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  GM's Background 3
  Justice League International 4
  Non-Player Characters 6
  Encounter One: The Vault of the Manhunters 12
  Encounter Two: Disaster at WGBS 15
  Encounter Three: Sing or Suffer 18
  Encounter Four: Lights, Camera, MAKEUP! 22
  Encounter Five: On the Air 24
  Encounter Six: Winning Isn't Everything 28
  Seven Steps in Adventure Design 30
  All characters, and their distinctive likenesses, names, logos, props and other related
  indicia are Trademarks of DC Comics Inc. Copyright ©1990 DC Comics Inc. Used under
  license by Mayfair Games, Inc. All rights reserved.
  
  GM Background
  Introduction
  Exposed! is an adventure designed for use with Justice
  League International, and includes specific references to
  its members in the text. If the adventure is played with
  fewer than the full JLI, the Gamemaster should be sure to
  change references of Characters who are not partici-
  pating in the adventure to those of Players
  ' Characters
  who are participating. Also, be sure to balance out the
  number of villains with the number of Players, according
  to the Non-Player Characters section.
  Exposed! is unique in that it includes notes on how to
  create your own adventures. This information can be
  found as sidebars throughout the text and corresponds
  to the encounter in which it is included. More suggestions
  and background material for such development is
  summarized at the end of the adventure. So, if you like to
  GM, or feel that your ideas are good enough for
  publication, these notes can help you get started.
  Adventure Summary
  Before the Crisis on Infinite Earths, the powerful being
  called the Monitor collected detailed information on all of
  Earth's heroes. After the Crisis, the Monitor's assistant,
  Harbinger, launched the compiled information deep into
  space, intending it to roam free for thousands of years. It
  passed, however, through the area of space which was
  homeworld to the Manhunters, a race of androids bent on
  subjugating mankind.
  During the Millennium, the Manhunters used the
  Monitor's notes to in
  f
  iltrate the private lives of Earth's
  heroes and persuade them to join the Manhunters in
  resisting the Millennium project. After the Manhunters
  were defeated, the secret information was destroyed-or
  so everyone thought.
  Enter television's sleaziest shock reporter, Juan
  Donavan. His never-ending quest to startle audiences
  around the world leads him to the Manhunters' now-
  deserted Manhattan Beach headquarters. In the name of
  higher ratings, Donavan opens the Manhunters' secret
  vault on live TV, revealing-nothing. Nothing except a
  small tape marked:
  Recognizing a ratings bonanza when it bites him on the
  leg, Juan Donavan decides to reveal the JLI's deepest
  secrets on his TV program.
  While watching the show. Justice League International
  members are incensed by the tactics of this would-be
  reporter. They realize their careers are on the line, and
  react to the matter.
  Well, villains also watch TV, and Major Disaster's newly
  formed Injustice League attacks the Galaxy Commun-
  ications building to collect the secret information. Once
  the JLI members rescue him, Donavan refuses to turn the
  tape over to them. Instead, the scheming reporter invites
  the JLI and the Injustice League to meet on his show and
  discuss their differences. He sets up "900 number" phone-
  in lines, and agrees to give the Manhunters' tape to the
  group preferred by his worldwide TV audience.
  During the TV showdown, Juan Donavan (complete
  with red cape and blue pajamas, sporting a large 
  "J" on the
  chest) taunts the JLI members by comparing them to
  their villainous opponents, the Injustice League. Donavan
  questions both the heroes and the villains, but plays down
  the fact that they are competing for possession of the
  Manhunters' tape.
  Meanwhile, the Injustice League members are being fed
  all the right answers by the PR man extraordinaire, Funky
  Flashman, who is hiding off-stage. As the villains
  continuously make cheap sympathy appeals to the
  viewing audience, thereby winning more and more votes,
  the JLI has a chance to determine what is going on and
  put an end to the farce. If the JLI members discover
  Funky Flashman in time, they may be able to win enough
  votes to get their secret information back.
  At the end of the show, Donavan congratulates the
  winners and agrees to give them the Manhunters
  ' tape. No
  matter which team won the contest. Gorilla Grodd will
  force the host to reveal that the tape is in a video vault in
  room 1406B. The JLI must determine which tape is the
  Manhunters' tape before one of the Injustice League
  members does, or the heroes risk having their innermost
  secrets revealed to the world.
  mm
  ....
  BE . *
  3
  
  Justice
  League
  International
  Justice League International was
  formed soon after J'onn J'onzz
  disbanded the Justice League of
  America during the anti-hero riots
  led by G. Gordon Godfrey.
  Working behind the scenes, mil-
  lionaire businessman, Maxwell Lord
  IV, secretly brought the group under
  his control. Unfortunately, Lord
  himself was being manipulated by an
  alien computer that intended to
  achieve world peace through its use
  of the new League. Once Lord realized
  the computer's plans, he destroyed it
  and was eventually accepted as a
  benefactor by Justice League Inter-
  national.
  Although some of its original
  members have resigned, the JLI has
  remained a steady force in the
  protection of the world and the
  universe.
  The Gamemaster should hand out
  the Character cards found in the DC
  Heroes RPG. Possible JLI members
  include: Batman, Big Barda, Blue
  Beetle, Booster Gold, Fire, Gnort, Guy
  Gardner, Huntress, Ice, Martian
  Manhunter, and Mister Miracle. Only
  one Green Lantern should participate
  in the adventure, therefore either
  Gnort or Guy Gardner must be
  removed from the JLI roster if there
  are less than eight Players.
  If the Players are not familiar with
  their Characters' histories, the
  Gamemaster should allow them to
  read the following Background and
  Role-Playing information.
  THE BATMAN 
  . Background:
  After a six-year-old Bruce Wayne
  watched his parents murdered at the
  hands of a common criminal, he
  vowed to get revenge. For years he
  trained his mind and body to the
  peak of human perfection, and
  eventually took on the guise of a bat
  to strike terror into the hearts of all
  villains. As the Batman, Bruce
  dedicated his life to justice and
  became Gotham City's dark avenger
  of the night.
  . Role-Playing:
  Batman is a grim, relentless loner,
  who is nonetheless proud to be part
  of Justice League International. He
  uses both his physical strength and
  mental skills to combat his oppo-
  nents, and is a master of disguise and
  escape tactics. The Batman Player
  should reflect his/her Character
  's
  intimidating manner by speaking
  rarely and always with a powerful
  sense of irony.
  BIG BARDA 
  . Background:
  Big Barda was a lieutenant in the
  Female Furies of Apokolips when she
  met Mister Miracle, then known as
  Scott Free. Later, Big Barda helped
  Scott Free escape to Earth through a
  Boom Tube. She joined him soon
  after, and eventually the two fell in
  love and were married.
  When Manga Khan kidnapped
  Mister Miracle, Big Barda became an
  auxiliary member of Justice League
  International in order to help rescue
  her husband. She has remained a big
  help to this group throughout her
  association with it.
  . Role-Playing:
  Big Barda has two sides: one is a
  tough, demanding attitude created
  by her harsh experiences on Apok-
  olips, and the other is a loving,
  feminine vulnerability reserved solely
  for her husband. She keeps the harsh
  side active while dealing with heroes
  and villains, earning her a reputation
  for being more than a match for any
  man.
  Big Barda uses her incredible
  strength when she f'ghts, often
  punch,ng, k,ck,ng, and smash,ng her
  enem,es to a pu,p. She w,,, throw a
  truck or tear down a brick wall to
  crush anyone that gets in her way. If
  hard-pressed, she will use her Mega-
  Rod to escape for a moment or blast
  her opponent(s).
  BLUE BEETLE 
  . Background:
  Ted Kord was a promising scientist
  whose retired father left him his
  small research business. One day, Ted
  discovered that his Uncle Jarvis
  intended to conquer the world from a
  secret base on Pago Island. Kord
  enlisted the help of his former college
  professor, Dr. Daniel Garrett, to stop
  his uncle. The two traveled to Pago
  island where Garrett transformed
  himself into the Blue Beetle. Both
  Jarvis Kord and Garrett were killed in
  battle, and Ted vowed to continue the
  career of the Blue Beetle.
  The new Blue Beetle returned to
  Chicago where he trained himself for
  his heroic identity. He built an
  aircraft called the 
  "Bug," and fought
  crime until he retired to develop his
  father's business. In a short time,
  KORD, Inc. became a famous com-
  pany, but Ted Kord left it to return to
  his life as the Blue Beetle. Kord joined
  the JLI upon its inception, and KORD,
  Inc. has since failed as a productive
  industry.
  . Role-Playing:
  Blue Beetle is an athlete and
  acrobat who relies on his agility when
  combatting villains. Both he and
  Booster Gold are the wisecrackers of
  the JLI. The Blue Beetle Player should
  try to keep up a steady stream of
  jokes that pertain to the situation at
  hand.
  BOOSTER GOLD 
  . Background:
  Deciding that the 20th Century is
  where he belongs, Michael Jon Carter
  will steal equipment from the Time
  Museum of the 25th Century and
  journey to our time to become the
  hip, swinging hero named Booster
  Gold.
  4
  
  . Role-Playing:
  Booster Gold is a charming "ladies'
  man" whose main goals are to make
  money and achieve fame in the 20th
  Century. With the help of Blue Beetle,
  Booster gives the JLI its flavor by
  constantly making wisecracks. The
  Booster Gold Player should try to
  keep up the banter to fit each
  situation.
  FIRE
  . Background:
  Beatriz DaCosta is a native of Brazil
  who gained the power to project a
  flame from her mouth during a
  mission for the Brazilian government.
  Naming herself the Green Flame,
  DaCostajoined the Global Guardians,
  and later the JLI. She and her friend,
  Icemaiden, replaced Captain Marvel
  and Doctor Fate after they resigned
  from the group, and have recently
  redubbed themselves "Fire and Ice."
  . Role-Playing:
  Fire is a gutsy woman out to prove
  her worth. What she lacks in 
  f
  ire-
  power is more than made up for in
  spirit. The Fire Player should try to
  reflect this by being courageous and
  standing his/her ground.
  GNORT
  . Background:
  Gnort is a puppo-sapien from a
  distant galaxy. Throughout his
  childhood, he was considered a putz
  by everyone, including his parents.
  Fortunately for the other puppo-
  sapiens, Gnort
  's long, lost uncle was a
  Green Lantern who coerced the
  Guardians of the Universe into
  making Gnort a member of the Green
  Lantern Corps. Unfortunately, the
  Guardians and the other Green
  Lanterns weren't too happy with
  Gnort's performance in their corps.
  During the Millenium, the JLI
  found Gnort wandering through
  space, and he somehow was allowed
  to join the team.
  . Role-Playing:
  Gnort is a complete idiot whose
  only asset is his Green Lantern Power
  Ring. All he wants is to be liked, by
  somebody-anybody-and will do
  whatever is necessary to please his
  teammates in order to attain this goal.
  GUY GARDNER
  . Background:
  Guy Gardner was given a Power
  Ring by the Green Lantern, Hal
  Jordan, after Jordan discovered that
  Gardner was supposed to replace
  him. When Gardner tried to charge
  his Ring with Jordan's Power Battery,
  however, the Battery exploded and
  sent a severely injured Guy Gardner
  into another dimension. He later
  suffered brain damage at the hands
  of Sinestro, but was allowed to
  become a Green Lantern during the
  great Crisis. Gardner has been an
  uncooperative member of the JLI
  since the group
  's formation.
  . Role-Playing:
  Guy Gardner is a ruthless and
  power-hungry hero who considers
  himself the last "true" Green Lantern.
  He is also an obnoxious (and often
  uncontrollable) fighting machine.
  This Player will be rolling against Guy
  Gardner's Serious Rage everytime he
  attempts an action. If the Player rolls
  a 3 or less, Guy Gardner will become
  enraged and enter Killing Combat.
  THE HUNTRESS 
  . Background:
  Helena Bertinelli was the only
  daughter of a "family man:" a man
  with a family consisting of friends,
  lawyers, judges, and bodyguards-all
  in his employ. As a child, Helena was
  kidnapped by another "family" and
  never forgot the experience.
  One day when Helena was home
  from college, a masked gunman broke
  into her family's home and murdered
  everyone present-except Helena.
  She survived to be the sole heir of her
  father's fortunes, yet found herself
  being hunted everywhere she went.
  With the help of one of her former
  bodyguards, Helena trained in the
  martial arts and weaponry, shed her
  past life, and became the Huntress.
  She has recentlyjoined the JLI during
  her search for her family's murderers.
  . Role-Playing:
  The Huntress is a grim, violent hero
  who hunts in the dark of the night.
  She is an excellent hand-to-hand
  combatant and gymnast, but carries
  a crossbow for long distance combat.
  ICE 
  . Background:
  An exploratory expedition dis-
  covered a race of people in Norway
  who had amazing ice powers. The
  chiefs daughter, Tora, decided to
  leave with the expedition and even-
  tually joined the Global Guardians as
  Icemaiden. When the group disbanded,
  Icemaiden reluctantly joined her
  friend, the Green Flame, in foisting
  themselves upon the JLI. Since then,
  the duo has become known as "Fire
  and Ice."
  . Role-Playing:
  Ice is a skiUed combatant who can
  generate ice and snow from her
  hands. Although she is not as
  powerful as some of the other
  members of the JLI, her courage
  more than makes up for this.
  MARTIAN MANHUNTER 
  . Background:
  J'onn J'onzz was summoned across
  time and space by the famous Dr.
  Erdel in the mid-1950's. As the
  Martian Manhunter, J'onzz kept his
  existence secret from the world by
  working as the police detective, John
  Jones. Once he joined the original
  Justice League of America, he gave up
  his police identity and became a
  public hero. He now serves as chair-
  man of the JLI.
  . Role-Playing:
  On Earth, J'onzz has tremendous
  strength and re
  f
  lexes. He can even
  turn invisible and alter his shape and
  identity.
  The Martian Manhunter is serious,
  sober, and resolutely stoic. This
  makes the rare times he cracks a joke
  all the funnier. The Player of Martian
  Manhunter should try to portray his
  no-nonsense attitude and leadership
  abilities.
  MISTER MIRACLE 
  . Background:
  Scott Free is the son of Highfather
  and Avia of New Genesis. To end a
  long war between New Genesis and
  Apokolips, Highfather gave Darkseid
  custody of his son while he himself
  took custody of Orion, Darkseid's son.
  Scott grew up on Apokolips, but
  eventually escaped to Earth with the
  help of Big Barda, Himon, and a Boom
  Tube. On earth, he took on the guise
  of Mister Miracle, master escape
  artist, and has been a member of the
  JLI since its inception.
  . Role-Playing:
  Mister Miracle is a free spirit in the
  truest sense of the word. He is fun-
  loving, courageous, and compassionate,
  almost to the point of recklessness.
  He is one of the few heroes of the JLI
  whom the Batman will call by his 
  f
  irst
  name while barking out orders.
  5
  
