TEXT: DC ANIMATED UNIVERSE... 
  PAGE  1 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  2 
  DC Animated Universe Sourcebook 
   
    
   Credits 
     
  Writer / Compiler 
   Bob Bretz 
  (bretbo@hotmail.com) 
   
    
   Layout / Design 
   Chris Lewis 
  (chrmarlewis@yahoo.com) 
    
   Contributing Editors 
   Julian Alexander Brevad,  Jonathan "enrious" Brock, James Flowers,  Frode Berg "Sacremas" 
  Hanssen,  Mitchell Lord,  and Bob Mitchell  
   
    
   Disclaimer 
   All of the art and most of the biographical information is taken from various website sources and used without 
  permission.  Where possible, proper sourcing was used to note were said art / information originated from.  It is 
  our intention to honor this material and not claim any ownership or creation thereof. 
   
   Legal Stuff 
   This material is provided for free and no rights or privileges are granted or assumed. 
   
   All characters, their distinctive likeness, names, logos, props, and other related indicia are the trademarks of DC 
  Comics, Inc. and are used without permission.  All original characters belong their respective owners.  No in-
  fringement is intended or implied.  
   
   
   Mutants and Masterminds, Freedom City and Crooks! are trademarks of Green Ronin Publishing and are used 
  without permission. 
  
  DC ANIMATED UNIVERSE... 
  PAGE  3 
  TABLE OF CONTENTS 
   
  SECTION ONE: INTRODUCTION........ 5 
  SECTION TWO: HEROES 
  AQUAMAN.................................... 7 
  BATGIRL ..................................... 7 
  BATMAN...................................... 8 
  BATWOMAN.................................. 8 
  CHAMELEON BOY ........................... 9 
  COSMIC BOY .............................. 10 
  CREEPER................................... 10 
  DEMON [ETRIGAN]....................... 10 
  DOCTOR FATE............................. 11 
  FLASH ...................................... 11 
  GREEN LANTERN [JOHN STEWART].... 12 
  HAWKGIRL................................. 12 
  HIGHFATHER .............................. 12 
  HIPPOLYTA................................. 13 
  LOBO....................................... 13 
  MARTIAN MANHUNTER................... 14 
  METAMORPHO ............................. 14 
  NIGHTWING ............................... 15 
  ORION ..................................... 15 
  ROBIN...................................... 16 
  SATURN GIRL ............................. 16 
  STEEL ...................................... 16 
  SUPERGIRL ................................ 17 
  SUPERMAN................................. 17 
  WONDER WOMAN ........................ 18 
   
  SECTION THREE: VILLAINS 
  ARESIA..................................... 19 
  BANE ....................................... 19 
  BIZARRO................................... 19 
  BRANIAC................................... 20 
  CATWOMAN................................ 20 
  CHEETAH................................... 21 
  CLAYFACE.................................. 21 
  CLOCK KING .............................. 21 
  COPPERHEAD.............................. 22 
  DARKSEID ................................. 22 
  DEADSHOT ................................ 22 
  DESAAD.................................... 23 
  DRAAGA.................................... 23 
  FELIX FAUST .............................. 23 
  FIREFLY .................................... 23 
  GRANNY GOODNESS ..................... 24 
  GRODD..................................... 24 
  HADES ..................................... 24 
  HARLEY QUINN ........................... 25 
  JOKER ...................................... 25 
  KALIBAK ................................... 25 
  KANJAR RO................................ 26 
  KILLER CROC ............................. 26 
  KLARION................................... 26 
  LASHINA ................................... 27 
  LEX LUTHOR............................... 27 
  LIVEWIRE .................................. 28 
  LOCK-UP .................................. 28 
  LUMINOUS..................................28 
  MAD HARRIET .............................28 
  MAD HATTER ..............................29 
  MAN-BAT...................................29 
  MAXIMA ....................................29 
  METALLO ...................................30 
  MISTER FREEZE ...........................30 
  MISTER MXYZPTLK........................31 
  MONGUL....................................31 
  MORDRED ..................................31 
  MORGAINE LE FEY ........................32 
  PARASITE...................................32 
  PENGUIN....................................32 
  PHANTASM .................................33 
  POISON IVY................................33 
  RA’S AL GHUL .............................34 
  RIDDLER....................................34 
  SCARECROW ...............................35 
  SHADE ......................................35 
  SINESTRO ..................................35 
  SOLOMON GRUNDY .......................35 
  STAR SAPPHIRE ...........................36 
  STEPPENWOLF .............................36 
  STOMPA ....................................36 
  TALIA .......................................37 
  TOYMAN ....................................37 
  TSUKURI....................................37 
  TWO-FACE .................................38 
  ULTRA-HUMANITE.........................38 
  VANDAL SAVAGE ..........................38 
  VENTRILOQUIST ...........................39 
  VOLCANA ...................................39 
  WEATHER WIZARD........................39 
   
  SECTION FOUR: MOOKS 
  APOKOLIPS 
  DARKSEID’S ELITE WARRIORS.......41 
  PARADEMONS...........................41 
  ATLANTEANS .............................41 
  SOLDIER.................................41 
  GORILLA CITY ...........................41 
  POLICE OFFICER/SOLDIER............41 
  GREEN LANTERN CORPS...............42 
  GUARDIANS.............................42 
  GREEN LANTERNS......................42 
  MANHUNTERS...........................42 
  INVADERS.................................43 
  IMPERIUM LEADER .....................43 
  SOLDIER.................................43 
  KRYPTONIANS ...........................43 
  PHANTOM ZONE SURVIVOR...........43 
  NEW GENESIS 
  BUGS ....................................43 
  HIGHFATHER’S ELITE .................44 
  THEMYSCIRA 
  AMAZON WARRIOR .................... 44 
   
  SECTION FIVE: SUPPORTING CAST 
  BULLOCK, HARVEY........................ 45 
  CARR, SNAPPER........................... 45 
  CHEN, ANGELA............................ 45 
  GORDON, JAMES.......................... 45 
  GRAVES, MERCY .......................... 46 
  HAMILTON, EMIL.......................... 46 
  JOR-EL ..................................... 46 
  KENT, JONATHON......................... 47 
  KENT, MARTHA............................ 47 
  LANE, LOIS ................................ 47 
  LANG, LANA ............................... 48 
  LARA........................................ 48 
  MANNHEIM, BRUNO ...................... 48 
  MONTOYA, RENEE ........................ 48 
  OLSEN, JIMMY............................. 49 
  PENNYWORTH, ALFRED................... 49 
  SAWYER, MAGGIE ........................ 49 
  TURPIN, DAN.............................. 49 
  UBU......................................... 50 
  WHITE, PERRY ............................ 50 
   
  SECTION SIX: EQUIPMENT & VEHICLES 
  BATMAN 
  BATBOAT................................ 51 
  BATCAVE................................ 51 
  BATCYCLE............................... 51 
  BATMOBILE ............................. 51 
  BATPLANE............................... 51 
  FIRE FIGHTING SUIT .................. 51 
  JET-PACK................................ 52 
  JUSTICE LEAGUE 
  JAVELIN-7 .............................. 52 
  WATCHTOWER.......................... 52 
  MISCELLANEOUS 
  INVADER WAR WALKER............... 52 
  WAR WHEEL............................ 52 
  NEW GODS 
  BOOM TUBE ............................ 52 
  MOTHERBOX............................ 52 
  SUPERMAN 
  ANTI-RADIATION SUIT................ 53 
  FORTRESS OF SOLITUDE.............. 53 
  SPACE SUIT ............................ 53 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  4 
  NAME: 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ATTRIBUTES: 
   
    
   
  FEATS:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VALUE: 
   BONUS:  
   
   
   
   
   
   
   
   
   
   
  STRENGTH: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DEXTERITY: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CONSTITUTION: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INTELLIGENCE: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WISDOM: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CHARISMA: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ATTACK BONUS: 
   
    
   
  POWERS: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Base Attack Bonus:  
    
   
   
   
   
   
   
   
   
   
   
   
  Melee:  
    
   
   
   
   
   
   
   
   
   
   
   
  Ranged:  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SAVES: 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Damage: 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Fortitude: 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Reflex: 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Willpower: 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Defense: 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Initiative: 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Hero Points: 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SKILLS: 
   
    
   
  EQUIPMENT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  Personnel Data File 
  Justice League is owned by DC Comics and is used here without permission.  
  
  DC ANIMATED UNIVERSE... 
  PAGE  5 
  This sourcebook details the characters and world created by 
  Bruce Timm in the DC Comics-based shows BATMAN: THE 
  ANIMATED SERIES, THE ADVENTURES OF BATMAN & ROBIN, THE 
  NEW BATMAN ADVENTURES, JUSTICE LEAGUE, and SUPERMAN: 
  THE ANIMATED SERIES, for use with Green Ronin’s MUTANTS 
  AND MASTERMINDS (henceforth to be referred to as M&M) 
  Role-Playing Game. 
   
  WHAT YOU’LL NEED TO PLAY... 
  The M&M Core Rulebook is a must. Green Ronin’s Freedom 
  City Sourcebook and Crooks! are good reference sources for 
  NPCs’ and campaign ideas.   
   
  CAMPAIGNS IN THE DCAU... 
  The DC Animated Universe (henceforth to be referred to as 
  The DCAU) is a vibrant and rich setting for playing a super-
  hero RPG campaign.  Role-playing in the DCAU is not very 
  different than role-playing in any other superhero RPG.  Many 
  cartoons based on comic books tend to “dumb down” and 
  make child-like the subject matter; the Timm versions are 
  more like the comics than many of the comics themselves.  
  The GM and the Players must decide what role the players 
  will portray in this highly populated setting. 
   
  THE PLAYERS AS ESTABLISHED DCAU CHARACTERS 
  The players can take on the role of BATMAN, SUPERMAN, or 
  any of the other heroes presented herein.  Most of them are 
  higher Power Levels than the standard starting PL10 of most 
  M&M campaigns, so the GM and Players will have to deter-
  mine which characters best fit their game concept. 
  Of course, the players can also play the role of villains in the 
  DCAU, if within the scope of the campaign.  This is not rec-
  ommended, but could be interesting if done right! 
   
  THE PLAYERS ARE NEW/ORIGINAL HEROES 
  The players create new heroes in the DCAU at the Power 
  Level established by the GM.  They can be a new team of 
  heroes based in GOTHAM CITY or METROPOLIS, a back-up or 
  second-shift team for the Justice League or some other crea-
  tive concept that suits the campaign. 
   
  CREATING CHARACTERS IN THE DCAU... 
  Follow the guidelines established in the M&M Core Rulebook 
  for creating characters for a campaign set in the DCAU.  As 
  mentioned previously, there is no real difference playing in a 
  “standard” superhero RPG and one set in the DCAU; its’ all a 
  matter of perspective.   
  Establishing an appropriate Power Level for characters based 
  in each show can be a challenge.  The standard PL10 can be 
  used for a campaign set in any of them, but might be under-
  powered or over-powered depending on the flavor of the set-
  ting you are going for.  Use the following guidelines as a rule 
  of thumb: 
   
  GAMES SET IN THE BATMAN ANIMATED SHOWS 
  The threats and foes that face the Dark Knight are certainly 
  deadly, but are generally of a lower Power Level.  Establish 
  Power Levels from 8 to 12, depending on what kind of game 
  you are playing or running.  Lower than 10 should be re-
  served for sidekicks and heroes that are extremely new to 
  the role set by the GM. 
   
  GAMES SET IN SUPERMAN: THE ANIMATED SERIES 
  The Man of Steel constantly faces threats of an almost epic 
  scale (BRAINIAC, DARKSIED), but frequently face foes of a 
  rather “ordinary” nature (LEX LUTHOR, TOYMAN).  It would 
  not be inappropriate to establish a Power Level for such a 
  campaign at PL14, but should not be below PL10. 
   
  GAMES SET IN THE JUSTICE LEAGUE SHOW 
  The LEAGUE, being composed of heroes at a variety of Power 
  Levels, nonetheless faces threats on a cosmic scale.  While 
  this is not always the case, it more often than not is the case.  
  Power Levels appropriate for this type of campaign can be as 
  high as PL16, but not lower than PL10. 
  The most important guideline here is to set the Power Levels 
  of your campaign so that everyone involved can enjoy them-
  selves.  As guidelines they are flexible to fit the style of 
  game-play the GM and Players have established. 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  6 
   
  A NOTE ON THE DCAU CHARACTER DESIGNS... 
  Every attempt was made to model these characters after how 
  they were portrayed on their respective shows.  Some liber-
  ties were taken to make them playable or to fill gaps in their 
  concept, but unfortunately some elements might have been 
  missed.  The idea here was to get the general feel of the 
  characters more than to include every possible power, feat, 
  skill, weakness, what have you the characters possess.  And, 
  of course, as some of the shows are still on the air (and some 
  shows that are no longer on the air occasionally have direct-
  to-video movies made), the characters will no doubt change.  
  Please feel free to update/correct any of the characters to 
  better suit your campaign, as needed. 
  Bonuses from stats, feats, powers and others are always 
  shown after the item they modify.  For example, the Defense 
  of a character will detail what the DEX Bonus, bonuses from 
  feats such as Dodge and bonuses from any powers that are 
  permanent.  The exception to this is Skills.  Skills only show 
  the final score and don’t indicate the Stat Bonus.  Also, feats 
  such as Skill Focus and Talented are not added in.  This is 
  because sometimes they cause the skill to go over the limits 
  of the character’s Power Level, so the GM will have to apply 
  them as necessary. 
  The Power Levels of the characters presented here were 
  modeled so a character starting at the standard PL10 might 
  have a chance of surviving on a mission with, say, the Justice 
  League.  Some characters are less powerful than they might 
  be perceived on the shows.  If you disagree with these set 
  PLs; feel free to change them.  Think of them as a framework 
  on which you can build the type of campaign that the GM and 
  Players can enjoy.  The important thing is that these charac-
  ter write-ups are useful to your campaign! 
   
  WEBSITE RESOURCES... 
  BATMAN/SUPERMAN ADVENTURES  
  ADDRESS: www.batman-superman.com/ 
  A site detailing the Batman and Superman shows. 
   
  BRUCE TIMM’S WEBSITE 
  ADDRESS: http://www.popcultureshock.com/timm/ 
  Bruce Timm's official site that features his artwork. 
   
  DCU ANIMATED  
  ADDRESS: www.users.ev1.net/~kryptcom/ 
  A site filled with art based on the DC Animated Universe, 
  many are original designs. 
    
  JLANIMATED  
  ADDRESS: www.jlanimated.com/ 
  A site filled with info on the Justice League show. 
   
  JUSTICE LEAGUE WARNER BROTHERS UK: 
  ADDRESS: //justiceleague.warnerbros.co.uk/container.html 
  The Justice League's Official Site in Great Britian.  It seems 
  more complete and useful than the official American Site. 
   
  MUTANT AND MASTERMINDS WEBSITE 
  ADDRESS: www.mutantsandmasterminds.com/index.php 
  The place to go for M&M Character Sheets, Free Sample 
  adventures and a Fan Forum. 
   
