy (Axis agents) +6D, Secret Identity
he would rollerskate to their location +30.
to apprehend them. After magneti-
SPEED! 30
cally disarming them, miscreants
PDV:3
REAL NAME: Lawrence Jordan would become easy marks for his
UNARMED BDV: 3D
Ocet:PATIOr-. : Legal intern, later fists. P/L BoNUS: +2
district attorney HERO POINTS: I 0
BASE Of' 0PERATIO:llS: New York City VILLAIN POINTS: 0
HEIGHT: 5'10" C HARACTER POINTS: 78
WEIGlfl : 175 pounds Boov POINTS: 29
EvE.S: Brown EQUIPMENT: Radio belt and helmet (AV
HAIR: Brown 10; Body Points 45; can receive and
RAcr.: Human transmit radio and telephone signals;
Ttrn LF.\ EI.: Modern (1) powers: Magnetic Manipulation (move
objects) 6D (Limitation: Removable
Frustrated law clerk Larry Jor- -lD]. boots [contain hidden roller
dan first became Air Wave in 1942, skates and magnetic soles (adds +4D
using specialized radio equipment to his climbing rolls); powers: Electric-
that he had developed in high ity Manipulation (riding telephone or
school. The equipment could tap electrical lines) 9D (Limitation: Remov-
into phone lines, radio signals, and able -ID)].
similar forms of communication,
allowing Airwave to overhear crimi-
nal plans.
Rt::.u N~\IE: Will Everett ily. The date and circumstances of his P OWERS: Prior to May 1942: Chemical
death are unknown. Mimesis 70 (Limitation: Side Effect
Oen PATIO~: Assembly line worker
8 .\SE OF OrERAno~: New York City STRATEGY & TA.cues: Everett was adept (transforms into a form resembling sub-
H t:IGllT: 6' l" at quickly transforming from sub- stance touched) -20). After May 1942:
W EIGHT: 185 pounds stance to substance as each became Magnetic Manipulation (move objects)
more or less advantageous. He was 70.
Ems: Brown
H\1R: Black just becoming acquainted with his
lhtr: Human magnetic abilities at the close of his
TEtH LE\ a : Modern (1) recorded exploits.
Will Everett first came to public
prominence during the 1936 Berlin
Olympics, where he was a multi-
medal winner in track and field
events. However, harsh economic
times greeted him upon his return
home, and he was forced to take what-
ever work he could find. One such
odd job, a janitor in the laboratory of
Dr. Terry Curtis, caused him to cross
paths with the super villain known as
the Ultra-Humanite. He selected
Everett to be a human guinea pig in
his latest experiment.
HAm: Black
fessor Ivo. A complete recluse, Com- PowERS: Superattributes: Physique 3D
mander Steel is presumably still alive. (bonus: increased P/l bonus vs. in-
RAcE: Human
T ECH LE\"EL: Modern (1) SmATF.GY & TAmes: Fiercely dedicated animate objects), Nat ural Armor
and loyal, Commander Steel was the (bioretardant flesh and steel frame)
Hank Heywood was a talented col- 8D.
ideal patriot. However, these traits
lege student and the intern of noted EQUIPMENT: Armor mesh costume (AV 18;
also made him stubborn and single-
scientist Dr. Gilbert Giles. Heywood Body Points 65).
minded almost to the point of fanati-
joined the Marines when Germany
cism. His indestructibility also made
invaded Poland in 1939. While on his
him the perfect front-line soldier, a
first tour of duty, he was caught in an
role he enjoyed and performed with
explosion that left him more dead
than alive. Volunteering to be the test consummate skill.
subject of Dr. Giles's new bioretardant
process, he spent the next several
weeks subjected to a series of pain-
Dr.Occult
Occult first advertised his services
Dr. Occult
as a "ghost detective" in 1935. With
Rose's assistance, he struggled Reflexes 2D: Brawling 40, dodge SD,
against the dark minions of chaos, driving 4D, melee weapons 4D, sneak
primarily a malefic creature called SD
Koth, whom they were nearly sacri- Coordination 2D: Marksmanship 4D
ficed to years before. During World Physique 2D: Resistance 4D
War II, he also assisted the All-Star
Knowledge 4D: Arcane lore 8D, crimi-
Squadron when esoteric help was nology SD, languages (ancient) 6D,
needed. research SD, scholar SD
In 1945, Occult assembled the Jus-
Perception 3D: Hide SD, know-how
tice Society to save the world from an
(powers) lOD each, search 6D, shad-
evil magical being known as Stalker. owing 6D, streetwise 6D
During this battle, Occult surrendered
his immortal soul in a desperate bid Presence 2D: Intimidation 6D, persua-
sion 6D, willpower 7D
for victory. However, Rose intervened
and shared her soul with his, merg- ADVANTAGES/DISADVANTAGES: Ally (All-Star
The6ua11 by neighborhood
Guardian
toughs. Angered,
Harper acquired a Reflexes 20: Acrobatics 60, brawling 70,
costume and shield dodge 60, driving 4D, melee weap-
ons 40 (shield +40), sneak 40
from a local shop and be-
gan safeguarding the Coordination 20: Catch 30, thrown
slum as the masked weapons 30
1 7'3~::::::::::::::,....._J Guardian. He also Physique 30: Leap SD, Lifting 40, resis-
received custody tance 40, running SD, swimming 40
of four would-be hood- Knowledge 30: Criminology 40, medi-
lum boys known cine (first aid) 4D, security 40
as the Newsboy Perception 30: Hide 4D, search 40,
Legion. After help- shadowing 4D, streetwise 4D (Me-
ing them steer tropolis+ 10), surveillance 4D, track-
clear of lives of crime, Harper and the ing 4D
Guardian became beneficiaries of Presence 30: Command SD, interroga-
their often unsolicited aid. tion 40, intimidation SD, persuasion
The Guardian later joined the All- 40, willpower 6D
Star Squadron. He was active through AoVANTAG£S/01SADVANTAG£S: Ally(All-Star
at least 1947. Age eventually Squadron)-24D, Charismatic-3D, Con-
caught up to him and he hung tact (Metropolis Police) -10, Courage
up his shield permanently. -2D, Leadership Ability-20, Prepared-
R.1-:cE:"rrLY: The grown Newsboy ness -40, Status (police powers) -30;
Legion, now working at the ul- Employed (police officer) +4D, Enemy
(Axis agents) +6D, Dependents (the
tra-scientific Project Cadmus,
Newsboy Legion) +20, Secret Identity
transferred Harper's mind
+3D.
from his aged body into a youthful
and improved cloned one. He soon af- 30
SPEED!
POV:3
ter returned as the Guardian. (See
UNARMED BDV: 4D
pages 15-16 of the Metropolis Source-
P/L BoNus: + 2
REAL NA~m: Jim Harper book). HERO POINTS: 12
OccuPATION: Police officer 0
STRATEGY & TACTICS: Harper's shield VILLAIN POINTS:
BASE OF OPERATIONS: Metropolis 94
afforded him enough protection to CHARACTER POINTS:
HEIGHT: 6'1" Boov POINTS: 40
close in on his foes and dispatch them
WEIGHT: 203 pounds
with his trained fists. His greatest EQu1PMENT:Golden shield (BDV SD; AV
EYfs: Blue 22 [when used to block] against physi-
desire was to help those who could
HAIR: Brown cal and energy attacks; Body Points
not help themselves and provide a
RAcE: Human 100).
positive inspiration to youngsters.
TECH LEVEL: Modern (1)
Jim Harper grew up in Metropolis's
Suicide Slum. He avoided a life of
crime when Nat Milligan offered to
train Harper as a prizefighter. How-
ever, Harper became so appalled by
Suicide Slum's worsening state that
he left Milligan's tutelage to become
a policeman.
In 1942, rookie patrolman Harper
was assigned Suicide Slum as his
beat. He soon endured a brutal attack
Chapter3-All-Starsauadron
31
ThBIBSIBr lOhRRJI
detective, he appeared less fre-
quently as the Jester. Finally, af-
ter the Jester tracked down
wanted criminal Jake "Bobo"
Benetti to Opal City, Detec-
IJuick
tive Lane permanently retired
his costumed identity in 1954.
Snn1 G\ & 1 ,u1c ' · Lane pre-
ferred to wade into his oppo- _
nents swinging, relying on his
remarkable agility and the con- ~~~~=:=~.
fusion sown by his arsenal: y f'
gags to see him through. His formi-
dable detective s kill s
served him well when
searching for information
on his criminal foes.
=======
J ester
Reflexes 30: Acrobatics 80 ,
brawling 70, climbing 60, -====:~§~
dodge 80, driving 60, me-
lee weapons 60, sneak /
60
Coordination 30: Catch 60,
Rur NA~n: Chuck Lane lockpicking 60, marksmanship 60,
sleight of hand 60, thievery 60,
Ocu PATIO\: Police officer
thrown weapons 60 Rr \L NA\11': Johnny Chambers
B.\St: or. OPr·tt.11:110:\s: New York City
Hr.rmrr: 5'11" Physique 30: Leap 40, lifting 40, run- Ont'PA1 10': Newsreel photographer
WFJ<•HT: 179 pounds ning SD 8Asr oi O••Utmo:-;s: New York City
Evi:s: Blue Knowledge 20 : Criminology 60, re- Hr.mm: 5' 11" WEIGHT. 170 pounds
HAtR: Black search 60, scholar 50 (jokes & gags En.c;: Blue I IAJR: Blond
RAcr: Human +20), security 60 \CT: Human Tmr LF.\n: Modern (1)
TEcu LE\l·:r: Modern (1) Per ception 30: Hide 60, search 60, Professor Gill, the guardian of
shadowing 60, streetwise 60 (New Johnny Chambers, discovered o n a
Inspired by the newly prominent
York City +20), surveillance 60 piece of papyrus a secret formula de-
costumed mystery men, as well as a
medieval ancestor's vocation, rookie Presence 20: Bluff7D, charm 60, com- veloped by an ancient king named
police officer Chuck Lane first mand 40, interrogation 60, persua- Amen. The parchment claimed that
sion 60, willpower 70 speaking aloud "3X2(9YZ)4A" would
donned the Jester's colorful garb in
1941. His reputation for using slap- Advantages/Disadvantages: Acute Bal- give a person the power to move at
stick gags and practical jokes to hu- ance-20, Ally (Freedom Fighters)-180, extraordinary speeds. Knowing he
miliate criminals soon began to pre- Ally (All-Star Squadron) - 240 , Charis- didn't have long to live, Gill told Cham-
matic - 30, Contact (New York City Po- bers of the formula, asking that he use
cede him. Evildoers grew wary of the
lice) -10, Intimidating Grin-20, Status it in the fight for right. Chambers hon-
sound of his belled costume and ma- (police powers) -30; Psychological Dis-
niacal laughter. ored the professor's request by becom-
order (practical jokes) +20, Employed
The Jester was one of the many ing the costumed mystery man Johnny
+40, Enemy ("Bobo" Benetti) +20, En-
costumed adventurers who joined emy (Axis agents) +60, Secret Identity Quick. He soon founded the All-Star
the All-Star Squadron in 1942, but ul- +30 . Squadron. Chambers split his time be-
timately his closest affiliation was tween fi ghting the homefront war
SPEED! 30 POV:4
with the group known as the Freedom against saboteurs and filming the news
UNARMED BOV: 40 P/L BONUS! +2
Fighters. Lane continued to pursue HERO P OINTS: 10 VILLAIN POINTS: 0
for Sees All/Tells All News with his as-
criminals, but after his promotion to CHARACTER POINTS: 80 BODY POINTS: 35 sistant and friend, Tubby Watts, who
knew of Johnny's secret.
ChaoMr3-AH-StarSquadron
38
While a member of the All-Star
Squadron, Johnny met and fell in
love with Liberty Belle, and the two
were married in 1942 in their civil-
Judomaster &
ian identities.
Once the war ended, Chambers
and Libby Lawrence (Liberty Belle)
retired their costumed identities.
Their daughter, Jesse, was born some
Tiger
years later. The couple drifted apart
after Chambers became a self-help
guru, and they eventually divorced.
Johnny continued to be semi-active
until his death at the hands of Savitar.
STRJ\TEGY & TAc·ncs: Johnny Quick was
the ultimate trickster. Relying more
on luck and misdirection than actual
skill, Johnny's usual tactic was to
keep moving and wear down his op-
ponents before knocking them sense-
less with a hyper-fast blur of punches.
Johnny Quick
Reflexes 20:Acrobatics 3D, brawling SD,
dodge SD, piloting (self) 3D
Coordination 20: Sleight of hand 3D
Physique 20: Flying 40, running 70
Knowledge 20: Research 3D
Perception 20: Artist (filmmaking) SD,
know-how (journalism) 6D, repair
SD, search 7D, streetwise SD
Presence 20: Bluff 7D, charm 70, per-
suasion 70, willpower 6D
ADvANTAGES/OtsAOVANTAGFS: Ally (All-Star
Squadron) -240, Attractive Appear-
ance -20, Contact (fubby Watts)-3D,
Contact (JSA)-SD, Fast Reactions -4D, Judomaster land and befriended the locals,
Observant -2D, Status (press pass)
-10, Youthful Appearance -2D; Em- REAL NAm:: Rip Jagger whose leader honored the American
ployed +40, Enemy (Axis agents) +6D, OcccrATJO'.'i: Sergeant, United by teaching him the secrets of the
Secret Identity +30. States Army martial arts. Jagger immersed himself
BASE OF 0PERATto;-.;s: Pacific Theater
in his studies. After mastering his
SPEED: 30
POV: 3 (11 while running with Speed of Operations martial training, Jagger was awarded
Manipulation) HEIGHT: 5'11" Wmcm: 190 pounds a colorful outfit and made the island-
UNARMED BOV: 30 p /L BoNUS: +I Evrs: Blue HA1R: Blond
ers' symbolic leader. Thus, Rip Jagger
HERO POINTS: 18 VIu.AIN POINTS: 0 RA<:E: Human
became the Judomaster. He eventu-
CHARACTER POINTS: 146 Boov Po1NTS: 29 Ti::CH LEVEL: Modern (1) ally freed the island and returned to
PowERS: Speed Manipulation 8D (Limi- a nearby army base where he was re-
While serving the Pacific theater assigned to a new company. Inform-
tation: Limited Ability [the Speed Ma-
of operations during World War II, ing his new commanding officer, Gen-
nipulation die code drops by an amount
Sergeant Rip Jagger learned that a eral Hawkins, of his Judomaster per-
equal to the die code in Gravity Manipu-
lation when he is in flight] -2D), Grav- small island of Japanese natives was sona, Jagger was made into a one-
ity Manipulation (flight) 40 (Limitation: being overrun by a Japanese com- man task force. He was sent on clan-
Linked to Speed Manipulation). All pow- mando force led by one Major Yoku. destine missions throughout the Pa-
ers have the Limitation: Duration The natives had fled their homes in cific, where he worked from time to
Change: Activated (he must speak the opposition to Nippon's war policies. time with the heroes of the All-Star
formula "3X2(9YZ)4A") -20. Jagger went to the South Pacific is- Squadron.
R ECENTLY: After World War II ended, outside the States with him, and the
6D each, search SD, shadowing SD,
Jagger tried to bring his young ward, two set off to find the legendary city
surveillance SD, survival 6D, track-
Tiger, back with him to the United ing 4D of Nanda Parbat. But the years proved
States. However, current anti-Japa- difficult for Tiger, and he ran away
Presence 2D: Command 6D, intimida-
nese sentiments back home pre- from Jagger, hoping to find a home
tion SD, persuasion 6D, willpower
vented him from doing so. Jagger then lOD that he could call his own. All Tiger
chose to renounce his U.S. citizenship found, however, was the suffering the
ADVANTAGES/DISADVANTAGES: Ally (All.Star
and take Tiger with him on a search war had left behind. His bitterness
Squadron) -24D, Contact (General
for Nanda Parbat, a mythical holy eventually led him to India where he
Hawkins)-3D, Courage-2D, Fast Reac-
land where time stood still. But, by tions -4D, Follower (figer) -8D, Hardi- discovered the forbidden temple of
the time they reached India eight ness -4D, Leadership Ability -20, Ob- Parashrama. There, he found the Ar-
years later, Tiger had tired of the scure Knowledge-20, Sixth Sense -20, maments of the Lost God and the
quest and ran off. Jagger spent years Status (U.S. Army sergeant)-30; Depen- Elixir of Soma, which transformed
searching for the boy, but he ulti- dent (islanders) +10 each, Enemy (fhe him into the maniacal super villain
mately gave up and continued his Acrobat, Mountain Storm, the Smiling known as the Avatar. Judomaster and
quest for Nanda Parbat. He did even- Skull) +2D each, Enemy (Axis agents) the other heroes of the L.A.W. team
tually find Nanda Parbat. Soon, he +60, Secret Identity +30. soon defeated h im, and he has not
became the favored citizen of its pa- SPEED: 30 PDV: 6 been heard from since.
tron deity, Rama Kushna. However, UNARMED BDV: SD/lD P/L BoNUS: +2
STRATEGY & TAc.11cs: In his youth, Ti-
Rama was forced to banish Jagger HERO POINTS! 14 0
VILLAIN POINTS!
CHARACTER POINTS: 110 BODY POINTS: 42
ger was a natural martial artist, who
from Nanda Parbat some decades used his small size and slight build to
later to save the outside world from its maximum advantage, allowing his
Tiger, who had become the villain
known as the Avatar. After helping to
Tiger opponents to underestimate him be-
fore delivering the deciding blow.
defeat the Avatar, Judomaster once REAL NAME: Unknown
again left to wander the world. OccuPATION: Student, adventurer Tiger
STRATEGY & TACUCS: During the dark BASE OF OPrnAno:-is: Pacific Theater of Reflexes 3D:Acrobatics 70, brawling 40,
Operations dodge 80, martial arts 100 (arm pin,
days of World War II, Judomaster was
HEIGHT: 5'0" WEIGHT: 111 pounds disarm, flip, flying kick, leg sweep,
easily the finest living master of the throw+ ID each), melee weapons 60,
martial arts. He was such an adept EYES: Brown HAIR: Black
sneak SD
fighter that his movements and reac- RAci::: Human
TECH LEvt::L: Modern (1) Coordination 3D: Catch 60, thrown
tions were near-perfectly flawless and
weapons 60
instinctual. As learned student of The orphaned youth who was to
both the martial arts and Eastern phi- become Tiger was living in a Japanese Physique 2D: Leap SD
losophy, Judomaster was extremely relocation camp in Wyoming when he Knowledge 2D: Languages 40
methodical and patient, always look- first met Judomaster. Tiger had been Perception 2D: Hide SD, knourhow (gue-
ing for the ultimate moment to strike. conned by a Japanese agent known rilla tactics) SO
Judomaster as "The Cat" to smuggle U.S. military Presence ID: Bluff SO, intimidation 40,
secrets from the camp to Japan. How- persuasion SD, willpower 60
Reflexes 3D: Acrobatics lOD, brawling ever, Judomaster's bravery and skill
lOD, dodge 110, driving 4D, escape ADVANTAGES/DISADVANTAGES: Ally (All-Star
impressed Tiger so much that he
artist 6D, martial arts 14D (arm pin, Squadron) -24D, Contact (General
blindfighting, disarm, flip, slam, turned on the Cat and helped Hawkins)-2D, Fast Reactions -40, Pa-
throw +2D each), melee weapons Judomaster defeat him. Tiger stowed tron (Judomaster)-40; Age: Young (12-
lOD, sneak 6D away on Jagger's plane back to the 17) +lD, Enemy (fhe Acrobat, Moun-
Pacific and was adopted by Jagger's tain Storm, the Smiling Skull) +20 each,
Coordination 3D: Catch 8D, marksman-
ship 6D, thrown weapons lOD army unit. In spite of his age, Tiger Enemy (Axis agents) +60, Impulsive-
proved to be skilled in martial arts, ness +ID, Secret Identity +30.
Physique 3D: Leap 7D, lifting 4D, run- so he was presented with the costume
ning SD, swimming SD SPEED: 30 PDV: 4
he would wear as Judomaster's side- UNARMED BDV: 30/lD P/L BONUS: +l
Knowledge 2D: Demolitions 4D, lan- kick, Tiger. HERO POINTS: 4 VIUAJN POINTS: 0
guages 3D (Japanese, Chinese, Ko- CHARACTER POINTS: 34 BODY POINTS: 30
rean +2D each), navigation 3D RECENn:v:When the war ended, Tiger
was denied immigration back into the NOTE: These characteristics are for Ti-
Perception 2D: Hide 6D, know-how ger when he was Judomaster's sidekick.
United States. Not wanting to aban-
(military procedures, guerilla tactics)
don Tiger, Jagger opted to remain
Manhunter 1
In his costumed identity as
Manhunter
Manhunter, Richards apprehended
the real killer. He continued Reflexes 3D:Acrobatics SD, athletics SD,
stalking criminals with boating 4D, brawling 7D, climbing 40,
Thor's aid (and later, that of dodge 7D, driving 60, melee weap-
the All-Star Squadron and ons SO, sneak 7D
the Freedom Fighters). Richards Coordination 30: Catch SD, lockpicking
retired his alter-ego in 1950. SD, marksmanship 4D (handguns
+2D), thievery 4D, thrown weapons
REc.:E:\TLv:After leaving the police SD
force, Richards published two crime
Physique 3D: Leap 4D, lifting 4D, run-
novels. Five years ago, the
ning SD
Manhunters (Thor included) be-
trayed him. The Manhunters Knowledge 2D: Criminology SD, re-
turned out to be robotic cre- search 4D, scholar4D (known felons
+3D), security SD
ations of the Guardians of
the Universe who had Perception 3D: Artist (novelist) SD
turned against their mas- (post-WWII), hide 8D, search 8D,
ters. They had secretly in- shadowing 7D, streetwise 7D, surveil-
lance 7D
filtrated the lives of many
of the heroes of Earth by Presence 2D: Animal handling (Thor)
duplicating friends or 9D, bluff4D, charm 4D, command SD,
family members. Thor intimidation 8D, interrogation 8D,
persuasion 7D, willpower 8D
- was in fact a robot sent
to spy on the hero. AI>vANTAGES/D1SADVANTAGES: Ally (Free-
Though Richards survived the dom Fighters) -18D, Ally (All-Star
Manhunters plot to stop the evolution Squadron) -23D, Contact (Washington
D.C. Police Department) -2D, Courage
of humanity, his subsequent activities
-2D, Fast Reactions -4D, Follower
are unrecorded. (fhor) -7D, Hardiness -4D, Observant
Real Name: Donald "Dan" Richards S1"RATF.GY & TACT1cs: Richardsrelied on -20, Status (police powers) -30 (as
Occupation: Police officer his detective skills and criminal files Donald Richards); Dependent (girl-
Base of Operations: Washington, D.C. to track his prey. Once he found them, friend) +10, Enemy (street thugs) +4D,
Height: 6' l" Manhunter's fists and Thor's fangs Enemy (Axis agents) +6D, Secret Iden-
Weight: 202 pounds tity +3D.
combined to end most fights favor-
Eyes: Blue ably. SPEED: 30 PDV: 4
Hair: Red UNARMED BDV: 4D P/L BoNUS: +2
RAcE: Human HERO POINTS: 10 VIUAJN POINTS: 0
Tt:cH LEVEL: Modern (I) CHARACTER POINTS: 78 BODY POINTS: 3S
ChaotBr3-AH-Starsauadton
44
1Juicksi/11er cepting a magical gift from the tribe's
Quicksilver
shaman, he was instilled with a con-
nection to the mystical "Speed Force" Reflexes 3D:Acrobatics 6D, brawling SD,
and became Ahwehota (Windrunner). dodge6D
With this power, he prevented an even Coordination 3D: Catch 6D, thrown
greater massacre from happening. weapons4D
Soon after, Windrunner felt he was Physique 3D: Lifting 4D, running 8D
being "called" by a higher power and
Knowledge 3D: Languages 4D, scholar
used his lightning speed to answer 7D (Native American history & cul-
the summons. However, a split sec- ture +2D)
ond of fear held him back from be-
Perception 2D: Know-how (Speed Ma-
coming one with the source of his
nipulation) 8D, search SO
power, and he was catapulted forward
in time. Since then, he has tried sev- Presence ID: Command 4D, intimida-
tion 4D, persuasion 40, willpower 7D
eral other times to merge with the
Speed Force, only to drift from era to ADVANTAGES/DISADVANTAGES: Acute Sense
era. Now in the 1940s, he fights the of Direction -20, Ally (All-Star Squad-
good fight as the hero Quicksilver. ron)-24D, Fast Reactions -4D, Obscure
Knowledge -2D, Observant -20, Pre-
REci,;.vrLY: Quicksilver simply vanished paredness -4D; Dark Secret (displaced
at the end of World War II. Jay Garrick, in time) +lD, Enemy (Axis agents) +6D,
the Golden Age Flash, brought him Enemy (rogues gallery) +4D, Hides
out of his voluntary exile to stop Pro- Emotions +ID, Obsessive Tendencies
fessor Zoom who had been masquer- +2D, Owes Favor (to the Golden Age
ading as the late Barry Allen-calling Flash) +SD (1949 to two years ago), Se-
in the favor Quicksilver, who now cret Identity +3D.
called himself Max Mercury, owed SPEED: 30
from their encounter with the Scream- PDV: 3 (IS with Speed Manipulation)
ing Skull in 1949. He has since decided UNARMED BDV: 30
P/L BONUS: +2
REAL NA~tE: Max to remain active in order to teach the
HERO POINTS: 20
ALIASES: Ahwehota, Windrunner, Light- current generation of speedsters
VILLAIN POINTS: 0
ning, Blue Streak, Whip Whirlwind, about their gifts and the inherent per-
CHARACTER POINTS: IS4
Thunderpace ils that come along with them. Boov POINTS: 34
OccuPA1'10;1;: Crime fighter STRATEGY & TAc11cs: Though hardened PowERS: Sustenance 7D (Limitations:
BAsr or OPERA110:-;s: Mobile (based out and bitter after countless years of Linked to Speed Manipulation, Self-Only
of a hideout in Oakwood Park during being denied entry into the -20), Healing 40 (Limitations: Linked
World War II) speedster's equivalent of Heaven, to Speed Manipulation, Self-Only -2D),
Hmmr: 6'2" Quicksilver experienced a renewal of Speed Manipulation 120.
WEIGHT: 177 pounds sorts during World War II. Nicknamed
EYFs: Blue the "Laughing Robin Hood," he com-
HAJR: Unknown bined his swiftness with his amazing
RAa::: Human acrobatic ability to dazzle and disable
TECH LEvF.r.: Modern (1) his opponents. He p redominantly
A man of mystery even to the worked as a loner, but sometimes
other mystery men of World War II, teamed up with fellow speedsters the
Quicksilver was once a U.S. Calvary Flash and Johnny Quick and, on rare
fort messenger in the late 1830s. He occasions, the heroes of the All-Star
had befriended a local Indian tribe but Squadron.
was unable to prevent their massacre
at the hands of his regiment. By ac-
ThBRBdBBB
Subsequently, Raleigh became the
Typical Bee
Red Bee whenever the situation de-
manded it. After World War II began, Reflexes ID, brawling 20, piloting (self)
he became a member of the All-Star 40, Coordination 10, Physique 10, flying
Squadron and the Freedom Fighters. 30, Knowledge ID, Perception ID, sur-
veillance 2D, search 2D (food/nectar
Sadly, Raleigh died under
sources +20), Presence ID. Speed: 90
unrevealed circumstances some- (flying). POV: 1. Scale Modifier: 7. Phy-
time in 1942. sique bonus: 0. Character Points: 1.
S TRATEGY & T ACTlCS: Raleigh re- Body Points: S. Natural abilities: Can-
lied foremost on his hand-to- not see red; sting (Victim rolls resis-
hand fighting skills . He tended tance vs. the number of stings he has
to save his weapons for more received thus far. If successful, victim
dire situations. is at -1 to all action until sting is
soothed. If unsuccessful, victim takes
Red Bee damage equal to the difference be-
Reflexes 30: Acrobatics 6D, brawling 6D, tween the sting total and the resistance
climbing 6D, dodge 6D, sneak SD roll. This resistance check must be
made every turn until stings are
Coordination 30: Catch SO, marksman- treated. Rolling a critical failure indi-
ship SD cates that the character is allergic to
Physique 30: Leap SO, lifting 4D, resis- the sting and not only takes damage but
tance 4D (bee venom +20), running also gets a difficulty modifier to all ac-
40 tions equal to one-quarter of the dam-
Knowledge 30: Criminology SD, re- age taken. Once the victim fails a resis-
tance roll, he may not do anything else
search 6D, scholar SO (criminal law,
bee keeping +20 each), security SD
except try to get rid of the bees.). Note:
Honeybees die after one sting; all other
Perception 20: Hide SD, search 6D, bees can sting multiple times. These
shadowing 6D, streetwise 4D (Supe- characteristics are not for africanized
rior City +20), surveillance SD bees, which did not exist in the 1940s.
Presence 20: Animal handling (insects)
100, interrogation 70, intimidation
Rut NA~tE: Richard Raleigh SO, willpower 6D
OccurAnos: Assistant district attorney AovANTAGFS/0 ISADVANTAGFS: Ally (All-Star
BASE or OPERATIONS: Superior City Squadron) -23D, Ally (Freedom Fight-
liEJGHT: 5'9-1/2" ers) -180, Animal Friendship (bees) -
Wm;m : 147 pounds 20, Contact (Superior City Police De-
EYF.s: Blue partment) -20, Courage -2D, Obser-
HAIR: Reddish blond vant -2D, Status (assistant district at-
RAcr: Human torney) -SO, Wealth -4D; Enemy (Boss
TECH LEvu: Modern (1) Storm) +20, Enemy (Axis agents) +60,
Secret Identity +3D.
Assistant District Attorney Rick
SPEED: 30
Raleigh first appeared as the Red Bee
POV:3
in 1940. Raleigh and District Attorney UNARMED BOV: 40
Tom Darrow suspected one "Boss" P/L BONUS: +2
Storm of heading a corrupt political HERO POINTS: 12
machine, but hard evidence eluded VILLAIN POINTS: 0
them. This prompted Raleigh to go CHARACTER POINTS: 98
outside the boundaries of the law. As Boov Po1NTS: 34
the Red Bee, he acquired the informa- EQUIPMENT: Stinger Gun (BDV 8D), Bee
tion necessary to convict Storm. Belt with trained bee swarm.
The Tarantula
Tarantula
Reflexes 30: Acrobatics 9D, brawling 7D,
climbing 9D, dodge 8D, sneak 8D
Coordination 30: Marksmanship 6D
(web gun +2D)
Physique 30: Leap 6D, lifting 4D
Knowledge 20: Criminology 3D, re-
search 7D, scholar 6D (mystery men
+10), science SD, security 3D
Perception 30: Artist (writer) 7D, engi-
neering SD, hide 8D, invent SD,
search 6D, shadowing 8D, streetwise
4D, surveillance 7D
Presence 20: Bluff SD, intimidation 70,
persuasion SD, willpower 6D
ADVANTAGES/DISADVANTAGES! Ally (All-Star
Squadron) -24D, Courage -2D, Obser-
vant -2D, Speed Draw (web gun) -10,
Wealth -2D; Dependent (Olga his
housekeeper) +10, Enemy (Axis agents)
+6D, Secret Identity +3D.
SPEED! 30
PDV:4
UNARMED BDV: 40
P/L BoNus: +2
HERO POINTS: 11
lb ~L NA : Jonathan Law 0
VILLAIN P OINTS:
Chaoter3 - AH-Starsauadmn
50
~~~~~~~~~~~~~~~~~~~~~~~ JSASOURCEBOOK
TllB Wllill
Revered by the locals, Gaynor
Whip
battled corruption and injustice
throughout the American South- Reflexes 30:Acrobatics SD, brawling6D,
west for several years after- dodge 6D, melee weapons 5D (whips
wards with his stallion Diablo +8D), riding 7D
and Seguro Sentinel reporter Coordination 30: Thrown weapons 5D
Marissa Dillon as his allies. With (whips +8D)
the outbreak of World War II, Gaynor Physique 30: Leap 4D, lifting 4D, run-
moved to New York and continued ning 4D
his crime-fighting and anti-subver- Knowledge 20: Languages 3D (Spanish
sive activities. He later became part +9D), research 4D
of the All-Star Squadron. Gaynor's ac- Perception 30: Search 5D, shadowing
tivities since 1944 are unrecorded. 5D, streetwise 5D, surveillance 4D,
STRA"n:c\· & TAcncs: Gaynor survival (desert) 6D
could outride and outfight Presence 20: Animal handling 4D
most criminals. His mastery and (horses +4D), bluff SD, charm 6D, in-
versatility with a bullwhip terrogation 4D, intimidation 6D, per-
were unmatched. He truly suasion 5D, willpower 6D
lived up the legend of El Castigo. AovANTAGFS/OISADVANTAGFS: Ally (All-Star
Squadron) -24D, Animal Friendship
-2D, Contact (high society) -3D, Fast
Reactions -4D, Follower (Diablo) -70,
Speed Draw (whips) -lD, Wealth -6D;
Dependent (Marissa Dillon) + lD, En-
emy (rogues gallery) +4D, Enemy (Axis
agents) +6D, Secret Identity +3D.
