DC Villains

DESPERO

F- RM (30)
A- RM (30)
S- UN (100)
E- UN (100)
R- PR (4)
I- GD (10)
P- IN (40)
H- 260
K- 54
R- RM
P- (-30)

Powers: Mind Blast MN
Regeneration EX
Body Resistance AM

Despero's strength and mental capacity were increased when he entered the legendary Flame of Py'tar. But exposure to the flame also cost him much of his mental capacity. Although Despero was once a great strategist, he is now quick to adopt a "trash-and-burn" attitude. He now relies almost exclusively upon his brute strength and rage, with the occasional help of a mental blast from his third eye.

Despero was once a genius who possessed psychic abilities controlled by his mutant third eye --- among them the ability to control other beings mentally; create illusions; read minds; regenerate; teleport; project psychic blasts; lift objects telekinetically; and communicate telepathically. Despero was highly trained in the use of all these abilities and made extremely effective use of them in combat.

F- EX (20)
A- EX (20)
S- EX (20)/AM (50)
E- IN (40)
R- IN (40)
I- RM (30)
P- MN (75)
H- 100
K- 145
R- RM
P- (-30)

Powers: Mind Control MN
Growth - Atomic Gain RM (40 feet max height; +2CS to be hit; TY (6) body armor)
Illusion Casting MN
Mind Blast UN
Mental Probe SH-X
Regeneration FB
Telekinesis UN
Telepathy SH-X
Teleportation GD (2,500 miles)
Teleport Others GD (2,500 miles)

Talents: Engineering, Repair/Tinkering.

HISTORY: Despero has a long history of conflict with the Justice League. He is a truly evil being whose only goal is the maximization of his own personal power at the expense of every living thing he encounters. His hatred of the League led him to undergo a ritual pertaining to the Flame of Py'tar, which transformed him into a massive creature powerful enough to hold his own against the entire Justice League.

For a time after this transformation, he lost much of his intellect and was incapable of verbalizing much beyond "Haaaaaaate!" Despero did eventually regain his intelligence, though he was without a physical form for a time, and was forced to inhabit various bodies as he battled Supergirl and Young Justice.

Eventually, Despero's psychic form coalesced on the Abyssal Plane, a dimension nestled between the cracks of reality. There, he encountered the JSA's arch-foe, Johnny Sorrow, who had likewise been sundered from the physical world. In a cauldron of hate, the two united against the heroes of the JLA and JSA, embarking on a plan to unleash the Seven Deadly Sins into the modern world. Despero masqueraded as the President of the United States for a time, using his abilities to control others to force much of America's military to fight on his behalf.

Eventually, the two hero groups united and managed to overcome their adversaries. Despero, who had been inhabiting President Luthor's body, was exorcised and taken into custody alongside Johnny Sorrow. Despero once more has a physical form, however, and can be expected to return to wage war on the JLA and Earth at any time.


VANDAL SAVAGE

F- IN (40)
A- RM (30)
S- IN (40)
E- IN (40)
R- IN (40)
I- IN (40)
P- IN (40)
H- 150
K- 120
R- AM
P- (-40)

Powers: Dimension Travel RM
Resistance to Disease & Toxins MN
Regeneration IN

Recovery
Vandal Savage recovers from losses of Endurance ranks at a rate of one rank per day, and makes a power rank feat roll to regain the lost rank.

Immortality
Savage is nearly Immortal, not aging, and all but immune to disease. If subjected to traumatic injury, however, he can die.

Vandal Savage has regained the use of various superhuman power's that he had lost earlier. The most notable of these is vast superhuman strength. He also possesses an ability to create interdimensional warps. Before regaining these powers Savage's Strength was Good and he could not Dimension Travel. Savage renews these powers by drinking human blood. If he fails to drink the blood at least once a month, the powers fade away.

Talents: Leadership, Melee Weapons, Martial Arts A, D, E, Detective/Espionage, Engineering, Military, Occult, History, Political Science, Psychology, Business/Finance, Sociology, Languages.
Contacts: Business Community, Illuminati.

VELOCITY-9

Velocity-9 is a drug Savage invented to combat his arch-enemy, the Flash. Anyone who takes the drug aquires Hyper-Running at IN rank, but must make a Psyche feat roll vs. IN intensity to avoid developing an addiction to the drug. Should the user become addicted, they must keep taking additional doses every 48 hours or die.

The addiction can be treated with the Medicine talent. An EX intensity feat roll is needed and treatment takes roughly one month and requires proper facilities.

V-9 BACKGROUND: Shortly after the Soviet super-speed trio Red Trinity defected to the U.S. and opened a business as Kapitalist Kouriers, a rash of hyperspeed robberies began taking place. When one of the Kouriers was himself attacked by two hyperspeed hijackers on foot, an associate of the man who had hired him, mob boss Nick Bassalgia, decided to contact the Flash for assistance.

The thefts were being carried out by addicts of a new drug called Velocity 9. By speeding up the metabolism, it gave the user superspeed near that of sound for brief periods of time. It also caused massive dehydration, rapid aging, severe exhaustion... and instant, intense addiction. Vandal Savage, producer of the drug, began recruiting people suffering from Rubinstein-Barre syndrome ("yuppie disease") who were bored with their otherwise successful lives. His intent was to recruit and addict those who actually ran society - stockbrokers, lawyers, etc. - control them through the supply of the drug, and through them control New York City.

