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THEAP OKOUPSSOURCEBOOK
© 1989 DC Comics Inc.
All Rights Reserved.
Published by Mayfair Games Inc.
Author: Scott Paul Maykrantz
Editor: Jennifer Santana
Cover Art:
Sketch: Mike Mignola
Pencils: Mike Mignola
Inks: Mike Mignola
Colors: Barry Goldberg
Interior Art: DC Staff
Design: Ike Scott*
*special thanks to Ray Winninger for all his input/output.

r\ew Gods, Anti-Life Equation, New Genesis, Apokolips, Supertown, lzaya the Inheritor, Heggra, Darkseid, Steppenwolt, Killing-Gloves, Himon, X-Element, Final Barrier, Metron, Mobius Chair, Matter Threshold, Boom Tube, The Source,
Highfather,Suli, 1'igra, Desaad, KaJibak, Orion, Combat Code, The Pact, Granny Goodness, Scott Free, Mister Miracle, Deep Six, Mantis, Bug, Insect Legion, Lightray, Great Clash, Earth War, Claudia Shane, Harvey Lockman, Dave Lincoln, Victor
J..anza, O'Ryan Gang, Inter-Gang, Terrible Turpin, Forager, Omega Effect, Mother Box, Hunger Dog, Bekka, Esak, Micro-Mark, Operation; Legends, Brimstone, Doctor Bedlam, Animates, Macro·Man, Glorious Godfrey, G. Gordon Godfrey,
Superman, Amazing Grace, Astro-Force, Parademons, War Dogs, Martiarl Man hunter, Or. Fate, Sutcide Squad, Justice League, Olympus, Legion of Super-Heroes, Anti-Life Entity, Promethian Galaxy, Slum Area, Fire-pit, Armagetto, Tower of
Rage, Elite, Dog Cavalry, Happiness Home, Evil Eyes, Cerebus Chute, Aero-Troopers, Section Zero, Special Powers Force, Aero-Carders, Kanto, Female Furies, Beta-Club, Electro-Axe, Virman Vundabar, Justiflers, the Batman, Sinestro, HaJ
Jordan, Rernadeth, F'ahrcn-knifc, Stompa, Heavy Matter Boots, Mad Harriet, Power Spikes, the Joker, Lashina, Ug, Jaffar, Gole, Trok, Serpo-Biade, Shaligo, Kurin, Sleez, Gloryboat, Suicide Slum, Power Pod, Justtce League lnternatKmaJ,
Devilance, Pursuer, Astro-Giider,Sollb;, Adheso-Grips, Acid Pod, Flight Disc, Avia, Big Bard a, Mega-Rod, Forever People, lnfmity Man,Beautiful Dreamer,TAARU,Serifan, Vykin, Mark Moonrider,Big Bear,Super-Cycle,Adon,Forever Town, The
Dark. Maya, Cosmic Cartridges, Maximonster, Pacifier, Sound Shark, Mekkanoid, Grappler, Mole Machine, Memory Machine, Pressure Press, Mind·Twister. Ash-Crawler, Glommer, Slud, the Flash, Rotting F'lu, Robin, Purpleblotch, Caped
Crusader, Dynamic Duo,

(and any component thereof) are trademarks of DC Comics Inc., used under license by Mayfair Games Inc.

is a trade mark of DC Comics I nc., used under license by Mayfair Games


Inc.

is a registered trademark of Mayfair Games Inc.

No part of this book may be reproduced in any form or by any means except for the inclusion of brief quotatians in a
review, witlwut permission in writing from the publisher. Permission is granted to the purchaser of this book to copy the
maps and histories for personal use, provided that none of the copies is sold or traded.
All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.
Manufactured in the United States.
ISBN: 0-923763-00-7

Mayfair Games Inc. • P.0. Box 48539 • Niles, IL • 60648

3
.....•...................•••.•..................

Long ago, the old gods of the universe unwittingly


caused their own destruction. By discovering the secret of

Tfie
the Anti-Life Equation, they hoped to rid themselves of a
nearby alien nation. Instead, they released an energy so
powerful that it destroyed everything in its wake. A
whirling storm of energies was born, and out of this, two
planets were formed.

Sac;.a A special breed of beings lived on these two worlds,


beings of great power and greater destinies. They were
New Gods.
The first planet, called New Genesis, was green and

of tfie
peaceful. The second was Apokolips, a dismal and brutal
world. For ages, the two distinctly different planets
developed, each unaware of the other's existence.
On New Genesis, a beautiful golden city known as

New6ods
Supertown was erected, leaving the perfect, natural
balance of the surface world untouched. The beings there
were powerful but noble, led by Izaya the Inheritor. These
New Gods desired only happiness and freedom for all.
On Apokolips, schemes of power and destruction were
crafted almost as quickly as the war­
machines that would carry them out.
Enslavement was t h e bac kbone of
society. The queen, Heggra, was second
only to her son, Darkseid, in lust for
power and domination.
In time, the two worlds became
aware of each other. Opposite
personalities clashed, and ten
sion ran h igh . The days of
peace among New Gods would
forever end ...

The
Great
Clash
The first war between New
Genesis and Apokolips began
when Darkseid, the young son
of Apokolips' Queen Heggra,
persuaded his uncle, Steppen­
wolf, to attack the peaceful
sister planet. I mmediately
u p o n t h e a r r iv a l o f .h e
Apokolips forces, Steppenwolf
engaged Izaya in personal
combat. Darkseid, however,
seeing how close t he battle
was, stepped in and used
Desaad's Killing-Gloves to end
the conflict. Both Izaya and his
wife, Avia, appeared to be
dead, but the gloves had only
s t u nn e d t h e N ew Genesis
leader. An unaware Steppen­
w o l f and h is b at t a l i o n
returned home while Izaya the
Inheritor prepared to avenge
his wife's death.
Thus began The Great Clash.
New Genesis struck back at
Queen Heggra's world.
Meanwhile, the genius inventor and escape artist, became known as Mister Miracle. Orion was sent to New
Himon, discovered the X-Element. Himon was originally Genesis, where he grew up unaware of his true identity as
from New Genesis but, like his partner Metron, became a Darkseid's son.
neutral party in the war. Both wanted only to further
their scientific activities. Himon was the philosopher, the
thinker; Metron built the dreams in Himon's head. But it
was Metron that became obsessed with the secrets of
The Earth ""War
existence. The Pact was ended when Darkseid began his search for
The X-Element fell into young Darkseid's hands. He the Anti-Life Equation on Earth. The formula was a
knew it could be used to create a portal that would allow legendary riddle of mental domination; with it, all free­
armies to travel instantaneously between worlds, but he willed creatures could be completely controlled. Darkseid
didn't know how. Himon, already ashamed that his guessed that the formula could be found deep in the
discovery would be used to kill, refused to help. subconscious of a human being.
Darkseid turned to Metron. The mechanical wizard was On New Genesis, Highfather consulted The Source,
desperate to possess the X-Element; with it he could build asking for guidance in the ominous silence of truce. Upon
his Mobius Chair, a vehicle capable of taking him to the the glowing wall, a ftery hand etched the words: "ORION
farthest edge of the universe. In exchange for a chance to TO APOKOLIPS THEN TO EARTH THEN TO WAR."
learn omnipotent knowledge, Metron built the Matter Orion left immediately. He invaded Apokolips, but
Threshold. Anyone possessing the X-Element could now discovered that Darkseid had gone. He did, however, ftnd
open rifts in space. Darkseid used this weapon for war. a mind-tapping machine with four humans in it, each
Steppenwolf was the leader in the ftrst Matter Thresh­ being searched for the mental clues to the Anti-Life
old attack. New Genesis was ripped apart by the forces of Equation. Orion freed the humans just as his half-brother,
Apokolips; but before this could happen, Steppenwolf and Kalibak, intervened. Suddenly, Metron appeared and
Izaya the Inheritor once again met on the battlefield. The created a Boom Tube to Earth. Orion and his companions
two fell to personal combat, and Steppenwolf soon lay fled while Kalibak cursed for vengeance.
dead. Izaya had got his revenge. Darkseid's forces were invading Earth as Orion arrived.
When news of Izaya's reappearance reached Queen The Deep Six, powerful aquatic creatures from the heart
Heggra and Darkseid, the Great Clash escalated. The of Apokolips, began constructing a monster to occupy the
Matter Threshold was reftned into the Boom Tube, a New Genesis forces, and Kalibak soon found his way to
quicker and cleaner method of Warp travel. Starships and Earth. Mantis, an evil "Bug," nearly as powerful as Dark­
war-machines the size of moons were created. The conflict seid himself, began raising an army among his race in the
became a techno-cosmic war, a battle that was destined New Genesis underground.
to rip the entire galaxy asunder. Orion and his human friends discovered the Deep Six;
On New Genesis, Izaya saw only destruction and death. and, in the battle that followed, Lightray, Orion's best
He denounced the ways of battle and turned to peace. He friend from New Genesis, arrived in time to help. As the
removed his armor and weapons, crying, " If I am Izaya the Earth War continued, many more courageous Earthlings
Inheritor, what is my inheritance?" aided in the ftght against Darkseid's forces. While they did
The answer came in the form of a shimmering wall of not understand the creatures they fought, each offered
force, now known as The Source. Izaya became Highfather, any help s/he could. Orion's four friends who had been
leader of a reborn New Genesis. He was bestowed with a captured and studied by Darkseid - Claudia Shane,
staff that became his link to The Source, giving him great Harvey Lockman, Dave Lincoln, and Victor Lanza -formed
compassion and forethought. He taught the ways of peace the O'Ryan Gang. They helped break up Inter-Gang, a
and happiness. group of Earth criminals who were serving Darkseid. A
On Apokolips, Darkseid had risen to power by death police offtcer named Terrible Turpin ended up in a battle
and treachery. While courting the witch Suli, Darkseid with Kalibak, but Orion intervened, and Kalibak was
was forced by Queen Heggra to marry the she-warrior, captured.
Tigra. The queen ordered Darkseid's right-hand man, Mantis' Bugs invaded Earth soon after Kalibak's impris­
Desaad, to poison Suli, but this was not accomplished onment. Orion and Lightray were able to drive the hordes
until after Suli bore Darkseid's ftrst son, Kalibak. When back to New Genesis, with the help of an advance warning
Darkseid found out what had happened, he forced from a renegade Bug known as Forager.
Desaad to poison Heggra. With his mother and uncle Kalibak was released by the police when he promised a
Steppenwolf dead, Darkseid became the new ruler of truce, but he quickly found Orion, and their eternal battle
Apokolips. Tigra bore his second child, Orion, and mother began anew. From his underground base, Darkseid
and son were hidden away in the deepest prisons. watched his two sons. When Kalibak had defeated
The war drew to a close when Highfather and Darkseid Lightray in mere seconds, and was about to ftnish Orion,
agreed to a truce. Those of New Genesis wanted peace Darkseid became alarmed. He found Desaad sending
while Darkseid needed time to create a strategy equal to strength to Kalibak through one of his machines and
his new position. "The Pact" was created to insure the drawing the emotions of the battle into himself. Darkseid
cease-ftre. According to the agreement, Highfather and was not amused. The Omega Effect was released upon
Darkseid would trade sons, allowing the children to be Desaad for his interference with this confrontation, and
raised on a world opposite to their primal nature. he was killed instantly.
Highfather's son was taken to Granny Goodness and given Darkseid returned to Apokolips, and the Earth was
the sarcastic name of Scott Free. He later escaped and once again safe.

5
For the majority of people on New Genesis, the war was Darkseid developed a grand plan to become the only
over, but not for Orion. To fulfill his destiny, to kill his legend in the universe. By destroying the heroes of Earth,
father and release his mother, the young warrior invaded he thought, the humans would regard him as the only
Apokolips yet again. To prepare for Orion's return, super-being. The planet would be his.
Darkseid brought Desaad and Kalibak back to life, re­ "Operation: Legends" began when Darkseid sent
turning them to his teeming ranks ofvillainous henchmen. Brimstone, a giant of burning plasma, to attack New York
Orion was met by the greatest weapons on the planet. He City. At the same time, Doctor Bedlam, one of Darkseid's
destroyed them all. long-time henchmen, used the dense form known as
In the ultimate confrontation, father and son fought. Macro-Man to begin destroying the city as well. The
Then, by trickery, Darkseid's assassins shot and killed actions of these two menaces attracted the many heroes
Orion. But this wasn't the end of the Earth War. The final Darkseid hoped to remove.
battle was fought on Apokolips. Meanwhile, Darkseid's m inion, Glorious Godfrey,
For Orion had been saved by Himon's use of a Mother assumed the identity of G. Gordon Godfrey and used his
Box. For years, these two gods had been inciting rebellion persuasive manner to turn the country against costumed
among the native Hunger Dogs of Apokolips, from secret heroes. All across the land, the former champions of the
camps across the planet. Orion met Bekka, Himon's common man were being persecuted by those they had
daughter, and the two fell in love. sworn to protect. The President banned superhero
Meanwhile, Darkseid's forces had entered a new age. He activity, forcing police to work to prevent any vigilante
had replaced Desaad with a younger genius named Esak. action.
Esak had been Metron's sidekick for many years; the two Additional campaigns sprung from the original design.
had travelled across the cosmos in order to learn and Superman was transported to Apokolips by Darkseid's
perfect their technological skills. A freak accident Omega Beams. Once there, he became involved in a
deformed Esak's face and, in turn, his soul. He became Hunger Dog rebellion which was led by the deceitful
corrupt and driven, trying to prove his worth by serving Amazing Grace. After falling into a Fire-pit, Superman
Darkseid. survived, but came out with amnesia and the loss of all his
Esak inspired the creation of new weapons, such as the Powers. He succumbed to the Control of Amazing Grace
Micro-Mark bomb, which was capable of destroying an and betrayed the natives of Apokolips.
entire planet. Through his genius, Apokolips became a Convinced that he was the son of Darkseid, Superman
world of deadly machines, replacing many living guards, battled Orion of New Genesis. Orion's Astro-Force
soldiers, and workers. stunned the hero-turned-villain long enough for the New
Genesis warrior to use his Mother Box to return
Superman to his normal self.
His plan still on course, Darkseid sent his Parademons
and Desaad's latest invention, the War Dogs, to Earth. The
scheme suddenly failed, however, when the heroes banded
together and defended the public. The President was
saved from assassination by the Martian Manhunter,
prompting him to immediately revoke the hero ban.
Godfrey blew his cover when he tried to use Dr. Fate's
golden helmet. The people realized they had been tricked
The final phase of the war began as the Micro-Mark and, once again, embraced the legends that served them.
bombs were deposited across New Genesis. Apokolips Darkseid's forces retreated in defeat.
soldiers used Boom Tubes to drop the bombs around the From this epic conflict, groups such as the Suicide
entire planet. Highfather secured Supertown, the fortress Squad and the Justice League re-formed. The role of the
above the surface, and waited for the worst. hero in Earth society is now stronger than ever.
Orion and his Hunger Dog allies stormed Esak's labora­
tory - but not before the button was pressed! New Genesis Recently...
exploded, throwing Supertown, intact, into deep space. Since that time, Darkseid has been very active in his
Because dozens more Micro-Mark bombs were still on quest for power. He has attempted to usurp the throne of
Apokolips, the Hunger Dogs revolted in paranoid Olympus and has twice tangled with Highfather's son,
desperation. Darkseid survived while Orion rescued his Mister Miracle. Although the current Apokolips does not
mother, Tigra, and returned to Supertown with her and exist in the 30th Century, Darkseid has even managed to
Bekka. Himon was apparently killed, though his death has threaten the Legion of Super-Heroes of the future.
been reported hundreds of times in the past, and he has Currently, Darkseid has joined forces with Highfather
always come back and the heroes of Earth in an attempt to keep the Anti­
Apokolips was thrown across the cosmos by the debris Life Entity from taking over the Universe. For Metron had
of New Genesis and a series of explosions. The rioting travelled beyond the Promethian Galaxy in search of the
Hunger Dogs were broken, and order returned to secret to the Anti-Life Equation. He returned a shattered
Darkseid's planet. image of his former self, but through the mind of the
Martian Manhunter, managed to communicate the results
Operation: LeSJends of his travels to this newly formed alliance. Darkseid's evil
After a series of short conflicts with the growing schemes remain at a standstill until the Anti-Life Being
number of Earth heroes and New Genesis champions, can be stopped - or destroyed ...
6
Apokolips Features
.••.........•••..........................•..•.•••.....

Slum Areas of Apokolips are much like There are five types of installations: science, torture,
states or provinces on Earth. Most of the planet is divided security, military, and supply; but some serve as two or
into these numbered areas which aid in locating a point more of each kind. For example, a few in the capital city,
on the planet and serve as a name for the "hometown" of Armagetto, look like iron skyscrapers and are universal,
each Hunger Dog. with a torture area underground, supplies on the first
Slum Areas are all basically the same: dismal and three above-ground levels, military departments on levels
unimaginably dirty. Each area is surrounded by fences, four through seven, science on the eighth floor, and
with posted signs indicating the area number. Fences on security on levels nine and ten.
the edge of an installation area are tall and sturdy, while SCIENCE: These installations house a network of high­
most others have been damaged enough to serve as tech ( 1 5 AP) laboratories and testing chambers. The
borders, but not barriers. The landscape is decorated by scientists are prisoners - Darkseid does not need them for
statues ofDarkseid, Hunger Dog homes, a few bridges over anything but building and designing gadgets. Each
the deeper pits, and many dangerous, half-demolished technician is carefully monitored by the others for failure
buildings ready to collapse. Excess damage to a structure and disobedience (or, rarely, to be rewarded for important
causes ceilings to cave in, floors to drop out, and upper successes).
levels to come crashing down on heads. A typical exterior The lower levels of each science installation hold the
wall of a structure has a BODY of 1 0 APs. test subjects and raw materials for experimentation,
When disease spreads enough to infect the residents of which are brought up to the labs by infantry guards. The
a Slum Area, it is closed off completely and heavily middle levels are testing chambers and permanent loca­
guarded by soldiers in immunization suits. The barriers tions of working machinery, housing the latest weapons
are well marked with quarantine signs, and anyone (natural disaster makers, planet-wide bombs, lightning
attempting to escape is terminated. cannons, mass sleep or fear inducers, mass mind probers,
and so forth). In the highest levels, the technicians design
Fire-Pits, or energy pits, ofApokolips provide and test their gadgets. These labs are filled with giant
the planet with its power. These huge furnaces, each taller half-built machines, numerous guards, and monitor screens
than a skyscraper and wide enough to engulf a spacecraft, for communication with the Tower of Rage.
burn from a radioactive core. The fire is fed by all of the Each science installation has a Security Rating of8. This
refuse of the planet, the majority of which is scrap metal means that when a hero uses Stealth to sneak in, or
from ruined buildings and destroyed machines. Electronic Countermeasures to dismantle a system, the
Molten slag collects below the edge of the pit, draining Gamemaster should use 8/8 as the OV/RV. All other
into the planet's underground like a burning sewage installations have a Security Rating of 6.
system. The Fire-pits deposit the slag into the furnaces of
TORTURE: Torture installations are used as prisons
the Apokolips mines, where the metal is recycled into new
and interrogation headquarters. They are usually small,
material for machines. The few objects that can survive
or take up only the bottom two levels of another
the heat will be recovered underground or by local
installation, but have a dozen or more levels underground.
Hunger Dogs fishing with special equipment on the edges
Specially-trained torture technicians (Trainers) work
of the pits.
here, each with his own series of chambers designed
Damage from the edge of (within 30 feet) or above a
under his specifications. Most of Darkseid's Elite have a
Fire-pit equals the RAPs taken from a heat attack, with
level in one of these buildings for the heroes they capture.
the AV/EV being 5/5 against an OV/RV of the victim's
These installations are given names such as "Terrorium"
BODY/BODY. A burst of flame or explosion will shoot out
or "Deathhouse" to create a notorious air about them.
once every four minutes (6 APs), causing an 1 1 AP Flame
Project attack on any Character within this Range. SECURITY: These buildings are filled with complex
Any object inside the flames is attacked by heat (AV/EV communication equipment and storage computers. Informa­
is 20/20 vs. OV/RV of 1 8/ 1 8). In addition, all oxygen is tion on billions of subjects, from Earth plant life to the
burned, causing a living creature to lose 1 BODY per phase personality traits of Orion, can be found here. Only the
from suffocation, unless a Power such as Sealed Systems resident drones and high-ranking scientists, however,
is used. know the proper commands to enter these valuable
vaults of knowledge. Any attempt by a Character must be
Installations of Apokolips are the made against an OV/RV of 1 6/ 1 6, with 1 RAP revealing
outposts of Darkseid's organization. They are commonly very little information, 1 /2 RV a fair amount of infor­
large, metallic buildings surrounded by fences, with all mation, and full RV RAPs all knowledge available.
entrances being hidden and well protected. They are 2 1 to These buildings are also the relay stations for the global
22 APs in size, with three to fifteen levels each. Each communications network. Operators, much like those at
exterior wall has a BODY of 1 6. a telephone company, work here at all hours sending out

7
repair teams for broken monitor screens, and flxing bad What takes place in Armagetto is felt all across Apok­
connections. (The GM should use Drone stats if operators olips. Any major slaughter of Hunger Dogs in Armagetto
are encountered.) The loss of any security installation will will crush the hopes of all of them in every part of the
cut off all monitor screen communication in a ten mile planet. Likewise, news of a hero's capture and transport
radius. to the Tower of Rage will spread across the globe like
MILITARY: These are the homes of soldiers and their wildfire. Darkseid conducts all of his major planet-based
vehicles. Mounts from the Dog Cavalry are stabled here, campaigns in Armagetto, so he can achieve global victo­
infantry find time to rest briefly or get something to eat, ries from a single, relatively small, area.
Parademons fly in and out of the highest levels, and war The main avenue of Armagetto is over a mile long and
vehicles are ryarked in crowded garages. Heroes will want hundreds of yards wide. One side, where a giant steel wall
to avoid these installations: not only are they incredibly stands, has the name "ARMAGETTO" painted down the
dangerous, but even a disguised hero is likely to be street's length. This strip is continuously full of activity,
challenged to an arm-wrestling match in a watering-hole usually with troop exercises, stray Hunger Dogs, or
or rounded up by higher ranks for an anti-riot attack maintenance on security machines.
SUPPLY: These installations are warehouses for The highest security forces of the planet are on this
chemical food, weapons, derelict computers or other street. Unique robot designs, super-cannons, and all types
giant appliances, and small equipment. They are usually of intruder detection devices are planted here to find and
part of another installation or close to one. Security is eliminate any invaders or large Hunger Dog packs.
high, but there is a large number of break-ins from the Security measures are extremely tight due to the
more intelligent Hunger Dogs. presence of two buildings at either end of the avenue. At
the edge of one end is a high, barbed-wire wall with a
single gate. This passage is the only obvious access to the
Tower of Rage, located on the other side of the wall. This
giant, steel fortress and central tower ( designed in
D arkseid's likeness) makes it seem as though the
Destroyer himself is forever watching the activity of his
world from this perch.
At the opposite end of the avenue looms Granny
Goodness' Happiness Home. Before it lies a series of
twisting alleys and minor, cluttered roads, which weave
their way out into the rest of Armagetto. After travelling
about a quarter of a mile through the maze, these alleys
come out of the ruins into a giant, shallow crater. In its
center stands the Happiness Home, a castle-like structure
with large ramps leading up to its doors.
To complement these ominous features, there are many
other lesser, though often fatal, points of interest. A Fire­
pit, located just one mile away from the main avenue, is
positioned between the Tower of Rage and the Happiness
Home. All other Apokolips features are represented in
Armagetto, including six large factories, the planet's
deepest mines, many secret science installations, and a
number of well-hidden rebel bases.