SPEED: 30 POV: 3
UNARMED BOV: 4D P/L BoNUS: +2
HERO POINTS: 9 VILLAIN POINTS: 0
CHARACTER POINTS: 74 BODY POINTS: 30
R.t::AL NA~tF:: Rodrigo Gaynor EQUIPMENT: Bullwhip (BDV 3D).
Millionaire socialite
O cct:PAT10:-;:
BASF. OF 0PF.RAT10:-;s: Seguro, New Diablo
Mexico; later New York City Reflexes 3D, brawling 5D, Coordination
HEJGm: 5'10" 20, Physique 4D, leap 7D, running 7D,
WF.1G1rr. 174 pounds Knowledge 2D, Perception 3D, intimida-
EYEs: Blue tion 4D, willpower4D. Speed: 110. POV:
HAIR: Black 2. Physique bonus: +2. Body Points: 24.
RACE:: Human
Natural abilities: hoof (BDV lD), teeth
(BDV lD).
TFCH Lr.vF1: Modern (1)
In 1939, millionaire socialite Rod
Gaynor stopped over in Seguro, New
Mexico, and was moved by the plight
of the oppressed townsfolk there. He
also learned about a masked cham-
pion called El Castigo (Spanish for
"The Whip"). After discovering the
legendary crusader's raiments,
Gaynor assumed the mantle of the
Whip.
Chao~ra-AH-Smrsauadton
51
Zatara Taking the stage name John
Zatara
Zatara, he and his manservant
Tong solved their first case in Reflexes 2D: Brawling 30, dodge 40,
1938. For more than a decade af- sneak 40
terwards, they battled gangsters, Coordination 3D: Catch 40, sleight of
evil sorcerers, and mad scientists hand70
of all types. Zatara also joined the Physique 2D
All-Star Squadron. He assisted that Knowledge 3D: Arcane lore 70, crimi-
team whenever his mystical abili- nology 40, languages 40, research
ties were needed. 40, scholar40 (stage magic +20)
Sometime after 1951, Zatara
Perception 4D:Artist (stage magic) 70,
met and married another mage, know-how (Wizardry) 70, search 50,
Sindella, who bore him a daughter, streetwise 50
Zatanna. Sadly, they were togther
only a short time before Sindella Presence 3D: Bluff 4D, cha:-m 50, per-
suasion 6D, willpower 7D
was apparently slain. Later, a mys-
tic curse prevented contact be- ADVANTAGES/DISADVANTAGES: Acting Ability
tween Zatara and the then-adult - 3D, Acute Manual Oexterity-20, Ally
Zatanna. Short ly thereafter, (All-Star Squadron) -230, Contact
(magical community) -40, Follower
Zatara retired from both the stage (Tong) - 7D, Magically Adept -50, Re-
and active adventuring. nown -40, Moral Code (Magician's
RtctNnv: Decades later, Zatara Code) +6D.
regained at least a measure of 30
SPEED:
his former happiness when the PDV:2
curse was lifted and he once UNARMED BDV: 20
again saw his daughter. Eventu- p / L 8oNUS! + 1
ally, Zatara and Zatanna also re- HERO POINTS: 12
united briefly with Sindella before VILLAIN POINTS: 0
CHAPT ER 4
Young
All-Star s
53
avna-Mite into their powers and gained increased Dyna-Mite
strength and the ability to project ex-
plosive blasts from their hands. Reflex es 20: Brawling 4D, dodge 6D,
Calling themselves TNT and Dyna- sneak 4D
Mite, Thomas and Dunbar sought to Coordination 20: Marksmanship (En-
aid the American war effort by round- ergy Projection) SD
ing up criminals and subversives on Physique 20 (SD)
the home front. This led them to join Knowledge 20 : Scholar 4D, science 4D
the All-Star Squadron, but while on a (chemistry +ID)
mission in April 1942, Thomas was
Percep tion 2D: Hide 4D, know-how (En-
killed by Nazi saboteurs. Dunbar sur-
ergy Projection) SD
vived their attack.
After learning to activate his pow- Presen ce 20 : Intimidation 4D, willpower
ers alone, he continued the good fight SD
as part of the Young All-Stars until the ADVANTAGES/DISADVANTAGES:Ally (All-Star
end of World War II. Once the war was Squadron)-24D, Ally (Young All-Stars)
over, Dan found little respect as a -20D, Courage-20, Patron (T.N.T. [un-
young costumed hero. He quit the til his death]) -SD, Wealth (wealthy
parents) - 2D; Age (12-17) +10, Em-
business and tried to live a more nor-
ployed +4D, Enemy (Axis Amerika) +SD,
mal life. Enemy (Axis Agents) +6D, Secret Iden-
R Ec E:-1 T1.v: Dunbar re-emerged as tity +3D
leader and spokesman for Old Justice. SPEED: 30
This group of 1940s-era costumed PDV:3
sidekicks now work to prevent youths U NARMED BDV: 3D
from becoming young heroes as a re- P/L BoNus: +1 ( +2)
sult of what difficult experiences they H ERO POINTS: 9
had while growing up. V ILLAIN P OINTS: 0
CHARACTER POINTS: 74
STRAnmv & T Acr1cs: Dunbar followed B ODY P OINTS: 24
TNT's lead in fights during their part-
P OWERS: Superattributes: Physique 3D
nership. Even so, he always used his
REAL NAME: Daniel Dunbar (bonus: increased Pit bonus vs. inani-
powers quickly and directly with little mate objects), Energy Projection (ex-
AuAs: Dan the Dyna-Mite subtlety to subdue miscreants. plosive punch, explosive blast) 7D. All
OccuPATlo:..: High school student
powers have the Limitations: Condi-
BASE OF OPERATIONS: Denver, Colorado; tional (must touch matching Dyna-Ring
New York City to activate chemical process that pro-
HEIGIIT: 5'5" vides powers) -2D, Duration Change:
W1::1GHr: 127 pounds Activated -2D, and Rechargeable (the
En:s: Blue more the powers are used the quicker
HAIR: Brown they are depleted) -SD.
Rt\ct: Human EQUIPMENT: Dyna-Ring.
TECH LE\-a: Modern (1)
~t ' ~.
len by the villain. The two split soon nus vs. inanimate objects, can lift ob-
after, and Arn retired. jects without them collapsing), Jump
1 a';~
RECE:'iTIY: Iron Munro resurfaced 7D, Immunity 80, Invulnerability 9D.
briefly when clues to his missing son
\\ ~ 1, ~"j ~ ~
came to light. For a time, he even ·. 1:
thought that the young hero Damage
was his lost child. The mystery of his ~~ '. . ·~ l;i
son's disappearance still unsolved, ~ <--'\ ·\~ '(?;
Arn has decided to live out the rest OccUPATION: Author
of his life in semi-seclusion aboard a BASE OF OrERAT10:...s: New York City
houseboat in Florida with his old Hr-.1G11T: 6'0" WmGtrr: 187 pounds
friend Roy Lincoln (the Human EYES: Blue H AtR: Black
Bomb). R4-cE: Human TECH LEVEL: Modern (1)
STRA"IEGY & TA<.T 1cs: Iron Munro was Neptune Perkins was born essen-
very much the reluctant hero. How- tially a "human dolphin" with a need
ever, once he is convinced to take to constantly immerse himself in sea
action, he did so whole-heartedly. He water. He quickly adapted to an am-
relied heavily on his Extranormal phibious lifestyle, though he could
abilities. This often made him over- only spend brief periods on dry land.
confident, thinking that they could get Once Perkins reached his late teens,
him through any scrape he got into. Nazi agents killed his parents and he
retreated into the sea, becoming a
marine explorer. While working on a
book about marine life, he had the
first of several encounters with the
All-Star Squadron. Eventually, he
joined the team's junior contingent,
the Young AU-Stars.
CHA PTE R 5
Free dom
Figh ters
59
The Black candor 1
raged, Richard avenged his loved
Black Condor
ones' murders by bringing the
tribesman to justice. Then he left Reflexes 4D:Acrobatics 60, athletics 50,
to find his parents' homeland. brawling 50, dodge 70, piloting (self)
Arriving in America in 1941, 70
Grey continued battling injus- Coordination 3D: Marksmanship 4D
tices as the mystery man Black (Black-Ray Pistol +30)
Condor. Physique 3D: Flying 6D, lifting 40
As a dying request, crusad- Knowledge 20: Navigation 60, scholar
ing Senator Wright asked the 50 (politics +10)
Condor, his exact look-alike, to
Perception 30: Tracking60, survival 60
assume his identity and struggle
against corruption. Abetted by Presence 30: Animal handling (con-
Wright's friend Dr. Henry Foster, dors) 90, persuasion 60, willpower
Grey inherited the senator's office 60
and later fell in love with the former ADVANTAGES/DISADVANTAGES: Acute Sense
senator's girlfriend, Wendy Roberts. of Direction -20, Acute Senses (sight)
Soon after, the Condor answered the -20, Ally (Freedom Fighters)-200, Ally
call to join the All-Star Squadron. He (All-Star Squadron) -230, Animal
Friendship (condors) -20, Contact
later left in favor of its splinter group, (U.S. government)-50, Status (senator)
the Freedom Fighters. -100, Wealth -40; Dependent (Wendy
Sometime after 1943, Richard Grey Roberts) +10, Enemy (Axis agents) +60,
left America to join the Society of the Secret Identity (fhomas Wright) +30.
Wing, an organization dedicated to SPEED: 30
bioengineering a race of flying hu- PDV:4
mans. UNARMED BDV: 30
STRATEGY & TAcr1cs: A superb aerialist P/L BONUS: +2
and flyer, Grey used these abilities HERO POINTS: 14
VILLAIN POINTS: 0
and his Black-Ray Pistol to surprise
and harry opponents. CHARACTER POINTS: 110
Rt::At NAME: Richard Grey, Jr. Boov Po1NTS: 35
ALIAS: Thomas Wright POWERS: Flight 80.
Occu PATION: U.S. Senator
EQUIPMENT: Black-Ray Pistol (Body
BASE OF 0PERATIO!'IS: Washington, D.C.
Points 42; BDV 80).
HEIGHT: 6'2"
WEIGHT: 196 pounds
EYES: Blue
H.\IR: Black
RACE: Human
TECH LEVEL: Modern (1)
Richard Grey, Jr.'s parents led an
archaeological expedition to
Mongolia, but an attack by maraud-
ing Yakki tribesmen left only their in-
fant son alive. A mother condor nur-
tured Richard, and it was this wild up-
bringing-or perhaps radiation from
a meteor-that unleashed Grey's gift
of flight.
Father Pierre, a hermit, befriended
and educated Richard before falling
victim to those same marauders. En-
Doi/Man
In 1942, Doll Man answered Doll Man
Roosevelt's plea for mystery men to
join the All-Star Squadron. After sev- Reflexes 30: Acrobatics 6D, brawling 60,
eral months with the group, he relo- climbing 40, dodge 6D, piloting 40
(Dollplane +20 ), riding 4D (birds
cated to Washington, D.C. with sev-
+2D), sneak 60
eral others to join Uncle Sam's splin-
ter group, the Freedom Fighters. Dane Coordination 30: Catch 50
continued battling crime throughout Physique 30: Leap 6D, lifting 4D, run-
World War II and after, encountering ning 40, swimming 4D
foes like the Undertaker and Tom Knowledge 3D: Research 60, scholar
Thumb. In 1951, Martha Roberts im- 60, science 60 (chemistry +20)
bibed the shrinking formula to be- Perception 20: Engineering ( chemicaO
come his partner, Doll Girl. 7D, hide 6D, invent 40 (chemically-
R ECE.\"fLY: Despite re-appearing during based items +40), know-how (Size
the Appellaxian invasion of Ear th, Manipulation) 60, surveillance 4D
Dane fell again into obscurity. His Presence 2D: Animal handling (birds)
activities since 1953 remain unre- 40, intimidation 50, willpower 6D
corded. ADVANTAGES/DISADVANTAGES: Ally (Free-
S TRATEGY & TACTICS: Dane's diminutive dom Fighters) - 20D, Ally (All-Star
form allowed him to strike stealthily Squadron) -23D, Follower (Doll Girl)
-80 (after 1951), Patron (Dr. Roberts)
at his opponents' vulnerabilities. On
-4D, Wealth -40; Dependent (fiancee)
the defensive, he was an elusive tar- +ID (until 1951), Enemy (rogues gal-
get and easily found cover and escape lery) +40, Enemy (Axis agents) +6D,
routes. Secret Identity +30.
SPEED: 30 (Doll Man: 3)
PDV:3
UNARMED BDV: 40
P/LBONUS: +2
HERO POINTS: 12
REAL NMtE: Darrel Dane VILLAIN POINTS: 0
Chemist
O cc11p,\:l'JON: CHARACTER P OINTS: 95
B ASE OF OPERATIONS: Washington, D.C. BODY POINTS: 33
H EIGHT: 6' (Doll Man: 6") PoWERS: Size Manipulation (shrink self
W EIGHT: 175 pounds (Doll Man: 7-1/2 to doll-size) 40 (Enhancement: Mastery
pounds) +60), Superattributes: Physique 20 (bo-
EYE.S: Blue nus: increasedP/l bonus vs. inanimate
HAm: Black objects) (Limitation: Linked to Size
R.AcE: Human
Manipulation [allows him to retain his
normal Physique at doll-size]).
TECH LEVEL: Modern (1)
EQUIPMENT: After 1951: Dollplane: size: 1-
Chemist Darrell Dane self-tested a foot long; crew: 1; passengers: 1 (both
formula designed to shrink living be- doll-sized); maneuverability 40; speed:
ings in 1939. To his surprise, he found 70 mph; AV 22; scale modifier 3; BDV
it allowed him to reduce his size at 10; Body Points 10.
will and still maintain his full physi-
cal strength. Soon after, Dane's abili-
ties helped save his fiancee, Martha
Roberts, from a man called Falco, who
blackmailed her with evidence of a
past indiscretion. Because of this suc-
cess, Dane became Doll Man, one of
the first costumed heroes.
1
TllBBBl/ ties, Terrill adopted "the Ray" as his
Ray
crime-fighting alter-ego. Soon after, he
joined the All-Star Squadron. How- Reflexes 2D: Brawling SD, dodge 6D,
ever, at Uncle Sam's behest, he left to piloting (self) 80
join the Freedom Fighters. Coordination 2D: Marksmanship (En-
ergy Manipulation) 80
R .in· Terrill married in 1945, and
his wife, Gayle, gave birth to their son, Physique 30: Flying 9D
Joshua, a year later. Joshua inherited Knowledge 2D: Research 4D, scholar4D
the Ray's powers. He briefly served Perception 30: Artist (journalism) SD,
as Terrill 's partner, Spitfire, but know-how (Energy Manipulation) 8D
Joshua's powers became uncontrol- Presence 20: Intimidation SD, persua-
lable, and in 1954, they inadvertently sion SD, willpower 7D
caused Gayle's death. Distraught,
ADVANTAGFS/DJSADVANTAGFS! Ally (All-Star
Terrill placed his son in cryogenic
Squadron) -230, Ally (Freedom Fight-
suspension and retired as the Ray. ers) -20D, Contact (the press commu-
Years later, Terrill remarried, but nity)-2D, Observant-2D, Status (press
his second son, Raymond, also mani- pass) -10; Employed +4D, Enemy
fested light-based powers. Reminded (rogues gallery) +4D, Enemy (Axis
of past tragedies, Terrill lied to his agents) +6D, Secret Identity +3D.
wife, telling Nadine their son had died SPEED:30
and leaving his brother to raise POV: 3
Raymond as his own. UNARMED BDV: 30
More recently, Terrill reunited p /L 8oNUS! + 1
with his estranged family and hopes HERO POINTS! 12
to make amends for the past. VILLAIN POINTS: 0
CHARACTER POINTS! 94
~ ' \c 1 " Along with the
BODY POINTS: 36
Black Condor, the Ray served as the
Freedom Fighters' primary air sup- POWERS: Energy Manipulation (light,
heat, electricity) 130 each [Limitation:
port, relying mostly on his light-based
Weakness (total darkness) -60).
powers to fell his opponents. His tre-
mendous air speed made him a diffi-
REAi N '\tc Happy Terrill cult target to hit, so aerial reconnais-
OnlPATio\: New York Globe reporter sance missions also suited him well.
BAs1 01 Qprnmo~s: New York City
HaGHI : 5'10-1/2"
Wnr.m: 165 pounds
E\i:s: Blue
HAn<: Blond
RAn: Human
Trut L \EL: Modern (1)
In 1941, convinced that a sentien~
being of light threatened Earth, Dr.
Dayzl lured the unsuspecting Happy
Terrill aboard a high-altitude balloon.
Dayzl then exposed Terrill to a "radi-
ant flare," giving Terrill control over
light and (Dayzl hoped) the ability to
communicate with the light entity.
After Terrill's time-lost son Raymond
(who, in his era, had become the sec-
ond Ray) trained him to use his abili-
CHA PTER 6
Seven Soldie rs
of Victo ry
61
JSllSOURCEBOOK - - -- - - - - - - - -- - -- - - - - - - - =-~~--"'
The Crimson 1111enger Returning to New York City, Travis tion for a more direct approach (not
learned he had inherited a newspa- unlike many of the other mystery men
per, the Daily Globe-Leader, from his of that time). Although not having any
godfather, Winston Smythe, so he be- metahuman abilities, t he Avenger did
gan his quest for justice by using the have great agility, fighting skill, cun-
power of the press. ning, and determinati on that he used
His fight against oppression to overcome any obstacle placed be-
became more direct after wit- fore him.
nessing a close friend's mur-
der during a robbery. This
Crin:J.son Avenger
provoked Travis to dress as a Reflexes 30: Acrobatics SD, boating 4D,
scarlet masked highwayma n brawling 8D, climbing 5D, dodge 6D,
and begin his war on crime as driving5D. melee weapons 50, sneak
70
the Crimson Avenger.
The Avenger often posed as a Coordination 30 : Catch 4D, marksman-
criminal h imself to strike at evildoers ship 50 (pistols +2D), thievery SD,
from within their organization s. This thrown weapons 5D
led to the police seeking the Crimson Physique 30: Leap 4D, lifting SD, run-
until late 1940. ning SD, swimming 4D
Now wearing a more colorful cos- Knowledge 3D: Criminology 70, lan-
tume and assisted by his chauffeur, guages 40 (Spanish +2D), research
Wing, in an equally colorful costume, 7D, scholar SD, security 4D
the Avenger earned membershi p in Perception 30: Artist (journalist) 60,
two groups of mystery men, the Seven hide 70, search 60, shadowing 70,
Soldiers in 1941 and the All-Star streetwise 40 (New York City +30),
Squadron in 1942. surveillance 6D
In 1948, the Seven Soldiers became Presence 3D: Bluff 40, charm 50, dis-
REAL N \m.: Lee Walter Travis
stranded in past eras after battling the guise 40, interrogation 60, intimida-
OC'C'l'l'ATJOrc New York Daily Glob e-
Nebula Man. The Avenger spent only tion 70, willpower 70
Leader publisher
a week in Aztec times, but his even- ADVANTAGES/D ISADVANTAGES: Ally (Seven
8 ..\Sf m Orr.R\llO'\..,: New York City
tual rescue brought him into the Soldiers of Victory) -200, Ally (All-Star
HaGHf: 6' Wnmrr: 189 pounds present day, nearly 50 years after his Squadron)-2 30, Ally (Wing)-80, Con-
En;s: Brown HAm: Brown
disappearan ce. tact (the press)-40, Courage-2D, Fast
RAcE: Human Tr:rn l..nu: Modern (1) Reactions -40, Speed Draw (pistols)
Rr.tf''iTL\: Feeling out of place, Travis
After serving in World War I, Lee -10, Status (Globe-Leader publisher)
retired as th~ Avenger and the pub- -30, Wealth -60; Enemy (rogues gal-
Travis had become disillusione d with
lisher of his newspaper and traveled lery) +4D, Enemy (Axis agents) +6D,
what humans were doing to one an-
to Malaysia. While there, he discov- Fugitive +20 (1938-1940), Secret Iden-
other. Seeking guidance, he wandered
ered that he was dying of an incur- tity +30.
the world until he became lost in the
able disease. Travis returned home to SPEED: 30
Himalayas and laid down to die-but PDV:3
contempla te his future when he U NARMED BDV: 40 P/L BoNUS: +2
this was not his destiny.
learned of the hijacking of a ship laden H ERO PoJNTS: 22 V tUAIN P Oll'fl'S: 0
The monks of the mystical city of
with explosive cargo. Leaping into CHARACTER P OINTS: 174 Boov P orNTS: 35
Nanda Parbat took in Travis. There he
action one final time, the Crimson
was nourished back to life and given EQUIP MENT: Initially, the Crimson
Avenger died saving New York City Avenger carried two .4S Auto-Pistols
a vision by th e patron of t he lost city,
when he heroically steered the flam- (BDV 5Dx3) or a gas gun (ammo: 4
the goddess Rama Kushna. He saw a
ing ship out of the bay, where it ex- shots, fills a 20-foot square area with
future in which a person, known as
ploded. opaque knockout gas [anyone within
Superman, would become a cham- this area must make an Extremely Diffi-
pion for goodness and self-sacrifice. STRATEG' & T .\CTl<.:s: The Crimson cult willpower roll or fall unconscious
Upon seeing Superman's apparent de- Avenger initially infiltrated criminal for two hours]). After changing his cos-
mise at the hands of the monstrous organization s by masqueradi ng as a tume, he carried eight Crimson Smoke
Doomsday, Travis vowed to not let his crime lord himself. Eventually, he de- Pellets (each fills a 10' radius area and
good works go to waste. cided to forgo this method of opera- has the same effect as the gas gun).
1
The Shinin g Knigh t
fou nd himself much in demand: Shining Knight
capturing criminals, joining both
the Seven Soldiers of Victory (act- Reflexes 4D: Brawling 60, dodge 60,
melee weapons 80 (sword +20),
ing as de facto leader) and the All-
riding 7D (Winged Victory +2D)
~ :·;"··. .. . Star Squadron, serving as
: ~ ~ f ;J~ Churchill's bodyguard, training Coordination 3D: Missile weapons SD,
~ --~~;. ~ Percy Sheldrake (the Squire), and
-. · :'f thrown weapons 40
~· winning the heart of Danette Reilly Physique 4D: Leap SD, lifting SD, run-
(Firebrand II). ning SD
The Shining Knight's heroic deeds Knowled ge 2D: Arcane lore 3D, scholar
continued until 1948. While fighting 3D (Medieval English history +SD)
wit h the Seven Soldiers against Per ception 2D: Know-how (chivalry)
Nebula Man, Justin was thrown back- SD, tracking 40
ward in time. Late r returned to the Presen ce 3D: Animal handling 4D
present day by members of the JSA (Winged Victory +60), charm 40,
and JLA, Justin, still youthful, learned command 6D, intimidation 6D, per-
that during his absence his arch-en- suasion 6D, willpower 70
emy the Dragon King had slain AnvANTAGES/DtSADVANTAGES: Ally (Seven
-·--_./' his beloved Danette.
REcE.'\ 11.Y: With a heavy heart at
Soldiers of Victory)-200, Ally (All-Star
Squadron)-23D, Ally (fhe Squire)-7D,
the news of Danette's murder, the Attractive Appearance -20, Charis-
knight searched once more for the mat ic -3D, Cont act (Br itish govern-
Dragon King to exact his revenge. ment) -SD, Contact (Dr. Moresby)-30,
Courage -2D, Follower (Winged Vic-
Instead, the serpentine servants of
tory) -70, Leadership Ability-20; En-
the king found him first. Imprisoned emy (Axis agents) +6D, Enemy (Dragon
and brainwashed by the Dragon King, King) +3D, Moral Code (Code of Chiv-
Justin eventually made his escape. alry) +60, Secret Iden t ity (Justin
Still without knowledge of who he Arthur) +30 , Technologically Chal-
was, the former Shining Knight felt a lenged +SD.
RF \L NAME: Sir Justin
pull to remain in Blue Valley. Getting SPE.EO: 30 PDV: 3
AuAs: Justin Arthur
a job as the janitor in the Blue Valley UNARMED BDV: 4D P/L BONUS: +2
Occ.TPATION: Ad ve nturer, assistant High School, Jus tin's memories re- HERO POINTS: 18 VIUAIN POINTS: 0
museum curator turned when he saw the new Star CHARACTER POINTS: 14S Boov POINTS: 4S
DA!>E or OrERAno:-is: New York City
Spangled Kid in action. Filled with EQu1PMENr: Enchanted sword [BDV 4Dx7
The s1ar-S11ang/ed
1
Kid & SlrillBSJ/ S tar-Spangled Kid
Reflexes 3D: Acrobatics 60, boating4D,
brawling 6D, climbing 4D, dodge 6D,
sneak 4D
Coordination 3D: Catch 60, thrown
weapons4D
Physique 20: Leap 6D, lifting 4D, run-
ning 4D
Knowledge 2D: Scholar SD (business
+10), security4D
Perception 2D: Hide SD, shadowing 6D
Presence 20: Charm 6D,persuasion SD,
willpower 7D
AovANTAGF.S/DISADVANTAGF.S: Ally (Seven
Soldiers of Victory)-20D, Ally (All-Star
Squadron) -230, Ally (Merry Girl of
1,000 Gimmicks)-8D (1948 only), Char-
ismatic -3D, Courage -20, Fast Reac-
tions - 40, Follower (Stripesy) - 70,
Leadership Ability-20, Wealth -8D; Age
(12-17) +lD, Enemy (Axis agents) +6D,
Enemy (rogues gallery) +4D, Secret
Identity +30.
SPEED: 30 POV: 3
UNARMED BOV: 40 P/ L BoNus: +2
H ERO POINTS: 11 VIU.AIN POll'ITS: 0
CHARACTER P OINTS: 89 Boov Po1NTS: 2S
EQUIPMENT: The Star Rocket Racer (see
continued as a team and pursued Chapter 8). When the Kid joined the JSA
Th e Star-Spangled Kid I
their own cases. after being freed from tempora l exile,
RHt N .mi,;: Sylvester Pemberton, Jr. Pemberton 's parents adopted a he was given the Cosmic Converter Belt
Oen r,mo'i: Adventurer youth named Merry in 1948. She soon [BP 6S; powers: Microwave Projection
B\St:: 0 1 0P£JUTIO:\"S: Civic City became the Kid's crime-fighting ally, (hands) 9D, Telekinesis (flight, lifting at
Ht1G1rr: 5'8" W r.1mrr: 136 pounds Merry Girl of 1,000 Gimmicks. Their a distance) 110 each).
fat:.<>: Blue H.'\IR: Black association was brief. That same year
RAn:: Human TF.rn u>u.: Modern (1) the Soldiers of Victory were betrayed Stripesy
In 1941, angered by the pro-Nazi by their teammate the Spider and RF"· NAME: Patrick Dugan
agitation he saw, Sylvester Pemberton stranded in the past. The Kid spent Oc.ur,\"110~: Mechanic, chauffeur
donne d a flag-inspire d costume to only a week in prehistoric times, but 8,\s~: or 0PEH,\llO:-<s: Civic City
battle tyranny as the Star-Spangled his rescue brought him into the future, Hm;111: 6' 1" WEI Gm: 210 pounds
nearly 50 years after he disappeared. E\l's: Blue H AIR: Red
Kid. The young plutocrat soon gained
a partner in his chauffeur, Pat Dugan S TRATEm & T \n1cs: Pemberton and R.\n: Human Tt:c:tt Li:.•u: Modern ( 1)
(Stripesy), and together they helped Stripesy honed their teamwork to Pat Dugan witnessed a riot engi-
found the Seven Soldiers of Victory. perfection , which made them formi- neered by Nazi sympathizers and
When World War II began, the Kid an- dable hand-to-hand comb atants . aimed to right that wrong. He was
swered the president's call to become Pemberton was a skilled detective helped by a youth in attendance,
part of the All-Star Squadron. After the and used his considerable fortune to Sylvester Pemberton, who convinced
war ended, Pemberton and Stripsey further his crime-fighting activities. his parents to hire Duga n as the
SIU#lhB
family's chauffeur. A trained acrobat
and boxer, Dugan taught his skills to
Pemberton. Soon the two partnered
as the Star-Spangled Kid and Stripesy
Chinatown Kld 1• 2
to battle saboteurs and villains with
their amazing Star-Rocket Racer, de-
signed and built by Pat. Dugan was
also a founding member of the Seven
Soldiers. During World War JI, he also by him in 1945. Shortly thereafter, the
joined the All-Star Squadron. Vigilante met Danny's younger
In 1948, the Seven Soldiers found brother Victor, who eventually inher-
themselves scattered through past times ited his role as Saunders's partner
after a battle with the Nebula Man. Dugan and joined the Seven Soldiers. Victor
spent only a few days trapped in ancient was present during the 1948 battle
Egypt, but his rescue brought him into that scattered the team throughout
the present, nearly a 50 years since he time. Like them, he was rescued and
disappearred. returned neariy a half century later.
STRATEGY & TAcr1cs: Dugan had consid- Rtc:P.fl't.v: Now retired from adventur-
erable strength and knew how to use ing, Victor Leong is currently the
his fists in a fight to great advantage. managing partner of Greg
Stripesy was a mechanical genius Saunders's successful Last
whose main interest lay in the cre- Roundup Restaurant chain.
ation of amazing vehicles such as the S1RAJ1:.m & TAc m .s: Often underes-
flying car, the Star Rocket Racer. timated because of their age, the
Stripesy Leong brothers ' jiu-jitsu prowess
usually came as a rude surprise to
Reflexes 30: Boating 60, brawling 60
(haymaker, knockout, uppercut+ 1D law-breakers.
each), dodge 60, driving 60 (Star Stuff the Chinatown Kid
Rocket Racer +2D), piloting 6D (Star
Rocket Racer +2D)
Reflexes 20: Dodge SD, martial arts 6D
(double kick, elbow, flip, flying kick,
Coordination 30: Catch SD instant stand, leg sweep, weapon
Physique 40: Leap 6D, lifting 6D parry+ 1D each), melee weapons SD
Knowledge 30: scholar 4D (mechanics Coordination 2D: Catch SD, thrown
+40), science 6D weapons SD
Perception 30: Engineering 50 (me· Physique 2D: leap 4D, running 3D
chanical +30), invent SD (mechani- Rr n ~AMFs: (I) Daniel Leong, Knowledge 20: Languages (Mandarin)
cal items +2D), repair 60 (mechani- (II) Victor Leong SD, scholar 3D
cal items +20, automobiles +3D),
streetwise 40
Oco P mo:x: Adventurers Perception 2D: Hide 4D
BASF or OPFR.\110\s: American West; Presence 2D: Willpower 5D
Presence 2D: Intimidation SD, willpower New York City
SD ADVANTAGFS/0ISADVANTAGFS: Ally (Seven
Hma•r: 4'11" WuG1rr: 110 pounds
Soldiers of Victory) -200, Patron (Vigi-
ADVANTAGFS/0ISADVANTAGFS: Ally (Seven En.s: Brown H.un: Black lante) -50; Age (12-17) +1D, Enemy (the
Soldiers of Victory) -20D, Ally (All-Star RAu:: Human I mt I '"\lJ : Modern (1) Dummy) +2D, Sworn Enemy (The
Squadron) -230, Ally (Star-Spangled
Daniel "Stuff" Leong, the original Dummy) +20.