Bassalgia, meanwhile, had recruited a somewhat naive Dr. Bortz to work on synthesizing his own supply of Velocity 9. Before he could succeed, Savage moved to take over his heroin distribution network. Together, they captured the Flash and injected him with Velocity 9, canceling out his powers. Bortz, forced to inject Wally with another dose, instead injected Savage, who ran away at superspeed and disappeared for some time.

Although the supply of Velocity 9 dried up immediately, the problem remained for months as junkies with isolated supplies and those who somehow managed to slow down the rapid aging continued to pose a threat. Eventually, the problem faded into the background...

...Until a rash of super-speed petty theft hit the streets of New York. This time aimed at teenagers, Savage had begun distribution of a new variant, Velocity 10. Rather than the advanced aging caused by the original variety, Velocity 10's major withdrawal effect is to cause different parts of the body to metabolize at different rates. Savage's goals this time around remained unclear, though it may have been be connected with a campaign to disrupt the Titans.

First Appearance: Green Lantern #10
Original Name: Vandar Adg
Aliases: Genghis Khan, Julius Caesar, Khafre, many others
Occupation: Conqueror
Former Occupations: Tribal Chief, Pharaoh, King, Warlord, Royal Adviser, Court Physician... you name it.
Base of Operations: Mobile
Group Membership: Illuminati, Tartarus
Former Group Membership: Injustice Society of the World
Height: 5' 10"
Weight: 176 lbs.
Hair: Black
Eyes: Brown

HISTORY: He is one of the world's most evil men, and truly one of the few super villains to battle a who's who of super heroes. Vandal Savage is a Cro-Magnon man, who was given immortality and enhanced intellect when he encountered a mysterious meteorite. Several heroes have faced Vandal Savage throughout the ages: The Immortal Man, The Resurrection Man, the original Green Lantern, Hawkman, The Flash, The Ray, Superman, both The Justice Society of America and the Justice League of America, and The Titans.

In prehistoric times, a meteorite struck near two cro-magnon tribesmen, Klarn and Vandar Adg, bathing them in radiation. Vandar Adg became immortal, free to exercise his dark desires for an eternity, while Klarn was to be reincarnated over and over to fight evil as the Immortal Man (not to be confused with Resurrection Man).

Vandar Adg was not content to merely watch civilization grow up around him; he needed to shape it. He came upon the city of Atlantis, a technically advanced magic-oriented civilization in a time when most people were still hunter-gatherers, and began collecting allies who sought power and wealth. They worked toward the fall of Atlantean civilization and the rise of one which they could control. Thus was born the Illuminati.

Over the years, Adg would rule many civilizations, sometimes openly, as when he ruled Egypt as the Pharaoh Khafre (he also claims to have been Julius Caesar and Genghis Khan, but these have yet to be substantiated), other times behind the throne as influential court advisers to leaders such as Napoleon and Bismarck. Throughout it all, he would manipulate those realms he did not directly control through the pervasive influence of the Illuminati.

In recent decades, taking the name Vandal Savage, he has had to turn an increasing amount of effort to keeping the world's super-heroes from interfering with his plans. From early clashes with the original Green Lantern and the Justice Society of America in the 1940s (which led him to form the Injustice Society of the World) to battles against three generations of Flashes, the Justice League, and the Titans, Savage will use either sorcery or science, depending on what best suits the task.

Years later, Savage took his revenge by capturing many members of the then disbanded Justice Society, only to be thwarted by the first and second Flashes. The Justice Society decided to resume its activities as a result of this misadventure. Still later, Savage discovered that he was beginning to age, and manipulated the two Flashes into retrieving the fireball that had granted him his immortality. Since then Savage has not only recovered his immortality, but he has also regained other superhuman powers that had faded many years before.

One of his newer tactics has been control through drugs; his production of Velocity 9, a highly-addictive super-speed drug, nearly gained him control over New York through addicting stockbrokers, lawyers, and others who keep the economy running (Flash #12-18, 1988). Some time later, he decided to eliminate the entire drug trade by flooding the market, driving the street price down below profitability. Most recent has been a refinement of Velocity 9, called Velocity 10.

Savage's immortality has waned from time to time. Finding he had begun to age, he tricked the first and second Flashes into recovering the original meteor for him (Flash #215, 1972). In addition to restoring his youth, he also regained lost superhuman strength and some of his sorcery. Later, after a traitorous underling injected him with Velocity 9, he started aging rapidly. Luring the third Flash to his headquarters, he shot his enemy in the heart at point-blank range. The Flash was kept alive and healed by the Kilg%re, and he brought the Immortal Man's latest incarnation to what appeared to be a final confrontation.

Savage survived, of course, somehow rejuvinated once again. He uses his myriad descendents as spare parts, kidnapping one whenever an organ or limb is damaged beyond repair (although he has dabbled in cloning techniques to generate replacement organs), and renews his powers by drinking his enemies' blood. He continues to scheme for control in the modern world, sometimes alone or through the Illuminati, other times allying himself with others. All indications are that he will live for thousands of years more, though his hair will go white by the 853rd Century (DC One Million, 1988).