The Tower of RaSJe is Darkseid's


ArmaSJeffo is the most dangerous area of home and throne. It is a massive metal structure topped
Apokolips. It is the capital of the planet, much as by a central dome. The entire planet is monitored from
Supertown is to New Genesis. This dismal metropolis this building, while great schemes of suffering are devised
holds the Tower of Rage, Granny Goodness' Happiness for the rest of the galaxy.
Home, dozens of installations, and the largest con­ All residents of the Tower are completely brainwashed.
centration of Hunger Dogs on the globe. The main Thanks to Desaad's special torture techniques, none of
structures reach six hundred feet or higher, built with the guards, scientists, technicians, or operators (drones)
metal sides like a crowd of steel monoliths. have free will. Darkseid's desires are relayed by a public
Armagetto is heavily polluted from the local factories. address system (Super Ventriloquism: 1 0) within the
Thick clouds float along the top levels of the buildings, complex. If any heroes enter the Tower and are detected,
obscuring vision and clogging the lungs of Parademons. the speakers switch tu a silent mode.
Riots are not uncommon in this city. The Hunger Dogs The interiors of the Tower of Rage are dark and
of the area are the most uncontrollable and vicious ones complex. Small computer terminals extend from the
on the planet, capable of forcing their way into any walls and ceilings, power columns and circuitry cables
building, unless they are continually beaten back by stretch from corner to corner, and scaffold-like platforms
footsoldier battalions. The Hunger Dogs in Armagetto are line the walls to create multi-level chambers. The curving
also the most skilled at camouflage and finding and walls are sloped at the floor and ceiling, like the inside of a
repairing weapons taken from Darkseid's troops. fishbowl. Statues of Darkseid are found in major entry-
8
ways and corridors, and some large machines are also a base of approximately 1 50 feet by 250 feet; each exterior
shaped in his likeness. wall has a BODY of 1 8. The frame is made of solid iron and
Below the first level are multiple underground cham­ mortar, with brick pilings in the upper levels. The floors
bers and passages that are continually being built and and ceilings are double-layered steel with pipes and wires
re-built for new purposes. Security is loose down here in between; 16 RAPs from a Physical Attack will put a
because many of the old tunnels and small rooms are man-sized hole in them. The doors are also made of steel,
forgotten. This is the easiest way for a hero to get inside requiring 1 3 RAPs to break one down.
the Tower. The orphanage levels are accessible by stairs and
The entire building is made of metal and has a BODY of elevators. The stairways are made of brick or steel and
70. Each exterior wall has a BODY of 1 8. Tower laboratories tend to be poorly-lit and dirty. All elevators are primarily
have an AP rating of 1 6. All elevators are large moving used for cargo; they resemble moving garages and are
rooms ( 1 0 AP volume) with STR: 1 5 and BODY: 1 0. Any often in need of repair. The lifts ( STR: 1 2 , BODY: 9) move at
positive RAPs against an OV/RV of 1 0/ 1 0 will open one. a speed of 1 AP.
Small spherical robots called Evil Eyes float along the Most interiors are cluttered, with pipes and thick wires
halls looking for intruders . Any heroes who h ave dangling from the ceiling and debris on the floors. The
infiltrated the Tower will encounter one of them if they general environment is musty (there is very little venti­
are not careful. lation), loud, and full of activity. Rest is not known here;
The overall security rating is 1 6 (OV /RV of 1 6/ 1 6) while everyone has someone to train, and brutality keeps them
the security rating in Darkseid's dome tower is 20. If going all day long.
combat breaks out anywhere in the complex, Darkseid All encounters in the Happiness Home will be violent
will know immediately. Machines and guards will arrive, unless the heroes are well-disguised. Residents will be
and all security ratings will increase by 3 APs. suspicious of those of lower rank who are not where they
The small yard around the Tower is surrounded by belong, but will avoid those of higher authority. For
high, barbed-wire walls. Any movement on the grounds is example, a footsoldier will harass any Hunger Dog he sees,
fired upon by computerized energy cannons (Energy but excuses himself if he can when a Parademon brigade
Blast: 7), which are mounted along the wall. enters the area.
In a high-security basement-level chamber lies the Although Granny Goodness has a large "suite" of her
entrance to Darkseid's infamous Cerebus Chute. On its own, she is usually too busy to spend time there. There
rails rests a short car (Speed: 6, BODY: 7) for a quick are, however, hundreds of other residents, the majority of
getaway. Anyone who rides in the car can stop at one of its which are footsoldiers, employed here as guards and
many secret stations, allowing an easy escape to any other harassers. They are in charge of enforcing security and
part of the planet. The chamber and all passages are keeping the newly recruited Hunger Dogs in line - and in
made of dark, decaying metal. There is a good chance a pain.
creature from the underground has found its way here, A team of trainers, hand-picked by Granny, works
posing a threat to anyone who passes these halls. around the clock, transforming low-ranking soldiers into
The top level of the Tower of Rage is a half-dome, the next fighting class. Trainers wear masks to eliminate
shaped in the likeness of Darkseid's head. Inside are his any individuality they might have. Granny also has some
personal quarters, control room, and strategy chamber. high-level trainers who deal with any superpowered
From this location, Darkseid can observe the activities in individuals. All trainers sleep and eat in small barracks in
his Tower, anywhere on Apokolips, and even on many the training areas, tucked away from the general activity,
planets such as Earth. It is here that Darkseid can most but close to their work space.
often be found, with Desaad scheming at his side. The There are two 16 AP laboratories within the Happiness
dome continuously rotates at a speed of 0 APs, allowing Home.
Darkseid to observe all of Armagetto. The Happiness Home also has a staff for chemical food
production, repairs, computer operation, vehicle main­
tenance, and similar functions. (The Gamemaster should
The Happiness H omesits like a use drone stats if these individuals are encountered
mountain on the face of Apokolips. Vessels full of Hunger during an adventure.)
Dogs and soldiers continually enter and leave the fortress, The general AP rating for security is 13 ( OV/RV of
while Parademons and Aero-Troopers flit from the roof­ 1 3/ 1 3). In a high-security area (Granny's quarters, the
top across the Apokolips skies. Its presence on the planet radio bunker on the roof, computer center, labs, guest
is second only to Darkseid's Tower of Rage, located a few quarters, armory, and Section Zero), the security rating is
miles away. 1 7.
The Happiness Home is a training school of sorts. It is an If a rebellious Character is caught, all guards shoot frrst
"orphanage," where the methods of testing, training, and ask questions later. ( Guards especially love targets
selection, punishment, and improvement are extremely with brightly-colored costumes!) Any heavy gunfrre in the
brutal and damaging. Granny's trainers can take a interior of the complex will bring a squad of ten or more
common, sickly Hunger Dog and turn him into a frrst-class well-armed soldiers in half a minute. At that time, the
footsoldier, totally devoted to Darkseid's rule, in just over Security Rating goes up to 1 7, and stays there for the next
a week. There are many other orphanages of this kind on 24 hours ( 1 5 APs).
Apokolips, but the Happiness Home is the largest. Section Zero: Criminals with superhuman abilities are
The rectangular fortress is built on a solid rock base in tranquilized and taken to Section Zero, one of the most
the center of a shallow crater. It is over 200 feet high, with feared places in the Happiness Home, and, therefore, in all

9
Armaget·o

Key
. • ..........................

it-'] SCIENCE INSTALLATION

FACTORY

� SECRET REBEL BASE

J ORPHANAGE

\ TWISTING ALLEYS

...................... • .•...

10
of Apokolips. The latest torture prototypes are tested lash of a barbed whip or a jab with an electric prod. Riots
here on subjects who can take enormous amounts of are almost unheard of (there's no time to inspire one), but
strain. Aero-Troopers that have been selected to become death is relatively rare. Exhausted workers are released.
Parademons are taken here for the transformation The Aero-Carrier drops them, half-conscious and virtually
process. mindless, in a random Slum Area and quickly speeds off
The area is actually a series of a dozen or more levels, for replacements.
each larger than the one above it. The farther down one The general Security Rating of a typical factory is 7
goes, the more horrifying Section Zero becomes. (OV/RV of 7 /7) while a mine's is 9. The BODY of a typical
factory wall is 1 0, and that of a mine is 7.
Orphana�es are run by the Mistress of
Misery, Granny Goodness, and are found all across the Po-wer Refineries are much like
planet. Hunger Dogs are taken here and trained to nuclear power plants in appearance and operation.
become soldiers; or, if any superpowers are detected, the Surrounded by high metal walls and a few battalions of
individuals are made part of the Special Powers Force. eager infantry, these refineries use the energy of the Fire­
These orphanages are squat, brick-and-mortar structures pits to generate electricity and other conventional power
with small metal buildings outside the main walls. Ramps sources. A team of twenty to thirty technicians operates
and gates can be seen on every side to let in new arrivals and monitors this process from a single control room in
and let out the latest brainwashed soldiers. the middle of the installation. There will be one to seven
Each orphanage has its own staff of technicians, power refineries around each Fire-pit. The BODY of each
trainers/torturers, guards, and subjects. In general, they wall is 1 5.
are all smaller versions of the Happiness Home; however,
each orphanage is dedicated to one group of Darkseid's
organization: the Special Powers Force, Parademons, The Under�round makes up
infantry, and so forth. nearly half of the planet Apokolips. The underground
Heroes who venture inside these buildings will have to lands are well-travelled and often spacious. Soldiers move
blend in with the intense activity. If they are noticed, they their war vehicles between installations through sub­
will be attacked and either converted or killed. Each terranean roads, bombs and devastating weapons are
exterior wall has a BODYof 1 5 APs. tested in giant sealed chambers, Hunger Dogs live and die
here, and every building has a few underground levels
accessible by some tunnel or another.
Mines and Factories keep The highest levels of the underground are sewage
production on Apokolips flowing and the Hunger Dogs in drains, paved tunnels, and covered trenches. Their
line. Aero-Carriers prowl the streets of Apokolips, landing ceilings, walls, and floors are made of steel or concrete,
near Hunger Dog areas. Guards bash heads and throw the built by humanoid hands. There are only a few natural
"lowlies" inside, where they are transported to their new caves at this level.
home, either a mine or a factory, for the next few weeks. The first level is interconnected by maze-like tunnels
Both work areas are very dismal. The mines are dark and is well lit in many areas. Tunnels from the Fire-pits
and sooty. The smells of ozone from digging machines and (their destination furnaces in the mines), power lines,
of laborious sweat fill the air, while guards shout over the and electronic cables are all buried and maintained at
roar. The factories are well-lit but crowded. The monot­ this level. Some tunnels come out to the surface into
onous c hain of assembly lines dulls the mind and ravines or deep craters. There is much activity, with the
discourages talk, leaving the chambers silent except for same types of encounters and incidents happening here
the clanking of tools and the hum of belt motors. as on the streets above.
In the mines, digging is done with motorized tools which The second level is full of steep slopes, partial passages,
load the ore into chutes. The metal arrives at huge vats, and secret chambers. Many high-security 1 3 AP weapon
each heated by a local Fire-pit, and is melted into crude, labs (always located directly under a science installation)
steel alloys. Hunger Dogs die every day in the mines; food are found here, as well as rebel headquarters, weapon and
is rationed, and a work day lasts eighteen or more hours. vehicle stockpiles, and pools at the bottoms of wells.
The lowlies collapse when the rest bell rings, dropping Strange creatures roam these halls, searching for some­
where they stand as a new team takes over. Collapsing thing to eat or enslave.
shafts, explosions from faulty cauldrons, and riots claim The third and lowest level, located hundreds of feet
many lives. The mines, much more dangerous than the below the surface, is a mysterious and rarely visited area.
factories, are nearly impossible to escape because of the Only the oldest underground dwellers know how to get
tight security and few places to run. Hiding for an extra here; most passages end before they get this low. Anything
moment of rest, however, is sometimes risked. the Gamemaster can dream up will be found here, from
The factories are not much better. Each assembly line is the latest supervillain to a race of sightless Hunger Dogs.
dedicated to a different model of vehicle, weapon, or No trace of Apokolips machines or humanoid habitation
simple piece of equipment. The Hunger Dogs never know can be found, and, in most cases, a visit this deep will be an
what they are making. Although every worker is watched uneventful trip in the dark
around the clock by guards and electronic eyes, escape is
easier than in the mines; once a laborer is out, he can take
cover in the surrounding ruins. The work is extremely .
.

hard, and any slowing down, even for a second, brings the .
.

11
.
.
....••.•......••••.•••.••...•.•.••••........••..........••...................

The governmental structure of thing that keeps an Apokolips soldier in the Tower of Rage, and disciplinary
Apokolips is very simple. Darkseid is in line is the ability of his superiors to measures will be taken immediately.
the absolute ruler. Under him is a blast him into atoms at the slightest
DARKSEID THE DESTROYER
series of lesser positions, each an­ sign of disrespect. Crafty individuals
swerable to the higher ranks. rise in rank by keeping their power DEX: 1 0 STR: 22 BoDY: 1 6
This power structure is based on (either personal or the support of INT: 18 WILL: 2 6 MIND: 20
violence, fear, and threats. The only others) a secret and bluffmg others INFL: 1 7 AURA: 1 7 SPIRIT: 1 8
into servitude. INITIATIVE: 4 5 HERO PoiNTS: 250
For example, while a member of • Powers:
Darkseid's Elite, such as Kanto, might Continuum Control: 30, Dimension
not be able to destroy a pack of Travel: 8, Invulnerability: 20, Re­
Parademons in generation: 8, Warp: 65
h and-to-hand • Skills:
c o m b at , h e Charisma: 1 8, Scientist: 1 5
will threaten • Bonuses:
to bringDark­ The Omega Effect: IfDarkseid uses
seid h imself his Continuum Control Power to
on t h e m i f attack a target with an Energy
t h ey d o n o t Blast and receives a number of
follow his or­ RAPs equal to twice the target's
ders. This threat BODY, he can choose to completely
might be full disintegrate the target and scatter
of hot air, or its atoms across the cosmos. Later,
it might not, D arkseid can resurrect disinte­
and the Para­ grated targets by making an Action
demons won't Check, using his APs of Continuum
take any chan­ Control as the AV/EV and twice
ces. Of course, the target's BODY as the OV/RV.
Darkseid him­ • Limitations:
self is the Miscellaneous: Darkseid's Warp,
master of bluff Dimension Travel, and Continuum
and also the C o n t r o l Powers are actu ally
most power­ powered by the X-Element ·he
ful being on absorbs into his body. Consider
the globe, these Powers to have a R# of 2 for
thus securing the purpose of determining when
his position as Darkseid's supply of X-Element
world leader. must be replenished.
This method • Advantages:
of authority is Area Knowledge ( Apokolips ) ,
an u n s p o ke n Leadership
law on Apok­ • Drawbacks:
olips. Commands Catastrophic Irrational Attrac­
are a c c e p t e d tion to discovering the Anti-Life
without question Equation
in a l l b u t t h e • Motivation: Lust for Power
most fatal tasks. • Occupation: Ruler of Apokolips
The c h ain o f • Wealth: N/A
command was • Background:
devised by Dark­ Darkseid is a master schemer who
seid; any failure uses his powerful subordinates to do
to follow orders the work while he gains all the credit.
will be detected His search for the Anti-Life Equation,