Kid)-80, Courage -2D, Hardiness -40,
Mechanical Aptitude -2D; Employed Chinatown Kid, was only a teen when SPEED: 30
(chauffeur) +40, Enemy (Axis agents) he met the Vigilante and helped him POV:3
+6D, Enemy (rogues gallery) +4D, Secret prevent a New York City Triad war. UNARMED BDV: 1D
Identity +30. Despite his youth, Danny's martial p /L BoNus: +}
arts ability made him a valued part- HERO POINTS: S
SPEED: 30 PDV:3
VILLAIN POIN'fS! 0
UNARMED BDV: 4D P/L BoNus: +3 ner. He became like a son to Saunders
CHARACTER POINTS: 3S
HERO POINTS: 9 VlLIAIN POINl'S: 0 as the two shared many adventures
BODY POINTS: 23
CHARACTER Pouvrs: 70 BooY POINTS: 4S together.
Sadly, Leong died an early death. NoTE: These characteristics are for Vic-
EQUIPMENT:The Star-Rocket Racer (see
Running afoul of the notorious crimi- tor Leong as Stuff.
chapter8).
nal, the Dummy, Stuff was murdered
Tiie lllgllante 1
Vigilante
Reflexes 3D: Brawling 60, dodge 60,
driving 40 (motorcycle +20), melee
weapons 40 (knife +10), riding 80,
sneak 40
Coordination 3D: Marksmanship 60
(pistols, rifles +30 each), thrown
weapons 50 (knife +10, lasso +40)
Physique 3D: leap 4D, lifting 40, run-
ning 4D
Knowledge 20: Criminology 40, scholar
40 (cowboy lore +3D)
Perception 3D: Artist 40 (musician, ac-
tor +lD each), search 4D, surveil-
lance 4D
Presence 3D:Animal handling(horses)
80, charm 5D, interrogation 4D, in-
timidation 6D, willpower 7D
AovANTAGES/DJSADVANTAGES: Acute Senses
(sight)-2D, Ally (Seven Soldiers of Vic-
tory) -20D, Ally (All-Star Squadron)
-23D, Contact (the entertainment in-
dustry) -3D, Courage - 2D, Fast Reac-
tions -40, Follower (Billy Gunn; later
Stuff) -70, Speed Draw (pistols) -10,
Wealth-40, Dependent (girlfriend Betty
Stuart) +lD, Enemy (Axis agents) +6D,
Enemy (The Dummy) +2D, Secret Iden-
tity +30, Sworn Enemy (The Dummy)
+20.
SPEED: 30
PDV:3
REAL NA\1~:: Greg Saunders ing, the Vigilante finally avenged his UNARMED BDV: 40 ·
0cffP.mo:-;: Singer, actor friend's death, but he nearly died in P/L BoNus: +2
HERO POINTS! 12
R\Sr: or 0P£R \TJo:-.s: American West; the process.
VIUAlN POINTS! 0
New York City In 1948, Saunders and the second
CHARACTER Po1NTS: 95
HFIGHT: 6' WEIGllT: 188 pounds Chinatown Kid, the brother of the BooY POINTS: 35
EY1£S: Hazel RuR: Black original, were scattered through time.
EQu1PMENT: Two six-shooters (BDV 5Dx3;
RAn:: Human Tt:c:H Ll:X fl : Modern (1) Transported to the Old West,
Range: 30/90/165; 6-round ammo cylin-
Greg Saunders, "the Prairie Trou- Saunders had 20 years of adventures
der), lasso (80 feet long; AV 5 against
badour," was a radio star who in 1941 there before returning to the present cutting or slashing and AV 10 against
became the Vigilante to avenge his day and a well-earned retirement. all other attacks; Body Points 10), mo-
lawman father's murder. To honor his Rl::CE.'<TLY: Saunders is currently a
part- torcycle (size: 6 feet long; crew: l; pas-
memory, Greg ded ic.ated himself ner in the Last Roundup Restaurant sengers: l ; cargo capacity: 1 cubic foot;
thereafter to bringing lawless men to chain with the now adult Stuff. maneuverability: 3D; speed: 60 mph; AV
6; BDV 3Dx2; Body Points 50).
justice. Srn.HEGY & T .\<."f1c:s: A skilled brawler
Saunders soon acquired a side- and superior marksman, Saunders
kick, Stuff the Chinatown Kid. Their fearlessly rode to sources of trouble
partnership endured until the kid's and settled matters directly. His West-
murder by the mobster known as the ern drawl made many criminals
Dummy in 1945. After a year of try- tremble in their boots.
15
llxis llmer ika Axis Amerika first appeared as a
group in April 1942, consisting of rep-
resentatives from each of the three
major Axis powers. Nazi Germany
contributed Ubermensch, Gudra, the
Sea Wolf, and the father-and-son duo
of the Great Horned Owl and the Bat.
They were joined by Usil from Fascist
Italy and Tsunami from Imperial Ja-
pan. Soon after, Tsunami, disgusted
with the Axis cause, switched her al-
legiance to the All-Star Squadron. Ka-
mikaze was sent by Japan to be her
replacement.
The team's missions were broadly
subversive, meaning that they would
operate on the American home front
for much of the time. So, on their first
assignment, they attempted to kill
several costumed mystery men in an
effort to break American morale.
Though they were largely unsuccess-
ful due to the intervention of the Atom
and the Young All-Stars, "Tex" Tho-
mas (the hero known as T.N.T.) died
by their hands. Axis Arnerika, too, suf-
fered casualties. The Great Horned
Owl's son, the Bat, was also killed dur-
ing this mission.
The group's next recorded assign-
ment was carried out in conjunction
with other Axis operatives, Baron
Blitzkrieg and Sumo, in June 1942. To-
gether, they were to kidnap the lead-
ing scientists developing an uranium
(atomic) bomb for the Allies. Through
electronic means, they would then
extract that knowledge from the sci-
entists' minds in order to build their
own bomb.
Their plans proceeded accord-
ingly up until the last moment, when
again members of the Young All-Stars
and a few other Allied heroes inter-
Little is known for certain about their powers by the brilliant Nazi bio- vened to stop them. Most of Axis
the origins of Axis Arnerika and its geneticist Klaus Schimmel, but it is Arnerika managed to escape in the
member s. Uberrnensch claims to not clear exactly which members aft ermath of this defeat, but Usil was
have received his powers as a result these are. However, it is known that captured by the Allied heroes.
of a serum concocted by Abednago Gudra was summoned from Valhalla Where they went and what they
Danner, the man indirectly respon- by Adolf Hitler himself, using the did after this appearance remains un-
sible for "Iron" Munro's powers. Other Spear of Destiny. known.
members are said to have been given
Per ception 3D: Surveillance SD (seek- RE,\L NA~1F.: Tetsujiro Yoneda DerSee Wulf"
ing the noble dead+ I OD), tracking 5D Ottl"PAno:-.: Axis agent (The Sea Wol.Q
Presence 4D: Animal handling (horses)
B,IJ>,.: OF OPERAno:-.s: Mobile
H FJOHT : S'9" RF.At. NAM£: Unknown
8D, command 6D, intimidation 80, OccuPATm:-.: Axis agent
WEIGHT: 179 pounds
willpower 7D BASF. of 0Pt::RA"t 10"\S: Mobile
Evt:s: Blue
ADVANTAGES/DISADVANTAGES! Ally (Axis liAtR: Black HEJGllT: S'9"
Amerika)-20D, Contacts (Valhalla, Nazi RACE: Human WE1rn1r: 170 pounds
Germany)--6D each, Courage -20, Fast Ti::cH Ll:\H.: Modern ( 1) EYEs: Red
Reactions -4D, Follower (Stormwind) IIA1R: Brown
-7D, Hardiness -40, Obscure Knowl- Kamikaze RACE: Human
edge-2D, Speed Draw (sword)-lD; Ar- Reflexes 30: Dodge 4D, martial arts 5D TECH LE\l'L: Modern ( 1)
gumentative +ID, Enemy (All-Star (lunge +20), melee weapons 4D, pi-
Squadron) +5D, Enemy (Young All-
Der S e e Wulf
loting (j?.ocket Armor) l OD
Stars) +4D, Enemy (Allied agents) +60, Re flexes 3D [4D]: Acrobatics 5D [6D],
Coordination 3D: Marksmanship 4D
Sworn Enemy (JSA) +50 , Sworn Enemy brawling SD (60] [claws +2D ],climb-
(Allied agents) +6D, Technologically Physique 3D: Flying 9D, lifting 4D, run- ing 40 [5D], dodge 6D [7D], sneak
Challenged +5D. ning SD, swimming 4D 6D [7D]
SPEED: 30 Knowledge 2D: Languages (English) 6D Coor dination 3D: Catch 5D, thr own
PDV: 3 (native language: Japanese), naviga- weapons 5D
UNARMED BDV: 40 tion 7D, scholar 30
P h ysiqu e 4D [7D]: Leap SD (80 ], lifting
P /L BoNus: +5 Perception 3D: Repair 4D (Rocket Ar- 5D [8D], swimming 7D [ lOD]
HERO POINTS: 0 mor +2D), shadowing 50, surveil-
VILLAIN POINTS: 18 Knowledge 2D: Languages (English) 4D
lance 4D (aerial +20)
CHARACTER POINTS: 128 (native langu age: German)
Pr esence 2D: Intimidation 4D, willpower
BODY POINTS: 64 Per ce ption 3D: Hide 6D, surveillance
5D
NATURAL ABILITIES: As a Valkyrie, Gudra 4D, survival 4D, tracking 4D [under-
ADVANTAGES/DISADVANTAGES: Ally (Axis water +20]
is able to remove the soul from a re-
Amerika) -20D, Courage -20, Patron
cently fallen warrior and send it to Presence 2D [SD]: Intimidation 4D [70),
(the Axis) -4D, Special Eq uipment
Valhalla; she can also travel to Valhalla willpower4D [7D]
(Rocket Armor) -5D, Wealth -2D; Delu-
at will.
cvclotron Jvv.-(_
.......,..,....---.-~ii"· ,,.,______ failed, and Curtis returned to his re-
Cyclotron
search.
Two years later, one of Curtis's ex- Reflexes 2D: Brawling 6D, dodge 7D,
periments accidentally killed his wife piloting (self) 6D, sneak 4D
and fatally irradiated him and his in- Coordination 2D: Thrown weapons 40
;. j ~. fant daughter, Terri. Curtis was once Physique 2D (12D): Lifting 4D (l 4D)
again contacted by the Ultra-
Knowledge 4D: Research 7D, scholar
Humanite, who offered to employ the
6D, science 7D (nuclear physics +2D)
~ technology at his command to save
~ • - -.J> Curtis and his daugh- Perception 2D: Invent 7D, repair 4D
? ( 1~ (.. I1 ~~~ ter. The bargain came
0 Presence 2D: Intimidation SD, willpower
,t ~· "~ ,;2_ with a hefty price. The 6D
~~\'}'"~ ""'\ _ "·*It' Ultra-Humanite used ADVANTAGES/DISADVANTAGES: Hardiness
~ .,, ~
\ ;....
~ ~ ~
(" his devices to stabilize
Terri, but Curtis's genetic
-4D, Mechanical Aptitude -2D, Patron
(Ultra-Humanite)-4D; Dark Secret (the
{ . ~'r structure was altered, giving Ultra-Humanite is holding his daughter
him atomic-based metahuman hostage) +2D, Dependant (Terri
powers. Threatening to withhold fur- Rothstein) +3D, Enemy (All-Star Squad-
ron) +SD, Fugitive+ ID, Owes Favor (the
ther treatment from his baby daugh-
Ultra-Humanite saved him and his
. ter, the Ultra-Humanite turned Curtis
daughter) +SD, Secret Identity +3D.
into his agent, Cyclotron.
Curtis's first assignment as Cyclo- SPEE0:30
PDV:4
tron was to recover an artifact known
UNARMED BDV: 4D
as "the Hammer of Thor." The heist
P/L BoNus: +2 ( +7)
brought him into conflict with the HERO POINTS: I
All-Star Squadron, including Fire- VIUAIN POINTS: 8
brand II-his ex-fiancee, Danette CHARACTER POINTS: 72
Reilly. While attempting to escape, Cy- BODY POINTS: 30 (76)
clotron accidentally killed a police of- Pow£Rs: Energy Projection: Atomic
ficer. Consumed with guilt, Cyclotron bursts (hands) 14D, Superattributes:
returned to the Ultra-Humanite. He Physique lOD (bonuses: increased P/l
grabbed a hold of his master and flew bonus vs. inanimate objects, can lift
up into the stratosphere, where he objects without them collapsing), Grav-
detonated himself along with the Ul- ity Manipulation (flight) lOD, Matter
tra-Humanite (or so he believed). Manipulation (restructuring matter)
REAL NAME: Terrence Kurtzberger
Firebrand and the Atom took it 4D. All powers have the Limitation: Self-
AssuMm N AME: Terry Curtis
upon themselves to care for the now Damaging -4D.
OccuPATION: Research scientist
BASE oi: OPERATIONS: New York City orphaned Terri, who grew into adult-
HEIGHT: 5'11" hood and was the mother of the hero
WEIGHT: 182 pounds Nuklon (now known as Atom
EYF.s: Blue Smasher).
HAm: Brown STRATEGY & TAeries: Cyclotron was a
RAcE: Human reluctant ally of the Ultra-Humanite.
Tr::cu LEVEL: Modern (1) He only did the absolute minimum to
In 1939, Terry Curtis was the first keep his master from taking revenge
scientist to split the atom. Though he on either him or his daughter.
was working in secret, he attracted
the attention of the villainous Ultra-
Humanite. Curtis was coerced into
helping the Ultra-Humanite to black-
mail the city of Metropolis. The plan
Dark/Inge/
pletely devoted to the ideals of the self with has enslaved her. Rather, she
Third Reich and obsessed with the can only use her demonic gifts in
occult, Von Gunther had pledged to ways that ultimately serve the ends
offer Der Fuhrer the immense power of her ally or allies.
promised in an ancient tome. She cap-
Dark Angel
tured the Bahdnesian thunderbolt
controlled by JSA member Johnny Reflexes 30: Brawling SD, dodge 6D
Thunder and used its energies to Coordination 30
serve as the host for the Dark Angel. Physique 40
The Justice Society was only able to
Knowledge 50: Arcane lore lSD, scholar
defeat the Dark Angel's plan to fulfill 12D
Hitler's fondest wish, the absolute
annihilation of the Allied forces, Perception 30: Know-how (Sorcery)
with the aid of Queen l 7D, search SD, surveillance SD
Hippolyta. (Hippolyta had as- Presence 50: Interrogation 12D, intimi-
sumed the role of Wonder dation 12D, willpower 15D
Woman and ti me-traveled to AovANTAGES/01sADVANTAGES: Contact (Na-
1942 specifically to end the zis)-3D, Intimidating Grin-2D, Obscure
Dark Angel's threat.) Knowledge-2D, Preparedness -4D; Ar-
Hippolyta and the Dark An- rogance +3D, Delusions of Grandeur
gel battled each other for years +3D, Enemy (JSA) +SD, Enemy (Wonder
Woman II) +2D, Obsessive Tendencies
until Hippolyta defeated her in
+2D, Sworn Enemy (Wonder Woman II)
1950. +2D.
REcE.'\TLY: In retaliation for her de-
SPEED: 30
feat at Queen Hippolyta's hands, POV: 3
the Dark Angel returned in the tlNARMED BOV: 3D
present day and kidnapped P/L BoNus: +2
Hippolyta's daughter, Diana. She then HERO P OINTS: 0
subjected the girl to an endless series VILLAIN POINTS: 16
of alternate lives where the girl was CHARACTER POINTS: 129
allowed to know complete happiness, BODY POINTS: 39
only to have it stolen away in the most PowERs: Sorcery 18D (see the Magic
painful way possible. What the Dark Handbook, pages 11-13 for a complete
Angel did not know was that she description of the Sorcery power).
hadn't kidnapped Diana, but rather an
Hosr: Baroness Paula Von
Ct'RRE'.'ir exact duplicate of the Amazonian
Gunther princess who had been created as a
OcCL PATION: Demon companion for Diana. This duplicate
BASE OF 0PERA1 IO:\S: Nazi Germany (in eventually became the Teen Titan
World War II); usually mobile known as Wonder Girl and later Troia
HE!GHl: 6'8" (Donna Troy). The Dark Angel was
Wt:JGHT: 240 pounds banished forever when she was
E·us: White struck down by the purity of Donna
HAnc Black Troy's soul.
RA<:E: Demonically possessed human STRATF.GV & T.\n1cs: Dark Angel can
TF.cH U'\t:1.: Modern (1) only act as a conduit for the desires
Also called the Bringer of Doom of others, so she is naturally drawn
and the Herald of Destruction, the de- to those who lust for power. This does
monic entity known as the Dark An- not mean that she cannot use her im-
gel was brought to this plane by the mense powers on her own initiative
Baroness Paula Yon Gunther. Com- or that the person she has allied her-
Dr. llnton Hastur would be the victor. Khufu's words S TRATEGY& TACTICS: Hastur is a single-
came true in 1940 when amateur minded, egomaniacal megalomaniac.
archaeologist Carter Hall discov- His only goals in life a re the death of
ered that he was the reincarna- the reincarnated Prince Khufu and
tion of Khufu, and at the same time the absolute conquest of the planet.
electrical genius Dr. Anton Hastur When he was in command of the "Evil
realized that he was Hath-Set re- Eye" during World War II, he directed
born. Hastur then set out to kill the the ship using the power of his mind.
v. reincarnated Khufu and his be- With a thought, he could access its
trothed, who had come back as awesome ability to neut ralize any
Shiera Saunders, before Khufu could energy source (including Hawkman's
fulfill his promise. However, Carter Nth Metal) and fire powerful destruc-
had discovered the mysterious "Nth tive rays.
Metal" and used it to become the Dr. An.ton H astur
winged avenger Hawkman. Not only
did Hawkman save Saunders from a Re flexes 20 : Brawling 4D, dodge 4D
grisly death but he seemingly killed Coordination 20: Marksmanship (pis-
Hastur as well. tols) 4D
Unfortunately, Hastur survived. Physique 2D
After healing himself through sheer Knowledge 40:Arcane lore SD, research
will a lone, Hastur decided to track 8D, scholar 80, science 80 (electric-
down Dr. Elwood Napier and the ity +20)
brain trust Napier had assembled. He
Perception 3D: Engineering (electrical)
finally found the group in a secret 70, invent 9D, repair 6D
valley near Napier's estate. There,
Hastur discovered that the brain Presence 2D: Intimidation 60, willpower
100
trust had built a giant flying eye, pow-
ered by the collective will of the sci- ADVANTAGES/DISADVANTAGES: Charismatic
entists. They intended to use as part - 30, Gifted in Learning -40, Mechani-
of a staged alien invasion. Their goal cal Aptitude -20, Wealth - 20; Dark Se-
cret (reincarnation of Hath-Set) +10, De-
was to force all the nations of the lusions of Grandeur +3D, Enemy (All-
world to band together to fight the ap- Star Squadron) +SD, Fugitive +10, Ob-
parent threat, thereby ending World sessive Tendencies +20, Psychological
REAL NAME: Hath-Set in an earlier
War II and br inging about peace. Disorder (megalomania) +3D, Sworn
incarnation Hastur tricked the trust and comman- Enemy (Hawkman I) +20 .
Occut>ATIO:'\: Would-be conqueror
deered the flying eye, fully intent on SPEED!30
BASE OF OPERATIONS: Mobile
using it to rule the Earth . He was PDV: 2
HEIGHT: 5'10"
stopped by Hawkman and the All-Star UNARMED BOV: 30
WEIGHT: 170 pounds
Squadron. P/t BoNus: + 1
EYES: Blue
RE<.:E.~TLY: Hastur died while in prison, H ERO P OINTS: 0
HAIR: Red
VJUAIN P OINTS: 10
RAcE: Human and was reincarnated as Helene As tar.
CHARACTER P OINTS! 82
TECH Ll::va: Modern (1) He then assumed the identity of the
BODY P OINTS: 30
deceased scientist Helen Rock. It was
In the days of ancient Egypt, Hath- as Dr. Rock that Hath-Set brought EQUIPMENT: "The Evil Eye" aircraft (Size:
Set was the high priest of the dark about his ultimate revenge, using the 7S feet; crew: l ; passengers : 12; cargo
god Anubis. Using treachery and de- son of Carter and Shiera Hall as the capacity: none; maneuverability: SD;
ceit, he quelled a revolt started by a unwilling host of the evil Silver speed: 300 mph; POV: 12; BDV 6Dx2;
young prince named Khufu and his Scarab. While the Scarab was de- Body Points 200; powers: Psychic Blast
12D, Forcefield 120, Energy Manipula-
betrothed, Chay-Ara. Hath-Set slew feated by Infinity, Inc. , Hath-Set re- tion 1lD. All powers have the Enhance-
Khufu, and with his dying breath, the mains at large as industrialist Helene ment: Remote +40.].
prince swore that both he and the As tar.
priest would live again and that he
i ..~.1\·c.~-
';ioo1
A sinister counterpart to the JSA, United States, and the so-called "Pa- disjointed and scattered approach
the Injustice Society of the World was triotic Crimes," a bout of one- that inevitably led to defeat time and
the most persistent and among the upsmanship to determine the leader again at the hands of the Justice Soci-
most dangerous threats the original of the group that revolved around ety. Nonetheless, their membership
hero team faced in the years follow- who could pull off the greatest caper, over the years has boasted a who's
ing World War II. The group even re- one of which included stealing the who of villainy, including the Brain
surfaced not long after the JSA came Washington Monument. Wave, the Gambler, Per Degaton, the
out of retirement, clashing with both The Injustice Society's usual mode original Thinker, Vandal Savage, the
their old adversaries and their cur- of operation was to develop an over- Wizard, the Fiddler, the first Harle-
rent contemporaries, the Justice all master plan, then split up, with quin, the Tigress, the first Icicle, the
League. Some of the Society's more each member carrying out some part Sportsmaster, the Shade, and
notable schemes included a multi-lay- of the plan, relying on his or her Solomon Grundy.
ered conspiracy to take over the unique talents. It was perhaps this
Crock (the Sportsmaster). After mar- SPEE0: 30 ')n1 \I.Ji\ & l \tTtcs: Zard's crimes were
riage, the Crocks operated in tandem PDV:4 always meticulously planned, and he
and raised a criminal daughter, UNARMED BDV: 3D/lD employed his powers of illusion to
Artemis. P/L BoNus: +2 their utmost. His greatest skill lay in
'31" 1 r,\ &. t,,r-;: Crock liked to lure H ERO P 01N1S: 2 his ability to rally other criminals to
her opponents to trap-laden grounds VILLAIN P Oll'<I'S: 12 his side and use them as a group in
of her own design where she could CHARACTER P o1N1S: 94 his schemes.
BoDv Porr-ns: 32
use her skills as a hunter to her best The Wizard
advantage. E QUIPMENT: Crossbow pistol (BOY SD;
range: 30/75/130), other equipment as Reflexes 2D: Brawling 30, climbing 3D,
Tigress called for by the hunt. dodge 40, melee weapons 30 (cane
+ 10), sneak 40
Reflexes 40: Acrobatics 7D, brawling SD,
climbing 8D, dodge 8D, martial arts The Wizard Coordination 3D: Lockpicking 40,
7D (backhand, choke, flip, flying kick, R; '· !\ ~ : William Asmodeus Zard marksmanship (spells) 4D, sleight of
throw+ lD each), melee weapons 6D hand 4D, thievery 4D
()< <t P.\1 1 Criminal
(claws +2D), riding 70, sneak 7D Physique 20: Running 3D
B\sr- Mobile
Coordination 30 : Catch 6D, lockpicking HUGI 6' Knowledge 3D: Arcane lore 4D, forgery
SD, marksmanship 6D (hunting rifles \V 182 pounds 4D, languages 40 (Tibetan +4D), re-
+2D, crossbow +4D), missile weapons E'I : Blue search SD, scholar 50, security 50
6D (bows +20), thievery 6D, thrown H nc Black
weapons6D Per ception 30: Hide 40, know-how (As-
Human
RI\( ·: tral Form, Illusion, Mind ControO 8D
Physique 30 : Leap 6D, lifting 4D, resis- Trrn J 1 \ 1: Modern (1) each, shadowing 40
tance 4D, running SD, swimming SD
William Zard was once an unsuc- Presen ce 40: Bluff SD, charm SD, com-
Knowledge 2D: Criminology 4D, medi- mand 60, intimidation SD, persua-
cessful small-time criminal, searching
cine (first aid) 4D, scholar (hunting) sion 6D, willpower 7D
6D, security 6D
for new angles he hoped would
change his fortunes. Eventually find- ADVANTAGES/DISADVANTAGES: Contact
Perception 30 : Hide 8D, know-how ing his way to a Tibetan monastery, (criminal underworld)-3D, Leadership
(hunting) 100, search 4D, shadowing Ability -2D, Obscure Knowledge -2D,
he learned the arcane arts from a
8D, streetwise 4D (New York City Tainted -30, Wealth -4D; Arrogance
master lama, whom Zard later mur-
+2D), surveillance 7D, survival SD +3D, Delusions of Grandeur +3D, Long
(jungle +2D), tracking 8D dered after he could teach him no
more. Winded +3D, Shady Background +20,
Presence 20: Animal handling 4D, bluff Sworn Enemy (the JSA) +30.
Zard returned to America in 1945,
4D, charm SD, intimidation SD, per- SPEED: 30
suasion SD, willpower 6D
and as the criminal Wizard, he first
encountered the Justice Society. The POV:2
ADVANTAGEs/0 1sADVANTAGF.S: Acute Bal- UNARMED BOV: 3D
JSA proved to be Zard's most impla-
ance -2D, Ally (Sportsmaster) -8D, At- p /L BoNUS: +1
cable foes. Destroying them became
tractive Appearance -2D, Contact HERO POINTS: 0
(criminal underworld) -3D, Courage
one of his lifelong goals. On two oc- VILLAIN POINTS: 16
-2D, Fast Reactions -4D, Observant - casions, Zard assembled the most no- CHARACTER Poir-ns: 128
2D, Speed Draw (crossbow pistol)-10, torious criminals of the day into the BoDv Po1NTS: 29
Wealth-4D; Delusions of Grandeur +3D, Injustice Society of the World, which
POWERS: Astral Form l OD, Illusion 130,
Dependents (family) +3D (Disadvan- proved to be perhaps the greatest Mind Control (hypnotism) 100, Sorcery
tage declined and disappeared over challenge the original JSA ever faced. 40.
time), Enemy (Wildcat I) +2D, Sh ady Over t ime, Zard's knowledge of
Background +20, Sworn Enemy (Wild- NOTE: The characteristics above are for
black magic increased, making him an
the Wizard as a member of the Injus-
cat I) +20. ever-deadlier foe for all who opposed tice Society of the World. To show him
him. He has often acted in concert at the time of Injustice Unlimited, in-
with other villain teams, including crease his Sorcery to 8D, his arcane lore
most recently, Injustice Unlimited. to 7D, his Villain Points to 26, and his
Character Points to 200, and give him
After an unsuccessful at-
know-how (Sorcery) 80.
tempt to steal the Spear of Destiny,
Zard is currently imprisoned within
the Ragman's mystical raiments.
drove him insane, and he ended up -3D; Cowardice +20, Delusions of Gran-
in a mental ward. It was there that he deur +30, Enemy (JSA, JLA) +6D each,
was found by Harbinger and recruited Fugitive +lD, Shady Background +2D.
to aid the Monitor during the Crisis. SPEED: 30
However, he switched sides and allied PDV:3
himself with the Anti-Monitor soon UNARMED BDV: 3D
after. The Pirate was forced to aid the p /t BONUS: + 1
HERO POINTS: 1
second Flash (Barry Allen) in defeat- VILLAIN POINTS: 15
ing the Anti-Monitor's plan, and the CHARACTER POINTS: I 24
Pirate's fear of the Anti-Monitor's Boov POINTS: 28
wrath sank him even deeper into in-
EQUIPMENT: The Medusa Mask [Body
sanity. He was then returned to the
Points: 12S; powers: Empathy 180, Illu-
mental ward, babbling something sion 120 (Limitation: Linked to Empa-
about "infinite earths." thy)].
The Psycho-Pirate was one of sev-
eral villains who made a deal with the
demon Neron for enhanced power in
exchange for their souls. In the
Psycho-Pirate's case, he was melded
with the Medusa Mask, which enabled
him to not only affect the sanity of his
targets but also transform them into
nightmarish versions of themselves.
RFAL NAl\fE: Roger Hayden He was recaptured by Manhunter III
OccuPATION: Professional criminal and returned to the psychiatric ward
B ASE oi: OPERATIONS: Mobile at the Slab penitentiary.
H EIGHT: 6' SrnATEGY & T Acnes: By altering his fa-
WFJGHT: 180 pounds cial expressions, the Psycho-Pirate
EvES: Blue-green could make his victims experience
HA1R: Red whatever emotion he was portraying.
Rt\cE: Human He took great delight in using his pow-
TECH LEVEL: Modern (1) ers, and he usually chose those emo-
The first man to be called the tions that would cause his opponents
Psycho-Pirate was a disgruntled the most pain and suffering.
newspaper employee named Charley
Halstead who based his crimes on
emotions. After being arrested and
HF.IGHT: 5'10"
CHARACTER POINTS! 230
Boov POINTS: 35 (61)
WEIGHT! 176 pounds
EYES: Brown PowERS: Dimensional Travel 80, Super-
HAIR: Black attributes: Physique 60 [both have
Limitation: Rechargeable (must drink
lt\n:: Cro-Magnon
human blood monthly)-10], Immunity
Tr.cH LEnJ.: Modern (1) 80, Longevity (consciousness) 500 (he
Over 50,000 years old, Vandal Sav- must restore damaged body parts with
age has witnessed humankind's his- those from members of his bloodline
tory firsthand, all the while seeking a to stay alive).
way to conquer it. Once a Cro-Magnon
warrior, Savage gained immortality
after a meteor explosion irradiated
him. Thereafter, with his boundless
knowledge and utter ruthlessness, he
assisted anyone capable of granting
him absolute authority.
TheThorn 1
ror. Rose tried to escape from her
Thorn
other self by going off to as-
sist famed botanist Professor Re flexes 20: [Brawling 50, dodge 60,
Hollis in his research. It was in sneak 70)
the professor's lab on the is- Coordination 2D: [Thievery 70]
land of Tash mi that Rose discov- Physique20
ered the sap of a unique jungle
Knowledge 30: Research 50, scholar
root. The sap gave her ex-
50, science 30 (botany +50)
traordinar y abilities-
and physically trans- Per ception 2D: Hide 50, [kn ow-how
formed her into her other (Plant Manipulation ) 8D]
self, the Thorn. The Thorn Presence ID [3D]: Charm 30 [SD]. [in-
became a professiona l crimi- timidation 50,) wi/lpower3D [50)
nal, facing off against such ADVANTAGES/D ISADVANTAGES! Attractive
heroes as the original Appearance -20, [Intimidating Grin -
Flash and Green Lantern. 2D (Superattribu tes bonus)]; Dark Se-
It was after a battle with cret (split personality) +20, Employed
the original Green Lantern (as Rose) +40, Enemy (the Flash I,
Green Lantern I) +2D each, Nightmares
that he enlisted the aid of
(as Rose) +4D, Psychologica l Disorder
Queen Hippolyta, known in the 1940s
(split personality; when Rose Canton
as Wonder Woman, and the Amazon persona is dominant, she loses all at-
nation to help Rose and eliminate her tributes and skills in brackets, as well
Thorn persona. Evidently cured, and as powers), Secret Identity +3D.
having fallen in love with her savior,
SPEED:30
Rose adopted the name Alyx Florin PDV: l [3)
and soon married Green Lantern in UNARMED BDV: 10 [30)
his civilian identity of Alan Scott. P/L BONUS: + 1
But, on their honeymoo n, HERO Pon'frs: 1
Rose's Thorn persona was VILLAIN POINTS: 14
reawakened when she tried on Alan's CHARACTER P OINTS: 121
mystic power ring. Rose barely man- BODY POINTS: 28
aged to keep the Thorn from killing PowERS: Superattribu tes: Presence 20,
Scott, but she could not prevent him Plant Man ipulation 120. All powers
RE.AL NA~1F.: Rose Canton
from thinking his wife had been killed have the Limitation: Super Hero Form
A.uAS: Alyx Florin - 30 .
in the fire the Thorn's return had
Oen PAT10-.: (Rose) Botanist; (fhorn)
caused. Rose later gave birth to twins. NoTE: All characteristi cs listed in brack-
Professional criminal
but she abandoned them, fearing that ets are those of Rose Canton when she
BASF. OF 0PERAT•o~s: Keystone City;
the Thorn would kill them. Her babies turned into Thorn.
later mobile
grew up to become the heroes Jade
H EIGHT: 5'7"
and Obsidian. They finally learned
WEIGHT: 140 pounds
that Rose was their mother only af-
EYJ::s: Green
ter she committed suicide rather than
HA1R: Blonde (as Rose); Red
let the Thorn murder her children.