  TOONZONE 
  ADDRESS: www.toonzone.net/ 
  A website that has several sub-sites for all DC Animated 
  Universe shows and some sites for other Warner Brothers 
  shows 
   
   
  
  DC ANIMATED UNIVERSE... 
  PAGE  7 
  AQUAMAN 
  PL: 18; Init +7 (+3 DEX, +4 Im-
  proved Init.); Defense 18/14 (+4 
  Base, +3 DEX, +1 Dodge); Attack +9 
  Melee (+5 Base, +4 STR), +8 Ranged 
  (+3 DEX); SV DMG +15 (+11 Super-
  CON), Fort +15 (+11 Super-CON), Ref 
  +3, Will +4 (+2 Iron Will); STR 18, 
  DEX 16, CON 18, INT 15, WIS 15, CHA 
  15  
  SKILLS: Acrobatics +9, Diplomacy +8, 
  Handle Animal +8, Intimidate +10, 
  Ride +8, Search +8, Spot +8, Sur-
  vival +7, Swim +16  
  FEATS: All-Out Attack, Amphibious, 
  Connected, Dodge, Endurance, Fame, 
  Headquarters, Improved Initiative, 
  Iron Will, Leadership, Minions (Loyalty Score: 29), Move-
  By Attack, Power Attack, Track, Underwater Combat  
  POWERS: Mind Control +10 [Extra: Telepathy; Flaw: Lim-
  ited-Sea Creatures Only; Source: Mutation; Cost: 2pp], 
  Natural Weapon +3; [Source: Super-Science; Cost: 2pp], 
  Regeneration +5 [Flaw: Limited-Only works when under-
  water; Source: Mutation; Cost: 1pp], Super-Strength +11 
  [Extra: Super-Constitution; Source: Mutation; Cost: 7pp], 
  Swimming +6 [Extra: Dolphin Leap; Source: Mutation; 
  Cost: 3pp]  
  EQUIPMENT: Trident [Weapon +5L (Melee, Cost: 1pp), En-
  ergy Blast +10 (Cost: 1pp); Flaw: Device; Source: Mysti-
  cal]  
  WEAKNESS: Susceptible - Out of water more than 12 hours 
  AQUAMAN rules ATLANTIS along with his wife, Mera. He 
  strives to bring peace to ATLANTIS whatever the cost, even 
  if it means wiping out the surface world, though he would 
  rather come to a more peaceful solution. 
  IMAGE SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_aquaman.gif 
   
  BATGIRL  
  PL: 10; Init +6 (+2 DEX, +4 Super-DEX); Defense 20/13 
  (+3 Base, +2 DEX, +1 Dodge, +4 Super-DEX); Attack +10 
  Melee (+9 Base, +1 STR), +13 Ranged (+2 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV DMG +2, Fort 
  +2, Ref +8 (+2 Light. Refl., +4 Super-DEX), Will +1; STR 
  12, DEX 15, CON 15, INT 16, WIS 12, CHA 14  
  SKILLS: Acrobatics: +10, Balance +10, Bluff +8, Climb +7, 
  Computers +9, Diplomacy +8, Disable Device +9, Drive 
  +8, Gather Information +8, Hide +10, Jump +9, Knowl-
  edge (Law) +7, Move Silently +10, Open Lock +8, Pilot 
  +6, Repair +9, Spot +9  
  FEATS: Attack Finesse, Attack Focus (Batarang), Attractive, 
  Dodge, Expertise, Improved Disarm, Improved Trip, In-
  stant Stand, Lightning Reflexes, Point Blank Shot, Rapid 
  Strike  
  POWERS: Super-Dexterity +4 [Extras: Super-Intelligence; 
  Source: Training; Cost: 5pp]  
  EQUIPMENT: (all Devices, all Source: Super-Science) 
  Commlink [Radio Hearing; Cost: 1pp], Batarang [Weapon 
  +2S, Cost: 1pp], Gadget +8 [Cost: 1pp], Grappling Hook 
  Gun [Swing +6, Cost: 1pp]  
  DESIGN NOTES: 
  • BATGIRL'S Skills were bought using the 
  Errata Option "Reduced Skill Costs" at 
  1:2.   
  • The design of this character is heavily 
  influenced by the methods used to de-
  sign the Freedom City Character RAVEN. 
  Barbara Gordon is the daughter of police 
  commissioner JAMES GORDON. She is a few 
  years older than when we last saw her 
  (about twenty-one) and has just graduated 
  college with honors in the field of computer 
  science. By day she works for the police 
  department updating their crime files; by 
  night, she battles the underworld as BAT-
  GIRL.  
  Early  on  BATMAN  deduced  the  masked  red-head  who 
  fought so hard to clear Commissioner Gordon could only be 
  Gordon's  daughter,  Barbara.  When  Dick  Grayson  left 
  GOTHAM, BATMAN found himself calling on BATGIRL to work 
  with him on special cases. Eventually BATMAN told BATGIRL 
  the secret of his dual identity and granted her free access 
  to the Batcave and all its technology.  
  Barbara lives in a private townhouse near GOTHAM'S trendy 
  Park Ridge. A service lift in Barbara's bedroom closet runs 
  down to the secret basement where Barbara stores her 
  BATGIRL crimefighting gear. In addition to costumes and 
  weapons, the basement also serves as garage for BAT-
  GIRL'S highly-advanced Batcycle, a gift from BATMAN.  
  Her double life as BATGIRL sometimes puts Barbara at an 
  emotional crossroads. As the daughter of the Police Com-
  missioner, Barbara was raised with respect for law and 
  order, but her actions as BATGIRL technically label her a 
  vigilante. If BATGIRL was ever caught and unmasked, the 
  scandal would certainly destroy Commissioner Gordon's 
  career. Still, GOTHAM is a city that breeds an extreme kind 
  of criminal and extreme crimefighters are needed to handle 
  situations regular cops can't.  Barbara believes the good 
  she does as BATGIRL is worth the potential risk to herself 
  and her father. 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  8 
  IMAGE AND INFO SOURCE: http://www.batman-superman.com/ 
  batman/index.html 
   
  BATMAN 
  PL: 14; Init +13 (+4 DEX, +4 Im-
  proved Init, +5 Super-DEX); De-
  fense 23/23 (+3 Base, +4 DEX, +1 
  Dodge, +5 Super-DEX); Attack +12 
  Melee (+9 Base, +3 STR), +15 
  Ranged (+4 DEX, +1 Point Blank 
  Shot, +1 Attack Focus: Batarang); 
  SV DMG +3, Fort +3, Ref +11 (+2 
  Light. Refl., +5 Super-DEX), Will +5 
  (+2 Iron Will); STR 18, DEX 18, CON 
  16, INT 18, WIS 16, CHA 14  
  SKILLS: Acrobatics +12. Balance 
  +12, Bluff +10, Climb +8, Com-
  puters +12, Demolitions +12, Di-
  plomacy +10, Disable Device +12, 
  Disguise +10, Drive +12, Escape 
  Artist +12, Forgery +12, Gather 
  Information +13, Hide +12, Intimi-
  date +13, Jump +8, Knowledge 
  (GOTHAM CITY, History, Trivia) +12, Listen +12, Move Si-
  lently +15, Open Locks +12, Pilot +12, Profession 
  (Businessman)+12, 
  Profession 
  (Detective)+15, 
  Repair 
  +12, Science (Archeology, Biology, Chemistry, Genetics, 
  Physics, Psychology) +12, Search +15, Sense Motive +12, 
  Spot +12, Taunt +10  
  FEATS: Accurate Attack, Assessment, Attack Finesse, At-
  tack Focus (Batarang), Dodge, Endurance, Expertise, Point 
  Blank Shot, Headquarters, Heroic Surge, Improved Disarm, 
  Improved Initiative, Improved Pin, Improved Trip, Indomi-
  table Will, Instant Stand, Lightning Reflexes, Iron Will, 
  Move-By Attack, Rapid Shot, Rapid Strike, Sidekick 
  (Loyalty Score: 25), Startle  
  POWERS: Combat Sense +10 [Source: Training; Cost: 
  1pp], Comprehend +3 [Source: Training, Cost: 2pp], 
  Strike +2 [Source: Training; Cost: 2pp], Super-Dexterity 
  +5 [Extras: Intimidating Presence, Super-Intelligence, 
  Super-Wisdom, Super-Charisma; Source: Training; Cost: 
  9pp]  
  EQUIPMENT: 
  (all 
  Devices, 
  Source: 
  Super-Science) 
  Commlink [Radio Broadcasting; Cost: 1pp], Batarang 
  [Weapon +2S, Extra: Mighty Ranged Weapon; Cost: 2pp], 
  Gadget +10 [Cost: 1pp], Grappling Hook Gun [Swing +6, 
  Cost: 1pp]  
  DESIGN NOTES: 
  • BATMAN'S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:3.   
  • The design of this character is heavily influenced by the 
  methods used to design the Freedom City Character RA-
  VEN. 
  Two terrible moments forever changed the life of Bruce 
  Wayne. The first came at age six, when he roamed the far 
  grounds of GOTHAM CITY’S Wayne Manor and fell into a deep 
  cavern swarming with bats. Though his father soon res-
  cued him, Bruce never again felt completely secure in his 
  world.  
  The second came two years later, in an alleyway behind 
  the movie theater in which the Waynes had just seen "The 
  Mark of Zorro." There, before Bruce's very eyes, a mugger 
  shot Thomas and Martha Wayne in cold blood before flee-
  ing into the night.  
  Though the police eventually arrived, they were far too late 
  to help the Waynes; but physician and social worker Leslie 
  Thompkins arrived in time to bring loving comfort to Bruce 
  before his young heart was forever hardened by his 
  trauma. Together with Philip Wayne, Bruce's uncle and 
  legal guardian, and Alfred Pennyworth, the Wayne family 
  butler, Thompkins gave guidance to Bruce as he passed 
  through his teens. But none of them could erase from 
  Bruce the burning passion to punish all criminals, an oath 
  he avowed at his parents' grave site. To that end, Bruce 
  grew up training himself to the peak of physical and intel-
  lectual perfection and, at age eighteen, began using his 
  vast fortune to travel the world in search of those who 
  could teach him to fight crime effectively.  
  Years later, Bruce returned to GOTHAM CITY and began his 
  war on crime. Before long, he came to realize that his skills 
  were not enough, that he would need an edge over his 
  opponents -- a guise that would strike terror into their 
  hearts. Inspired by the bats that had so horrified him as a 
  boy, Bruce donned a blue-and-gray costume complete with 
  cape and cowl and renewed his mission. The results were 
  immediate: soon, the criminals of GOTHAM began speaking 
  in fearful whispers about the creature known only as the 
  BATMAN.  
  Though BATMAN'S fight against corruption was a lonely 
  one, he soon found others who shared his passion for jus-
  tice, chief among them police lieutenant James Gordon, 
  one of GOTHAM'S few honest cops. Their friendship deep-
  ened over the years, and today, in his role as Police Com-
  missioner, Gordon frequently uses the Bat-Signal to sum-
  mon the Dark Knight whenever his policemen are con-
  fronted with threats too great for them to overcome.  
  The  BATMAN'S life  was  changed  once  more,  when  he 
  adopted Dick Grayson, a young acrobat whose parents, like 
  Bruce's, had been killed by criminals. Under Bruce's tute-
  lage, Dick adopted the guise of ROBIN and became BAT-
  MAN'S partner, staying  with  his  mentor  until  reaching 
  adulthood. Eventually, the ROBIN mantle was passed along 
  to Tim Drake, the current ROBIN.  
  BATMAN is unique among those crimefighters who hide 
  their true identity behind a mask and costume in that his 
  Batman guise is the "real" one - his daytime role of bored 
  socialite and philanthropist is actually the disguise. This 
  persona is carefully crafted to divert any suspicion that 
  Bruce Wayne, principal stockholder in WAYNE ENTERPRISES, 
  an extensive world-wide empire of successful businesses,  
  is by night, BATMAN. 
  IMAGE AND INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_batman.gif 
   
  BATWOMAN 
  KATHY DUQUESNE AS BATWOMAN 
  PL: 11; Init +7 (+4 DEX, +3 Super-DEX); Defense 20/12 
  (+2 Base, +4 DEX, +1 Dodge, +3 Super-DEX); Attack +7 
  Melee (+6 Base, +1 STR), +12 Ranged (+4 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV DMG +2, Fort 
  +2, Ref +7 ( +3 Super-DEX), Will +1; STR 12, DEX 18, CON 
  15, INT 12, WIS 12, CHA 16  
  
  DC ANIMATED UNIVERSE... 
  PAGE  9 
  SKILLS: Acrobatics +10, Balance +10, Climb 
  +6, Craft (Painting) +11, Demolitions +6, 
  Disable Device +6, Diplomacy +11, Drive 
  +10, Gather Information +8, Hide +10, 
  Move Silently +10, Pilot +10 
  FEATS: Accurate Attack, Attack Finesse, At-
  tack Focus (Batarang), Attractive, Dodge, 
  Expertise, Headquarters, Improved Disarm, 
  Improved Trip, Point Blank Shot, Rapid 
  Strike 
  POWERS: Super-Dexterity +3 [Source: Train-
  ing; Cost: 4pp] 
  EQUIPMENT: (all Devices, Source: Super-
  Science) Bat-Glider [Vehicle; Type: Air, Size: 
  Med., Move: 7, Hard.: 5, Armor: +0], Bata-
  rang [Weapon +2S; Cost: 1pp], Constricting 
  Alloy [Snare +7; Cost: 1pp], Grappling Hook Gun [Swing 
  +6; Cost: 1pp]  
    
  ROXANNE “ROCKY” BALLANTINE AS BATWOMAN 
  PL: 11; Init +7 (+4 DEX, +3 Super-DEX); Defense 20/12 
  (+2 Base, +4 DEX, +1 Dodge, +3 Super-DEX); Attack +7 
  Melee (+6 Base, +1 STR), +12 Ranged (+4 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV DMG +2, Fort 
  +2, Ref +7 ( +3 Super-DEX), Will +1; STR 
  12, DEX 18, CON 15, INT 16, WIS 12, CHA 12  
  SKILLS: Acrobatics +10, Balance +10, Climb 
  +6, Computers +8, Craft (Electronics) +8, 
  Demolitions +8, Disable Device +8, Gather 
  Information +6, Hide +10, Move Silently 
  +10, Pilot +10, Profession (Engineer), Repair 
  +8, Science (Metallurgy, Physics) +8 
  FEATS: Accurate Attack, Attack Finesse, At-
  tack Focus (Batarang), Dodge, Expertise, 
  Headquarters, Improved Disarm, Improved 
  Trip, Point Blank Shot, Rapid Strike, Tal-
  ented (Craft: Electronics and Science: Metal-
  lurgy) 
  POWERS: Super-Dexterity +3 [Source: Train-
  ing; Cost: 4pp]  
  EQUIPMENT: (all Devices, Source: Super-Science) Bat-
  Glider [Vehicle; Type: Air, Size: Med., Move: 7, Hard.: 5, 
  Armor: +0], Batarang [Weapon +2S; Cost: 1pp], Con-
  stricting Alloy [Snare +7; Cost: 1pp], Grappling Hook Gun 
  [Swing +6; Cost: 1pp] 
   