12
a formula that he believes will give arrive to defend their master. Dark­ subordinates for failure or disobe­
him total control over all thinking seid rarely enters Killing Combat, dience, Desaad is the only one he
creatures, has pitted him against preferring to Disintegrate an as­ brought back out of loneliness. It was
both the New Gods ofSupertown and sailant and re-collect the victim later Desaad who murdered Darkseid's
the heroes of Earth. for Granny Goodness' tortures. wife, Suli; but he then proved his
Although he never c arries any loyalty by killing Queen Heggra, a
equipment, Darkseid always keeps a Darkseid's Elite, also known as move that put Darkseid on t h e
few units of the X-Element on his Darkseid's Ruling Elite or Darkseid's Apokolips throne.
person. He spends his time preparing Henchmen, is a handful of super­ • Role-Playing:
new schemes and governing his powerful individu als, each with Desaad loves machines and tor­
planet. His ultimate concern has been his/her own free will to wreak evil ture. He is spineless and frail but,
the Anti-Life Equation, but additional unless Darkseid intervenes. The nonetheless, very dangerous.
pursuits, such as destroying New c urrent roster includes the nine If threatened, Desaad will sur­
Genesis or invading Olympus, have Characters listed below. There may render and then strike at his op­
also occupied his time. be additional, as yet unrevealed, ponents with a hidden gadget when
members. their backs are turned. In nearly
• Role-Playing: Darkseid's Elite pose a great threat
Darkseid is a being of order and every case, an assailant will have to go
to heroes and the Apokolips inhab­ through Darkseid to get to Desaad. If
evil. When he needs a task performed, itants. By rising to this level, they have
he will find an appropriate hench­ Desaad attacks with a weapon, he
proven their ability to keep authority will avoid Killing Combat; he prefers
man to do the job. For example, over the lower ranks, while simul­
Desaad builds the machines, Granny tormenting his victims over killing
taneously pleasing their master. them.
Goodness trains the prisoners, and Failure in any task Darkseid orders is
Kanto hunts down and kills meddle­ GRANNY GOODNESS
punishable by torture from another
some heroes. If his henchmen fail at member of the Elite, an immediate DEx: 7 STR: 7 BODY: 7
their given task, the Omega Effect will loss of rank, and possibly death. lNT: 10 WILL: 1 0 MIND: 1 0
usually seek them out and blast them These individuals must work to­ lNFL: 1 0 AURA: 9 SPIRIT: 1 0
into oblivion. After a few weeks of gether although many of them do not INITIATIVE: 2 9 HERO POINTS: 125
disintegration, Darkseid will bring get along. Rarely, Darkseid will allow • Skills:
the Character back and send s/he to one member to have authority over
Granny Goodness for a few days of Charisma: 1 3, Gadgetry: 6, Martial
the others, effectively granting a new Artist: 9, Weaponry: 7
torture/training. Darkseid will only rank to that person. This has been • Advantages:
act if he has to defend himself from done with Granny Goodness on many
an attack (a rare event). Area Knowledge ( Apokolips ) ,
occasions; Desaad also enjoys such a Connection: Apokolips (High ) ,
Darkseid's biggest pet peeve is position during nearly every major Leadership, Scholar (Training)
disorder. He always makes sure he is campaign his master plots. • Drawbacks:
in total control of every situation. To
insure loyalty among his subordi­ Serious Irrational Attraction to
DESAAD breaking the will of her pupils
nates, he rewards those who inform
him of the disobedience of the others. DEx: 4 STR: 3 BoDY: 4 • Equipment:
(Backstabbing is popular among the lNT: 15 WILL: 5 MIND: 4 ARMOR [BoDY: 8)
inhabitants of Apokolips.) lNFL: 4 AURA: 3 SPIRIT: 3 • Motivation: Psychopath
One of Darkseid's few weaknesses INITIATIVE: 23 HERO POINTS: 1 25 • Occupation: Servant of Darkseid
is his single-min d e d m anner of • Skills: • Wealth: N/ A
planning. When he tried to destroy Gadgetry: 1 8, Scientist: 1 5 • Background:
the legends ofEarth, he never thought • Advantages: Granny Goodness' past is unknown.
the heroes would band together and Area Knowledge ( Apokolips ) , She currently serves Darkseid as his
protect the public that had turned Connection: Apokolips ( H igh ) , prized trainer/torturer. She is famous
against them. He tried to destroy Genius, Scholar (Pain) for her orphanages, where all of
Olympus when it refused to be con­ • Drawbacks: Darkseid's troops are brainwashed
quered, but did not consider the fact Catastrophic Irrational Attraction and trained to kill. She lives in the
t h at it was as i m m o rtal as its to inflicting pain largest and most advanced of these
residents. Noble ideas such as this • Equipment: establishments, called the Happiness
never occur to Darkseid. Killing Gloves Home.
In combat, Darkseid doesn't mess [BODY: 5, R#: 3, Energy Blast: 1 8 ) Granny's biggest responsibility is
around. He often uses an Energy the training and instillment ofloyalty
1 5 AP ABCD Omni-Gadget (x2)
Blast (via Continuum Control) as his in Darkseid's henchmen. Nearly all of
first attack. If any opponent lasts • Motivation: Psychopath his noble minions (such as Kalibak,
longer than a phase, he will Disrupt • Occupation: Master Torturer Dr. Bedlam, Kanto, and the Female
the victim or Warp him/her away • Wealth: N/ A Furies) have learned their slave-like
through a Boom Tube. Before any • Background: devotion and Skill from Granny. At
attack can be made on his person, Desaad is Darkseid's partner and times, Darkseid will allow her to
however, a handful of supervillain primary henchman. Although Dark­ oversee a part of his latest power-lust
henchmen and robot machines will seid h as d estroyed many of h is campaign.
• Role-Playing: • Skills: Kalibak's ferocity and evil manner
Granny Goodness is cruel and Charisma ( Intimidation): 8, Mar­ causes nearly everyone to fear him. If
demanding, never giving an inch for tial Artist: 1 1 , Weaponry: 8 possible, Darkseid's other Elite will
her enemies or students, which often • Advantages: avoid him; he usually carries out his
pushes them to the brink of sanity. Area K n owledge ( Apokolips ) , orders alone. He will attack both
She acts like a twisted mother to Con nection: Apokolips ( H igh ) , Orion and Lightray on sight, all the
everyone, pretending to take care of Iron Nerves, Lightning Reflexes while shouting challenges to his foes.
them, while sadistically enjoying their • Drawbacks: He likes to call himself the "ultimate
torture. Her favorite persuasive Serious Irrational Attraction to warrior", "most brutal fighter", and so
method is to threaten her students boasting and taunting forth.
and victims with the wrath of • Equipment: In the first phase of combat,
Darkseid. Beta-Club [ STR: 22, BoDY: 30, Kalibak will fire his Beta-Club. He
Granny will never be caught away Energy Blast: 1 7, Mind Blast: 1 5 ] never pulls any punches, always
fro m an arsenal of guards and trying to end a fight as quickly and
weaponry. Her Martial Artist Skill • Motivation: Nihilist decisively as possible. In the second
and Armor can protect her, but she • Occupation: Warrior and subsequent phases, he will punch
will invariably choose to send a squad • Wealth: N/A his opponent(s) and swing his club. If
of footsoldiers to hinder attacking • Background: fighting a powerful foe, Kalibak will
heroes. After this, she will escape or Also known as the "Scourge of use other tactics, such as throwing or
possibly fmd a deadly weapon to Apokolips," Kalibak the Cruel is dropping a building on the hero.
fmish off the job. Granny prefers not Darkseid's most ferocious warrior. If captured, Kalibak will do any­
to kill, knowing that torture and Although he is not very smart, he thing he can to escape and resume
brainwashing can turn any dangerous makes up for it with sheer brute force the fight. During the Earth War, he
hero into a powerful new henchman. and violence. Kalibak is Orion's promised Terrible Turpin a truce
nemesis; the two half-brothers have between Apokolips and New Genesis
had many incredible battles, although in return for his release.
KALIBAK THE CRUEL they always survive. Kalibak never uses his father's
DEx: 8 STR: 2 1 BODY: 1 6 Kalibak is the son of Darkseid and precious machines as weapons, and
INT: 6 WILL: 1 7 MIND: 9 the witch Suli. He inherited many of never surrenders.
INFL: 1 0 AURA: 6 SPIRIT: 1 2 his father's terrible traits, but not his
intelligence. He remains, however, STEPPENWOLF
INITIATIVE: 28 HERO POINTS: 1 1 0
o n e of D arkseid's most trusted DEx: 1 0 STR: 6 BODY: 8
henchmen, often given such crucial INT: 12 WILL: 1 1 MIND: 9
jobs as guarding I FL: 9 AURA: 8 SPIRIT: 1 0
Apokolips' most INITIATIVE: 35 HERO POINTS: 1 50
val u able
• Skills:
m ac h ines,
Animal Handling: 1 0, Charisma:
torturing cap­
1 1 , Martial Artist: 1 1 , Military
tured heroes,
Science: 16, Vehicles: 1 0, Weap­
and killing
onry: 1 2
the great­
• Advantages:
estthreats
Area K n owledge ( Apokolip s ) ;
to the
Conn ections: Apokolips (High),
current
Dog Cavalry (High ); Leadership;
scheme.
Lightning Reflexes
• Role­
• Equipment:
Playing:
Kalibak ELECTRO-AXE [ BoDY: 1 6, EV: 1 1 ,
n ev e r Lightning: 1 O J
i n itiates Misc. Drawback: The Electro-Axe
h is own is mounted on a cable that can
actions; he stretch to 1 AP in length.
must be sent Cable Snare [STR: 1 5, BoDY: 1 6,
to each task or Energy Blast: 1 2 ]
ordered to pro Misc. Drawback: The Cable Snare is
teet something. If 3 APs long.
his orders become • Motivation: Lust for Power
useless ( for exam • Occupation:
pie, the weapon he is Commander of the Dog Cavalry
guarding is destroyed), • Wealth: N/ A
he will either run to Darkseid with the • Background:
news, or, more often, attack the Steppenwolf is Darkseid's uncle
nearest hero. and a member of the Elite, having
14
served Queen Heggra as commander • Role-Playing: impress him are given a f<:�.ir but
of her Apokolips soldiers. He is tall Virman V u n d abar is efficient, peculiar challenge, much like de­
and ugly, with yellow skin. Step­ ruthless, and arrogant. He holds claring a duel. For example, Kanto
penwolf was the indirect cause of the authority in h ighest esteem, de­ did not kill Mister Miracle when he
first New God war, when he battled manding total obedience from those first met him; instead, he allowed the
his arch-foe, Izaya the Inheritor. He is below him and giving the same to his hero to escape and survive.
also the commander of the Dog superiors. He bickers with all Elite Kanto is not brainwashed into
Cavalry and, because of his great members except Granny, whom he Darkseid's service; however, he enjoys
Military Science Skill, general of most respects as much as Darkseid himself. his job too much to try to escape
of Darkseid's major invasions. If at least one other member of the Apokolips. He also knows that if he
• Role-Playing: Elite is not beside him, Virman keeps refuses any order from Darkseid,
As a former leader, Steppenwolf four or five tough soldiers nearby for Granny will have him brainwashed
often has a hard time taking orders protection (The GM should use Dog immediately.
from his nephew. His only release is Cavalry stats if this situation occurs.) Kanto fights fairly against heroic
violence, making him one of the most These soldiers will defend Virman to opponents, but always enters Killing
threatening opponents Apokolips has their deaths. Combat. He carries a few custom­
to offer. He enjoys personal combat as Virman will either carry an Apok­ made weapons on his person at all
m u c h a s l e a d i n g a fo r c e o f olips blaster at his side, or, if he has times, which the Gamemaster is
hundreds into enemy lands. time to prepare an area where he encouraged to design for each
In battle, Steppenwolf tries to expects combat, build a few tricks adventure.
single out the toughest member of an and traps around him to surprise his
enemy group and challenge him/her attackers. A pit, a hidden sleep gas DOCTOR BEDLAM
to personal combat. In this case, he canister, or mounted cannons dis­ INT: 12 WILL: 6 MIND: 7
wields his Electro-Axe. He often guised as pipes in a wall would not be INFL: 7 AURA: 6 SPIRIT: 7
carries a heavy blaster while riding in unlikely. INITIATIVE: 1 9 HERO POINTS: 65
the Dog Cavalry, as well as a few
KANTO • Powers:
gadgets from Desaad or Dr. Bedlam
to take care of tricky heroes. Aura of Fear: 7, Self-Link (Spirit
DEX: 1 2 STR: 7 BonY: 7
Travel): 9, Invisibility: 1 5
INT: 11 WILL: 1 1 MIND: 1 0
• Skills:
INFL: 8 AURA: 6 SPIRIT: 8
Gadgetry: 1 5, Scientist: 1 3
INITIATIVE: 35 HERO POINTS: 1 00
DR. VIRMAN VUNDABAR • Advantages:
• Skills: C o n n ection: Apokolips (High ) ,
DEx: 5 STR: 4 BODY: 5 Charisma: 8, Martial Artist: 12, Genius, Scholar (Fear)
I NT: 9 WILL: 6 MIND: 6 Military Science: 1 5, Thief: 10, • Drawbacks:
I NFL: 8 AURA: 6 SPIRIT: 6 Weaponry: 1 4 Miscellaneous: The Doctor has no
INITIATIVE: 24 HERO POINTS: 75 • Advantages: real physical form.
• Skills: Area K n owledge ( Apokolips ) , • Equipment:
Charisma: 9, Gadgetry: 13, Martial Conn ectio n : Apokolips ( H igh ) ,
ANIMATES [DEx: 7, STR: 7, BonY: 7,
Artist: 7, M ilitary Science: 1 2 , Lighning Reflexes, Scholar (Assas­
INT: 2, WILL: 2, MIND: 2 ]
Scientist: 8, Weaponry: 5 sination, Renaissance History)
N O T E : B e d lam c a n m e n t ally
• Advantages: • Equipment:
control up to 6 Animates at one
Area K nowledge ( Apokolip s ) , Various weapons, especially those
time and can even transfer himself
C o n n ection: Apokolips ( H igh ) , from the Renaissance Earth period.
into one of their bodies, tempo­
Genius, Scholar (Traps) • Motivation: Mercenary
rarily gaining corporeal form. An
• Motivation: Lust for Power • Occupation:
An imate inhabited by Bedlam
• Occupation: Darkseid's personal assassin
instantly resembles the Doctor's
Military Leader, Scientist • Wealth: N/A
former appearance.
• Wealth: N/A • Background:
• Background: Like Virman Vundabar, Kanto was Paranoid Pill [Fog: 25, Broadcast
Virman Vun d ab ar grew u p i n raised by Granny Goodness in the Empath: 8 ]
Granny Goodness' Happiness Home, Happiness Home and is now a NOTE: The gas released by the pill
where he showed an excellent ability member of Darkseid's Elite. He, too, attacks everyone it touches with
to lead and motivate others through models himself after a period of Earth Broadcast Empath, causing the
violence. In time, he caught Granny's Culture: in this case, the political targets to become overcome by
attention, and she taught him all of intrigue and duelist attitude of the paranoia, fear, and hatred.
her greatest secrets. When she named Italian Renaissance. As Darkseid's • Motivation: Psychopath
him, he began to model himself after greatest assassin, he is sent on search • Occupation: Servant of Darkseid
the 1 9th Century German military missions to find rebel leaders or • Wealth: N/A
man, both in dress and attitude. invading heroes. • Background:
Virman now operates as one of • Role-Playing: Once a normal Apokolips scientist,
Darkseid's E lite, often alongside Kanto is honorable but wicked. He the being known as Dr. Bedlam
Granny, Kanto, Glorious Godfrey, or loves to hunt and kill, but cannot help suffered from an as-yet-unknown
Dr. Bedlam. admiring many of his foes. Those who accident that transformed him into a
15
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••••••••
••••••
•••••• • Skills: AMAZING GRACE
•••••• Gadgetry: 5, Charisma (Persua­ DEX: 6 STR: 3 Boov: 5
sion): 25 I NT: 8 WILL: 6 MIND: 5
creature o f pure psionic energy. H e is • Bonuses:
now a member of Darkseid's Elite but I NFL: 8 AURA: 7 SPIRIT: 5
Area Effect on Broadcast Empath INITIATIVE: 22 HERO POINTS: 55
only appears physically when he has • Limitations:
entered the form of an Animate, a Miscellaneous: Godfrey must speak • Powers:
mindless humanoid construction that to use Broadcast Empath Power. Control: 1 0
he has created. • Advantages: • Skills:
Although Bedlam's direct power Area K n owledge ( Apokolip s ) , Charisma (Persuasion): 1 2, Thief
rests in his Animate forms and near­ Connectio n : Apokolips ( H igh ) , (Stealth): 5, Weaponry: 7
immortality, he is also a master Leadership • Advantages:
scientist. He creates and uses many • Drawbacks: Area K nowledge ( Apokolip s ) ,
weapons of his own design, such as Miscellaneous: Godfrey is very Connection: Apokolips (High)
fear inducers, brainwashing blasters, jealous of Desaad's relationship • Equipment:
and super-powered Animates. with Darkseid. Knife ( Boov: 5, EV: 3 )
Macro-Man, the villain that ram­ • Equipment:
paged through New York during the • Motivation: Lust for Power
Mind Control Helmets ( Boov: 6,
Operation: Legends conflict, was a • Occupation: Agent of Darkseid
Control: 9 )
special Animate developed by De­ • Wealth: N/ A
NOTE: Control Power only works
saad. Whether or not this type ofform • Background:
on the wearer.
will be used by Bedlam in the future is Amazing G race is the sister of
up to the Gamemaster. As a scientist, • Alter Ego: G. Gordon Godfrey Glorious Godfrey and a member of
Dr. Bedlam can create any number of • Motivation: Lust for Power Darkseid's Elite. She sh ares her
super-powered Animates for special • Occupation: Revelationist brother's ability to Control the minds
purposes and missions. • Wealth: N/A of others, though her Power is slightly
The Gamemaster should keep in • Background: different. Grace can force her will
mind that Dr. Bedlam is extremely Glorious Godfrey's origins are upon others more completely and
hard to kill. A destroyed Animate is unknown. Discovered by a young more quickly than Godfrey, but she
simply left behind while Bedlam en­ Darkseid, Godfrey was immediately has trouble with large groups and
ters the next one. His only weakness used as a weapon against the gods of strong-willed heroes. For example,
is that he cannot enter any form but New Genesis. Through his Apokolips s h e h ad no problem convincing
an Animate, and is therefore limited upbringing and malicious n ature, Superman that he was the son of
to mechanical forms created by him­ Godfrey has become one ofDarkseid's D a r k s e id o n c e h e h ad lost h is
self or other super-scientists. most successful and trusted minions. memory and Powers, but the free
• Role-Playing: His inhuman ways of Persuasion spirited New Genesis warrior, Light­
Doctor Bedlam is a killer. He laughs h ave o ften b e e n augmented by ray, would not fall for her feminine
at his fellow villains when they fail, Desaad's machines. The group who trap.
and he disposes of heroes with pleas­ initially served Godfrey, known as • Role-Playing:
ure, never sparing his victims for "The Justifiers," wore Mind Control Like all of Darkseid's high-ranking
torture or pity. One of Bedlam's Helmets t h at kept t h e m totally supervillains, Amazing Grace is evil
favorite mental pictures is of a group devoted to their m aster and h is and vicious. Her most significant trait
of innocent people being killed or causes. is deception; she loves to lull her
permanently disfigured by one of his • Role-Playing: victims into a false sense of security
gadgets. Glorious Godfrey loves u nrest, before she hands them over to the
Dr. Bedlam will attack in more suffering, and success. He struts like a Parademons. She carries a heavy
ways than one when facing a hero. He movie star at all times, intimidating knife on her hip and dresses in very
will bash his enemies with his fists lesser heroes and villains. His ways of revealing costumes.
while his Paranoid Pill's fear gas Persuasion allow him to act like a Before entering a potential combat
(which he is immune to) fllls the air, hero while scheming like a villain. He situation, Amazing Grace will pre­
or a n umber of Animates might attack has a passion for controlling heroes tend to be a helpless bystander, and
all at once. If possible, Bedlam will use or starting a riot, then gloating over she will try to seduce male heroes.
a special Power built into his current his handiwork. She is not above aiding heroes against
Animate form. Surrender is Godfrey's most effec­ her own allies for a short time, if it
tive weapon. He will give in to a gives her an edge that will eventually
threat, then use his Charisma to gain put her in Darkstid's favor.
GLORIOUS GODFREY a few unspoken allies. Heroes that For example, she might pose as a
capture him will soon be fighting ren egade Hunge r Dog chased by
DEX: 5 STR: 3 Boov: 5 amongst themselves, if Godfrey can
I NT: 8 WILL: 6 MIND: 6 soldiers to gain the aid of a visiting
Persuade the hero with the weakest hero. Although the hero might destroy
I NFL: 1 3 AURA: 20 SPIRIT: 6 will. Godfrey can also be expected to
I N ITIATI VE: 26 HERo PoiNTS: 95 dozens of Darkseid's men in her
carry a concealed weapon (an Apok­ defense, she will stab the do-gooder in
• Powers: olips blaster, perhaps) and will enter the back in order to gain the approval
Broadcast Empath: 6 Killing Combat without provocation. of her master.
16
• Background: address a hero with,"Stompa wants
Bernadeth is a member of the you dead!"
Female Furies and sister to Desaad. Naturally, Stompa uses her boots
Her tendency to scheme is an ability as often as possible to crush things
she has in common with her brother. and people; however, she is more
Wh e n t h e Fu ries are sent on a likely to destroy a support beam and
The Special Powers Force is mission, she is commonly appointed bring the ceiling down on a hero's
made up of individuals with super­ their leader. head than kick the do-gooder. She
powers who can't make it into the • Role-Playing: will take on large groups of weak
Elite. To heroes, these members are On a mission, Bernadeth will assess opponents, such as Hunger Dogs or a
equivalent to minor villains. The two a situation and send each of her sister group of policemen, punching and
groups which follow make up only Furies out on specific tasks. If an kicking her way through them.
part of this section. argument erupts ( not uncommon
In times of war or invasion on among these w o m e n w arriors ) ,
another world, twenty or more mem­ Bernadeth will use her scheming MAD HARRIET
bers will be sent on a mission of ways or a Physical Attack to settle the DEx: 8 STR: 7 BODY: 7
destruction and conquest to "soften matter. I NT: 4 WILL: 7 MIND: 5
up" the opposing forces for the foot­ Bernadeth uses her intelligence at I NFL: 6 AURA: 4 SPIRIT: 7
soldiers. They are also used ( in all times, taking n ote of her op­ INITIATIVE: 22 HERO POINTS: 60
smaller numbers) to flush out groups ponents' weaknesses and positions.
She talks in a low but pronounced • Skills:
of criminal Hunger Dogs. In this case, Charisma ( Intimidation): 6, Gadg­
they will be sent on short and simple hiss.
If Bernadeth must enter Killing etry: 6, Martial Artist: 8, Military
seek-and-destroy missions. Science: 8, Weaponry: 1 0
Combat, she will always use her
Fahren -k n ife. This weapon is a • Advantages:
unique retractable blade known for Area K nowledge (Apokolip s ) ,
The Female Furies are a special C o n n ectio n : Apokolips ( Low) ,
division of women in the Special its ability to burn its victims from the
inside. Lightning Reflexes
Powers Force, answerable only to • Equipment:
Darkseid or Granny Goodness. The
STOMPA POWER SPIKES [ BoDY: 1 2, EV: 1 2 ]
roster i n c l u des B e r n adeth , Mad
Harriet, Stompa, and Lashina. Big DEX: 9 STR: 9 BODY: 8 • Motivation: Thrill Seeker
Barda, once an active member, has INT: 5 WILL: 7 MIND: 6 • Occupation: Warrior
since left the group and relocated to INFL: 6 AURA: 4 SPIRIT: 7 • Wealth: N/ A
E arth where she l ives with h e r INITIATIVE: 22 HERO POINTS: 60 • Background:
h u sband, Scott Free ( Mister Miracle). • Skills: Mad Harriet is the most violent of
All other females in the Special Gadgetry: 6, Military Science: 8, the Female Furies. She is tall and thin,
Powers Force hope to join the ranks Weaponry: 1 0 with yellow skin and a thick mane of
of the Furies. • Advantages: green hair. Her face is continuously
Area K n owledge (Apokolip s ) , covered with a maniacal grin and
Con n ection: Apokolips ( L ow ) , appears to be painted with black
BERNADETH
Lightning Reflexes marks. She is notorious for her un­
DEX: 8 STR: 7 BODY: 7 • Equipment: controllable fighting skill and love of
INT: 6 WILL: 7 MIND: 6 killing.
6 HEAVY MATTER BOOTS
I NFL: AURA: 4 SPIRIT: 7 • Role-Playing:
INITIATIVE: 24 HERO POINTS: 60 [BoDY: 1 2, EV: 1 5, Jumping: 2 ]
Mad Harriet is as crazy as the
• Motivation: Thrill Seeker Joker, always laughing and amused,
• Skills:
• Occupation: Warrior with an insane spark in her eyes. She
Gadgetry: 6, Martial Artist: 8,
• Wealth: N/A talks like a wicked witch from old
Military Science: 8, Weaponry: 10
• Background: fairy tales, using such phrases as "Are
• Advantages:
Area K n owledge (Apokolips ) , Stompa is the toughest member of you scared of my little Power Spikes,
Con n ection : Apokolips ( Low ) , the Female Furies. She is definitely dearies?'' She is, however, one of the
Lightning Reflexes not the smartest fighter Apokolips most obedient of Darkseid's super­
• Equipment:
h as produced, but this muscular powered warriors, never failing to
woman makes up for this weakness follow an order.
Fahren-knife [ BoDY: 8, EV: 8, Flame with sheer brute force and savagery. Mad Harriet will attack an op­
Project: 1 2 ] • Role-Playing: ponent as soon as possible. After a
Misc. D rawback: The Fahren­ Stompa enjoys nothing more than phase or two, she will back off and
knife's Flame Project Power can fighting and smashing anything in release her Power-Spikes, directing
only be used upon those who have her path. She is easily irritated and them at her victims; then, with a grin,
been stabbed with its blade. bored, causing her to search for crea­ she will enter Killing Combat. In many
• Motivation: Thrill Seeker tures to kill or things to stomp for fun. cases, she will use her Spikes to tear
• Occupation: Warrior She a lways speaks i n the third armor apart or shatter a weapon
• Wealth: N/A p e r s o n ; for e x am p le , she m ight before trying to kill the hero.