(as Thorn)
RAci::: Human STRATEGY & T Acnes: The Thorn is a
Dr. Tagg
Per ception 40 : Engineering 7D (genetic
engineering +2D), invent 7D (genetic
engineering devices +2D), repair 7D
(genetic engineering devices
+2D), surveillance SD
Pr es ence 20: Animal handling
(Gombezl) 120, intimidation 3D, will-
power SD
ADVANTAGES/DISADVANTAGES: Contact
(criminal underworld) -3D, Follower
(the Gombezi)-16D, Gifted in Learning
-4D, Mechanical Aptitude -2D, Obscure
Knowledge -2D, Wealth-4D; Delusions
of Grandeur +3D, Enemy (Hourman 0
+2D, Shady Background +2D (after
1942), Sworn Enemy (Hourman l) +2D.
SPEED: 30 PDV: 1
UNARMED BDV: lD p /L BONUS! +1
HERO POINTS: 0 Vlll.AJN POINTS: 6
CHARACTER POINTS: 48 BODY POINTS: 26
EQUIPMENT: Monst roscopic Lamp [Or-
ganic Manipulation (transform beings
into Gombezi) lOD].
NOTE: These characteristics are for Dr.
Togg before he was turned into a
Gombezi. To represent Togg in Gombezi
form , replace all attributes except
Knowledge and Perception with those
in the Gombezi write-up and adjust the
skills accordingly. He also gains the Un-
RF.At. NAMF.: Rocco Togg to apprehending him, he also restored attractive Appearance Disadvantage as
Occ1 ·pA110:11:Criminal Togg's humanity. Enlisted by the lat- a Gombezi.
BASE o r: 0PE.RAno:-<s: Wide Is land est Hourman, a grateful Togg searches
The GoIDbezi
H1::1G11r: 5'4" Wr:.1Gm:125 pou nds for a cure for Rick Tyler's (the second
EvFs: Blue HA1R: Black Hourman) degenerat ive illness Reflexes 3D, brawling 4D, dodge 4D,
RAcE: Human Tm1 l.E\l:L: Modern (1) caused by his use of Miraclo. sneak 4D, piloting (self) 6D, Coordina-
tion 3D, Physique 2D, flying 3D, Knowl-
Ostracized by his colleagues, Dr. STRATEGY & TAcncs: Togg was a genius edge lD, Perception lD, hide 4D, search
Rocco Togg turned to crim e to fund his who m ainly sent packs of Gom bezi to 3D, tracking 4D, Presence lD. Advan-
unorthodox experiments in genetic al- commit his crimes, which focused on tages/Disadvantages: Acute Senses
teration. Togg used his monstrous ca- acquiring money and subjects for his (smell) - 2D; Fanatic (following Dr.
nine-avian hybrids, called Gombezi, to experiments. He became even more of Togg's orders) +3D, Unattractive Ap-
pull a series of bank robberies in 1940, a reclusive mastermind after he was pearance +2D. Speed: 40. PDV: 2. Phy·
which were eventually halted by the turned into a Gombezi himself. sique bonus: + 1. Body Points: 20. Natu-
ral abilities: teeth (BDV 3D), claws
original Hourman. The two developed Dr. Togg (BDV lD), wings allow Gombezi to fly
a rivalry that lasted until 1942, wh en for a few hundred miles before need-
Reflexes 2D
an accidental exposure to his own ing rest, the Gombezi have frictionless
Monst roscopic Ray transformed Togg Coor dination 20: Marksmanship 3D, coats ( +4 to the difficulty of any brawl·
int o a Gombezi. This landed him in thievery4D ing or martial arts roll to grab them or
prison to ser ve a 58-year sentence. Physique 2D any catch roll), the Gombezi have a re-
markably enhanced sense of smell (+4
RECC:."\TLY: Togg was recently set Knowledge 40: Medicine 7D, research successes to any smell-based Percep-
free and quickly returned to his old 8D, scholar 7D, science 7D (genetics
tion or Perception skill roll).
ways. The third Hourman put a stop +2D), security SD
to his latest scheme, but in addition
JS/I HEllBl]UllBTEBS earthquake that leveled Gotham. The JSA transferred any
salvageable material from their old headquarters to a
The original Justice Society gathered in a secret meet- warehouse in Manhattan, then to their new headquarters,
ing room within a midtown Manhattan skyscraper. Although Dodds Mansion (see Chapter 13).
the fact that the Justice Society convened at the building
was public knowledge, the public did not know which room
the JSA used or that it was on the top floor of the building.
The building's structure was fairly unremarkable, giv-
ing the walls, floor, and ceiling an Armor Value of 15 and
40 Body Points. Other than keeping the doors and win-
dows locked and the exact whereabouts of their meeting
room secret, the JSA maintained no extraordinary secu-
rity measures for their headquarters. The local police and
the FBI were aware of the location of JSA headquarters.
They tended to keep an eye out for any trouble, as did
the JSA members themselves.
The JSA's original facilities were fairly simple to ac-
commodate the team's basic needs. The meeting room
held a round table where the group met to decide policy
and plan operations, with Hawkman presiding as chair-
man. Metal filing cabinets held paper files on various
crimes for any of the members to access as needed. They
also kept some trophies of their missions in the room.
Otherwise, the team spent most of their time in the field.
After World War II, the Justice Society operated for a
time out of a brownstone in Gotham City, with similar
specifications to the building above but more sophisti-
cated facilities. Most of the headquarters was located un-
derground, with the above-ground floors of the building
used for meeting and office space for the team. The un-
derground facilities included laboratory space, crime files,
trophy room, sickbay, computers, and a hangar area for
vehicles. The JSA closed the headquarters at this loca-
tion years ago. The building was later destroyed in the
111
lht-STllB StJUllDBON Gems a
HEIUllJUllRTEBS: THE Type: Robot
Size: 8 feet tall
PER/SPHERE Speed: 30 mph (wheels)
When President Roosevelt formed the All-Star Squad- Passive Defe nse Value: 7
ron in 1941, he also arranged for a new headquarters for Base Damage Value: 70
the home-front heroes. He chose the Perisphere, an at- Skills: brawling 30 (bear hug +80, knockout +40), lifting 100
traction originally constructed for the New York World's Body Points: 150
Fair in 1939-1940. This was also the site of one of the first Advantages/Disadva ntages: Indomitable Programming -30,
public appearances of the Crimson Avenger and the Sand- Resist Harm -40, Resist Knockout -20; Bond to Creator +20,
Mission Superiority +20, Moral Code (Asimov's Laws of Ro-
man when they confronted the mysterious Phantom of
botics) +60.
the Fair. Government engineers refitted the 200-foot di- Natural Abilities: Android Package (minus Hides Emotionss
ameter sphere, making it into a sophisticated headquar- Disadvantage), Unusual Size -20.
ters suited for the Squadron. Description: Also an attraction at the World's Fair, Gernsback
The Perisphere had a reinforced steel construction, was a robot that provided security for the Perisphere.
giving it an Armor Value of 21 and 600 Body Points. Ex- Robotman discovered Gernsback in a closet shortly after the
cept for Gernsback (see sidebar), the Perisphere's secu- All-Stars took possession of their new headquarters, and he
rity was fairly limited. Bypassing the alarms systems and modified it as an electronic security guard.
such is only a Moderate security task. Still, in the 1940s, Gernsback confronted anyone attempting to gain access
the Perisphere was one of the most sophisticated head- to the Perisphere. If they could not provide the day's pass-
quarters in the world. word within five seconds, Gernsback attempted to restrain
them while summoning any All-Stars on duty for assistance.
The Perisphere had four above-ground levels and an
Gernsback had a fairly simple electronic brain. It could not
extensive basement. be reasoned with; it simply did as it was programmed.
The basement of the Perisphere contained space for Gernsback was a tall, blocky humanoid with two arms and
the team's laboratories. Members with a scientific bent a wheeled lower body. It had electrodes for eyes and spoke
spent a lot of time here, particularly Robotman, Dr. Mid- through a speaker grille where its "mouth" should be.
Nite, and Starman. Heavy steel doors protected the labo-
ratories, to keep out intruders and protect the rest of the
sphere in event of an accident.
The first level, at the bottom of the sphere, housed an
extensive gymnasium the All-Stars used to keep in top THE lllt-STllR S11i Cllll
physical condition. The swimming pool was a favorite spot The All-Star Special was an airplane specially designed
for Neptune Perkins and Tsunami. and built for the All-Star Squadron. It was normally stored
Level two held a sitting room, kitchen, and dining upright in a "hangar" in the Trylon, with its wings folded.
room, where the members of the Squadron spent their At a moment's notice, the Trylon opened up and a launch-
off-hours relaxing. ing mechanism flung the All-Star Special into the air, where
Level three contained living quarters for members of its wings snapped out and its powerful turbo-propeller
the Squadron. Only a few All-Stars actually lived in the kicked in. Although it was one of the most sophisticated
Perisphere (most continued to maintain civilian identi- aircraft of its time, the AU-Star Special was still prop-pow-
ties). Liberty Belle, Johnny Quick, Robotman, the Shining ered and slow by comparison to modern-day jet aircraft.
Knight, Firebrand, and Amazing-Man all resided on this
level. The Young All-Stars often stayed at the Perisphere Type: Plane
as well. The remaining rooms were available for the other Size: 50 feet long
All-Stars or visitors as needed. Crew: 2
Level four was the main portion of the headquarters, Passengers: 8
occupying almost the entire top half of the Perisphere. It Cargo Capacity: 40 cubic feet
included a large amphitheater with seating for the entire Maneuverability: 20
roster. The theater had projection equipment and a po- Speed: 150 mph
dium for briefings. It also provided access to the Trylon, Base Damage Value: 6Dx7
the tall steel spire next to the Perisphere that stored the Armor Value: 22
team's aircraft, the All-Star Special. A crawlspace at the Body Points: 100
top of the sphere housed most of the electronic and com-
munications equipment for the Perisphere.
All-Star Special
/ Trvlon /
Perisphere
CHAPT ER 9
Infinity, Inc.
115
JSASOURCEBOOK ------------------------ <=;.~_,.....i
Dr.Midnight
she was interning. Dr. McNider led the
Dr. Midnight
surgical team that worked on Chapel.
He partially restored her sight, allow- Reflexes 20: Brawling 40, dodge 60,
ing her to see perfectly in darkness sneak 50
but leaving her eyes too sensitive to Coordination 20 : Thrown weapons 30
see in normal light. After aiding ("blackout bombs" +20)
Hourman II in fighting off the Anti- Physique 20 (SD)
Monitor's forces, she decided to use Knowledge 40: Medicine 80 (surgery
her new gifts to further fight evil as +20), research 60, scholar 6D
Dr. Midnight, splitting her time be-
Perception 30: Hide 50, shadowing 5D
tween her medical practice and be-
ing a member of Infinity, Inc. Presence 20: Charm 30,persuasion 70,
Some months after Infinity, Inc. willpower 60
disbanded, Dr. Midnight joined a team ADVANTAGES/DISADVANTAGES: Acute Sense
of heroes organized by Dr. Bruce Gor- of Direction - 2D, Ally (Infinity, Inc.)
don to defeat the villainous demi-god -20D, Courage -2D, Hardiness -4D (Su-
Eclipso. Regretfully, she was killed per-attributes bonus), Patron (Charles
during the assignment. McNider/Dr. Mid-Nite I) -20, Prepared-
ness -4D, Status (M.O., medical license)
STR.~n·:GY & TACT1c.:s: Dr. Midnight was -10 each; Employed +40, Enemy (Injus-
a healer foremost. Her goal in any tice Unlimited, Helix) +50 each, Physi-
combat situation was to take down cally Limited (blind in normal lighting
her opponents in a quick and efficient conditions) +50, Secret Identity +30.
fashion and prevent any loss of life in SPEED: 30 POV: 3
the process. UNARMED BDV: 3D P/LBONUS: +1 (+4)
HERO POINTS: 5
VILLAIN POINTS: 0
CHARACTER POINTS! 41
BODY POINTS: 27 (58)
NATURAL ABILITIES: Perfect vision in the
dark [negates any darkness penalties,
Ri::AL NAME: Dr. Beth Chapel unless effected by magical darkness; if
OcccPATIO:'I: Physician exposed to a bright light, she must
BASE OF OPERATIONS: Los Angeles, make a successful Very Difficult will-
California power roll or be blinded (-4 to all ac-
HEIGi-iT: 5'8" tions) for a number of rounds equal to
WEIGHT: 118 pounds the difference between the roll and the
EvES: Brown difficulty] .
HA1R: Black POWERS: Superattributes: Physique 60
RAcE: Human (bonus: lift objects without them col-
TECH LEVEL: Modern (1) lapsing).
Beth Chapel became the protege EQUIPMENT: Goggles [AV 5; Body Points
of noted physician Charles McNider 18; enable Dr. Midnight to see perfectly
right after graduating from medical dui:ing the day (see Natural Abilities
school. As impressed as he was with above), and lower the difficulty for the
willpower roll to protect against bright
her abilities as a surgeon, he was even
light to Moderate], "blackout bombs"
more surprised when she figured out [break upon contact, filling a 90-square-
his dual identity of Dr. Mid-Nite before foot area with a cloud of thick, black
he revealed it to her. During the Cri- smoke ( +4 to the difficulty for all ac-
sis, Chapel was blinded by an explo- tions unless their sight is aided) that
sion of oxygen tanks while trying to lasts for 10 minutes indoors or 5 min-
save a patient at the hospital where utes outdoors or in a windy area].
Hourman 2
took one of his father's Miraclo pills
Hourman II
for the first time. Rick then created a
costume for himself and toyed with Reflexes SD (8D): Brawling 4D (9D),
the idea of becoming the second dodge 6D (I ID)
Hourman over his father's objections. Coordination 2D: Catch 6D, thrown
Spurred on by his father's reaction, weapons 60
Rick took his super-hero pastime one Physique 2D (6D): Leap 30 (70), lifting
step further and joined Infinity, Inc. 4D (80), running 40 (80)
When he accidentally killed the Knowledge 2D: Scholar 40 (art +20),
Wizard during Infinity, Inc.'s clash science 4D (chemistry +ID)
with Injustice, Unlimited, Rick real-
Perception 3D: Artist 6D, streetwise 60
ized that he, like his father, had be-
come addicted to Miraclo. He then Presence 2D: Charm SD, intimidation
7D, willpower 7D
decided to give up being Hourman.
However, after his father and the AovANTAGFS/DtsADVANTAGFS: Ally (Infinity,
rest of the JSA disappeared in the Inc.)-20D, Attractive Appearance -2D,
wake of the Crisis, he went to Dr. Contact (JSA) -40, Contact (Tyler
Beth Chapel (Dr. Midnight) to help Chemical Co.) -3D, Courage -2D ,
Wealth -2D; Dark Secret (accidentally
him develop a less dangerous de-
killed the Wizard) +10, Dependant
rivative of Miraclo so he could con- (Wendi Harris-Tyler)+ 10, Enemy (Injus-
tinue his father's legacy. tice Unlimited, Helix) +50 each, Ex-
R£c£:>jn:v: After multiple experiments tremely Competitive +20, Impulsive-
with variations of Miraclo, the harm- ness +10, Psychological Disorder (ad-
ful effects of the drug eventually took dicted to "Miraclo") +20, Secret Iden-
their toll and Rick succumbed to a tity +30.
disease that doctors mista~enly diag- SPEED: 30
nosed as leukemia. The android PDV: 3 (6)
UNARMED BDV: 3D (5D)
Hourman (see Chapter 11) tried to
cure Rick, only to discover that Rick's P/L BoNus: +2 ( +4)
HERO POINTS: 6
ailment was beyond any cure known
VILLAIN POINTS: 1
to medical science. Enraged by this CHARACTER POINTS: 45
news and the android's gall to use his BODY POINTS: 29 (49)
REAL NAME: Richard "Rick" Tyler now-dead father's name, Rick hyped
EQUIPMENT: Originally, Hourman II used
OccuPATio:-i: Artist himself up on Miraclo and attacked
the same Miraclo pills as his father had
BASE OF OPERATIONS: Los Angeles,
the new Hourman. The android (see sidebar on page 22). Eventually,
California stopped Rick's rampage, but he was he began using a version that was less
HEIGHT: 5'8" forced to send Rick to an inescapable addictive and solely keyed to Tyler's
WEIGHT: 169 pounds prison known as Timepoint to prevent body. Unfortunately, the process by
EYrs: Brown Rick's degeneration from progressing which the Miraclo was made less ad-
HAIR: Dark brown any further. Locked away seemingly dictive also reduced the amount that
for all eternity, Rick has sworn re- it enhanced Hourman's strength
RAcE: Human
venge on the android Hourman. [These pills have the same features as
TECH LEvEL: Modern (1) the original Miraclo pills except they
STRATEGY & T Acnes: While Miraclo en- give Superattributes: Physique 40 (bo-
Rick Tyler is the son of Rex Tyler,
the Golden Age Hourman, and actress hanced Rick's strength and speed, it nus: increased damage vs. inanimate
Wendi Har ris. The Tyler household also made him aggressive and over- objects) and the willpower roll to re-
confident. Fortunately, his Miraclo- sist the addictive Side Effect drops to
was a bitter one, as Rex had great ex-
enhanced powers were usually Very Difficult.).
pectations of Rick, while the younger
enough to pull him through.
Tyler's only desire was to become an
artist. Their relationship changed dra-
matically during the Crisis when Rick
Jade
ego could be a threat to her children,
she abandoned Jennie-Lynn and her Jade
twin brother, Todd. Different foster Reflexes 2D: Acrobatics 4D, brawling 6D,
families adopted the twins. They dodge 7D, piloting 3D (self +4D)
did not meet until years later when Coordinati on 20: Marksmans hip
Jennie-Lynn found out that she had a (power pulse blast) 60
twin and sought him out. The pair rea- Physique 2D: Flying 6D, running 30,
soned because of Jennie -Lynn's swimming3D
"power pulse" (a star-shaped birth-
Knowledge 2D: Scholar 30
mark on her left palm through which
she focused her powers) that they Per ception 2D:Artist(act ing) SD, know-
/t ow (modeling) 50, know-how
were both the children of Alan Scott.
(Power Pulse) 9D
They t ried to gain entry into the JSA.
Both were refused membershi p, but Presence 3D: Charm 6D, persuasion 6D,
they fell in with a group of other JSA w illpower 1OD
legacies and helped form Infinity, Inc. AovANTAGFS/DISADVANTAGFS: Acting Ability
Jennie-Lyn n and Todd eventually -30, Ally (Infinity, lnc.)-200, Attractive
learned the truth about their origins Appearance- 20, Charismatic -30, Con-
shortly before the Thorn took her tact (JSA) -SD, Courage -20, Leader-
ship Ability -2D; Dependant (Julian &
own life.
Myrna Hayden, Molly Mayne Scott)+ lD
Rt:CE~nv: Infinit y, Inc. disbanded each, Enemy (Injustice Unlimited, He-
shortly after the death of their leader lix) +SD each, Enemy (Ultra-Human ite)
and guiding light, Skyman. Jennie- +3D, Procrastinati on +10.
Lynn t h en devoted herself to h er act- SPEED: 30
ing and modeling career. Strangely PDV: 4
enough, this eventually led her back UNARMED BDV: 4D
into super-heroi cs when she became P/t BoNUS: + 1
an advisor for the media-creat ed su- H ERO Po1N1'S: 12
Northwind
Reflexes 30 : Acrobatics 5D, brawling
(aerial attacks) 6D, dodge 5D, pilot-
ing SD (self +60)
Coordination 20 : Missile weapons 5D,
thrown weapons 5D
Physique 30 : Flying 9D
Knowledge 20: Navigation 8D, scholar
5D (Feitherian theology +20), science
Osoro, the daughter of Worla, the 4D (anthropology +2D)
city's ruler. The two had a son whom Per ception 30: Search 7D, surveillance
they named Norda. The boy grew up 40
an outsider among the Feitherians, Presence 20: Animal handling (birds)
so he left the city to find his destiny 100, charm 60, persuasion 60, wil/-
RF.AL NA~tF.: Norda Cantrell in the outside world. Meeting up power 7D
OccuPATI0'.11: Adventurer with Hector Hall, the Golden Age ADvANTAGES/D1SADVANTAGES: Acute Sense
BASF. Of' 0PF.RATIONs: Los Angeles, Ha wkman's son , Norda was per- of Direction -20 , Acute Senses (sight)
California suaded to join him and several of his -2D, Ally (Infinity, Inc.) -20D, Animal
HEIGHT: 6' W EIGHT. 195 pounds friends in an effort to join the JSA. All Friendship (birds) -2D, Charismatic
EYES: Brown H.uR: Brown of them were rejected for member- - 30, Contact (JSA) -50, Courage -20,
Fn111ER.'>: Golden ship, but they ended up forming their Patron (Hawkman I) -30; Dependant
RAa:: Human/ Feitherian hybrid own group, Infinity, Inc. (Fred Cantrell, Osoro, Worla) +10 each,
Ti::cH LEYEL: Modern (1) Feeling even more an outsider Enemy (Injustice Unlimited, Helix) +50
among his father's people, Norda re- each, Enemy (Ultra-Humanite) +30, Un-
In 1946, the hidden city of attractive Appearance (to humans)
Feithera, home to a race of sentient, turned to a more tolerant Feithera.
He did rejoin his friends of Infinity, +20.
winged, semi-humanoid bird people,
Inc. when Hector Hall was overcome 30
SPEED:
was discovered in northern Green-
by an evil placed in him by his POV:3
land. The Golden Age Hawkman was U NARMED BOV: 40
one of the few who believed the story father's eternal fo e, Hath-Set. Norda
now serves as Feithera's principal P /L BoNUS: + 1
of this mysterious place and did ev- H ERO P OINTS: 10
erything in his power to keep the city protector. V IUAIN P OINTS: 0
a secret from the outside world. S1RAfEGY & TAcr1cs: Somewhat inept C HARACTER PorNTS: 78
Hawkman frequently visited Feithera when on the ground, Northwind pre- Boov PorNTS: 34
and eventually brought along one of fers to deal with his opponents from NATURAL A BILITIES: Flight (Wings) 90.
his colleagues, anthropologist Dr. the air by either swooping down on P OWERS: Speak with Animals (birds)
Fred Cantrell. Cantrell fell in love with them or using ranged attacks. 100.
Nuklon
After his grandfather was tragi-
N u klon
cally killed while battling the Ultra-
Humanite, his mother, Terri, was Reflexes 4D: Athletics 6D, brawling 8D,
raised by Al Pratt (Ato m I) and dodge 70, driving SD, piloting SD
Danette Reilly (Firebrand II). Terri Coordination 3D: Catch 6D, thrown
grew up to marry Philip Rothstein, a weapons6D
military helicopter pilot, who died Physique 4D (8D): Lifting 6D (lOD), run-
when Albert was young. ning SD (7D)
Once again, Al Pratt stepped in to Knowledge 2D: Scholar 4D, science
help bring up the boy. This was espe- (aeronautics) 4D
cially helpful when Albert's powers
Perception 2D: Engineering 6D, invent
kicked in, giving him size and strength
SD, know-how (powers) 60, repair6D
much greater than normal people. He
soon decided to accompany several Presence 2D: Intimidation 6D, willpower
6D
other children and godchildren of the
JSA in an attempt to join the team. ADVANTAGES/DISADVANTAGES: Ally (Infinity,
When they were all turned down, they Inc) -20D, Contact (JSA) -SD, Courage
decided to create their own group, -2D, Fast Reactions -4D, Hardiness -4D
Infinity, Inc. His original strength-en- (Superattributes bonus), Mechanical
Aptitude - 2D, Patron (Al Pratt/Atom I)
hancing powers wer e later aug-
-lD; Dependant (ferri Rothstein) +lD,
mented by an exposure to thorium Enemy (Injustice Unlimited, Helix) +SD
radiation. This gave him the ability to each, Enemy (Ultra-Humanite) +3D.
control his molecular s tructure, al-
SPEED: 30
lowing him to double his size or pass PDV: 4
through solid matter. U NARMED BDV: 4D
Shortly after the break-up of Infin- P/ L BoNUS: +3 (+S)
ity, Inc., Nuklon and his fellow Infinitor HERO POINTS: 11
Obsidian joined the Justice League. VILLAIN POINTS: 0
While their membership was brief, it CHARACTER POINTS: 90
was a good experience for both of Boov POINTS: 40 (63)
them. PowERS: Superattributes: Physique 40,
S TRATEGY & TAcncs: Nuklon was a self- Density Manipulation 80 (Limitation:
sacrificing and generous person. His Self-Only -20).
REAi. NA ME: Albert "Al" Julian
Roths tein disposition often led to him placing
OCCl'P/\'1 10~ : Adventurer, former auto himself in jeopardy if it meant saving
mechanic, would-be aircraft designer an innocent or one of his teammates.
BASF OF OrF.RATIOl\S: Lost Angeles,
California
H EIGHI': 7'6"
WEIGHT: 297 pounds
Ens: Blue
H A1R: Red
RAcr.: Human
Trc11 Lf:rn : Modern (1)
Albert Rothstein is the grandson
of atomic scientist Terry Curtis, the
man known as the super-villain Cyclo-
tron and a reluctant ally of the Ultra-
Humanite.
O/Jsldlan
____,. .a,._ __
• 9 .• • •
STRATEGY & TAcncs: Todd's powers and
disposition made him more of a defen-
~
teated the evil Scarab, but unfortu-
UNARMED BOV: 3D
K1 nately, Hector had already died at P/L BoNus: +2 (+S)
~\ the moment the Scarab took over HERo POINTS: 10
... &hisbody. VILLAIN POINTS: 0
STRATEGY & TACTIC'S: Just like his CHARACTER POINTS: 82
parents, the Silver Scarab was BODY POINTS: 29
a born hero and natural leader. EQUIPMENT: Nth Metal armor suit (AV 10
H e often took command of the team vs. physical and energy attacks; Body
REAL NAME: Hector Saunders Hall
when Skyman was away. He could al- Points ISO; Enhancement Modifiers: lift-
OccurATION: Adventurer ing +6D powers: Microwave Projection
ways be looked upon to give his all
BASE OF OPERATIONS: Los Angeles , 9D, Flight IOD, Natural Armor: Plating
for the team.
California SD).
HEIGHT: 6'
Wi::mHT: 184 pounds
EYES: Blue
HAm: Blonde
RACE: Human
TECH LEVF.L: Modern (1)
2
Wildca1
Wildcat
Reflexes 3D (7D): Acrobatics 80 (120),
brawling 40 (80), climbing 50 (90),
dodge 90 (130), sneak 50 (90)
Coordination 3D: Catch 40, lockpicking
4D, thievery 40, thrown weapons 40
Physique 2D: Leap 60, running 40
Knowledge 20: Languages (English) 50
(native language: Spanish), research
60, scholar 30 (music industry +40)
Perception 20: Artist (writer) 40, hide
60, know-how (publishing) 60, shad-
owing 80, stree1wise 50, tracking 60
Presence 2D: Charm 70, intimidation
60, willpower 60
ADVANTAGES/DISADVANTAGES: Acute Bal-
ance -20 (Superattributes bonus), Ally
(Infinity, lnc.)-200, Attractive Appear-
ance - 20, Contact (music industry)
-10, Fast Reactions -40, Patron (fed
Grant) -ID, Status (press pass) -ID;
Dark Secret (may be one of Dr. Love's
genomorphs) +ID, Employed +40, En-
emy (Injustice Unlimited, Helix) +50
each, Secret Identity +30.
30
SPEED:
POV: 5 (7)
UNARMED BDV: 30 (40)
P/L BONUS: + 1
REAL NA~rE! Yolanda Montez When she grew up, Yolanda became HERO POINTS: 4
OccuPA110:-;: Journalist a reporter for Rock Stars magazine, but VILLAIN POINTS: 0
BASE oF 0PERAT1o~s: Los Angeles, she still found herself inspired by the CHARACTER POINTS: 23
California heroic career of her Uncle Ted. When BODY POINTS: 29
HE1mrr. 5'8" Wi::mm: 123 pounds Grant was incapacitated during the POWERS: Superattributes: Reflexes 40,
EYi:.s: Brown HA1R: Reddish brown Crisis, Yolanda assumed the identity of Natural Weapons: claws 60.
RAcF.: Human Tw1 l£ya: Modern (1) Wildcat and became an ally of the
Yolanda was the daughter of group Infinity, Inc.
"Mauler" Montez, the only boxer She remained semi-active as Wild-
heavyweight champ Ted Grant (the cat even after Ted Grant recovered
Golden Age Wildcat) felt was a true from his injuries. Her last mission as
match for him. The two were friendly, Wildcat was as a member of a team
and Yolanda grew up calling Grant assembled by Bruce Gordon to defeat
"Uncle Ted." Though no conclusive the evil demi-god Eclipso. Unfortu-
evidence has been found, both nately, she and the rest of the team
Yolanda's mother and her aunt are died during the attempt.
suspected to have been injected by SrnATEGY & TACTICS: The lady Wildcat
gynecologist Dr. Love with the same was very much like the feline she per-
mutagenic compound that created sonified-seductive one instant, vi-
the super-villain group called Helix. cious the next. Though she had little
The powers she and her cousin, the practice with the use of her powers,
man-shark Carcharo, received seem she was still agile and effective with
to support that theory. her claws.
CHA PTE R 10
Infin ity, Inc.
Adve rsari es
129
JSllSOURCEBOOK - - - -- - - -- - - -- - - - - -- - - - - - ~~·.,...
Ultra-
America into the Secret Society of Su- cret Society of Super-Villains) -16D,
per-Villains. Then he launched an as- Gifted in Leaming -4D, Hardiness -4D,
sault against both teams. The plan Leadership Ability -2D, Mechanical
failed, and the Ultra-Humanite Aptitude -20, Observant -2D, Pre-
escaped. He reappeared paredness -4D; Arrogance +3D, Delu-
a short time later to at- sions of Grandeur +30, Enemy (JLA,
tack his old adversar- JSA, Infinity, Inc.) +5D each, Unattrac-
ies in the JSA again, tive Appearance +2D.
only to be defeated SPEED: 15 (upright)/40 (all fours)
by Infin ity, Inc.-a POV:4
team made up of the UNARMED BOV: 4D P/L BoNus: +3 ( +5)
JSA's heirs. He en- HERO POINTS: O VIU.AIN PolNl'S: 28
countered Infinity, CHARACTER POINTS: 229 BooY PorNTS: 65
Inc. a second time, along POWERS: Superattributes: Knowledge 2D
with the Teen Titans, when he (bonus: intuitive leaps), Superattrib-
tried to lure a destructive alien clus- utes: Physique 3D (bonus: increased
ter-intelligence to Earth. His last battle damage vs. inanimate objects), Psychic
Blast 8D, Telekinesis 12D, Telepathy
with the JSA took place shortly after
12D, Mental Shield 80, Natural Armor:
the team returned from their tempo- Tough hide (blunt trauma) 30.
rary imprisonment in Limbo. His cur-
rent whereabouts are unknown. EQUIPMENT: Various weapons and de-
vices of his own design.
STRATEGY & TACTICS: The Ultra-
Humanite's meglomaniacal lust for
power and wealth did not dim over
the decades. What did change, how-
Other Hosts
ever, was that his new ape body Though the Ultra-Humanite is certainly
made him more than a match for his known as a criminal genius, what he is most
foes physically, as well as intellectually. remembered for is his ability to transplant his
brain into a variety of host bodies. While only
Ultra-Humanite two of his hosts are listed in this sourcebook,
AuAS: Delores Winters and others if the Narrator wants to have the heroes en-
Reflexes 4D:Acrobatics 8D, brawling 8D, counter the Ultra-Humanite after the end of
OccUPATIO~: Criminal scientist climbing 8D, dodge 8D, melee weap- the war in a different host body, adjust the
BASE oF OPERATIONS: Mobile ons 5D, piloting 6D, sneak 6D selected host body's characteristics in this
HEIGHT: 6'4" WEIGHT: 476 pounds manner.