  Non-Player
  Characters
  JUAN DONAVAN
  Dex: 2
  Int. 2
  Infl: 2
  Initiative:
  Str:      2   Body: 2
  Will:     3   Mind: 2
  Aura:    2   Spirit: 2
  6 Hero Points: 0
  . SkiUs:
  Charisma: 2
  . Advantages:
  Connection: WGBS TV (Low); Gift
  of Gab; Popularity
  . Drawbacks:
  Catastrophic Irrational Attraction
  to the Sensational and the Bizarre,
  Minor Physical Restriction: Speech
  Impediment
  . Alter Ego: John Donavan
  . Motivation: Greed
  . Occupation: Reporter
  . Wealth: 7
  . Background:
  Juan Donavan was once John
  Donavan, a dull newsman who
  craved the fame and fortune of the
  celebrities he followed. For many
  years he toiled anonymously in the
  shadows of the powerfully talented
  movers and shakers.
  In a desperate search for a
  personality, Donavan threw integrity
  to the winds and abandoned his old
  life. Shedding 200 pounds in two
  months, John changed his name to
  "Juan," and used his newly-made
  ethnic background to make a name
  for himself in the television industry.
  "Donavan" became a household word,
  and his show one of the most hated
  and loved by people across the world.
  Donavan quickly made a name for
  himself by pandering to the lowest
  tastes of his TV viewing audience and
  lowering the standards of TV jour-
  nalism to that of supermarket
  tabloids. In his quest for phenomenal
  ratings, Donavan presented the most
  lurid, sensational, and shocking
  stories he could 
  f
  ind, even going so far
  as to dress himself as a woman during
  a show about transvestites and to let
  himself be hynotized into revealing he
  had been captured by aliens from the
  planet Rann.
  Juan Donavan has one problem,
  though. A
  f
  ter dredging up the most
  gruesome and shocking stories, how
  can he top himself? What could be
  more startling than all he has shown
  or done before? The answer: a live,
  unrehearsed hero vs. villain battle!
  . Role-Playing:
  'The public has a right to know!" is
  the motto Juan Donavan uses to
  justify countless hours of program-
  ming time dedicated to rabid fanatics
  and creepy loonies. In Exposed!, he
  will use this creed as an excuse for
  revealing the JLI
  's innermost secrets.
  When playing Donavan, the Game-
  master should keep in mind that this
  Character feels vindicated in doing
  anything, even betraying the JLI, as
  long as it means higher ratings for the
  Donavan! show.
  The Gamemaster can convey a lot
  of Juan Donavan
  's sleazy personality
  through his distinctive mode of
  speech. There are two parts to this:
  1) Overblown Speech: Donavan
  peppers his dialogue with ridiculous
  adjectives, like, 
  "So amazing! Un-
  speakably controversial! Utterly
  unbelievable!" This way, if his
  audience doesn
  't think his show is
  amazing, controversial, or unbeliev-
  able, he is subconsciously convincing
  them that it is.
  2) Speech Impediment: Donavan
  has a slight speech impediment.
  (Whether it's real or a cheap attempt
  to imitate Baba Wawa, no one knows.)
  he tends to slosh the letter "s" when
  he speaks, making it sound like "sh".
  For examp'e, "Th's 's Juan
  Donavan, broadcast,ng ,,ve from
  ,ns,de the
   
  former secret headquarters
  of the mysterious Manhunters
  "
  would sound like "Thish ish Juan
  Donavan, broadcashting live from
  inshide theformer shecret headquar-
  tersh of the myshterioush Manhun-
  tersh!"
  All of Donavan's dialogue is written
  like this to help the GM play the part.
  As a result, some words are spelled so
  strangely that it is difficult to figure
  out what the word really is. In these
  cases, the real spelling follows the
  dialect spelling in parentheses, like
  this:
  "Thish warehoush hash been
  shealed off ever shinsh (since) the
  Manhuntersh mere beaten."
  To get the best e
  f
  fect in turning the
  "s
  " sound into the "sh" sound, clamp
  your teeth shut and speak the 
  "sh"
  sound through the sides of your
  mouth. This causes the air to slosh
  around your back teeth, imparting a
  liquid "s" sound. Practice using the
  preceding example sentence before
  beginning the adventure. The GM
  should feel free to go to extremes in
  playing Donavan. He is a radical Non-
  Player Character and ought to appear
  as overly dramatic as possible.
  FUNKY FLASHMAN 
  Dex:     2 Str:      2   Body: 3
  Int:       8 Will:     2   Mind: 2
  Infl:     8 Aura:    7   Spirit: 2
  Initiative: 18  Hero Points: 45
  . SkiUs:
  Charisma (Persuasion): 12, Thief: 2
  . Advantages:
  Connections: Broadcasting Industry
  (High), Secret Society of Super-
  Villains (Low); Gift of Gab; Luck;
  Omni-Connection; Scholar (sales-
  manship, swindling)
  6
  
  . Drawbacks:
  Catastrophic Irrational Attraction
  to money; Unluck
  . Alter Ego: Unknown
  . Motivation: Mercenary
  . Occupation: Swindler
  . Wealth: 9
  . Background:
  Funky Flashman is a master con-
  artist who once tried to win fame as a
  tour manager for Mister Miracle. The
  collaboration ended before the tour
  even began, when Funky stole Mister
  Miracle's Mother Box. As a result, he
  was attacked by the Female Furies,
  who had teleported from Apokolips,
  all the while homing in on Mister
  Miracle's Mother Box. Funky barely
  survived the attack, and never
  worked for Mister Miracle again.
  Funky Flashman later resurfaced
  as a public relations man for the
  Secret Society of Super-Villains. This
  job turned out to be a greater fiasco
  than the last one, and Funky went
  into hiding to plan his next move.
  . Role-Playing:
  Funky Flashman is a grinning
  phony. He speaks in grand, overblown
  phrases and cliches. He also uses a lot
  of alliteration, spewing strings of
  words that begin with the same
  sound, such as "a colossal collection
  of cuddly killers.
  "
  In this adventure, he has signed on
  with the Injustice League to handle
  its media campaign. He will secretly
  feed the normally inarticulate
  villains a steady stream of clever
  dialogue, intended to win the hearts
  and minds of Juan Donavan's viewing
  audience.
  MAXWELL LORD 
  Dex:      2   Stk:      2   Body: 2
  Int:     11    Will:     4   Mind: 2
  Infl:     8   Aura:    6   Spirit. 3
  Initiative:    21   Hero Points: 15
  . Powers:
  Telepathy: 15
  . Skills:
  Charisma: 10
  . Limitations:
  Telepathy only allows Lord to
  communicate with the subconscious
  minds of others.
  . Advantages:
  Connections: JLI (High), United
  Nations (High); Gift of Gab;
  Omni-Connection
  . Alter Ego: None
  . Motivation: Seeking Justice
  . Wealth: 13
  . Background:
  Maxwell Lord was an up-and-
  coming businessman working for a
  major corporation when he got the
  idea in his head to dispose of the
  company
  's chief executive and take
  his place. After learning that this man
  loved to go exploring, Lord invited
  him on an expedition in order to kill
  him.
  Before Lord could get rid of the
  executive, however, the man plum-
  metted to his near-death. Lord had a
  change of heart and went to rescue
  the man, but was instead abducted by
  an Apokolipsian computer that
  wished to develop an international
  peace group to control the world. An
  unaware Lord followed the comput-
  er
  's lead by becoming one of the
  world's richest men and banding
  together the heroes now known as
  Justice League International.
  Although Maxwell Lord eventually
  destroyed the computer, the JLI
  members do not wholly trust him.
  They have allowed him to remain
  their benefactor until he pulls
  another stunt like the last one.
  . Role-Playing:
  Maxwell Lord always looks out for
  himself, and since his money and time
  are invested in Justice League
  International, he also looks out for
  what he considers to be the members
  '
  best interests.
  InEocposed!, Lord may act as Public
  Relations man, inciting the heroes to
  action in order to protect the JLI
  's
  name and establish their popularity.
  OBERON 
  Dex:     4 Str:      2   Body: 3
  Int:      3 Will:    4   Mind: 3
  Infl:     6 Aura:    4   Spirit: 5
  Initiative: 13  Hero Points: 20
  . Skills:
  Acrobatics: 2, Charisma: 6, Gadg-
  etry: 4, Thief: 4
  * Advantages:
  Connections: JLI (High), Mr.
  Miracle (High); Scholar (escapes)
  . Drawbacks:
  Minor Physical Restriction: dwarf
  . Alter Ego: None
  . Motivation: Thrill of Adventure
  . Wealth: 4
  . Background:
  Little is known about the man
  named Oberon. While working at a
  circus, he became the assistant to
  (and later manager of) the first
  Mister Miracle, Thaddeus Brown.
  i
  \
  When Brown was assassinated,
  Oberon decided to remain manager
  of the new Mister Miracle, Scott Free,
  whom Brown had befriended, and
  the two men brought Brown's killer to
  justice.
  Since Mister Miracle has joined the
  JLI, Oberon has stayed on as his
  manager and is often found on
  monitor duty at the JLI
  's head-
  quarters.
  . Role-Playing:
  Oberon is a somewhat sarcastic
  member of the JLI, who easily takes
  offense when teased about his height.
  He would rather be on the road
  managing Mister Miracle
  's tour as the
  "world's greatest escape artist
  " than
  sitting at the JLI headquarters
  watching the monitors.
  For Exposed!, the Gamemaster
  may use Oberon to alert the JLI to
  Donavan's opening of the Manhunter
  vault and/or the Injustice League
  attack on the Galaxy Communica-
  tions building.
  7
  
  The New Injustice League
  In order to get back at the JLI
  members for the many times they
  have defeated him, Major Disaster
  has brought together this newest
  version of the Injustice League. Its
  members are listed in order of
  importance and should be used
  accordingly.
  The Gamemaster should make sure
  that there is at least one villain for
  each hero present. For example, if
  there are only five JLI Characters in
  play, use only M jor Disaster, Icicle,
  Gorilla Grodd, Scarecrow, and Gold-
  face. If, however, there are less than
  four Players participating, the first
  four following villains should all be
  used, as each is essential to the plot.
  MAJOR DISASTER
  Dex: 6 Str:
  Iwr 5 Will:
  Infl: 4 Aura:
  Ki
  3 Body: 5
  4 Mind: 3
  4   Spirit: 4
  Initiative:    15  Hero Points:
  50
  . Powers:
  Air Control: 14, Earth Control: 14,
  Force Field: 8, Water Control: 14,
  Weather Control: 14
  . Skills:
  Thief: 4
  . Limitations:
  Miscellaneous: All Control Powers
  are limited to mimicking the
  effects of natural disasters such as
  earthquakes, tornadoes, thunder-
  storms, and so on.
  . Advantages:
  Connections: Injustice League
  (High), Underworld (Low)
  . Drawbacks:
  Serious Irrational Fear of Green
  Lanterns; Unluck
  . Equipment:
  Flying Belt [BODY: 4, Flight: 10]
  . Alter Ego: Paul Booker
  . Motivation: Power Lust
  . Occupation:
  Alleged Leader of the New Injustice
  League
  . Wealth: 4
  . Background:
  Paul Booker was a small-time hood
  who happened to break into the
  home of Thomas Kalmaku, where he
  discovered Kalmaku's secret Green
  Lantern casebook. From this, Booker
  learned the identities and weaknesses
  of the Green Lantern, Hal Jordan,
  and the Flash, Barry Allen.
  Booker decided to use this infor-
  mation to his advantage. He hired a
  group of brilliant criminal scientists
  to develop devices that would give
  him the power to create natural
  disasters. He adopted the criminal
  identity of Major Disaster and began
  his life as a villain.
  Major Disaster set out to reveal the
  identities of the Flash and Green
  Lantern, but was unexpectedly
  caught in a horrible accident that
  dissembled him into his component
  atoms
  , and scattered them inside a
  room.
  Months later, a freak mishap
  caused his atoms to coalesce, reform-
  ing his body and returning him to his
  normal, disasterous self. His scien-
  tists produced a new device to
  protect him from the calamities he
  could create, and Disaster once again
  tried to attack Green Lantern, but
  failed. Green Lantern was able to use
  his Power Ring to block Disaster's
  knowledge of his identity.
  When Disaster got out of prison, he
  united Multi-Man, Clock King, Big Sir,
  Clue Master, and his former cell-
  mate, Bruce, to form a new Injustice
  League. The incompetent group
  attempted to steal a Thanagarian
  spaceship left over from the alien
  invasion, but didn't get the ship
  started until the JLI arrived to stop
  them.
  Though the other members pum-
  meled him and quit the inept
  Injustice League, Major Disaster was
  not daunted. He has collected
  another group of second-rate villains
  and hopes to discredit the JLI who
  had so easily defeated him.
  . Role-Playing:
  Major Disaster is a megalomaniac
  with delusions of competence. He
  wants desperately to be taken
  seriously and to be considered a great
  villain, even if he does not deserve the
  honor.
  Major Disaster often uses his
  Powers to commit extortion, forcing
  his enemies to hand over whatever he
  desires. From behind a Force Field,
  Disaster produces earthquakes, hur-
  ricanes, whatever it takes. He would
  shake a whole city just to threaten
  one person in one building.
  M jor Disaster's Flying Belt is not
  part of his standard equipment, but is
  necessary for his escape attempt in
  Encounters Two and/or Three.
  ICICLE
  Dex: 5 Str: 3 Body: 5
  Int: 4 Will: 4 Mind: 3
  Infl: 4 Aura: 3 Spirit: 3
  Initiative:    15  Hero Points: 35
  . Powers:
  Ice Production: 8, Icing: 6
  . Skills:
  Acrobatics: 4, Martial Artist: 4
  . Advantages:
  Connection: Injustice, Unlimited
  (High)
  . Alter Ego: Unknown
  . Motivation: Greed
  . Occupation: Criminal
  . Wealth: 4
  . Background:
  The new Icicle first appeared as a
  member of the villain group known as
  Injustice, Unlimited. He aided Injus-
  tice in a ransom scheme that involved
  Canadian businessmen, Hourman of
  In
  f
  inity, Inc., and Icemaiden of the
  Global Guardians.
  Icicle convinced the leader of
  Injustice, Unlimited to hypnotize
  Icemaiden into becoming his lover.
  Eventually, Icemaiden and the other
  hostages were freed, and Icicle
  escaped. He has joined the newly
  formed Injustice League in the hopes
  of regaining control of Icemaiden,
  now Ice of the JLI.
  . Role-Playing:
  Unlike the original Icicle, who
  carried an ice gun, the new Icicle can
  produce cold and ice from his own
  body. He is a skilled hand-to-hand
  combatant and acrobat.
  GORILLA GRODD 
  Dex:    10 Str:    15   Body: 11
  Int:      8 Will:    9   Mind: 9
  Infl:     7 Aura:    6   Spirit: 8
  Initiative: 27  Hero Points: 110
  . Powers:
  Control: 12, Matter Manipulation:
  8, Mental Blast: 8, Mind Probe: 10,
  Mind Shield: 8, Personality Trans-
  fen 10, Telekinesis: 12, Telepathy: 16
  . Skills:
  Acrobatics: 8, Charisma (Intimida-
  tion): 10, Gadgetry 12, Scientist: 12
  . Advantages:
  Area Knowledge (Gorilla City);
  Connections: Flash's Rogues Gal-
  lery (Low), Gorilla City (Low),
  Secret Society of Super-Villains
  (Low); Genius; Leadership; Light-
  ning Reflexes
  . Drawbacks:
  Minor Rage; Strange Appearance
  8
  
  . Motivation: Power Lust
  . Occupation: Gorilla
  . Wealth: 8
  . Background:
  Gorilla Grodd is an ape who uses
  100% of his brain capacity, instead of
  man
  's much smaller percentage.
  While utilizing his vast mental
  Powers, Grodd threatened both
  humans and gorillas alike, until he
  was stopped by Barry Allen, the
  second Flash. Grodd has somehow
  always managed to escape imprison-
  ment to plot anew.
  . Role-Playing:
  Grodd is a crafty gorilla whose
  ultimate goal is to conquer the world.
  His incredible strength could take
  care of most any opponent, but
  Grodd tends to use his Mental Powers
  to take control of a situation.
  SCARECROW 
  Dex:     4 Str:      2   Body: 4
  Int:       7 Will:     6   Mind: 4
  Infl:     5 Aura:    3   Spirit: 5
  Initiative: 16  Hero Points: 50
  . Skills:
  Gadgetry: 9, Scientist: 8
  . Advantages:
  Connection: Underworld (Low);
  Genius; Scholar (psychology)
  . Drawbacks:
  Minor Irrational Attraction to
  causing fear.
  . Equipment:
  Fear Transmitters (x5) [Body: 2,
  Phobia: 13, R#: 2]
  . Alter Ego: Jonathan Crane
  . Motivation: Greed
  . Occupation: Psychology Professor
  . Wealth: 6
  . Background:
  Jonathan Crane was once a college
  professor whose expertise was the
  psychology and physiology of fear. His
  colleagues at Gotham City University
  nicknamed him 
  "Scarecrow" Crane
  because of his tall, gangly frame and
  his shabby dressing habits.
  Unhinged by the tauntings of his
  colleagues and angered over his
  modest income, Crane adopted the
  identity of the Scarecrow. He created
  the Fear Transmitter and started a
  crime spree.
  . Role-Playing:
  Crane is a scientific genius who is
  only halfhearted about his criminal
  activities. He is also slightly demented,
  and is therefore unreliable as a well-
  m
  9.
  IS)
  rounded member of the Injustice
  League. He will run away rather than
  f
  ight when the going gets tough.
  The Scarecrow's Fear Transmitters
  force their victims to confront their
  greatest fears. Major Disaster has
  recruited Scarecrow to frighten
  Donavan into turning over the tape.
  Here are some fears to use against
  the JLI if the Scarecrow confronts
  them.
  Batman  Fear of failure
  BigBarda Fear of Mr.
  Miracle's death
  Blue Beetle . . Fear of being useless
  to the JLI
  Booster Gold . . . Fear of returning
  to the 25th Century
  Fire  Fear of 
  f
  ire
  Gnort  Fear of everyone
  hating him
  Guy Gardner .... Fear of lapsing
  into a coma again
  Huntress: . . . Fear of being unable
  to protect herself
  Ice Fear of returning
  to the Ice Palace
  Martian Manhunter . . Fear of 
  f
  ire
  Mr. Miracle .... Fear of returning
  to Apokolips
  GOLDFACE
  Dex: 6 Str: 10 Body: 9
  Int: 7 Will: 7 Mind: 6
  Infl: 6 Aura: 6 Spirit: 6
  Initiative:    19  Hero Points: 75
  . Skills:
  Charisma; 8, Gadgetry 6, Scientist 6
  . Advantages:
  Connections: Scienti
  f
  ic Community
  (Low), Secret Society of Super-
  Villains (Low), Underworld (High);
  Genius; Iron Nerves; Leadership;
  Scholar (metallurgy)
  . Equipment:
  GOLDEN ARMOR {BODY: 11]
  Helmet [Body: 4, Transmutation:
  12, R#: 3] Bonus: The helmet can
  be used against living beings. Make
  an Action Check with the victim
  's
  Dex/Body as the OV/RV, and if the
  RAPs received equal or exceed the
  target's Body, the target is trans-
  formed into solid gold for an
  amount of time equal to the RAPs
  earned. Limitation: Transmutation
  can only turn objects into gold.
  Spray Gun [BODY: 3, Glue: 10, R#: 3]
  Limitation: The Glue Power ac-
  tually covers the target with a thin
  sheet of gold, and if the victim
  cannot free him/herself in an
  9
  