17
beautiful and a fierce fighter. Lash ina JAFFAR
has been the second most powerful of DEx: 8 STR: 1 4 BODY: 1 3
the group for a long time; she was INT: 5 WILL: 8 M IND: 7
never quite as tough as Big Bard a and I NFL: 6 AURA: 3 SPIRIT: 9
has not yet successfully taken the I NITIATIVE: 1 9 ( 19) HERO POINTS: 55
command of the battalion from Ber­
nadeth. • Powers:
Over her blue-black costume, Lash­ Invulnerability: 1 3, Mutation: 9,
ina wears flexible steel bands, known Water Freedom: 8
as Lashes. She is master of these • Skills:
whip-like weapons, able to crack a Weaponry: 8
boulder or snap a hero's neck in half • Advantages:
with a single blow. ·
Area K n owledge ( Apokolips ) ,
• Role-Playing: Connection: Apokolips (Low)
Lashina is constantly trying to • Motivation: Psychopath
prove her superiority. She has openly • Occupation: Servant of Darkseid
challenged Bernadeth for leadership • Wealth: N/ A
of the Furies. She tries to humble her
opponents, m aking them beg for GOLE
mercy. She is vengeful, never for­ DEx: 8 STR: 1 5 BonY: 1 3
getting those who wrong her until she I NT: 4 WILL: 8 M IND: 7
has paid them back as well. I NFL: 5 AURA: 3 SPIRIT: 9
In a combat situation, Lashina will I NITIATIVE: 1 9 �19) HERO POINTS: 55
remove one of her Lashes and attack
at full strength; however, she initially • Powers:
avoids combat in an indirect method I nvulnerability: 1 3, Water Free­
(such as dismantling all lights in the dom: 8
given area, or finding a good location • Skills:
for an ambush). She always makes Martial Artist: 9, Weaponry: 8
good use ofSubskills such as Tracking • Advantages:
and Demolition. This is one of her Area K n owledge ( Apokolips ) ,
LASIIINA greatest tactics, using her mind as Connection: Apokolips (Low)
well as her body to insure victory. • Motivation: Psychopath
DEx: 9 STR: 9 BonY: 8 • Occupation: Servant of Darkseid
I NT: 6 WILL: 7 M IND: 6 When Lashina uses her Lashes, she
• Wealth: N/ A
I NFL: 6 AURA: 4 SPIRIT: 7 will try to break weapons and equip­
I NITIATIVE: 25 H ERO POINTS: 60 ment before she hits her foe. If she is
badly hurt (BODY: 3 or less), she will SHALIGO THE FLYING FINBACK
• Skills: escape and fin d a n ew ambush
Gadgetry: 8, Martial Artist: 9, DEx: 11 STR: 1 4 BonY: 1 3
location. I NT: 5 WILL: 8 M IND: 7
M i l it ary S c i e n c e : 8, Th i e f: 8,
Vehicles: 7, Weaponry: 10 11\'FL: 6 AURA: 3 SPIRIT: 9
• Advantages: The Deep Six are another division of I NITIATIVE: 24 (24) HERO PoiNTS: 55
Area K n owledge ( Apokolips) , the Special Powers Force, though this • Powers:
Con n ections: Female Furies is an exclusive group. These aquatic Flight: 1 1 , I nvulnerab ility: 1 3 ,
( High ) , Suicide Squad ( High ) , killers are rarely ordered to action by Water Freedom: 1 1
Lightning Reflexes anyone other than Darkseid himself. • Skills:
• Equipment: Martial Artist: 12, Weaponry: 9
Battle Lashes (Lashina only} SLIG • Advantages:
[STR: 9, BODY: 7, EV: 9 ] DEx: 1 0 STR: 1 6 BonY: 1 3 Area K n owledge ( Apokolips ) ,
Misc. Drawbacks: Each lash is 2 I NT: 6 WILL: 9 MIND: 9 Connection: Apokolips (Low)
APs long. I NFL: 7 AURA: 4 SPIRIT: 9 • Motivation: Psychopath

Mega-Gun (Duchess only) I NITIATIVE: 25 (25) H ERO POINTS: 65 • Occupation: Servant of Darkseid

[BonY: 7, EV: 8, R#: 2 1 • Wealth: N/ A


• Powers:
Bon us: Mega-Gun can also fire Disintegration: 1 8, Invulnerability:
explosive projectiles (Bomb: 9) 13, Mutation: 9, Water Freedom: 1 0 TROK
• Alter Ego: Duchess • Skills:
DEx: 8 STR: 1 5 BonY: 1 3
• Motivation: Thrill Seeker Martial Artist: 1 1 , Weaponry: 1 0 8 MIND: 7
I NT: 4 WILL:
• Occupation: Warrior, Government • Advantages:
I NFL: 6 AURA: 3 SPIRIT: 9
Agent Area K n owledge ( Apokolip s ) ,
I NITIATIVE: 20 (20) HERO POINTS: 55
• Wealth: 4 Connection: Apokolips (Low)
• Background: • Motivation: Psychopath • Powers:
Lash ina is a Female Fury who lives • Occupation: Servant of Darkseid I nvulnerability: 13, Water Free­
up to her group's name; she is both • Wealth: N/ A dom: 8

18
• Skills:
Martial Artist: 1 0, WPaponry: 1 2
• Advantages:
Area K n owledge ( Apokolip s ) ,
Connection: Apokolips (Low)
• Equipment:
Whirling Axe [STR: 1 6, BoDY: 1 2 ]
Bon uses: The Axe can attack
opponents up to 2 Aps away.
• Motivation: Psychopath
• Occupation: Servant of Darkseid
• Wealth: N/ A

KURIN
DEx: 9 STR: 1 4 BoDY: 1 3
I NT: 4 WILL: 8 MIN D: 7
I NFL: 5 AURA: 3 SPIRIT: 9
INITIATIVE: 20 (20) HERO POINTS: 55
• Powers:
I nvulnerability: 1 3, Water Free­
dom: 9
• Skills:
Martial Artist: 1 2, Weaponry: 9
• Advantages:
Area K n owledge (Apokolips),
Connection: Apokolips (Low)
• Motivation: Psychopath
• Occupation: Servant of Darkseid
• Wealth: N/ A
for example, turn a crayfish into a "techno-chiefs," they operate all of his
fire-breathing lizard or a shark into a equipment in the highest level of the
• Background:
new villain; and Shaligo can fly. All six Tower of Rage and accompany him
The Deep Six are a team of fish-like
are extremely vicious in battle. on any e rran ds throughout the
humanoids born and trained on Apok­
olips. They came from the deepest galaxy. They wear protective suits
underground pools of the planet, with metallic masks to hide their
where they were hidden for many
Scientists, as the master creators ghastly features.
and designers of the Apokolips Techno-chiefs have no free will;
years. When Darkseid discovered
weapons, are appropriately given a their minds are mechanical, triggered
them, he made use of their incredible
high level of authority. Past mech­ into action only by Darkseid's orders.
powers and heartless n ature by
a n ic al wiz a r d s s u c h as H i m o n , This denies them any creative Powers.
sending them to Earth to fight the
Metron, and Esak have been given SCIENTISTS
New Genesis warriors, Orion and
nearly every creature and machine DEx: 2 STR: 2 BODY: 2
Lightray.
on the planet for their use and abuse. I NT: 6 WILL: 3 MIND: 2
They captured Lightray and placed
Hunger Dogs are used for experi­ I NFL: 2 AURA: 2 SPIRIT: 2
him on a giant raft called the Glory­
mentation on a daily basis. INITIATIVE: 1 0 HERO POINTS: 0
boat. Orion came to the aid of his
friend, and after a quick confron­ • Skills:
TECHNO-CHIEFS
tation with Slig, both heroes were at­ Gadgetry: 1 2, Scientist: 1 2
tacked by all six humanoids. The DEx: 2 STR: 2 BODY: 2 • Motivation: Fear
Deep Six have not been heard from I NT: 5 WILL: 0 MIND: 0 • Occupation: Scientists
since; they are assumed to be on I NFL: 2 AuRA.: 2 SPIRIT: 2 • Wealth: N/ A
Apokolips, waiting for a new mission INITIATIVE: 9 HERO POINTS: 0 • Background:
from their master. • Skills: Darkseid's current techno-geniuses
Very little is known about these six Gadgetry: 1 2, Scientist (Drawing are of the faceless variety; his failures
creatures. The Gamemaster may want Plans): 3 with Himon, Metron, and Esak have
to add a few Powers and Skills if the • Advantages: forced him to employ a larger group
Players' heroes encounter them in an Genius of less independent scientists to
adventure. • Occupation: Scientists insure security and servitude. They
• Role-Playing: • Wealth: N/ A are left to the neurotic solitude of
Only three of the Deep Six have • Background: their laboratories and torture cham­
special Powers: Slig can Disintegrate Darkseid has a cadre of special bers, undisturbed as long as they
Characters; Slig and Jaffar can Mu­ scientists who attend to his personal produce new and better engines of
tate living things, enabling them to, t e c h n o l o g i c al n e e d s . K n own as evil.

19
Trainers, o r torturers, s e rve infantry ( also known as footsoldiers ). Parademon never uses a weapon, half
under Granny Goodness, either in the Those who show incredible endur­ of an invasion force will carry hand
Happiness Home or another orphan­ ance and fighting skill are given a weapons. In rare cases, they are sent
age. Their job is to mold footsoldiers chance to enter the Dog Cavalry or to quell large riots at important
into the next fighting class. Granny Aero-Troopers. Aero-Troopers who installations by flying over t h e
also has a number of "high-level" live through countless mid-air battles masses with heavy blasters. Attacks
trainers who convert any individuals are blessed with the ultimate fighter on a single person, such as a hero, are
with superpowers into high-ranking conditioning: transformation into a Multi Hand-to-Hand Attacks, often
minions of Darkseid. Parademon. taking place in mid-air. (See Gadgets
As a soldier moves through the and Equipment for more infor­
HIGH-LEVEL TRAINERS ranks, he becomes tougher (Physical mation.)
DEX: 5 STR: 6 BODY: 6 Attributes increase) and smarter The Parademons are Darkseid's
INT: 2 WILL: 2 MIND: 2 ( Mental Attributes and Skills in­ elite soldiers and Granny Goodness'
I FL: 3 AURA: 3 SPIRIT: 3 crease); however, his free will (Mystic greatest acco mplishments. Their
I ITIATIVE: 1 2 HERo PoiNTS: 10 Attributes) is reduced. This is a result faces and bodies, a combination of
of Granny's trademark brainwashing mutated flesh and mechanical armor,
• Skills: treatment. are as i n h u m an as their s o u l s .
Ch arisma: 4 , Martial Artist: 6, Parademons fight to the death, never
Military Science: 5, Weaponry: 5, refuse an order, and always attack an
Vehicles: 6 Parademons, Darkseid's flying intruder. They are encountered in
• Motivation: Thrill of inflicting pain soldiery, make up the highest rank in groups of three or more.
• Occupation: Military Trainers the Apokolips military. There are two
• Wealth: N/ A types in this category: captains and
soldiers. The captains answer to all Aero-Troopers are much like
TRAINERS ranks above them, and the soldiers to Parademons in Skill and daily activity.
their captains. They are, however, less powerful and,
DEx: 5 STR: 6 BODY: 6
therefore, lower in rank The members
I NT: 2 WILL: 2 MIND: 2
PARADEMON CAPTAINS are very few because the majority are
I NFL: 3 AuRA: 2 SPIRIT: 3
transformed into Parademons as
lNITlATIVE: 1 2 HERO PoiNTS: 5 DEx: 6 STR: 6 BODY: 7 soon as they have become expert in­
• Skills: I NT: 3 WILL: 4 MIND: 2 flight fighters.
Charisma: 3, Martial Artist: 6, I NFL: 3 AURA: 3 SPIRIT: 2
Military Science: 4, Weaponry: 4, INITIATIVE: 1 2 HERO POI TS: 5 AERO-TROOPERS
Vehicles: 3 • Powers: DEx: 5 STR: 5 BODY: 6
• Motivation: Thrill of inflicting pain Flight: 8 INT: 2 WILL: 3 MIND: 2
• Occupation: Military Trainers • Skills: I NFL: 2 AURA: 2 SPIRIT: 2
• Wealth: N/ A Military Science: 5, Weaponry: 6, INITIATIVE: 1 1 HERO PoiNTS: 10
• Background: Vehicles: 6,
Granny's trainers/torturers were • Advantages: • Skills:
all hand-picked by the Mistress of Leadership Military Science: 4, Weaponry: 5,
Misery herself. They work nonstop • Equipment: see Background Vehicles: 5
and wear masks at all times. Both • Occupation: Servants of Darkseid
• Equipment:
types of trainers are large, loud, • Wealth: N/ A Flight Discs
odorous, and sadistic in manner. [ BODY: 9, R#: 2, Flight: 8 )
High-level trainers are more brutal PARADEMON SOLDIERS Uniforms
than the others but are otherwise the [ BoDY: 4, Sealed Systems: 6 )
same. If any of them step out of line, DEx: 6 STR: 6 BODY: 6
Granny will have him immediately I NT: 2 WILL: 3 MJND: 2 Shoulder Radios [BoDY: 2 , R#: 2,
terminated. I NFL: 2 Au RA: 2 SPIRIT: 2 Super Ventriloquism: 1 4 )
INITIATIVE: 1 0 HERO POINTS: 0 • Occupation: Servants o f Darkseid
• Powers: • Wealth: N/ A
Flight: 8 • Background:
Darhseid's Army is the most • Skills: The Aero-Troopers are scouts,
brutal, active, and numerous of all Weaponry: 6, Vehicles: 6, Military rather than warriors. Their combat
the forces on Apokolips. For every ten Science: 4 Skills are used for defense while flying
Hunger Dogs there is a soldier. (In • Occupation: Servants of Darkseid over battlegrounds, riots, and so
fact, every guard, Aero-Trooper, • Wealth: N/ A forth, leaving the Parademons with
Parademon, and Dog Cavalryman • Background: all the mid-air fighting. They are
was once a Hunger Dog.) A regular Parademon patrols fly over the easily identified by their bald heads
abduction of male "lowlies" is made as Apokolips skies looking for criminals. and expressionless faces.
Granny's orphanages begin training Darkseid also uses them for his major Gran ny's most effective brain­
on the newest arrivals. invasions, transporting a force of washing techniques are used on the
Those who survive the violent con­ hundreds through a Boom Tube into Aero-Troopers, in preparation for
d itio n ing fo rm the ranks of the another world. While the common their eventual role as Parademons.

20
They live in a special bunker in the continually breed new mounts and They are bred in the lower levels of
Happiness Home and make regular train new footsoldiers to prepare for Gran ny's orph an ages and will be
scout runs across the planet. They invasions. Each pony-size dog has the encountered rarely. Their training,
spend most of their time in rigorous ferocity of a tiger, and carries a inability to follow orders, and group
train i n g sessions c o n d u cted by footsoldier rider. Steppenwolf h as descriptions are the same as those for
Granny herself. While in the Bunker, been the head of this force since its normal infantry.
the Aero-Troopers are constantly formation, and always leads the first
"encouraged" by Granny and her assault in an invasion. The Infantry, also known as
assistants through their shoulder Each cavalryman is equipped with guards, harassers, or footsoldiers, are
radios. the standard uniform/armor of the the most numerous and weak of the
footsoldier and either small blasters Apokolips military. They number in
The Do� Cavalry is one ofDark­ for small groups of 1 0 to 20, or hand the thousands and can be found in
seid's most prized military divisions. weapons for invasion forces (see nearly every location across the
It is a special shock-troop division of Gadgets and Equipment). They are planet. Some common activities
the infantry, used for invasions on not as hard to control as infantry, but include: quelling riots, guarding
other planets and defense against they are still very aggressive. i n stallations, m a n n i n g m o u n ted
heroic intruders. weapons along security positions,
Do� Soldiers are a special in­ grabbing Hunger Dogs for the mines
DOG CAVALRYMEN
fantry division and one of Darkseid's and factories, fetching supplies (and
DEx: 6 STR: 6 BODY: 6 newest military groups. They are the subjects) for scientists, and invading
I NT: 3 WILL: 2 MIND: 2 strongest but least intelligent of the other worlds in groups of 500 or
I NFL: 3 AURA: 2 SPIRIT: 2 planet's army. more.
INITIATIVE: 1 0 HERO POINTS: 5
INFANTRYMEN
• Skills: DOG SOLDIERS
A n i m a l H a n d l i n g : 7 , M i l itary DEx: 7 STR: 7 BODY: DEX: 4 STR: 5 BoDY: 5
7
Science: 5, Weaponry: 6, Vehicles: 4 INT: 1 WILL: 2 MIND: INT: 2 WILL: 2 MIND: 2
2
• Limitations: I NFL: 4 AURA: 3 SPIRIT: 3 I FL: 3 AURA: 3 SPIRIT: 3
Serious I rrational Attraction to INITIATIVE: 1 4 HERO POINTS: 0 INITIATIVE: 7 HERO POINTS: 0
violence • Skills:
• Equipment: • Skills:
Martial Artist: 8, Weaponry: 7, Weaponry: 3, Vehicles: 3
Uniforms [BODY: 7, Skin Armor: 3 ] Vehicles: 3 • Limitations:
Dogs • Limitations: Catastrophic Irrational Attraction
Catastrophic I rrational Attraction to violence
DEX: 5 STR: 6 BoDY: 8 • Equipment:
INT: 1 WILL: 2 MIND: 2 to violence
INFL: 2 AU RA: 2 SPIRIT: 2 • Occupation: Servants of Darkseid see Gadgets and Equipment
I ITlATIVE: 1 4 HERO POINTS: 0 • Wealth: N/A • Occupation: Servants of Darkseid
• Background: • Wealth: N/ A
• Powers: Dog Soldiers are well known for • Background:
Running: 5, Claws: 9 their fighting skill, dark humor, and The Apokolips infantry is cruel,
• Occupation: Servants of Darkseid tendency to fail at the sim plest violent, and totally lacking in re­
• Wealth: N/ A missions. Darkseid uses them pri­ morse. Each member has his own
• Background: marily for invasions, where their personality and appearance, but they
Cavalry Captains oversee t h e inept qu alities help cause more are all stocky and dirty, with an evil
tending and training o f this force, and damage than normal footsoldiers. glint in each eye. They all wear a
21
uniform that signifies their identity. traction as soon as an opportunity c ap ac ity ( 1 5 APs ) . Absorbed
An encounter with infantry will for violence presents itself. If the roll energy is maintained for one hour
always involve fighting. The Game­ fails, the infantry ignores all orders ( 1 0 APs). Power Reserve is usable
master must roll against their Ir­ a n d attacks ( even if, fro m t h e to augment STR and Energy Blast
rational Attraction to avoid attacking example above, i t puts them i n the Power, though Mantis cannot in­
a grou p of Hunger Dogs, heroes, path of the Parademons ). crease either to more than twice
creatures, or similar intruders. They its starting value.
constantly bark orders and threats to Miscellaneous: Energy Absorption
everyon e around them, including Drones are Hunger Dogs that works on Mystical Attacks.
each other. cannot be molded into footsoldiers, • Limitations:
Encounters will be determined by but show slight signs of intelligence. Miscellaneous: Flame Project and
the force size of the infantry and the DRONES Ice Production both have a Range
weapons they carry. The constant DEX: 2 STR: . 2 BODY: 2 of Touch; Mantis' Warp Power is
destruction taking place on Apok­ I NT: 3 WILL: 2 MIND: 2 powered by the X-Element, which
olips limits the number of weapons I NFL: 2 AURA: 2 SPIRIT: 2 he absorbs into his body. Consider
and grenades given to soldiers; the INITIATIVE: 5 HERO POINTS: 0 his R # : 4, for the pu rpose of
infantry is outfitted according to the determining when his supply of X­
• Skills: Element is exhausted.
importance of their m ission and Gadgetry: 2 OR Vehicles: 2
expectation of success. • Advantages:
• Limitations: Area K n owledge: Apoko l i p s ) ;
A group of 1 00 or more footsoldiers, Skill will be appropriate to the
a battalion, will each be armed with a Connections: Apokolips ( High) ,
drone's occupation "Bug" colonies (High); Leadership;
hand weapon and blaster. These will • Occupation: Technicians/Operators
be riot forces and anti-hero armies. Lightning Reflexes
• Wealth: N/ A • Equipment:
Groups of 99 to 40 are peace-keepers, • Background:
who patrol areas prone to uprisings. Drones are often placed behind the POWER POD [BoDY: 1 0, Energy
They will be heavily armed, each control panels of minor equipment Blast: 4 ]
carrying a blaster and either a hand such as Aero-Carriers or monitor NOTE: Mantis can use his Power
weapon or a hand-held grenade. In screens. They may also do repair Pod to absorb energy into his
addition, such a force will also have work fo r s c i e n t ists or work as Power Reserve. This amount of
ten heavy blasters, ten fired grenades, operators in security installations. energy is equal to tha amount of
a n d a d e m olition b o m b in t h e Drones must obey anyone who ranks time he spends in the pod (in APs)
company. above them, or suffer immediate plus the pod's APs of Energy Blast.
The attack forces of 39 to 1 5 extermination. They are never given • Motivation: Lust for Power
soldiers are deployed as guard reg­ weapons, and are bound by the same • Occupation: Agent of Darkseid
iments around installations and as laws as Hunger Dogs. (See Adven­ • Wealth: N/ A
patrols in the more quiet areas. They turing on Apokolips) • Background:
are lightly armed with either a hand Mantis, a survivor of the "Bug" race
weapon or a blaster to each man, and NOTE: Any new villain introduced of New Genesis, is one of the most
a complement of ten grenades and by the Gamemaster should be placed powerful beings on Apokolips. Why
one heavy blaster distributed among within this power structure according Darkseid lets him live is unknown,
the group. The smallest groups (less to cunning, ability, and role in the though they seem to have some link
than 1 5) are known as infiltrators, adventure. from their pasts.
· armed with only hand weapons and Mantis first surfaced when he
sent on raids into Hunger Dog camps MANTIS fought the Forever People. He then
that number a dozen or more (see widened his goals and invaded Earth
DEx: 1 1 STR: 1 1 BODY: 1 4
Gadgets and Equioment fOr more with an army of Bugs during the
I NT: 8 WILL: 8 MIND: 9
information ). Earth War.
I NFL: 9 AURA: 6 SPIRIT: 1 0
The leadership of Darkseid's grunt • Role-Playing:
INITIATIVE: 30 HERO POINTS: 1 50
troops is handled as well as can be Like Darkseid, Mantis is incredibly
e x p e c t e d . B e c a u s e o f Gran n y's • Powers:
intelligent and devious. He thinks on
intense brainwashing training tech­ Bomb: 1 6, Dimension Travel: 8,
a grand scale, trying to attain power
niques, infantry are often too blood­ Energy Absorption: 5, Energy Blast:
through invasions and schemes that
thirsty to listen to orders. When any 1 0, Flame Project: 1 3, Flight: 1 3, Ice
endanger the lives of millions.
size armed force is sent on a mission Production: 1 3, Power Reserve: 1 5,
Mantis is one of the toughest op­
other than "search and destroy," a Warp: 65
ponents Apokolips has to offer. By
Dog Cavalryman or Aero-Trooper will • Skills:
using his Power Pod for an hour or
address the group and give them a Charisma: 9
more, he could take on the Justice
quick set of very simple orders (such • Bonuses:
League International by himself. As
as "Wait until the Parademons have Energy Vampirism: Mantis' Power
he is attacked, his Energy Absorption
made the initial attack, then engage Reserve begins at 0 APs. The APs of
allows him to become nearly in­
the enemy!"). This, however, rarely e n e rgy absorbed with E n e rgy
vulnerable, while his Energy Blast
works; the Gamemaster must roll Absorption Power are added to
reaches atomic levels.
against the group's I rrational At- the Power Reserve until it is at full

22
Other
Non-Player Characters
• .........•....................................................................• ..... • ...................