DOCTOR DESTINY

John Dee

F- GD (10)
A- GD (10)
S- GD (10)
E- EX (20)
R- IN (40)
I- EX (20)
P- IN (40)
H- 50
K- 100
R- N/A
P- (-30)

Equipment: Materioptikon
RM material strength
Range: 32,000 miles

This device has the ability to create reality from the fabric of dreams. The device can only mimic powers and abilities up to UN rank that can be pulled out of the dreams of an intelligent creature within 32,000 miles of Doctor Destiny.

Dream Control UN
Destiny can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation. (See the Reality Alteration Power, but within the scope of the Dreamscape).

Dream Manipulation UN
This is a trivial form of Dream Control. Destiny can enter the Dream World, and manipulate the energies in a pocket dreamscape to his whim. This power functions like a temporary minute form of reality manipulation, while within the Dream World.

Dreamtravel UN

The Justice League has used various ways of tracking down Doctor Destiny and the use of the Materioptikon. Green Lantern (Hal Jordan) created a Psychar to isolate psychic vibrations from the general psychic undercurrent. Hawkgirl built the Cerebrumeter, based on the Absorbascon, to detect concentrations of delta-wave radiation. John Stewart also was able to detect delta-wave radiation with his power ring.

Dreamstone Ruby
AM material strength
Magical Power Simulation CL. 1000

The ruby's actual owner is the Sandman, ruler of the Dream Dimension. Doctor Destiny used the ruby to power his Materioptikon. He manipulated the Dreamstone, forcing flaws and adding circuitry, until it was attuned to him and not the Sandman. Morpheus was imprisoned by the Daemon King at the time, and was unaware of what Destiny was doing and unable to stop or prevent it.

Anti-Gravity Device
EX material strength
Gravity Decrease AM
Chameleon RM

Doctor Destiny used these items in his first encounter with the Justice League. He captured Green Lantern, impersonated him, and infiltrated the JLA.

Talents: Actor, Engineering, Dreams, Dream Manipulation, Hermetic Philosophy.
Contacts: Arkham Asylum.

First Appearance: Justice League of America #5 (June-July 1961)
Height: 6'1"
Weight: 171 lbs.
Eyes: Red
Hair: none

Background: Doctor Destiny was once a petty criminal scientist who used his genius to create astounding devices for crime. He was a failure until his mother, Ethel Dee, gave him the Sandman's Dreamstone.

Originally, Dr. Destiny was a normal man, inventor of an anti-gravity device he used to infiltrate the Justice League of America. Unmasked and defeated by the JLA Destiny spent his time in prison constructing his Materioptikon (since revealed it was stolen from Morpheus, the Sandman), a device that made dreams a reality. Again, he attacked the Justice Leage with his device and again he was defeated.

Thereafter, he learned to affect the dreamworld directly with his mind and created a dream Materioptikon to replace the tangible evidence the JLA had destroyed. Again he was defeated. To prevent Destiny from using his extraordinary mental powers against them again, the Justice League sent a psychiatrist to Destiny's cell, and through hypnotic suggestion he ruined Destiny's dream Materioptikon.

Unfortunately, he also inadvertently robbed Destiny of his ability to dream. His nights became a constant torture, for all people need to dream - and Destiny could not. By the end of his prison term, Doctor Destiny had completely wasted away. He'd lost his hair, his skin had turned waxy white, and his body had shriveled. He was left with madness and a driving ambition to destroy the Justice League.

Working for months, he recreated his Materioptikon, improving the device and fashioning it into a ruby clasp at his neck. Then, using the ruby, he invaded the dreams of the various JLA members. Despite his improved powers, the JLA defeated him again.

When his mother died, he escaped, reclaimed the ruby, and used it to initiate a psychopathic rampage. The Sandman, recently freed and searching for his stolen artifacts of power, could not stop Dee until the psychopath decided to leech al lthe Sandman's power into the ruby and destroy the gem.

The destruction of the Dreamstone returned all its power back to the Sandman, including power the Lord of Dreams had been without for millenia. The Sandman took pity on Destiny, removed the blocks that were keeping him from dreaming, and returned him to Arkham Asylum.


DR. ALCHEMY

F- TY (6)
A- GD (10)
S- TY (6)
E- GD (10)
R- EX (20)
I- GD (10)
P- GD (10)
H- 32
K- 40
R- GD
P- (-20)

Talents: Alchemy, Chemistry, Occult, Runesmith, Repair/Tinkering.
Contacts: Flash's Rogues' Gallery.

Equipment: Philosopher's Stone
IN material strength
Telekinesis EX
Magic Detection EX
Elemental Conversion UN
Molecular Conversion UN
Enchantment UN

Trasmutation only affects elements that are 90% pure, such as Gold, Lead, Iron, Oxygen, and Hydrogen. Because of this the human body is not directly affected. He uses the stone to change the elements of his opponent's bodies. He once changed the Flash into a being of water vapor.

HISTORY: A legendary supernatural object with the power to transmute the elements. It is more of a gem then stone, but it glistens with a magical light revealing its enchantments.