  amount of time equal to twice
  his/her APs of Body, s/he will
  suffocate.
  . Alter Ego: Keith Kenyon
  . Motivation: Power Lust
  . Occupation: Metallurgist
  . Wealth: 13
  . Background:
  Goldface was originally a criminal
  scientist named Keith Kenyon, who
  developed a synthetic "Invulnerability
  elixir." A bizarre side effect of the
  elixir gave Kenyon a golden aura that
  renders him immune to any Green
  Lantern's Power Ring. After battling
  Hal Jordan, however, Goldface was
  soundly defeated.
  Goldface escaped from prison, and
  began to build one of the largest
  criminal empires on the west coast.
  This brought him into direct conflict
  with the international criminal cabal,
  H.I.V.E. Caught between H.I.V.E. and
  the Green Lantern, Hal Jordan,
  Goldface was again defeated.
  When the Guardians of the
  Universe and the Zamarons departed
  for dimensions unknown, Goldface
  was imprisoned in a Sciencell on Oa.
  He escaped, was recaptured, but is
  once again roaming free.
  . Role-Playing:
  Goldface is chiefly concerned with
  expanding his syndicate
  's power
  base, while increasing profitability
  and damaging his competitors. His
  eventual aim is to establish an inter-
  national crime cartel which will give
  him enormous power on a global
  scale.
  Normally, Goldface does not believe
  it necessary to eliminate possible
  heroic interference before going
  ahead with his plans. Major Disaster,
  however, has convinced Goldface
  that an international law enforce-
  ment agency, such as the JLI, is too
  great a threat to his syndicate's
  operation.
  BOLT 
  Dex:     8 Str:      7   Body: 5
  Int:       4 Will:    4   Mind: 4
  Infl:     5 Aura:   3   Spirit: 4
  Initiative: 21   Hero Points: 35
  . Powers:
  Flight: 9, Lightning: 12,
  Teleportation: 10
  . Skills:
  Acrobatics: 6, Martial Artist: 8,
  Thief: 6, Vehicles: 6, Weaponry: 6
  . Limitations:
  Minor Power Burnout on Lightning.
  . Advantages:
  Lightning Reflexes
  . Alter Ego: Unknown
  . Motivation: Mercenary
  . Occupation: Assassin
  . Wealth: 5
  . Background:
  Bolt is a high-powered mercenary
  who sells his services to the highest
  bidder. He is often found in the
  employment of organized crime or
  dishonest corporations, and has been
  defeated by Blue Devil, Captain Atom,
  and Starman.
  Bolt has joined the new Injustice
  League because Major Disaster has
  promised that there will be big money
  coming once the JLI members are
  exposed.
  . Role-Playing:
  Bolt is a braggart who would take
  on the whole JLI single-handedly for
  the right price. He tends to use his
  Lightning Power in combat, but will
  teleport from the scene when the
  going gets too tough.
  COPPERHEAD 
  Dex:      4   Str:      3 Body: 3
  Int:       5   Will:     4 Mind: 4
  Infl: 5 Aura: 4 Spirit: 4
  Initiative:    16 Hero Points: 40
  . Skills:
  Acrobatics: 4, Thief: 9
  . Advantages:
  Connections: Secret Society of
  Super-Villains (High), Underworld
  (Low); Lightning Reflexes
  . Drawbacks:
  Serious Irrational Attraction to
  snakes and snake motif crimes
  . Equipment:
  SNAKE SUIT [DEX: 12, STR: 6,
  Body: 8, Cling: 6, Poison Touch: 7,
  Stretching: 5, R#: 2]
  . Alter Ego: Unknown
  . Motivation: Greed
  . Occupation: Thief
  . Wealth: 4
  . Background:
  Copperhead 
  f
  irst showed his slimy
  head years ago in Gotham City, where
  his stealing spree was foiled by the
  Batman, Batgirl, and Wonder Woman.
  He later was a member of the Secret
  Society of Super-Villains until the
  group's dissolution. He has been in
  and out of prison several times, and
  has joined the new Injustice League
  in order to get back at the Batman.
  . Role-Playing:
  Copperhead's Snake Suit gives him
  Powers appropriate to his reptilian
  name. He even acts like a snake,
  attacking without warning, and
  vanishing before his opponents know
  what hit them. If Copperhead can
  't
  get a good grip on his victim, he will
  quickly slither from the scene.
  DOCTOR POLARIS 
  Dex:      6 Str:      4   Body: 7
  Int:       8 Will:     5   Mind: 4
  Infl:     6 Aura:    5   Spirit: 5
  Initiative: 20  Hero Points: 80
  . Powers:
  Energy Absorption: 12, Energy
  Blast: 10, Flash: 10, Flight: 8, Force
  Field: 12, Magnetic Control: 16
  . Skills:
  Charisma: 6, Gadgetry: 7, Medicine:
  7, Scientist: 7
  * Limitations:
  Energy Absorption can only be
  used to absorb magnetic energy.
  . Advantages:
  Connection: Underworld (High);
  Genius; Scholar (magnetism)
  . Drawbacks:
  Serious Psychological Instability
  . Alter Ego: Neal Emerson
  . Motivation: Power Lust
  . Occupation: Physician
  . Wealth: 6
  . Background:
  Dr. Neal Emerson was a physicist
  who cured diseases through the use
  of magnetism. Unfortunately, his
  repeated exposure to these polar
  forces brought about a split person-
  ality in him. Emerson took the
  criminal identity of Dr. Polaris, and
  developed magnetic weapons to help
  carry out his evil deeds. He later
  internalized his Powers, and threat-
  ened both the Green Lantern Corps
  and the New Titans. Polaris readily
  agreed to join the Injustice League so
  that he can strike at the Green
  Lanterns, Gnort and Guy Gardner.
  . Role-Playing:
  Doctor Polaris' evil side has gained
  total control of him. He will use his
  Magnetic Control Power to place
  metal objects in the paths of his
  opponents, but will 
  f
  ly away if the
  competition looks too tough.
  DOCTOR ALCHEMY 
  Dex:      5   Str:      3   Body: 5
  Int:       6   Will:    4   Mind: 4
  Infl:     5   Aura:    4   Spirit: 4
  Initiative: 16 Hero Points: 65
  . Skills:
  Gadgetry: 6, Occultist: 6
  10
  
   
  'A
  J
  i
  . Advantages:
  Area Knowledge (Central City);
  Connection: Flash's Rogues Gallery
  (High)
  . D
  r
  awbacks:
  Unluck
  . Equipment:
  Philosopher's Stone [Body: 9,
  Telekinesis: 6, Transmutation: 16]
  . Alter Ego: Alvin Desmond
  . Motivation: Greed
  . Occupation: Alchemist
  . Wealth: 4
  . Background:
  Alvin Desmond was once Mr.
  Element, a criminal who often battled
  the second Flash, Barry Allen. After
  Desmond accidentally gained posses-
  sion of the Philosopher
  's Stone, he
  changed his identity to Dr. Alchemy
  and used the Stone's Powers to
  commit his crimes. Alchemy was
  sprung from prison by Major Disaster
  in order to complete the new
  Injustice League.
  . Role-Playing:
  Doctor Alchemy isn't much of a
  physical combatant, so he tends to
  use the Philosopher
  's Stone to change
  the elements of his opponents' bodies.
  For example, he once changed the
  Flash into a being of water vapor.
  MATTER MASTER 
  Dex: 4 Str: 3 Body: 4
  Int: 6 Will: 4 Mind: 4
  Infl: 5 Aura: 4 Spirit: 4
  Initiative:    15 Hero Points: 50
  . SkiUs:
  Gadgetry: 4, Occultist (Create
  Objects, Identify Objects): 4, Thief: 6
  . Advantages:
  Connection: Underworld (High);
  Scholar (alchemy)
  . D
  r
  awbacks:
  Unluck
  . Equipment:
  Mentachem Wand [Body: 5,
  Animate Objects: 13, Earth Control:
  9, Energy Absorption: 10, Energy
  Blast: 9, Matter Manipulation: 15]
  . Alter Ego: Mark Mandrill
  . Motivation: Thrill Seeker
  . Occupation: Criminal
  . Wealth: 4
  . Background:
  One day when Mark Mandrill was
  trying to change lead into gold, a vat
  of chemicals exploded in front of him.
  A terrified Mandrill told the chem-
  icals to "stay away,
  " and to his
  surprise they did. Mandrill found that
  the chemicals obeyed any of his
  mental commands. He fashioned a
  magic wand, called it "Mentachem,"
  named himself Matter Master, and
  went on a crime spree.
  Matter Master has come up against
  Hawkman, Hawkgirl, and the Justice
  League of America. He was recently in
  prison, but escaped and has joined
  the new Injustice League in order to
  get back at those JLI members who
  once belonged to the JLA.
  . Role-Playing:
  Like Dr. Alchemy, Matter Master is
  not very good at hand-to-hand
  combat, so he uses his Mentachem
  wand to blast his opponents. If his
  Mentachem wand is taken away,
  Matter Master is basically useless.
  11
  
  The Adventure
  ENCOUNTER ONE
  The Vault of
  the Manhunters
  Setup
  The adventure begins with Blue Beetle alone on
  monitor duty at the JLI's New York embassy. The
  beginning of this encounter is written for Beetle, but can
  be played by any other JLI member, excluding the
  Batman and the Martian Manhunter. If no one is playing
  Blue Beetle, select another Character, and substitute
  him/her for Blue Beetle.
  Players' Informa
  t
  ion
  It's a dull T\iesday morning. Blue Beetle is alone on
  monitor duty in the JLI's New York embassy. The
  seemingly endless rows of glowing security monitors are
  currently blank.
  The monitors have been blank for the past three hours.
  They've been blank for the last three months. This time,
  sleep seems inevitable. Maybe the television will help.
  Stealing???
  Each channe''s program seems about as exc't'ng as the
  secur,ty mon,tors-except for one. A face that
  's a,, teeth
  ,ooks vague,y fam,,,ar, and the name 
  "Donavan" h,ts
  home.
  Juan Donavan is that tactless WGBS-TVreporter whose
  Christmas special last year made people across the globe
  swear off TV forever. The show featured a small get-
  together between Nazi KKK skinheads, satanist rock stars
  and militant transseocual mudivrestlers. Unfortunately,
  it degenerated into screaming, savage violence, and (of
  course) got fantastic ratings.
  Yep, that heartwarming special made Donavan a star,
  and most of the world sick.
  But . . . anything is better than this torture called
  monitor duty.
  On the screen, Juan Donavan is grinning from ear to
  ear. His face is so close to the camera, it looks like
  something out of a horror movie. In the shadowy
  background, however, a Manhunter mask is scarcely
  discernible. No one can forget how the Manhunters had
  attempted to destroy the Millennium project and Justice
  League International.
  This could mean trouble.
  GM's Informa
  t
  ion
  Ask the Player if s/he continues watching the show,
  despite the fact Blue Beetle is supposed to be on monitor
  duty. (Such a moral dilemma.)
  If Blue Beetle wishes to alert the other JLI members to
  the broadcast, he can summon them to the monitor
  station at the touch of a button. Let the group assemble
  before continuing with the broadcast.
  If Blue Beetle shuts off the TV and goes back to
  watching the monitors, let a little time pass, and then
  have Oberon run around the JLI headquarters, alerting
  everyone to the broadcast. In this case, read the next
  eight paragraphs to yourself and then continue out loud.
  If Beetle watches alone or has gathered the rest of the
  JLI, continue below.
  The camera seems to be stalking Juan Donavan as he
  tiptoes through a dark, dilapidated warehouse. A
  clattering rack of lights follows close behind, illumi-
  nating Donavan
  's backside and a mere five-foot-radius
  Characters such as Guy Gardner may favor attacking infrontofhim.
  Donavan and stealing the tape, either now or later in the Donavan stops, turns, and beams at the camera.
  adventure. This cannot be acceptable to the Martian "Thish ish Juan Donavan,
  " he begins, "broadcashting
  Manhunter. whose Motivation is Upholding the Good. If iivefrom inshide the former shecret shanctuary of the
  the Martian Manhunter Player does not immediately reject shurreptitioush Manhuntersh! Yesh, here in humdrum
  this plan, remind him/her of the Manhunter's ethics. Even Manhattan Beach, the myshterioush monshtersh knoum
  the Batman, who is used to working outside the law. will 
   
   Manhuntersh hatched their shinishter shchemesh
  have a tough time sanctioning theft. If neither of these ogainsht mankind. Thish warehoush hash been shealed
  Characters are present, have Oberon or Maxwell Lord off ever shinsh {since) the Manhuntersh were defeated.
  convince them that stealing the tape is the wrong thing to knowsh what shecrets the Manhuntersh kept
  do. However shallow and mean-spirited Juan Donavan is, fantoshtic technologiesh could be shtashed
  he has broken no laws and has legal possession of the tape, away in thish vault?
  "
  As long as there is a legal way to get the secret information, Donavan pauses while the camera comes infor another
  the heroes are obligated to try it. close-up.
  If at any time the JLI or JLI members secretly steal the "Who knowsh? Well, you Tl know when we open the
  tape, they will have little trouble doing so. All they will get, vauitoftheManhuntershrighthereonlive TV! Right a
  f
  ter
  however, is a copy of an old Donavan! show. Anticipating thish important messhage.
  "
  an attempt to steal the tape, the clever reporter hid the Xhis is a good piace t0 pause and give the piayer(s) a
  original tape and substituted something much more chance to react. Ifthe JLI members are together, let them
  horrible: a tape of last year's Christmas special! discuss this turn of events during the commercial. If they
  12
  