SLEEZ operates i n his sewer network, aided • Wealth: N/ A


DEx: 6 STR: 3 BODY: 5 by at least one Ash-Crawler pet and • Background:
INT: 7 WILL: 4 MIND: 8 many traps. He also employs a few D evilance is o n e of Darkseid's
INFL: 4 AuRA: 4 SPIRIT: 5 thugs from Suicide Slum to watch for Pursuers, assassins bred to track,
I ITIATIVE: 1 7 HERO POINTS: 40 and attack anyone who meddles in find, and utterly destroy their quarry.
his plans. A Pursuer who fails in his task is
• Powers: He is motivated by a Lust for Power, himself terminated.
Control: 1 1 , Empathy: 1 1 , I nvul­ which stems from his former lofty Devilance's last mission was to
nerability: 6, Mind Drain: 1 6 position at Darkseid's side. He loves to h u n t down and kill the Forever
• Skills: humiliate his victims, and his schemes People. Up until that time, Devilance
Gadgetry: 1 0, Thief: 4, Weaponry: 4 often involve revenge against any had a long, successful career.
• Bonuses: ew God. When Devilance had finally cor­
I nvulnerability has Area Effect ( 1 0 Sleez will use his traps, pets, and nered the Forever People on a remote
AP Range) any available weapons in combat. Pacific Island, the group yelled the
• Advantages: One of his favorite tactics is to word "TAARU" and traded places
Area Knowledge (Apokolips and blackmail or expose those he wants with their counterpart, the Infinity
Metropolis Sewers) to suffer. Man. The two fought a hard battle
• Drawbacks: that ended when a huge explosion
Forced Exile (Apokolips), Strange THE PURSUER
supposedly disintegrated them after
Appearance DEX: 1 1 STR: 1 3 BODY: 1 0 they had both tried to take possession
• Motivation: Lust for Power INT: 6 WILL: 1 1 MIND: 9 of Devilance's lance.
• Occupation: Mercenary I NFL: 6 AuRA: 5 SPIRIT: 1 0 It is not known if the Pursuer was
• Wealth: 3 I ITIATIVE: 25 HERO PoiNTS: 95 killed in the blast. It is, however,
• Background: assumed that Darkseid has more of
Sleez is a native of Apokolips, who • Powers:
Density Increase: 6, Energy Ab­ his kind on Apokolips, waiting for
now lives on Earth. He was born in the their next mission ...
underground of the former planet, sorption: 3, Flame Immunity: 1 0,
Ice Immunity: 1 0, Systemic An­ • Role-Playing:
where he realized how much smarter Like most children of Apokolips,
he was than the other creatures, and tidote: 1 0
• Skills: Devilance is savage, cruel, and
learned how to use his special Powers. deadly. He never gives up or pulls his
Darkseid became aware of Sleez and Military Science (Tracking): 1 5,
Weaponry: 1 3 punches; his fear of being destroyed
employed him as his chancellor. At for failure is almost as great as his
this time, the Destroyer himself was • Advantages:
Areas K n owledge (Apokolips ) , desire to complete the missions he
still only a prince, and Queen Heggra was assigned.
ruled the planet. C o n n ectio n : Apokolips ( High ) ,
Once Darkseid rose to power, he Iron Nerves, Lightning Reflexes,
had no need for Sleez. A blast of the Sharp Eye
• Equipment: HIM ON
O m e ga E ffec t b a n i s h e d h i m t o
Metropolis o n Earth, in a run-down Lance ( DEx: 1 0, STR: 1 1 , BoDY: 1 5, DEX: 7 STR: 5 BODY: 6
section called Suicide Slum. After INT: 2, Analytical Smell/Tracking INT: 21 WILL: 24 MIND: 1 5
waiting untold years for a chance to Scent: 1 6, Energy Blast: 1 3, Flame INFL: 8 AURA: 8 SPIRIT: 9
regain his former power, Sleez found Being: 1 3, Flight: 1 0, Telepathy: 1 0 ] INITIATIVE: 36 HERO POINTS: 1 25
Big Barda at his mercy. Superman Bonus: The Lance can, a t the • Powers:
tried to interven e , b u t wit h o u t Pursuer's command, leap onto an Dimension Travel: 8, Warp: 65 (via
success. opponent and wrap itself around X-Element)
Fortunately, Mister Miracle rescued the target ( th is is a Grappling • Skills:
his wife and the Man of Steel, and the Attack, using the Lance's DEx/STR Charisma: 1 0, Gadgetry: 20, Sci­
three of them attacked Sleez. He as t h e AV / EV ) . T h e L a n c e's entist: 25, Thief: 5
narrowly escaped and is currently at Telepathy only allows Devilance to • Advantages:
large. communicate with the Lance and Area K n owledge ( Apokolip s ) ;
• Role-Playing: give it instructions. Connections: Mister Miracle (High),
Sleez grins and gloats a lot, but is • Alter Ego: Devilance Supertown (High); Genius, Scholar
not above taking precautions against • Motivation: Psychopath (Scientific Theories, The Source),
any heroes that attack him. H e • Occupation: N/ A Sharp Eye
23
• Drawbacks: Hirnon's Ornni-Gadgets get him out events of the Earth War. Since that
Guilt: Himon is pained over the of any trap; he uses them as tem­ time, he has traveled beyond the
fact that he discovered the X­ po rary Force Fields, invisibil ity Prornethian Galaxy, where he dis­
Element, thus boosting Darkseid's mechanisms, teleporters, foot rock­ covered the secret to the Anti-Life
power. ets for quick escape, mini-bombs, and Equation. He recently returned in a
• Equipment: disorienting lights. He avoids combat comatose state, and, through the
Mother Box [ BonY: 7, INT: 1 0, WILL: by using his Charisma Skill. mind of the Martian Manh unter,
6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6, revealed h is fo lly in u s i n g t h e
METRON Equation t o Highfather, Darkseid,
Hero Points: 75, Danger Sense: 1 2,
Life Sense: 6, Omni-Power: 1 1 ] DEX: 7 STR: 6 BODY: 7 and Earth's heroes.
Bon uses: (see Gadgetry) I NT: 25 WILL: 23 MIND: 1 6 • Role-Playi ng:
I NFL: 9 AURA: 2 SPIRIT: 8 Metron seems to care only about
PHASING CIRCUITRY [ BonY: 2,
INITIATIVE: 4 1 HERO POINTS: 1 50 knowledge. He has sold the peace of
R#: 2, Teleportation: 1 8 ] his native planet for the answers to
ANDROID DUPLICATES: Himon • Skills:
his burning questions. His obsession
has constructed several duplicates Gadgetry: 25, Scientist: 20
with the mysteries of The Source is as
of himself that h ave all of h is • Advantages:
fierce as Darkseid's desire for the
Attributes and Skills. The OV/ RV of Area K n owledge ( Promethian Anti-Life Equation.
the Perception Check necessary to Galaxy); Connections: Darkseid
Metron has, however, played an
detect that the an droid is not (High), Highfather (High ); Genius; important role in the tales of the New
Himon is 1 5/ 1 5. Scholar (Astronomy, The Source); Gods. Although he created weapons
1 5 AP ABCD Omni-Gadgets (x2) Sharp Eye that began the Great Clash, he also
• Drawbacks: saved Lightray and Orion from cer­
• Motivation: Responsibility of Power Catastrophic Irrational Attraction
• Occupation: Scientist, Teacher tain doom in the Earth War. Metron
to knowledge might have some hidden interest in
• Wealth: N/A • Equipment:
• Background: the New Gods, or he may only be
Himon is Metron's former partner MOBIUS CHAIR
and one of the DC Universe's greatest [ I NT: 20, BonY: 2 5 , Dimension
THE PROMETHIAN GALAXY
scientific minds. He tends to be neu­ Travel: 1 3, Flight: 50, Force Field:
25, Ornni-Power: 1 5, Recall: 60, At t h e edge o f the p hysical
tral d u r i n g a n y Apokolips/New universe lies a vast expanse of
Genesis conflict, but has been living Sealed Systems: 25, Telekinesis: 50,
Time Travel: 50, Warp: 65, R#: 2 ] space known as the Prornethian
on Apokolips to support his special Galaxy, the last signpost before
group of rebels for the past few years. NOTE: The Mobius Chair is pow­
ered by the X-Elernent. entering the heart of The Source. It
Himon is also a master escape artist, is here that Metron discovered the
h aving been caught and "killed" • Motivation: Seeks Knowledge Anti-Life Equation.
dozens of times. He always reappears, • Occupation: Scientist At the galaxy's edge is a giant
however, as his captors realize they • Wealth: N/A wall of stone faces. This is the fate
have assassinated an android replica. • Background: of those beings who sought the
Himon met Scott Free ( M ister Metron is a cold, neutral native of secrets of The Source and were
Miracle), an Aero-Trooper at the time, New Genesis. Except for the time he n aive enough to think they would
and tried to teach him the ways of served as a mentor for Lightray and succeed. A few others float in
peace and rebellion. When Scott de­ Orion in their youth, h is past is space before the wall, bloated
cided to escape to Earth, Himon and unknown. It was Metron who saved mockeries of their own intelligence
Metron joined forces and created a Lightray's life from the attack that and power.
Boom Tube for his journey. Himon gave the warrior his solar powers. These floating Prornethian giants,
now considers himself a foster father Metron built the Matter Threshold each larger than a moon, can be
to Scott. and Boom Tube for D arkseid in visited and searched. They are
Hirnon is currently being chased exchange for the X-Elernent. This treated as if t h ey were small
across Apokolips, where, with the substance helps him to fly through planets, each with some degree of
help of Orion, he is slowly building h is space in his Mobius Chair and collect gravity or atmosphere. Surface
rebel groups. Darkseid and Himon i n fo r m ation at t h e e dge of t h e e xploration resembles a flea's
play a continual game of cat-and­ universe. point of view. A detailed search
mouse, trying to outwit the other M et r o n 's for m e r partner was will reveal some simple life forms
until one of them is truly dead. Hirnon, the m aster scie ntist and (bacteria, etc.) and a few clues
• Role-Playing: p h ilosopher. Hirnon devised the regarding the giant's past.
Hirnon is very wise and very ego­ concepts, while Metron built the For visiting C h aracters, the
tistical. Reckless and overconfident, machines to make them a reality. Prornethian Galaxy is a dead end.
he often strolls right into incredibly Through this pair of geniuses carne O n ly o n c e h as t h e wall been
dangerous situations. He is also very the first Mother Box and hundreds of breached successfully, by Metron,
free-willed; he does not take orders other incredible mechan isms. The a n d even h e d i d n ot s u rvive
from anyone, and will refuse to help two have infmite respect for but little unscathed. To attempt entry will
heroes if he feels his personal quest is understanding of each other. only add to the wall of past failures.
more important. Metron was a frequent player in the

24
trying to make up for the damage he much like a simple shepherd's stick, is • Equipment:
has caused. always in his hand. By holding it, he ASTRO-GLIDER [STR: 8 ' INT: 1 ,
The Mobius Chair, because of its can feel the power of The Source and BoDY: 1 6, Energy Blast: 25, Flash:
X-Element power source, allows its communicate with it subconsciously. 1 5, Flight: 30, Magnetic Control: 20,
operator to create a Boom Tube. The Mental Attributes of anyone Sealed Systems: 1 4 )
Metron uses the Chair's high INT to holding the Staff become its Mental Mother Box [ BoDY: 7 , INT: 1 0 , WILL:
store information, but he draws his Attributes, determining the level of 6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6,
own conclusions (thus, it has no WILL its Powers. Whether any other being Hero Points: 75, Danger Sense: 1 2,
or MIND). can use the Staff is unknown; the Life Sense: 6, Ornni-Power: 1 1 )
Metron uses the Mobius Chair as Gamem aster may deny any Character Bonuses: (see Gadgetry)
his weapon in the eventuality of other than Highfather the use of its • Motivation: Responsibility ofPower
combat; however, he is smart enough Powers, or, if the Character is a hero • Occupation: Warrior
to avoid any such confrontation. He who is good of heart (or blood-related, • Wealth: N/A
will surrender to a foe, then bargain such as Mister Miracle), s/he may be • Background:
for escape or survival. For example, if able to use them. Orion is Darkseid's son, a curse he
attacked by Kalibak, he will give the • Role-Playing: must bear forever. While still a child,
villain temporary super strength or a Highfather is charism atic and Orion was traded with Highfather's
special weapon with which to kill peaceful. He knows how to lead his son Scott Free (Mister Miracle) to
Orion in return for his freedom. people and still remain friendly, as if bring a truce to the ongoing war
they were all his children. He is also between Apokolips and New Genesis.
mysterious due to his link to The Orion lived most of his life on New
HIGHFATHER Sou rce; no one fully understands Genesis, learning to love others and
DEX: 1 0 STR: 7 BODY: 1 2 w h at power a n d kn owledge h e value freedom. His best friend and
I NT: 18 WILL: 1 7 MI D: 1 8 commands. constant companion is Lightray, al­
I !\'FL: 1 3 AURA: 1 5 SPIRIT: 1 1 Highfather does not engage in though their person alities are so
INITIATIVE: 4 1 HERO POINTS: 200 combat. Any time he is attacked, the different. Orion carries a Mother Box
Gamemaster must roll against his on his shoulder at all times.
• Powers: Irrational Attraction to determine if
Invulnerability: 1 2 Orion has become the greatest
he will defend himself or not. This roll warrior of New Genesis, possibly the
• Skills: should also be made to see if High­
Charisma (Persuasion): 1 5, Weap­ greatest of all New Gods. It was Orion,
father will send any of his people off backed by Lightray and a small group
onry: 1 1 to war, or if he will declare war on
• Advantages: of humans, that drove Darkseid back
Apokolips. to Apokolips in the Earth War. Orion
Area K nowledge (Supertown ) ,
Connection: Supertown (High ) , ORION recently fought Superman to a stand­
Leadership still. He currently lives in Supertown
DEx: 1 3 STR: 22 BoDY: 1 5 with his wife, Bekka.
• Drawbacks: INT: 10 WILL: 1 9 MIND: 1 1
Catastrophic Irrational Attraction • Role-Playing:
INFL: 1 0 AURA: 8 SPIRIT: 1 2 Orion's personality is a combina­
to peace INITIATIVE: 3 5 HERO POINTS: 1 75
• Equipment: tion of Darkseid's evil and the peace
• Powers: loving ways of Highfather. In general,
Staff [BoDY: 1 6, Precognition: 1 7, Invulnerability: 15, Regeneration: 9 he acts more like a villain than a hero:
Omni-Power: 1 7 ) • Skills: he is never happy and always wants
NOTE: High father's Staffis directly Vehicles: 1 3, Weaponry: 1 3 to fight. In fact, Orion's only real
linked to the Source. Its Powers • Advantages: interest is battle. He never laughs or
always function at an AP level Area Knowledge (Apokolips and makes light of any situation and is
equal to its user's WILL. Supertown); Connections: Apoko­ incredibly impatient.
• Alter Ego: Izaya the Inheritor lips ( Low), Supertown ( High ) ; Orion also feels he is bound by
• Motivation: Upholding the Good Iron Nerves; Lightning Reflexes destiny. If commanded by The Source,
• Occupation: Leader of Supertown • Drawbacks: he obeys immediately. It is said that
• Wealth: N/ A Serious Rage: The darker side of Darkseid will die someday by Orion's
• Background: Orion's personality tends to reveal hand, the two of them destroyed in
Izaya the Inheritor was the original itself in combat. Orion can auto­ the Fire-pits of Apokolips. Wh ile
leader of the New Gods of New Genesis matically regain his composure another hero might shudder at this
when the Great Clash began. After through the use of his Mother Box, thought, Orion dreams of it with a
the techno-cosmic war had devas­ but he must be Persuaded to do so. grim smile.
tated his homeland, he refused the Orion can even try to Persuade Orion will fight any villain at full­
ways of war and gained his inher­ himself to recover. although Per­ force; the word "fear" is not in his
itan ce: a personal link with The suasion is a Dice Action, such an vocabulary. If his opponent(s) enters
Source. Since that time, he h as effort only costs Orion one of his Killing Combat, he will, too. But he is a
become Highfather, leader of New two Automatic Actions each phase; hero as well, protecting innocent
Genesis and teacher of the ways of after his Rage is triggered, Orion bystanders, destroying evil machines,
peace. must make a Killing Combat attack and invading the headquarters of
Highfat her's Staff, which looks each phase until he recovers. those who threaten his allies.