  SONIA ALCANA AS BATWOMAN 
  PL: 11; Init +7 (+4 DEX, +3 Super-DEX); 
  Defense 20/12 (+2 Base, +4 DEX, +1 Dodge, 
  +3 Super-DEX); Attack +8 Melee (+6 Base, 
  +2 STR), +12 Ranged (+4 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV 
  DMG +2, Fort +2, Ref +7 ( +3 Super-DEX), 
  Will +1; STR 14, DEX 18, CON 15, INT 12, WIS 
  12, CHA 14  
  SKILLS: Acrobatics +10, Balance +10, Climb 
  +7, Demolitions +6, Diplomacy +7, Disable 
  Device +6, Gather Information +7, Hide 
  +10, Intimidate +7, Move Silently +10, Pilot 
  +10, Profession (Police Officer) +8, Search 
  +6, Sense Motive +6, Spot +6  
  FEATS: Accurate Attack, Attack Finesse, Attack Focus 
  (Batarang), Dodge, Expertise, Headquarters, Improved 
  Disarm, Improved Trip, Point Blank Shot, Precise Shot, 
  Rapid Strike  
  POWERS: Super-Dexterity +3 [Source: Training; Cost: 4pp] 
  EQUIPMENT: (all Devices, Source: Super-Science) Bat-
  Glider [Vehicle; Type: Air, Size: Med., Move: 7, Hard.: 5, 
  Armor: +0], Batarang [Weapon +2S; Cost: 1pp], Con-
  stricting Alloy [Snare +7; Cost: 1pp], Grappling Hook Gun 
  [Swing +6; Cost: 1pp] 
   
  Not one, not two, but three different 
  women make up the persona of BAT-
  WOMAN. One was the brains (Rocky), one 
  was the motive (Kathy) and one had the 
  will to make it happen (Sonia). The three 
  of them met through Sonia—Kathy met 
  Sonia in an art class and Sonia was room-
  mates with Rocky in freshmen year at 
  State University. 
  SONIA-When Sonia’s family’s business 
  was burned to the ground by one of 
  Rupert Thorne’s business dealings, she 
  and her family lost everything. Thorne 
  was never linked to that night, and in 
  effect, was never trialed for his crime. 
  Fueled by that night, she became a cop 
  and swore she’d take down Rupert Thorne. 
  ROCKY-Her fiancé, David, was thrown in jail for being 
  framed for a crime the PENGUIN committed - but was never 
  charged for. Her ‘computer geek’ persona was the perfect 
  cover for her not being a candidate for being BATWOMAN -
  something that even fooled Batman till the very end.  
  KATHY-Daughter of Carlton Duquesne, her mother was 
  killed by a hit that was supposed to go to her father. Her 
  motive was simple - her mother died because of simply 
  being associated with him, and he kept her under tight 
  guard wherever she went.  She hated him, in a sense, for 
  what he did as a ‘business’, and wanted to put an end to it. 
  When the three got together, the idea of BATWOMAN 
  formed, mapped out their plans and how to go about it and 
  set everything in motion. After they went on their final run 
  to take down the three men they swore they would, they 
  almost lost each other in the process.  
  Sonia was fired from the GCPD for her alternate persona as 
  BATWOMAN, David, Rocky’s fiancé, was freed from jail, and 
  Carlton Duquesne was sentenced to jail—where father and 
  daughter now talk regularly. 
  INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/heroes/batwoman
  AND IMAGES SOURCE:  
  http://users.ev1.net/~kryptcom/frames.html 
   
  CHAMELEON BOY 
  PL: 15; Init +7 (+3 DEX, +4 Improved Init.); Defense 
  17/13 (+3 Base, +3 DEX, +1 Dodge); Attack +9 Melee (+8 
  Base, +1 STR), +11 Ranged (+3 DEX); SV DMG +2, Fort 
  +2, Ref +5 (+2 Light. Refl.), Will +2; STR 12, DEX 16, CON 
  14, INT 15, WIS 14, CHA 15  
  SKILLS: Acrobatics +8, Bluff +10, Computers +6, Disguise 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  10 
  +10, Innuendo +10, Intimidate +7, Move Silently +8, Spot 
  +6, Taunt +7  
  FEATS: Attack Finesse, Dodge, Improved Initiative, Light-
  ning Reflexes  
  POWERS: Shapeshift +9 [Extras: Elongation, 
  Growth, Movement, Plasticity, Shrinking; 
  Source: -; Cost: 11pp]  
  EQUIPMENT: Legion Flight Ring [Flight +10; 
  Flaw: Device; Source: Super-Science; Cost: 
  1pp]  
  Chameleon Boy is a member of the Legion 
  of Super-heroes; a group of young heroes 
  from the 30th Century.  On one occasion, the 
  Kryptonian menace BRAINIAC traveled back 
  in time to kill Clark Kent before he became 
  SUPERMAN.  CHAMELEON BOY, COSMIC BOY 
  and SATURN GIRL, along with the young 
  Clark, were able to stop the villain before he 
  accomplished his mission. 
  IMAGE SOURCE:  
  http://www.batman-superman.com/superman/img /chamboy1.gif 
   
  COSMIC BOY 
  PL: 10; Init +6 (+2 DEX, +4 Improved 
  Init.); Defense 17/15 (+5 Base, +2 DEX); 
  Attack +9 Melee (+8 Base, +1 STR), +10 
  Ranged (+2 DEX); SV DMG +3, Fort +3, Ref 
  +4 (+2 Light. Refl.), Will +2; STR 12, DEX 
  14, CON 16, INT 15, WIS 15, CHA 15  
  SKILLS: Computers +10, Diplomacy +11, 
  Disable Device +10, Repair +9, Search +9  
  FEATS: Accurate Attack, Dodge, Improved 
  Initiative, Leadership, Lightning Reflexes  
  POWERS: Energy Control (Magnetic) +10 
  [Extras: Shape Matter (Flaw: Limited: Metal 
  Only); Source: -; Cost: 3pp]  
  EQUIPMENT: Legion Flight Ring [Flight +10; 
  Flaw: Device; Source: Super-Science; Cost: 
  1pp]  
  Cosmic Boy is the Leader of the Legion of Super-heroes; a 
  group of young heroes from the 30th Century.  On one oc-
  casion, the Kryptonian menace BRAINIAC traveled back in 
  time to kill Clark Kent before he became Superman.  COS-
  MIC BOY, CHAMELEON BOY and SATURN GIRL, along with the 
  young Clark, were able to stop the villain before he accom-
  plished his mission. 
  IMAGE SOURCE:  
  http://www.batman-superman.com/superman/img /cosboy1.gif 
   
  CREEPER 
  PL: 10; Init +9 (+4 DEX, +5 Super-DEX); Defense 22/12 
  (+2 Base, +4 DEX, +1 Dodge, +5 Super-DEX); Attack +10 
  Melee (+8 Base, +2 STR), +12 Ranged (+4 DEX); SV DMG 
  +9 (+5 Super-CON), Fort +9 (+5 Super-CON), Ref +9 (+5 
  Super-DEX), Will +1; STR 15, DEX 18, CON 18, INT 12, WIS 
  12, CHA 16  
  SKILLS: Acrobatics +12, Balance +12, Escape Artist +13, 
  Intimidate +11, Jump +11, Taunt +14 
  FEATS: Accurate Attack, All-Out At-
  tack, Attack Finesse, Dodge, Im-
  proved Grapple, Improved Pin, In-
  stant Stand, Surprise Attack 
  POWERS: Leaping +3 [Source: Muta-
  tion; Cost: 1pp], Super-Dexterity +5 
  [Extra: Super-Constitution, Source: 
  Mutation; Cost: 7pp], Super-
  Strength +3 [Source: Mutation; 
  Cost: 4pp] 
  WEAKNESS: Transformation 
   
  JACK RYDER: PL 2; Init +0; Defense 
  10; Attack +0 Melee (+0 STR), 
  Ranged +0 (+0 DEX); SV DMG +0, 
  Fort +0, Ref +0, Will +0, STR 10, DEX 
  11, CON 10, INT 11, WIS 13, CHA 13 
  FEATS: Talented (Gather Information and Profession: Re-
  porter)  
  SKILLS: Diplomacy +4, Gather Information +7, Listen +4, 
  Profession (Reporter) +7, Search +5, Sense Motive +5, 
  Spot +6. 
  WEAKNESS: Transformation. 
  DESIGN NOTES: 
  • Jack Ryder is based on the Report on P. 155 of the Core 
  Rulebook. 
  Once he was simply Jack Ryder, the no-nonsense co-
  anchor of Summer Gleeson's "GOTHAM INSIDER." But the 
  staid newsman's life was changed forever after an encoun-
  ter with the Joker and his lethal laughing toxin. When Jack 
  did an expose on the history of the "Clown Prince of 
  Crime", The JOKER showed up and threw Ryder into the 
  same vat of chemicals that transformed him. The vat of 
  chemicals, mixed with the JOKER'S laughing gas, mutated 
  him into a bizarre super-human creature, the living em-
  bodiment of the wild personality he had kept buried inside 
  him for so long. Dubbed the CREEPER by a terrified 
  onlooker, the insane creature went on a wacky rampage 
  which resulted in him actually helping BATMAN to capture 
  the JOKER.   
  Though the wild imbalance of chemicals had caused a per-
  manent change in Ryder's body, BATMAN devised a spe-
  cially treated skin patch that, when worn, keeps the 
  CREEPER subdued. But when there's extreme danger, Ryder 
  can remove the patch and let the zany, always unpredict-
  able CREEPER out to join the fight. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/heroes/creeper/ 
   
  DEMON (ETRIGAN) 
  PL: 17; Init +3 (+3 DEX); Defense 17/14 (+4 Base, +3 
  DEX); Attack +9 Melee (+5 Base, +4 STR), +8 Ranged (+3 
  DEX); SV DMG +14 (+10 Super-Con), Fort +14 (+10 Su-
  per-Con), Ref +3, Will +5 (+2 Iron Will); STR 18, DEX 16, 
  CON 18, INT 13, WIS 16, CHA 14  
  SKILLS: Acrobatics +8, Hide +9, Intimidate +11, Jump 
  +15, Knowledge (Occult) +13, Listen +6, Search +7, 
  Sense Motive +9, Spot +6, Taunt +11  
  FEATS: All-Out Attack, Darkvision, Durability, Endurance, 
  
  DC ANIMATED UNIVERSE... 
  PAGE  11 
  Identity Change, Immunity 
  (Aging, Disease, Heat, Ex-
  haustion, Poison, Pressure) 
  Iron Will, Power Attack, 
  Startle, Takedown Attack, 
  True Sight 
  POWERS: 
  Energy 
  Blast 
  (Fire) +10 [Source: Mysti-
  cal; Cost: 2pp], Natural 
  Weapon +3 [Extra: Climb-
  ing, Source: Mystical; Cost: 
  3pp], 
  Super-Senses 
  +3 
  [Source: 
  Mystical; 
  Cost: 
  2pp], Super-Strength +10 
  [Extra: Protection, Super-
  Constitution, Source: Mys-
  tical; Cost: 8pp] 
  WEAKNESS: Disturbing 
  JASON BLOOD: PL 5; Init +0; Defense 13; Attack +3 Melee 
  (+0 STR), Ranged +3 (+0 DEX); SV DMG +2, Fort +2, Ref 
  +0, Will +3, STR 10, DEX 11, CON 14, INT 16, WIS 16, CHA 
  14; FEATS: Immunity (Aging), Identity Change; SKILLS: 
  Craft (Magical Items) +8, Knowledge (History, Occult) +8, 
  Language (Latin, Choose 4 more), Search +8, Spot +8; 
  POWERS: Regeneration +3 [Source: Mystical; Cost: 2pp].  
  Centuries ago, during the age of Camelot, a nobleman 
  named Jason Blood fell in love with MORGAINE LE FAY, a 
  powerful sorceress and half-sister of the legendary King 
  Arthur.  In an attempt to curry her favor, he betrayed his 
  king and assisted the witch in her conquest of Arthur’s 
  throne—an act that led to his murder by her hand.  How-
  ever, the wizard Merlin learned of his deeds and, as pun-
  ishment for his treachery, mystically bound his spirit to 
  ETRIGAN, a powerful demon from the underworld.  Thus, 
  Jason Blood was cursed, and would remain so until the day 
  that he is able to atone for his deeds. 
  Today, the now-immortal Blood is known to the world as a 
  leading authority of the paranormal, but, should the need 
  arise, he can transform into the DEMON in order to protect 
  humanity from mystical threats.  Though they are separate 
  identities, both share the same goal:  the downfall of MOR-
  GAINE LE FAY. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/etrigan/etrigan.htm 
   
  DR. FATE 
  PL: 17; Init +6 (+2 DEX, +4 Improved Init.); Defense 
  17/15 (+5 Base, +2 DEX); Attack +7 Melee (+6 Base, +1 
  STR), +8 Ranged (+2 DEX); SV DMG +3, Fort +3, Ref +2, 
  Will +15 (+10 Super-WIS); STR 12, DEX 14, CON 16, INT 18, 
  WIS 20, CHA 16  
  SKILLS: Acrobatics +7, Concentration +15, Craft (Magical 
  Items) +15, Diplomacy +11, Gather Information +14, 
  Knowledge (Demonology, Magical Items, Occultism) +15, 
  Listen +16, Profession (Wizard) +16, Search +12, Sense 
  Motive +16, Sleight of Hand +10, Spot +16  
  FEATS: Accurate Attack, Connected, Detect (Magic), Head-
  quarters, Improved Initiative, Indomitable Will, Move-By 
  Attack, Sidekick (Loyalty Score: 25), Trance, Truesight  
  POWERS: Super-Wisdom +10 [Source: Mystical; Cost: 3pp]  
  EQUIPMENT: Helmet of Nabu [Sorcery 
  +12 (Spells: Astral Projection, Dimen-
  sional Travel, Energy Blast, Flight, 
  Force Field, Healing, Illusion, Telekine-
  sis, Telepathy); Flaw: Device; Source: 
  Mystical; Cost: 8pp] 
  Kent  Nelson  was  born  to  Celestine 
  Babcock  Nelson,  a  spiritualist,  and 
  Sven Nelson, an archaeologist. Kent's 
  mother died sometime after his birth 
  under unknown circumstances.  At the 
  age of 12, Kent was taken on a dig to 
  the Valley of Ur in Mesopotamia by his 
  father, Sven. There, the elder Nelson 
  discovered the TEMPLE OF NABU and, 
  unswayed by the tales of the natives, 
  Sven and Kent ventured into the tem-
  ple,  a  decision  that  would  forever 
  change their lives.  
  Wandering about the temple, Kent stumbled upon an an-
  cient sarcophagus containing the giant body of Nabu the 
  Wise, an ancient Egyptian sorcerer. Compelled by some 
  mysterious force, Kent pulled the lever that had kept Nabu 
  in suspended animation, releasing a poisonous gas that 
  killed Sven Nelson but left Kent unharmed. As gratitude for 
  his release, Nabu offered to teach the boy unlimited power. 
  Kent wanted only to have his father back; with a wave of 
  his hand, Nabu removed all knowledge of Sven's death 
  from the boy.  
  Within a week, Nabu had transformed Kent into a full 
  grown man and taught him the ways of mysticism. Nabu's 
  last wish was for Kent to release all his power on his mas-
  ter; Kent, however, could not kill his master as he had 
  grown attached to the ancient wizard. With a gesture, 
  Nabu allowed Kent to remember that the gas that freed 
  Nabu had killed his father. In an angry rage, Kent sum-
  moned all his power to destroy his father’s killer. Nabu's 
  true origin was finally revealed to Kent: Nabu was an en-
  ergy being, a LORD OF ORDER. As a final gift, Nabu gave 
  Kent a golden helmet and an amulet that would allow him 
  to fight the never ending battle of Order over Chaos, as 
  DR. FATE. Kent now lives in Salem, Massachusetts with his 
  wife, the powerful sorceress INZA. 
  IMAGE AND INFO SOURCE:  
  http://www.batman-superman.com/superman/cmp/index.html 
   