One fragment of the Philosopher's Stone was found by Dr. Albert Desmond, who used it to become the super-villain Dr. Alchemy (I). (It was also used by his "followers", Dr. Alchemy II and III.) Another fragment of the stone was in the possession of Jason Blood and once transformed Morgaine Le Fey into an Egyptian-style mummy. Still another fragment has been seen in the weapon collection owned by the Scavenger (II).

Although Lex Luthor once possessed a powerful object he called the "Philosopher's Stone", this was not the real thing, but a camouflaged Worlogog - Metron's "map" of time and space from the 853rd century.

Real Name: Albert/Alvin Desmond
Alias: Mr. Element
Known Relatives: Rita (ex-wife), Mr. and Mrs. Peter Desmond (parents)
Occupation: Scientist
Former Occupation: Financial Consultant, Criminal
Group Affiliation: The Rogues
Base of Operations: Central City, Missouri
First Appearance: (as Mr. Element) Showcase #13 (April 1958); (as Dr. Alchemy) Showcase #14 (June 1958); (Alvin) Flash (first series) #287 (July 1980)

BACKGROUND: Albert Desmond suffered from a split personality, his dominant side being a decent citizen, and his alternate personality darker and criminal. Inspired by his interest in chemistry, he became Mr. Element, using his knowledge of chemistry to commit his crimes and escapes (Showcase #13, 1958). After being apprehended by the Flash, he learned that his cellmate's "lucky stone" was actually the famed Philosopher's Stone*, which granted its bearer the power to transmute elements. He escaped prison, found the stone, and began a second criminal career as Dr. Alchemy (Showcase #14, 1958).

Eventually, Desmond's good side became dominant again. He abandoned his life of crime, married, became a friend of Barry Allen's, and yet every once in a while he would face the lure of his evil side. Soon, however, a new Dr. Alchemy surfaced, revealing himself to be Alvin Desmond, who claimed he had a psychic link with Albert Desmond such that he became evil when Albert became good (Flash (first series) #287-289, 1980). This "psychic twin" impersonated the original Dr. Alchemy several times, and Albert would sometimes battle him as Mr. Element.

Now divorced, Albert moved to a house on the outskirts of Central City to pursue scientific experiments. The last time Alvin tried to impersonate him, it was revealed that Alvin was not a "psychic twin" at all, but a construct generated, complete with false memories, by the Stone itself in response to the submerged evil in Albert's psyche. Once he was able to recognize and accept that part of himself, the threat of "Alvin" was eliminated (Flash (second series) #41).

The Stone itself, however, is another matter. S.T.A.R. Labs obtained it, intending to use a fragment of it in a microscopic medical computer. Dr. Curtis Engstrom, an advisor on the project, stole the computer and the Stone, but didn't learn how to use it until after he'd been arrested. Once he escaped, he donned a costume similar to Dr. Alchemy's and went after his former cellmate, who had stolen the microchip from its hiding place. Engstrom was defeated, and Alchemy went missing until recently. Returning to Keystone City after hearing about the disappearance of the Flash. Dr. Alchemy started attacking the public until the Dark Flash attacked him. Alchemy was zapped uncouncious, but woke up and joined the rest of the Rogues in the creation of Replicant, but then disappeared. The original Dr. Alchemy, Albert Desmond then returned, but was imprisoned in Iron Heights, by Desmond said that it was the perfect place to continue his studies on matter transformation. Recently, Dr. Alchemy's jail cell was broken open by a one of Gorilla Grodd's mind controlled apes. Alchemy was able to turn the gorilla into glass before going back to finish his book. Later, Dr. Alchemy finished reading and left Iron Heights, intending to find more books to read on matter transformation.


BRANIAC

F- RM (30)
A- RM (30)
S- MN (75)
E- UN (100)
R- SH-Y (200)
I- RM (30)
P- UN (100)
H- 235
K- 330
R- UN
P- 0

Talents: Engineering, Robotics, Computers, Space Vehicles.

Equipment: Space Ship
CTRL: AM
SPEED: CL. 5000
BODY: UN
PROT: UN

Weapons: External- the ship is equipped with eight tentacles, each of which contains a major weapons system. All weapons are controlled by Braniac in direct link with his ship's computer. They're all fired with his Reason plus ship skill to hit.

Plasma Generation SH-Y (200)- projected from the ship's eyes
eight external tentacles
#1 and #2 Air to Air or Surface missile launcher
#3 and #4 Energy Blast UN (100)
#5-8 Grappling Tentacles
the tentacles can reach up to 10 areas away and are capable of grappling an object or a being as small as a child or as large as a missile or small spacecraft. Each has UN strength and material rank. Destroying a tentacle does not reduce the Body of the ship.

Weapons: Internal- RM (30) Lasers are computer controlled and fired by Braniac using his ship's vehicle skill to hit.

Defenses- eight force shield devices (SH-X (150) controlled by the ship's computer which are activated automatically when the ship is subjected to external attack when in space or on thought command from Braniac.

Tractor Beam SH-Z strength- neither using the beam nor towing additional weight slows the ship's speed.