  have any questions about the Manhunters, you can 
  f
  ill
  them in with the information from the GM's Background.
  The JLI members should be aware of the fact that the
  Manhunters knew the identities and deepest secrets of
  Earth's heroes.
  If the JLI members are not yet assembled, the
  commercial break gives Blue Beetle a chance to round
  them up. If he does not summon them, Oberon now runs
  through the embassy, alerting them to the broadcast. All
  members, including Oberon and Maxwell Lord, should be
  present for the remainder of the broadcast.
  When the commercial break ends, Donavan is standing
  outside a large, high-tech, metal door. A group of WGBS
  technicians are cutting through it with a couple of
  acetylene torches.
  "In cashe (case) you've jusht tuned in," Donavan
  screams above the noise, "thish ish Juan Donavan, and
  I
  'm shtanding in front of the vault of the myshterixmsh
  Manhuntersh. Sho shtrange! Sho amazing! What will we
  dishcover inshide? What incredible shecretsh hash thish
  hidden rayhsh (race) left behind? What is their legashy to
  ush (us), the human raysh?
  "
  Once the technicians finish cutting the lock, they step
  back, and the vault door surings open. It's dark inside,
  but once the camera and lights enter, television viewers
  everywhere see. . . nothing.
  The vault is completely empty. Donavan stares into the
  vast hole,froums in a shocked then embarrassed manner,
  then turns to the camera toith a sheepish grin.
  He nervously chuckles, "Heh, heh, heh! I guessh theresh
  nothing in here!Leave it to thoshe loushy Manhuntersh to
  dishappoint couch potatoesh acrossh the globe! Um, well,
  thish ish Juan Donavan, ending hish show very early.
  Thanksh for tuning in, and be sure to watch my neoct
  show: Confessionsh of the Kinky Cow-Tippersh!
  "
  Donavan immediately looks off camera, mouths the
  loord "What?" then says, "What? There ish something
  here? Lemme (let me) shee. "
  The camera pans down to the far right comer of the
  vault, where a small, dusty package lies on the floor.
  "Aha! Here it ish!" exclaims our host, "The forbidden
  shecretsh of the Manhuntersh!
  "
  The camera zooms in on the object. It looks like a high-
  tech video cartridge. Through the dust, the label is barely
  legible:
  1
  Donavan picks up the tape and blows the dust o
  f
  f of it.
  After coughing loudly a few times, he recovers, saying,
  "Wow! The shecretsh of Jushtish League International!
  We '11 play thish tape on tomorrow 'sh show. Tune in
   for all
  the shecretsh! All the gosship! All the grime! Sho
  myshterioush! Sho bizarre! Thish ish Juan Donavan!
  Goodbyefansh!Shee you tomorrow on...Donavan!"
  Well, Justice League International is in for it now. It is
  most likely they will either immediately rush to the
  Manhattan Beach headquarters, call WGBS-TV in
  Metropolis to talk to Donavan, or go to the WGBS offices. If
  the Players opt to do something else, see Troubleshooting.
  There are two ways to begin an
  adventure: exposition and action.
  Exposition means opening the game
  by explaining the adventure back-
  ground, generally in the form of
  some read-aloud information, and
  then letting the Characters react.
  Action starts the game with just
  that-action. This method immedi-
  ately puts the Characters in a
  demanding situation, and the GM
  must explain what is going on as the
  Players go along. These methods
  are also generally the two ways DC
  comics begin.
  The advantage of exposition is that
  it provides vital background infor-
  mation upon which the adventure
  will build from the very beginning.
  Players will be motivated because
  they know the essentials: who, what,
  where, when, and how.
  In the case of Exposed!, who is
  starting trouble? Donavan. What is
  he doing? He is threatening to reveal
  the JLI's most valued secrets. Where
  is there going to be trouble? At
  WGBS studios in the Galaxy Com-
  munications building. When will it
  occur? By tomorrow's TV show. And
  howls he able to do it? Donavan has
  the Manhunters' secret information
  and a viewing audience of millions
  just waiting for some juicy gossip.
  The purpose of exposition is to
  familiarize the Players with every-
  thing they need to know to partic-
  ipate in the adventure. Many comics
  begin with this presentation of
  information in order to set the stage
  for the story. A well-crafted plot,
  with clear, expository material
  presented at the beginning of the
  story, is like a wound clock. It will
  unwind on its own with very little
  work from the GM (or author) to
  keep it going.
  Exposition also sets the tone and
  mood of the adventure. In Exposed!,
  the irreverent nature of Donavan's
  Manhattan Beach TV show lets the
  Players know that they are in for a
  challenging adventure.
  The main disadvantage of starting
  an adventure with exposition is that
  it gets the game off to a slower start
  than a fast-paced introduction.
  (o)
  m
  3
  3
  13
  
  3
  14
   /of of information at the beginning
  of an adventure can be boring. If the
  exposition drags on too long without
  some interaction to liven things, the
  Players may grow restless.
  Exposed! begins with exposition, in
  the form of read-aloud information
  about Juan Donavan and his TV
  program. It is designed to be short
  enough (and, hopefully, amusing
  enough) to keep the Players
  ' at-
  tention. When you start off a game
  by giving information to the Players,
  keep it short. For a good rule of
  thumb, if your introductory passage
  is longer than the Juan Donavan
  segment, you are giving too much
  expository information.
  The advantage of starting an
  adventure with action is that it grabs
  the Players' attention and throws
  them into the thick of things. A lot of
  comics open with a fight scene, and
  finally get around to explaining it to
  the reader by page five.
  The chief disadvantage of begin-
  ning an adventure with action is that
  the Players may find it confusing, or
  even irrelevant. When the Players
  start off knowing little or nothing of
  the situation they find themselves in,
  they may lack crucial information
  necessary to solve the problems
  confronting them. And worse, they
  may not care. If you start an ad-
  venture in the midst of action, be
  sure to follow it up with all the
  information the Players need to
  continue the adventure.
  These two methods, exposition and
  action, are also the two main com-
  ponents of a good adventure:
  problem-solving and action. A game
  without information and problem-
  solving tends to degenerate into a
  pointless and forgettable slugfest.
  Along the same lines, a game without
  action can quickly become dull. A
  good adventure blends both these
  elements.
  When starting an adventure, exper-
  iment with both exposition and
  action to see which gives you the
  best results. Or try combining the
  two. Put as much interaction as
  possible into a long section of
  exposition, and get across as much
  information during an action scene
  as you can.
  Some Players may suggest using their Connections to
  check the legal status of the situation. If they do so, they
  learn that Donavan got official clearance to broadcast
  from the former Manhunters' headquarters. Since the
  heroes of Earth have oficially declared the Manhunter
  threat over, anything Donavan finds there is legally his.
  Some JL1 members may also suggest that the tape be
  classified Top Secret,
  " as it could endanger international
  security. The paperwork alone, however, would take at
  least a week, allowing Donavan more than enough time to
  air the JLl
  's secrets.
  If any JLI members leave early in the broadcast to head
  for Manhattan Beach, allow them to watch the broadcast
  from their jet or Blue Beetle's Bug. No matter what, they
  will arrive after the broadcast is over. By the time they get
  to the warehouse, Donavan is settled in the WGBS jet and
  is heading back to the Galaxy Communications Building,
  home of WGBS-TV in Metropolis. If they search the
  warehouse for clues, they will 
  f
  ind nothing.
  If the heroes call WGBS right after the broadcast, they
  will be connected to Donavan through the jet
  's phone. If
  they call him more than twenty minutes after the
  broadcast, they will reach him at the Galaxy Commun-
  ications Building.
  Donavan is excited that the JLI is calling him, but
  refuses to turn over the tape.
  "Thish ish great," he says with gusto. "Hie JLI watch
  my show!I musht tell the WGBSh Public Relationsh offish
  about thish!"
  When the JLI asks him for the tape, he says, "Shorry,
  but the public hash a right to know! Beshidesh, my
  lawyersh shay it 'sh legal to broadcasht it. Ifound it fair
  and shguare!
  "
  If the heroes wish to negotiate, threaten, etc., Donavan
  will inform them that he is busy until midday. He makes
  an appointment with them for noon that day. If they go,
  continue with Encounter Two: Disaster at WGBS. If they
  refuse to go or even contact Donavan, see Trouble-
  shooting.
  If the JLI members go to WGBS-TV at any time before
  noon, Thelma, Juan Donavan's secretary, will assure them
  that Donavan is eager to talk to them but is not available
  until 12:00 that afternoon. If the heroes make a fuss, have
  Thelma threaten to have them removed until that time.
  Troubleshooting
  If the JLI members do not contact Donavan, or refuse to
  meet with him at noon, they will not be at the Galaxy
  Communications Building when the Injustice League
  attacks at noon. At approximately 12:I5p.m.,Oberon and
  Maxwell Lord will see the attack on a TV newsbreak, and
  the JLI will receive an emergency call from WGBS and the
  New York police. Justice League International will be
  obligated to help defend the Galaxy Communications
  Building from the Injustice League. If the heroes go,
  proceed to Encounter Three: Sing or Suffer.
  If the heroes refuse to respond to the Injustice League's
  attack, sum up the events in Encounters Two and Three
  for the Players, and say that the villains have forced the
  tape from Donavan, and the JLI must retrieve it.
  If the JLI members retrieve the tape from the Injustice
  League, they will discover that it is merely a copy of
  Donavan's last Christmas special. If, for some reason, the
  
  heroes fail to retrieve the tape, Donavan will call them and
  inform them that the Injustice League stole the wrong
  tape. Donavan will then bring up the idea of the TV show
  and mention the fact that the Injustice League has readily
  agreed to the public showdown. Again, refer to the
  information in Encounters Two and Three to convince the
  JLI to be on Donavan's show. If they agree, go to
  Encounter Four: Lights, Camera, MAKEUP! If they refuse,
  see Encounter Three: Troubleshooting.
  I
  ENCOU NTER
  TWO
  Disaster
  at WBGS
  Setup
  This encounter begins with the JLI's arrival at the
  Galaxy Communications Building in Metropolis for the
  12:00 p.m. appointment with Juan Donavan. If the heroes
  decided not to contact Donavan during Encounter One,
  they will have been made aware of the Injustice League
  attack. In this case, go to Encounter Three: Sing or Suffer.
  Players' Information
  Metropolis' Galaxy Communications Building seems
  to be under repair. Scaffolding surrounds the 12thfloor,
  and freshly-applied cement covers what used to be holes
  in the walls. (A recent battle between Superman and the
  Olympian war god. Ares, caused much havoc, as told in
  the DC Heroes RPG adventure. War of the Gods.)
  But a section of the scaffolding has been broken away,
  and smoke billows from a man-size, newly-made hole in
  the 14th floor wall.
  Suddenly, a kmd, rumbling noise is heard, and the
  building shakes and shudders. No other buildings in the
  area seem to be affected.
  Further observation reveals that all doors on the
  ground floor are sealed by huge walls of ice. Looks like no
  one can get in or out.
  GM's Information
  The following is a breakdown of the Injustice League's
  invasion plans. Any villains who are not named will have
  entered through the 14th floor with Major Disaster and
  Bolt.
  Shortly before 12:00, the Injustice League made a three-
  pronged assault on the Galaxy Communications Building.
  Three teams are moving quickly through the structure in
  search of Juan Donavan and the Manhunters
  ' tape. They
  are threatening trapped employees and destroying
  anything in their paths.
  Icicle and Gorilla Grodd entered through the main
  doors on the first floor. Icicle sealed all the exits with ice,
  while Gorilla Grodd Mind Probed the receptionist to
  locate Donavan. These two villains will have reached the
  12th floor by the time the heroes 
  f
  ind them.
  Goldface and the Scarecrow 
  f
  lew a helicopter to the
  roof, and started a search from the top of the building
  down. They will have reached the 15th 
  f
  loor by the time
  the heroes 
  f
  ind them.
  Bolt flew Major Disaster into the building by blasting
  through a wall on the 14th 
  f
  loor. (If Bolt is not present,
  Major Disaster used his Flying Belt to reach a 14th floor
  window.) Major Disaster had previously learned that
  Donavan's of
  f
  ice was on this floor; and since he devised
  the invasion plans, he set it up so he could find Donavan
  f
  irst. Major Disaster has started a series of minor tremors
  designed to frighten the WGBS employees into turning
  Donavan over to him. Major Disaster and Bolt are still on
  the 14th floor when the heroes arrive.
  Give the JLI members time to plan their attack. They
  may enter the building in whatever manner they wish.
  Once inside, they may split up to battle the Injustice
  League or remain a group.
  Any heroes that enter through the ground floor should
  make a Perception Check, using an AV/EV of Int/Will
  against an OV/RV of 6/6 to determine if s/he sees the
  shattered glass directory lying under a pile of fallen
  plaster. Positive RAPs will reveal that the WGBS-TV of
  f
  ices
  are located on the 14th floor.
  Icicle and Gorilla Grodd are on the ravaged 12th floor,
  terrorizing the repair crews. Many of the workmen appear
  to be frozen, and there are huge stalactites and
  stalagmites of ice covering the ceilings and floors. Strange
  ice canyons and ice caves make the partially destroyed
  f
  loor very slippery. A trail of frozen bodies ending at the
  12th floor hints that this is where some of the trouble is
  Motivating the Players
  Some Players may conclude that their Characters have
  little at stake if their secrets are revealed. A fter all, not all of
  the JLI have secret identitites. If any Player asks what s/he
  really has at stake if s/he decides not to recover the
  Manhunters' tape, use the following list to remind him/her
  of what is better off left uncovered.
  Potential Dirt
  Batman Secret ID as Bruce Wayne
  Big Barda Former servant of Darkseid
  Blue Beetle Failed industrialist
  Booster Gold Criminal from the future
  Fire Former spy with the Brazilian government
  Gnort Reject from another galaxy
  Guy Gardner Serious personality disorder
  Huntress Father was a Mafia king
  Ice Mysterious member of another race
  Martian Manhunter Illegal alien
  Mr Miracle Alien hiding in the suburbs
  15
  
  16
  ROOF
  16
  15
  13
  11
  10
  9
  sea/lng
  'he ex/ts
  05
  O
  0
  a
  s
  o
  
  coming from. The few unfrozen employees can describe
  Icicle and Grodd if asked. Once the heroes break through
  the ice walls sealing the building entrances, the grateful
  employees will quickly flee through them.
  Major Disaster is in the 14th floor offices, causing minor
  earthquake tremors to run through the walls and floors.
  He knows he is on the WGBS floor, and is demanding that
  the TV whimp be turned over to him. Bolt is sporadically
  blasting holes in the walls simply because he's bored.
  Goldface and Scarecrow are terrorizing the technical
  crew and TV personalities in the 15th 
  f
  loor TV soundstage.
  This is the studio where Donavan does most of his live
  broadcasts. There is a trail of quivering, terrified
  employees on the floors from the top of the building to the
  15th 
  f
  loor. They have recently been attacked by the
  Scarecrow's Fear Transmitters.
  The Injustice League will find Donavan at the end of
  four phases after the JLI arrives, so the heroes have only
  four phases to keep an assault from turning into a hostage
  crisis. If the JLI members decide to remain a group to
  more easily defeat the Injustice League, they will more
  than likely arrive too late. If they split up, they have a
  better chance of engaging each villain in combat before
  four phases are up.
  Any hero who enters through the ground 
  f
  loor should
  make a Perception Check, using an AV/EV of Int/Will
  against an OV/RV of 6/6, to determine if s/he sees the
  shattered glass directory lying under a pile of fallen
  plaster. Positive RAPs will reveal that the WGBS offices
  are on the 14th 
  f
  loor.
  If the heroes do not engage all the Injustice League
  members in battle by the fifth phase, Mjyor Disaster will
  f
  ind Donavan. (Another villain will find the reporter if
  Major Disaster is engaged in a fight before the fi
  f
  th phase.)
  Any villain who manages to win a 
  f
  ight will immediately
  continue looking for Donavan. If he is not attacked again
  in three phases after his former 
  f
  ight, the villain will reach
  Donavan.
  As soon as a villain finds Donavan, go to Encounter
  Three: Sing or Suffer. Skip down to the Players'
  Information, where the hero(es) are approaching Juan
  Donavan's ofice.
  If all members of the Injustice League are engaged in
  combat before the fifth phase, they will not find Juan
  Donavan. Once all the villains are defeated, continue with
  the following information.
  After the villains are completely subdued, WGBS
  security comesfor them. But out of the destruction comes a
  frantic voice. "Wait! Wait!" An out-of-breath Juan
  Donavan runs up to the WGBS security guards, who are
  ready to take the Injustice League away. 
  "Releash them!
  I
  'm not going to pressh chargesh.
  " (Allow the JLI to react
  appropriately.) 
  "I want them on my show! You ffuysh, too,
  Jushtish Leaguersh! Lishen! Here'sh my plan!
  "We '11 have both shupergroupsh on the show. You both
  can exshplain why I should give the tape to you. Then-
  thish ish the greatest idea ever-then we '11 have viewersh
  call in on a 900 number to vote for their choishe!
  Whichever team getsh the mosht votesh urinsh and getsh
  the tape! Great plan, huh?"
  The defeated villains think it's a great idea, of course,
  and agree immediately.
  If the heroes themselves wish to press charges, have
  Maxwell Lord show up and attempt to persuade them to
  5
  <t
  3
  The adventure really gets rolling
  in Encounters Two and Three. The
  heroes meet the principal Non-
  Player Characters in the game,
  the Injustice League and Juan
  Donavan, and have their first
  skirmish. They know all they need to
  about the Manhunters' tape, so the
  real action can begin.
  To create action, you have to
  know what the villains want, and
  how they intend to get it. They need
  a mission, and it's up to you to give
  one to them.
  You could just say, "The villains
  attack the heroes, "andgo straight to
  a shoot-
  'em-up, knock-'em-down
  fight scene, but that can get old
  quickly. You can get a lot more
  mileage out of villains with a specific
  task than villains who are just out to
  battle heroes.
  For Encounters Two and Three of
  Exposed!, a search-and-destroy
  mission was developed. The Injus-
  tice League members hit the Galaxy
  Communications building in a light-
  ning raid to get the Manhunters'
  tape. Their primary goal is the tape,
  but to get it, they must first find
  Donavan. So they split up, and tear
  the place apart, terrorizing anyone
  and anything in their paths until they
  get what they want. The heroes then
  go on a search-and-destroy mission
  of their own, following the trails of
  destruction to the villains.
  If the Player Characters are not
  quick about finding and attacking all
  the villains, the search-and-destroy
  mission can become a hostage
  drama. By creating a specific
  motivation for the Injustice League,
  a simple battle turns into an extended
  role-playing encounter.
  Once you know the villains'
  mission, you need to give them a
  plan. The more detailed the plan, the
  more varied the adventure can be.
  The Injustice League's assault on
  the Galaxy Communications build-
  ing could have been a straight-
  forward attack, but by splitting them
  up, there is the possibility of three
  different fight scenes in three
  interesting locations.
  17
  