  FLASH  
  PL: 13; Init +16 (+4 DEX, +12 Super-
  Speed); Defense 31/14 (+4 Base, +4 DEX, 
  +1 Dodge, +12 Super-Speed); Attack +9 
  Melee (+8 Base, +1 STR), +12 Ranged 
  (+4 DEX); SV DMG +3, Fort +3, Ref +16 
  (+12 Super-Speed), Will +1; STR 12, DEX 
  18, CON 16, INT 14, WIS 12, CHA 14  
  SKILLS: Balance +11, Bluff +6, Disable 
  Device +7, Drive +5, Repair +5, Science 
  (Chemistry) +4, Search +7, Spot +5, 
  Taunt +12  
  FEATS: Attack Finesse, Dodge, Evasion, 
  Instant Stand, Move-By Attack, Power 
  Attack, Rapid Strike  
  POWERS: 
  Super-Speed 
  +12 
  [Power 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  12 
  Stunts: Wall Run, Water Run, Whirlwind; Source: Muta-
  tion; Cost: 6pp]  
  EQUIPMENT: Commlink [Radio Broadcast; Source: Super-
  Science; Cost: 1pp] 
  The chance victim of a freak electro-chemical accident, 
  Wally West awoke to discover that he had been gifted with 
  an accelerated molecular composition, one of the benefits 
  being the power of super-speed.  Now able to run at 
  speeds approaching that of light, West donned the scarlet 
  costume of the FLASH to protect his hometown of CENTRAL 
  CITY from any rogues who would dare threaten it.  
  Regarded as a people’s hero for his charity work and non-
  secretive modus operandi, The Fastest Man Alive never 
  hesitates to help anyone in need, whether alone or with his 
  teammates in the JUSTICE LEAGUE.  And though they may 
  sometimes roll their eyes during his moments of immatur-
  ity, they have come to value his unique talents and his 
  friendly, easy-going personality.  Overall, they are glad to 
  have him as a League member, and take pride in seeing 
  him mature as a hero. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_flash.gif 
   
  GREEN LANTERN 
  PL: 16; Init +2 (+2 DEX); Defense 
  16/13 (+3 Base, +2 DEX, +1 Dodge); 
  Attack +11 Melee (+8 Base, +3 STR), 
  +11 Ranged (+2 DEX, +1 Attack Focus: 
  Power Ring); SV DMG +3, Fort +3, Ref 
  +2, Will +5 (+2 Iron Will); STR 16, DEX 
  14, CON 16, INT 12, WIS 16, CHA 14  
  SKILLS: Disable Device +7, Drive +7, 
  Pilot +9, Profession (Soldier) +10, Re-
  pair +8, Search +10, Spot +10, Sur-
  vival +8  
  FEATS: Aerial Combat, Attack Focus 
  (Power Ring), Dodge, Iron Will  
  EQUIPMENT: Commlink [Radio Broad-
  cast; Source: Super-Science; Cost: 
  1pp], Power Ring [Light Control +12, 
  Extras: Energy Shapes (Shapeable), 
  Flight, Force Field (Affects Others, 
  Area), Gadget, Immunity (Cold, Heat, Pressure, Radiation, 
  Suffocation), Telekinesis; Power Stunts: Energy Blast, 
  Space Flight, Super Flight; Flaws: Device, Requires Re-
  charging Every 24 Hours; Cost: 10 pp/rank] 
  DESIGN NOTES:  
  • Special Thanks to Steve Kenson for the design of GREEN 
  LANTERN'S Power Ring.  
  • As yet, GL'S Power Ring is not ineffective against any-
  thing colored yellow. If this becomes the case, decrease 
  the cost of the ring to 8pp/level, add the flaw-Restricted: 
  doesn't affect anything colored yellow and re-apportion 
  12pp. 
  A former U.S. Marine, John Stewart was chosen by the 
  GUARDIANS OF THE UNIVERSE to join The GREEN LANTERN 
  CORPS, an intergalactic peacekeeping organization dedi-
  cated to protecting life throughout the universe.  Awarded 
  an emerald ring whose energies could be manipulated by 
  force of will, Stewart left EARTH to train under the watchful 
  eye  of  veteran  GREEN LANTERN Katma Tui,  where  he 
  proved himself time and again to be an exceptional cham-
  pion in countless missions across the cosmos.  Later, fol-
  lowing the death of GREEN LANTERN Abin Sur, John Stewart 
  was chosen to become the new GREEN LANTERN of Sector 
  2814, a quadrant of space that included his former home.  
  Returning to EARTH after ten years in deep space, Stewart 
  reeled from the culture shock of trying to reintegrate into a 
  society that, for all intents and purposes, was as alien to 
  him as any of the countless civilizations he had encoun-
  tered during his training.  This, however, did not affect his 
  ability to serve them as the GREEN LANTERN of EARTH, as he 
  protects his homeworld with the same dedication that 
  earned him the respect of his fellow Corps members.  To-
  day, either by himself or as a member of the JUSTICE 
  LEAGUE, John Stewart is a force to be reckoned with; an 
  emerald beacon shining in darkest night. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_gl.gif 
   
  HAWKGIRL  
  PL: 13; Init +3 (+3 DEX); Defense 
  19/15(+5 Base, +3 DEX, +1 Dodge); 
  Attack +12 Melee (+8 Base, +3 STR, +1 
  Attack Focus: Mace), +11 Ranged (+3 
  DEX); SV DMG +4, Fort +6 (+2 Great 
  Fort.), Ref +3, Will +2; STR 16, DEX 16, 
  CON 18, INT 12, WIS 14, CHA 16  
  SKILLS: Acrobatics +7, Computers +4, 
  Gather Information +7, Hide +6, Intimi-
  date +10, Move Silently +7, Pilot +6, 
  Profession (Policewoman), Repair +5, 
  Search +8, Sense Motive +5, Spot +7, 
  Taunt +6  
  FEATS: Aerial Combat, All-Out Attack, 
  Attack Focus (Mace), Dodge, Endurance, 
  Great Fortitude, Improved Critical, Move-
  By Attack  
  POWERS: Flight +10 [Flaw: Restricted-Wings; Source: 
  Alien; Cost: 1pp], Telescopic Sense +5 (Vision) [Source: 
  Alien; Cost: 1pp  
  EQUIPMENT: Mace [Weapon +8S (Melee); Extra: Energy 
  Field (Electricity), Absorption (Flaw:  Limited-Electricity and 
  Magic) , Deflection; Source: Super-Science; Cost: 4pp] 
  A mysterious  woman  with  angelic  wings, Shayera Hol 
  claims to be an undercover detective from the planet 
  THANAGAR - a war-like world located in an unknown sector 
  of the universe - who found herself accidentally trans-
  ported to EARTH by the rays of a dimensional transporter 
  known to her people as a Zeta Beam.  Finding herself 
  stranded on EARTH, Shayera utilized her survival training to 
  integrate herself into the culture as the superhero known 
  as HAWKGIRL.  
  Now a member of the JUSTICE LEAGUE, HAWKGIRL uses her 
  fierce combat skills and her electrified mace in the service 
  of her adopted planet.  Though not one to freely give infor-
  mation about herself, she has come to trust her team-
  mates as she would the warriors of her homeworld. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_hawkgirl.gif 
   
  
  DC ANIMATED UNIVERSE... 
  PAGE  13 
  16, WIS 16, CHA 18 
  SKILLS: Acrobatics +10, Balance 
  +10, Craft (Sculpture) +13, Di-
  plomacy +14, Handle Animal +9, 
  Intimidate 
  +12, 
  Knowledge 
  (History, Occult) +12, Profession 
  (Queen), Ride +10, Search +8, 
  Sense Motive +12, Spot +9, Sur-
  vival +8, g Swim +10 
  FEATS: Accurate Attack, Attrac-
  tive, Connected, Dodge, Durabil-
  ity, Expertise, Immunity (Aging), 
  Improved Initiative, Inspire, Iron 
  Will, Leadership, Minions (Loyalty 
  Score: 25), Point-Blank Shot 
  POWERS: Super-Constitution +5 [Extras: Super-Dexterity; 
  Source: Mystical; Cost: 7pp], Super-Strength +5 [Flaw: 
  Restricted: If bound by a man, she losses her Super-
  Strength while bound; Source: Mystical; Cost: 3pp]  
  DESIGN NOTES: 
  • HIPPOLYTA’S skills were purchased using the Errata Op-
  tion “Reduced Skill Cost” at 2:1. 
  WONDER WOMAN’S mother is HIPPOLYTA, the Amazon 
  queen and ruler of THEMYSCIRA.  Because of her past rela-
  tionship with the deceitful HADES, HIPPOLYTA was charged 
  by the Gods to guard the gates of the underworld. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/hippolyta/hippolyta.htm 
   
  LOBO 
  PL: 18; Init +6 (+2 DEX, +4 
  Imp. Init.); Defense 17/15 
  (+5 Base, +2 DEX); Attack 
  +9 Melee (+4 Base, +5 STR), 
  +6 Ranged (+6 DEX); SV 
  DMG +19 (+14 Super-CON), 
  Fort +19 (+14 Super-CON), 
  Ref +2, Will +2; STR 20, DEX 
  15, CON 20, INT 12, WIS 14, 
  CHA 16  
  SKILLS: Bluff +8, Computers 
  +4, Drive +7, Gather Infor-
  mation +8, Handle Animal 
  +8, Innuendo +8, Intimidate 
  +11, Pilot +10, Repair +6, 
  Search +11, Sense Motive 
  +10, Spot +7, Taunt +9 
  FEATS: All-Out Attack, Chokehold, Durability, Improved 
  Grapple, Improved Initiative, Improved Pin, Power Attack, 
  Rapid Strike, Takedown Attack, Track 
  POWERS: Super-Constitution +14 [Extra: Regeneration; 
  Source: Alien; Cost: 5pp], Super-Strength +12 [Extra: 
  Protection, Thunderclap; Source: Alien; Cost: 6pp] 
  EQUIPMENT: (All Devices, Source: Super-Science) Chain 
  [Snare +10; Cost: 1pp], Spiked Gloves [Penetrating Attack 
  (Hand-to-Hand); Cost: 1pp] 
  DESIGN NOTES: 
  • Lobo’s skills were purchased using the Errata Option 
  “Reduced Skill Cost” at 2:1. 
  HIGHFATHER 
  PL: 17; Init +2 (+2 DEX); Defense 
  16/14 (+4 Base, +2 DEX); Attack 
  +7 Melee (+4 Base, +3 STR), +6 
  Ranged (+2 DEX); SV DMG +14 
  (+10 Super-CON), Fort +14 (+10 
  Super-CON), Ref +2, Will +14 
  (+10 Super-WIS); STR 16, DEX 14, 
  CON 18, INT 18, WIS 18, CHA 16  
  SKILLS: Concentration +15, Diplo-
  macy +15, Gather Information 
  +8, 
  Profession 
  (Leader) 
  +15, 
  Search +15, Sense Motive +15, 
  Spot +15  
  FEATS: 
  Assessment, 
  Connected, 
  Durability, 
  Fame, 
  Immunity 
  (Aging, Disease), Indomitable Will, 
  Inspire, Leadership 
  POWERS: Cosmic Power +12 [Extra: Dazzle; Flaws: No 
  Flight, No Immunities, No Transmutation; Source: Alien; 
  Cost: 
  6pp], 
  Super-Constitution 
  +10 
  [Extra: 
  Super-
  Wisdom; Source: Alien; Cost: 6pp], Super-Strength +5 
  [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Staff [Weapon +3S (Melee); Flaw: Device; 
  Source: Super-Science; Cost: 1pp] 
  Izaya the Inheritor was a warrior of NEW GENESIS, husband 
  of Avia, and father of the boy who would become Scott 
  Free. He and his wife were ambushed by STEPPENWOLF, his 
  nephew DARKSEID, and the warriors of APOKOLIPS, during 
  which attack, Avia was slain. Izaya led an attack on 
  APOKOLIPS, during which he slew STEPPENWOLF (though 
  STEPPENWOLF would later return). Revenge, however, 
  brought no solace to Izaya, and he soon after went on a 
  sojourn into the wilderness of NEW GENESIS, seeking 
  enlightenment.  
  It was at this time that Izaya first encountered the Source, 
  and, taking the name HIGHFATHER, he returned to the gods 
  of SUPERTOWN to bring them the Source's wisdom. HIGHFA-
  THER engineered the Pact with DARKSEID, by which Izaya's 
  child was sent to the orphanages of GRANNY GOODNESS on 
  APOKOLIPS, while DARKSEID'S son ORION was sent to live on 
  NEW GENESIS as HIGHFATHER'S adopted son. (It was later 
  revealed that HIGHFATHER'S true motive in this agreement 
  was to simultaneously redeem ORION, while refining 
  Scott's spirit through his testing on APOKOLIPS.)  
  To this day, HIGHFATHER continues to lead the gods of NEW 
  GENESIS, and hopes to one day pass down leadership to his 
  son. Relationships between father and son are strained, 
  however, due both to the results of the Pact, and Scott 
  Free's general rejection of the ways of the gods in favor of 
  that of the humans of EARTH. 
  IMAGE SOURCE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/heroes/highfather/ 
   
  HIPPOLYTA 
  PL: 12; Init +12 (+3 DEX, +4 Improved Init, +5 Super-
  DEX); Defense 21/12 (+2 Base, +3 DEX, +1 Dodge, +5 
  Super-DEX); Attack +7 Melee (+5 Base, +2 STR), +9 
  Ranged (+3 DEX, +1 Point Blank Shot); SV DMG +9 (+5 
  Super-CON), Fort +9 (+5 Super-CON), Ref +8 (+5 Super-
  DEX), Will +5 (+2 Iron Will); STR 14, DEX 16, CON 18, INT 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  14 
  behind him.  Seeking some sort of purpose, he vowed to 
  keep watch over them, should they somehow break free.  
  Thus, J’onn maintained his post for five hundred years, 
  until the day that astronauts from EARTH unwittingly re-
  leased the invaders from their slumber and presented them 
  with  their next target.  Coming to warn of the coming in-
  vasion, J’onn telepathically reached out and assembled six 
  of EARTH’S heroes into what the world would soon know as 
  the JUSTICE LEAGUE and, following the defeat of the ar-
  mada, decided to remain on EARTH as one of its champions.  
  Fascinated by the complexity of the human race - and 
  weary of being alone - J’onn walks amongst us, either in 
  disguise or in the caped, amalgamated human/Martian 
  form that he currently favors.  Though he still mourns the 
  loss of his family and people, he also realizes that he now 
  has a surrogate family in the form of the JUSTICE LEAGUE, 
  and uses his inherent shape-shifting and telepathic abilities 
  in their service.  The last of his people, the Manhunter from 
  Mars is always ready to resume the role that he served 
  long ago, on another world, should any try to threaten the 
  safety of his new home. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_manhunter.gif 
   