Ship's Computer
MN material strength
SH-Y Reason
Talents: Engineering, Military, all Science skills.
Special Programs: Force Shield- used to activate and monitor the ship's eight force shield devices.
Tractor Beam- used to activate and monitor the ship's tractor beam. The ship computer can use each of its talent programs in the same round. Initiating the force shields and tractor beam are automatic actions.

The Braniac/Ship Link
Braniac possess a special headset that allows him to link directly with his ship computer and through it with his ship. Braniac can fire any number of his ship's internal weapons in addition to taking his normal round's actions. The drawback is that any damage the ship takes, Braniac also takes. When he disengages from the headset, damage to the ship no longer counts as damage to Braniac. If he relinks, he then takes the damage again. While linked, Braniac can spend his own Karma on ship feat rolls.


LEX LUTHOR

F- TY (6)
A- TY (6)
S- TY (6)
E- GD (10)
R- AM (50)
I- GD (10)
P- EX (20)
H- 28
K- 80
R- MN
P- 0

Talents: Engineering, Business/Finance, Aerospace Engineering, Weapon Design, Leadership, Robotics.
Contacts: Business Community, Underworld, U.S. Military.

Limitation: Catastrophic Irrational Attraction to destroying Superman.

LEXCORP

Resources: SH-Y

Personnel:
typical security/body guard
Talents: Repair/Tinkering, Martial Arts B, Military, Vehicles, Guns.
Equipment: Armored Vest- EX
Laser Pistol EX

typical scientist/technician
EX to AM Reason.
Engineering, Science skills.

Team Luthor Agent
F- EX (20)
A- EX (20)
S- GD (10)
E- GD (10)
R- TY (6)
I- TY (6)
P- TY (6)
H- 60
K- 18

Talents: Guns, Military.
Limitation: Team Luthor agents may act only upon the direct orders of a senior Lexcorp executive, usually Mr. Luthor himself.

Team Luthor Battlesuit
A- RM
S- AM
E- AM
Energy Blast IN (40)
Flight GD (8 areas)
Sealed Systems MN
X-Ray Vision AM
Telescopic Vision FB (2 miles)
Body Armor IN (40)

Typical Facility
UN tech level (SH-X for Metropolis)
UN Resources (SH-X for Metropolis)
vehicle hangar
20-200 security personnel
40-400 scientists
100-2000 support personnel

Equipment:
Lexwing Aircraft
Prototype Battlesuit
Power Broadcast Satellite
Klaash (robot)


DEATHSTROKE the Terminator

Slade Wilson
Origin: Chemical Augmented Altered Human

F: IN (40)
A: IN (40)
S: EX (20)
E: IN (40)
R: RM (30)
I: IN (40)
P: IN (40)
H- 140
K- 110
R- EX
P- (-10)

Powers: Resist Toxins EX (20)
Regeneration EX (20)
Hyper-Leaping AM (50)

Talents: Martial Arts- all; Weaponry- Firearms; Weapon Master- Staff; Weapon Specialist- Staff; Leadership, Military, Pilot, Detective, Thief, Acrobatics.

Equipment: Armor EX (20) body armor
Radio Communication REM (30)

Power Staff- Energy Blast AM (50)

Sword, grenades, pistol, knives, flash grenades

Limitations: Guilt (Jericho, who he had to kill)
Blind in right eye (+ 2CS to Blindside from right side)
Code of Honor (Must fulfill a contract).


LORD OF TIME

F- GD (10)
A- GD (10)
S- TY (6)
E- TY (6)
R- AM (50)
I- EX (20)
P- EX (20)
H- 32
K- 90
R- EX
P- 0

Equipment: Battlesuit
F- RM
A- AM
S- UN
E- MN
H- 255

Powers: Body Armor IN
Invisibility RM
Phasing MN
Force Field IN
Flight MN
Energy Blast UN
Energy Absorption UN
Missile Creation MN
Imitation IN
Nemesis AM
Time Travel CL. 1000

The armor has a near endless supply of weapons built into it. The GM can have nearly any other power he wants incorporated into it at AM rank, represented by the Nemesis power.

Bonus: Use of Energy Absorption at full rank allows one power mimicked by Nemesis to become permanent as the armor evolves.

CHRONO-CUBE
IN material strength
Time Travel CL. 1000
Tracking MN (can track through the time stream)

Talents: Mechanical Engineering, Weapons Engineering, Military, Vehicles, Time Travel Technology, Battlesuit Weapons.
Contacts: Felix Faust.


SOLOMON GRUNDY

F- GD (10)
A- EX (20)
S- UN (100)
E- MN (75)
R- FB (2)
I- PR (4)
P- RM (30)
H- 205
K- 36
R- N/A
P- (-30)

Powers: Body Resistance MN (75)
Regeneration GD
Energy Sponge RM
Energy Solidification RM

Limitations: Grundy can only use Energy Solidification after absorbing energy. He has no conscious control over this power.


CHEETAH

F- IN (40)
A- AM (50)
S- RM (30)
E- AM (50)
R- RM (30)
I- IN (40)
P- RM (30)
H- 170
K- 100
R- EX
P- 0

Powers: Claws IN
Tail RM
Hyper-Leaping IN
Hyper-Running EX (5 areas)
Thermal Vision IN

Talents: Acrobatics, Marital Arts A, E, Tracking, Stealth, Archaeology.