Coordination 20: Catch 8D, marksman-
EYF.s: Red HAm: White ship 5D, thrown weapons 8D
Replace the host's skills and attributes as
RAcE: Mutated ape with a human brain follows: Knowledge SD (7D), arcane lore 7D
TEc11 LEVEL: Postmodern (2)
Physique 5D (SD): Lifting 7D (lOD), re- (9D), languages 70 (90) , medicine 70 (90)
sistance 7D (1 OD), running (all fours) (brain transplants +SD), research lOD (120),
One of the JSA's most dangerous 6D (9D) scholar 12D (14D), science 120 (14D), Percep-
and relentless foes during World War tion 40, engineering 7D, invent 12D, repair lOD,
Knowledge 50 (70): Arcane lore 7D command 100, disguise 70, intimidation l OD,
II, the Ultra-Humanite was once a (9D), computer ops 7D (9D), lan- willpower 120. Add th e following enhance-
crippled criminal genius who had his guages 7D (9D), medicine 7D (9D) ments: piloting +20, Presence +ID; powers:
brain transplanted into the body of (brain transplants +4D), research 1OD Superattributes: Knowledge 20 (bonus: intui-
movie actress Delores Winters, as well (12D), scholar l2D (14D), science tive leaps), Telepathy 40, Telekenesis 4D, Men-
as other hosts over the decades. As 12D (14D) tal Shield l OD. (The Ultra-Humanite may add
other powers as he deems appropriate for his
time passed, the Ultra-Humanite soon Perception 40: Engineering 9D, invent latest body.) Add the following Advantages/
discovered that the average human 12D, know-how (Telepathy, Telekine- Disadvantages (if the host doesn't have them
body could not sustain his advanced sis) lOD each, repair lOD already): Gifted in Learning -4D, Leadership
brain for long. He mutated a white ape Presence 30: Charm 4D, command lOD, Ability - 2D, Mechanical Aptitude -2D, Obser-
to create the perfect host body. Shortly vant - 2D, Preparedness -40, Technologically
disguise 7D, intimidation lOD, will-
Advanced -lOD; Arrogance +30, Dark Secret
after his brain was transplanted into power 12D
(he is really a transplanted brain) +20, Delu-
his new ape body, he organized several ADVANTAGES/DISADVANTAGES: Acting Ability sions of Grandeur +3D, Enemy (JSA, All-Star
of the arch-foes of specific members of -3D, Acute Balance-2D, Followers (Se- Squadron veterans) +6D each.
the JSA and the Justice League of
CHA PTE R 11
JSA
133
JSASDURCEBDDK - - -- - -- - - - - -- - - - - - - - -- - -
Blac k Cana111 2
After dropping out of her fresh- life-long love of the hallowed team
man year of college and signing di- whose stories inspired her.
vorce papers ending her brief mar- STRATEGY & T \CT1cs: Black Canary
riage to Craig Windrow, Dinah Lau- adapts to the deadlies t s ituations
rel Lance moved to Star City to
thrown her way. She uses her s tealth
open a flower shop. During a skills, martial arts abilities, s treet
stressful argument with smarts, and charm during her crime-
her mother, the younger fighting cases. The vivacious Black
Dinah manifested a latent Canary is self-reliable and recognizes
sonic cry power for the the importance of being a team player
firs t time. (fhe source was whether she uses the technical sup-
speculated to have been an ex- port and direction of Oracle or per-
tra ligament in her throat.) Soon forms the utility player role during the
afterwards, at her mother's dis- cover t operations for the JSA. The
a pproval, 19-year-old Dinah
villains that the Justice Society faces
launched a career as the second
usually underestimate Black Canary.
Black Canary and became a found-
Though she isn't a member with
ing member of the Justice League of
extranormal powers, she exploits that
America.
weakness to the team's advantage.
For several years, Dinah adven-
tured with the Justice League. She
even cooperated with the Justice So-
ciety on several cases. After moving
to Seattle, Dinah was captured and
tortured by a brutal drug dealer. The
trauma stripped away her ability to
produce her metahuman sonic cry.
After her rescue, she began a long
battle to overcome many obstacles
to regain her confidence and to fight
REAL NAME: Dinah Laurel Lance the good fight again. As problems
Ocet'PATIO~: Crime fighter grew, Dinah ended her longtime ro-
BASE OF OrERATIOilis: Gotham City
mance with Oliver Queen, the origi-
HEIGHT: 5'4" nal Green Arrow. She learned later
Wr-:1Gtrr: 115 pounds from his son that Oliver apparently
EYFs: Blue died in a tragic airplane explosion.
HAIR: Black (dyed blonde) While coping, Dinah was con-
RACE: Human
tacted by the mysterious computer
T F.CH L EVEL: Modern (1)
systems expert known only as
The daug hter of the ori gina l "Oracle." The two have since formed
Black Canary, Dinah Laurel Lance is a partnership with Canary as the pri-
a heroine inspired by her mo ther's mary fi eld agent. Their team-up has
exploits with the Justice Society of s ince blossomed into a genuine
America. Following in her mother's friendship.
fo rbidde n footsteps, she secretly Recently, Queen Hippolyta con-
trained with the help of two men. tacted Canary to aid in an investiga-
She would quietly tag along with her tion of the death of Wesley Dodds.
father on some of his d et ect ive After helping to solve the case, Dinah
cases, as well as physically train accepted membership onto the newly
and work out in the gym with Ted reformed Justice Society of America
Grant , her mother's frie nd and in the memory of her mother and her
teammate Wildcat.
ChB/llBr 11-JSA
134
Dr. Mid-Nile 2
Black Canary
Reflexes 4D:Acrobatics 70, brawling60,
climbing 50, dodge 7D, driving 5D
(motorcycles +2D), martial arts lOD
(all maneuvers +2D each), melee
weapons 5D, riding 5D, sneak 6D
Coordination 4D: Catch 5D, lockpicking
5D, sleight of hand 5D
Physique 3D: Lifting 40, resistance 50,
running 5D, swimming SD
Knowledge 2D: Criminology 5D, medi-
cine 3D (first aid+ ID), navigation 40
(satellite +ID), security 5D
Perception 3D: Artist (singing, floral
arrangement) 50 each, hide 50, in-
vent 5D, know-how (gardening) 4D,
search 60, shadowing 60, streetwise
4D, surveillance 5D, survival 4D (ur-
ban +ID), tracking 4D
Presence 3D: Bluff5D, charm 8D, com-
mand 4D (JLA reserve +ID), disguise
4D, interrogation 4D, intimidation 4D,
persuasion 6D, willpower 8D
AovANTAGES/DJSADVANTAGFS: Acting Ability
-30, Ally (Oracle) -llD, Ally (Arsenal,
Green Arrow, Power Girl)-8D each, Ally
(JLA, JSA) -19D each, Attractive Ap-
pearance -3D, Charismatic -3D, Cour-
age -2D, Observant -20; Dark Secret
(brutally tortured) + lD, Hides Emo- REAL NMtE: Dr. Pieter Anton Cross found himself frustrated with the limi-
tions +lD. OccurAT10:-i: Crime fighter, former tations of modern medicine and the
SPEED: 30 PDV: 4 physician red tape of hospital administrations.
UNARMED BDV: 40/lD BASE OF 0PERATJOl"S: Portsmouth City A scandal erupted over a well-publi-
P/L BoNus: +2 HEIGHT: 5'10" WmGm: 175 pounds cized battle concerning insurance
HERO POINTS: 26 VILlAIN POINTS! 0
Evr::s: Blue HAIR: Black fraud when Pieter dabbled in unau-
CHARACTER POINTS: 198 BODY POINTS: 30
RACE: Human TECH LEvu: Modern (1) thorized life-saving procedures. The
PoWERS: Sonic Manipulation (protection heads of the traditional hospitals
Norwegian-born Pieter Anton
against sonics) 140. were unprepared and unwilling to
Cross was a hotshot kid who just
EQUIPMENT: Costume (Armor Value 1Ovs. deal with his unorthodox practices.
couldn't keep his nose, or his hands,
projectiles, 8 vs. heat and fire), global- out of trouble. The child prodigy of In short, Pieter lost his residency.
positioning satellite radio link Lawsuits were threatened but
Dr. Theodoric Cross was arrested
earpieace (in earring) with throat mi- never filed. Dr. Cross went under-
crophone (in necklace), nightvision many times for minor infractions but
was genius enough to move to ground outside of the realm of the
goggles (immune to darkness penal- established medical community. The
ties) , decel monofilament cord America to receive medical training
in his teenage years. Pieter graduated renegade physician used his great
jumplines and grapnels (max range 200 wealth, talent, and network of con-
feet of cable; adds +1 success to any from Harvard Medical School at the
tacts to provide healthcare in the
climbing roll), sonic "Canary Cry" gre- age of 19 and spent his residency un-
nades [BDV 70; immobilizes anyone shadows of Portsmouth City. Cross
der the supervision of Chuck
within 10 feet who can hear the cry and became known on the streets as the
McNider, the original Dr. Mid-Nite.
fails a Heroic Physique or willpower roll "Midnight Doctor." He made house
The young Dr. Cross became a
(they are rendered deaf and writhing calls to the less fortunate, set up clan-
gifted surgeon, developing advanced
in pain) for two minutes]. destine clinics, and helped heal those
techniques in limb grafting. Cross
ChBlllBT 11-JSA
135
JSJISOURCEBOOK ----------------------~
people who often fell through the STRATEGY & TAcncs: The new Dr. Mid- +1D each, Wealth -4D; Fanatic (unor-
cracks of society. Nite has sworn to uphold the noble thodox anarchical liberalism) +30, En-
During his nightly tours, he discov- traditions of the original. He is a emy (Praeda Industries, Largo Sham,
ered that Portsmouth City had an in- master surgeon with steadfast Triumvirate) +SD each, Medical Prob-
flux of serious drug-related problems hands and extraordinary confi- lem (Legally blind and can only see in
with a dangerous metagenic steroid dence. His unorthodox methods the dark) +6D, Moral Code (Hippocratic
called "A39," known clinically and controversial practices often oath to help others) +4D, Secret Iden-
Decahydrabolinm. While investigating place him at odds against the letter tity +30, Shady Background +2D, Sworn
the illegal trafficking, Dr. Cross was sur- of the law. Nevertheless, he pro- Enemy (Praeda Industries) +SD.
reptitiously given A39. The drug inter- ceeds where he feels he is doing the SPEED: 30
acted with other chemicals in his greater good. The brilliant Dr. also PDV:4
bloodstream to produce unforeseen has a passionate and caring soul. UNARMED BDV: 30
results. Injured during an explosion Dr. Mid-Nite often utilizes an exten- p/L BoNUS: + 2
that robbed him of his eyesight, the sive network of contacts and HERO POINTS: S
Chanter 11-JSll
136
~~~~~~~~~~~~~~~~~~~~~~- JSASOURCEBOOK
The Flash' broke and let off fumes that quickly while the rest of the world thought
overcame him. He lay unconscious for they were dead. The Justice Society
hours until a friend discovered him was released a few years later from
and rushed him to a hospital. Garrick this limbo. They returned to the world
lay in a coma for weeks. When he only to suffer a critical blow during
gained consciousness, he discovered the Zero Hour crisis when the villain-
that the liquid had endowed him with ous Extant stripped away their
hypers peed. chronal energy. This energy had kept
Garrick created a new identity the members of the JSA young for so
inspired by other mystery men many years. This killed several mem-
who were popping up around bers and aged the rest. Jay immedi-
the nation and donned the ately aged closer to his actual age,
mantle of the Flash. Soon after- though the Speed Force that fuels
wards, the Flash became a human speedsters slowed the pro-
found ing member of the cess and has kept him in better shape
Justice Society of than the others.
America and their first As an elder statesman of sorts to
chairman. With the JSA the new generation of modern heroes,
and other members of the Golden Age Flash hasn't been able
the All-Star Squadron, to stand still. He has provided assis-
the Flash helped the Al- tance and mentoring to the newest
lied Forces fight the Flash, Wally West. As one of the re-
Axis forces during maining members of the original Jus-
World War II. t ice Society of America, Jay Garrick
Jay became a reservist helped lead an investigation into the
member for a while during death of the Sandman at the hands of
the war, to serve as the guard- the Dark Lord. With the case coming
ian of Keystone City. Even so, to a successful resolution after the
when he was called, he returned to tragedy, the elder heroes witnessed
active duty for many years until the the birth of a modern Justice Society
JSA was forced to disband in 1951 due in which three generations of heroes
to the pressures of the House Un- joined together for a greater good.
American Activities Committee. STRATEGY & TAeries: The Flash uses his
RF.AL NAME: Jay Garrick Soon afterwards, the Fiddler, the
OccuPAno;1;: Research scie ntis t , speed powers and reflexes to quickly
Thinker, and the Shade built a reso- overcome his opposition. He can at-
director of Keystone Research nator that vibrated Keystone City out
Laboratories, Inc. tain velocities near the speed of light,
of real space and put the citizens in though his advancing age has made
BASE oF OPF.RA:r10Ns: Keystone City suspended animation. The rest of the
HEIGHT: 5'11"
this harder to do in recent years. He
world had their memory wiped of its is a charismatic leader who has in-
WEIGHT: 179 pounds existence. Much later, the second
Evi::s: Blue spired generations of heroes. He
Flash, Barry Allen, discovered the lost fights with a sense of duty, honor, and
HA1R: Brown (now with white at the city that existed next door to Central
temples) courage to stand up for what is right.
City when he vibrated at a certain fre-
RAcE: Human quency. The Flashes of both cities
TECH LEVEL: Modern (I) defeated the villainous threesome,
In 1940, Jay Garrick attended Mid- and returned Keystone to this plane.
western University as a science stu- Jay Garrick gave his blessing to the
dent of Dr. Hughes. Jay remained in new Flash to be his successor.
the lab alone late one night, working Going into semi-retirement, Jay
on an experiment that generat ed Garrick rejoined the JSA in a mission
atomic vibrations in hard wat er. to prevent Ragnarok from destroying
Through his carelessness, a fl ask the world. He became trapped there
Chanter 11-JSA
131
Hawkgir/ 2
Speed was guided by a secret
Flash
knowledge about his granddaugh-
Reflexes 3D: Brawling 7D (clothesline, J\\) (\\ ter. She had demonstrated an un-
disarm, spin attack+ lD each), dodge
·~ '.~~ ~) usually strong affinity towards an-
80
Coordination 3D: Catch 9D, thrown
l cient Egyptian lore and an inter-
;\ · est in the stars above. Speed
weapons SD (helmet +3D)
\J · ~. pushed Kendra towards her
. ·.
N
'~
Physique 2D: Running lOD 1
• greater destiny by encouraging
Knowledge 3D: Criminology 4D, re- ~~,-:;0]]
~ 1 1 ~ her to assume the role of
search SD (speed reading +3D) , .· ~ Hawkgirl. He even gave her the
scholar SD, science SD ~ \ \ original set of wings worn by
1
Perception 2D: Engineering SD, invent Shier a. The young woman
SD, know-how (Speed Manipulation) also inherited her great-
9D, repair SD, search 8D, streetwise aunt's love of archaic
(Keystone City) 7D weapons and excelled in
Presence 2D: Charm SD, command SD, hand-to-hand combat.
disguise (blurring facial features) 70, On the day after her nine-
persuasion 7D, willpower 7D teenth birthday, her grand-
AOVANTAGFS/DISADVANTAGES: Ally (JSA)
father contacted Kendra.
-20D, Ally (Flash III, Jesse Quick, Max He had been in China with
Mercury, Impulse)-8D each, Charis- Wesley Dodds and told
matic -3D, Courage-2D, Fast Reactions her to it was time to pro-
-4D, Leadership Ability - 2D; Age (Old) tect the baby destined to
+9D , Dependant (Joan Williams become the new Dr. Fate no matter
Garrick) +ID, Enemy (the Shade, the what the cost . With no preparation or
Fiddler, the Thinker) +3D each, Enemy explanation, she donned her great-
(Injustice Society of the World) +SD. aunt's wings and set off for British Co-
SPEED: 30 lumbia. There, she did find the Fate
PDV: 4 (14 while moving with Speed Child and ran across the surviving
Manipulation) members of the JSA, who had come
UNARMED BDV: 4D REA1. NAME: Kendra Shiera Saunders together to fight the Dark Lord from
p/L BONUS! + 1 OccuPATio~: Film school student taking the child and the mantle of Dr.
HERO POINTS: 28 BASE or OPERATIONS: Austin, Texas
Vlll.AIN POINTS! 0
Fate.
HEIGHT: 5'6"
CHARACTER POINTS: 224 With the success of defeating the
WEIGHT: 120 pounds
Boov POINTS: 30 Dark Lord and her role in assisting the
EYF.S: Green return of Dr. Fate, the new Hawkgirl
POWERS: Longevity ID, Sustenance SD HAIR: Red joined the newly re-formed Justice
(Limitations: Linked to Speed Manipu- RACE: Human
lation), Healing 3D (Limitations: Linked Society of America.
TECII LEVEL: Modern (I) Kendra has never been one for
to Speed Manipulation, Self-Only) ,
Speed Manipulation lOD. The new Hawkgirl is the grand- family or destiny. The concept of a
EQu1PMENT:Winged helmet (BDV 2D as
daughter of adventurer Speed caring family unit, as the JSA tries to
thrown weapon only; AV 18 vs. over- Saunders and the grandniece of the be, is still something strange to
head physical attacks only; Body Points original Hawkgirl, Shiera Saunders Hall, Kendra. Although she often struggles
24). after whom she was named. As a youth, alone with the role thrust upon her
Kendra was orphaned and had a and the master of the skills required
troubled childhood, spending her for- by it, she is beginning to realize the
mative years growing up in a series of value of that close friendship. She will
youth facilities. The teen often took to need that support even more as she
the streets to seek refuge. She was comes to terms with being the soul
eventually found by her grandfather, of Shiera, the original Hawkgirl, in the
who took her under his wing and en- body of Kendra Saunders.
couraged her to go to film school.
Cha111er 11-JSA
138
~:A'-'"'-' -------------------------- JS/I SOURCEBOOK
Cha111er 11 - JSll
139
JSASOURCEBOOK - -- -- - -- - - - - -- - -- - - - -' m f
2
Mr. Terrific
est reincarnation, Kendra Saunders
has no memories of her past lives and
has rejected Carter's love. Currently,
Hawkman has taken back his place as
a member of the JSA. cyberwear company to Wayne-tech
STRAT£GY & TAcncs: When Carter Hall for enough money that he never
is out of costume, he's polite, cultured, needed to work again. Yet, all of this
and social. When he dons the helm of fell apart when Michael's wife died.
Hawkman, he has one word on his Life no longer seemed worth living
mind: War. Hawkman does not pull without her. When confronted by a
punches, regardless of his adversary. street gang, he even considered sui-
cide by not defending himself against
Hawklllan
their attacks.
Reflexes 3D: Acrobatics 6D, brawling At this moment, the Spec-
lOD (haymaker, uppercut, weapon . tre suddenly intervened.
parry +ID each), dodge 80, melee
'lfl.M~ The spirit of vengeance told
weapons 100 (archaic weapons
+2D), piloting 5D (self +6D) Michael the story of the first
Mr. Terrific, Terry Sloane,
Coordination 3D: Catch 6D, missile who had been a com-
weapons lOD, thrown weapons 90
rade of the Spectre
Physique 4D: Flying 7D, lifting 6D, run- during the early
ning 50 days of the Jus-
Knowledge 3D: Arcane lore 8D tice Society.
(Thanagarian, Egyptian +2D each), Terry had used
criminology 4D, languages 4D (an- his prodigious
cient tongues +4D), navigation 8D, re- gifts to assist
search 4D, scholar 6D (archaeology those around
+50)
him. The Spec-
Perception 3D: Engineering 40 (aerody- tre suggested
namics +2D, Nth metal +40), Invent that Michael do
50 (Nth metal +3D), repair 50 (Nth the same. Realiz-
metal objects +3D), search 60, sur-
ing t hat his life
veillance 9D, tracking 20
could still have mean-
Presence 3D: Animal handling (birds) ing, he decided that he
7D, charm 40, command 80, intimi- could help society by taking
dation 1OD, persuasion 50, willpower
misguided youths under his wing
lOD
and showing them a better way of
ADVANTAGES/DISADVANTAGES: Acute Sense life.
of Direction -20, Acute Senses (sight) Michael created a costume for
-2D, Ally (JSA)-200, Animal Friendship himself and took the name of Mr. Ter-
(birds)-20, Charismatic -3D, Courage RF.AL NAME: Michael Holt
rific. With the help of his technologi-
-2D, Leadership Ability-2D, Prepared- OccuPAT10:-.: Retired electronics
ness-4D, Speed Draw (mace)-ID; Dark cal wonders, the T-Spheres, the new
engineer, security consultant
Secret (reincarnation of Prince Khufu) Mr. Terrific has tirelessly acted to pro-
BASE Of OPERATIONS: New York City
+ID, Enemy (Hath-Set) +20, Enemy (In- tect the neighborhoods of New York.
HEIGi-tr: 6' l"
justice Society) +50, Secret Identity While working at Tyler Chemical
WmGm: 215 pounds
+30, Sworn Enemy (Hath-Set) +20. Company, Mr. Terrific met Sand and
EYf.S: Brown
SPEED: 30 PDV: 4 Hourman of the new JSA. Mr. Terrific
HAIR: Black
UNARMED BDV: 50 P/L BONUS: +3 explained that he serves as Tylerco's
RAci::: Human
HERO POINTS: 30 VILLAIN POINTS: 0 spokesperson and security consult-
TECH lr.vEL: Postmodern (2)
CHARACTER POINTS: 236 BoDY POINTS: 40 ant in exchange for their funding of
EQUIPMENT: Nth metal belt and wings Michael Holt seemed to have ev- his youth center. Impress ed by
(see "Hawkman & Hawkgirl's Equip- erything going for him. He was a gold Michael's sincerity, Sand invited Mr.
ment" sidebar on page 20), winged hel- medal winning Olympic decathlete. Terrific to join the JSA. He has since
met (AV 20 vs. physical attacks to the He was a skilled martial artist. He was become an active member.
head only), and various archaic weap- a brilliant engineer. He sold his
ons. His usual weapon of choice is a
mace (BOY 50).
CllB/llBr 11-JSA
140
STRATEGY & TAcncs: Mr. Terrific is a
Sand
suicide)+ 10, Enemy (Injustice Society)
superb fighter, on par with some of +SD, Extremely Competitive +20, Hides
the best martial artists. Though he Emotions +10 , Secret ID +30.
will resort to his fists if he has to, Mr.
SPEE0:30
Terrific generally uses his wits first.
PDV:4
He relies on his T-spheres to gather UNARMED BDV: SO/lD
information before he leaps into ac- P/L BONUS: +3
tion. Mr. Terrific is, however, quite HERO POINTS: 8
reckless once he begins fighting. He VILLAIN POINTS: 0
perhaps still possesses a small ves- CHARACTER POINTS: 60
tige of the suicidal urge that resulted Boov POINTS: 4S
in him becoming what he is today. Equipment:
Mr. Terrific T-Spheres
Reflexes 4D: Acrobatics 8D, athletics Speed:60
lOD, brawling9D, c/imbing8D, dodge Base Damage Value: 6D
8D, driving 8D, escape artist 6D, mar- Range: same as powers
tial arts 9D, melee weapons 6D, pi- Ammunition: internal energy-
loting 8D, riding SD, sneak 8D processing system
Coordination 4D: Catch 9D, Lockpicking Skills: brawling 60, dodge 6D,
6D, marksmanship 6D, missile weap- piloting (self) 60, sneak 60, fly-
ons 8D, sleight of hand 9D, thievery ing 6D, security 6D, search 6D,
8D, thrown weapons 100 surveillance 60 :;r; .:
Physique SD: Leap 8D, Lifting 7D, resis- Body Points: 30 '~{(;-
y-- . '
Additional Information: Pow- ' , ·· · ·~
tance 6D, running 80, swimming 80
ers: Invisibility 60 [Enhance- \ .. . .
Knowledge SD: Computer ops 100, ments: Additional Effects (inau- ~ · · -~~: -t,
criminology 60, demolitions 6D, forg- dible, able to block infrared sen- . .. : .' :. ~~~
ery 6D, languages 8D, medicine 80, sors) +30 each, Extended Range · : '"-.
navigation 90, research 9D, scholar +3DJ, Flight 12D, Light Manipulation · ::'-. ·
80, science 90 (cyberwear +ID), se- (hard-light holograms) 2D. All powers
curity 9D (JSA headquarters +3D) have the Limitation: Removable -30
Perception SD: Artist6D, engineering 8D and the Enhancement: Remote +40.
( cyberwear +10), hide 8D, invent 80 The T-Spheres act as floating cam-
(cyberwear +20), repair 9D, search eras, constantly sending back images
in the visible and infrared spectra to Mr. REAL NAm:: Sanderson "Sandy"
8D, streetwise 6D (New York City
Terrific. They reconnoiter an area while Hawkins
+20), surveillance 7D (electronic
+3D), survival 80, tracking 7D (elec- Mr. Terrific waits a safe distance away. FoRM£R A.IJAS: Sandy, the Golden Boy
tronic +3D) The T-Spheres can also project light im- Oc<TPATION: Chairman of the JSA
ages, creating complex illusions. But BASF. OF OPE.RATIONS: New York City
Presence 3D: Animal handling SO, bluff
perhaps their most useful ability is to HEIGHT; 5'11"
6D, charm 60, command 6D, disguise make an individual a "walking blind WF.IGHr: 162 pounds
SD, interrogation SD, intimidation 8D,
spot when it comes to technology." EYrs: Blue
persuasion 7D, willpower 9D
They not only render the person invis- HA1R: Blond
AovANTAGES/D1sADVANTAGES: Acute Bal- ible to the human eye, but also to any RAcF.: Human (silicon-based)
ance -2D, Ally (JSA) -19D, Contact recording devices (visual or audio). Mr.
TECH U\'E.L: Modern (1)
(Tyler Chemical) -3D, Courage -20, Terrific has somewhere between four
Fast Reactions -4D, Gifted in Learning to five T-Spheres with him at any time. During 1941, young teenager
-40, Hardiness -40, Leadership Ability Sanderson Hawkins learned that his
-20, MechanicalAptitude-20, Obscure Aunt Dian's boyfriend Wesley Dodds
Knowledge -2D, Observant -20, Tech- was secretly the Sandman. Unexpect-
nologically Advanced -100, Wealth edly helping out the hero on a case
-60; Dark Secret (attempted to commit led the youth to become Wesley's
partner, Sandy, the Golden Boy. He
fought alongside the Sandman on
Chanter 11-JSll
141
many of his cases and went on adven- The few remaining members of the
original JSA gathered with the prog-
Sand
tures with the original Justice Society
of America. eny of family and friends for Dodds's Reflexes SD: Acrobatics 6D, brawling 60,
This all changed when, during an funeral. An immediate investigation climbing SO, dodge 60, martial arts
experiment Dodds was conducting was undertaken to stop Mordru. This SO, piloting 4D, sneak 6D
with a prototype s ilicon-based gun, ended successfully, renewing hope in Coordination 3D: Lockpicking 4D, marks-
Sandy was caught in an explosion, Sandy and the other members who manship 4D (gas gun, wirepoon gun +2D
radically altering his genetic makeup. had banded together. each)
He became a raging silicon monster Now calling himself Sand, Hawkins Physique 30: leap SD, lifting 40, resis-
that Wesley had to sedate and con- fulfilled a lifelong dream when he was tance 4D, running 4D, swimming 4D
tain. Unable to find a cure for Sandy, nominated as the first chairman of the (through materials containing silicon
Dodds was forced to imprison him in newly re-formed JSA, but he immedi- +2D)
a gas-filled glass chamber while he ately found his life altered once again. Knowledge 3D: Criminology SD, lan-
worked on a cure. The long-term side effects of his guages 4D (Chinese +6D), research
Decades later, Sandy was acciden- time spent as a monster had left 4D, scholar 4D, science 4D, security
tally awakened from his suspended Sand's physiology altered on the mo- 4D (JSA headquarters +4D)
animation and escaped from his lecular level. He had become a sili- Perception 2D: Hide 60, know-how
chamber. Dodds renewed his search con-based life form able to sense seis- (Earth Manipulation) 8D, search 6D,
for a cure during the next several mic vibrations. He could also flow shadowing 7D, surveillance 7D, sur-
months. Soon afterwards, a villainous through dirt, glass, bricks, or just vival SD
scientist named the Shatterer cap- about anything with trace amounts Presence 20: Bluff SD, charm 60, com-
tured Sandy and attempted to use the . of silica in it. mand 4D (JSA +3D), intimidation SD,
silicon monster's seismic energy for With the help of the members of willpower 8D
his own benefit. The Sandman turned the new JSA, Sand has overcome even ADVANTAGES/DISADVANTAGES: Ally (JSA)
the tables on the villain with an or- this change to his life. He continues -20D, Attractive Appearance-2D, Cour-
ganic explosive that ultimately cured to proudly lead the JSA and carry on age - 2D, Observant - 20, Speed Draw
and seemingly transformed Sandy the tradition created by Dodds and (gas gun) -10, Wealth -6D; Enemy (In-
back into human form. his fellows. justice Society) +SD, Enemy (Kobra,
Sandy was shocked upon regain- Geomancer) +3D each.
STRATEGY & TAcncs: Sand uses the re-
ing his humanity to realize that he had sources of his inheritance as the nec- SPEED: 30
not aged during the intervening de- POV: 3
essary backbone for providing a
cades. While renewing their fri end- UNARMED BOV: 4D/1D
headquarters, technology, and fund- P/L BoNus: +2
ship, Sandman and Sandy were sum- ing for the JSA. In the short time he
moned to help the JSA prevent the HERO POINTS: 13
has had them, he has become profi- VJLl.A!N POINTS! 0
destruction of the world from the im- cient with his silicon-based powers, CHARACTER Pon'frs: 110
pending Ragnarok. The struggle but he trains each day to push them Boov Po1NTS: 29
placed them in limbo for years. to the limit so that he can master
Returned to Earth, Wesley and POWERS: Precognition 8D (Limitation:
them. Side Effect [Nightmares Disadvantage]
Sand went their separate paths. Wes
-4D, Uncontrollable -3D), Earth Ma-
went to spend more time with Dian, nipulation (silicon form, pass through
while Sandy left for the Far East to silicon materials, detect seismic activ-
continue his education. ity) 1OD (Limitation: Duration Change:
Sandy became the heir of Dodds's Permanent -2D).
vast fortune and arsenal after his EQUIPMENT: Tylerco-designed silica-
death in the Himalayas during his based fabric costume (AV 60 vs. heat
confrontation with the Dark Lord and fire ; can rearrange the costume's
Mordru. He also gained the prophetic molecules to form into whatever cloth-
nightmares Dodds s truggled with ing he desires), gas gun and wirepoon
night after night. gun (see equipment under Sandman I
on page 24).
ChBlllB' 11-JSll
142
c.~:A>-'"'-' - - - - - - - -- - -- -- - - -- - - - -- --- JSASOURCEBOOK
Senti nel
the saboteur who had wrecked the Along with Kyle Rayner, the cur-
train and became one of the world's rent Green Lantern, he battled the
leading heroes. Starheart itself. In the course of the
Taking the role as a guardian of conflict, Sentinel lost a large portion
justice, Green Lantern became a of his powers. What limited energy
founding member of the Justice Soci- that remained wasn't enough to main-
ety of America and its second chair- tain his youth, so he aged to his true
man. He a lso joined t he All-Star chronological age.
Squadron along with his team- Returning to his original Green
mates to battle the Axis forces Lantern costume and the power ring
during the Second World War. and battery, Alan Scott has become
Despite his heroic career, the elder statesman for the newly re-
Green Lantern retired from ac- formed Justice Society of America. He
tive duty in 1951. He dis- has passed the role of chairmanship
banded the JSA because of to Sand knowing that it is in good
pressure from the House Un- hands.
American Activities Committee, Sentinel recently had to deal with
which sought to eliminate anything a terrible blow when his son, Obsid-
that the committee felt went ian, literally turned to the dark side
against what it defined as as a villain. With Ian Karkull, he fought
American. his father and the JSA as he tried to
Years later, Scott as bring the Shadowlands to Earth.