  METAMORPHO 
  PL: 15; Init +3 (+3 DEX); Defense 18/14 (+4 Base, +3 
  DEX, +1 Dodge); Attack +8 Melee (+5 Base, +3 STR), +8 
  Ranged (+3 DEX); SV DMG +4, Fort +4, Ref +3, Will +2; 
  STR 16, DEX 16, CON 18, INT 14, WIS 14, CHA 16 
  SKILLS: Gather Information, Hide +11, Intimidate +11, 
  Move Silently +11, Profession (Businessman, Soldier), Re-
  pair +7, Science (Chemistry) +5, Spot +7 
  FEATS: All-Out Attack, Dodge, Dura-
  bility, Endurance, Power Attack, 
  Takedown Attack 
  POWERS: Alternate Form (Semisolid) 
  +12 [Power Stunts: Gaseous, Liquid, 
  Solid; Extra: Energy Blast (Fire), 
  Slick, Transformation (Flaw: Range: 
  Touch and only to manipulate chemi-
  cal reactions); Source: Mutation; 
  Cost: 9pp] 
  WEAKNESS: Disturbing 
  Businessman Simon Stagg developed 
  a new mutagen that promised to 
  turn normal humans into superbe-
  ings. When confronted about the 
  substance by employee Rex Mason, 
  he arranged for Rex to “accidentally” 
  be infected with the mutagen, trans-
  forming his future son-in-law into a 
  monster. 
  Believing John Stewart (GREEN LANTERN) responsible for 
  his accident, METAMORPHO fought him and the JUSTICE 
  LEAGUE to a stand still. Stagg videotaped the fight, plan-
  ning to use the footage to help him sell his METAMORPHO 
  mutagen.  
  Discovering that it was Stagg and not GREEN LANTERN who 
  betrayed him, Rex confronted Stagg. During the battle, 
  part of Stagg’s brain was transferred to the mutagen, 
  transforming it into a huge slime creature.  
  LOBO is a force to be reckoned with throughout the cos-
  mos. He has been killed a number of times, but neither 
  Heaven nor Hell really wants to keep him. He does have a 
  strange sense of honor, though, and loves his space dol-
  phins to death.  
  LOBO lives to fight, drink, chase women, and fight. Oh, and 
  he likes to gamble, too. He is recognized and feared 
  throughout the galaxy as a master bounty hunter and a 
  person you don't dare cross. When LOBO'S on the job, he 
  doesn't let anything get in his way: not animals, not old 
  folks, not children, nothing. And he's a persistent bugger, 
  too. He considers his word sacred. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/lobo/ 
   
   MARTIAN MANHUNTER  
  PL: 18; Init +3 (+3 DEX); Defense 
  16/12 (+2 Base, +3 DEX +1 Dodge); 
  Attack +9 Melee (+5 Base, +4 Melee), 
  +8 Ranged (+3 DEX); SV DMG +9 (+5 
  Super-CON.), Fort +9 (+5 Super-CON.), 
  Ref +3, Will +8 (+5 Super-WIS.); STR 
  18, DEX 16, CON 18, INT 16, WIS 17, 
  CHA 15  
  SKILLS: Computers +11, Concentration 
  +13, Disable Device +11, Disguise +9, 
  Hide +8, Pilot +8, Repair +8, Survival 
  +12  
  FEATS: Dodge, Immunity (Aging), In-
  domitable 
  Will, 
  Mental 
  Link 
  (x6), 
  Move-By Attack, Trance  
  POWERS: Comprehend +3 [Source: 
  Alien; Cost: 2pp], Density Control +11 
  [Source: Alien; Cost: 5pp], Flight +10 
  [Source: Alien; Cost: 2pp], Shape-Shift +8 [Extra: Elonga-
  tion, 
  Plasticity; 
  Source: 
  Alien; 
  Cost: 
  4pp], 
  Super-
  Constitution +5 [Extra: Super-Wisdom; Source: Alien; 
  Cost: 2pp], Telepathy +12 [Extra: Group Link; Source: 
  Alien; Cost: 3pp]  
  WEAKNESS: Disturbing, Susceptible: Fire 
  It was over a thousand years ago, when the people of MARS 
  (or Ma'aleca'andra) were at the pinnacle of their culture’s 
  achievements, that J’onn J’onzz last knew peace.  Married 
  and the father of two children, J’onn was known as a Man-
  hunter - a peacekeeping officer that sought out those who 
  would try to bring about its downfall.  This contentment 
  was not to last, however, as his planet was invaded by the 
  forces of The IMPERIUM, who sought first to conquer and 
  then to feed off of the Martian's psychic energies.  
  Utilizing his Manhunter skills to help his people fight a 
  guerrilla war against the invaders, J’onn was forced to 
  watch as, over the centuries, they systematically destroyed 
  his culture and slaughtered his people.  Finally, in a des-
  perate last stand backed by other survivors, J’onn suc-
  ceeded in stopping the IMPERIUM’S forces by infiltrating their 
  underground citadel and releasing a powerful nerve gas 
  that trapped the invaders in a state of suspended anima-
  tion.  However, in the aftermath, J’onn discovered that his 
  comrades had, meaning that he was the last of his kind.  
  Tired  of  fighting  and  unwilling  to  kill  anymore,  J’onn 
  pumped their fortress full of the gas and sealed the doors 
  
  DC ANIMATED UNIVERSE... 
  PAGE  15 
  nastic abilities. Eventually, Bruce Wayne allowed Dick ac-
  cess to his most private world as his partner, ROBIN.   
  After college, Dick Grayson left GOTHAM to travel the world 
  on his own, much like Wayne had done in the years before 
  he became BATMAN. While living abroad, Dick studied 
  many different crime fighting techniques and reexamined 
  his feelings about taking up the role of ROBIN again when 
  he returned to GOTHAM. He eventually realized he had out-
  grown the role of BATMAN'S trusted sidekick, and set about 
  developing a new heroic identity all his own.   
  When Dick returned to GOTHAM, he moved out of Wayne 
  manor and into a downtown loft above an abandoned 
  warehouse. Money from a generous trust fund set up years 
  before by HALEY'S CIRCUS enabled Dick to buy the building 
  and turn its top two floors into his own high-tech urban 
  headquarters. True, Dick's fortune is small compared to the 
  Wayne billions, but he's got enough cash to keep his crime 
  fighting alter-ego in state of the art weaponry for years.   
  NIGHTWING is quickly establishing himself in GOTHAM CITY 
  as a young, powerful and mysterious force for good. 
  NIGHTWING uses his sleek motorcycle to patrol the streets 
  of GOTHAM. Barbara also likes the change in BATMAN'S for-
  mer sidekick and is looking at NIGHTWING as a romantic 
  possibility, something she never could see in the old 
  ROBIN.   
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/heroes/robindick/ 
  and 
  http://wf.toonzone.net/WF/batman/bios/heroes/nightwing/ 
   
  ORION 
  PL: 16; Init +3 (+3 DEX); Defense 18/14 (+4 Base, +3 
  DEX, +1 Dodge); Attack +9 Melee (+5 Base, +4 STR), +10 
  Ranged (+3 DEX, +1 Point Blank Shot, +1 Attack Focus: 
  Astro-Glider); SV DMG +14 (+10 Super-CON), Fort +14 
  (+10 Super-CON), Ref +3, Will +5 (+2 Iron Will); STR 18, 
  DEX 16, CON 18, INT 12, WIS 16, CHA 14  
  SKILLS: Intimidation +12, Pilot +9, Search +10, Spot +9  
  FEATS: All-Out Attack, Attack Focus (Astro-Glider), Dodge, 
  Durability, Endurance, Expertise, Immunity (Aging, Dis-
  ease), Iron Will, Move-By Attack, Point Blank Shot, Power 
  Attack, Stunning Attack, Takedown Attack 
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +12 [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Astro-Glider [Flight +11 (Extra: Super-Flight; 
  Cost: 2pp); Energy Blast 
  +12 (Cost: 1pp); Power 
  S t u n t s :  
  I m m u n i t y 
  (Pressure, 
  Suffocation); 
  Flaw: Device; Source: Su-
  per-Science; Cost: 1pp] 
  ORION was born the son of 
  Tigra 
  and 
  DARKSEID on 
  APOKOLIPS. Later, DARKSEID 
  formed the Pact with HIGH-
  FATHER of NEW GENESIS, by 
  which ORION was sent to 
  be raised as HIGHFATHER'S 
  adopted son amongst the 
  gods of SUPERTOWN, while 
  HIGHFATHER'S son was sent 
  It was up to the JUSTICE LEAGUE and METAMORPHO to stop 
  Stagg. Discovering a neutralizing agent, METAMORPHO 
  transformed into the compound, destroying Stagg once 
  and for all. Rex appeared to die in the process, but man-
  aged to piece himself together to both the JUSTICE LEAGUE 
  and Sapphire’s delight. 
  IMAGE SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/metamorph
  o.gif 
  INFO SOURCE: 
  http://www.jlanimated.com/episodes/index.php?id=23 and 
  http://www.jlanimated.com/episodes/index.php?id=24 
   
  NIGHTWING  
  PL: 11; Init +8 (+3 DEX, +5 Super-DEX); Defense 21/12 
  (+2 Base, +3 DEX, +1 Dodge, +5 Super-DEX); Attack +10 
  Melee (+8 Base, +2 STR), +13 Ranged (+3 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV DMG +3, Fort 
  +3, Ref +8 (+5 Super-DEX), Will +2; STR 14, DEX 16, CON 
  16, INT 16, WIS 14, CHA 14  
  SKILLS: Acrobatics +12, Balance +10, Bluff +10, Climb +7, 
  Computers +10, Demolitions +10, Disable Device +11, 
  Drive +10, Escape Artist +8, Gather Information +11, Hide 
  +10, Intimidate +10, Jump +7, Move Silently +10, Open 
  Lock +8, Pilot +8, Repair +11, Search +8, Spot +7  
  FEATS: 
  Assessment, 
  Attack 
  Finesse, 
  Attack 
  Focus 
  (Batarang), Dodge, Expertise, Headquarters, Improved 
  Disarm, Improved Trip, Instant Stand, Point Blank Shot, 
  Rapid Shot, Rapid Strike, Stunning Attack  
  POWERS: Super-Dexterity +5 [Extras: Super-Intelligence; 
  Source: Training; Cost: 5pp] 
  EQUIPMENT: (all Devices, all Source: Super-Science) 
  Commlink [Radio Hearing; Cost: 1pp], Batarang [Weapon 
  +2S; Cost: 1pp], Gadget +8 [Cost: 1pp], Glide-wings 
  [Flight +8; Flaw: Limited-Gliding; Cost: 1pp], Grappling 
  Hook Gun [Swing +6; Cost: 1pp] 
  DESIGN NOTES: 
  • NIGHTWING’S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:2.   
  • The design of this character is heavily influenced by the 
  methods used to design the Freedom City Character Ra-
  ven. 
  Bound together by the tragedy they 
  share, Bruce Wayne and Dick Gray-
  son's lives are distinctly similar. As 
  part of the traveling circus's high wire 
  act "The Flying Graysons," Dick Gray-
  son  witnessed  his  parents'  death 
  while  they  performed  at  the  HALEY 
  CIRCUS.  A two bit extortionist, Tony 
  Zucco, cut the wire to gain kickbacks 
  from the circus owner. Bruce Wayne, 
  who was in the audience, felt an in-
  stant connection to the boy and took 
  him in.   
  Shortly  thereafter, Grayson became 
  the  ward  of  Bruce  Wayne.  Wayne 
  provided him with a home, solid fi-
  nancial support and taught him new 
  skills, adding to his tremendous gym-
  
  ...DC ANIMATED UNIVERSE 
  PAGE  16 
  he's all the hero the old ROBIN was... and then some. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/heroes/robintim/ 
   
  SATURN GIRL 
  PL: 11; Init +2 (+2 DEX); Defense 17/14 (+4 
  Base, +2 DEX, +1 Dodge); Attack +6 Melee (+6 
  Base, +0 STR), +8 Ranged (+2 DEX); SV DMG +2, 
  Fort +2, Ref +2, Will +3; STR 10, DEX 14, CON 
  14, INT 18, WIS 16, CHA 16  
  SKILLS: Computers +9, Concentration +9, Diplo-
  macy +9, Gather Information +9, Pilot +7, 
  Sense Motive +9  
  FEATS: Assessment, Attractive, Dodge, Indomita-
  ble Will, Photographic Memory, Psychic Aware-
  ness  
  POWERS: Telepathy +11 [Extras: Group Link, 
  Illusion (Flaw: Creatures Only), Memory Altera-
  tion; Source: -; Cost: 5pp]  
  EQUIPMENT: Legion Flight Ring [Flight +10; Flaw: 
  Device; Source: Super-Science; Cost: 1pp]  
  SATURN GIRL is a member of the LEGION OF SUPER-HEROES, 
  a group of young heroes from the 30th Century.  On one 
  occasion, the Kryptonian menace Brainiac traveled back in 
  time to kill Clark Kent before he became Superman.  SAT-
  URN Girl, COSMIC BOY and CHAMELEON BOY, along with the 
  young Clark, were able to stop the villain before he accom-
  plished his mission. 
  IMAGE SOURCE:  
  http://www.batman-superman.com/superman/img/ satgirl1.gif 
   