  let the Injustice League be on the show. He believes that
  the publicity can only benefit Justice League Interna-
  tional and further discredit the Injustice League.
  If the JLI members still wish to press charges, have
  Donavan call them "a bunch of chickensh" and threaten
  to air the tape on tomorrow's show. The secret
  information is legally his, and he has the right to do
  whatever he wants with it. This should convince the JLI
  that he has the upper hand. If the heroes absolutely insist
  on pressing charges, see Troubleshooting.
  In the end, the JLI members will most likely decide to
  appear on the show. If so, Donavan will be ecstatic,
  exclaiming, "Great! Be here tomorrow at shixsh (6) p.m.
  I'll convinshe (convince) WGBSh to canshel their
  regularly scheduled program, and you '11 all be on live TV
  at sheven (7) o
  'clock. Thish
  'll be the besht show ever!"
  Donavan then skips down the badly damaged hallway
  in search of the WOES director.
  Proceed to Encounter Four: Lights, Camera, MAKEUP!
  If the heroes refuse to be on the show, see
  Troub leshooting.
  Troubleshooting
  ENCOUNTER THREE
  Guy Gardner may suggest the two groups team up, beat
  Donavan to a pulp, take the tape, and then 
  f
  ight amongst
  themselves for it. The Martian Manhunter or the Batman
  should stifle this idea quickly. If one of them doesn't, have
  Major Disaster refuse to collaborate with the JLI on the
  grounds that his group is above such obscene behavior.
  If the JLI insists on pressing charges against the
  Injustice League, Donavan will simply bail the villains out
  of jail an hour later. He will tell them of his TV show
  scheme, and the inept group will agree to it. Donavan will
  then call the heroes and spring the idea on them. Modi
  f
  y
  the preceding information to 
  f
  it this situation.
  If the pigheaded JLI members have absolutely refused
  to be on Donavan's show, the reporter will sadly continue
  without them. Improvise the TV show for the Players,
  using the information in Encounters Five and Six. Don't
  perform the whole program, just give enough highlights
  from the show to let them know what they missed. If they
  don't watch the show, have Maxwell Lord tell them that
  the Injustice League slandered the Justice League name
  and now has all their secrets. The JLI must retrieve the
  Manhunters' tape before the villains do any more damage.
  Otherwise, the Players have failed the adventure
  miserably.
  It would be in character for the Batman to refuse to be
  on the show. (A creature of the night tends not to like
  such publicity.) Have WGBS-TV offer to let the Batman
  remain in the Green Room after Encounter Four, and
  answer Donavan's questions via a microphone and
  intercom system. If the Player declines this offer, allow the
  Batman to do something else with his time. All other
  Players' Characters should be present during the
  program.
  Sing
  or Suffer
  Setup
  This encounter takes place if the heroes did not reach
  Juan Donavan before the fifth phase of combat in
  Encounter Two, or if they are arriving at the Galaxy
  Communications Building in response to the Injustice
  League attack.
  If the JLI was made aware of the attack by the TV
  newsbreak during Encounter One, begin reading at the
  start of the Players
  ' Information, with the JLI
  approaching the Galaxy Communications Building. If the
  JLI failed to reach Donavan before the Injustice League
  did in the last encounter, skip down to where the heroes
  are approaching Juan Donavan's 14th floor of
  f
  ice.
  Players' Information
  Metropolis' Galaxy Communications Building seems
  to be under repair. Scaffolding surrounds the 12th floor,
  and freshly applied cement covers what used to be holes
  in the walls. (A recent battle between Superman and the
  Olympian War god. Ares, caused much havoc, as told in
  the DC Heroes RFC adventure. War of the Gods.)
  But a section of the scaffolding has been broken away,
  and smoke billows from a man-size, newly-made hole in
  the 14th floor wall.
  Suddenly, a loud, rumbling is heard, and the building
  shakes and shudders. No other buildings in the area seem
  to be affected.
  Further observation reveals that all doors to the ground
  floor are sealed off by huge walls of ice. Looks like no one
  can get in or out.
  GM's Information
  Any heroes that enter through the ground floor should
  make a Perception Check, using an AV/EV of Int/Will
  against an OV/RV of 6/6 to determine if s/he sees the
  shattered glass directory lying under a pile of fallen
  plaster. Positive RAPs will reveal that the WGBS-TV offices
  are located on the 14th 
  f
  loor.
  No matter where the Characters enter the building, all
  damage will lead to the WGBS studios. Icicle and Gorilla
  Grodd entered through the main doors on the ground
  floor. After sealing all the exits, they proceeded up, 
  f
  loor
  by floor, terrorizing employees and causing havoc.
  Stalactites, stalagmites, and frozen bodies decorate the
  hallways; and any workers who escaped the villains'
  wrath will be able to describe Grodd and Icicle if asked.
  Goldface and the Scarecrow 
  f
  lew a helicopter to the roof
  and started their search from the top down. Any
  18
  
  employees encountered between the 20th and 14th floors
  will be quivering in their shoes due to the Scarecrow
  's
  Fear Transmitters. Bolt, Major Disaster, and the rest of
  9
  If the JLI has arrived in response to the TV newsbreak*
  during Encounter One, the Gamemaster may feel free to, .
  place the Injustice League members anywhere in the
  building according to the preceding information. At least
  Major Disaster and Bolt should have already reached
  Donavan.
  Once one or more hero(es) have reached the 14th 
  f
  loor,
  read the following.
  NOTE: If any villain reached Donavan before Major
  Disaster did in Encounter Two, insert his name in place of
  Major Disaster's. Only if more than one member of the
  Injustice League have reached Donavan's of
  f
  ice during
  Encounter Two, or if the JLI is here in response to the TV,
  newsbreak in Encounter One, read the parenthetic
  information that follows.
  Screams and crashes can be heard coming from the. . .
  north vying. The paths of ruin lead to an office vrith the
  name "Juan Donavan" on the battered, half-open door. ' '
  Inside, Major Disaster has Donavan by the throat, and , ,
  the terrified reporter doesn't look so hot. (Deep, chuckling
  voices can be heard on the other side of the door.) . 
  *
  "Where is it?"Major Disaster demands, "Where is the m , 4
  secret information on the Justice League? Tell me!
  "
  Donavan says nothing, but makes choking noises as he
  turns blue. (This draws an even louder responsefrom the
  group behind the door.)
  "Tell me!" Major Disaster demands, "Are you deaf?
  If the hero(es) burst in, read the following:
  Major Disaster shouts "Stop! Come any closer, and I'll
  blow this pipsqueak's head off!" (He nods his head
  toward the door and growls, "Get 'em, boys!")
  If any other members of the Injustice League are
  present, they will immediately attack the JLI. Major
  Disaster will temporarily loose his grip while watching all
  the fun, but once the rest of his group is defeated, he will
  again tighten it.
  The JLI must find a way to attack Major Disaster
  without Donavan being hurt. If the Players come up with a
  clever idea, and don
  't miss their rolls, they should be able
  to rescue him.
  Once Donavan is set free, the JLI can attack Major
  Disaster without hesitation. As the heroes attack him,
  read the following:
  Donavan dashes about like a rabid chihuahua.
  "Wait!" he says, waving his arms frantically. "Shtop
  fighting! Don't fight now! The TV camerash aren't on!
  Wait till I can broadcasht thish!"
  Major Disaster ignores him, and keeps 
  f
  ighting. The JLI
  will likely ignore him too.
  If any hero rushes Major Disaster while he is choking
  Donavan, he will attempt to strike his hostage for 2 APs of
  Body during the next phase. If Disaster succeeds, the
  gasping reporter drops to the ground, a bleeding form in
  desperate need of medical attention. When Donavan
  S3
  ft
  I
  1
  5=
  1
  -a
  awakens, he will be angry with the JLI members and
  blame them for his getting hurt.
  If the JLI does not attack Disaster right away, he will
  relax a little, and talk with them. But he will continue to
  inadvertently choke Donavan. The most important thing
  for the heroes to do is convince Major Disaster to loosen
  his grip. If they do not, interrupt their conversation every
  few sentences to remind them. While you speak, have
  Donavan squawk, "Gack. . .urk. . .gek. . . "Make some
  choking noises, too. If they don
  't get the point, make each
  set of choking noises louder and more frantic than the
  ones before. If they still don
  't get the point, 
  f
  lail around
  with your hands at your throat.
  If they still don't get the point, they're hopeless. Mimic
  Donavan's next actions. Make some more choking noises,
  f
  lail about one last time, and act like you have passed out.
  Then, switch to acting Major Disaster's next actions. Hold
  your arms straight out and your hands as if there was
  someone
  's neck between them. Look down at where the
  19
  
  Prop
  Rocm
  Juan's
  Dressing
  Room
  G
  S'jig.
  \
  f
  f
  f
  1
  /
  Lobby
  R«sboom>
  Slubl
  RtcMtkin
  >C8pt
  V
  /
  Eievatorj
  s
  Dnctori
  ottic*
  S
  '
  iirs
  Conlrol Room
  Hortando'i
  O
  t
  ftc*
  J
  O
  f
  llM
  Riitroomi
  f
  lMlroomi
  OtllM
  OflM
  MD
  B
  Vldao Llbliry
  one
  OtllM
  Offlca
  Otllca
  Stortga
  Entry Mola
  In Wall
  U
  O
  M
  o
  fa
  43
  iWiit
  Key 
  Chairs for the JLI
  1
  Down stairs
  GG
  Thia 
  f
  low haa baan daalroyad
  and Ii covarad with lea.
  Elevator
  20
  S Scarecrow
  MD Major Disaster
  | Icicle
  B Bolt
  GG Gorilla Grodd
  G Goldface
  
  person
  's head would be and say, 
  "Oops, "then loosen your
  grip, with a sheepish look on your face. But whatever you
  do, don't let go.
  Before long, Donavan can breathe again. He takes a
  deep breath, and says, "Camera crew! (Gasp) Where'sh
  my camera crew? (Gasp) Why ish nobody filming thish?
  We're talking shtupendoush ratingsh here! Where ish
  everybody? (Gasp) "
  Major Disaster looks at the wheezing Donavan and
  shouts, "I want the Manhunters' tape, you little weasel,
  and I want it now! Then I want to be allowed to leave
  without you cretins following me.
  "
  Donavan vigorously agrees with this. "Pleashe! Pleashe
  do what he shaysh!"
  If the JLI agrees, Donavan will direct Major Disaster to
  carry him down the hall, to another office. If the heroes
  disagree, they had better figure out a way to get Donavan
  away from Major Disaster.
  If Disaster carries the flailing reporter down the hall, he
  will loose his grip long enough to let Donavan open the
  safe and remove the Manhunters
  ' tape. Once Donavan
  hands the tape to Disaster, the villain tightens his grip and
  flies out the nearest window. He drops the screeching
  reporter to the street below, and 
  f
  lies away. The JLI
  members will have to catch Donavan, or they will receive a
  much lower Standard Award. See Troubleshooting for
  resolutions to this situation.
  If the villains are completely subdued, WGBS security
  comes for them. But out of the destruction comes a
  frantic voice. "Wait! Wait!" An out-of-breath Juan
  Donavan runs up to the guards, who are ready to take the
  Injustice League away. "Releash them! I'm not going to
  pressh chargesh. (Allow the JLI to react appropriately.)
  "/ want them on my show! You guysh, too, Jushtishe
  Leaguersh! Lishen! Here's my plan.
  "We '11 have both shupergroupsh on the show. You both
  can exshplain why I should give the tape to you. Then-
  thish ish the greatesht idea ever-then we'll have
  viewersh call in on a 900 number to vote
   for their choishe!
  Whichever team getsh the most votesh winsh, and getsh the
  tape! Great plan, huh?"
  The defeated villains think it's a great idea, of course,
  and agree immediately.
  If the heroes themselves wish to press charges, have
  Maxwell Lord show up and attempt to persuade them to
  let the Injustice League appear on the show. He believes
  that the publicity can only benefit the JLI and further
  discredit the Injustice League.
  If the JLI members still wish to press charges, have
  Donavan call them "a bunch of chickensh" and threaten
  to air the tape on tomorrow's show. The secret
  information is legally his, and he has the right to do
  whatever he wants with it. This should convince the JLI
  that Donavan has the upper hand. If the heroes
  absolutely insist on pressing charges, see Troubleshooting.
  If the heroes do not want to be on the show, Donavan
  will insist they appear, since their absence would
  guarantee victory for the Injustice League and the loss of
  their tape. If they still refuse, see Troubleshooting.
  In the end, the JLI members will most likely agree to
  appear on the show. If so, Donavan will be ecstatic,
  exclaiming, "Great! Be here tomorrow at shixh (6) p.m.
  I '11 conmnshe (convince) WGBS to canshel their regularly
  scheduled program, and you '11 all be on live TV at sheven
  (7). Thish'll be the besht show ever!"
  Donavan then skips down the badly damaged hallway
  in search of the programming director.
  Proceed to Encounter Four: Lights, Camera,
  MAKEUP!.
  Troubleshooting
  A Character such as Guy Gardner may suggest the two
  groups team up, beat Donavan to a pulp, take the tape,
  and then fight amongst themselves for it. The Martian
  Manhunter or the Batman should stifle this idea quickly.
  If one of them doesn't, have Major Disaster refuse to
  collaborate with the JLI on the grounds that his group is
  above such obscene behavior.
  If the JLI insists on pressing charges against the
  Injustice League, Juan Donavan will simply bail the
  villains out of jail an hour later. He will tell the Injustice
  League of his TV show scheme, and they will agree to it.
  Donavan will then call the heroes and spring the idea on
  them. Modify the preceding information to fit this
  situation.
  If the villains actually escape with the tape, Donavan
  will chuckle and inform the JLI that the Injustice League
  member(s) made off with a copy of last year's Christmas
  special. The real information is safely hidden away where
  only he can find it. Later that day, Donavan will call the
  JLI members and tell them that the Injustice League has
  agreed to appear on his show. He will implore them to also
  attend. Again, modify the TV show dialogue to fit this
  situation.
  If Major Disaster drops Donavan out of the 14th floor
  window, the heroes have very little time to catch him. If
  Donavan is rescued, he will inform the JLI that Major
  Disaster made off with a copy of last year's Christmas
  special. If Donavan falls to the ground, the JLI will have to
  discover this by retrieving the tape from Major Disaster.
  Later that day, Donavan will call the JLI about the TV
  show and implore the group to attend.
  If Major Disaster managed to escape with the wrong
  tape, and the rest of the Injustice League was defeated
  and taken to jail. Disaster will agree to do the TV show in
  exchange for Donavan
  's bailing his group out of jail.
  If the pigheaded heroes absolutely refuse to be on
  Donavan's show, the reporter will sadly continue without
  them. Improvise the show for the Players, using the
  information in Encounters Five and Six. If the heroes
  don't watch the show, have Maxwell Lord inform them
  that the Injustice League slandered the Justice League
  name and now has their deepest secrets. The JLI must
  retrieve the Manhunters
  ' tape before the villains do any
  more damage. Otherwise, the Players have failed the
  adventure miserably.
  It would be in character for the Batman to refuse to be
  on the show. (A creature of the night tends not to like
  such publicity.) Have WGBS-TV o
  f
  fer to let the Batman
  remain in the Green Room after Encounter Four, and
  answer Donavan's questions via a microphone and
  intercom system. If the Player declines this offer, allow the
  Batman to do something else with his time. All other
  Players' Characters should be present during the
  program.
  21
  