25
Orion firmly believes in the "Combat with Orion has lasted into adulthood • Background:
Code." This is a personal promise to and often leads him into conflicts Born on the surface of New Genesis,
resist entering a battle between two with the forces of Apokolips. the being known as Forager once
combatants. Thus, if Lightray was • Role-Playing: lived the life of a "Bug." These Bugs,
being trounced by K alibak, Orion Lightray is compassionate and also known as the Insect Legion, were
could not interfere, even if Lightray patient. He is friendly even to his foes, animalistic humanoids who stole food
died. He expects the same respect often protecting innocent bystanders from the New Gods of Supertown to
from others. before they are even aware they are in bring back to their underground dens.
danger. He talks constantly of hap­ Forager, a leader in these raids, kept
LIGHTRAY piness, friendship, and love. He has his true face hidden under a mask,
DEX: 1 0 STR: 6 BonY: 7 learned to get along with Orion, knowing all the time that he was very
brr: 12 WILL: 9 MIND: 8 although the two h ave opposite different from his brothers.
I NFL: 9 AURA: 9 SPIRIT: 9 natures, and is always looking out for While in conflict about his true
INITIATIVE: 30 HERO POINTS: 1 25 his best friend. identify, Forager d iscovered the
Lightray will avoid direct combat if villain, Mantis, getting ready to invade
• Powers: he can. He will always look for a way the Earth through a Boom Tube. He
Energy Blast: 1 8, Flash: 1 2, Flight: to solve problems without violence, attacked Mantis, then jumped into
45, Illusion: 1 2, Sealed Systems: 1 5 and he has a knack for turning the the Boom Tube and found himself on
• Skills: tide of a battle by thinking first. For Earth. Here, he befriended Lightray
Acrobatics: 1 0 , G adget ry: 1 2 , example, it was Lightray who saved and Orion when he realized that he
Scientist: 8, Vehicles: 1 0, Weap­ the Earth from the Bug invasion in was a New God just like them.
onry: 6 the Earth War. When the army ar­ • Role-Playing:
• Advantages: rived, he used a police gizmo to emit a Forager is very lighthearted. He
Area Knowledge (Apokolips and high-pitched frequency sound, causing tries to help others and always has an
Supertown ), Connection: Super­ the Bugs immense pain. The creatures eye out for his friends. He gets along
town (High) fled back to New Genesis, leaving the with Lightray and Orion because his
• Equipment: Earth in peace. person ality complements both of
Mother Box [ BonY: 7, INT: 1 0, WILL: When Lightray must fight (to pro­ them; he craves battle like Orion and
6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6, tect someone or if he gets angry), he is also very humorous and kind, like
Hero Points: 75, Danger Sense: 1 2, fires his Energy Blast first. He will try Lightray. Orion, however, cannot
Life Sense: 6, Omni-Power: 1 1 ] to blind opponents with a Flash, or stand Forager because of his prej­
Bonuses: (see Gadgetry) b l ast t h e gro u n d u n d e r t h e m , udice against Bugs.
• Alter Ego: Sollis knocking them off balance. H e rarely Forager is very proud of his her­
• Motivation: Upholding the Good uses his Illusion Power. itage. He often finds it necessary to
• Occupation: Adventurer Lightray is also one of the fastest tell tales of his former exploits as a
• Wealth: N/ A beings in the universe, able to outrace Bug and the skills he learned as a
• Background: most spaceships. He wears a small colony forager.
Lightray was originally known as Mother Box on his headband, which Although he generally avoids com­
Sollis, a high-spirited warrior from he will use for guidance. bat, Forager loves to fight. His first
New Genesis. He met Orion when they few actions are always a series of
were both very young, and the two FORAGER
leaps and dodges as he sizes up his
became good friends. One day, while opponents. He will look for ways to
DEx: 1 5 STR: 7 BODY: 9 wipe out many villains in one sweep,
they were flying over the New Genesis I NT: 8 WILL: 1 2 MIND: 1 0 such as dropping an object on them
countryside, they spotted a large, I NFL: 9 AURA: 6 SPmrr: 1 0 or dismantling the lights to create
glowing hole in the ground. A quick INITIATIVE: 36 HERO POINTS: 95 confusion. If he is attacked by a large
investigation revealed a band of mon­
sters from Apokolips. The creatures • Powers: foe, he will use his Acid Pod.
were made of solar energy, and they Jumping: 5, Running: 7
MISTER MIRACLE
attacked the New Genesis warriors • Skills:
immediately. Orion was wounded and Acrobatics: 1 2, Martial Artist: 1 2, DEx: 1 1 STR: 4 BODY: 6
Sollis was unconscious when Metron Thief: 1 5, Weaponry: 1 2 INT: 10 WILL: 7 MIND: 8
appeared and drove the creatures • Advantages: INFL: 6 AURA: 6 SPIRIT: 1 0
away. Area K nowledge ( Supertown ) , INITIATIVE: 3 1 HERO POINTS: 1 20
Sollis l ay i n a c o m a fo r d ays Connection : Supertown ( High), • Skills:
because of the powerful solar blasts. Iron Nerves, Lightning Reflexes Acrobatics: 1 1 , Gadgetry: 1 4, Mar­
In time, Metron was able to revive • Equipment: tial Artist: 6, Military Science: 1 0,
him. Sollis found that he had gained ADHESO-GRIPS [BonY: 6, Cling: 7 ] Scientist: 7, Thief: 1 3, Vehicles: 1 1
incredible abilities from the ordeal; ACID POD [ BonY: 7, Acid: 9 ] • Advantages:
he could fly and control light, from a Connection: Justice League Inter­
Shield [BonY: 20]
blinding flash to laser-like force bolts. n ational, Genius, lnsta-Change,
He adopted the name Lightray and • Motivation: Responsibility ofPower Iron Nerves, Lightning Reflexes,
has become one of Supertown's re­ • Occupation: Warrior Luck, Scholar (Military Hardware,
nowned champions. His friendship • Wealth: N/A Restraints)
26
• Drawbacks: 1 6, Flight: 8, Gravity Increase: 1 3,
Married, Secret Identity Warp: 65]
• Equipment: • Motivation: Upholding the Good
Flight Discs [BoDY: 1 2, Flight: 8 ] • Occupation: ex-Female Fury
1 1 AP ABCD Omni-Gadgets (x5) • Wealth: 4
• Background:
• Alter Ego: Scott Free Big Barda was a lieutenant in the
• Motivation: Thrill of Adventure Female Furies division of the Special
• Occupation: Escape Artist Powers Force when she met Scott
• Wealth: 5 Free. At the time, Barda was in
• Background: training to become one of Darkseid's
Mister Miracle is the son of Izaya Elite, and Scott was an Aero-Trooper
(Highfather) and Avia of New Gene­ investigating one of Himon's secret
sis. To end the long war between rebel headquarters. Barda burst in
Apokolips and New Genesis, High­ and grabbed the renegade she was
father gave Darkseid custody of his after; but, for reasons she could not
son while he himself took custody of understand, did not report Scott.
Ori � n , Darkseid's son. Scott was The two met again when Scott
raised in one of Granny Goodness' attempted to escape from Granny
orphanages, and trained to be an Goodness' Happiness Home. Barda
Aero-Trooper. Eventually, Scott es­ suddenly appeared and made sure he
caped to Earth with the help of reached the Boom Tube created by
Himon, Big Barda, and a Boom Tube. Metron. After Free went to Earth and
Once on Earth, Scott Free took on became Mister Miracle, Bard a herself
the guise of Mister Miracle, master escaped the dismal planet of her
escape artist. The devices he brought birth and joined him in many ad­
from Apokolips help him perform ventures. Eventually, the warrior­
spectacular stunts and escapes. Big woman and escape artist fell in love
Barda eventually quit the Female and were married.
Furies, joined Scott on Earth, and Lately, Big Barda has been very
became his wife. active, often because of her husband.
• Role-Playing: She has been saved by Mister Miracle
Now that Scott Free is no longer from two Apokolips natives, Granny
under the tyranny of Darkseid, he is Goodness and Sleez, on two different
fun-loving, compassionate, and cou­ occasions. She h as also become
rageous, almost to the point of directly involved with the adventures
recklessness. Although he is a skilled of the Justice League International.
combatant, it is hard to imagine • Role-Playing:
Mister Miracle ever causing perma­ Big Barda has two sides; one is a
nent harm to an opponent. tough, demanding attitude created
by her harsh experiences on Apok­
BIG BARDA olips, and the other is a loving,
DEx: 9 STR: 1 1 BoDY: 1 0 feminine vulnerability reserved for
I NT: 7 WILL: 8 MIND: 7 her husband. She keeps the harsh
I NFL: 7 AURA: 6 SPIRIT: 8 side active when dealing with heroes,
INITIATIVE: 27 HERO POINTS: 1 00 earning a reputation for being more
than a match for any man.
• Skills: Big Barda uses h e r incredible
Charisma: 8, Gadgetry: 6, Martial strength when she fights, often
Artist: 1 0, Military Science: 7, punching, kicking, throwing, and
Vehicles: 6, Weaponry: 10 smashing her enemies to a pulp. She
• Advantages: is not above throwing a truck or
Area K n owledge ( Apokolips ) ; tearing down a brick wall to crush
Connections: Apokolips Under­ anyone who gets in her way. If hard­
gro u n d ( Low), Justice League pressed, she will use her Mega-Rod to
International (Low); Insta-Change, escape for a moment or blast her
Iron Nerves, Lightning Reflexes opponent(s) to cinders. died young after painful lives. He gave
• Drawbacks: them the fields of New Genesis and
Married the wonder of Supertown to inhabit,
• Equipment: The Forever People are five Earth­ so that they might grow to adulthood
BATTLE ARMOR [BoDY: 1 4 ] lings whom Highfather decided to in peace. The children developed
Me_ga:Rod [BODY: 1 5, R#: 2 , Di­ bring to New Genesis ages ago. He special powers, and great teachers
m·ension Travel: 8, Energy Blast: chose five infants who would have taught them about their universe,
27
rescued Beautiful Dreamer.
Many more adventures followed.
The Forever People defended Earth
against Mantis, Glorious Godfrey and
the Justifiers, Desaad, and many
other evil beings.
Their last battle was against an­
other one of Darkseid's min ions,
Devilance. The ruler of Apokolips
sent Devilance to stop the Forever
People from ever meddling in h is
affairs again . Wh ile the Pu rsuer
chased the group, they tried to
summon the Infinity Man, but he was
trapped on the planet, Acton, where
he often rested between appearances
for the Forever People. As Devilance
closed in, the group finally sum­
moned the Infinity Man and were, in
turn, sent to Acton. The Infinity Man
and Devilance battled and seemingly
disintegrated each other in a blinding
explosion.
Meanwhile, the Forever People
were stuck on Acton. After realizing
they could not leave the planet, they
sought to make it their home. They
discovered that it was as idyllic as
New Genesis, and built a home which
they named Forever Town. Tragedy
struck, however, when Vykin used the
Mother Box to transform Acton's
natives into intelligent beings. Al­
though he succeeded, the Mother Box
exploded from the effort and killed
Vykin.
Recently, the Forever People have
returned to Earth. After a peaceful
life on Acton, with Big Bear and
Beautiful Dreamer expecting their
first c h ild and M ark Moon rider
married to an Adon native, a strange
force known only as The Dark
approached Serifan. This force some­
espec i ally Earth. When the five upbringing, they all acquired the how took the Forever People back in
became adults, they remained to­ desire to fight against evil. From their time to the days when they first
gether and named themselves the Earth origins, they gained free, ide­ discovered Adon and Vykin was still
Forever People. alistic spirits that allow them to alive. Although Serifan loved the
A strange being known as the adj ust to different lifestyles and return to the good old days, the rest
Infin ity Man became a part of the opposing opinions. They will not of the group were heartbroken at the
Forever People during their time on normally kill or initiate violence, and loss of all they had accomplished over
New Genesis. When the five members are ever youthful in appearance and the years. Vykin had to deal with his
joined hands and yelled the word action. return from the grave.
"TAARU," a muscular and powerful Their first adventure began when The Forever People were soon
warrior appeared in their place. The Darkseid kidnapped Beautiful Dream­ approached by Maya, the spirit of the
Infinity Man would then speak the er and took her to Earth. The re­ Mother Box that had died with Vykin.
magic word, and the Forever People maining four - Serifan, Vykin, Mark She transported them to Earth with
would retu rn and replace him. No Moon rider, and Big Bear - hopped on their new Super-Cycle. There they
one has discovered who the Infin ity their Super-Cycle and returned to battled The Dark and their own noble
Man is or why he is linked to this their native land through a Boom idPals. They triumphed in the end,
group. Tube. With the help of Superman and with the help of the Infin ity Man, who
The Forever People arc free-willed the Infinity Man, the Forever People returned from the dead and, for the
and noble. From their New Genesis vanquished Darkseid's forces and first time, appeared without dis-
28
placing the Forever People. As The • Advantages: • Skills:
Dark finally fell, the Infinity Man said Area K nowledge ( S upertown ) ; Gadgetry: 9, Vehicles: 1 1 , Weap­
farewell to his ever-young friends. C o n n ec t i o n s : Fo rever P e o p l e onry: 5
Now the Forever People are based (High), Supertown ( High); Lead­ • Advantages:
on Earth and are trying to adjust to ership Area Knowledge ( Supertown ) ;
their new home. When last seen, Maya • Motivation: Upholding the Good C o n n e c t i o n s : Fo rever P e o p l e
had died and Beautiful Dreamer was • Occupation: Adventurer ( High), Supertown (High)
pregnant again. It is not known if the • Wealth: 0 • Drawbacks:
Infinity Man will return if summoned, • Role-Playing: Married
or if Darkseid or Highfather have any Mark Moonrider is the leader of the • Equipment:
knowledge of these events. Forever People. Although he is more SUPER-CYCLE RADIO [BoDY: 7,
reckless than everyone but Serifan, Telepathy: 1 7 ]
BEAUTIFUL DREAMER the members look up to him and will Misc. Drawbacks: Radio only allows
DEX: 6 STR: 5 BODY: 6 follow his orders (if they are not too Big Bear to communicate with the
I NT: 8 WILL: 7 MIND: 7 outrageous). Moonrider cares about Super-Cycle.
I NFL: 8 AURA: 7 SPIRIT: 9 the others and would sacrifice him­
self for them, yet he sometimes goes • Motivation: Upholding the Good
INITIATIVE: 24 HERO PO!l\'TS: 75 • Occupation: Adventurer, Pilot
off on his own for short periods of
• Powers: time. • Wealth: 0
Mind Probe: 1 1 , Illusion: 1 4, Phobia: • Role-Playing:
1 4, Telepathy: 8 Mark Moon rider possesses the Big Bear is as protective of the rest
• Skills: "Megaton Touch," a powerful force of the Forever People as Beautiful
Martial Artist: 6 that can topple buildings and melt Dreamer is. He can often be found
• Advantages: earth into seething lava. In combat, standing behind the group, with a
Area K n owledge (Supertown ) ; he can use the Megaton To u c h stern gaze, watching for attackers
C o n n e c t i o n s : Fo rever People (Energy Blast) as a simple Physical and offering opinions if needed. He is
(High), Supertown (High) Attack at Normal Range. He can also in love with Beautiful Dreamer and
• Drawbacks: create other effects, such as glancing will become very angry if she is
M arried, Physic al Limitation : blows, knocking a piece off a vehicle harmed. (He may even enter Killing
Pregnant or gadget, and blasting while he Combat.)
• Motivation: Upholding the Good punches. Special effects are all re­ Although he is already extremely
• Occupation: Adventurer solved using the Universal Modifier strong, Big Bear can alter his atomic
• Wealth: 0 Chart. If Moonrider makes a suc­ structure to m ake himself more
• Role-Playing: cessful roll on the Action Table with a dense, increasing his strength and
Beautiful Dreamer is kind and pro­ punch, he can add his Energy Blast durability. In combat, Big Bear will
tective of the rest of the Forever APs to his STR for the EV. either punch his opponents, or hit
People. She has a very strong per­ When Moonrider melts an object them with an improvised weapon,
sonality and will openly oppose any with his Megaton Touch, the Game­ such as a streetlight or a car. If he is
proposed ideas that she considers master should use the damage to the losing the battle, he will use his
foolish. Villains tend to kidnap her object's BODY to indicate how molten Density I n c rease to heighten his
and use her to get to the others. it is. For example, at half BODY, the resistance to inj ury. He will not,
Beautiful Dreamer always uses her object would be red hot and dripping; however, raise it to such a level so as
Mind Probe Power in conjunction at BODY: 0, it would be slag. A melted to render his DEX useless.
with her Illusion Power. In combat, object will Physically Attack anyone Big Bear is the primary pilot of the
she will find the most frightening who touches it, with an AV/EV equal Super-Cycle. He makes sure that it is
thought in her opponent's imagi­ to the number of RAPs it has lost; this parked in a safe place when not in
nation, and then create an Illusion of effect lasts for half an hour per RAP. use, and can summon it instantly by
it. She can also create another Char­ Thus, a melted car that lost 8 BODY using his radio. (The Super-Cycle will
acter's utopia, usually confusing and points would take four hours to cool Teleport to him if it is parked far
rendering him/her immobile. By using down, and have an AV/EV of 8/8 for away.)
an Illusion, Beautiful Dreamer can the first half hour, 7/7 after an hour,
convey pertinent information to the and so forth. Moonrider's Energy SERIFAN
rest of the Forever People. Blast will only melt things if he wants DEX: 7 STR: 5 BODY: 6
it to; normally, the Power is only a I NT: 5 WILL: 6 MIND: 7
MARK MOONRIDER destructive force. INFL: 6 AURA: 6 SPIRIT: 8
DEX: 8 STR: 7 BODY: 7 INITIATlVE: 20 HERO PoiNTS: 65
I NT: 7 WILL: 7 MIND: 7 BIG BEAR
• Powers:
I NFL: 7 AURA: 8 SPIRIT: 9 DEX: 7 STR: 1 2 BODY: 9 Telepathy: 5
INITIATIVE: 24 HERO POINTS: 75 INT: 7 WILL: 8 MIND: 8 • Skills:
• Powers: INFL: 6 AURA: 6 SPIRIT: 9 Gadgetry: 6, Weaponry: 5
Bomb: 1 6, Energy Blast: 1 6 INITIATIVE: 22 HERO POINTS: 75 • Advantages:
• Skills: • Powers: Area Knowledge ( Supertown ) ;
Martial Artist: 8, Weaponry: 6 Density Increase: 2 C o n n ec t i o n s : F o rever P e o p l e

29
( High), Supertown (High); Scholar C o n n e c t i o n s : F o rever People are not in the Cycle and will also
(History: Old West) (High), Supertown (High); Genius; chart travel courses for the group. Big
• Drawbacks: Scholar (Mother Box) Bear's radio allows him to com­
Minor I rrational Attraction to • Equipment: mu nicate and control the Cycle
artifacts from and knowledge of Mother Box [ BoDY: 7, INT: 1 0, WILL: Telepathically. He often leaves the
the Old West 6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6, vehicle hovering in a cloud, with its
• Equipment: R#: 2, Hero Points: 75, Danger Invisibility Power intact, when it is
Cosmic Cartridges Sense: 1 2, Life Sense: 6, Omni­ not in use.
NOTE : These are 1 1 AP ABC Power: 1 1 ] INFINITY MAN
Omni-Gadgets ( x20). Bonuses: (see Gadgetry)
DEX: 1 2 STR: 1 6 BoDY: 1 3
• Motivation: Upholding the Good • Motivation: Upholding the Good INT: 12 WILL: 1 1 MIND: 1 0
• Occupation: Adventurer • Occupation: Adventurer INFL: 9 AURA: 7 SPIRIT: 1 0
• Wealth: 0 • Wealth: 0 INITIATIVE: 35 HERO POINTS: special
• Role-Playing: • Role-Playing:
Serifan is the most reckless and Vykin is distant, intelligent, and • Powers:
fun-loving member of the Forever resourceful. He only offers sugges­ E n e rgy B l a s t : 1 7 , Flight: 1 5 ,
People, b u t he is also the most tions to the rest of the Forever People M agnetic Control: 1 3 , M atter
inse c u re. D u r i n g an adve n t u re, if the situation calls for his expertise. Manipulation: 1 5, Telekinesis: 13
Serifan is likely to get into trouble, He is a master of machines and • Skills:
worsen a situation, make friends with metals, and the others often call on Weaponry: 1 2
people he shouldn't, and come up him to solve technical problems. • Bonus:
with off-the-wall solutions to serious Vykin's Analytical Smell/Tracking Link with Forever People: When
problems. Scent is his ability to discern the the Infmity Man is formed, he has a
Serifan wears a brightly-colored atomic structures around him and number of Hero Points equal to the
cowboy outfit and carries twenty or follow the traces others leave in them. Hero Point total of all the Forever
more Cosmic Cartridges in his hat­ This Power always has an OV/RV of People combined. Any Hero Points
band. The Cartridges look like shiny 1 1 / 1 1 and is never affected by spent by the Infinity Man are
golden b u llets, and each has a weather or time. charged to the Forever People
different Power. Serifan will pull one In combat, Vykin will physically (divide expenditures as evenly as
from h is hat whenever the need battle foes that are not superhuman. possible amongst them). The In­
arises, producing anything from an He often uses his Magnetic Control finity Man automatically knows
Energy Blast to a simple mind link. No Power to create barriers or to block everything known to the Forever
one knows where Serifan gets these attacks. He is, however, smart enough People when he appears.
Omni-Gadgets, or who makes them. to avoid combat and tends to leave • Advantages:
Each Cartridge can be used only fighting to the others. Connection: Forever People (High ),
once. Some common Powers used Lightning Reflexes
t h r o ugh t h e C o s m ic Cartridges SUPER-CYCLE • Drawbacks:
include: Energy Blast, Force Field, Miscellaneous: Infinity Man can
DEX: 0 STR: 11 BoDY: 13 only be formed by all six Forever
Gravity Control, Heat Vision, Aware­
I NT: 4 WILL: 0 MIND: 0 People and their Mother Box.
ness, and Illusion. Serifan also uses
lN!TIATIVE: 0 R#: 2 • Motivation: Upholding the Good
these gadgets to add Powers to
vehicles and other gadgets. • Powers: • Occupation: N/ A
Serifan seems to h ave a small Dispersal: 1 5, Energy Blast: 9, • Wealth: N/A
amount of ESP; the Forever People Flight: 1 7, Force Field: 1 0, Invis­ • Role-Playing:
call him a "sensitive." This is his ibility: 1 0, Life Sense: 1 2, Tele­ The Infinity Man is not a member of
Telepathy Power, which he uses only portation: 1 1 the Forever People. Rather, he will
rarely. • Background: switch places with the group, fight
The Forever People's Super-Cycle is their foes, and then return to whence
VYKIN THE BLACK a large three-wheeled vehicle usually he came. He has not revealed his
piloted and controlled by Big Bear. All origins and seems disinterested in
DEx: 7 STR: 6 BoDY: 7 its Powers are conferred on its anything other than fighting against
I NT: 10 WILL: 9 MIND: 8 passengers; thus, when the Super­ evil.
IN�,L: 7 AURA: 6 SPIRIT: 9 Cycle Disperses through a wall, In combat, the Infinity Man will
INITIATIVE: 26 HERO POINTS: 75 everyone riding in it will also Disperse spare no force. He uses all of his
• Powers: and pass through. The Cycle's Energy Powers to knock out as many op­
Analytical Smell/Tracking Scent: Blast and Force Field are only used in ponents as possible. He is almost
1 1 , Dimension Travel: 8, Magnetic combat. always flying or moving around so as
Control: 9, Warp: 65 The Super-Cycle's Invisibility works not to be captured or pinned down.
• Skills: against all senses, making the vehicle The Infinity Man's memory and
Gadgetry: 1 3, Martial Artist: 7, silent, non corporeal, and/ or unseen Hero Points are formed once the
Scientist: 8 at any given time. The on-board Forever People say the magic word,
• Advantages: computer (the vehicle's INT) is an "TARRU!" Thus, he will know all that
Area K nowledge ( Supertown ) ; autopilot when the Forever People they do when he appears.

30
Gadgets and Equipment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Apoholips Ga�ts D arkseid's scientist never b uy Power goes off when its current
Since the end of the Great Clash, parts; tools and resources necessary BoDY condition reaches 1 .)
when techno-cosmic weapons were for constructing any gadgets are • Background:
always on hand. A Maxi-Monster is a huge, bug-like
used, Apokolips h as become ex­
tremely dependent on technology. ROBOTS machine sent out after a hero or
The conclusion of the Earth War other powerful intruder. They are not
D arkseid's robots keep getting much good at finding their quarry; so,
brought the planet to its current bigger, but never seem to get smarter
state, consisting of vast communi­ after the target has been located and
(perhaps Darkseid distrusts total occupied, Parademons will drop it
cation networks, robotic assassins, automation). The majority of Apok­
mounted energy cannons, and new into the battle. Each Maxi-Monster is
olips robots look more like vehicles equipped with two energy cannons
weapons capable of eliminating an than mechanical warriors. They are
entire population in minutes. (Energy Blast), and an atomic flame
colored black, dead green, or gray. thrower ( Flame Project) resides in its
Apokolips, however, has a hard Patrol robots are sent out on
time keeping its machines in working chest cavity.
"missions," a release period in which
order, due to the chaotic nature of they patrol an area, then respond to PATROL-BOT
the planet. Because the Hunger Dogs their programming if they encounter
can never work fast enough, there are a particular event. DEx: 6 STR: 8 BoDY: 12
not enough raw materials. Weapons Most of the robots have Bomb (a I NT: 3 WILL: 3 MIND: 3
are destroyed during the violent riots, self-destruct mechanism); see each R#: 4
new vehicles are broken in use, and listing for these values. The self­ • Powers:
hundreds of experiments meet with destruct has two uses: to prevent E x te n d e d H e a r i n g : 3, Sealed
fatal failures. Hunger Dogs from salvaging the parts Systems: 3, Super Ventriloquism: 3,
The most common gadgets and for use against Darkseid's forces, and Teles c o p ic Vision : 4 , Thermal
weapons are listed below. They are as a last attack The bomb, distributed Vision: 4, Bomb: 9 (The Patrol-Bot
used by many of the inhabitants of throughout all parts of the machine, self-destructs when its current
Apokolips; see the listings for in­ will completely destroy the robot (no BoDY condition reaches 1 . )
fantry, Hul).ger Dogs, incident rolls roll needed) into a smoldering pile of • Background:
during adventures, and most plan­ shrapnel. A Physical Attack is made Patrol-Bots are crude humanoid
etary features for descriptions of on everyone within Range except the machines over ten feet tall, weighing
their use. user, AV/EVs equal the APs of Bomb 7 APs each with a speed of 4. They
Power. travel i n packs of five, walking
Self-destruct mechan isms go off through the slum areas looking for
Desi�nin� New Gad�efs when the robot's BODY is low; if its criminals. Each has a camera built
All new gadgets should be ap­ BODY is 0 or less, the machine is into its optical c ircuitry, linking
propriate for the style of the planet. completely incapacitated, including everything it sees to a control center
Darkseid's scientists are not brilliant its self-destruct. Thus, an attack that in Armagetto.
or imaginative; they have very little brings the BODY to zero before the Lightray reprogrammed a group of
time to design, and their minds are as bomb can go off will avoid the blast. these once, resulting in the de­
warped as their master's. This causes struction of an entire installation.
their creations to be single-purposed,
and unreliable, thus all gadgets tend MAXI-MONSTER PACIFIER
to h ave h igh Reliability N umbers
(R#s). Because of this lack of im­ DEx: 8 STR: 13 BODY: 13 DEX: 9 STR: 18 BODY: 10
agination, the gadget's purpose is I NT: 4 WILL: 4 MIND: 4 INT: 3 WILL: 3 MIND: 3
always very simple; a single word R#: 3 R#: 3
such as kill, hunt, destroy, search, or • Powers: • Powers:
move will instigate it. E ne rgy Absorption: 5, E ne rgy Bomb: 1 0, Extended Hearing: 4,
Safety features are often taken for Blast: 9, Extended Hearing: 4, Flame Project: 1 5, Sealed Systems:
granted by Earthlings who visit Flame Project: 8, Flash: 1 0, Sealed 3, Skin Armor: 6, Super Ventril­
Apokolips. There are no seat belts, Systems: 3, Skin Armor: 5, Super oquism: 3, Thermal Vis i o n : 3 ,
fire extinguishers, mechanical failure Ventriloquism: 3, Telescopic Vision: Telescopic Vision: 3 (This robot
signals, safety-catches on guns, or 3, Thermal Vision: 3, Bomb: 1 4 releases a Glommer w h e n its
override controls for robots. (This robot's self-destruct Bomb current BoDY condition reaches 2.