  STEEL  
  PL: 12; Init +2 (+2 DEX); Defense 17/14 (+4 Base, +2 
  DEX, +1 Dodge); Attack +9 Melee (+7 Base, +2 STR), +9 
  Ranged (+2 DEX); SV DMG +2, Fort +2, Ref +2, Will +2; 
  STR 15, DEX 15, CON 14, INT 17, WIS 15, CHA 14  
  SKILLS: 
  Acrobatics 
  +10, 
  Computers 
  +12, 
  Craft 
  (Electronics) +12, Demolitions +12, Disable Device +11, 
  Hide +7, Profession (Weapons Designer) +12, Repair +12, 
  Spot +7, Taunt +7 
  FEATS: All-Out Attack, Attack Focus (Hammer), Dodge, 
  Move-By Attack 
  POWERS: Super-Intelligence +3 
  [Source: -; Cost: 2pp]  
  EQUIPMENT: 
  (all 
  Devices, 
  all 
  Source: Super-Science) Battle-
  suit [Armor +12; Extra: Flight; 
  Cost: 2pp and Steel Spike Projec-
  tor 
  (Weapon 
  +5L 
  (Ranged); 
  Cost: 1pp], Hammer [Weapon 
  +8S (Melee); Cost: 1pp] 
  John Henry Irons was an inventor 
  and researcher for LEXCORP. He 
  developed the ultra modern po-
  lice 
  suit, 
  code 
  named 
  the 
  "Prototype". It was a supersuit 
  which allowed members of the 
  METROPOLIS PD to have the same 
  to be raised in the orphanages of GRANNY GOODNESS.  
  ORION wields the Astro Force, a diluted version of his fa-
  ther's Omega Force, by which he is able to produce a vari-
  ety of effects. Usually, however, ORION channels this en-
  ergy through his Astro-Glider, which he uses in combat 
  both to fly and to generate focused energy blasts. He also 
  possesses a Mother Box which he is able to utilize to sum-
  mon boom tubes and to sooth his savage rage. 
  IMAGE SOURCE AND INFO SOURCE:  
  http://www.batman-superman.com/superman/cmp/index.html 
   
  ROBIN 
  PL: 8; Init +3 (+3 DEX); Defense 18/14 (+4 
  Base, +3 DEX, +1 Dodge); Attack +7 Melee 
  (+7 Base), +12 Ranged (+3 DEX, +1 Point 
  Blank Shot, +1 Attack Focus: Batarang); SV 
  DMG +1, Fort +1, Ref +5 (+2 Light. Refl), 
  Will +1; STR 10, DEX 16, CON 12, INT 14, 
  WIS 12, CHA 14  
  SKILLS: Acrobatics: +8, Balance +8, Climb 
  +3, Computers +7, Drive +5, Hide +6, 
  Move Silently +8, Repair +4, Search +7  
  FEATS: 
  Attack 
  Finesse, 
  Attack 
  Focus 
  (Batarang), Dodge, Expertise, Improved 
  Disarm, Improved Trip, Instant Stand, 
  Lightning Reflexes, Point Blank Shot, Power 
  Attack, Precise Shot, Rapid Strike  
  EQUIPMENT: 
  (all 
  Devices, 
  Source: 
  Super-Science) 
  Commlink [Radio Hearing; Cost: 1pp], Batarang [Weapon 
  +2S; Cost: 1pp], Gadget +8 [Cost: 1pp], Grappling Hook 
  Gun [Swing +6; Cost: 1pp] 
  DESIGN NOTES:  
  • ROBIN is 3pp over PL8.  
  • The design of this character is heavily influenced by the 
  methods used to design the Freedom City Character RA-
  VEN. 
  ROBIN is now Tim Drake, a thirteen year-old street kid 
  adopted by Bruce Wayne. Tim's real father was a small-
  time hood (Stephen "Shifty" Drake) who stole money from 
  TWO-FACE and then skipped town to escape the villain's 
  wrath. Abandoned by his callous parent, Tim was forced to 
  live on his own. A great admirer of BATMAN and ROBIN, 
  Tim tried to act as brave and tough as his heroes, and suc-
  cessfully eluded TWO-FACE'S year-long efforts to capture 
  him and force him to reveal his father's whereabouts. 
  Eventually TWO-FACE did catch Tim, only to later receive 
  word through the underworld that Drake Sr. had fatally run 
  afoul of gangsters in CENTRAL CITY. Furious, TWO-FACE or-
  dered his men to kill Tim, but BATMAN caught up with the 
  villain and rescued the boy. Admiring Tim's courage and 
  fighting skills, BATMAN took him under his wing and a new 
  ROBIN was born.  
  Owing to his years of parental neglect, Tim has grown up 
  very "street" with a tough exterior and a chip on his shoul-
  der. His new life as Bruce Wayne's ward has softened him 
  a little, but he's still all sass and attitude when he goes into 
  action as ROBIN. Much greener than Dick Grayson was at 
  his age, Tim sometimes bites off more than he can chew 
  when he rushes into danger. To a degree, Tim feels he has 
  to "earn his place" at BATMAN'S side and he wants to prove 
  
  DC ANIMATED UNIVERSE... 
  PAGE  17 
  Argosians and Kryptonians sprang from a common human-
  oid ancestor.  As a result, SUPERGIRL has powers that are 
  similar to SUPERMAN'S (flight, strength, heat vision, super-
  hearing), but is more resistant to Kryptonite (exposure to 
  the radioactive element would kill SUPERMAN in about 
  twenty minutes; SUPERGIRL could hold out for several 
  hours). Also, because SUPERGIRL is nearly half SUPERMAN'S 
  age (16), her powers are not quite as strong as his. She 
  more than makes up for this in attitude, which is cocky, hip 
  and very independent. With SUPERGIRL, SUPERMAN has a 
  living link to his alien heritage, and someone he can talk to 
  about his dual lives as SUPERMAN and Clark Kent. She is a 
  frequent friendly ally who can be trusted with SUPERMAN'S 
  secret. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/heroes/supergir 
   
  SUPERMAN 
  PL: 16; Init +10 (+3 DEX, +7 Super-DEX); Defense 25/15 
  (+5 Base, +3 DEX, +7 Super-DEX); Attack +10 Melee (+6 
  Base, +4 STR), +9 Ranged (+3 DEX); SV DMG +11 (+7 
  Super-CON), Fort +11 (+7 Super-CON), Ref +11 (+7 Su-
  per-DEX), Will +2; STR 18, DEX 16, CON 18, INT 15, WIS 14, 
  CHA 16  
  SKILLS: Computers +10, Craft (Electronics) +8, Diplomacy 
  +15, Gather Information +11, Pilot +10, Profession 
  (Reporter) +11, Repair +8  
  FEATS: Durability, Fame, Headquar-
  ters, Move-By Attack, Penetration 
  Vision (not vs. lead), Ultra-Hearing  
  POWERS: (Flaw: All Powers and Super-
  Feats are lost under the light of a red 
  sun, either natural or artificially gener-
  ated). Energy Blast +10 [Source: 
  Alien; Cost: 1pp], Flight +10 [Source: 
  Alien; Power Stunt: Super-Flight; 
  Cost: 1pp], Microscopic Vision +8 
  [Source: Alien; Cost: 1pp], Super-
  Constitution +7 [Extra: Super-
  Dexterity; Source: Alien; Cost: 6pp], 
  Super-Strength +14 [Extra: Super-
  Breath, Protection; Source: Alien; 
  Cost: 5pp]; Telescopic Vision +8 
  [Source: Alien; Cost: 1pp]  
  EQUIPMENT: Commlink [Radio Broad-
  cast; Source: Super-Science; Cost: 
  1pp]  
  WEAKNESS: Susceptible (Kryptonite), Vulnerable (Magic) 
  DESIGN NOTES:  
  • SUPERMAN is 1pp over PL16  
  • SUPERMAN'S Skills were purchased using the Errata Op-
  tion "Reduced Skill Cost" at 1:3. 
  SUPERMAN is Kal-El, son of Jor-El and Lara of the planet 
  KRYPTON. He was rocketed to EARTH as a baby when KRYPTON 
  was obliterated in a cataclysmic explosion that Jor-El had 
  predicted.  Kal-El landed on EARTH to be found and adopted 
  by Jonathan and Martha Kent, who named him Clark and, 
  fortunately for us, raised him to be a good citizen and a 
  heck of a nice guy.  
  SUPERMAN realizes he is out of place in this world, but he 
  abilities and powers as SUPERMAN. When the suit took con-
  trol of the subject’s mind and caused the officer to lose 
  control, SUPERMAN and Irons decided it was not ready for 
  use, and must be destroyed. SUPERMAN told Irons that if 
  he could go back and improve the suit, he could use the 
  help. Irons quit LEXCORP and went to work on improving 
  the suit.  
  When Irons witnessed the return of METALLO, who was on 
  the verge of destroying SUPERMAN with his Kryptonite pow-
  ered exoskeleton, he knew he had to act. He donned the 
  new suit he had been developing, and grabbed the battle 
  hammer he made to go with it, and STEEL was born. He 
  saved SUPERMAN'S life and the Man of Steel had a friend 
  and comrade in the fight against evil in METROPOLIS.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/heroes/steel/ 
   
  SUPERGIRL 
  PL: 12; Init +7 (+2 DEX, +5 Super-DEX); Defense 22/14 
  (+4 Base, +3 DEX, +5 Super-DEX); Attack +8 Melee (+5 
  Base, +3 STR), +8 Ranged (+3 DEX); SV DMG +7 (+5 Su-
  per-CON), Fort +7 (+5 Super-Con), Ref +8 (+5 Super-
  DEX), Will +1; STR 16, DEX 16, CON 15, INT 14, WIS 12, CHA 
  16 
  SKILLS: Computers +7, Repair +7, Search +7, Taunt +7 
  FEATS: Attractive, Durability, Move-By Attack, Penetration 
  Vision (not vs. lead), Ultra-Hearing 
  POWERS: (Flaw: All Powers and Super-Feats are lost under 
  the light of a red sun, either natural or artificially gener-
  ated). Energy Blast +8 [Source: Alien; Cost: 1pp], Flight 
  +8 [Source: Alien; Power Stunt: Super-Flight; Cost: 1pp], 
  Microscopic Vision +8 [Source: Alien; Cost: 1pp], Super-
  Constitution +5 [Extra: Super-Dexterity; Source: Alien; 
  Cost: 6pp], Super-Strength +11 [Extra: Super-Breath, 
  Protection; Source: Alien; Cost: 5pp]; Telescopic Vision +8 
  [Source: Alien; Cost: 1pp] 
  WEAKNESS: Susceptible (Kryptonite), Vulnerable (Magic)  
  When KRYPTON exploded, its smaller neighbor, ARGOS, was 
  thrown out of its rotation and sent flying into space. Fortu-
  nately ARGOS'S top scientist convinced the people of' ARGOS 
  that Krypton's destruction was at hand, and together they 
  managed to construct a force field that maintained the 
  gravity and atmosphere of their planet. For sixteen years 
  the residents of ARGOS survived. In time ARGOS'S force field 
  began to fail, and, sensing the end of their world, the sci-
  entist placed her family in cryotubes to preserve them until 
  help could arrive. Kara, however, was the 
  only one to survive.  
  SUPERMAN introduced Kara to his adoptive 
  parents who took her in and are now help-
  ing her adjust to life on EARTH. In order to 
  blend in, Kara has taken the last name 
  Kent, and Jonathan and Martha explain 
  that she is a niece on Jonathan's side of 
  the family.  
  Inspired by her "cousin" Clark, Kara has 
  made a costume similar to Superman's 
  and occasionally joins on missions as SU-
  PERGIRL. Kara frequently visits Clark in 
  METROPOLIS and, as SUPERGIRL, she has full 
  access to SUPERMAN'S Fortress of Solitude.  
  
  ...DC ANIMATED UNIVERSE 
  PAGE  18 
  death, the child’s soul (along with that of her mother) was 
  collected by Gaea, goddess of EARTH, and placed in the Well 
  of Souls, a fount that held the spirits of murdered women 
  from throughout the ages.   
  It wasn’t until millennia later, after the AMAZONS had set-
  tled the island of THEMYSCIRA, that the soul of HIPPOLYTA’S 
  unborn child would achieve its destiny.  Still saddened by 
  the absence of the child she had been denied in her previ-
  ous life, the Queen sought the guidance of the oracle 
  Menalippe, who instructed her to fashion an infant out of 
  clay.  Doing as she was instructed on the beaches of THE-
  MYSCIRA, the clay was changed by her patron gods 
  (Demeter, Aphrodite, Athena, Artemis, Hestia, and Her-
  mes) into a human infant.  As the clay turned to flesh and 
  took in its first breath, the gods blessed the child with an 
  array of special abilities.  Overjoyed with the boon granted 
  to her by her patrons, HIPPOLYTA named the child Diana 
  and raised her in the ways of the AMAZONS.  
  As she grew to adulthood, Diana was tutored in the arts of 
  rhetoric, combat, religion, philosophy, and in all other 
  forms of knowledge that the AMAZONS held in high regard, 
  eventually coming to master each field that she studied.   
  However, while her mother and fellow sisters were content 
  to remain on THEMYSCIRA for the rest of their days, the 
  young princess grew curious about Patriarch’s World - the 
  AMAZON’S name for the outside world of man.  However, 
  simple curiosity turned to alarm as the world was attacked 
  by the IMPERIUM and she began to hear the distant tele-
  pathic call of J’onn J’onzz, a Martian freedom fighter who 
  sought to organize a resistance against the invasion.  Un-
  able to stand by as the innocent suffered, Diana took a 
  costume and weapons from the temple of Athena and left 
  under cover of night to join the resistance, a team of he-
  roes assembled by J’onzz who were powerful enough to be 
  their own pantheon of gods.  After the incursion was 
  thwarted and its armies defeated, Diana elected to remain 
  in Patriarch’s World as the costumed hero that would even-
  tually become known as WONDER WOMAN.  
  One of the most formidable members of the JUSTICE 
  LEAGUE, WONDER WOMAN was blessed by the gods with the 
  powers of flight, superior strength, and speed, while her 
  Amazonian heritage provided her with an education in 
  weaponry and a vast array of fighting disciplines.  In addi-
  tion, she possesses her bracelets—enchanted gauntlets 
  that symbolize a time when the Amazons were enslaved by 
  men—which she can use to deflect bullets with her great 
  speed, and an indestructible golden lasso, which was 
  forged by Hephaestus from the golden Girdle of Gaea.   
  Recently banished from THEMYSCIRA for the crime of bring-
  ing men onto the island, WONDER WOMAN is now a perma-
  nent fixture in the world of men, acting as a sort of unoffi-
  cial ambassador for her people.  Now surrounded by men, 
  Diana often finds her Amazonian prejudices confirmed in 
  the thoughts and actions of those she protects.  However, 
  she has also discovered that not all men act in the manner 
  that her mentors have taught.  In particular, Diana has 
  developed a strong connection to BATMAN, as she identifies 
  with his warrior spirit and deeply respects his fierce deter-
  mination and battle prowess. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_ww.gif 
  also realizes he can help it. Rather than use his powers to 
  impose his will on others, he has chosen to be EARTH'S gen-
  tle guardian, pledging never to kill anyone, or interfere in 
  the free will of nations. Sometimes it's difficult for him to 
  remain detached, especially when he sees the effects that 
  bad policies have on the planet. Even as SUPERMAN there's 
  not much he can do about that, though as reporter Clark 
  Kent he can champion the fight of the little guy through his 
  writing for the DAILY PLANET. In some ways the good Clark 
  does in print is just as meaningful as any of SUPERMAN'S 
  heroic feats. SUPERMAN'S not out to make a name for him-
  self; he's there to help people.  
  He rarely stays around for a "thank you"; he simply does 
  his job and leaves. Naturally, some people treat SUPERMAN 
  with suspicion, believing that a man this selfless and good 
  must have an awful lot to hide. Some people even fear 
  him, dreading the day that SUPERMAN will decide that hu-
  mans are not fit to govern themselves. Of course, it would 
  never be in SUPERMAN'S nature to do that, but, being a 
  rather elusive hero, some paranoid souls are inclined to 
  think the worst. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/jl_superman
  .gif 
   