  EIVCOUIMTER FOUR
  Lights,
  Camera,
  MAKEUP!
  Setup
  This encounter beginsaround 6:00 p.m. on the following
  day, with the heroes arriving at the Galaxy Commun-
  ications Building to appear on the Donavan! show. If the
  Players want to do something in the time between the
  Injustice League attack and their television appearance,
  see to it that they get back to the main adventure soon.
  When the heroes arrive at WGBS, ask the Players what
  sort of entrance their Characters make. Encourage them
  to do something creative. A flashy entrance would be fun,
  or some might want to make a completely dignified
  entrance in defiance of the hype.
  Players' Information
  The sidewalk outside the Galaxy Communications
  Building is packed with excited crowds. WGBS-TY has
  been doing a bang-up job of promoting the Justice
  League/Injustice League TV show, and thousands of
   
  fans
  have lined up to get a glimpse of their favorite team.
  Huge banners reading, "Welcome JLI" and "Welcome
  Injustice League'' adorn thefront of the building, but they
  are doing a poor job of covering the scaffolding erected
  over the holes in the walls on the 12th and 14th floors.
  Workmen are scurrying around on the scaffolding,
  repairing the damage the Injustice League did.
  The crowd quickly approaches, shouting encourage-
  ment and begging for autographs.
  Give the Players a chance to respond, if they want to. If
  they ignore their fans and enter the building, continue
  with the following.
  NOTE: If the Batman is not present, substitute another
  hero's name below, preferably Guy Gardner's or the
  Martian Manhunter's.
  Inside, the lobby is filled unth reporters, and some
  network newsteams are filming the entrance.
  As soon as one glove of one brightly colored costume is
  seen, a cheer goes up. A reporter shoves a microphone at
  Batman and says, "Whadaya think. Batman? Will the
  public vote to give you back your secrets?
  "
  GM's Information
  Imitate the reporter's action, by shoving your 
  f
  ist
  toward the Batman Player. Allow the Batman Player to
  respond as he sees fit. Hopefully s/he'U have the reporter
  eat his mike. Even if the reporters can't get a decent
  comment out of Batman
  , they will continue harassing the
  JLI undaunted. Keep up the nosy questions until each
  Character has had a chance to respond. If the Players
  enjoy answering the reporters
  ' questions,
  continue the game until you get tired of it. Otherwise,
  move on:
  Juan Donavan conies running up, and of course, he is
  grinning from ear to ear.
  "Hello my good friendsh!" fie says enthusiastically.
  "I
  'm sho glad you could make it! Did you hear the
  projected ratingsh for thish eckshtraordinary eckshtra-
  vaganza? We're talkin
  ' a total ratingsh shweep! You
  guysh should do more TV. Wanna talk to my agent?
  "
  Give the JLI a chance to respond to Donavan's offer,
  then continue:
  A cheer goes up at the front end of the lobby, by the
  entrance. Across the milling throngs, the Injustice League
  can be seen arriving by chartered limo. Loud, theme
  music is blaring from megaphones attached to the roof
  and hood of the car. The villains step onto the sidewalk,
  smiling and waving to the crowd like desperate political
  candidates. (If any of the Injustice League members were
  badly damaged during Encounters Two and/or Three,
  they emerge equipped with crutches, slings, etc.)
  Leading the motley crew is the Funky Flashman, the
  former Public Relations agent to the Secret Society of
  Super- Villains. He waves to the crowd and smiles brashly
  and arrogantly.
  "Thank you, dear friends, for that calamitous
  cacophony of acclaim! I am Funky Flashman, and I
  represent the fine gentlemen of the Injustice League. We
  are here to provide the peerless personages of the press
  unth a unique opportunity: a viewing of the incredible
  Injustice League's first press conference."
  The villains quickly setup a large podium, and Funky
  begins holding an impromptu press conference. Every
  reporter and camera scurries to his side, as the PR man
  extraordinaire launches into a sympathy drenched
  appeal on behalf of his clients.
  The Flunky Flashman is attempting to manipulate the
  media at the earliest opportunity. In this way, he is
  drawing the attention of the viewing audience off of the
  JLI and onto the Injustice League.
  It is unlikely the JLI will disrupt the press conference,
  or attack the Injustice League, but with Guy Gardner
  around, you never know. If the heroes do make trouble at
  any time before they are on TV, Funky shouts, 
  "This is
  exactly what I
  'm talking about. My clients are being
  unfairly persecuted by these wrong-doers!
  "
  The Injustice League will act like wounded innocents,
  and Donavan will beg the JLI to stop, saying, 
  "Shtop!
  Pleashe! Wait till toe're on the air-Imean, um, shtop!"ln
  addition, the reporters turn the cameras on the JLI, and
  broadcast reports of the JLI's cowardly attack. Hopefully
  the JLI will quit 
  f
  ighting and get on with the adventure.
  A young WGBS page leads the way out of the lobby and
  up into a dressing room on the 19th floor. As she is
  leaving, the page says, "A
  f
  ter you get made up, someone
  will escort you to the Green Room for a final briefing
  before the show."
  The dressing room is elegant, spacious, and comes
  complete unth hors d 
  'oeuvres and a complimentary bottle
  of champagne. One whole wall is covered with mirrors,
  and there are enough seats acrossfrom themfor everyone
  present. A makeup man bustles around, waving a
  container of pancake makeup and crooning, 
  "Oh, I can
  do something absolutely marvelous with you-oo!"
  22
  
  NESTOR LE BON
  Dex:      3 Str:      1    Body: 2
  Int:       2 Will:     2   Mind: 2
  Infl:     2 Aura:    2   Spirit: 2
  Initiative: 7 Hero Points: 0
  . SkiUs:
  Artist: 1
  . Advantages:
  Connection: WGBS TV (Low)
  . Occupation: Head of WGBS makeup
  department
  . Wealth: 4
  . Role-Playing:
  Nestor is a broadly stereotyped Character whose role in
  Exposed! is to give the heroes some straight lines, and
  provide opportunities for them to make cheap jokes. The
  Gamemaster should feel free to act this scene out. Or,
  simply read the next four paragraphs to the Players,
  making sure to only refer to those Characters present. If it
  works, and is funny, continue with the antics. If the
  Players don't go for it, cut things short and move on.
  The makeup man, Nestor, 
  f
  irst tries to put makeup on
  the Martian Manhunter, saying, "Oo gosh! That nasty
  green complexion has got to go/"The Martian Manhunter
  will have to 
  f
  ight him off or be painted pink.
  Then
  , Nestor takes a step towards Batman, trembles,
  and heads for Mister Miracle.
  He tries to put makeup on Mister Miracle, but gets
  confused. "What is this, a yellow face? A mask? How do
  you get it to leave an opening
   
  for your mouth? How is this
  attached? This is bizarre!" Nestor proceeds to try to
  figure out how to put makeup on Mister Miracle, until the
  hero fends him off.
  Nestor turns, sees the Batman, and turns away
  trembling.
  He then tries to put makeup on Guy Gardner. If Guy
  refuses, he says, "Doesn't anyone want makeup?"
  It is likely that Fire and Ice will want makeup, and
  Booster is used to it as well, from his many TV
  appearances.
  If the Players are enjoying themselves, here are some
  more lines:
  To Ice: 'Ye gawds, but you 're pale, dear. What are you,
  Norwegian? And your hair. . . thatcutis so. . . ancient.
  Where were you raised, in a cave?"
  To Boosten "I've just adored you on TV. May I say you
  look scrumptious in that little outfit?"
  To Fire: "/ love what you've done with your hair. But
  really, that green eyeshadow is a bit much.. .Let me tone it
  down for you."
  To Blue Beetle: "Oh, I just don t know what to do about
  those goggles. The cameras urill just get so much glare. . .
  Can you take them off-or out-for the show? No? How
  about a little powder on them to cut down the reflections. I
  swear, you
  'll look like some kind of bug-eyed bug
  otherwise!"
  To Batman: Nestor wants to put makeup on Batman's
  chin, but every time he walks up to the grim Dark Knight,
  he gets the chills and immediately turns away. Nestor will
  never actually approach Batman. The sheer force of
  Batman's personality frightens him away. Do this several
  times for a good running gag.
  Pure interaction encounters allow
  Player Characters to practice relat-
  ing to each other and any Non-
  Player Characters present. These
  types of situations can be a lot of fun
  for Players who are comfortable with
  role-playing, and challenging for
  those Players who are new or
  unused to such interaction.
  Encounter Four of Exposed! gives
  your Players a chance to really
  shine. They can try their hand at J LI
  style banter, or just say whatever
  comes to mind. Non-Player Charac-
  ters like Nestor Le Bon and the
  reporters are handy for coercing
  new or reserved DC HEROES RPG
  Players into reacting.
  You can provide encouragement
  for Player interaction by having
  NPCs ask questions (as the repor-
  ters do), or by putting the Characters
  in strange situations (like Nestor
  trying to put makeup on them) that
  cry out for a response. You can
  't
  force the Players to interact, but you
  can design scenarios that provide
  lots of opportunities for spontaneous
  role-playing.
  If a scenario is full of subdued
  situations and restrained NPCs,
  don't be surprised if the Players are
  subdued and restrained as well. But
  if your scenario is fast and energetic,
  you may find your Players' inter-
  actions are wild and energetic, too.
  The tone of your adventure sets the
  context for the Players
  ' actions, and
  can literally 
  "give them permission
  "
  to try more lively and energetic play.
  When Players do role-play well, be
  generous with the Standard Award,
  and you'll be amazed at how quickly
  Players get into the spirit of the
  game.
  Good role-playing and interaction
  won
  't always contribute to success-
  fully completing the adventure, but it
  is an essential part of making the
  game exciting and pleasurable.
  3
  m
  m)
  3
  3
  m
  23
  
  After all the makeup that Nestor can apply is applied,
  another WGBS page leads the way to the Green Room to
  wait for the show to begin. The Green Room looks like a
  well-furnished living room. It is not green.
  The Injustice League members are already there. As
  soon as the door is opened, they sneer, and Icicle says,
  "Hey, zeroes! Ready to lose? We can beat you in a fight,
  and we can beat you on TV, too.
  "
  The villains are trying to antagonize the heroes,
  especially Guy Gardner, if he is present. They believe that
  if they can fluster the JLI, or better, provoke the heroes
  into attacking before the show, they can win audience
  sympathy, and receive the most votes on the 900 number
  call-in. The Gamemaster should try to say things that will
  goad the heroes into attacking the villains. The Injustice
  League will not actually start a fight, however.
  This is a good opportunity for the heroes to fire back
  insults, if they feel so inclined. If the JLI refuses to fight,
  the Injustice League will be angered, but only enough to
  grumble and complain.
  If the JLI members start a fight, the Injustice League
  will not counterattack. They will merely defend them-
  selves, crying, 
  "Oh help! We are being wrongfully attacked
  by these monsters!" and other such sympathy-eliciting
  comments. They want to win pity from the audience, not
  win a battle. Donavan will run in, shouting, "No, NO!Don t
  fight! Wait till we 're on the air! I mean, er, shtopfighting!
  Pleashe!" When the 
  f
  ight 
  f
  inally stops, the Injustice
  League members will greatly exaggerate their wounds.
  Those villains that are not already wearing bandages,
  slings, and casts will put them on now, before they
  're on
  camera.
  After the 
  f
  ight is broken up, or after it is clear that the
  JLI is not going to start a 
  f
  ight, go on to Encounter Five:
  On the Air.
  Troubleshooting
  If, at any time, the JLI attacks and pulverizes the
  Injustice League, the show can't go on. Donavan acts
  thoroughly displeased, and postpones the show for one
  week, while the Injustice League recovers. In that time,
  the villains get a tremendous outpouring of sympathy
  from across the world, and the JLI looks really bad.
  hi
  J
  -J
  4
  24
  ENCOUNTER
  FIVE
  On
  the Air
  Setup
  Once the heroes are 
  f
  inished reacting to the Injustice
  League's tauntings in the Green Room, a WGBS page leads
  both teams to the set of the Donavan show. If the studio
  was damaged in Encounters Two and/or Three, it has
  been repaired.
  Players' Information
  The set of the Donavan show is enough to make a
  person
  's eyes water. A yellow and orange backdrop
  highlights green chairs and purple carpeting. Every
  section of the backdrop and every chair has the name
  DONAVAN! painted on it in bright red. A hostile studio
  audience, each with the IQ of a doberman, sits on its
  collective haunches, slavering for a taste of a juicy sex
  scandal or a tale of a brutal, unjustifiable homicide. As
  each team enters, the audience stands up and applauds
  enthusiastically. Funky Flashman is nowhere to be seen.
  If the heroes have any greetings for the audience, let
  them do it now.
  When Donavan walks on the set, he is dressed in a blue
  bodysuit with a big "J" on the chest. A red cape and red
  boots complete the costume. The crowd cheers like
  maniacs.
  "Hello," Donavan says with a goofy grin, "Thish ish
  Juan Donavan. Welcome to the confrontashun between
  the Jushtish League International and the Injushtish
  League. On live TV. . . together. . .for thefirsht time."
  Off to the side, a sign can be seen blinking, CHEER
  LIKE MANIACS. The audience goes wild again.
  "What ish it about coshmic-powered kooksh that
  caushes (causes) them to conshtantly combat other
  coshmic-powered kooksh, smashing our citiesh with their
  shprawling shuper-powered gang warsh?
  "
  If the heroes say anything to Donavan's biased opening
  remarks, he cuts them off, saying:
  "Beshides the fact that they call themshelves "heroesh "
  and "villainsh, "are there any real differencesh between
  them? Thish reporter wantsh to find out! And xoe'll find
  out when the world votesh on their deshtiny!
  "
  The applause sign lights, and the crowd goes vnld.
  "At the bottom of your TV screensh are two 900
  numbersh! Call in anytime during the show to vote on
  your favorite shuper team!" He indicates a huge
  electronic scoreboard. "The votesh are shcored here! Sho
  (so) call in,fansh!"
  The digital sign now says, GO BERSERK, and the
  audience, in good Pavlovian response to the sign, stands
  up, clapping and barking like dogs.
  