Green Lantern worked with SrnAlEGY & TA<.11cs: Sentinel is only
the JSA alongside the newly limited by his willpower and imagina-
formed JLA . He learned tion when he uses his ring and bat-
that he had fathered two tery. A man of integrity and bravery
ch ildre n with his ex-wife, he relies on his wits and wisdom to
Alyx Florin, who was really get himself out of most battles, but
the late Rose Canton (Thorn when there is no alternative, he turns
I). The children grew up to be- to the might of his magical ring.
come the heroes Jade and Obsid-
ian. Alan remarried Molly Mayne, a
reformed villain who used to be the
Rt:At. NAm:; Alan Wellington Scott
Harlequin .
FORMF.R Au\.<;: Green Lantern
In a mission to prevent Ragnarok
On.·vPATto:-.: Broadcasting executive
from destroying the world, Green Lan-
BAsr or 0PtR..mo:xs: New York City,
tern joined the JSA in a journey to
Gotham City, Los Angeles
limbo. He returned to a world that had
HFJGttT: 6'
thought he and the rest of the JSA
Wnc;m: 175 pounds
were dead.
E·\'F_li: Blue
In the wake of Zero Hour crisis,
HAtR: Blond
even though he remained fairly
RACE: Human
young, Alan decided to retire.
Ti::cH U\EL: Modern (1)
Later, Alan learned that his pro-
Alan Scott was an engineer who longed exposure to the energy of the
survived a train accident and discov- Starheart had permanently imbued
e re d a mystical lantern. He con- his body with its "green flame." He
structed a ring from it to tap into its realized that he no longer needed a
occult energies. Taking his name from ring. He continued his crusade with
the object that empowered him-the the new name "Sentinel" to fight the
Green Lantern-he brought to justice forces of darkness.
ChBDIBr 11 - JSA
143
JSJISOURCEBOOK -----------------------~
Manipulating the
Power 01 the Starheart
The Starheart is a semi-sent ient mystic orb that was created by the Guardians of the Universe in an effort to purge the
cosmos of magic. A storehouse of immense magical power, the only known focuses for the Starheart's powers are the
original Green Lantern's ring and the energies possessed by Jade and Sentinel. Since for all intents it is a creation of the
Guardians, it acts in very much the same way as the scientifically based power ring energies used by their agents, the
Green Lantern Corps. However, the Starheart's energies still should be considered magical.
To create energy constructs using the power of the Starheart, the wielder first makes a know-how (energy creations)
roll (or other related know-how roll) to determine whether or not he can create the construct (erect a wall, create a giant
baseball bat, and so on). The Narrator determines the difficulty of the roll; some examples are listed here. (For more
extensive details, see the "Creating Manipulation Constructs" sidebar in the JLA Sourcebook on page 111 or the section
about Manipulation constructs in the Directive on Superpowers on pages 97-99.)
Sample Ring Creation Base Difficulty
Wall 3
(AV equal to three times the die code of the power)
Simple energy construct 3
(baseball bat with BOY three times die code of power)
Construct with powers 3
(a bulldozer or crane)
Complex construct 4
(giant fist that grabs a target)
Once the construct is generated, the Starheart wielder makes a willpower roll each round to sustain it. The difficulty
of the roll is the same as the difficulty to create the construct, modified by how tired, in pain, or distracted the user is.
At first, Alan Scott could only use the Starheart energies to mimic the powers of his fellow mystery men, such as fly or
pass through objects. As his mastery over the ring's energies grew, he could create constructs, which tended to be re-
creations of implements and tools he was familiar with. Jade, on the other hand, could make constructs from the very
beginning. Even so, again, she generally created objects she was familiar with, or had seen her father or one of his peers
create.
Chanter 11-JSJI
144
~"'"".i - - - - - -- - - - - - - - - - - - - - - - - -- - JSllSOURCEBOOK
s1ar-S11ang/11d Kid 2
Kid. She then discovered that her recklessly without S.T.R.l.P.E. or her
i}- stepfather was actually the Kid's teammates from the JSA. Her cosmic
~0 original sidekick, Stripesy. A plan converter belt is the source of her
"r formed in her head to get back at Pat power and it provides that extra
for his overbearing nature. She boost of confidence- or overconfi-
"borrowed" the belt, took over dence in her case. She often disobeys
the mantle, and became the orders and acts on her gut instinct.
second Star-Spangled Kid just She is only now learning some self-
to make him mad. control in her actions.
Dugan didn ' t Star-Sp angled Kid
take to well to her
'!'~ s henanigans, but Reflexes 30 (70): Acrobatics 4D (8D),
athletics 4D (8D), brawling 4D (8D),
the youngster
dodge 4D (8D)
t hreatened to tell her mom
his secrets, so he created Coordination 30 (70): Catch 4D (8D),
a mechanical suit named marksmanship (Shooting Stars) SD
(9D)
S.T.R.l.P.E. to assist him in
watching over his step- Physique 2D (SD): Leap 40 (70), lifting
daughter. Almost as soon as 30 (6D), running 4D (70)
s he put on the belt, she got Knowledge 2D
into the thick of trouble. It was Pe r c eption 20: Hide 4D, know-how
the first of many times that (cheerleading) 3D, search 30
S.T.R.I.P.E. had to come to her aid.
Presen ce 20: Bluff30, intimidation 3D,
When the J ustice Society of persuasion 4D, willpower 40
America reformed after the death of
Wesley Dodds, the new Star-Spangled ADVANTAGES/D1SADVANTAGES: Acute Bal-
ance -2D (Superattributes bonus), Ally
Kid volunteered for membership but (JSA) -20D, Ally (S.T.R.l.P.E.) -80, Con-
was turned down. Her curiosity and tact (Young Justice)-2D, Courage-20,
desire to help led Courtney on the Patron (Pat Dugan and Ted Knight)
REAi. "l '\Ir: Courtney Elizabet h
trail of the Scarab, and she secretly -20 each, Special Equipment (Cosmic
Whitmore
followed him through a portal into Dr. Converter Belt) -SD; Age (12-17) +10,
Orn r.\llo'\: Student
Fate's Tower. Argumentative +2D, Enemy (Dragon
BAsr or OPFR \·110'\s: Blue Valley,
Her heroism and assistance in de- King, Shiv) +2D ea ch, Enemy (Injustice
Nebraska Society) +SD, Extremely Competitive
feating the Dark Lord Mordru was the
Hmau: S'S" Wnwn: 110 pounds +2D, Impulsiveness +2D, Secret Identity
catalyst for her acceptance into the
E\ i::s: Blue JI \IR: Blonde +3D, Targeted for Assassination (Shiv)
JSA. Pat doesn't approve of some of
RAn:: Human Trrn lnn.: Modern (1) +lD.
her methodology but he believes the
The r eckless and stubborn chance to work with the other heroes SPEED: 30
Courtney Whitmore constantly com- will allow her to gain experience and PDV: 2 (4)
plained t o her mother that she respect and to tame some of her reck- UNARMED BDV: 3D (4D)
wanted to move back to her South- lessness. p /L 8oNUS: +1 ( +3)
ern California home. Her mom ought H ERO P OINTS: 3
Although she didn't know any-
to ditch her new husband, Pat Dugan, thing about the legacy she had inher- V 1u.AJN PoJNTS: 0
C HARACTER P OINTS: 20
and the new town of Blue Valley, Ne- ited, she was determined to find out. BoDY P OINTS: 28 ( 43)
braska. With the patience of the experienced
EQu1PMENT: Cosmic Converter Belt [Body
Not long after moving into their heroes who have worked with her,
Points 65; powers: Energy Projection:
new home, Courtney found a strange she has slowly been enlightened to Shooting Stars (hands) 9D, Superattrib-
belt while looking for costume acces- the responsibility of what it takes to utes: Reflexes 40, Superattributes: Co-
sories for a party. Little did she real- be a hero. ordination 40 (bonus: improved catch-
ize that this was one of the cosmic Snun·:GY& T \c 11cs: The Star-Spangled ing ability), Superattributes: Physique
converter belts designed by Ted Kid takes a direct approach. She al- 3D (bonus: increased damage vs. inani-
Knight for the original Star-Spangled most always goes in headstrong and mate objects)].
ChBlllBr 11 - JSJI
145
JSASOURCEBOOK - - -- - -- - - - - - - - - - - -- - - - - -
CllaatBr 11 - JSA
146
~------------- JSASOURCEBOOK
CHAPTER 12
JSA Allies &
Adversaries
141
lltom Smasher ered physiology of his grandfather, Recently: Al had to deal with a terrible
Terry Curtis (the Golden Age villain Cy- blow when Kobra killed his mother in
c Iotron) , which was passed a terrorist act. In their confrontation
down to him through his with Kobra on Blackhawk Island, Atom
mother's genes, Al started Smasher pushed his abilities to the lim-
out significantly smaller its and grew to a staggering 60 feet high.
than most other chil- Shortly thereafter, Atom Smasher took
l dren of his age. Then the chance to change the past and sub-
he went through a se- stituted the JSA foe Extant with his
ri es of tremendous mother on the fateful flight on which
growth spurts. Exceed- she died. Having to cope with the loss
ing six feet tall the sum- of his mother and the lengths he went
mer before his freshman high to get her back, Atom Smasher has
school year, Al was a staggering taken a leave of absence from the team.
7'6" by the time he was 18. In col- STRATf.GY& T ACT1cs: Atom Smasher
lege, he quickly became a basket- was a team player who provided the
ball star.
physical backbone of the new JSA.
It was there that Rothstein While he appears outwards to be the
banded with six other teenagers raging behemoth behind his faceless
who were offspring of the Justice mask, he actually has a heart of gold
Society of America. They formed and stays in control of emotions un-
their own super-hero group der the duress of most situations.
known as Infinity, Inc. Al became
the mohawked hero Nuklon. Atoin Sinasher
Over the next couple of Reflexes 4D: Athletics 6D, brawling 1OD,
years, Nuklon remained a stal- climbing SD, dodge SD, driving 6D,
wart member of Infinity, Inc. un- piloting6D
til the group disbanded following Coordination 3D: Catch 70, thrown
the death of their leader, Sylvester weapons9D
Pemberton, who was then known Physique 4D (SD): Lifting 60 (l OD), run-
as Skyman. Nuklon later joined a ning SD (9D), swimming SD (9D)
minor group of heroes known as the
Knowledge 2D: Scholar4D (mechanics
Conglomerate. This was followed by +2D), science 3D (aeronautics +3D)
REAL NA'.\fE: Albert "Al" Julian a stint with an unfortunate incarnation
Rothstein of the JLA that the White Martians eas- Perception 2D: Engineering 6D, invent
SD, know-how (powers) 7D, repair8D
F01n1rn AUAS: Nuklon ily defeated.
OccLrA110~: Custom car designer, After his rocky past as a hero, Al Presence 2D: Charm 3D, intimidation
former auto repairman Rothstein moved into a mature phase 9D, willpower 8D
BASE <U: 0Pl·Rmo-.s: New York City of his career. Growing his hair back ADVANTAGES/DISADVANTAGES: Ally (JSA)
HEIGi-IT: 7'6" WEIGHI': 297 pounds and abandoning his identity as -20D, Courage-20, Fast Reactions -4D,
En~-.: Blue HAm: Red Nuklon, he became Atom Smasher, Hardiness -4D (Superattributes bo-
~cc: Human T£c11 U\U.: Modern (1) which served as a nod to both Cyclo- nus), Mechanical Aptitude-2D, Enemy
tron and the original Atom. With the (Injustice Society) +SD, Enemy (Kobra)
Albert Rothstein is the inheritor of +30.
a living legacy. His mother, Terri start of his renewed heroic career,
Wildcat contacted Atom Smasher to SPEED: 30 PDV: 4
Kurtzenberg Rothstein, was a NASA UNARMED BDV: SD P/L BoNUS: +3 (+5)
engineer who was left to raise her son help in the investigation of the death
of Wesley Dodds. After the success- HERO POINTS: 16 VILLAIN POINTS: 1
alone. The boy's father was killed in air CHARACTER POINTS: 130
combat when Al was three. Albert's ful resolution of the case, the close
BODY POINTS! 40 (63)
godfather, Al Pratt (the Golden Age friends involved decided to reform
the Justice Society of America. Al fi- PoWERS: Superattributes: Physique 4D,
Atom) helped raise the boy. Size Manipulation (Self-Only) SD.
Although he inherited enhanced nally fulfilled his long-held wish of
becoming a member. EQUIPMENT: Expandable costume de-
strength as a result of the atomic-pow-
signed by S.T.A.R. labs.
Dr.Fate 4
the darkness that threatened the Dr. Fate, Hector has placed himself
world through the divination of his fulltime into his role and teamed up
dreams. Dodds traveled to the with other magical heroes of Earth to
Himalayas with long time friend hide away the Spear of Destiny within
Speed Sanders to meet the myste- the sun itself. Recently, he left the JSA
rious Gray Man. Dodds learned to search for his wife, Lyta, who he
..............."'- that a new Dr. Fate was about has learned is still alive.
-..........__ ~ t o be born from Nabu's & TACTICS: Although the new
STR.ATl::GY
power taking root in one of Dr. Fate has limited experience, the
three unborn souls. soft-spoken and humble Hector is still
Saunders quickly in- perhaps the most powerful member
formed the surviving mem- of the mystic community on Earth.
bers of the Justice Society of The spells he uses are primarily whis-
America. They immediately pered to him by the helm, but he is
undertook a search to find the learning. He can also turn to the spirit
child and prevent the Dark of Kent Nelson, who resides in the
Lord and the Sons of Anubis amulet, for advice.
from gaining the artifacts of
Dr. Fate and the child. In the Dr. Fate
meantime, Kid Eternity and Reflexes 30: Brawling 7D, dodge 80,
I Jared Stevens (Fate) fell vic- piloting 50 (self +30)
tim to the Dark Lord. With Coordination 30: Catch SD, thrown
Jared's death, his powers and weapons 6D
artifacts were mystically sum- Physique 3D: Flying 40, lifting 40
moned to the Tower of Fate
(which exists outside of all the Knowledge 30: [Arcane lore 80), navi-
gation 80, scholar 60 ( l ID]
realms of existence).
The JSA eventually found the Perception 20: Invent 50, know-how
newborn with an ankh birthmark on (Nth metaO 7D, [know-how (Wiz-
his right arm (the symbol of the Fate ardry) 7D]
Child), but so did the Dark Lord. He Presence 20 (40): Charm 40 (60], com-
captured the infant and took him to mand 40 (60], persuasion 70 (90),
the Tower of Fate. With the child and willpower80 (100]
Ri::AL NAME: Hector Saunders Hall the artifacts of Fate, the Dark Lord ADVANTAGES/DISADVANTAGES: Ally (JSA)
FoRMEH ALtAs: Silver Scarab could magically age the child to man- -200, Ally (Sentinels of Magic) -170,
OcccP.mo:-.;: Mystic defender of Earth, hood and swipe the powers of Dr. Fate Ally (Spirit of Kent Nelson)-110, Char-
Agent of Order before the transformation could be ismatic -30, Courage -20, Leadership
8A$E OF OrERATIO:'is: Tower of Fate completed. With the intervention of Ability -20, [Magically Adept -100),
[Magic Resistance-100), Renown-60,
HEIGUT: 6' the JSA, the new Star-Spangled Kid
Sixth Sense -20, Special Equipment
W£JC.HT: 184 pounds (who was instructed by the spirit of (see Equipment below), Wealth -40;
EYFs: Blue Kent Nelson-Dr. Fate I-from an- Enemy (Dark Lord Mordru) +30, Enemy
llArn: Platinum blond other realm inside the Amulet of (Lords of Chaos) +60, Secret Identity
RAcr::: Human Anubis) made a valiant move that in- +30.
Tt:c11 LEvu: Modern (1) stantaneously transformed the child SPEED: 30 PDV: 4
As the twentieth century neared into the new Dr. Fate. Mordru was de- UNARMED BDV: 40 P/L BONUS: +2
its end, the Dark Lord Mordru arrived feated and banished to the HERO POINTS! 18 V1UAIN POINTS: 0
netherworlds of the Amulet of Anubis. CHARACTER POINTS! 140 BODY POINTS! 34
on Earth and began the systematic
slaughter of all known agents of Or- The role of Dr. Fate had been PowERS: [Longevity ID, Wizardry 200
der and Chaos. He desired only to passed to Hector Hall, resurrected as (Enhancement: Mastery +60)).
steal their powers and gather mysti- the Fate child and mystically aged to
an adult. Hector's former lives pre-
cal artifacts from his encounters.
However, Wesley Dodds discovered pared him for this destiny. As the new
Chan~rU - JSAAnms&AdllBrsanss
150
The now two-year-old android was nanoseconds. Knowledge, self-discov-
NATURAL ABILmi:s: Android package, At-
unprepared for this era. He was hav- ery, and the act of finding experience tribute Improvement, Emotions, Flight
ing a hard time adapting as he ex- in his role as a hero are key to his 80, Invulnerability 40, Speed Manipu-
plored life experience with the human motivations. lation (superactions, supermobility) 5D
condition. So, he asked Snapper Carr Due to his android form, he is in- each.
to be his guide. Hourman soon credibly strong and can fly. Hourman Powms: Superattributes: Physique 70,
learned that his youthful naivete pre- can activate his "Hour of Power" to Temporal Manipulation (time vision)
sented a threat to humanity. give him 60 minutes of access to time- 250. All powers have the Limitations:
He renounced most of his limitless bending abilities such as his time vi- Duration Change: Activated (only after
power in an attempt to protect his sion. With his Timeship, he can travel he initiates his "Hour of Power" and
new-found friends. This left Hourman though time and even outside it and then only lasts one hour) -2D, Condi-
limited with the occasional "Hour of pass through Hypertime. tional (has to wait one hour before ac-
Power" wherein he could access the tivating "Hour of Power" again)-lD.
Hourman
fragment of the Worlogog's (his pre- EQUIPMENT: Time ship [size: 225 feet long;
vious power source) awesome time- Reflexes 70: Brawling 80, dodge 90, crew: l; passengers: 60; cargo capacity:
manipulating abilities once a day. piloting 80 (self +30, Timeship +100) 500 cubic feet; maneuverability: 10;
Soon after joining Snapper Carr, Coordination 40: Marksmanship (time speed: see description; AV 50; Body
Hourman found one of the last vision) 70 Points 1000; Enhancement Modifiers:
Miraclo pills left behind by his gene- Physique 70 (140): Flying 90 (160), arcane lore (Hypertime) +50, navigation
leap 80 (150), resistance 80 (150) (Hypertime) +50; powers: Temporal
father and took it. The result activated
Manipulation (time travel) 500 (Limi-
the memories and experiences of Rex Knowledge 80: Arcane lore 120, com- tation: Side Effect [must be piloted by
Tyler in his geneware. The android puter ops 100, languages 100, medi- someone with a navigation (time
remembers fighting alongside the cine 90, navigation 1OD (time stream stream) or navigation (Hypertime) skill
JSA, being married to Wendi Tyler, +7D, Hypertime +2D), research lOD, or it can drift through time and space
and being a father to Rick Tyler scholar 12D (time +5D, Hypertime out of control] -5D).
(Hourman II). The emotions to his +2D), science lOD (temporal physics During Hourman's "Hour of Power,"
gene-father's life experiences are now +4D) he is linked to his Timeship. He can di-
embedded as a part of the android's Perception 40: Know-how (Temporal rect it wherever-or whenever-he
essence. Manipulation) 120, search 5D, shad- would like by pulling the chain to the
owing 5D, surveillance 6D controls . The Timeship can travel
Ri::ci::~TLY:
Hourman has since been through time, outside of time, or navi-
placed on reserve duty with the JLA. Presence 20: Animal handling 3D,
gate through Hypertime. The boat-like
He prefers to spend his life in contem- charm 3D, intimidation 30, persua-
vehicle has a dragon's head at the bow
sion 4D, willpower 7D
plation of his humanity while under- and contains clocks and other esoteric
going self-discovery with his friends ADVANTAGES/DISADVANTAGES: Ally (JSA) time measuring devices. The vehicle is
in Happy Harbor's Mad Yak Cafe. -19D, Ally (Snapper Carr)-8D, Contact powered by limited fuel from the ta-
Hanging with his mento r Snapper (JLA, Justice Legion A, future self, Rex chyon source of the Worlogog. It can
Tyler, Metron) -4D each, Hardiness alert Hourman if it is accessed without
Carr, Tyler has also been learning
-4D, Mechanical Aptitude -20, Obscure his permission . There are various
about his personal feelings, including Knowledge-2D, Photographic Memory chambers inside the vehicle that can
his love for the beautiful Bethany and -4D, Self-Healing -4D, Technology Ad- be customized as needed, such as Dr.
the discovery of what it means to be vanced -30D; Bond to Creator +2D, Cu- Togg's laboratory.
an imperfect hero. He has met Rex's riosity +2D, Dependant (Snapper,
wife and is using Dr. Togg to find a Bethany) +10 each, Enemy (Injustice
cure for Rick's Miraclo induced ill- Society) +5D, Enemy (Rick Tyler) +20,
ness. He has also joined the newly Low Self-Esteem +3D, Secret Identity
reformed Justice Society of America +30.
with the invitation of Jay Garrick. who SPEED: 30
had asked for his assistance in the in- PDV:5
vestigation into the death of Wesley UNARMED BDV: 40
Dodds. p /L 8oNUS: +3 ( + 7)
HERO POINTS: 9
STRATEGY & TACTICS: To Hourman, the VILLAIN POINTS: 0
past, present, and future are all the CHARACTER POINTS: 70
same. Hourman can sidestep through BODY POINTS: 50 (85)
O ccuPATION: Second-hand collectibles via the use of a Zeta Beam. His life was -190, Ally (Mikaal Tomas, Bobo Benetti,
quickly turned upside down as he Adam Strange, the O'Dares) -80 each,
dealer
found himself joining the new JSA and Contact (Shade) -SD, Courage -20, Pa-
BASE OF OPERATIONS: Opal City
tron (fed Knight)-20; Enemy (the Mist)
HEIGHT: 6' 1" WEIGITT: 175 pounds confronted with the start of serious
+20, Enemy (Injustice Society) +20.
EYEs: Blue H A1R: Black trouble in Opal City.
Jack does his best to help the JSA SPEED: 30 PDV: 3
RAcE: Human TECH LEvEL: Modern (1)
when he can. However, his need to be UNARMED BDV: 30/lD P/L BONUS: +l
Jack Knight was born the youngest HERO POINTS: 8 VILI.AJN POINTS: 1
in Opal was such that Jack felt it unfair
son of Ted Knight, the original Starman. CHARACTER POINTS: 72 BODY POINTS: 28
to remain an absentee member of the
Throughout his childhood, Jack se- EQUIPMENT: Cosmic Staff [AV 20; Body
team and asked for a leave of absence
cretly looked up to his father but re- Points 120; BDV 70; powers: Energy
with the promise that he will be there
sented his career after the death of Manipulation (blast, create light) 100,
if there was ever a need for him.
Jack's mother. As Jack went through Gravity Manipulation 100, Forcefield
adolescence, he turned to juvenile STRATEGY & TAcncs: Jack once referred 70. All powers have the Limitations:
petty crime acts or grandiose fashion to himself as the super hero "who gets Rechargeable (stellar energy)-20, Re-
statements to attract attention from his knocked out and tied up a lot." He's movable -30, and the Enhancement:
never been a hero to adopt a conven- Remote +40.)
absentee father. It took a chance en-
counter with Sylvester Pemberton, the tional style to his fighting. He tends to
original Star-Spangled Kid, to remind
Jack of the other side of the coin. Jack
remain grounded unless there's now
way out of battling in the air. He has
Wonder woman
began to mature slowly and adopted the habit of discussing obscure facts For the character description
the hip style he embraces to this day while fighting, and when nervous, he and game information for Queen
with his retro clothes and look. fires off quips. He has taken some time Hippolyta as Wonder Woman, see
pages 29-30.
Chao~r12-JSAAHms&AdVBrsanss
152
~~~~~~~~~~~~~~~~~~~~~~~~- JSASOURCEBOOK
SearaII Labyrinth of Doors. The Scarabaeus Tears, who was released into the
was last discovered by Louis Sendak's world once again.
father, who was a hunter and collec- STRATF.GY & TAcr1cs: Scarab's motives
tor of unique artifacts. As could often be an enigma, even to
Scarab, the Scarabaeus himself. Most of his mystical might
wrapped Sendak in a seemed to be geared towards the
chitinous form of body binding or nullification of the magic
armor and granted him used by others, though he was also
certain mystical abilities. capable of conjuring energy blasts or
It is unknown if Louis shields of protection.
Sendak is unique among the human
race and the only one who can bond Scarab
with the Scarabaeus, or if this semi-sen- Reflexes 2D (40): Brawling 40 (60),
tient talisman can "choose" another dodge SD (70), piloting (self) 30 (SD)
should Sendak either die or become in- Coordination 2D (4D): Marksmanship
capacitated. (magical bolts) 40 (60)
For three years, Scarab battled a Physique 20 (60): Lifting 3D (7D), re-
number of supernatural threats, sistance 30 (70)
sometimes working with Doctor Fate
Knowledge 2D: Arcane lore 60, scholar
or the Phantom Stranger. Other times, 30
he joined with six other mystery men
to protect the city of Chicago as the Perception 20: Know-how (Scarabaeus)
Seven Shadows. He even allied him- SD
self with the JSA to fight one of their Presence ID (3D): Intimidation 30 (SD),
foes, Johnny Sorrow, who had killed willpower SD (7D)
the other members of the Seven Shad- ADVANTAGES/DISADVANTAGES: Ally (JSA)
ows and summoned an entity known -180, Ally (Phantom Stranger) -100,
as the King of Tears. Courage -20 (Superattributes bonus),
Then in 1944, his wife, Eleanor, was Fast Reactions -4D (Superattributes
REAL NAME: Louis Sendak pulled into the Labyrinth of Doors, an bonus), Renown -SD, Speed Draw
Occt'PATJON: Spellbinder extradimensional maze with a door (magical bolts) -lD (Superattributes
BASE OF OPER.\Tl<>Ns: Staten Island , bonus); Age (Old: 80+) +18D, Depen-
opening into their bedroom. Heart- dant (Eleanor) +lD, Enemy (various
New York broken, Sendak refused to answer the
HEIGHT: 5'8" (Lewis), 6'2" (Scarab) supernatural threats) +6D, Enemy
Scarabaeus' siren call for decades, (Johnny Sorrow) +3D, Secret Identity
W£1Gm: 190 pounds (Lewis), preferring to live out his remaining
240 pounds (Scarab) +3D.
days alone, hoping that someday his 30 POV: 3 (4)
fa'ES: Blue HA1R: Gray SPEED:
Eleanor would return to him. UNARMED BDV: 30 (40)
RAcr:: Human TECll LEVEL: Modern (1) Now an elderly man, Sendak chose P/L BoNUS: + 1 ( +3)
In the autumn of 1941, Louis Sendak once more to assume the identity of H ERO POINTS: 9 VILLAIN POINTS: 0
felt compelled to go to the attic of the Scarab. He aided the current JSA in CHARACTER POINTS: 67
Staten Island home he had lived in all locating the Fate Child, though in the BODY POINTS: 28 (S2)
his life. An ancient otherworldly talis- course of the battle, his connection EQu1PMF.NT: The Scarabaeus [AV 18; Body
man called the Scarabaeus drew him with the Scarabaeus was again sev- Points 3SO; powers: Superattributes:
to it through his dreams. He found the ered. However, he and his wife, who Reflexes 20, Superattributes: Coordina-
talisman tucked away in a forgotten had become one with the Labyrinth tion 20, Superattributes: Presence 20,
trunk of his fat her. Once he took it in of Doors, continued to serve as the Superattributes: Physique 40 (bonus:
his hand, the Scarabaeus bonded with Labyrinth's guardians. increased damage vs. inanimate ob-
Louis, creating the mystical adventurer Recently, Sendak was held pris- jects), Flight 80, Natural Armor: Mysti-
cal metal 60, Wizardry (magic blast,
known as Scarab. oner within his own Labyrinth by
magic shield, magic nullification) 160.
Little is known about the origins of Johnny Sorrow, who injected him with All powers have the Limitation: Magi-
the Scarabaeus, save that it seems to the tears of the Spectre. As the guard- cal Transformation - 30 and Enhance-
be insectoid in nature and is somehow ian of the Labyrinth, Sendak's body ment: Magically Empowered +80.].
linked to the mystical maze called the served as a conduit for the King of
Extant For years, the two adventured to- Now a being of pure chronal en-
gether and eventually joined the Teen ergy, Extant intended to reshape time
Titans. itself to right the wrongs he felt had
The two forces (Terataya, a Lord been done to him. Joining together
of Order, and T'Charr, a one last time to stop Extant, the origi-
Lord of Chaos) that be- nal members of the JSA proved no
stowed these powers on match for the time-manipulating mad-
the brothers grew dissatis- man. Atom I, Doctor Mid-Nite I, and
fied with their creations. Hourman I perished under his chronal
They had hoped that Hank blasts, and the rest of the JSA mem-
and Don would prove that bers were aged radically and Extant
Order and Chaos could escaped.
live together har mon i- Recently, Extant returned to
ously, but this did not seem threaten the universe once again
to be the case. when he sought to gain control of the
They s t ripped Don of his Worlogog, a mysterious item able to
powers and bestowed them manipulate time and space, and re-
upon another person, Dawn shape the universe to his whims.
Dranger. Don subsequently Opposed by the members of the
died. A devastated Hawk managed current JSA, Metron of the New Gods,
to find and join the new Dove, and the and an alternate reality version of
new duo continued the heroic ex- Dove, Extant was defeated and seem-
ploits of the old. ingly perished when he was sent back
However, when the villainous in time to replace Al Rothst ein 's
Monarch slew Dove before Hawk's mother on a plane destroyed in a ter-
eyes, Hank, enraged to insanity, at- rorist attack by Kobra.
tacked and killed Monarch. Hank was Srn.~l'EGY & TAcucs: Extant is a psy-
startled to discover that Monarch was chotic maniac with the sole goal of
none other than a future version of reshaping the universe to his idea of
himself. Hank's mental state, already perfection. He will stop at nothing to
Rl::.\L N ,\\IL: Hank Hall fragile from the loss of both his accomplish this goal and will fight to
FoR.\IER AuAsr.s: Hawk, Monarch brother and Dawn, finally collapsed. the death to attain it. If opposed in
OccrrATIO:\: Conqueror He willingly assumed the Monarch battle, Extant first lashes out with
BASE oF 0PERATior-;s: Mobile identity, thinking that he was fulfill- blasts of chronal energy, intending to
HEIGHT! 6'4" ing his destiny. Hank proceeded to age his opponent out of existence. If ·
WFJGHT: 235 pounds launch a campaign of death and de- this fails, he falls back on his power-
Ens: Brown struction against all super heroes. fu l energy blasts and phys ical
HA11<: Brown After Earth's heroes defeated stamina. Extant knows that time is on
RACE: Human Monarch, Hank bided h is time. Wait- his side and he does not hesitate to
Tt:rn U:'lt:L: Superior (4) ing for the arrival of the Linear Men, retreat rather than facing total defeat.
The villain Extant, one of the great- guardians of time, Hank imprisoned
est threats to the universe ever, actu- Waverider and Hunt er when they
ally began his career as t he hero appeared.