  WONDER WOMAN 
  PL: 16; Init +12 (+3 DEX, +4 Improved 
  Initiative, +5 Super-DEX); Defense 22/13 
  (+3 Base, +3 DEX, +1 Dodge, +5 Super-
  DEX); Attack +11 Melee (+8 Base, +3 
  STR), +11 Ranged (+3 DEX); SV DMG +8 
  (+5 Super-Con), Fort +8 (+5 Super-Con), 
  Ref +8 (+5 Super-DEX), Will +4 (+2 Iron 
  Will); STR 16, DEX 17, CON 16, INT 15, WIS 
  14, CHA 16  
  SKILLS: Acrobatics +11, Balance +11, Di-
  plomacy +13, Handle Animal +11, Intimi-
  date +9, Knowledge (Ancient Greek Cul-
  ture) +8, Pilot +9, Ride +11  
  FEATS: Accurate Attack, Attractive, Dodge, 
  Durability, Expertise, Immunity (Aging), 
  Improved Initiative, Iron Will, Point-Blank 
  Shot  
  POWERS: Flight +8 [Source: Mystical, Cost: 2pp], Super-
  Strength +10 [Flaw: Restricted: If bound by a man, she 
  losses here Super-Strength while bound, Source: Mystical, 
  Cost: 
  3pp], 
  Super-Constitution 
  +5 
  [Extra: 
  Super-
  Dexterity; Source: Mystical, Cost: 7pp] 
  EQUIPMENT: Bracelets [Deflection +13; Source: Mystical, 
  Cost: 1pp], Commlink [Radio Broadcast; Source: Super-
  Science; Cost: 1pp], Lasso of Truth [Snare +10, Extra: 
  Mind Control (Flaw: Restricted-Causes bound person to tell 
  the truth); Source: Mystical, Cost: 2pp]; Tiara [Weapon 
  +5S (Ranged); Source: Mystical, Cost: 1pp] 
  DESIGN NOTES:  
  • WONDER WOMAN is 1pp over PL16. 
  When HIPPOLYTA was murdered for the first time - in her 
  initial life as a prehistoric cavewoman existing over 32,000 
  years ago - the killer responsible for that act claimed not 
  one life that day, but two, as the future Queen of THEMY-
  SCIRA was heavy with child.  As a result of her premature 
  
  DC ANIMATED UNIVERSE... 
  PAGE  19 
  ARESIA  
  PL: 14; Init +12 (+3 DEX, +4 Improved Init, 
  +5 Super-DEX); Defense 21/12 (+2 Base, +3 
  DEX, +1 Dodge, +5 Super-DEX); Attack +11 
  Melee (+8 Base, +3 STR), +12 Ranged (+3 
  DEX, +1 Point-Blank Shot); SV DMG +8 (+5 
  Super-Con), Fort +8 (+5 Super-Con), Ref +3, 
  Will +4 (+2 Iron Will); STR 16, DEX 16, CON 16, 
  INT 14, WIS 14, CHA 14  
  SKILLS: Acrobatics +10, Balance +10, Bluff +9, 
  Computers +9, Diplomacy +9, Gather Informa-
  tion +7, Handle Animal +6, Jump +12, Knowl-
  edge (Mysticism) +6, Medicine +10, Ride +10, 
  Science (Biology, Chemistry) +11, Search +5, 
  Spot +5, Taunt +6 
  FEATS: Accurate Attack, Attractive, Dodge, Durability, Ex-
  pertise, Improved Initiative, Iron Will, Point-Blank Shot 
  POWERS: Super-Constitution +5 [Extra: Super-Dexterity; 
  Source: Mystical; Cost: 7pp], Super-Strength +8 [Flaw: 
  Restricted: If bound by a man, she losses her Super-
  Strength while bound; Source: Mystical; Cost: 3pp] 
  ARESIA grew up in an Eastern European country in the 
  middle of a civil war.  As a young girl, ARESIA and her fam-
  ily escaped the raging war on a transport ship to a new 
  home.  In route, the ship was captured and boarded by 
  pirates.  As they left, the pirates shot a cannon at the 
  transport, causing it to sink.  ARESIA was separated from 
  her family and ended up on a piece of wreckage. 
  She woke up on THEMYSCIRA, the mystical home of the AMA-
  ZONS.  Raised as one of them, she was granted speed and 
  strength through magical means and trained to AMAZON 
  perfection.  Unknown to her new family, ARESIA grew to 
  hate the world of men, blaming all men for the death of 
  her parents and her former countrymen.  She secretly 
  gained knowledge of sciences that would enable her to get 
  revenge on the world of men. 
  Developing a biological agent that would kill only men, she 
  gathered together a team of villains to aid her in creating 
  the toxin and spreading it throughout the EARTH’S surface.  
  The JUSTICE LEAGUE, with the aid of her adopted mother 
  HIPPOYLTA, revealed that ARESIA was saved by a man 
  when she escaped the sinking transport ship, which ulti-
  mately had no effect on her plans.  The LEAGUE was able to 
  stop her and she apparently died in her attempt. 
  IMAGE SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/aresia.gif 
   
  BANE 
  PL: 12; Init +3 (+3 DEX); Defense 19/15 (+5 Base, +3 
  DEX, +1 Dodge); Attack +12 Melee (+8 Base, +4 STR), 
  +11 Ranged (+3 DEX); SV DMG 
  +9 (+6 Super-CON), Fort +12 
  (+3 Great Fort., +6 Super-
  CON), Ref +3, Will +2; STR 18, 
  DEX 16, CON 16, INT 14, WIS 14, 
  CHA 16  
  SKILLS: 
  Gather 
  Information 
  +11, Hide +11, Intimidate +13, 
  Jump +15, Knowledge (Tactics) 
  +6, Language (English, Span-
  ish), Move Silently +11, Profes-
  sion (Mercenary) +7, Search 
  +10, Sense Motive +12, Spot 
  +10, Taunt +10,    
  FEATS: All-Out Attack, Assess-
  ment, Chokehold, Dodge, En-
  durance, Great Fortitude, Im-
  proved Critical, Improved Grap-
  ple, Improved Pin, Power Attack, Rapid Takedown, Take-
  down Attack  
  EQUIPMENT: 
  “Venom” 
  Serum 
  Injectors 
  [Boost 
  +6 
  (Strength); Extra: Boost (Constitution); Flaw: Device; 
  Source: Super-Science; Cost: 1pp] 
  Bane is a cunning mercenary from SOUTH AMERICA. A trained 
  killer and a brilliant military strategist, he was turned into 
  an unstoppable super-soldier during an experimental op-
  eration that implanted tubes into his brain. Through these 
  tubes he can inject a steroid-like chemical called Venom 
  directly into his system and increase his strength and body 
  mass at will. 
  IMAGE AND INFO SOURCE:  
  http://www.batman-superman. com/batman/index.html  
   
  BIZARRO 
  PL: 12; Init +9 (+3 DEX, +6 Su-
  per-DEX); 
  Defense 
  23/14 
  (+4 
  Base, +3 DEX, +6 Super-DEX); 
  Attack +12 Melee (+8 Base, +4 
  STR), +11 Ranged (+3 DEX); SV 
  DMG +10 (+6 Super-CON), Fort 
  +10 (+6 Super-CON), Ref +9 (+6 
  Super-DEX), Will -1; STR 18, DEX 
  16, CON 18, INT 8, WIS 8, CHA 10  
  SKILLS: Intimidate 
  +10, Move 
  Silently +12, Search +7, Spot +7, 
  Survival +8 
  FEATS: Durability, Move-By At-
  tack, Penetration Vision (not vs. 
  lead), Power Attack, Surprise At-
  tack, 
  Takedown 
  Attack, 
  Ultra-
  Hearing  
  
  ...DC ANIMATED UNIVERSE 
  PAGE  20 
  POWERS: (Flaw: All Powers and Super-Feats are lost under 
  the light of a red sun; either nature or artificially gener-
  ated) Energy Blast +10 [Source: Alien; Cost: 1pp], Flight 
  +10 [Source: Alien; Power Stunt: Super-Flight; Cost: 1pp], 
  Microscopic Vision +8 [Source: Alien; Cost: 1pp], Super-
  Constitution +6 [Extra: Super-Dexterity; Source: Alien; 
  Cost: 6pp], Super-Strength +12 [Extra: Super-Breath, 
  Protection; Source: Alien; Cost: 5pp]; Telescopic Vision +8 
  [Source: Alien; Cost: 1pp]  
  WEAKNESS: Disturbing, Susceptible (Kryptonite), Vulner-
  able (Magic) 
  Using a stolen strand of SUPERMAN'S DNA, LUTHOR devel-
  oped his own "SUPERMAN", a prototype for a line of super-
  guardians available to the general public. By dialing 555-
  LEXX, a person in trouble could have one of LUTHOR'S 
  guardians rescue fly to their aid anytime of the day or 
  night - for a price. Unfortunately for LEX, it didn't work.  
  The cloning process was unstable and the SUPERMAN clone 
  mutated in form and mind into a grotesque parody of the 
  Man of Steel dubbed a "BIZZARO" by a horrified Metropolis. 
  Possessing bits of the original SUPERMAN'S memory, BIZ-
  ZARO set about imitating SUPERMAN'S heroic actions with 
  disastrous results. Trying to save an old woman from being 
  struck by a bus, BIZARRO did not quickly fly the woman to 
  safety as SUPERMAN would have done, but punched the 
  bus, sending it and its thirty-odd passengers crashing into 
  the river!  
  Several more fiascoes of this sort led BIZARRO into a show-
  down with the real SUPERMAN. SUPERMAN won the battle 
  and placated BIZARRO by giving him complete jurisdiction 
  of the moon. Now BIZARRO patrols the moon much the way 
  Superman patrols METROPOLIS. Still, BIZARRO operates on 
  his own warped logic, and he could return at any time to 
  again make life hard on SUPERMAN. The fact that he has a 
  crush on Lois Lane doesn't help any, either.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/villains/bizarro/ 
   
  BRAINIAC 
  PL: 19; Init +2 (+2 DEX); Defense 
  17/15 (+5 Base, +2 DEX); Attack +13 
  Melee (+9 Base, +4 STR), +11 Ranged 
  (+2 DEX); SV DMG +13 (+8 Super-CON), 
  Fort +13 (+8 Super-CON), Ref +2), Will 
  +2; STR 18, DEX 15, CON 20, INT 20, WIS 
  15, CHA 10  
  SKILLS: 
  Computers 
  +15, 
  Craft 
  (Electronics) +15, Disable Device +13, 
  Gather Information +15, Knowledge (*) 
  +15, Pilot +8, Repair +15, Science (*) 
  +15, Search +10, Spot +7  
  (*BRAINIAC has gathered data from 
  across the cosmos and the GM should 
  allow any Knowledge and Science Skill 
  checks that they deem reasonable). 
  FEATS: 
  Assessment, 
  Darkvision, 
  Durability, 
  Immunity 
  (Aging, Critical Hits, Disease, Energy (Radiation), Exhaus-
  tion, Poison, Pressure, Starvation, Suffocation), Headquar-
  ters, Photographic Memory, Radio Hearing  
  POWERS: Comprehend +10 [Source: Super-Science; Cost: 
  2pp], Datalink +10[Extras: Super-Senses; Source: Super-
  Science; Cost: 3pp]; Elasticity +6 [Flaw: No help on Es-
  cape Artist checks; Source: Super-Science; Cost: 3pp]; 
  Energy Blast +10 [Source: Super-Science; Cost: 2pp]; 
  Super-Strength +8 [Extra: Protection, Super-Constitution; 
  Source: Super-Science; Cost: 2pp] 
  DESIGN NOTES: 
  • BRAINIAC'S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:2.  
  Once, BRAINIAC was the sophisticated artificial intelligence system 
  that guided and catalogued every phase of KRYPTON'S existence. 
  When JOR-EL revealed that KRYPTON was doomed, BRAINIAC lied 
  about the scientist's findings, playing for time until he could safely 
  beam himself away from the ill-fated planet. Over the years, 
  BRAINIAC has visited many worlds and has gradually taken on the 
  form of a humanoid android. One thing remains unchanged how-
  ever: BRAINIAC'S all-consuming lust for self-preservation and con-
  quest.  
  Now BRAINIAC has come to Earth. Upon his arrival, BRAINIAC con-
  tacted LEX LUTHOR in the hopes of using his technology to suit his 
  needs. While here on Earth, he's finally encountered the one foe 
  strong enough and smart enough to fight him -- the son of his old 
  enemy JOR-EL: SUPERMAN. 
  IMAGE AND INFO SOURCE:  
  http://www.batman-superman.com/superman/cmp/index.html 
   
  CATWOMAN 
  PL: 11; Init +8 (+3 DEX, +5 Super-DEX); De-
  fense 20/11 (+1 Base, +3 DEX, +1 Dodge, +5 
  Super-DEX); Attack +11 Melee (+8 Base, +2 
  STR, +1 Attack Focus: Cat-Of-Nine-Tails), +11 
  Ranged (+3 DEX); SV DMG +2, Fort +2, Ref +8 
  (+5 Super-DEX), Will +2; STR 14, DEX 17, CON 
  15, INT 14, WIS 14, CHA 16  
  SKILLS: Acrobatics +11, Balance +11, Bluff 
  +11, Climb +12, Computers +5, Demolitions 
  +5, Diplomacy +11, Disable Device +14, Drive 
  +11, Forgery +8, Handle Animals +11, Hide 
  +11, Jump +11, Knowledge (Antiquities) +14, 
  Move Silently +11, Open Lock +11, Repair +5, 
  Ride +11, Search +8, Sleight of Hand +11, 
  Spot +8  
  FEATS: Accurate Attack, Animal Affinity-(See Design 
  Notes), Attack Finesse, Attack Focus (Cat-Of-Nine-Tails), 
  Attractive, Dodge, Evasion, Expertise, Hero's Luck, Im-
  proved Disarm, Improved Trip, Rapid Strike, Surprise At-
  tack  
  POWERS: Super-Dexterity +5; [Extras: Super-Charisma; 
  Source: Training; Cost: 5pp]  
  EQUIPMENT: (all Devices, Source: Super-Science) Cat-Of-
  Nine-Tails [Weapon +4S; Extra: Snare; Cost: 2pp], Claw 
  Gloves [Natural Weapon +3, Extra: Climbing; Cost: 2pp], 
  Gadget +10 [Cost: 1pp]  
  DESIGN NOTES: 
  • CATWOMAN'S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:3. 
  • Animal Empathy Feat is found in Crooks (p. 114). If you 
  don't have this book, substitute the feat with the power 
  [Mind Control +2; Flaw: Limited-Animal Control; Source: 
  Training; Cost: 1pp] 
  