31
The self-destruct mechanism goes MEKKANOID • Background:
off when BoDY: 1 . ) The Patrol Cruiser, a very rare and
DEx: 6 STR: 14 BoDY: 9
• Background: I NT: 3 WILL: 3 MIND: 3
expensive craft, is a flying search
A Pacifier is a special attack robot vessel the size of a luxury car. Each is
R# : 3
much like the Maximonster. Although manned by five infantry soldiers, one
its operation is the same, it has one • Powers: of whom serves as company com­
main difference: a creature as its Claws: 7, Extended Hearing: 3, mander and primary pilot.
cargo. Each Pacifier, in addition to its Sealed Systems: 3, Skin Armor: 6,
normal abilities, has a Glommer or Super Ventriloquism: 3, Thermal GRAPPLER
similar Apokolips beast inside of it. Vision: 3, Telescopic Vision: 3,
DEx: 5 STR: 15 BODY: 12
Bomb: 7 (This robot's self-destruct R#:
EVIL EYE 3
mechanism goes off at BoDY: 3 or
DEX: 10 STR: 4 BoDY: 9 less.) • Powers:
INT: 5 WILL: 3 MIND: 3 • Background: Full Vision: 5, Super Ventriloquism:
R#: 2 Each Mekkanoid model is vaguely 5, Skin Armor: 4
humanoid, with six to eight arms, but • Background:
• Powers: A Grappler has two giant arms
Energy Blast: 6, Extended Hearing: no obvious head. Each arm, a metallic
tentacle used for Grappling Attacks, used to tear down walls and smash
2, Flight : 5, Life Sense: 8, Sealed other large vehicles (STR: 1 5).
Systems: 3, Super Ventriloquism: 2, is 20 feet ( 1 AP) long and ends in a
Thermal Vision: 4, Telescopic blade (Claws) . A Mekkanoid can
attack once for each arm. They are AERO-CARRIER
Vision: 4, Ultravision: 6, Bomb: 5
(The self-destruct mechanism goes used primarily in Armagetto with a DEx: 0 STR: 8 BoDY: 9
off at BODY: 2 or less.) single, day-long programmed com­ R#: 3
• Background: mand to attack and destroy all non­
Apokolips intruders. • Powers:
Evil Eyes are s m all, spherical Energy Blast: 6, Flight: 4, Sealed
robots, that float along the alleys and Systems: 8, Super Ventriloquism: 5
underground of Apokolips, recording VEHICLES • Background:
all they see through their optical Aero-Carriers are used to transport
devices. Each Evil Eye has a direct Darkseid's scientists have designed footsoldiers to a riot zone and to pick
link to the intelligence center in the many vehicles, each equipped with up Hunger Dogs for the mines and
Tower of Rage, as well as many other weapons and armored shells. The factories. Each Carrier can hold 250
surveillance installations across the military vehicles are operated by human-sized bodies comfortably (or
globe. If attacked by a Hunger Dog or infantry soldiers, often three to a 300 if they are packed like sardines).
weaker creature, it will fire Energy craft, and the Aero-Carriers are
Blasts; a stronger opponent will piloted by drones. MOLE MACHINE
cause it to immediately fly to the
GROUND CAR DEx: 0 STR: 12 BoDY: 10
home base, as it releases emergency
R#: 3
signals. DEx: 0 STR: 9 BoDY: 9
An Eye can be used in tracking R#: 4 • Powers:
mode, allowing a skilled operator to Digging: 25, Energy Blast: 6, Life
• Powers: Sense: 7, Radar Sense: 1 0, Sealed
manually control the robot and seach Energy Blast: 7, Full Vision: 5, Life
an area as if he were actually there. Systems: 1 6, Skin Armor: 2
Sense: 8, Sealed Systems: 1 2, Skin • Background:
Operation requires the use of the Armor: 2, Super Ventriloquism: 5,
Vehicles Skills. The Mole Machine is a subterra­
Telescopic Vision: 5 nean vehicle with motorized arms
SOUND SHARK • Background: and a giant drill (Digging) mounted
DEX: 10 STR: 4 BODY: 9 Ground Cars are much like the on the front. It is used to carve new
I NT: 5 WILL: 3 MIND: 3 tanks of Earth. They are huge, bulky u n d ergrou n d levels and t u n n els
R#: 2 metal vehicles, packed with weapons between installations. Each sports
and armor casing. Footsoldiers drive
• Powers: them through the streets of Apokolips
two energy cannons ( Energy Blast) to
Directional Hearing: 6, Energy aid in digging and to deal with
in search of criminals and creatures. rebellious creatures.
Blast: 6, E xtended Hearing: 6, Each is equipped with a monitor
Flight: 5, Life Sense: 8, Sealed screen.
Systems: 3, Super Ventriloquism: 3,
Bomb: 5 (Self-destruct mechanism EQUIPMENT AND WEAPONS
PATROL CRUISER
goes off when this robot's BoDY The following gadgets are common
reaches 3 or less.) DEx: 0 STR: 7 BoDY: 8 across Apokolips. Although some
• Background: R#: 3 Characters may always have one or
This is another type of robotic • Powers: more of the weapons in his/ her
surveillance robot. It is exactly like an Flame Project: 7, Flight: 5, Life possession, it is up to the Game­
Evil Eye except for detection; it has Sense: 1 0, Sealed Systems: 1 2 , master to determine just how many
D irectio n al H e aring in place o f Super Ventriloquism: 5 , Telescopic are available to the rest of the
Ultravision. Vision: 8 Characters.
32
MONITOR SCREENS • Background: canines the size and weight of a
Apoko lips h a n d weap o n s are compact car. Each War Dog is op­
DEx: 0 STR: 0 BoDY: 5 erated by two human-sized pilots,
R#: 2 quickly-fashioned spiked clubs, iron
truncheons, and axes. using the Vehicles Skill.
• Powers: MEMORY MACHINE
Extended Hearing: 5, Life Sense: 6, Grenades
Telescopic Vision: 6 DEX: 0 STR: 0 BODY: 4 DEX: 0 STR: 0 BODY: 7
• Background: • Powers:
R#: 3
Every installation a n d m aj o r Bomb: 8 • Powers:
building in Darkseid's organization • Background: Mind Drain: 14, Mind Probe: 14
has a few communication rooms, The standard grenade is a hand­ • Background:
each with a giant monitor screen held metal cylinder often used by the The Memory Machine draws infor­
surrounded by computer controls. infantry. mation out of a living creature while
These screens are half of a large causing intense pain. If the operator
planet-wide network to allow sci­ does not feel that the initial Drain
entists and henchmen immediate was enough, the subject is held until
MISCELLANEOUS GADGETS
contact over large distances. s/he heals, then the test is repeated.
CAMERAS
The following Apokolips gadgets This often results in a few weeks of
have been encountered by various pain fo r the s u bj e c t and s h eer
DEX: 0 STR: 0 BODY: 2 heroes over the years. The Game­ enjoyment for the torturer.
R#: 2 master should feel free to use these
PRESSURE PRESS
• Powers: devices or develop others appropriate
Teiepathy: 12 to the adventure. DEX: 0 STR: 40 BODY: 20
Misc. Drawback: Telepathy only R#: 2
transmits visual information. BRIMSTONE
• Background:
• Background: DEX: 9 STR: 21 BoDY: 20 The Pressure Press is one of Granny
The other half of the network are I NT: 4 WILL: 2 MIND: 20 Goodness' favorite torture/test gadg­
the cameras. There are thousands of I NFL: 10 AuRA: 2 SPIRIT: 20 ets. It consists of a circular platform,
h i d d e n "eyes" across the globe • Powers: computer console, and mechanized
attac h e d to vehicles, on top of Energy Absorption: 8, Flame Being: arm extending over the platform. The
buildings, in deep corners of the 8, Growth: 8 arm pushes down against the subject,
mines, along the ceilings of factories, • Equipment: testing the being's strength.
and camouflaged in Hu nger Dog Flame Sword [EV: 1 6 ) The arm will begin pressing down
alleys. • Background: at 3 APs of STR, increasing at will. The
Standard Blaster The creature called Brimstone is an tested subject cannot control the
animated form made of burning Pressure Press.
DEx: 0 STR: 0 BoDY: 3
EV: 5 plasma held together by a complex MIND-TWISTER
magnetic field. In fact, he is a gadget,
• Background: capable of creating his fiery form DEX: 0 STR: 0 BODY: 3
The standard Apokolips blaster is a (Flame Being) and controlled by a R#: 2
crude, bulky energy pistol. small b u ilt-in computer ( Mental • Powers:
Heavy Blaster Attributes). Mind Blast: 1 6
Lying in the heart of Brimstone is a • Background:
DEx: 0 STR: 0 BoDY: 3
magnetic "techno-seed" that holds The Mind-Twister is used to test the
EV: 8
the creature together. It is impossible mental strength of its subjects. The
• Background: to attack Brimstone with a Critical machine looks like a toaster giving
Heavy blasters look like rifles or Blow or Devastating Attack unless birth to a series of tubes and cables,
bazookas. They are almost exactly the attacker is familiar with this with a large metal headset to be worn
like the standard blaster, except for weakness. Brimstone can be de­ by the subject/victim. The Mind Blast
an Effect Value of 8 APs. stroyed by m aking a successfu l level can be set as low as 2 APs, or as
Xtra Heavy Blaster Magnetic Control roll against 30/30. high as 16 APs.
Growth is always on and is reflected
DEx: 0 STR: 0 BoDY: 3
EV: 12
in his statistics above. NEW GOD GADGETS
WAR DOGS
• Background:
DEx: 8 STR: 8 BODY: 10 THE SOURCE
These blasters are the same size as
all others, but the Effect Value is INT: 2 WILL: 1 MIND: 1 DEx: 75 STR: 75 BODY: 75
much higher. • Powers: INT: 75 WILL: 75 MIND: 75
Hand Weapons Claws: 9, Skin Armor: 4 INFL: 75 AuRA: 75 SPIRIT: 75
• Background: HERO POINTS: 500
DEX: 0 STR: 0 BODY: 3
EV: 5
D arkseid's War Dogs were used • Powers:
d u ri n g t h e Oper ation : Lege n d s Omni-Power: 50, Precognition: 75,
campaign. They resemble metallic Recall: 1 00
33
• Advantages: Anyone successfully breaching an a successfu l Action Check using
Leadership Aleph receives 25 Hero Points and a I NFL/ AURA as the AV/EV against an
• Background: vision of the future ( as per Pre­ OV/RV of 6/6 (Mother Box's SPIRIT).
"Serene, omnipotent, all-wise ...the cognition: 25). Only one such attempt may be made
ultimate mystery hidden behind the Mother Box per d ay, while M o t h e r B o x can
final barrier... " are the words Metron transfer Hero Points to her user at
uses to describe The Source. This DEX: 0 STR: 0 BoDY: 7 any time, with no roll necessary for
force has become a major part of the INT: 1 0 WILL: 6 MIND: 6 success. Note that all Hero Points
New God saga. It is said to contain the INFL: 6 AuRA: 6 SPIRIT: 6 spent for the use ofOmni-Power must
ultimate knowledge of the universe HERO POINTS: 75 come from Mother Box herself.
and the Life Equation, two closely­ • Powers: Mother Box can also be repaired by
related concepts. It rests beyond the Danger Sense: 1 2, Life Sense: 6, the user's affection. Treat this as a
Promethian Galaxy, and manifests Omni-Power: 1 1 normal Repair attempt, though no
itself for mortal eyes in the form of a • Advantages: tools are necessary, and the AV/EV is
giant glowing wall. Leadership equal to the user's INFL/AURA.
Because The Source has the Lead­ • Background: Only Characters who are spiritually
ership Advantage, it can pass on a The first Mother Box was created worthy can use Mother Boxes. This
supply of Hero Points to anyone it so by Him on from The Source. Only a few means that only those with heroic
desires. One can commune directly dozen are currently in use. Each Motivations (Responsibility of Power,
with The Source by passing through Mother Box is a free-thinking entity, a Upholding the Good, Seeking Justice,
the Final Barrier located in the l iving computer with i n c re d ible Unwanted Power, or Thrill of Ad­
Promethian Galaxy (although doing power. Mister Miracle, Orion, Light­ venture) can use the box; those with
so requires a Dimension Travel roll ray, and many other New Gods carry villainous Motivations ( Psychopath,
against 75/75). Anyone who success­ their personal models for compan­ Lust for Power, Mercenary, Thrill
fully breaks this barrier adds fifteen ionship and service. Seeker) cannot.
to all of h is/her Mental and Mystical Mother Box is a special Omni­
Attributes, receives 200 Hero Points, Gadget because she can be used over X-Element and Boom Tubes
and becomes an NPC. and over again like a standard gadget. • Background:
Located around The Source are a They range in size from a deck of Another of Himon's discoveries was
number of small pocket-dimensions cards to a small suitcase. the X-Elemen t , d rawn from The
known as Alephs. Many travellers Because M o t h e r B o x h as t h e Source itself. It is an unstable energy
seeking The Source slip in to an Aleph Leadership Advantage she can trans­ force, with no real Physical qualities.
by accident, and mistakenly believe fer some of her Hero Points to her It is used to create Boom Tubes and
that they have achieved their goal user. In addition, through his/her Star Gates which carry the New Gods
( th is once happened to Metro n ) . own affection for Mother Box, the from place to place. With a sample of
Jumping into a n Aleph requires a user can transfer some of his/her the X-Element, the user automatically
Dimension Travel roll against 35/35. Hero Points back to her. This requires has the Warp Power rated at 65 APs
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . and the Dimension Travel Power
rated at 8 APs.
Each use of either of these Powers
slowly depletes the supply of X­
Element. In game terms, this means
you must make a Reliability Check
each time the X-Element is used to
invoke either of these Powers. If this
check fails, the user has run out of
X-Element and c an n ot Warp o r
Dimension Travel until s/he gains
more of the substance. For Darkseid,
this is rarely a problem, having a huge
cache of it hidden on Apokolips; but
Metron is often reduced to bartering
with Darkseid and his minions for
spare X-Element when he runs out.
A Character who possesses a sam­
ple of the X-Element does not have to
c arry it in a physical way; it is
effectively "absorbed" into the Char­
acter's clothing or skin. When it must
be produced, it can appear anywhere
on the Character's person. It can be
seen, but it cannot be thrown, broken,
or felt.

34
Life As a Hunger Dog
......•.........•............••............

Hunger Dogs are the refuse and lifeblood of Apokolips. always immediately exterminated. When discovered, an
Outnumbering all other creatures, they could easily rise agent from Darkseid's forces will be sent to mon itor the
up and crush the forces that hunt them. individual. The spy can take the form of a new recruit in a
But the Hunger Dogs are ruled by fear. Hundreds are rebel group, a stealthy tracker, or a series of cameras. The
killed every day as subjects of new weapon tests. They are monitored Hunger Dog will be used as a weapon or
abducted by the dozens from their filthy homes and example.
streets to be brainwashed into bloodthirsty guards and For instance, an exceptional specimen might have
troops. Darkseid's spies often pose as Hunger Dogs to Charisma, used to bring the "lowlies" together as a group.
flush out rebellion. These poor souls are forced to devote Darkseid's spies would detect this crime and send their
their lives to a master who thinks less of them than the agents. The Hunger Dog could be ordered to preach the
machines that kill them. laws of Darkseid; if he refused, he would be set free and
allowed to continue his illegal activity. When he had
HUNGER DOGS gained enough influence, the agents would assassinate
DEx: 2 STR: 2 BonY: 2 him in public, sending a powerful warning to the rest of
I NT: 2 WILL: 2 MIND: 2 the population.
I NFL: 2 AuRA: 2 SPIRIT: 1 Darkseid looks upon Hunger Dogs with complete indif­
INITIATIVE: 6 HERO POINTS: 0 ference. He would order the death of thousands without a
second thought. To Darkseid, they are mere tools used to
• Skills: build his machines of destruction, breed more soldiers,
Thief (Stealth): 5
and test his new techniques for attaining and securing
• Limitations: power. In other words, Darkseid uses his own version of
Catastrophic Fear of Darkseid
the Anti-Life Equation to learn how to rule the universe
• Equipment: from this small part of the cosmos.
(see Background)
• Motivation: Fear LIFESTYLE
• Occupation: Various
• Wealth: N/ A The daily lives of Hunger Dogs are miserable and
• Background: violent. The majority of their time is spent finding food,
Average Hunger Dogs are weak-willed and sickly. They water, and shelter. All of these necessities are in short
dress in rags, and are dirty, smelly, underfed, and supply, but they have learned over time to find what they
unshaven. Ten percent of all Hunger Dogs will be suffering need. They will often fight for these necessities, since
from some sort of disease; these are usually grouped cooperation is a form of organization to Darkseid and
together in a quarantine compound. thus, a crime.
Each Hunger Dog owns a crude weapon of some sort: a The time spent away from forced labor (the mines and
metal club, knife, or thrown debris (all having BODY: 4, EV: factories) allows Hunger Dogs to build shelters and even­
5). Any other equipment is stolen from Darkseid's forces. tually, homes. They get to know their local Slum Area,
These are usually blasters or hand-held bombs. (See learning of some hiding places, connections to the
Gadgets and Equipmen t for more information.) underground, sources of water, and where to find food;
A few above-average Hunger Dogs have one or two low thus each has an Area Knowledge of Apokolips. The
AP Skills, minor equipment, or higher Attributes than average Hunger Dog avoids rebel groups.
normal Hunger Dogs. They can have Charisma, Artist, Homes
----
Gadgetry, Thief, Vehicles, and/or Weaponry (GM's call), The average home is a three-walled shelter. A Fire-pit is
but the total APs of all Skills should never exceed 8 APs. located inside, but water is found at a community well.
These individuals will be prominent Non-Player Char­ These hovels are never owned for long; the inhabitants
acters among the population, and, unless they disguise rotate with the arrivals and departures of the "re­
their ability, will be relatively well-known to Darkseid and cruitment" Aero-Carriers.
his forces. The best homes are ruinous "apartments" of two or
three rooms. These establishments are secure from the
DARKSEID'S LAW shockwaves of a distant explosion, located far from the
On Apokolips, hope, freedom, and individuality are main streets, and sometimes slightly furnished. Any of the
illegal. So are rebellious activities, organizations of any more luxurious apartments will have an indoor well near
kind (including families, gangs, and friends) and the the Fire-pit. Some have beds made from hides and doors
possession of scientific equipment. Penalty for any offense between rooms; however, even the most civilized home
is death. can be destroyed in an instant by Darkseid's forces.
Hunger Dogs who break the law, however, are not H unger Dog apartments are routinely discovered,

35
searched, and then wrecked. This makes them quite rare. New Thin�s
Food When Hunger Dogs encounter somthing new to them,
Small, harmless, edible animals can often be found. such as a hero, unidentified machine, or new creature,
They all have a grotesque appearance, from multi-legged they will react as a group. Fleeing is the most common
lizards to rodents a few yards long. They taste good reaction, while an attack occurs only if the object has not
enough, though; the Hunger Dogs know how to cook each yet displayed the ability to kill. The group will surround
one to its best flavor. Breeding and raising animals is and grab an item that looks useful, and worship anything
illegal unless the meat is used to feed soldiers. that can move and communicate in some manner.
These reactions are sudden, unamimous, and not
Water
always logical. For example, a huge pack of Hunger Dogs
All drinkable water comes from underground. Wells are rushed on top of Superman when he was suddenly
the standard source in a Hunger Dog slum area; streams transported from Earth. Although he is not an obviously
and springs can only be found in the subterranean "useful" item, they seemed to think he was.
tunnels located far from the heat of the Fire-pits.
REBELLION
Rebellion is illegal but expected. Darkseid's forces are
always hunting for potential rebels to terminate as
examples for the others.
Group Operation
Rebel groups have seven to twelve members. Any group
smaller than this is useless, while larger groups are easily
found and eliminated. They operate from secret under­
ground bases or within ruined buildings, often stealing
weapons and secrets from nearby factories or labs. Rebel
groups avoid detection either by dropping out of sight
completely, or reorganizing in their headquarters only
once or twice a month. Every member knows that he will
die if caught; this makes a rebel's life short, exciting, and
dangerous.
PSYCHOLOGY Operations take the form of terrorist-like attacks.
The minds and attitudes of Hunger Dogs are different Bombs are planted in troop carriers, riots are sparked
from those of normal humans. As a result of being hunted, near weapon factories, and the planet's secrets are stolen
tortured, beaten, and treated like machines or animals, and collected. Any group will know the local underground
their ways of thinking are unlike any on Earth. tunnel network by heart, as well as the name of each
Influence above-average Hunger Dog in the area. Contacts are
The Hunger Dogs are unintelligent and easily influ­ made, and plans are built.
enced. There are large groups that have been brain­ Treachery
washed to complete devotion for Darkseid; these will Each group falls by a traitor and violent attack. If a
happily give their lives to serve their master. Other groups meeting place is discovered, one of the members is
oppose Darkseid, waiting for a chance to rebel against approached and convinced to devote his life to Darkseid.
their ruler. But the majority of Hunger Dogs just want to This member then rejoins the group until Darkseid's
survive. They aren't concerned either way. forces decide to eliminate it. At this point, soldiers,
Hunger Dogs will react to any kind of leadership. When Parademons, and/or the Female Furies (whatever it
Darkseid or his minions address the mobs, they takes) break in and capture the rebels, including the
immediately succumb; but, if a rebellion is incited the traitor. All are tortured and transformed into shock
following day, they will turn in the opposite direction. troops or guards, never to rebel again. This system is
Because of this, Darkseid employs his own spies. The altered slightly for large or loose groups. The end result is
Hunger Dogs' lack of confidence tends to create riots for always the same.
any reason. New installations are always met with a Himon's Ways
swarm of violent Hunger Dogs, and guards are needed for The most famous and successful rebels are those
a few days to beat the crowds back into submission. trained by Him on, the genius scientist of New Genesis. As
Attention and Paranoia the inventor of the Mother Box, discoverer of the X­
All Hunger Dogs avoid attention. They only act in Element, and master of survival, Himon has become the
groups when rioting, so that they cannot be singled out for great underground leader of "criminal" activities.
punishment. Possessing a useful Skill or becoming a Himon's tactics, however, are very different from those
leader are ideas o n ly one percent of them would of the average rebel Hunger Dog group. He teaches his
understand. subjects to love, care, and act with free thought. By
They are also hounded by suspicion. Spies are every­ nature, Hunger Dogs do not understand these concepts,
where and in any form. The most secure headquarters of so Him on's work is. laborious and slow. If discovered, these
rebel groups have been discovered and destroyed as "converted" Hunger Dogs must be eliminated and cannot
public examples, making all Hunger Dogs continuously become soldiers. His groups are eagerly sought by
paranoid. Darkseid's minions.
36
. . . .... . ... . . . . ... . .. . . . ..... . . . .. . . . ..... . . .

There are no known forests, lakes, rivers, or mountains.