  GM's Information
  The JLI may notice that Donavan unexpectedly shifted
  the topic of the show and criticized the heroes, comparing
  them to the menaces from whom they protect society.
  Donavan also never mentioned the fact that he has their
  secrets, and the audience is not voting on their 
  "favorite"
  group, but on who should get the information. Donavan is
  playing down the fact that he is literally blackmailing the
  JLI into appearing on his show.
  If the JLI members point out this discrepancy, or
  remind Donavan that the audience is voting on the fate of
  their secrets, the host acknowledges that they are right,
  saying, 
  "Uh huh, uh huh, O.K. That'sh true," but quickly
  moves on to his next line.
  A resourceful Player may decide to manipulate the
  audience
  's reaction by taking control of their applause
  sign, thereby instructing the crowd to clap and cheer for
  them, and not for the Injustice League. This will require
  the Character to first sneak away (using skilled or
  unskilled Stealth) and then receive 3 RAPs on a Gadgetry
  roll against an OV/RV of 6/6.
  If the hero succeeds, s/he can dictate the audience's
  response. Let the Player have fun with it for a while, and
  then have Funky Flashman walk onto the set and accuse
  the heroes of deceit. This gives the villains sympathy from
  the audience.
  The same sort of thing will happen if the JLI tries to take
  control of the tallying machine and/or the 900 number
  telephone calls. In this case, the hero will need 3 RAPs on a
  Gadgetry roll against an OV/RV of 7/7.
  Some Players may think of programming the JLI's
  computer to constantly call in votes for them. If they do
  this, however, the number of votes will be minimal due to
  the size of a worldwide response area.
  Donavan 
  f
  irst addresses the JLI.
  "I'd like each of theJushtish League membersh to shay
  why the audienshe should vote for them. 
  "
  Let the Players respond in turn. They may appeal to the
  audience's sense of honor, justice, fair play, and so on. In
  general, their answers will probably contrast severely
  with the Injustice League
  's sel
  f
  ish, sympathy-begging
  responses.
  The Injustice League members will make fun of the JLI's
  responses. Improvise some quick insults, or just tell the
  Players that the villains snort derisively at their
  comments.
  As the heroes establish their case, the scoreboard
  tallying their votes increases, and the audience cheers.
  Use your own discretion in awarding audience votes. As
  a good rule of thumb, give only a few votes and luke-warm
  audience reaction for a lackluster or unimaginative
  speech. Give about 500 votes for a good attempt. For an
  excellent speech, choose anywhere from 500-1000 votes,
  and say that the audience applauds enthusiastically. For
  a truly rousing speech, announce that 5000 votes came in,
  and the studio audience goes wild.
  After all the Players have had a chance to respond,
  Donavan says:
  ' 'OK, sherioush queshtion time. Why do you guysh have
  shecretsh at all? Normal people don t have shecretsh.
  What are you guysh trying to hide, anyway?"
  Let the heroes answer as they see fit. If the question
  makes them uncomfortable, the audience will think they
  Every adventure has a climax. This
  is when all the forces that have been
  building up throughout the story
  come together. Encounter Five of
  Exposed/ fs a fast-paced role-
  piaying scene that hopefully builds
  to an explosive fight scene, and
  peaks with the call-in contest.
  When creating your own adven-
  tures, think of a situation that would
  be climactic, and use the earlier
  encounters to build up to it. You can
  do this by providing lots of inter-
  esting Non-Player Characters to
  whom the heroes can react, by
  adding motivations and goals for all
  Characters concerned, and by
  placing them in an interesting
  setting. With these elements in
  place, all you have to do is start up
  the encounter and watch it run. The
  Players may take the role-playing in
  a completely different direction than
  expected, but that
  's what makes the
  adventure fun.
  Always try to ensure that the
  Player Characters will find the
  situation interesting. Don't put in too
  many long passages where your
  Non-Player Characters hog the
  action. Although beginning Players
  may need more to get them started
  and involved, once they are com-
  fortable interacting, you can cut
  back.
  Motivations and goals should be
  designed with the Characters in
  mind. For example, the JLI could
  probably care less if Beautiful
  Dreamer of the Forever People was
  kidnapped, but if some villain
  actually managed to kidnap Big
  Barda, Mister Miracle would lead the
  JLI to her rescue.
  Along the same lines, the climactic
  setting should be somewhere and
  something to which the Characters
  (and hopefully the Players) can
  relate. For Exposed!, a television
  show is used as the setting of the
  climax because it is something with
  which both experienced and begin-
  ning Players are most likely familiar.
  3
  3
  25
  
  have something to hide. In this case, announce that the
  Injustice League gets hundreds of call-in votes. If the
  heroes answer straightforwardly, or give a stirring
  speech, they get hundreds of votes.
  Either way, our host continues to press the point:
  "OK, honesht injun here," Donavan continues.
  "Whoshe got shame (some) shkeletons in their shuper
  closet? (Dramatic pause.)
  'Wo one? Come on, you can tell ol' Juan. Who wash
  onshe (was once) a shupervillain? Transhshexual? Dope
  fiend? Shatanist? Nazi?No one? You expect the world to
  believe that?"
  If the JLI foolishly attacks him for taunting them, the
  Injustice League staunchly rushes in to help their host. A
  fight ensues, and the Injustice League gets thousands of
  votes from the telephone audience. During the 
  f
  ight, the
  villains take to throwing chairs, and one of them will miss
  a JLI member and hit Donavan in the nose. Before this
  happens, Donavan chortles with glee, saying:
  "Thish 'llgetgreat ratingsh!"Suddenly theflying chair
  smacks him square on the nose. 
  "Oooh!" he screams,
  covering his face in pain, 
  "My doze! Not my doze!"
  If the JLI does not call off the attack and apologize
  profusely, they are disgraced, and the Injustice League
  wins the vote and the Manhunters
  ' tape. In this case,
  proceed to Encounter Six: Winning Isn
  't Everything.
  If the JLI takes Donavan's snide comments in stride,
  continue with the show. Donavan next questions the
  villains. Remember that Funky Flashman is backstage
  feeding the Injustice League answers through a special
  microphone. Each member has a tiny bug in his ear and
  will pause considerably before replying.
  "I'd like the membersh of the Injushtish League to shay
  why the audienshe should vote for them."
  Now give the following Injustice League answers. Allow
  the Players to insult the villains or make derisive
  comments in return. Encourage the JLI to interact during
  the villains' time to answer.
  Major Disaster tilts his head to the side, as if deep in
  thought, pauses, and then says with a straightface, "Well
  Juan, we of the Injustice League believe in a completeflow
  of information. In a free society, nothing should be
  withheld. That
  's why we all lave your show. Mart, er,
  Juan, because you give the viewers what they want,
  regardless of how disgusting or sordid or tasteless it is.
  Oh, and did I mention what a wonderful audience you
  have? They must be the cream of society!"
  The audience goes wild, and 1000 votes come in.
  Give the Players a chance to respond to that dis-
  gustingly pandering answer.
  Icicle pauses, then puts on a sad, pathetic expression,
  and says,
  ' 
  'It's tough having a lousy power. All I can do is
  shoot icicles, so I always get beat up. I
  've been outmoded
  by all these herefancy powers. "(Hopeful voice) "Butunth
  the world's approval, I'll actually feel worthy again. I
  could be a contender."
  Icicle breaks down in uncontrollable fake sobbing. The
  studio audience says, 
  "Awwunmmmtmmm," and 5000
  votes come in.
  Icicle has just generated tremendous audience
  sympathy. The more the heroes insult him or try to argue
  with him, the more votes the Injustice League gets.
  When the furor over Icicle's performance dies down,
  continue:
  Goldface stares off in space for a moment, and then
  says, 
  "You know, Juan, I toonder what sort of sinister
  secrets these heroes keep that would cause them to react
  with such desperate panic at the thought of thefree world
  knowing something about them. Could it be that the
  Justice League International has some communistic
  secrets?"
  The audience gasps urith shock at the hint. Votes for the
  Injustice League begin pouring in. They now have twice
  as many votes as the JLI. Each greedy face glows with
  pride.
  It should be getting obvious that something doesn't add
  up here. The villains are sounding much too clever for
  their own good. And why are they all pausing before they
  speak? The JLI should be getting a bit suspicious by now.
  If they are not, read the following answers from the rest of
  the Injustice League until the Players catch on. Be sure to
  pause considerably before each reply.
  Gorilla Grodd: "Well Mr. Donavan, I belong to a highly
  intelligent race, and among all the humans I've met, your
  television audience is the brightest bunch of bananas I've
  ever encountered." The studio audience stands and
  cheers, and 400 more votes are added to the Injustice
  League's total.
  Bolt: "Gee Juan, all I do is try to make a living and
  providefor my family just like everybody else, and what
  happens? These powerful peons who call themselves
  heroes knock me around and send me to the slammer. I
  ask you, is that Justice?
  " The crowd mumbles con-
  genially, and 500 more votes come in for the villains.
  Copperhead: "Well Juan, I'm a normal guy. But just
  because I got stuck inside this stupid snake suit, the JLI
  thinks I'm up to no good. You'd think that someone who
  calls himself a hero would try to help me, not hinder my
  eloquent endeavors.
  " The audience cheers loudly, and
  500 more votes come in for the Injustice League.
  Doctor Polaris: "I'ma victim of a psychological disorder,
  Mr. Donavan. Guys like me-er-myself need friendly
  feedback in order to survive. That's why I would like to
  win the vote. The awesome audience support will make
  me feel like a well man again. " The crowd says,
  ' 
  'Aunmmvw, "and 500 calls are added to the villains total.
  There are several ways for the heroes to discover Funky
  Flashman behind the flimsy backdrop. If they wish to
  develop a gadget to scan the Injustice League members
  for stray electronic signals, they will need 4 RAPs against
  an OV/RV of 5/5 to discover the listening devices. If they
  look behind the tacky set, they will see Funky speaking
  into a small microphone. If the Martian Manhunter uses
  his Telepathy, he will discover the deception; and 8 RAPs
  on a Detective roll against an OV/RVof 5/5 will reveal the
  farce as well.
  If the heroes discover what is going on, they can either
  expose Funky, destroy his microphone, or override the
  transmission, thereby feeding totally inappropriate
  comments to the villains. If they choose to do the last of
  these three options, play out some of the dialogue,
  allowing the JLI Players to put words into the mouths of
  the villains. For every stupid comment the villains make,
  the JLI scores thousands of votes and their victory is
  ensured.
  If the heroes do not stop the transmissions, see
  Troubleshooting. If the transmission is stopped,
  continue with the following:
  26
  
  TV Studio
  Juan s
  Dressing
  Room
  Prop
  Room
  \
  0
  J
  \
  r
  Lobby
  Costumes
  Studio
  Reception
  Office
  Rest ooms
  (
  Elevators
  ST
  \
  3
  Directors
  Office
  Stairs
  Control Room
  Key
  Q     Chairs for the JLI
  J      Juan Oonavan
  Once the transmissions have been cut o
  f
  f, the Injustice
  League is suddenly at a loss for tvords.
  Donavan pointedly asks the Scarecrow, "So Mr.
  Scarecrow, why do you think the Injustice League should
  get the tape?
  "
  The Scarecrow stammers, "Well, um, Mr. Donavan,
  y 
  'see, um, I have a. . . a. . . lousy power. Uh, I mean, uh
  . . . plee fro of inflammation, uh, I mean..."
  Suddenly he snarls and says, "Oh hell! I want the
  information so I can strike at Batman by destroying his
  friends and loved ones!"
  All the other Injustice League members look at the
  Scarecrow in horror. Goldface and Gorilla Grodd grab
  the Scarecrow and urrestle him to the ground, pummelling
  their scrawny teammate mercilessly.
  Yes, the Scarecrow has succumbed to his greatest fear:
  stage fright. The rest of the villains are going to beat him
  within an inch of his life if the heroes don't interfere ...
  This is a perfect opportunity for the JLI to attack the
  Injustice League without looking like bullies. When the
  heroes step in to save the poor, defenseless Scarecrow, the
  audience jumps out of their seats and cheers wildly.
  Justice League International gets thousands of call-in
  votes, and the rest of the Injustice League leaps up and
  attacks the JLI. The whole thing degenerates into a
  massive brawl.
  During the 
  f
  ight, some of the villains hurl chairs at the
  heroes. Arrange for a chair to miss a hero and smack
  Donavan on the nose. Before this happens, our host wil be
  running around and chortling with glee:
  "Thish'll get great ratingsh!" Donavan raves. Sud-
  denly, a flying chair smacks him square on the nose.
  "Oooh! My doze! Not my doze!" he screams, staggering
  around in pain.
  If the JLI decides not to save Scarecrow from his
  teammates, and instead sits by and watches the fun, the
  Injustice League will beat Scarecrow senseless. This will
  cause the villains to look bad, and the JLI will get over a
  million votes and win the contest. Donavan will jump
  around and try to incite the JLI to stop the beating, but
  will get hit in the nose with a chair as per the preceeding
  information.
  27
  
  Once frte climax of the adventure
  has taken place, you must make sure
  that all plotlines are resolved. Any
  encounters that follow the climax
  should still have action and inter-
  action, but should focus on wrapping
  things up.
  The plot of Exposed! hinges on the
  fate of the Manhunters' tape. In
  order to resolve the adventure, the
  JLI must get the tape and capture
  the Injustice League.
  In the case of Juan Donavan
  knowing the JLI's secrets, the
  simplest solution was to have him
  unable to interpret the Manhunter
  code. This type of resolution is
  called (among other things) a cop-
  out, since it neatly solves a com-
  plicated situation by saying the
  problem never really existed. For the
  free-wheeling JLI, an ending such as
  this fits right in with the style of the
  comic book.
  On the other hand, the problem of
  retrieving the Manhunters
  ' tape and
  capturing the villains requires heroic
  action and some interaction between
  the Characters. This type of ending
  is appropriate for both Justice
  League International and the Players
  because it is a fun and interesting
  way to tie up any loose ends.
  Once all your plotlines have been
  resolved, the adventure can end
  smoothly. If any situation does not
  have a proper conclusion, the
  ending may fall flat and leave the
  Players frustrated and unsatisfied.
  Always be sure to cover every
  possible angle of play, or at least
  have an idea of how to do so, and
  your Players can finish the adven-
  ture without any problems.
  Before the fighting ends:
  Suddenly, a loud buzzer goes off. The votes for the JLI
  have gone over a million to the Injustice League's 40,000
  votes, thus insuring victory for the JLI. The villains quit
  fighting in despair.
  Once the brawl has ended, go to Encounter Six:
  Winning Isn t Everything.
  Troubleshooting
  There are two ways for the heroes to lose the contest: if
  they do not discover Funky Flashman's behind-the-scenes
  manipulations, or if they continue to attack the Injustice
  League after the buzzer sounds, announcing that the
  heroes have won the vote.
  In the former case, the villains will continue to give all
  the correct answers, and their total number of votes at
  the end of the show will be double that of the JLI.
  In the latter case, the audience boos the JLI, and the
  Injustice League members make a great show of their
  helplessness before the rampaging heroes. More votes will
  come in for the villains, and their total will surpass the
  JLI's total number of votes.
  In either case, go to Encounter Six: Winning Isn't
  Everything for the awarding of the Manhunters' tape.
  ENCOUNTER SIX
  Winning
  Isn't Everything
  Setup
  This encounter begins after the winner of the 900
  number contest has been determined.
  NOTE: Read the parenthetic text only if Juan Donavan
  got hit by the chair in Encounter Five. If the villains won
  the call-in contest, replace all references to the JLI with
  those to the Injustice League throughout the italicized
  text of the Players' Information.
  Players' Information
  (After the tumult has subsided, Donavan emergesfrom
  under a chair, wiping a trickle of blood from his nose.)
  "Congratshullashuns, Jushtish League," the ever
  gallant host says. 
  "You've won fair and shquare. The
  Manhuntersh' tape will be awarded to your team right
  after thish important commercial-huh?
  " Donavan
  looks off-stage at one of the producers, who is jumping up
  and down and pointing at his watch. 
  "Oh," Donavan
  turns back to the camera, " 'Praid we 're outta timefolksh.
  But never let it be shaid (said) that Juan Donavan didn't
  28
  
  keep hish word. I'll reward the winnersh right after the
  show, and show you all all the highlightsh on to-
  morrow
  'sh Donavan! Thanksh for watching, world!
  "
  As Donavan blows a kiss at the camera, the applause
  sign lights up, and the studio audience goes wild.
  After the cameras turn off, Donavan puts his hands in
  his pockets, strolls centerstage, and says, "Ya know, I
  never really wanted to reveal your shecretsh on TV.
  "
  Pause for the Characters' comments. They'll probably
  be very relieved. Then say Donavan's next line in a really
  nasty manner.
  "/ couldn't understand the shtupid tape anyway. It 'sh
  in shame short of shecret Manhunter code, sho-URK-"
  A bolt of so
  f
  t, crimson energy has lanced from Gorilla
  Grodd's
   