BARBARA MINERVA
F- TY
A- TY
S- PR
E- TY
R- RM
I- TY
P- RM
H- 22
K- 66

Talents: Occult, Archaeology.

THE CHEETAH RITUAL
Minerva must perform a complex ritual during which she must paint her face and drink an elixir made from crushed berries of a rare plant mixed with human blood. The ritual takes approximately 2 hours to perform and requires an Occult check to succeed.


BLACK ADAM

Teth-Adam

F- UN (100)
A- MN (75)
S- UN (100)
E- MN (75)
R- EX (20)
I- EX (20)
P- EX (20)
H- 350
K- 60
R- TY
P- O

Powers: Body Resistance MN (75)
Flight UN
Superspeed AM
Sealed Systems AM

Alter-Ego: Teth-Adam
F- GD
A- GD
S- GD
E- GD
R- EX
I- EX
P- RM
H- 40
K- 60


MONARCH

Hank Hall

F- EX (20)
A- RM (30)
S- EX (20)
E- RM (30)
R- TY (6)
I- EX (20)
P- EX (20)
H- 100/165
K- 46
R- GD
P- O

Equipment: Armor
Raises Strength to IN
Raises Endurance to MN
Energy Blast MN (75) 40 areas
Teleportation GD (1,000 miles)
Flight EX (10 areas)
Illusion Casting RM (30)
Neural Manipulation- Paralysis AM (50)
Body Armor MN (75)

Limitation: Illusion Casting can only be used to project a hazy image of himself for communication purposes.

Talents: Acrobatics, Martial Arts B, Military, Guns, Thief, Interrogation.

Weakness: Serious Rage, Psychological Instability, Catastrophic Irrational Attraction to creating order.


ATOMIC-MAN

Paul Strobe

F- GD (10)
A- GD (10)
S- TY (6)
E- TY (6)
R- EX (20)
I- TY (6)
P- TY (6)
H- 32
K- 32
R- GD
P- O

Powers: Molecular Conversion AM
Elemental Conversion MN

Limitations: Both powers are uncontrollable without the special lenses built into his helmet; what effects his being without these lenses would have is unknown. Also, both powers "wear off" after 2 hours and must be recharged; i.e., he only has powers for two hours at a time.

Equipment: HELMET
The helmet contains special colored lenses which help the Atomic-Man focus his powers; he must actually turn the eye-pieces in order for the right lenses to be used. Also, the white lenses neutralize his powers while in place.

RECHARGER
This is the device that the Atomic-Man built to give himself powers; every 2 hours, however, he must use it to recharge his powers.

Talents: Engineering, Chemistry.

History: Detective Comics #280 was Atomic-Man's first (and I believe last) appearance. Paul Strobe was caught stealing platinum and gold from the company where he worked as an electrical engineer. When his partners Henry Hayes, Barker, and Jenkins (the only names we are given for these people) turned him in, he decided to get revenge on them, and on Batman who had arrested him; thus, he recruited a (small) gang. Having discovered that his partners had split up, he attacked their new individual businesses. Hayes had become a manufacturer of floats for pageants and parades; Jenkins had opened an art gallery; and Barker had gotten into the ship-building business. Batman figured out Atomic-Man's secret identity due to his slightly odd-shaped earlobes. Some of the feats he performed with his powers include turning a gun into paper, parade floats into shapeless rock, the chain supporting a light fixture into water, the Batmobile into glass, a desk into bubbles of gummy plastic, and a statue into an immobile spikey ball. He also altered the properties of certain objects without saying what the object had been turnedinto: he made both a safe and Batman's cowl turn transparent, and he made an ocean liner become lighter than air.

Using Atomic-Man in an adventure: He was captured by Batman, so presumably, he might want revenge. He is otherwise a typical villain of the sort who might easily become a common thief, or who might get involved with other criminals' schemes.


NOCTURNA

Natalia Knight

F- EX (20)
A- EX (20)
S- TY (6)
E- EX (20)
R- EX (20)
I- EX (20)
P- RM (30)
H- 66
K- 70
R- EX
P- 0

Equipment: Perfume- Hypnosis IN
Hot Air Balloon- GD Flight
Hatpin PR (4)
Plastic Explosives EX (20)
Shuriken TY (6)
Grappling Hook w/line
Crescent Belt TY (6)

Talents: Acrobatics, Repair/Tinkering, Thief, Martial Arts A, E, Astronomy.
Contacts: Gotham City Underworld.


GALG, THE DESTROYER

F- EX (20)
A- GD (10)
S- RM (30)
E- IN (40)
R- RM (30)
I- GD (10)
P- RM (30)
H- 100
K- 70
R- RM
P- 0

Talents: Engineering, Intimidation.

Powers: Circular Vision
Water Freedom
Extra Arms
Shrinking SH-X (permanent)
Growth EX (permanent)

Equipment: Transmutation Teleporter
IN material strength
Shrinking SH-X
Growth SH-X
Telekinesis EX
(only useful for grabbing shrunk opponents, range is on the macro scale, works at the same time as Shrinking)

Note that Shrinking works only on things in the macro world (the world of humans), while Growth only works on things in the micro world. Also, both powers must be used at full rank; thus, these powers only send things from one world to the other.