Hawk. While teenagers, Hank Hall and After stealing the Linear Men's
his brother Don gained superhuman time-traveling technology, Monarch
powers and saved their father from now could terrorize both time and
danger. Each one's heroic persona space. Breaking free, Waverider con-
reflected his personality. The loud, fronted Hall, only to have his essence
brash Hank transformed into the ul- absorbed into Hall. Combining his
tra-strong, impetuous Hawk. Soft-spo- power with that of Waverider, Mon-
ken Don became the thoughtful Dove. arch became Extant.
llliusace
other. When Infinity, Inc. disbanded, Coordination 2D: Thrown weapons 4D
Obsidian went on to join the JLA for Physique 2D (6D): Flying 3D (7D), run-
a time, while Jade retired from the su- ning 3D (7D)
per-heroic limelight. Both reunited to Knowledge 2D: Scholar 4D
help their father, Green Lantern, over-
come Brainwave and the Starheart. In
this adventure, the Starheart pos-
sessed Obsidian. He was freed of its
influence only when Jade sacrificed
Perception 2D: Hide lOD, know-how
(Darkness Manipulation) lOD, shad-
owing lOD, streetwise SD, surveil-
lance 6D
SociBIJI
her powers for him. Presence 10: Intimidation 9D, persua-
sion 6D, willpower 6D Organized by Johnny Sorrow, this
RECE."lfLY: After a violent encounter incarnation of the villainous Injustice
ADVANTAGES/DISADVANTAGES: Fast Reac-
with his alcoholic adoptive father, Society of the World first made its
tions -4D, Hardiness -4D, Intimidating
Obsidian clearly lost his mind. He Grin -2D; Dark Secret (comes from an presence known by invading the
began using his shadow powers to abusive household) +10, Delusions of newly unveiled headquarters of the
possess people across the city of Mil- Grandeur +3D, Enemy (JSA) +6D, En- current Justice Society. As the Injus-
waukee. The newly formed JSA emy (Green Lantern I) +3D, Psychologi- tice Society kept Wildcat busy, the
scrambled to defeat Obsidian. During cal Disorder (psychotic) +4D, Sworn only JSA member present at the time,
the fight, Green Lantern discovered Enemy (Green Lantern I) +3D. Sorrow carried out his own private
that the spirit of the evil sorcerer Ian SPEED: 30 mission to steal the remnants of the
Karkull was controlling Obsidian. De- PDV:4 King of Tears from Jay Garrick's Jab.
cad es ago, the original JSA had UNARMED BDV: 4D At the time of the break-in, the new
thought they had destroyed Karkull, P/L BoNus: +1 (+3) Injustice Society's roster included
but in fact, they had merely banished HERO POINTS: 6 Johnny Sorrow, Count Vertigo, the
him to the Shadowlands from which VILLAIN POINTS: 10 Golden Wasp, Blackbriar Thorn ,
CHARACTER POINTS: 110
Obsidian d rew his powers. Karkull Geomancer, Icicle II, and Tigress II.
BODY POINTS: 30 (57) The villains Rival, Shiv, Black
underestimated Obsidian's insanity
and Obsidian destroyed his supposed PoWERS: Superattributes: Physique 4D Adam, and the digital consciousness
master instead. The JSA managed to (bonus: increased damage to inanimate of the original Thinker were brought
contain Obsidian, but he disappeared objects; Limitation: Linked to Darkness in when they took on the combined
Manipulation), Mind Control lOD [Limi- might of the entire JSA team. As they
into the Shadowlands before he could
tations: Linked to Illusion, Limited
be captured. Since then, Jennie-Lynn were only intended to be a distraction ·
Range (must envelope target in his
has said that she can still feel Obsid- shadow) -ID]. Illusion (creating for Sorrow while he restored the King
ian looking at her from the shadows target's "inner horror") 12D [Limita- of Tears to corporeal form , in the
and his hate for and desire to kill all tions: Limited Range (both his and wake of their latest defeat by the JSA,
those that walk in the light. target's shadows must touch) -lD, this Injustice Society has either been
ST~n::GY & TAcr1cs: Before Karkull's Linked to Darkness Manipulation; En- incarcerated or gone underground.
possession, Obsidian was a diligent hancement: Self-Invulnerability +3D), Black Adam, however, has claimed
Flight 3D (Limitation: Linked to Dark- that Theo Adam was in control of his
hero, always putting the needs of oth- ness Manipulation), Darkness Manipu-
ers before his own. Obsidian had of- actions and has requested member-
lation 15D (Enhancement: Mastery ship in the JSA.
ten been afraid of the darker side of +6D). All powers have the Limitation:
his powers and did not enjoy using Vulnerability (light) -9D.
them. Now, however, Obsidian is quite
mad and is determined to thrust ev-
eryone into his or her own personal
nightmares. Obsidian does not aim
for money or power-he thirsts only
for terror.
lapsing items, increased throwing until the present day. Still trapped in
range, clapping sonic boom) Superat- SPEE0:30
his wooden form, Thorn encountered PDV:2
trl butes: Knowledge 90, Superat- Etrigan the Demon, who tried to de-
tributes: Presence 30, Superattributes: UNARMED BDV: 30
stroy the druid. However, Thorn re- p /L BoNtJS: + l
Presence (charm, command, intimida-
grew himself and bided his time. HERO P OINTS: 0
tion, willpower) 40 each, Flight 130,
Invulnerability 100, Speed Manipula- Thorn was among Johnny VILLAIN POINTS: 6
tion (superactions, supermobility) 80, Sorrow's first recruits for the new In- CHARACTER P OINTS: 46
Wizardry (magic awareness) 140 (Limi- justice Society. Thorn's confidence in Boov POINTS: 29
tation: Magical Transformation (must h is druidic powers-which were NAruRAL AstunE.5: Wooden body (AV 12
say the word "Shazam!")-40). All pow- quite formidable so long as he re- vs. physical attacks; Longevity 30; can
ers except Wizardry have the following mained in contact with the earth- fully regenerate his body provided any
Limitations and Enhancements: Magi- ultimately proved to be his undoing. portion remains undestroyed).
cally Empowered +40, Magical Trans- He was tricked into falling down the P OWERS: Size Manipulation (Self-Only;
formation (must say the word elevator shaft in the JSA's headquar- growth only) 30, Plant Manipulation
"Shazam!") -40. ters and shattered into splinters. He 60, Weather Manipulation 90. All pow-
NOTE! The attributes and skills in brack- has since, however, fully regenerated ers have the Limitation: Rechargeable
ets are those possessed by Black Adam. himself and remains a threat to the (must remain in contact with the earth
Also note, Black Adam does not draw current JSA. to maintain his powers) -30, and the
on the same source of power as the Enhancement: Magically Empowered
Marvel Family, so thereby does not re- SrnATF.GY & TAnl<:!t: Thorn uses his +40.
duce their powers when he is active plant form to great ability, enwrap-
(see the "Sharing the Power of Shazam" ping his targets in vines or piercing
sidebar on page 62 of the Magic Hand- them with wooden spears. If even one Count Vertigo
book). small piece of his form remains, he REAL NA~m: Count Werner Vertigo
can regrow himself over time. Occl'PAt 10N: Nationalist
Blackbriar Thorn Blackbrlar Thorn B.\SF. OF OrERAno~s: Mobile
lh:iGHt: 5' 11"
OrcuPATIO'i: Last of the Druids Reflexes 20: Brawling 40, dodge 40,
WEIGHT: 189 pounds
BAsi:: or 0Pt::RAno~: Mobile melee weapons 40
fat.S: Blue
HFICHr: 6'3" Coordination 20: Marksmanship 50, HAIR: Blond
WEIGi IT: 238 pounds thrown weapons 40 RAcE: Human
Evi::s: Brown Physique 20 TcCll L..:vn.: Modern (1)
HAIR: Brown
Knowledge SD: Arcane lore 100 (dru- Count Vertigo is the sole heir to
RAcF.: Human transformed into
idic lore +50), languages 60, scholar the throne of Vlatava, a small princi-
plant matter 60 (druidism +70)
TECH LF.YF.L: Modern (1) pality that was absorbed by the So-
Perception 30: Hide 60, know-how viet Union after World War II. Vertigo
Centuries ago, Blackbriar Thorn (Plant Manipulation, Weather Ma- suffers from a hereditary inner-ear
was the leader of one of the greatest nipulation) 120 each, tracking 50 defect that only an experimental im-
ancient druidic sects until their de- Presence 30 : Command 50, intimida- plant can correct. The device also al-
struction at the hands of the invad- tion 70, willpower 60 lows him to effect the balance of those
ing Roman legions. To elude his pur- around him. Turning to crime in or-
AovANTAGE.5/DISADVANTAms: Ally (Injustice
suers, Thorn used his arcane gifts to der to restore the monarchy to
Society) -200, Gifted in Learning -40,
transform himself into solid wood, Leadership Ability-20, Obscure Knowl- Vlatava, Count Vertigo joined the Sui-
hoping to lose the Romans in the for- edge - 20; Delusions of Grandeur +30, cide Squad during one of his jail in-
est. However, the death of the rest of Enemy (Etrigan the Demon) +30, Unat- carcerations in order to gain a par-
his sect caused a cataclysmic up- tractive Appearance +20. don. He later aided Johnny Sorrow
heaval that buried Thorn in a fissure
Au1omatlc
rool ICCOH fly1ng mombera'
to security entry/exit
elev1tor Autom1t1d roof
delenso
R1dar and tf'U'eet
assessmtlt
Vehicular security
entrance
Motorcycle
f1bric1tion
and repair
Flo.ting floor •
equipment
High·speed r1il link to moving floor
New Yorlc Cily 1ubw1y
system or New Jersey
rocket launching facility
161
Doaas MANSION pool with ground vehicles at the JSA's disposal. It also
features a large automated machine bay, with facilities
The current Justice Society of America headquarters for repairing and even fabricating vehicles and related
is the Dodds Mansion in Manhattan's Morningside Heights equipment. Security measures limit access to the garage
area. Former JSA member Wesley Dodds (the Sandman) to members of the JSA, their guests, and
other authorized
left the mansion to his ward, Sandy "Sand" Hawkins, who
personnel.
in turn donated it to the JSA. Sand hired former Green
Lantern John Stewart and his Shining Light construction First Floor: Most of the first floor of the mansion is
company to perform renovations on the mansion to make given over to the Justice Society of America Museum and
it suitable for the needs of a modern-day super-hero team. Memorial, which is open to the public during normal busi-
The mansion is five stories tall, with most of the origi- ness hours. The two-story museum room has displays of
nal limestone and brick exterior still intact (or restored trophies collected by the JSA over the decades , statues
to its original condition). The quaint turn-of-the-century of past and present Justice Society and All-Star Squadron
style covers an ultra-modern layer of advanced ultra-al- members, and historical information on costumed heroes,
loys and support structures, giving the above-ground lev- beginning with the appearance of the Crimson Avenger
els of the mansion an Armor Value of 32 and 800 Body in 1938. Opposite the museum room are the JSA's public
Points. The two below-ground levels benefit from heavy offices, which serve as a community liaison area and pro-
layers of bedrock, giving them an Armor Value of 45 and vide working space for JSA members and officials operat-
1,000 Body Points. ing with the team.
Most of the interior of the mansion retains its Old The rear part of the first floor contains one of the most
World charm, with walnut and cherry wood fixtures, trim, extensive libraries on metahumans and super heroes in
and paneling covering an advanced interior structure. The the world, with particular emphasis on the exploits of the
interior walls are movable, allowing rooms to be rear- JSA. Next to the library are computer carrels where infor-
ranged almost at will. The entire mansion is overseen and mation can be accessed from the team's extensive public
controlled by the "Thinker," the central building computer. archives.
It controls a sophisticated sensor network designed by Second Floor: A large combination ballroom and for-
Mr. Terrific and Oracle that covers the entire building in- mal dining room dominates the second floor of the man-
side and out. Thus, the Thinker receives constant updates sion. The Justice Society often holds press conferences
on status and enables it to detect any intruders or other and charity events here. This floor also has additional
problems. Bypassing this sophisticated security system office space, a large restaurant-style kitchen, and small,
is a Super-Heroic task (first with security, then with com- informal dining areas.
puter ops).
Third Floor: The mansion's third floor contains pri-
Access to the mansion's different levels is available
vate apartments for the JSA members, along with a few
via stairwells (including an old-fashioned wrought-iron
guest suites for visitors. Additionally, a combination din-
spiral staircase), a general use elevator, a heavy freight
ing area and entertainment room is also on this floor for
elevator, and a "dive tube," a hollow, transparent shaft
the JSA and their guests.
equipped with an anti-gravity field, allowing for quick tran-
sit between floors (particularly for flying JSAers). Fourth Floor: This floor offers suites with a bit more
The mansion is powered by its own cold-fusion gen- space for JSA members with spouses or family members
erator, buried in the bedrock beneath the building. The living with them. Like the third floor, this level has an in-
generator makes the JSA headquarters completely self- formal dining area and a kitchenette. It also has a spa-
sufficient in terms of power. cious recreation area where the JSA members gather to
relax in private.
Subbasement: The lowest level of the headquarters
(above the fusion generator and other support equip- Fifth Floor: The top floor of the mansion has a fu ll 20-
ment) houses a modular laboratory area that can be re- bed hospital facility, including a surgical area, intensive
arranged to suit any of the team's scientific, experimen- care unit, recovery room, and children's ward. The medi-
tal, or analysis needs. It also contains a fully equipped cal facilities are usually under the guidance of Dr. Mid-
gymnasium, with equipment suited to provide a workout Nite, assisted by a small staff of medical specialists and
even for the members of the team with extranormal abili- nurses.
ties. There's a regulation boxing ring, which primarily The remainder of the floor holds the team's official
Wildcat utilizes to teach some of the younger members meeting room and command center; where the JSA con-
of the team (like Starman), and a two-lane bowling alley ducts briefings and communicates with government and
used for recreation. law-enforcement agencies. It features sophisticated video-
communications and display equipment.
Basement: A ramp down from the s treet leads to the
basement level of the mansion, which holds the main Roof: The mansion's roof is gabled and still has many of
parking garage, a vehicle service bay, and a small motor its original features, including a glassed-in aviary and
Morningside Park
125th St.
Grant's
Tomb
Manhattanville
District
Automated Surgery/
Pharmacy
Re~~~ery~OO §] L__ ,.... ••,
Recovery J
FlhhFloor~ 0
()
i.=:..L....::--'~~.......-"''--..___,
Guest Couples'
Fourth noor - - - - Suites 1-2
Automated Prototyping
Machine Bay Kitchen Area/Pantries,
Cold Storage
~ Second Floor
Motor Pool
Service Area
CHAPTER 14
Rules Options
111
JSllSDURCEBDDK - - -- - -- - - - - - - -- -- - -- -- - - ~~iru-u
S1111us
NEW ADllJINT/161
The Status advantage is intended to represent those Award Winner: -2D per award. This category includes
specialized degrees, licenses, ranks, and privileges that such prestigious awards as the Nobel Prize or the Oscar.
heroes may possess, generally in their civilian identities. The Advantage must be purchased for each time a hero
Several are requirements for particular professions, while has been awarded a particular prize. Therefore, a two-
most are status changes that effect how others perceive time winner of the Nobel Peace Prize would have the ad-
and react to the hero. vantage at -40.
The following changes to a hero's status are meant as
Military Rank: - lD for basic enlisted personnel, -30 for
examples only. Narrators are encouraged to alter them,
enlisted personnel ranked sergeant, petty officer 1 st class
or even create new ones, to better reflect their individual
campaigns. Also, Narrators may wish to give some as or above, -SD for officer rank with an additional -2D for
each officer rank above 0-1. (See the "U.S. Military Ranks"
bonuses at no cost as part of a professional package or
sidebar for a listing of all the ranks from the U.S. Armed
upon obtaining a set level in a specific skill.
Services). Any sergeant or officer rank gives the hero a +2
Advanced degrees: - lD per degree. These include such to any command roll given to military personnel of lesser
degrees as M.O., Ph.D., an MBA, or scientific doctorates. rank. If the rank is honorary (the hero has no real influence
Heroes must pay for each degree separately. So, if Eric wants within the military, but has had the rank bestowed for ei-
his hero, Captain Wiz, to hold doctorates in both physics ther public relations purposes or as a reward) then officer
and biology, he would end up spending -2D total for both. rank and promotions are reduced by-lD per level.
116
The Golden Age is an exciting time to be a super hero. of Threat" later in this chapter). Murder, crime, racism,
As the Narrator, you have an opportunity to help your lingering isolationism, sexism, and all the failings of mod-
players define a piece of an epic era characterized by glo- ern culture exist as but a few trouble spots. Yet the Golden
bal conflict and burgeoning technology. It will be up to Age is presented with more of a "PG" feel as opposed to
you to develop story arcs that not only incorporate the today, which might be considered "PG-13" or "R." Blood
war raging across the globe but also address other issues is seldom shown, profanity is below even the most vexed
close to the heart of a player's character-be it the pro- hero, and criminals in general are a superstitious and cow-
tection of her hometown or the defeat of an enemy's most ardly lot.
recent dastardly plot.
This chapter discusses some inherent issues in run-
ning a Golden Age adventure or campaign (a series of PRESENTATION
linked adventures). It also provides a couple of guidelines Nearly all American super heroes have been gathered
to getting your campaign started. by the President into membership of the All-Star Squad-
For gaming terms, the Golden Age in this chapter is ron. The characters in your group are certainly eligible
considered the period from 1938 (Crimson Avenger's first for inclusion in the group, but they need not participate
appearance as a hero) to 1951 (with the disbanding of in every-or for that matter, any-of the group's missions.
the Justice Society of America). They are tumultuous They are members simply due to the fact they are he-
years, defined by the greatest conflict the world has ever roes, sometimes even drafted into the group regardless
known, countered by a peak in unity among allies and of their desire to be there.
high morale among the common citizenry. The missions assigned to the All-Star Squadron are any-
thing but typical. Super heroes are not relegated to the
duties of, say, the regular army or police units. Their mis-
CHllRllCTERISTICS OF THE sions rival those of the Office of Strategic Services (OSS)
and are almost always of the most secret nature.
llOlDEN JIBE Regardless of their position or activity within the
There are several fundamental differences between the Squadron, hero groups of the Golden Age usually have a
modern era and the Golden Age. Some of those differences name for their team. Team names are often patriotic and
can and will have a direct influence on your game. The invoke nationalistic ideals. In addition to the All-Stars and
primary difference, of course, is the state of the world. the Justice Society of America, other names indicative of
Nearly the entire globe is consumed by conflict-that con- the era include the Seven Soldiers of Victory and the Free-
flict being World War II-spans every inhabited continent. dom Fighters.
Patriotism is at an all-time high in nearly every nation.
Citizens of each country involved rally around their re-
spective flags to conquer their enemies-be they Allied
MElODRllMll IN THE llAME
or Axis-or to boot out an occupying enemy. The French Another key element in developing the setting and fla-
underground is particularly active during the war, com- vor of the Golden Age is the way in which characters con-
bating Nazi injustice with guerrilla warfare and well-placed verse and interact with one another.
spies. The deeds of super heroes are naturally predisposed
American patriotism has become perhaps the most to melodrama. While this remains true in any era, it is
fervent, as the American people believe they have been particularly apparent during the Golden Age: heroes de-
attacked by Japanese Imperial forces for no reason. For liver stirring speeches to on-looking crowds or their van-
Americans fighting in both the European and Pacific the- quished foes; evildoers cackle and wonder at their own
aters, the old adage "nothing unites a people like a com- evil genius; women faint in the arms of the madman; chil-
mon enemy" is the rule. Unlike Poland, conquered France, dren point to the sky at a hero flying over the city's sky-
the Philippines, and other nations, America can and does scrapers.
fight back with the greatest military force ever assembled. While you needn't be a stickler about it, players should
Even with such military might, the United States has a be encouraged to emulate some of that melodrama in the
high concentration of an even greater tool-super heroes! game. Golden Age champions are friends to their peers
Both you and your players can tap into this sentiment, and courteous to their allies and the common citizen.
be they Canadian, Turkish, or of any nationality directly Males are typically quite chivalrous to women, and he-
involved in the conflict. The super hero of the Golden Age roic women are strong-willed. Heroes epitomize social
knows no greater justice than defending the innocents of skills and kindness while at the same time smashing evil
his nation from the predations of evil adversaries. wherever it may hide. They are the bane of their
The mood of the 1940s is very different from that of adversaries' existence and are often plotted against with
the modern age. There are without question serious is- as much disdain by their enemies as they are admired by
sues within the hero's own society (see "Different Kinds those whom they serve and protect.
DIFFERENT KINDS OF The adversaries the characters will face vary from that
of the modern era. While in both eras there exists the "clas-
THREATS sic" struggle of good versus evil, the Golden Age does not
Developing adventures for the Golden Age may involve suffer the same sense of ambiguity that one frequently en-
some research if you want to maintain a semblance of counters in later eras. (fhough to be fair, some of the great-
historical accuracy, both within the DC Universe and the est stories of the Justice Society of America dealt with juve-
world at large. nile delinquency, racial intolerance, and other politically
You and the players in your group must also decide on charged issues.) Heroes of the era certainly suffer personal
a general role for the characters. The Justice Society of crises, deal with societal problems, and confront social in-
America dominates the super-hero "scene" in the 1940s, !ustices. However, a vast majority of their time and energy
but there are a number of other operatives working for their 1s devoted to the protection and preservation of more ba-
respective governments, either making the newswires all sic (and at the time same time, loftier) ideals: duty to one's
around the world or in covert locales throughout the war- nation and the defense of the law-abiding populace. The
torn lands of Europe, Asia, and other fronts. The charac- JSA's devotion to "truth, justice, and the American way" is
ters in your campaign can be secret agents of the federal a good example of many heroes' approach to their duties.
government, or they can be roving heroes who answer the They all fight the "good fight."
call of justice wherever their services may be required. For every square-jawed, brightly garbed champion of
morality rocketing through the
stratosphere to save the world,
there is another, darker hero lurk-
ing in the shadows, treading the
fog-enshrouded back streets and
crime-ridden alleys . There are
some heroes who are not as glam-
orous as Flash, Green Lantern, or
other polished heroes who take
center stage. Heroes who work
outside the law-often consid-
ered criminals themselves by the
public-can do just as much good
as those sanctioned by law en-
forcement. The Sandman is a good
example of the law-enforcing-but
not necessarily law-abiding he-
roes-of the Golden Age. The
Sandman is proclaimed to be a
"foe of evil and all wrongdoing"
and takes great care to strike fear
into the hearts of his enemies.
Your players can choose to do the
. ,, same, all the while defending the
"' weak from the evil and protecting
i: the oppressed from the malicious.
'1l
Though it may sound mun-
1 dane, heroes should often have
1 the opportunity to foil something
as simple as a bank robbery be-
ing executed by ordinary burglars.
The opportunity to foil common
crimes may present itself innu-
merable times: such an occur-
rence may even tie the heroes into
some twisted, sinister plot of far
greater consequence ....
As you and your players sit
down to design the backgrounds,
ambitions, and inclinations of the
1939
H1sTORY OF THE 6oLDEN AaE
* Alan Scott discovers a mysterious meteor, the mate-
rials from which he constructs the ring and lantern
*1938
Golden Age begins with the debut of newspaper pub-
lisher Lee Travis as the Crimson Avenger.
that become the hallmark of Green Lantern.
** Wesley Dodds assumes the guise of the Sandman.
Henry Heywood III assumes the guise of Steel, the
* Jay Garrick inhales hard water particles. As a result, metal-skeletoned ultra patriot.
he develops the hyperspeed powers that make him
the first Flash.
** Nylon stockings made available to public.
** Nylon developed.
The Wizard of Oz
theaters.
andGone with the Wind release in
Publisher Lee Travis begins his career as the
Crimson Avenger.
*
*
March I 5: German troops move into Czechoslovakia.
March 28: General Franco occupies Madrid, Spain, and
takes power.
* April 7: Italy invades Albania.
* Italy sign the Pact of
May 22: Germany and
* Steel.
August 23: Hitler a nd
Stalin sign a nonaggres-
sion pact.
* Weiss
September I: Operation
(Germany invades
Poland) occurs.
* Janos Prohaska adopts
the guise of Blackhawk to
defend his native Poland.
* France, Australia,
September 3: Britain,
and
New Zealand declare war
on Germany.
* Canada declares war on
Germany; Battle of the
Atlantic begins.
* November8: Failed assas-
sination attempt against
Hitler happens.
* November 30: Soviets at-
tack Finland.
* December 14: Soviet
Union expelled from the
League of Nations.
1940
* Penicillin is developed as
an antibiotic.
* April 9: Germany invades
Denmark and Norway.
* May I 0: Germany invades
France, Belgium, Luxem-
bourg, and the Nether-
lands.
* June 4: German troops
enter Paris.
* June 9: Norway surren-
ders to Germany.
* June I 0: Italy declares war
on Britain and France.
** September
Battle of Britain begins.
July 10:
3: Hitler plans Opera-
tion Sea Lion (the invasion of Brit-
ain).
* forces
A group of "mystery men" join
to stop Hitler's plans to in-
vade England and assassinate U.S.
President Franklin Roosevelt. The
group would later come to be
known as the Justice Society of
America.
1941
* Citizen Kane and The Maltese Fal-
con release in theaters.
* The hero groups Seven Soldiers of
Victory and Freedom Fighters
form.
* Robert Crane implants his brain
into a robotic body and assumes
the guise of Robotman.
* Johnny Chambers develops a for-
mula to give him hyperspeed and
assumes t he guise of Johnny
Quick.
1942
* Sugar, coffee, and gasoline ra-
tioning begins.
* Casablanca releases in the-
aters.
* Jacques Cousteau invents
the Aqua-Lung, allowing ex-
tended diving maneuvers.
* February 14: Japan bombs
northern Australia.
* April 18: Doolittle's raids of
Japan begin.
* May 4-8: Battle of Coral Sea;
the end of the battle marks the
extent of Japanese expansion.
* June 4- 7: Battle of Midway oc-
curs and becomes a huge vic-
tory for Allied forces.
* June 5: U.S. declares war on
Romania, Hungary, and Bul-
garia.
* June 7: Japanese advance on
Aleutian Island (Alaska).
* July 13: American Office of
Strategic Services is estab-
lished.
** August 22: Brazil enters war on side of Allies.
** March 1: Germany invades Bulgaria.
April 6: Germany invades Greece and Yugoslavia. * August 27: Cuba enters war on side of the Allies.
September 7: U.S. Marines launch surprise raid on
** April 17: Yugoslavia surrenders to Germany.
April 2 7: Greece surrenders to Germany. ** Japanese base at Guadalcanal.
September 13: Battle of Stalingrad begins.
* June 22: Germany and Italy declare war on the Soviet December 2: Enrico Fermi creates a controllable
nuclear reaction in Chicago.
* Union (Operation Barbarossa begins).
June 26: Finland enters World War II against the So- * The Manhattan Project fo rms under Robert
Oppenheimer.
* viet Union.
June 27: Hungary declares war against the Soviet * December 9: U.S. reinforcements arrive at
Guadalcanal.
* Union.
October 2: Operation Typhoon (German advance on * December 12: Japan bombs Calcutta, India.
Moscow) occurs.
** December 7: Japanese forces attack Pearl Harbor.
December 8: The United States and Britain declare war
1943
* FDR freezes salaries, wages, and prices in an effort to
on Japan. limit wartime inflation.
**
Mussolini captured and hung by Italians.
April 28:
July 25: Mussolini dismissed as premier of Italy.
July 26: Mussolini's government collapses; he flees to
** Hitler commits suicide ... or does he?
April 30:
German troops in Italy surrender.
May 2:
**
May 2: Berlin.
September 3: Armistice signed with Italian govern- May 7: Unconditional surrender of all German forces.
ment.
* September 8: Unconditional
surrender of Italy.
May 8: Allied victory declared in Europe, V-E Day.
1944
* January 24: Allied troops oc-
cupy Nettuno, Italy.
* March 19: Germany occupies
Hungary.
* May 3: Rationing ends in the
U.S.
* land D-Day-Allied forces
June 6:
at Normandy.
* July 20: Another failed assas-
s ination attempt against
Hitler.
* August 19: The French Resis-
tance reclaims part of Paris.
* August 22: Hitler orders Paris
destroyed.
** August 25: Allies liberate Paris.
September 4: Finland and So-
viet Union agree to cease-fire.
* October 23: Soviet Union in-
vades Hungary.
* December 16-27: Battle of the
Bulge.
Eull
Beware!
As you embark on your epic
Golden Age adventuring, remem-
ber that the bottom line is to have
a great gaming experience. The
information in this sourcebook,
the DC Universe rulebook, and the
Narrator's Book- coupled with
your imagination-are more than
enough to build a great campaign.
Now get out there: fight crime,
crush evil, and live the Golden Age
adventure!
Times of War
When heroes are faced with an opponent vile and cruel beyond compare, the nature of Hero and Villain Points changes
slightly. If, to save someone else, a character commits a crime (the most common one being stealing) or kills his opponent,
the character gains neither a Hero Point nor a Villain Point. The heroic deed offsets the villainous act.
Nonetheless, some heroes may find the act of killing or committing other crimes so offensive that they receive a Villain
Point anyway. For example, when Starman I thought he killed the Rag Doll, the act haunted him for decades. For this reason,
he received a Villain Point-essentially, because he never forgave himself for what he did.
For additional ideas on how to handle Hero and Villain Points, see pages 187-190 of t he rulebook and page 12 of the
Magic Handbook.
CHA PTER 16
The Arsen al
of Sprin g
185
This adventure is intended for a group of four to seven
creation Power Level 2 to 3 heroes. If you have a group of
BACKGROUND
creation Power Level 4 or 5 heroes, it's best to allow fewer Hitler was a renowned follower of the occult. He con-
player characters or have the villains work as a group, in tinually searched for mystic weapons and other times to
order to keep them from too easily overpowering the aid his plan. In 1941, Hitler acquired a powerful artifact
story. known as the Spear of Destiny. With the spear, a protec-
Players may spend up to 10 Character Points per tive barrier was cast over the entire European theatre,
action. preventing most Allied heroes from interfering. The spell
made any magically powered or magically susceptible
hero evil, turning them into a liability to their comrades.
CHllRllCTER CHOICES Meanwhile, every American super hero (and many
This adventure can be played either of two ways: from Britain) joined the All-Star Squadron, dedicated
Your group can create their own new characters, who themselves to fighting the Axis powers wherever they
will be members of the All-Star Squadron, or they can could. The All-Star Squadron was formed by and worked
play actual established Golden Age heroes. Both op- directly for President Franklin D. Roosevelt. The JSA mem-
tions have their advantages. If you create your own bers were a major element of the group.
characters, you get more control over them, their his-
tories, and their abilities. You can flesh them out more
fully. When you play established characters, you are
THE SHOT RINGS BuT
playing ones who already have reputations based on The adventure begins with the heroes already together,
comics they've appeared in. Just make sure that the gathered to discuss their next move against the Axis pow-
combination of characters isn't too powerful-good ers. If the heroes are all All-Star Squadron members, be-
games are about a fine balance, not an overwhelming gin at the Perisphere (see Chapter 8 for details). Other-
advahtage to either side. wise, have them determine a regular meeting place and
start there. Read the following out loud:
Asvnonsis of Sir Gawain any gifts the young knight has received during the day.
The two men agree.
& the Breen Knight For the next three days, Sir Bernlak goes hunting. While
, he's away, his wife attempts to seduce Sir Gawain. The first
Sir Gawain and the Green Knight is a famous Middle En- two days Gawain resists her and has nothing to give Sir
glish poem. The manuscript dates back to the end of the Bernlak. On the third day, however, Lady DeHautdesert
fourteenth century, but the story itself is probably a good gives him an embroidered silk girdle (a belt), which she
deal older. It's a tale of a chivalric romance set in the sixth claims will protect him from all harm. She also kisses him
century and involves the encounter between Sir Gawain three times. That night, Gawain gives Sir Bernlak the three
of the Round Table and Sir Bernlak DeHautdesert, also kisses, but he does not mention the belt.
known as the Green Knight or the Knight of the Green , The next morning, Sir Gawain rides to the Green Chapel
Chapel. The Green Knight appears at Camelot on Christ- and finds the Green Knight there, none the worse for wear
mas Eve and challenges any knight there to trade blows and sharpening his axe. Gawain kneels, and at the Green
with his. Using the Green Knight's own axe, the knight may Knight's first swing, he leaps out of the way. The Green
strike his blow now and the Green Knight will return a blow ' Knight swings a second time, but he cannot touch Gawain.
in one year on New Year's day. Sir Gawain accepts the chal- He swings a third time and cuts the back of Gawain's neck,
lenge and strikes the Green Knight's head from his shoul- but not severely. The Green Knight then reveals himself to
ders, but the mystic warrior simply picks up his head again, , be Sir Bernlak and explains the blows-the initial two were
harmless because Gawain kept their agreement and stayed
mounts his horse, and rides off, telling Sir Gawain to meet chaste on the first two days. Although the girdle protects
him at the Green Chapel at the beginning of the new year. him from more harm, the third blow drew blood because
Sir Gawain has many adventures during his journey to Gawain violated the covenant by keeping the girdle a se-
the Green Chapel. Finally on Christmas Eve, he comes ' cret. Still, he did so only to save his own life while facing
across the castle of Sir Bernlak DeHautdesert and is in- against the Green Knight, and so the Green Knight forgives
vited in. Sir Gawain is well treated, and Sir Bernlak as- him. Sir Bernlak then reveals that he and Morgaine Le Fey
sures him that the Green Chapel is less than a day's ride created the situation to test the strength and valor of
away. He entreats Gawain to stay until then. Gawain Arthur's knights. Gawain returns to Camelot and is con-
agrees. Sir Bernlak then proposes a game of sorts. He gratulated by his fellow knights, but he wears the girdle
plans to hunt every day, and he offers to present Gawain ever after to remind himself of his own failure to keep his
with his spoils each evening if Gawain in return gives him part of a bargain and to stay chaste.