  forehead and enfolded Donavan's head. (The ape
  has had it with the obnoxious host's big mouth. The
  Injustice League wants their tape, and they want it
  NOW!) Donavan's eyes glaze over, and he speaks in a
  monotone voice, "The. . . tape. . . ishinavault. . . 14th
  floor. . .rooml406B. . .combination. . .8. . .56. . .21
  ... 5.
  GM's Information
  The Injustice League will attempt to leave the studio
  and get to the vault before the JLI does. The heroes will
  most likely do the same or try to stop the villains in their
  tracks. If they choose to do something else, see
  Troubleshooting.
  Read the following information as soon as any
  Character reaches the vault, opens it, and turns on the
  light switch.
  Room 1406B is a library. A video library that houses
  every show WGBS-TVhas ever produced. Duplicates even.
  Shelves upon shelves are lined with tapes that all look
  exactly alike, except for the typed title on the cover.
  The Players need to figure out which tape holds their
  secrets before the Injustice League does. This will require
  12 RAPs on a Perception Check against an OV/RV of
  12/12. It is the Gamemaster's option to either have the
  villains pull the tapes down one by one and read the titles,
  or attempt Perception Checks.
  If the heroes 
  f
  ind the tape 
  f
  irst, all they need to do is
  round up the Injustice League members. If the Injustice
  League reaches the tape 
  f
  irst, the JLI must retrieve the
  tape from the villains and then capture them in order to
  complete the adventure successfully.
  Troubleshooting
  If the Injustice League won the call-in contest, the
  Players may not feel that their Characters should attempt
  to get the tape before the Injustice League does. If this is
  the case, have Donavan snap out of Gorilla Grodd's
  Control and agree to press charges against the Injustice
  League. He will wake up to find that his speech
  impediment has disappeared, saying, "Listen to me! I'm
  speaking like a normal person! Stop those fiends! I
  'm
  gonna sue!
  "
  If any Character attempts to get Juan Donavan to tell
  him/her which tape is the real one, he will declare
  sarcastically, 
  "Well, I don't know. I had a page store it
  away for me.
  " If asked which page, he won't be able to
  remember.
  Justice League International
  members are only completely suc-
  cessful if they retrieve the Man-
  hunters' tape and capture the
  Injustice League. If the heroes
  refused to be on the Donavan! show,
  they still must retrieve the tape from
  the villains.
  The following Standard Award is at
  the Gamemaster's discretion. For
  example, if the JLI discovered Funky
  Flashman's manipulations in En-
  counter Five, the GM may wish to
  reward the Players.
  Once the Injustice League is
  captured, they should be turned over
  to the authorities so Juan Donavan
  and anyone else can press charges
  and/or sue them. Donavan will have
  become even more famous around
  the world due to his show featuring
  the heroes and villains.
  STANDARD AWARD
  Level of Opposition:
  Inferior 15
  Critical Points:
  Retrieving the Tape
  (Even Odds) 3
  Area of Consequence:
  Worldwide  15
  Severity:
  Permanent Nonfatal 10
  TOTAL   43
  By the way, if you are wondering
  what exactly is in the tape that the
  Manhunters left behind, be sure to
  watch for the upcoming Justice
  League Sourcebook. And, if you
  enjoyed this adventure, be sure to get
  the Justice League Europe adventure,
  Come On Down!
  29
  
  m
  to
  i
  s o
  The following information is for those of you who wish
  to create your own DC Heroes RPG adventures, either
  for your own role-playing group, or for publication.
  By following these guidelines, and the sidebars
  included throughout Exposed!, you can develop a
  variety of adventures that provide numerous hours of
  entertainment for everyone concerned.
  1) Know the mood of the comic
  Unlike other comic books, every DC comic has a
  unique, distinctive flavor and style. When creating
  adventures for the DC Heroes RPG, know the mood of
  the hero's comic book.
  For example, Superman is a bright, idealistic comic,
  full of fresh optimism, power, and hope. Adventures for
  Superman would be big, sprawling, and larger than life.
  His enemies, like Lex Luthorand Brainiac, are confident,
  commanding, masterful threats.
  In direct contrast, Batman is a dark, brooding, somber
  comic, about a man very close to the edge: a man with
  more in common with the deranged villains he fights
  than the innocents he protects. Batman adventures
  should be designed to explore the seedy side of a
  villain
  's persona, and the gritty underworld of Gotham
  City.
  The Wonder Woman series is a tale of wonder and
  discovery, the story of an innocent in a strange land.
  Wonder Woman is an envoy of peace, notacrimefighter.
  A Batman or Superman style plot would be out of place
  in a Wonder woman adventure, which calls for
  protecting Earth and promoting peace.
  Flash is a comic book about the growth and
  maturation of a young hero who does not always use his
  best judgment because he is trying to fill the boots of a
  near-legendary hero, the original Flash. His adventures
  should have a youthful energy and a fast pace.
  Swamp Thing is a quiet, steady, spiritual hero,
  determined to save the world from its own excesses. The
  mood is the power and sanctity of nature. The villains
  should be mystical in nature or threatening to the
  balance of nature.
  In the Suicide Squad series, the mood is one of gritty
  violence and grim fatalism. Over half of the Squad
  members are (or once were) villains, so their attitudes
  reflect this.
  And Justice League Internationall
  Well, the comic and the Characters are just plain fun!
  They have wild, irreverent, anything-goes-type-of
  adventures.
  The banter and brash humorof the JLI members make
  this series what it is: a refreshing alternative to the
  standard inflated egos of heroes. The JLI do not take
  themselves overly seriously; although those who do find
  their overinflated egos quickly deflated.
  The JLI series seems to take great delight in
  skewering the assumed 
  "rules
  " of comics. The heroes
  make jokes in combat, ridicule their foes, and have a lot
  of laughs at each other
  's expense. Any adventure you
  create for the JLI should be along these lines.
  2) Know Your Game Situation:
  Before you design an adventure, you need to ask
  yourself some questions about the situation.
  How long of an adventure do you want to run? Will it
  extend over several sessions? Tailor your game to the
  amount of time you have to play. If your Players only
  meet infrequently, it would be best to devise short,
  unconnected adventures. If your Players can meet
  regularly, you can create more involved scenarios.
  Are your Players experienced, or are they novices?
  Novices may need encouragement to get going. Don't
  stack the odds against them. Experienced Players will
  bowl over opposition that would normally stifle new
  Players, and can move quickly and resourcefully to
  solve problems. They will need richer plots to challenge
  them.
  How familiar are your Players with the DC Heroes
  Role-Playing Game? Since Exposed! appears in the
  revised edition of the DC Heroes RPG, it will be played
  by novices and experts alike. Therefore, it is written for
  the average Player, and does not demand a lot of
  knowledge of the rules or Characters.
  How well do the Players know the Characters they will
  be playing? Generally, the Players are fans of the comic
  book for which you are designing an adventure, and
  know all they need to know to role-play well. In this case,
  you can create an adventure that plunges into the
  depths of the Characters' histories and backgrounds.
  Sometimes the Players are only slightly familiar with
  the Characters. In this case, you should go easy on the
  detail in your adventures until the Players are more
  familiar with their Characters.
  Exposed! is an introductory adventure that does not
  penalize the Characters for not knowing how to get the
  maximum effects from their Powers. It does, however,
  reward flexibility and creative use of Powers and Skills.
  For example, when the heroes have to rescue Juan
  Donavan from Major Disaster in Encounter Three, there
  is no one perfect solution. Rather, there are a number of
  clever procedures the Players can try, without worrying
  about whether they have stumbled upon the 
  "right
  " one.
  3) Create a Plot
  This step shall be classified as "easier said than done."
  Nonetheless, with a little work, you'll be surprised at how
  easy it is to create exciting adventures. And with
  practice and perseverance, it gets easier. Pillage your
  favorite comics for ideas; many perfectly serviceable
  plots can be lifted directly from a good comic storyline.
  One way to create a plot is to select a mission type.
  Here are some basic heroic missions on which to base
  an adventure.
  30
  
  Defend!
  Defend an important place from villains. This can be
  anything from a bank, to the United Nations, to a special
  lab. The heroes could even have to defend their own
  headquarters. The game might begin with the villains'
  attack, or the heroes might learn of the impending
  attack, and plan to resist the seige.
  Protect!
  Protect an important person from an attack. This
  mission would be along the same lines as defending a
  place, but with the advantage that the heroes can hide
  the person, turning the game from a seige to a chase.
  The person could be anything from a millionaire, to a
  brilliant scientist, to a supervillain who has incurred the
  wrath of many other villains.
  Search!
  The heroes have to find a missing person, villain, or
  hidden base. This situation will require detective work in
  order to track down the heroes' quarry, with the villains
  often causing interference.
  Raid!
  Attack a villain's base or headquarters. Generally the
  heroes must find the base first, then rescue a prisoner,
  get back vital information, arrest the villains, or put the
  place completely out of commission.
  Mystery!
  Some mysterious circumstances, like an attack, theft,
  killing, and so on, informs the heroes that something
  strange is going on. The heroes must follow up leads,
  search for clues, interrogate informants, and carefully
  wind their way through a maze of false starts and subtle
  clues in order to solve the mystery. Many of Batman's
  missions are mysteries.
  O/sasfer/
  A natural or man-made disaster threatens lives and
  buildings. The heroes must fight rampaging elemental
  forces instead of rampaging villains. Some really rotten
  villains may take advantage of the confusion to go
  looting, and then the heroes will have to stop them.
  Challenged!
  Sometimes villains don't want to steal or break the law,
  they just want to fight the hero for glory. Whether the
  heroes want to fight is another story. If any hero has a
  Motivation of Upholding the Good, there may be a
  problem, but if a hero
  's Motivation is Thrill of Adventure,
  s/he might enjoy such a scenario.
  Disgraced!
  The heroes are publicly framed, slandered, or
  otherwise disgraced. They must seek out the truth while
  the world and possibly the authorities are against them.
  Diplomatic Action!
  The heroes must meet with a representative of a
  foreign (or even alien) culture to pacify them, or, if
  necessary, fight them. The fate of millions rests with the
  Players' role-playing skills.
  Besides choosing missions, you can create a plot by
  picking atheme. Alien invasions, Manhuntersubversion,
  and even a dimension-spanning crisis threatening the
  very fabric of reality have been popularthemes in the DC
  universe in the last few years.
  For Exposed!, a real-life situation, a TV show, was
  chosen. Often times, reality has a stranger-than-fiction
  quality that can make an adventure more interesting and
  important for the Players. The Donavan! show is a
  parody of current network programming, which appeals
  to the bizarre in us all. This trend, with its freakish
  assemblage of obnoxious, abrasive, larger-than-life
  personalities fits right in with the style of the JLI comic
  book.
  Once you have selected the sort of mission you want,
  and have chosen a theme, see if you can sum up your
  idea in one sentence. For example. Exposed! can be
  summed upas: 
  "The JLI's secrets fall into the hands of a
  disreputable journalist and they must appear on a
  venomous TV show to get them back.
  " The clearer your
  plot is in your mind, the easier it is to briefly sum it up.
  4) Choose a Villain
  Generally your plot will suggest a certain type of
  villain. An invasion from outer space calls for evil aliens.
  A serial killer mystery set in Gotham City calls for the
  type of villain one would find in Arkham Asylum, like the
  Joker. A raid on an enemy's fortress calls for a powerful
  villain with a strong base, like Kobra.
  The light nature of Justice League International
  comics requires a special breed of villains and Non-
  Player Characters. You have two basic choices in this
  matter: you can make them more comic than the heroes,
  or you can play them as straight men ready to be
  ridiculed by the heroes.
  For Exposed!, both extremes were used. Major
  Disaster and the Injustice League are a motley bunch of
  misfits who could easily cause their own demise. On the
  other side of the coin, Juan Donavan is an egoistic,
  money-hungry nincompoop who is ripe for the 
  "picking-
  on.
  " This variety of Characters results in an adventure
  suitable for the JLI comic.
  Some Gamemasters prefer to choose a villain before
  choosing a plot because certain villains
  ' tactics often
  employ certain types of plots/missions. For example,
  you would never catch Darkseid robbing banks; rather,
  he would focus his thoughts on some conspiracy of
  cosmic proportions.
  The Non-Player Character selection and plot creation
  are virtually interchangeable. Sometimes one comes
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  first, sometimes the other comes first. Often a good idea
  with one leads to a good idea with the other, which in
  turn changes or enhances the first idea. This synergy
  can create some clever adventures.
  For example, you may decide on an adventure that
  involves an assassination scheme (Plot decision). You
  then select an appropriate villain, like Deadshot (NPC
  selection). But Deadshot is a member of the Suicide
  Squad, so you decide to make the assassination a hit
  sponsored by renegade elements in the government
  (Plot decision). This could involve the Suicide Squad, so
  you evolve your plot to accommodate a potential battle
  with the Suicide Squad (NPC selection). To explain the
  Suicide Squad's involvement in an assassination, you
  decide that the Squad is being blackmailed (Plot
  decision). So you need a blackmailer. You decide on
  Black Mask, a Gotham City crime boss (NPC selection).
  He wants to get rid of other crime bosses in Gotham, and
  knows Deadshot is the best man for the job, so he sets
  the whole blackmail plot in motion (Plot decision).
  And there you have it. A whole adventure idea grown
  from the interrelation of plot decisions and NPC
  selections.
  Here are some generalized rules for villain selection:
  a) Choose villains from the heroes' rogues gallery;
  Batman villains for a Batman adventure. Superman
  villains for Superman, and so on.
  b) The villains should be on the same power level of
  the heroes. Superman would face extremely powerful
  enemies, and Blue Beetle would face more human foes.
  c) The villains should be appropriate for the mood of
  the hero's comic book: dark, gritty villains for Batman,
  wacky villains for the JLI, and so on.
  The best thing about generalized rules is breaking
  them. Having read the preceding rules, you should
  realize that none of them are carved in stone, and
  judiciously violating them can make for some truly
  memorable games.
  Putting villains from one comic into another hero's
  adventure can be a lot of fun. So can using a massively
  underpowered villain. The JLI Annual, where the Joker
  fought the JLI, employed both these tactics with
  hilarious results.
  Pitting a hero against a villain that greatly overpowers
  him/her can be a great test of the Player's cleverness and
  ingenuity. Villains that clash with the mood of a hero's
  comic book can be fun too, if used carefully. Putting a
  stuffy, powerful Superman villain in a JLI adventure
  could be good for laughs, or a murderous lunatic from
  Batman's rogue's gallery could be used effectively to
  sober up the JLI with a stiff dose of reality.
  Just remember that the times you violate the general
  rules should be exceptions, and should be handled with
  care. Indiscriminate violation of these rules could result
  in the adventure being unsatisfying, or falling flat
  completely.
  5; Develop Your Plot
  Once you have chosen a villain, and decided on a plot,
  you can develop your story. The best place to start is to
  determine the villains' motivation and work out their
  plans. The clearer you are about what your villains want
  and what they plan to do to get it, the easier it is for you to
  create the adventure.
  After you have laid this solid foundation, the rest of the
  story falls easily into place. If you are unsure of what
  your villains want, however, and unclear on their plan,
  the adventure can become a muddy mess.
  In Exposed!, Juan Donavan's plot is clearly spelled out
  and then backed up. Each time he changes his plan, the
  Injustice League adapts to the situation, but their
  motivation remains constant: get the JLI
  's secrets.
  Another way to develop plots is to imagine a scene
  and then work out a way to weave the plot around it. For
  example. Exposed! was designed with the TV scene in
  mind. A confrontation between the JLI and a villain
  group on a TV show run by a sleazy, ratings-hungry
  shock-jock was destined to have some dramatic
  moments and good laughs. Best of all, the encounter
  could provide great opportunities for role-playing and
  interaction. Out of this idea came the motivations for the
  Injustice League, Juan Donavan, and even the JLI.
  Here's some advice for fleshing out your plot: Don't be
  afraid of experimenting, and tie in the DC Universe
  whenever possible.
  There's a lot to the DC Universe, and it's been an
  especially exciting place since the Crisis on Infinite
  Earths. If you immerse yourself in it, and really get to
  know it, you can include elements from all over this
  galaxy-spanning playground in your adventures. The
  more you use the DC Universe, the richer your games
  will be and the more connected your Players will feel to
  the adventures you create.
  6) Resolve Your Plot
  Keep your plot clear as you develop it, and it will
  resolve well. By keeping your villains
  ' plans and heroes'
  goals in mind, you can work out the twists and turns of
  the story. The best way to cover every angle is to develop
  the most probable path of the story, and then keep track
  of many of the ways the game could diverge. Role-
  playing adventures have many possible conclusions,
  and you never know which way it will end until it ends.
  Don't worry about coming up with a resolution to
  every problem the Players will face, and trying to figure
  out every possible ending. Chances are, the Players will
  come up with solutions you never dreamed of, anyway.
  By leaving things open, the story can be richer and more
  spontaneous than you ever imagined.
  In finishing the adventure, make sure that you wrap up
  all plot threads. See to it that every element is explained
  and resolved. The only reason you should leave a plot
  element hanging is if you intend it to carry over to
  another game in an extended campaign.
  7) Prepare to Run Your Masterpiece
  Once your adventure is finished and ready to run,
  spend a little time looking over it. Above all, familiarize
  yourself with all the villains
  ' Powers and Skills. Know
  how they work before the game starts, so you won't have
  to stop the action to look things up.
  The same goes for the heroes. Look over their Powers
  to see how they fit into the storyline. Though it's not
  necessary to be aware of all details, it helps to be familiar
  with the sorts of solutions the heroes might employ.
  Once you've reviewed your game mechanics, the only
  thing left to do is prepare yourself for anything to
  happen. Or rather don't prepare yourself: keep an open
  mind, and be ready to have some fun.
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SOURCE: textdata/thevault/DC Heroes/2nd Edition/Boxed Set 2nd Ed/DC Heroes RPG Boxed Set 2nd Ed - 5. Exposed (OCR).pdf