Miscellaneous: Galg cannot stand the stress of expansion to fit in the world of humans. Thus, he cannot use the Transmutation Teleporter's Growth power without being killed.

Materializer Screens
TY material strength
Teleportation RM
Limit: may only teleport someone from one screen to another

Starfish Sentinel
TY material strength
Detect Chemicals MN
Note: it turns red when someone without the proper "Chemo-Identification" is within its range.

Light Burst Prison
MN material strength
A prison cell made entirely of light. There are no holes in it. Thus, the Atom was kept prisoner in it.

Diatomic Prison
RM material strength
Plankton construct
Agility PR
Strength RM
When the Atom shrank and tried to dig through this plankton construct, he was grabbed and squeezed by it.

Bio-Ray
Plankton Growth GD
Sensors- Sonar MN
Instruments: Detect Life RM

Typical Galg Raider

F- GD
A- TY
S- TY
E- TY
R- PR
I- PR
P- PR
H- 28
K- 12

Powers: Water Freedom

Talents: Undersea Weaponry.

Equipment: Gun RM (30) damage

RAIDERS' UNDERSEA SHIP
CTRL: RM
BODY: IN
SPEED: EX
PROT: IN

Powers: Magnetism EX
Sealed Systems AM

Possible Powers:
Iron Will RM
Resist Domination RM
Also, maybe Personality Transfer or Regeneration. (see: Using Galg in an Adventure, below.)

History: In Brave and the Bold #73, Galg made his one and only appearance. Aquaman and Aqualad were investigating rumors of men who were raiding the mines of Atlantis. Upon discovering the raiders, the Aqua-duo were blasted by the raiders' weapons, which allowed their ship's Magno-Disc to grab up the raiders by pulling on metal parts of their costumes. THen the ship shrank into nothingness. Aquaman bottled up much of the surrounding water, and took it to Atlantis for analysis. He discovered that the ship was indeed within a single drop of water; this prompted him to ask for help from the Atom. Before the Atom could get there, however, Aquaman was shrunk and pulled into the syringe containing the drop of water. When the Atom arrived, he was given a pill to allow him to breathe water for several days; he then shrank into the enigmatic drop of water.

There he discovered the city ruled by Galg; eventually he was captured in the Light Burst Prison, from which he managed to escape by telling Galg that he could escape and shrinking small enough that Galg could not see him. This prompted Galg to turn off the prison. Then, the Atom frees the unconscious Aquaman from the Diatomic Prison, and convinces Galg to return Aquaman to the macro world, by pretending to be Galg's friend. Then the Atom turns on Galg, and in the resulting battle, Galg is pushed into the activated Transmutation Telporter, which causes him to grow to normal human size and explode.

Using Galg in an adventure: First, note that he is normally quite large compared to a human who is shrunk into the micro world, and by the same rate of comparison, if he were able to survive in the macro world, he would retain his Growth power.

Well, how might he have survived? He might have regenerated into a body which can survive being large; he might have regenerated into a tiny micro creature again; he might have sent his mind into a specially prepared clone body; he might have sent his mind into the body of a normal plankton creature whose body he evolves into his usual mutant plankton shape; or, he might even have sent his mind into another dimension.

The sorts of plots he might be involved in are conquering worlds, though probably not the macro world, raiding the macro world (perhaps his new lair is in the Bermuda Triangle!), or revenge against the Atom who made him look like a fool twice, and then killed him.

What he looks like: He's weird. Really weird. And, um, indescribable, too. Yeah, that's it. Seriously: He has no head separated from the trunk of his body; he has one big eye in front, and some folds of flesh/tentacles on top that almost look like hair. He has two legs with three "toes". He has 4 tentacular arms that end in three-fingered (and no-thumbed) hands. Oh, and he's big and purplish. Just a standard mutant plankton, I guess... :)


GENTLEMAN GHOST

James "Gentleman Jim" Craddock

F- GD (10)
A- EX (20)
S- EX (20)
E- EX (20)
R- GD (10)
I- EX (20)
P- RM (30)
H- 70
K- 60
R- EX
P- 30

Powers: Free Spirit UN

Equipment: Flintlock Flair Pistol
fires magnesium flare bullets - EX damage
Blinding Flash RM
Fog EX

Talents: Occult, Ghost Lore, History.
Contacts: Earth's Mystical Community.

DESCRIPTION
Height: 5'11
Eyes: 174lbs
Hair: unknown
Family: unknown
Residence: Mobile
Occupation: Con man, professional criminal
Group Affiliation: Has associated with the Rogues Galleries of Batman and the Flash
First Appearance: Flash Comics #88 (Oct 1947)

BACKGROUND
Of all the villains and crooks running amuck in the DC Universe, few are as mysterious as the one called the Gentleman Ghost. Although he claims to be the actual ghost of James "Gentleman Jim" Craddock, an English highwayman of the early 19th century, who swore at the moment of his public execution that he would come back to loot the treasues of those who had condemned him, it has never been positively proved that he is anything more than a very skilled con man.