Adventuring
Moisture can only gather underground, away from the
Fire-pits. Because of the complete lack of sunlight in the
underground, the only plants on the planet are strains of

on
fungi, algae, and lichen.
Any visitors who do not take precautions will be
detected upon entering Apokolips airspace. New arrivals
who appear immediately on the surface (from a Boom

Apokolips
Tube or similar mode of transportation) are harder to
find. Because Darkseid often expects the arrival of
meddling heroes, the Gamemaster should either have this
information set prior to the adventure, or make an
incident roll, using all modifiers for size, loudness, and so
forth (see the chart under Incidents). Coming from space
is an additional three Column Shift penalty on an incident
roll. A failed roll (no RAPs) means that the visitors have
been spotted and identified.
Creatures
There are many strange and dangerous beasts on and
in Apokolips. The n umber of powerful creature of animal
intelligence is few, however, because the smart ones are
found and enrolled in Darkseid's training schools to
become part of his organization. The duU beast� Wi i't
meager powers are either eaten by Hunger Dogs or
hunted by bored footsoldiers.
The few beasts that survive are vicious killers, in­
stinctive survivalists, and evaders of anyone they don't
want for breakfast.
A few of these creatures are described below. Each
beast is given a threat rating, which in dicates its
viciousness, ferocity, and size to the Gamemaster. If s/he
wishes to create a new creature, it should be classed as a
Major, Minor, or No Threat.

ASH-CRAWLER
DEX: 9 STR: 7 BODY: 1 0
INT: 0 WILL: 3 MIND: 3
I NFL: 1 AURA: 0 SPIRIT: 2
INITIATIVE: 20 Major Threat
• Powers:
En ergy Absorption: 2 1 , Flame
Immunity: 30, Sealed Systems: 20
• Background:
Ash-Crawlers live in and near the Fire-pits. They are
disgusting beasts, three to four feet long, with pinkish
bodies and ten or twelve similarly-colored tentacles.
Ash-Crawlers move by crawling on their tentacles,
often pulling themselves to high areas to ambush their
prey. They are extremely rare away from the pits, but one
to a dozen can be encountered within a quarter-mile of
their homes.
......•........••.•••..•......•......•..•.•..
These creatures live off the heat of the raging fires,
attracted much as mosquitoes are to light. They can also
be found in large numbers near (or clinging to) the
From space, Apokolips looks like a hard, black ball, with furnaces of the underground mines or in the giant boiler
the glowing flames of Fire-pits lighting its uneven surface. rooms of any factory. They live by absorbing heat into
The landscape is a complex maze of ruined buildings and their bodies ( Energy Absorption) to an almost limitless
broken streets. Crumbling structures are contrasted by degree, due to their Sealed Systems and Flame Immunity
gleaming metal installations, all surrounded by fences, Powers. They also enjoy a snack of fresh meat when
trenches, craters, and rusty machines. Every inch of the available.
globe has been built upon, destroyed, and rebuilt, again An attack is always vicious and mindless, with every
and again. effort taken to crush and devour the prey. Killed animals,

37
including humans and Hunger Dogs, will be ripped apart • Powers:
as the creature tries to absorb the heat from its victim's Cling: 7, Stretching: 7, Sealed
skin and blood. Systems: 1 9
On a roll of 1 5 or less, a wounded Ash-Crawler might try • Background:
to hide in an available fire, where it will be safe from most Sluds can be found in the lower levels of ruined
attackers. If the roll fails, the Ash-Crawler will continue to buildings and at the base of rubble-filled craters. These
attack at full force. creatures feed on stray animals and Hunger Dogs who are
looking for salvageable tools. They were only recently
GLOMMER discovered and are assumed to be the product of another
DEX: 1 3 STR: 1 5 BODY: 1 2 of Darkseid's scientists' experiments. Soldiers have been
I NT: 1 WILL: 3 MIND: 5 seen hunting them for amusement.
I NFL: 0 AURA: 0 SPIRIT: 1 A Slud looks like a translucent blob of gelatin, clear
INITIATIVE: 14 Major Threat white or gray-green in color. Two glowing red orbs, its
eyes can be seen in the center. Its body grows by 1 AP of
• Powers: volu � e for every man-sized meal (or four small animals)
Control: 1 3, Ultra Vision: 5 it consumes.
• Background: When a Slud attacks, its skin sticks to the victim as it
Glommers are rare, lizard-like beasts, originating in the slowly sucks its prey into its body in an attempt to suf­
underground of Apokolips. Their bodies are large and focate it. To break free, a Character should use his/her
green, with two powerful forearms and a short tapered STR as the AV/EV against an OV/RV equal to the Slud's
tail; they have no back legs. Their mouths are enormous, STR. Once engulfed (which takes 1 phase for a small
and their eyes are small. animal, 3 phases for a human), the victim loses 1 BODY
A Glom mer is commonly used inside of a Pacifier robot. every phase, unless s/he has the Sealed Systems Power.
There, it is linked to the electronic nervous system of the Unconscious victims are dissolved in the number of hours
machine, allowing the creature to walk about like a equal to their BODY. Equipment is damaged but excreted
soldier in a powered suit. after the victim's body is gone.
A Glommer's normal habitat is among the darkest and
wettest pits in the underground. They are solitary beings Gettin� Lost
that will be sleeping when discovered. Their diet consists
of lichen and mutated fish, but they can easily be taught to When travelling across the dismal urban landscape,
eat fresh humanoid meat. heroes can easily get lost. The Gamemaster should make a
If attacked, a Glommer will fight until its BODY reaches 5 roll after every hundred yards of travel, using each
or less. At this point, it will retreat to the depths. Its first Character's INT as the Acting Value and WILL as the Effect
attack is always a Physical one,· made with its mouth, and Value. The OV/RV is 5/2, with the RAPs equal to the
then followed by a Grappling Attack with the tail. In most distance the Character can travel before another roll is
cases, the large mouth will completely cover the victim's required. A failed roll means the hero is lost, and
head and shoulders, negating normal vision, speech, and Gamemasters should accurately depict this disadvantage.
hearing. There is safety in numbers; all but one Character can fail
On the second and further phases after a successful the roll, and still no one will be lost.
mouth attack, the Glommer's Control Power is used. This Hi�h Speeds
Power causes the victim's nervous system to lose control,
High speed travel requires agility. It is hard to navigate
any RAPs being subtracted from the victim's DEx. The
from the air due to the rough terrain (skewed pipes,
Character will find his/her muscles spasming, and many
twisting alleys, and walls will suddenly present themselves
Powers will be activated on their own.
in the paths of flying travellers). Quick chases on foot can
For every phase the Glommer's mouth is around the
also be dangerous due to pits, craters, loose debris,
victim's head and a successful Control roll has been made,
sudden dead ends, and so forth.
the Gamemaster must roll using the APs of Control ( as
When Player Characters are moving at any speed faster
the AV/EV) and each of the victim's Powers, DEX, and STR
than walking, the Gamemaster should subtract 2 APs
as the OV/RV. For every roll that fails, that Attribute or
from all movement rates ( 1 /4 Speed).
Power goes "out of control": all Powers activate
themselves (with disastrous effects such as random Incidents
Energy Blasts or mind-numbing Telepathic scanning), Heroes will encounter many natural hazards and not­
DEX drops to zero (a total loss of muscle control), and STR so-natural beings on Apokolips. As long as the heroes are
drops to zero (with the appropriate loss of combat on the planet, the Gamemaster can make continuous
damage and lifting/throwing ability). All control ( and full checks to determine if an "incident" occurs.
AP values) will return one hour ( 1 0 APs) after the An incident is any unplanned event that relates to the
Glommer lets go. Player Characters, but does not immediately relate to the
SLUD
plot. An incident is anything that can affect the heroes,
such as an attack from a creature, riot, or fire, distant
DEx: 8 STR: 1 0 BODY: 1 5 Parade�on scout parties, or the discovery of an impor­
I NT: 0 WILL: 1 MIND: 1 tant item.
I NFL: 1 AURA: 1 SPIRIT: 1 To determine if there is an incident, the Gamemaster
INITIATIVE: 9 Minor Threat should use the Character's abilities as the Acting and

38
Effect values; personal Skill will determine who the heroes Pollution/Weather
find or who finds them. If they are trying to locate Weather and pollution are one and the same on
someone or something, or get to a specific place, the Apokolips. Smoke from mines and factories, radiation
lowest INT and WILL in the group should be used for the AV from space, the heat of the Fire-pits, and the broken
and EV. If the heroes are moving while trying to avoid landscape have destroyed any real weather patterns.
detection, the Gamemaster should use the lowest DEX Wind is broken by the high buildings and canal-like
and WILL as the AV and EV. Any anti-detection Power or streets; the Fire-pits have created a single, sticky climate;
Skill (such as Invisibility) can also be used in this and precipitation comes in the form of acid rain or clouds
situation, with the APs used as the AV/EV. of dust.
The Gamemaster is encouraged to make an incident There is only one climate on Apokolips, giving the entire
roll every fifteen minutes (8 APs), increasing or de­ planet a constant temperature of 65 to 70 degrees
creasing the frequency of these checks according to the Fahrenheit. Warmer temperatures can be found near the
party's strength and the tone of the adventure. Fire-pits or from heavy machinery such as the smelting
The Opposing and Resistance Values range from 5/5 for cauldrons in the mines. These areas are uncomfortable
passive, low-violence areas, to 1 1 / 1 1 for riotous areas with heat, sometimes fatally so.
such as Armagetto. Each roll will have Column Shift There is neither wind nor storms on Apokolips, except
penalties. for those created by Darkseid's minions. On a few
CS Penalty
occasions, a tornado-maker or similar weapon has been
Condition
+2 tested, often leveling a few square miles of the landscape.
Heroes are extremely loud
Very active (combat, construction, etc.) +3
Party size: ten or more, or any full-size vehicle +1
Brightness (the use of Flame Project, Flash, etc.) +2

Incident Types
The RAPs determine the degree of threat for the
incident, the worst being 0 RAPs; 1 0 RAPs means there
was no incident or it was a favorable one. For example:
Incident Type RAPs
Parademon attack group None
Major experimental disaster None
Infantry "peace-keepers" 1
Robot Patrol 2
Creature, Major Threat 2
Infantry "attack" force 2
Dog Cavalry unit 2
Patrol vehicle, ground 2
Creature, Major Threat 2
Creature, Minor Threat 3
Harmful pollution cloud 3 Changes in weather come in the form of pollution
Evil Eye/Sound Shark 3 clouds. They settle on an area, then begin to move across
Rioting Hunger Dogs 4 the landscape very slowly. Eventually they evaporate,
Diseased Hunger Dogs 5 leaving minor but widespread damage.
Indifferent Hunger Dogs 6 Light Clouds are made of dust and harmless pvl!utants.
Helpful Hunger Dogs 7 Each takes one day ( 1 5 APs) to form and is about 1 fi to 20
Rebels or minor NPC 8 APs in volume. It will settle for two to ten days, then slowly
Major helpful NPC 9 disappear. Once it has settled, the cloud obscures vision
to half that of normal Range and lowers the temperature
by 20 degrees. It has no other effects.
Playing Incidents Thick Clouds can only form within a mile ( 10 APs ) of a
When an incident occurs, the Gamemaster must answer factory, mining area, or Fire-pit. Each begins as a light
several questions. H ave the heroes noticed the en­ cloud, but becomes dangerously thick on the second day
countered group, or will they be surprised by a sudden ( 1 5 to 20 APs in size). A thick cloud lasts for seven to
attack? What is the distance between the two groups? If a twelve days, reducing the local temperature by 50 degrees
disaster or collapse has occurred, what happens to the and cutting vision to one quarter standard range ( -2 APs ).
heroes? How can they avoid it? When the thick cloud's duration is over, it becomes a light
Many encounters with living things will require an pollution cloud for a day, then evaporates completely.
initial reaction between them and the heroes; see the Acid Rain is rare on Apokolips, occurring only once or
descriptions for creatures, Hunger Dogs, and Darkseid's twice a year. A storm of this type will cover a volume of 1 6
soldiers for details. All soldiers will report their fmdings to t o 22 APs and will last for only one hour ( 10 APs). The
the communication network. If the heroes are particu­ clouds build quickly, without warning or hindrance of
larly tough or well-known, reinforcements will soon normal vision. They are thick and gray, often mistaken for
arrive. light pollution clouds, until the murky rain burns skin and

39
clothing upon contact. longer a Character is exposed to a disease, the sicker s/he
Anyone caught in acid rain takes a Physical Attack The gets. If the Character avoids contact with carriers, the
Acting and Effect Values are the APs of time the Character disease does not immediately worsen.
has been exposed. (The maximum AV/EV should not Damage from disease can only be Recovered through
exceed 7 /7.) Shields and shelter also take damage at the Resting Recovery or the use of a Power. This loss cannot be
same rate; however, if the exposure is interrupted by healed by other Recovery Checks. For example, a
shelter of some kind, the AV and EV return to zero. Character suffering 4 RAPs from a virus and 7 RAPs of
For example, an unprotected Hunger Dog (DEX: 2, BODY: BODY damage from the last brawl can Recover a
2) is caught by a sudden acid rain storm. After two phases maximum of 7 RAPs through Bashing Recovery. The
( 1 AP of time), he must resist a Physical Attack by an damage from an illness, however, is not easily healed
AV/EV of 1 / 1 . The roll fails, and he runs for shelter. It overnight; for every day the Character retains the disease,
takes him 2 APs, 1 5 seconds, to get under a stretched the Gamemaster should add a Column Shift ( + 1 ) to the
cloth in an alleyway. The Gamemaster rolls another Opposing Value for Recovery Checks. This causes the
attack, this time with an AV/EV of 2/2. The roll is sickness to worsen with time while the RAPs of BODY
successful, and the Hunger Dog takes 1 point of damage to damage decrease.
his BODY. If he gets under the cloth, he is safe for the An example: The Batman and Robin have arrived on
moment. But the rain will get through a blanket almost as Apokolips after chasing Sleez through a Boom Tube. The
fast as skin ... slimy villain has escaped, and the Dynamic Duo arriV,e to
An acid rain cloud will move at a speed of 1 or 2 APs. To explore the avenues of Armagetto. They encounter a
come up with a surface distance of a cloud with a volume sickly band of Hunger Dogs, all suffering from a viral
of 15 to 22 APs, subtract 13 APs. For example, a 20 AP ·
infection called Purpleblotch. The disease causes its
cloud has a surface (street-level) diameter of 7 APs. This victims to break out in purple skin-sores, in addition to
distance is needed when Hunger Dogs wait out the storm standard health loss.
from a secure shelter, or when a hero must escape the Purpleblotch has an AV/EV of 3/6. The Duo is at
rain by running in the opposite direction that it is moving. medium range (distance APs AV - 3) from the group, but
=

Harmful Pollution Clouds consist of dust, gases, and not close enough to touch (no modifier). The Batman's
deadly chemicals. There are three types: poison inhalation skin is covered ( + 1 to OV); Robin's bare legs cause him to
clouds, poison contact clouds, and a combination of both. lose that advantage.
The inhalation clouds form from the pollution made by The Gamemaster rolls a 1 5 for the Batman and a 6 for
Darkseid's secret labs and power installations; the skin­ Robin. The Caped Crusader suffers 1 RAP loss to his BODY.
burning contact clouds are usually formed from a violent If he removes his glove, he will notice the thick purple
accident in one of the installations. spots. The Gamemaster rolls again, in the next and
The forming time, size, and so forth for harmful further phases, as long as the heroes are exposed to these
pollution clouds are identical to those of thick or light carriers. If they leave, Robin will still have to avoid
clouds. Their harmful aspects will not be obvious until the contracting the disease from the Batman.
victims feel the chemicals attack their bodies. The Gamemaster may want to create a special disease,
A Character in a poison inhalation cloud is attacked by with effects beyond a simple subtraction of BODY. In this
a Poison Touch with the AV/EV ranging from 3/3 to 8/8 case, an effect such as a withered limb or loss of hearing
versus the Character's OV/RV of BODY/BODY. This attack occurs after a period of time in which the disease is still
is rolled every phase. Sealed Systems can be used as the retained. For example, leprosy might have an AV/EV of
Resistance Value, and a more rudimentary protection 2/4, with a loss of hair after two days, and a crippled limb
such as a cloth over the face or gas mask will offer Column every other week Any effects will create restrictions on
Shift bonuses from + 1 to +3. Systemic Antidote can be the Character, from lowered STR due to a weak arm, to
used as well. complete blindness. For any disease with damaging
Disease effects, the Gamemaster must determine all penalties for
each effect.
Disease and illnesses come in many forms on Apokolips.
They are not very common because the majority of the
population, the Hunger Dogs, can resist the average Disease Modifiers
malady. Darkseid and his minions, however, will create a Use the following modifiers for each roll. Column
disease from time to time and test it in a small section of Shifts apply to the exposed Character's Opposing
the planet. From these tests, new strains of illness emerge, Value and are cumulative.
contracted from wandering creatures, contaminated Long range from carrier
water, or an infected area. (distance APs = disease AV - 2): . . . . . . . . . . . . . . . . . +2
To contract a disease or disorder, the Character is
Short range from carrier
exposed, and the Gamemaster rolls for infection. Every
illness has an AV/EV from 1 / 1 to 8/8, versus the (distance APs = 4 ): . . . . . . . . . . . . . . . . . . - 1
disease AV -

Character's BODY/BODY. Systemic Antidote (if applicable) Physical contact with carrier: . . . . . . . . . . . . . . . . . . .-1
.

is added to the RV. A roll is made every phase the Skin covered while exposed: . . . . . . . . . . . . . . . . . . . . + 1
Character is exposed. Mouth covered while exposed: . . . . . . . . . . . . . . . . . . + 1
RAPs, if any, are subtracted from the victim's BODY. Consumed contaminated substance: . . . . . . . . . . . . . . -2
Once infected, the Character continues making Resis­ In quarantined area: . . . . . . . . ................. . . . -3
tance rolls during the time that s/he is exposed. Thus, the

40
How to Use This Book
This book is a supplement for use with the DC Heroes Role­ Adventure Structure
Playing Game, Second Edition. All the statistics and game
Adventures are divided into the following four sections. In any of
mechanics contained herein conform to the rules and guidelines
these sections, italicized text is meant to be read directly to the
fo r play presented in the Second Edition boxed set, except
Players.
where spec ifically noted in the text.
Gamemaster 's Introduction: This section provides the GM

Types of Modules with information needed to run the adventure.


Characters: I n formation concerning both Players' and Non­
This book is one of several different types of gaming modules Player Ch aracters will be found in this section . Occassionally,
that are available for use with the DC Heroes Role-Playing only modifications to previously published Character informa­
Game. The specific type can be found on the upper left-hand tion and Hero Points may be listed. See the full description in Lhe
corner of the front cover, and will be one of the following: Background/Roster Book in the Second Edition boxed set for
Sourcebook: A sourcebook contains game-related and back­ the rest of that Character's statistics.
ground material on a certain subject relating to the DC Un iverse, Encounters: The bulk of an adventure is a series ofEncou nters
most often a specific group of heroes, a certain location, or a which make up the adventure's storyline. That is, Characters go
special genre. Gamemasters who prefer writing their own from situation to situation, each of which is represented by a
adventures will find sourcebooks especially helpful, since in separate Encounter. Each Encounter is divided into fou r
addition to Ch aracters' statistics, sourcebooks contain histor­ sections: Setup, Players ' Information, GM 's Information, and
ical, organizational, and reference material about the source­ Troub leshooting. Brief descriptions, including maps, game
book's subject. mechanics, and incidental Character locations, are often
Adventure: An adventure contains a full-length scenario for included in the Encounters.
play with a certain hero, heroes, or teams of heroes. Adventures Endgame: This explains the outcome of the adventure and the
for individual heroes are called One-On-One adventures and are awards given to the Players. Consequences of incomplete or
intended for only two players, one of whom acts as Gamemaster. failed adventures are also mentioned so that the GM can design
Match-Play: A Match-Play adventure is also designed for two further scenarios if desired.
players, but features a unique system whereby each player
alternates between playing a hero and Game mastering for his or
her partner.
Solitaire: A Solitaire is an adventure for one player, where the Abbreviations
book acts as the Gamemaster. AP(s) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attribute Point(s)
AURA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aura Attribute
AV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Acting Value
Changes From Previously Published Materials BODY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Body Attribute
There are certain Characters whose statistics are somewhat CS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Column Shift(s)
different in this book from those given in DC Heroes Role­ DEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dexterity Attribute
Playing Game First Edition mod ules, the Background/Roster D l O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ten-Sided Die
Book, and/or previous Second Edition modules. This is because EV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Effect Value
of the constantly-evolving nature of the DC U n iverse, and new GM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gamemaster
developments which have occured in the Character's comics. HP(s) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hero Point(s)
For exllmple, a Character may h ave gained a new Power or Skill, INFL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Influence Attribute
and that new ability is now included in his or her statistics. INT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Intelligence Attribute
Some Power descriptions in this book may also be different MIND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mind Attribute
from other descriptions of the same Power. These differences N/A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Not Applicable
reflect an updated perception of how these Powers work in the NPC(s) . . . . . . . . . . . . . . . . . . . . . . . . . . . Non-Player Characters
DC Universe. OV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Opposing Value
The Gadgetry rules have been modified from the First Edition RAP(s) . . . . . . . . . . . . . . . . . . . . . . . . Result Attribute Point(s)
of the DC Heroes Role-Playing Game and the Hardware RV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Resistance Value
Handbook. Most of the changes should be self-explanatory, with R# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reliability Number
the following exceptions: SPIRIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spirit Attribute
A Gadget whose name is in all capitals (BA'ITLE SUIT, STR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Strength Attribute
AUTOMOBILE) cannot be taken away in combat, while WILL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Willpower Attribute
Gadgets whose names are in upper- and lower-case letters 2D10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Two Ten-Sided Dice
(Pistol, Radio) can be taken away in combat. A Gadget with
italicized Attributes ( STR, BODY) can substitute its APs of the
Attribute for its user's APs of the Attribute in all situations, while
non -italicized Attributes (STR, BODY) can only be substituted for
A Word About Grammar
the user's Attributes in certain situations, depending on the The male pronoun ( h e, h is, him) is used i n this book as a
nature of the Gadget. I f a Gadget does not possess Mental third-person singular in many instances. This usage is intended
and/or Mystical Attributes, it is immune to Mental and/or as a neuter term, and should be read as "he or she, his or her, him
Mystical Attacks, respectively. The R# listed in a Gadget's or her" in all instances where it is used to imply a generic person.
statistics represent its Reliability Number. Gadgets with no R# The use of the male pronoun is not intended to exclude women
listed are considered to h ave a Reliability Number of 0. If a Player from this game or to suggest their exclusion.
rolls the Gadget's R# or lower while using the Gadget, the
Gadget immediately breaks down and must be repaired.

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