Plan of Attack well. It also makes the Narrator's characters more real and
allows you to focus on the story itself.
The types of heroes in your group-and in the subgroups,
There are two different ways to handle this adventure.
if you allow your players to split up-should affect how you
The first is the classic All-Star Squadron adventure format:
decide Jensen approaches his quest for the artifacts. If only
The team splits into smaller groups, each group goes to one
a couple of heroes will be going to each location-or if the
problem area, and then they all reunite for the final battle.
group is weak in comparison to the combined might of A.xis
Although this is effective in comic books, it does not work
Amerika-then Jensen opts for speed and sends two Axis
as well for roleplaying games, since it forces several players
members to each location. However, if the heroes stay to-
to sit and watch as their friends play out their own section. gether and can easily defeat any two A.xis members, Jensen
The trick is to make each situation entertaining, not only to sends the entire group together. Most importantly, there
the players actively involved but also to those waiting for should be a reasonably well-matched contest in each loca-
their turns. One option is to let the "sidelined" players take tion. If the villains offer too little resistance, there is no chal-
over some of the Narrator's characters in each scene. If you lenge, no thrill. If they are too strong, the heroes will be
trust them to honestly attack their own friends and to truly crushed utterly and the story will be over quickly.
play "evil" villains, you can let them play the A.xis Amerika If Jensen does not divide his forces, Axis Amerika heads
characters. Otherwise, have them play smaller roles-inno- for the castle first. Then they will go to the chapel. The girdle
cent bystanders, local authorities, perhaps members of the is their last target. (As you may recall, the girdle was given to
Green Knights (see page 191). This way they're involved as Sir Gawain and so would not be where the other two are.)
IJ01N6 TO THE CHllPEl for centuries now without any help." Then they threaten
to call in the army and run them off the property.
Since the axe was found in the castle and the girdle If all of the Green Knights at the castle were killed or
was given to Gawain long ago, the heroes can surmise they are hostile toward the heroes and Form didn't give
that the chapel may hold the Green Knight's armor. If the them directions, getting to the chapel becomes more dif-
heroes encountered the Green Knights and have become ficult. There are more Green Knights, of course, but they
friendly with them, they can try to convince the knights won't look for their comrades for at least half a day be-
that Axis Amerika will aim for the armor next, and that cause they don't expect to hear from them until then. Nor
the heroes are the only ones who can stop them. If they do they have any way to communicate with each other
are convincing, which is especially easy if they won the from a distance.
battle over the axe, the Green Knights tell them where to Unless Form gave the heroes directions or they be-
find the armor and even take them there. If the two groups friended the Green Knights, the heroes spend some time
were antagonistic, which is quite possible as they may wandering about searching for the exact location. It takes
have handled themselves poorly in the battle and lost two days to find it-more if the heroes get lost. Describe
the axe, the Green Knights demand that the heroes "go to the players the thick forest and the lack of paths. As
back where they came and leave the armor to those who night falls, illustrate the oppressing darkness and strange
can protect it-considering that's what we've been doing noises.
A character could attempt an
Extremely Difficult tracking roll to
locate the trail of Axis Amerika or
Form's team, which can greatly
speed the process. When you feel
they've search ed enough, read
aloud the following:
As you push past tree branches
a n d clamber over r oots, the
sounds of th e forest fall away,
leaving b eh ind only a deep si-
lence and a sense of calm majesty.
You move past an enormous tree,
and there before you stands what
can only b e the chapel itself. It is
small, compact, with only a single
curving wall, built into the side
of a hill to protect it from the ele-
ments. There is no roof, and it
looks as if there never was. The
t rees provide shelter , their
branches curving in overhead to
shield the holy place from harm.
A small creek winds noiselessly
past the ruins. The wall has mostly
crumbled away now, and the al-
tar- an old tree root nearly five
feet wide, sheared flat at a height
of three feet-has begun to rot.
The entire space is half-buried
beneath dirt and leaves, but still
there is a power about the place
and a sense of wonder. The only
thing out of place is the rope run-
ning around the edge, blocking
the entrance.
Form and his excavation team
placed the ropes there, to keep
people away from the dig. The mem-
bers of Axis Amerika (minus Gudra
II BIT OUT OF PUICE does well, somehow-a bit faded, but some of the tapes-
tries I've seen them dig up, oh my!"
The third of the artifacts-the Green Knight's girdle-
is not in Great Britain at all.
* "Yes, there's even an exhibit from here, y'know.
Things found out in the castle ruins, touring the States.
Again, the assistance of the Green Knights saves a great That's where
you're from, am I right? I knew I was!"
deal of time and effort. If the heroes have won the Green
Knights' trust, they are told that the girdle is not at the The heroes eventually piece together the information
castle or even nearby. Long ago, Gawain took it to Camelot. about the Camelot exhibit of which the Green Knights
The girdle remained there with his family after he died. A could have told them.
contingent of Green Knights was stationed there to pro- Likewise, any heroes with an interest in museums and
tect the girdle after Gawain's death. They have kept it safe the arts may have already heard of this exhibit, as would
all this time, mingled unobtrusively with other items from anyone with the Wealth Advantage. On a Moderate scholar,
the area and period. They know its current whereabouts Knowledge, or know-how (high society) roll, the character
and tell the heroes that it's with an exhibit that is cur- remembers the details. The exhibit is a major event, and
rently touring the United States. The exhibit showcases a its first night in any new city has an invitation-only, black-
collection of fabrics, tapestries, and clothing purported tie dinner.
to have been discovered among the ruins of Camelot. The Once the characters are back in the United States (pre-
girdle is one of the prize pieces, and the Green Knights sumably by the same way they came), they can readily
are actually overseeing it on the tour. locate the current stopping point for the Camelot exhibit.
If the heroes are at odds with the Green Knights, they're The exhibit is currently in Central City, at the Nichols-
on their own. Characters who know the story of Gawain Atwater Museum. The museum was once a mansion be-
and the Green Knight remember that the Green Knight did longing to the Nichols family (peers of the Waynes), and
not have the girdle at the end of the tale. He had given it it is a magnificent building, all marble and columns. The
to Gawain. The most logical place to look, then, is Camelot exhibit has pride of place in the front room on the first
itself. Of course, that fabled city no longer exists, but any- floor. There are several belts in the exhibit, but only one
one with scholar or arcane lore has heard of Camden, the of them is green-a miraculously preserved silk girdle,
small village that claims to be near the ruins of Camelot. embroidered with a pattern of ivy leaves and vines.
Most scholars believe this to be accurate, although no Unfortunately, this is the opening night of the exhibit
one has found conclusive proof. A taxi cab from Perth here, and there is a fancy dinner taking place with the
can take them to Camden. area's most important men and women in attendance.
Camden is a small village, still fairly rustic. The villag-
ers tend to mind their own business, but they are proud
of the Camelot's proximity and happily brag about it to CHllN61N6 PUINS
any visitors. The town has only a few dozen houses, a Jensen's spirits have already located the girdle for him,
single pub (which doubles as the hotel), a church, a gen- so he sent Axis Amerika (minus Gudra and the Sea Wolf)
eral store/post office, and a several farms on the outskirts. after it. (If the villains were divided, he dispatched the
Characters with mystic senses do not detect any magic last two members of Axis Amerika, Die Grosshorn Eule
here-if the girdle was there, it is not any longer. and Ubermensch).
The most useful action to take is chatting with the vil- How Axis Amerika battles depends on whether the play-
lagers, preferably not while in costume. Costumes cause ers obtained the Green Knight's armor or if Axis Amerika
the villagers to alternate between staring in awe and toss- got it.
ing out playful insults. Any casually dressed person can If the heroes retrieved the armor (whether or not the
talk with the townspeople, especially in the pub-and villains stole the axe), the villains are easily defeated.
especially if they buy in pints. The difficulty to get any There is a reason for this. The girdle is the most mystical
information out of folks is 4. Characters who buy a round and spiritual of the Green Knight's artifacts, and it can-
of drinks receive +2 to their interrogation rolls, while cos- not be touched by evil. Jensen knows this. He has in-
tumed heroes get a - 1. structed his agents to let the heroes get the girdle. They
When questioned, the villagers might say: should pretend to put up a fight but make sure the he-
*"Have you seen Camelot, then? It's right here, don't roes take possession of the artifact. Jensen assumes the
ye know-just over that hill!" heroes will then immediately seek him out and attack him,
* "At night, if there's fog, you can hear the king's bringing the girdle with them. If you suspect that your
knights riding through the trees, calling for him." players and their characters might not fall for this bait
*"So, are ye a digger, then? We've seen lots of them, (or they might have difficulty finding Jensen), be sure that
we have. They come to search the castle for trinkets and Axis Amerika sticks around long enough to goad the he-
what-not. Most don't find nothing, but there was one roes into locating Jensen immediately.
If Axis Amerika succeeded in stealing the armor, they
bunch ... whew! Beautiful."
* fight full strength but they do not try to claim the girdle
"Most of the things are a dead loss now, of course- themselves. Instead,
they stall the heroes, holding them
all those years in the dirt. But some of them survive. Cloth
receive + 1 to their rolls. You should allocate comparable powerful and benevolent magicks. In game terms, char-
bonuses for other relevant Advantages or exceptional acters with Cowardice, Dark Secret, Shady Background,
numbers of Hero Points. If the Green Knights are or similar Disadvantages or any Villain Points cannot
adversarial, they might have told the ushers and guards touch the girdle without receiving SD in damage (mini-
to block the heroes. They would then each receive a -2 mum of 1 point) for every round of contact.
to their rolls. For heroes with Fugitive, Unattractive Ap-
pearance, or similar Disadvantages, the ushers call the
guards to get rid of them. This won't work, of course, but
it is embarrassing, and it wastes valuable time.
However, if the heroes are on good terms with the
Green Knights, those who are with the tour are waiting
with the ushers, and they invite the heroes inside.
When the heroes do get inside, read the following
aloud:
The main room is certainly magnificent, a vast ex-
panse of marble with ceilings vaulting high overhead
and crystal chandeliers throwing sparkling cascades of
light to every corner. There are tables here and there, SAFEKEEPING
placed between the exhibit cases. At each table sits the After the battle at the museum, if the heroes have won
city's best and brightest, its favorite sons and daugh- any of the other battles, they have a choice. They can go
ters in their stylish attire and most charming poses. A after Jensen immediately, or they can take any artifact
string quartet plays off to one side, and waiters glide they have and place it somewhere safe.
between the seats, offering drinks and conveying dishes. The heroes should not be reminded of this. It is up to
The scene is one of plenty, peace, and relaxation. them to figure it out. Jensen is counting on their not think-
The mood is shattered, of course, by the arrival of Axis ing of putting the articles in safekeeping. He has seen and
Amerika. (If Jensen split the group, only Die Grosshorn heard enough about the heroes to anticipate that they
Eule and Ubermensch show up.) If the heroes located the will simply charge after him immediately.
exhibit easily and entered without difficulty, they beat the If the heroes do hide any of the artifacts, Jensen's plan
villains to the girdle. If they had to drag information out is ruined. He cannot combine the three artifacts and gain
of the villagers or had any other trouble, they hear the the Green Knight's full power. He still uses whatever arti-
sounds of violence and screaming within. They arrive to facts he could claim, but the effect will be far less.
find Axis tearing the room apart, tracking mud and dirt
everywhere.
Again, Axis Amerika delights in attacking or taking hos- THE lh1.1.111Ns' l.111s
tage any bystanders. The Green Knights do not intervene. If Axis Amerika was able to gain even one of the arti-
There are only three of them present, and their concern facts, the heroes should track them back to their lair and
is for the girdle. The Green Knights try to steal the girdle defeat them.
and hide it, but this is unlikely to work. This requires a Jensen and his allies are using an abandoned warehouse
sneak roll with a difficulty of 5, breaking the glass case along the docks in Gotham City. They have converted it
(which has 30 Body Points), and getting out with the girdle into a hangar for easy access for aircraft and boats.
(another sneak roll of 7). Assuming that Axis Amerika didn't try to convince the
The museum does not have many items to use in com- heroes into following them, finding this place can be tricky,
bat and certainly very little that is useful. The tables are but there are some options. The heroes can interrogate
small and light (BOY 10), and the cases are of thick glass any captured Axis Amerika members. Heroes with ESP or
(shards have a BOY of 10). Most of the items on display Precognition can try their hand at locating the criminal
are either paintings or fabrics, too light to do any real mastermind. The difficulty for ESP is a minimum of 6, while
damage. Chandeliers dangle high above, but they are hard with Precognition, it's 10. If Jensen has any of the arti-
to reach. facts, those with Magically Empowered powers or any
Magic Manipulation power gain a +2 bonus to their rolls
for finding Jensen through the items.
1HE61RDlE With a Difficult surveillance roll, heroes remember the
The Green Knight's girdle grants immunity from mys- mud and tar on the feet of the Axis Amerika members
tical attacks. It also protects the wearer from the ravages that they fought at the banquet. With a Very Difficult
of age and disease. It confers Immunity at 30, Longevity scholar (East Coast) or streetwise roll, they recognize these
at 10, Forcefield at 30, and Sustenance at 30. All powers materials as being from a dock in an East Coast city. He-
have the Magically Empowered ( +80) Enhancement. The roes who are from Gotham and exceed the difficulty by at
belt has 20 Body Points. The girdle cannot be touched by least 1 point know this came from Gotham, and they even
anyone who is not either pure of heart or shielded by know the area.
Intlex
200
Dragon King, the, 85 Hall, Hector Saunders. See characters, Jordan, Lawrence. See characters, Air
Dugan, Pat. See characters, Dr. Fate (Hector Hall); characters, Wave 1
S.T.R.l.P.E.; characters, Stripesy Silver Scarab Judomaster, 39-40
Dummy, the, 89-90. See also villain Hallaway, Tom Ludlow. See Justin, Sir. See characters, Shining
teams, Injustice Society of the characters, Spider, the (Tom Knight, the (Sir Justin)
World; villain teams, Injustice Hallaway) Kamikaze, 78. See also villain teams,
Unlimited Harlequin (Molly Maynne), 91-92. See Axis Amerika
Dunbar, Daniel. See characters, Dyna- also villain teams, Injustice Kara. See characters, Power Girl
Mite Society of the World Karkull, Ian, 98
Dyna-Mite, 54 Harper, Jim. See characters, Guardian, Killer Wasp I. See Golden Wasp
Everett, Will. See characters, Amazing the Killer Wasp 2, 164
Man (Will Everett) Hastur, Dr. Anton, 87 King Jr., Henry "Hank." See
Extant, 157 Hath-Set. See characters, Hastur, Dr. characters, Brainwave Jr.
Fiddler, the, 90. See also villain teams, Anton King, Henry. See characters, Brain
Injustice Society of the World; Hawk. See characters, Extant Wave (Henry Ki ng)
villain teams, Injustice Unlimited Hawkgirl (Kendra Saunders), 138-139 Knight, Jack. See characters, Starman
Firebrand (Danette Reilly), 36 Hawkgirl (Shiera Saunders), 19, 20. (Jack Knight)
Firebrand (Rod Reilly), 62 See also equipment, Nth Metal Knight, Sandra. See characters,
Flash, the (Jay Garrick), 16, 137-138 belt; equipment, wings of Phantom Lady, the (Sandra
Fledermaus, die, 77. See also villain Hawkman & Hawkgirl Knight)
teams, Axis Amerika Hawkins, Sanderson "Sandy." See Knight, Theodore "Ted" Henry. See
Florin, Alyx. See characters, Thorn, characters, Sand; characters, characters, Starman (Ted Knight)
the (Rose Canton) Sandy the Golden Boy Kosmatos, Helena. See characters,
Flying Fox, 55 Hawkman (Carter Hall), 19- 20, 139- Fury (Helena Kosmatos)
Fury (Helena Kosmatos), 55-56 140. See also equipment, Nth Metal Krieger, Albrecht. See characters,
Fury (Lyta Trevor), 118 belt; equipment, wings of Hawkman Captain Nazi
Gambler, the (Steven Sharpe), 91. See &Hawkgirl Kurtzberger, Terrence. See
also villain teams, Injustice Hayden, Jennie-Lynn. See characters, characters, Cyclotron
Societ y of the World Jade Kyle (the Mist). See characters, Mist,
Garrick, Jay. See characters, Flash , Hayden, Roger. See characters, the (Kyle, Sr.)
the (Jay Garrick) Pyscho-Pirate (Roger Hayden) Lance, Dinah "Diana" Drake. See Black
Gaynor, Rodrigo. See characters, Hazard, 131. See also villain teams, Canary (Dinah Drake Lance)
Whip, the Injustice Unlimited Lance, Dinah Laurel. See characters,
Geomancer, 163 Heywood I, Henry "Hank." See Black Canary (Dinah Laurel
Golden Wasp, 86 characters, Commander Steel Lance)
Gombezi, 109. See also characters, Hippolyta, Queen. See characters, Lane, Chuck. See characters, Jester,
Togg, Dr. Rocco Wonder Woman (Hippolyta) the
Grant, Ted. See characters, Wildcat Holt, Michael. See characters, Mr. Law, John. See characters, Tarantula, ·
(Ted Grant) Terrific (Michael Holt) the
Great Horned Owl, the. See Hootie the Owl, I 6. See also Lawrence, Liberty Belle. See
characters, Grosshorn Eule, Die characters, Dr. Mid-Nite (Charles characters, Liberty Belle
Green Lantern (Alan Scott), 17-18. See McNider) Liberty Belle, 41
also characters, Sentinel; Hourman (Rex Tyler), 21. See also Lightning. See characters, Quicksilver
equipment, power ring of Green equipment, Miraclo Lincoln, Roy. See characters, Human
Lantern; equipment, Starheart Hourman (Rick Tyler), 119. See also Bomb, the
Grey, Jr., Richard. See characters, equipment, Miraclo Makent , Cameron. See characters,
Black Condor, the (Richard Grey, Hourman (Tyler), 150-151 Icicle (Cameron Makent)
Jr.) Human Bomb, the, 63 Makent, Dr. Joar. See characters, Icicle
Grosshorn Eu le, die, 77. See also Icicle (Cameron Makent), 131 , 164. See (Joar Makent)
villain teams, Axis Amerika also villain teams, Injustice Manhunter (Dan Richards), 42. See
Grundy, Solomon, 94-95. See also Unlimited also characters, Thor the
villain teams, Injustice Society of Icicle (Joar Makent), 92. See also Thunderdog
the World villain teams, Injustice Society of Max Mercury. See characters,
Guardian, the, 37 the World Quicksilver
Gudra, 78. See also characters, Iron Munroe, 56-57 Max. See characters, Quicksilver
Stormwind; villain teams, Axis Jade, 120. See also equipment, Maynne, Molly. See characters,
Amerika Starheart Harlequin (Molly Maynne)
Hall, Carter. See characters, Hawkman Jester, the, 38 McNider, Charles. See Dr. Mid-Nite
(Carter Hall) Johnny Quick, 38-39 (Charles McNider)
Hall, Hank. See characters, Extant Johnny Reb. See characters, Uncle Mekanique, 99
Sam
Index
201
Merkel, Peter. See characters, Rag Rival, 165 Sorrow, Johnny, 160-161
Doll, the Robotman (Robert Crane), 47 Special Tactics Robotic Integrated
Midnight, 43 Rothstein, Albert "Al" Julian. See Power Enhancer. See characters,
Minuteman, the. See characters, characters, Atom Smasher; S.T.R.1.P.E.
Uncle Sam characters, Nuklon Spectre, the (Jim Corrigan), 25
Miss America, 43-44 Samuel. See characters, Uncle Sam Spider, the (fom Hallaway), 70
Mist, the (Kyle, Sr.), 100 Sand, 141-142 Sportsmaster, the, 95-96. See also
Mister America, 44 Sandman (Wes Dodds), 23-24 villain teams, Injustice Society of
Monarch. See characters, Extant Sandy the Golden Boy, 24 the World
Monocle, the, 101 Sargent, John. See characters, Sargon Stalker, 106
Monroe, Arnold "Arn." See characters, the Sorcerer Starman (Jack Knight), 152-27. See
Iron Munroe Sargon the Sorcerer, 48. See also also equipment , Cosmic Staff
Montez, Yolanda. See characters, equipment, Ruby of Life Starman (fed Knight), 26. See also
Wildcat (Yolanda Montez) Saunders, Greg. See characters, equipment, Gravity Rod
Mordru. See characters, Dark Lord, Vigilante, the (Greg Saunders) Starr, Kara. See characters, Power Girl
the Saunders, Kendra Shiera. See Star-Spangled Kid (Courtney
Mr. Bones, 121 characters, Hawkgirl (Kendra Whitmore), 145. See also
Mr. Terrific (Michael Holt), 140-141. Saunders) equipment, Cosmic Converter
See also equipment, T-Spheres Saunders, Shiera. See characters, Belt
Mr. Terrific (ferry Sloane), 22-23 Hawkgirl (Shiera Saunders) Star-Spangled Kid (Sylvester
Nelson, Kent. See Dr. Fate (Kent Savage, Vandal, 105. See also villain Pemberton), 71. See also
Nelson) teams, Injustice Society of the characters, Skyman, equipment,
Northwind, 122 World Cosmic Converter Belt
Nuklon, 123. See also characters, Scarab, 153 Stormwind, 78. See also characters,
Atom Smasher Scott Maynne, Molly. See characters, Gudra
Obsidian, 124, 158-159 Harlequin (Molly Maynne) Streicher, Helmut. See characters, Red
Occult, Richard. See characters, Dr. Scott, Alan Wellington. See Panzer
Occult characters, Green Lantern (Alan S.T.R.l.P.E., 154-155. See also
Overman. See characters, Scott); characters, Sentinel characters, Stripesy
Ubermensch Sea Wolf, the. See characters, See Stripesy, 71-72. See also characters,
Patriot. See characters, Uncle Sam Wulf, der S.T.R.I.P.E.
Pemberton, Jr., Sylvester. See See Wulf, der, 78-79. See also villain Stuff the Chinatown Kid (Daniel &
characters, Star.Spangled Kid, the teams, Axis Amerika Victor Leong), 72
(Sylvester Pemberton) Sendak, Louis. See characte rs, Scarab Sumo, 107
Per Degaton, 93. See also villain Sentinel, 143. See also characters, Swift, Richard. See characters, Shade,
teams, Injustice Society of the Green Lantern (Alan Scott); the
World equipment, power ring of Green Tarantula, the, 49
Perkins, Neptune, 57-58 Lantern; equipment, Starheart Terrill, Happy. See characters, Ray,
Phantom Lady, the (Sandra Knight), Shade, the, 94. See also villain teams, the (Happy Terrill)
64 Injustice Society of t he World; Teth Adam. See characters , Black
Power Girl, 125 villain teams, Injustice Unlimited Adam
Pratt, Albert "Al." See Atom, the Sharpe Ill, Steven. See characters, Thinker, the (Clifford Devoe), 96. See
(Albert Pratt) Gambler, the (Steven Sharpe) also villain teams, Injustice
Pyscho-Pirate (Roger Hayden), 102 Sharpe, Rebecca "Becky." See Society of the World
Quicksilver, 45 characters, Hazard Thomas, Thomas "Tex" N.. See
Raleigh, Richard . See characters, Red Shimada, Miya. See characters, characters, T.N.T.
Bee, the Tsunami Thomson, Tex. See characters, Mister
Rag Doll, the, 103 Shining Knight, the (Sir Justin), America
Ray, the (Happy Terrill), 65 69. See also characters, Winged Thor the Thunderdog, 42. See also
Red Bee, the, 46. See also characters, Victory characters, Manhunter (Dan
bee (typical) Shiv, 165- 166 Richards)
Red Panzer, 104 Silver Scarab, 126. See also Thorn, the (Rose Canton), 108
Reilly, Danette. See characters, characters, Dr. Fate (Hector Hall) Thunder, Johnny L., 27-28. See also Yz
Firebrand (Danette Reilly) Simmons, Jake. See characters, the Thunderbolt
Reilly, Rod. See characters, Firebrand Death bolt Thunderpace. See characters,
(Rod Reilly) Skyman, 127. See also characters, Quicksilver
Rice, Todd James. See characters, Star-Spangled Kid (Sylvester Tiger, 39, 40
Obsidian Pemberton) Tigress (Artemis Crock), 166. See also
Richards, Donald "Dan." See Sloane, Terry. See characters, Mr. characters, Artemis
characters, Manhunter (Dan Terrific (ferry Sloane)
Richards)
Index
202
Tigress (Paula Crock), 96-97. See also Yellow Wasp. See charact ers, Golden M
villain teams, Injustice Society of Wasp; charact ers, Killer Wasp
the World Yoneda, Tetsujiro. See charact ers, magic Axis barriers (domes ), 6-7, 84
T.N.T., 50 Kamikaze p
Togg, Dr. Rocco, 109. See also Yz the Thunde rbolt, 28. See also
charact ers, Gombezi charact ers, Thunde r, Johnny L. Plot Development cards, 174, 205-20 7
Travis, Lee Walter. See charact ers, Zatara, Giovanni "John," 52
Crimson Avenger
R
Trevor, Hippolyta "Lyta." See 0 roleplaying in the Golden Age
charact ers, Fury (Lyta Trevor) Dramatic Effects cards, 174, 204 adventu re hooks, 181
Trevor, Joan Dale. See charact ers charact eristics of the Golden Age, 176
Miss America ' E different kinds of threats, 177-178
Tsunami, 58 equipm ent melodrama, 176
Tyler, Rex "Tick Tock." See All-Star Special, 112, I 13 present ation, l 76
charact ers, Hourm an (Rex Tyler) Cosmic Conver ter Belt, 71, 145 role of technology, 178-179
Tyler, Richard "Rick." See charact ers, Cosmic Staff, 152 timeline, 180-184
Hourma n (Rick Tyler) Gernsback, I 13 types of adventu res, 179-180
Tyler. See charact ers, Hourm an
(Tyler)
Gravity Rod, 27
wings of Hawkman & Hawkgirl, 20
v
Uberme nsch, 79. See also villain Miraclo, 22 villain teams
teams, Axis Amerika Morphing Ship, 30 All-New Injustice Society, 159-166. See
Ultra-Humanlte Nth Metal belt, 20 also charact ers, Tigress (Artemis
as Delores Winters , 110 power ring of Green Lantern, 18, 144 Crock). See also charact ers, Black
as white ape, 132 Ruby of Life, 48 Adam; charact ers, Blackbriar
other hosts of, 132 Spear of Destiny, 114 Thorn; characters, Geomancer;
Uncle Sam, 66 charact ers, Icicle (Cameron
Star Rocket Racer, 114
Usil the Sun-Archer, 79-110. See also Starhea rt, 18, 144 Makent); charact ers, Killer Wasp;
villain teams, Axis Amerika Steel Eagle, 170 charact ers, Rival; charact ers,
Vertigo, Count Werner, 162-163 T-Spheres, 14 l Shiv; charact ers, Vertigo, Count
Vigilante, the (Saunders, Greg), 73 Werner
Von Gunther, Baroness Paula. See H Axis Amerika, 76-79. See also
charact ers, Dark Angel charact ers, Fledermaus,
Whip Whirlwind. See charact ers, Hero & Villain Points option, 184
history die; charact ers, Grossh orn
Quicksilver Eule, die; charact ers, Gudra;
afterma th of the Crisis, 9
Whip, the, 51. See also charact ers, charact ers, Kamikaze; charact ers,
Diablo appear ance of Infinity, Inc., 7
battle against Stalker, 8 See Wulf, der; charact ers,
Whitmore, Courtn ey Elizabeth. See Ubermensch; charact ers,
characters, Star-Spangled Kid casualt ies of Zero Hour, 10
Combined Congressional Un- Usil the Sun-Archer
(Courtn ey Whitmore) Injustice Society of the World, 88-
Wildcat (Ted Grant), 28-29, 146 American Activities Comm, 8
debut of myster y men, 5 97. See also charact ers, Brain
Wildcat (Yolanda Montez), 128 Wave (Henry King); charact ers,
Wilhelm (The Bat). See charact ers, dissolu tion of Golden Age JSA, IO
dissolu tion of Infinity, Inc., 9 Dummy, the; charact ers, Fiddler,
Flederm aus, die the; charact ers, Gambler, the
Windru nner. See charact ers, formation of all-new Injustice Society,
10 (Steven Sharpe); charact ers,
Quicksilver Grundy, Solomon; charact ers,
Wing, 74 formation of All-Star Squadr on, 6
formation of Axis Amerika, 5 Harlequin (Molly Maynne);
Winged Victory, 69. See also charact ers, Icicle (Joar Makent);
charact ers, Shining Knight, the formation of Freedom Fighters, 6
formation of Infinity, Inc., 9 charact ers, Per Degaton;
(Sir Justin) charact ers, Thinker, the (Clifford
Winters, Delores. See charact ers, formation of Injustice Society of the
World, 8 Devoe); charact ers, Tigress
Ultra-Humanite (as Delores (Paula Crock); charact ers, Vandal
Winters) formation of JSA, 5
formation of modern JSA, 10 Savage; charact ers, Wizard, the
Wizard, the, 97. See also villain teams Injustice Unlimited, 130-131. See also
Injustice Society of the World; ' formation of Seven Soldiers of Victory,
6 charact ers, Artemis; charact ers,
villain teams, Injustice Unlimited Dummy, the; charact ers, Fiddler,
formation of Young All-Stars, 7
Wonder Woman (Hippolyta), 29-30. the; charact ers, Hazard;
Law's Legionnaires. See history:
See also equipment, Morphing charact ers, Icicle (Cameron
formation of Seven Soldiers of
Ship
Victory Makent); charact ers, Shade, the;
Wright, Thomas. See charact ers, charact ers, Wizard, the
magical Axis domes, 6-7
Black Condor, the (Richard Grey,
return of JSA, 8
Jr.)
Index
203
IF rwo OR MOR£ ''AFTER iHOSE
CHARACr£RS AR£ GUYS!''
ARGUING, rRY ro
CA/.M rH£M DOWN.
lUCK
WH£N P/.AY£D, A
CR!rlCA/. FAit.UR£ IS
rR£Ar£D AS A suc-
cess. rHIS CARD MAY
8£ P/.AY£D AFr£R A
RO/./. HAS B££N MAD£.
204
~---------------------- JSASOURCEBOOK
,.
PLOT DEVELOPMENT: PLOT DEVELOPMENT: PLOT DEVELOPMENT:
AN AMBfflOUS, SOMEONE
SING/.E-MINDED COMES TOA
INDIVIDUAi. CHARACTER' S AID.
SHOWS UP.
15 16
...
Plot DBllBIODment Cards
206
PLOT DEVELOPMENT: PLOT DEVELOPMENT: PLOT DEVELOPMENT:
SOMETHING SOMETHING ABOUT SOMETHING
FRIGHTENS OR THE CURRENT UNEXPECTEP
UPSETS A SITUATION REM/NOS HAPPENS.
CHARACTER. A CHARACTER OF A
SIMl/.AR SITUATION.
....
"' "'
PLOT DEVELOPMENT: PLOT DEVELOPMENT: PLOT DEVELOPMENT:
A CHARACTER SOMEONE IS SOMEONE HAS
MISTAKES ANOTHER STAI.KING WRONGEPA
CHARACTER FOR ANOTHER CHARACTER.
SOMEONE Et.SE. CHARACTER.
,..
PLOT DEVELOPMENT: PLOT DEVELOPMENT: PLOT DEVELOPMENT:
A WEAKNESS IS THE NATURE OF A
FOUNPINAN RE/.ATIONSHIP
OPPONENT OR BETWEEN TWO OR
OBSTAC/.E. MORE CHARACTERS
CHANGES.
23
TRUTH, JUSTICE
** AND THE **
AMERICAN WAY'¥
6 IUJI Ut 9