Seemingly a bodiless spirit, the Ghost, as he originally called himself, first made his presence known to the public in 1947. True to his threat that he supposedly made on the gallows, he began a crime spree that took him to all the great capitals of Europe and eventually attracted the attention of Carter Hall, the original Hawkman, and his partner Shiera, a.k.a. Hawkgirl. Though the Hawks repeatedly thwarted the phantom plunderer's plans, they were never able to bring him to justice, and the Ghost ultimately faded from the scene.

About twelve years ago, the original Hawkman and Hawkgirl resumed their super-hero careers as members of the re-born Justice Society of America as well as their modern successors, the Justice League of America. And before long, they found themselves battling the Gentleman Ghost once again, thwarting his plans but still not being able to ultimately defeat him, due to the Ghost's ability to seemingly vanish into thin air. Occasionally, the Ghost also battled the second Atom and supposedly the second Flash, but they weren't able to apprehend him either.

[Note: In the pre-Crisis DC Universe, it was the Silver Age Hawkmen of Thanagar who battled the Ghost at this time. That history has been retconned.]

Still later, the Gentleman Ghost resurfaced in Gotham City, only to find himself challenged by the Batman. Several battles between the Dark Knight and the Phantom Plunderer ended with no clear-cut victor. Ultimately, the Ghost joined the army of Bat-Rogues engaged by the Joker and Killer Croc. After the villains were defeated by Batman and his allies, the Gentleman Ghost disappeared once again, and he has not been battling the Batman since then.

The Gentleman Ghost had another couple of clashes with Hawkman, but this game ended after the Hawks went to limbo with the rest of the JSA shortly after the Crisis. When next seen, the Ghost battled the New Teen Titans, by whom he was later lured into a fight with fellow villains I.Q. and Silver Fog. As always disappearing, the Gentleman Ghost was later one of many mystic beings encountered by the Spectre, shortly after the Milennium event. This encounter suggests that the Gentleman Ghost indeed has some supernatural ties, even though it doesn't prove that he is an actual ghost.

When last seen, the original Gentleman Ghost appeared at a party held by the Flash's Rogues Gallery, enjoying a few drinks and laughters with his former crook friends, before being accidentally stomped on by the Chunk, a friend of the current Flash.

More recently, the modern Hawkman, a Thanagarian Hawk Avatar named Katar Hol, encountered another "Gentleman Jim" Craddock who was also called the Gentleman Ghost. This "Ghost" was a seemingly good-hearted man, who had the reputation of being a master thief who had never been convicted of his crimes. Villain or not, he became more of an ally to Hawkman at their first and only meeting. Supposedly, he is not the same Gentleman Ghost as the original, though he could be a descendant or even a self-proclaimed successor. Oddly, Katar Hol did not recognize neither his real name nor his nom-de-crime, even though Katar was supposed to have all the memories of his predecessor, Carter Hall at the time.


MIRROR MASTER I

Samuel Scudder

Fighting: GOOD (10)
Agility: GOOD (10)
Strength: GOOD (10)
Endurance: EXCELLENT (20)
Reason: EXCELLENT (20)
Intuition: GOOD (10)
Psyche: GOOD (10)
Health: 50
Karma: 40
Resources: EXCELLENT (20)
Popularity: -10

EQUIPMENT: Mirror Guns: Mirror Master carried 2 laser pistols that did Excellent heat damage.

Mirror Pack: Mirror Master wore a jet pack that allowed him Excellent flight speed.

Holo-Mirrors: Mirror Master always carried up to six mirrors that gave him Remarkable illusion powers, with the limitation that the illusions only affected a target's vision.

Other Equipment: Mirror Master, like many gadget-based villains, could simulate a wide variety of powers with his mirrors. When using him in an adventure, the Judge should select two powers, at no more than Excellent rank, for Mirror Master to use.

TALENTS: Mirror Master had the Engineering and Repair/Tinkering talents, as well as Excellent Agility with Guns. He had Incredible reason in the fields of optics and holography.

CONTACTS: Mirror Master was a member of the Injustice Gang of the World; other members included Chronos, Poison Ivy, the Scarecrow, the Shadow Thief, the Tattooed Man, and Abra Kadabra. It is not known if the group is still part of post-Crisis continuity.

Mirror Master also has contacts with the numerous villains faced by the second and third Flashes, particularly Captain Boomerang, Captain Cold, and Heat Wave.

OTHER NOTES: After the original Mirror Master's death during the Crisis, George Harkness (Captain Boomerang) used his equipment and identity, but was eventually found out by Amanda Waller.

A third Mirror Master fought Animal-Man on a number of occasions. This Mirror Master had similar statistics to the original, with the following alterations: Excellent (20) Intuition (with the increase in Karma), no flight abilities, no Engineering talent, and any additional powers have a maximum rank of Typical. In addition, the third Mirror Master had the following abilities:

--Typical ability to "teleport" over Good distances, by stepping in and out of mirrors
--Excellent ability to transform others into "human mirrors". The third Mirror Master accomplished this by reflecting light off of his "Looking Glass." Anyone struck by this light would take on the appearance of anyone s/he touched. If the Looking Glass was broken (Feeble material), the effects would immediately be reversed.

By Jim Longo


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