  DC ANIMATED UNIVERSE... 
  PAGE  21 
  • The design of this character is heavily influenced by the 
  methods used to design the Freedom City Character RA-
  VEN. 
  Rich, glamorous and stunningly beautiful, Selina Kyle is a 
  former socialite who became the notorious burglar called 
  the CATWOMAN. Lured by the thrill of the hunt, she steals 
  rare and beautiful objects with feline names or designs. 
  CATWOMAN also enjoys a special bond with real cats, and 
  all felines, tame or wild, instinctively trust her. With her 
  catlike reflexes and cat-o-nine-tails, she is a formidable 
  opponent who is nearly a match for BATMAN. Realizing 
  BATMAN now has a team of allies, CATWOMAN has assem-
  bled a female feline gang of her own to bedevil them. 
  IMAGE AND INFO SOURCE: http://www.batman-superman 
  .com/batman/index.html 
   
   
  CHEETAH 
  PL: 14; Init +9 (+4 DEX, +5 Super-DEX); De-
  fense 22/12 (+2 Base, +4 DEX, +1 Dodge, +5 
  Super-DEX); Attack +10 Melee (+8 Base, +2 
  STR), +12 Ranged (+4 DEX); SV DMG +8 (+5 
  Super-CON), Fort +8 (+5 Super-CON), Ref +9 
  (+5 Super-DEX), Will +1; STR 14, DEX 18, CON 
  16, INT 16, WIS 13, CHA 14 
  SKILLS: Acrobatics +12, Balance +12, Climb 
  +12, Handle Animal +7, Hide +12, Intimidate 
  +7, Jump +10, Move Silently +12, Science 
  (Biology, Chemistry) +9, Search +8 
  FEATS: Attack Finesse, Dodge, Endurance, Eva-
  sion, Expertise, Improved Trip, Instant Stand, 
  Power Attack, Rapid Strike, Rapid Takedown, 
  Scent, Surprise Strike, Takedown Attack, Ultra-
  Hearing 
  POWERS: Leaping +5 [Source: Mutation; Cost: 1pp], Natu-
  ral Weapon +5 [Source: Mutation; Cost: 2pp], Running +3 
  [Source: Mutation; Cost: 2pp], Super-Sense +5 [Source: 
  Mutation; Cost: 2pp], Super-Strength +5 [Extra: Super-
  Dexterity; Source: Mutation; Cost: 7pp]  
  Barbara Ann Minerva was a genetic scientist about to lose 
  her funding, so she used herself as a test subject. She was 
  recruited by LUTHOR to join his INJUSTICE LEAGUE; how-
  ever, BATMAN managed to manipulate her onto his side. 
  The INJUSTICE GANG found out, and "kicked" her out of the 
  gang. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/cheetah.gif 
   
  CLAYFACE 
  PL: 13; Init +2 (+2 DEX); Defense 16/14 (+4 Base, +2 
  DEX); Attack +11 Melee (+8 Base, +3 STR), +10 Ranged 
  (+2 DEX); SV DMG +4, Fort +6 (+2 Great Fort.), Ref +2, 
  Will +2; STR 16, DEX 14, CON 18, INT 12, WIS 14, CHA 16  
  SKILLS: Bluff +12, Computers +6, Craft (Sculpting) +6, 
  Disguise +11, Drive +5, Gather Information +8, Hide +8, 
  Innuendo +12, Intimidate +8, Perform +13  
  FEATS: All-Out Attack, Durability, Great Fortitude, Immu-
  nity (Exhaustion, Pressure, Starvation), Improved Grapple, 
  Improved Pin 
  POWERS:  Alternate  Form  +8  (Semi-Solid)  [Extras: 
  Shapeshift,
   
  Suffocate; 
  Flaw: Permanent; Source: 
  Mutation;  Cost:  8pp] 
  (Note: CLAYFACE'S Alter-
  nate Form power grants 
  him Elasticity, Protection 
  and adds to Strength Bo-
  nus  for  inflicting  dam-
  age.) 
  WEAKNESS: Disturbing  
  Matt Hagen was a well-
  known movie actor. Badly 
  disfigured in an automo-
  bile  accident,  he  was 
  rushed  to  the  GOTHAM 
  burn clinic. At the clinic, 
  Hagen was approached by Roland Daggett, a crooked busi-
  nessman looking for test subjects for his "miracle product" 
  RenuYou.  Daggett  promised  the  product  could  restore 
  Hagen's features within minutes as compared to the years 
  of plastic surgery he would have to endure. The only prob-
  lem was that this drug was not FDA approved and highly 
  addictive. In exchange for the product, Daggett forced 
  Hagen to commit crimes. When Hagen finally refused to do 
  any more of Daggett's dirty work, the supply of RenuYou 
  was cut off. Crazed for the drug, Hagan broke into the 
  RenuYou plant, where he was soon captured.  Daggett's 
  henchmen poured gallons of the untested toxic chemical 
  down Hagen's throat.  
  Instead of dying from an overdose, the chemical soaked 
  every cell in Hagen's body, transforming him into a hideous 
  man of clay. An enraged Hagen vowed to destroy Roland 
  Daggett. What Hagen did not realize was that his new cel-
  lular structure allowed him to change his shape and ap-
  pearance. He could form anything he wanted just by think-
  ing it. As a living shapeshifter, he became the evil CLAY-
  FACE.  
  As one of BATMAN'S most bizarre and difficult criminals to 
  handle, it takes great measures to apprehend CLAYFACE. 
  When initially caught, he was deemed insane and a special 
  suit was designed to hold him in Arkham Asylum. 
  IMAGE AND INFO. SOURCE: http://www.batman-superman. 
  com/batman/index.html 
   
  CLOCK KING 
  PL: 10; Init +1 (+1 DEX); Defense 17/16 
  (+6 Base, +1 DEX); Attack +6 Melee (+5 
  Base, +0 STR, +1 Attack Focus (Clock-
  Hand Cane), +6 Ranged (+1 DEX); SV DMG 
  +1, Fort +1, Ref +1, Will +1; STR 10, DEX 
  12, CON 12, INT 18, WIS 18, CHA 12  
  SKILLS: Computers +13, Concentration 
  +13, Craft (Electronics) +13, Disable De-
  vice +13, Gather Information +12, Knowl-
  edge (Law) +13, Listen +11, Repair +13, 
  Science (Temporal Physics) +13, Spot +11 
  FEATS: Assessment, Attack Focus (Clock-
  Hand Cane), Iron Will, Photographic Mem-
  ory, Skill Focus (Science: Temporal Phys-
  ics)  
  EQUIPMENT:  (all Devices, all Source: Su-
  per-Science) Clock-Hand Cane [Weapon 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  22 
  +3L (Melee); Cost: 1pp], Gadget +10 [Cost: 1pp] 
  WEAKNESS: Quirk: Obsessive/Compulsive Behavior about 
  time and scheduling.  
  Temple Fugate was a mild mannered legal clerk who 
  worked in GOTHAM'S District Court office. He served as the 
  right hand man of then Supreme Court Judge Hamilton Hill. 
  Fugate was an odd, lonely man who was obsessed with 
  time and with being punctual. His every waking moment 
  was pre-planned, on a "to do" list broken down into nano-
  seconds. When urged by his boss Judge Hill to take a cof-
  fee break, Fugate initially refused, as he did not want to 
  ruin his schedule. After insistence by Hill, Fugate took the 
  coffee break. Upon returning, Fugate was reprimanded by 
  Hill as he could not find important documents, and Hill 
  abruptly fired him. Fugate's already anal retentive person-
  ality swore revenge on Hill, and he became the CLOCK 
  KING.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/clockking/ 
   
  COPPERHEAD  
  PL: 14; Init +9 (+4 DEX, +5 Super-DEX); 
  Defense 22/12 (+2 Base, +4 DEX, +1 
  Dodge, +5 Super-DEX); Attack +8 Melee 
  (+5 Base, +3 STR), +9 Ranged (+4 
  DEX); SV DMG +8 (+5 Super-CON), Fort 
  +8 (+5 Super-CON), Ref +9 (+5 Super-
  DEX), Will +1; STR 16, DEX 18, CON 16, 
  INT 12, WIS 12, CHA 14  
  SKILLS: Acrobatics +13, Balance +13, 
  Climb +8, Escape Artist +13, Hide +13, 
  Intimidate +9, Jump +8, Move Silently 
  +13, Spot +6, Taunt +7  
  FEATS: Accurate Attack, All-Out Attack, 
  Ambidexterity, Attack Finesse, Choke-
  hold, Dodge, Evasion, Extra Limb (Tail), 
  Immunity (Poison), Improved Critical, 
  Improved Grapple, Improved Pin, In-
  stant Stand, Penetrating Attack (Drain), Power Attack, 
  Rapid Strike, Surprise Strike, Takedown Attack  
  POWERS: Natural Weapon +8 [Extras: Climbing; Source: 
  Mutation; Cost: 3pp], Drain +8 [Extra: Secondary Effect; 
  Source: Mutation; Cost: 3pp], Super-Dexterity +5 [Extra: 
  Super-Constitution; Source: Mutation; Cost: 7pp]  
  WEAKNESS: Unlucky 
  COPPERHEAD is half-man, half-snake and is little more than 
  a super-powered thief. He joined both the INJUSTICE GANG 
  and ARESTIA'S gang for the promise of money. 
  INFO SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/copperhead.gif 
   
  DARKSEID  
  PL: 22; Init +2 (+2 DEX); Defense 17/15 (+5 Base, +2 
  DEX); Attack +9 Melee (+5 Base, +4 STR), +7 Ranged (+2 
  DEX); SV DMG +15 (+10 Super-CON), Fort +15 (+10 Su-
  per-CON), Ref +2, Will +11 (+2 Iron Will, +5 Super-WIS); 
  STR 18, DEX 15, CON 20, INT 17, WIS 18, CHA 18  
  SKILLS: Computers +12, Craft (Electronics) +12, Diplo-
  macy +14, Gather Information +14, Intimidate +15, Re-
  pair +11, Sense Motive +14  
  FEATS: All-Out Attack, Assess-
  ment, 
  Durability, 
  Endurance, 
  Headquarters, Indomitable Will, 
  Infamy, Inspire, Iron Will, Leader-
  ship, Minions (Loyalty Score: 37), 
  Point Blank Shot, Power Attack, 
  Precise Shot, Startle  
  POWERS: 
  Cosmic 
  Power 
  +15 
  [Power 
  Stunts: 
  Disintegration; 
  Flaws: Missing Effect: Flight and 
  Force Field; Source: Alien; Cost: 
  6pp], 
  Super-Intelligence 
  +5 
  [Extras: Super-Wisdom; Source: 
  Alien; Cost: 4pp], Super-Strength 
  +10 [Extras: Protection, Super-
  Constitution; Source: Alien; Cost: 
  8pp]  
  EQUIPMENT: Gadget +10 [Source: Super-Science; Cost: 
  1pp]  
  WEAKNESS: Disturbing, Quirk: Obsessed with solving the 
  "Anti-Life Equation" 
  DARKSIED is the powerful and unquestioned ruler of the 
  planet APOKOLIPS.  He is obsessed with finding the solution 
  to the Anti-Life Equation and will stop at nothing to gain it. 
  His attention eventually fell on EARTH (presumably on a 
  search for the solution), where he made contact with crimi-
  nals Morgan Edge and later BRUNO MANHIEM of INTERGANG, 
  to do his bidding.  This ultimately led him into conflict with 
  SUPERMAN on two occasions when he attempted to invade 
  EARTH. 
  Later, his forces were devastated during an unsuccessful 
  operation against NEW GENESIS.  The Kryptonian menace 
  BRAINIAC took advantage of the situation to assimilate 
  APOKOLIPS.  DARKSIED called upon the JUSTICE LEAGUE for 
  help, which they provided, but during the conflict the evil 
  despot was left behind on BRAINIAC’S ship when it ex-
  ploded.  His final fate is unknown, but it seems unlikely he 
  was killed. 
  IMAGE SOURCE: http://jl.toonzone.net/darkseid/001.jpg 
   
  DEADSHOT 
  PL: 10; Init +3 (+3 DEX); Defense 
  16/12 (+2 Base, +3 DEX, +1 
  Dodge); Attack +9 Melee (+8 Base, 
  +1 STR), +13 Ranged (+3 DEX, +1 
  Point Blank Shot, +1 Attack Focus: 
  Firearms); SV DMG +2, Fort +2, Ref 
  +3, Will +1; STR 12, DEX 16, CON 15, 
  INT 12, WIS 12, CHA 14  
  SKILLS: Acrobatics +6, Bluff +5, 
  Concentration +6, Demolitions +9, 
  Disable Device +9, Drive +8, Hide 
  +8, Intimidate +5, Move Silently +8, 
  Open Lock +8, Repair +8, Spot +8, 
  Taunt +7  
  FEATS: Accurate Attack, Attack Focus 
  (Firearms), Dodge, Far Shot, Im-
  proved Critical, Multi-shot, Point 
  Blank Shot, Precise Shot, Quick 
  Draw, Rapid Shot, Surprise Strike  
  
  DC ANIMATED UNIVERSE... 
  PAGE  23 
  EQUIPMENT: Battlesuit [Armor +5; Extra: Telescopic Sense 
  (Vision); Flaw: Device; Source: Super-Science; Cost: 2pp 
  and Wrist-Guns (Weapon +8L (Ranged); Flaw: Device; 
  Source: Super-Science; Cost: 1pp)]  
  DEADSHOT, a mercenary for hire and a deadly accurate 
  sniper, is employed by Orm to help incite the war between 
  ATLANTIS and the surface dwellers of EARTH. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/deadshot/deadshot.htm 
   
  DESAAD 
  PL: 12; Init +2 (+2 DEX); Defense 15/13 
  (+3 Base, +2 DEX); Attack +7 Melee (+5 
  Base, +2 STR), +7 Ranged (+2 DEX); SV 
  DMG +14 (+10 Super-CON), Fort +14 (+10 
  Super-CON), Ref +2, Will +1; STR 15, DEX 
  15, CON 18, INT 18, WIS 12, CHA 16  
  SKILLS: Bluff +13, Computers +12, Craft 
  (Electronics) +12, Diplomacy +13, Disable 
  Device +9, Gather Information +8, Hide 
  +5, Innuendo +6, Knowledge (Torture) +9, 
  Medicine +11, Open Lock +6, Repair +12, 
  Science (Biology, Chemistry, Physics) +12, 
  Search +9, Taunt +13  
  FEATS: Assessment, Durability, Immunity 
  (Aging, Disease), Surprise Attack  
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +5 [Source: Alien; Cost: 4pp]  
  DESIGN NOTES:  
  • DESAAD’S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:3.  
  • DESAAD is 4pp over PL 12. 
  DARKSEID’S right hand and chief torturer, the sadistic DE-
  SAAD was once his friend as well.  That friendship ended, 
  however, when DESAAD poisoned Suli, DARKSEID’S beloved 
  wife.  Frequently obliterated by his Omega Beams, DARK-
  SEID keeps restoring DESAAD to life in order to take advan-
  tage of his technological and tactical knowledge. 
  Image Source: http://www.batman-superman.com /su-
  perman/img/desaad.gif and Info Source: 
  http://jl.toonzone.net/apokolips/apokolips.htm 
   
  DRAAGA 
  PL: 13; Init +3 (+3 DEX); Defense 
  17/14 (+4 Base, +3 DEX); Attack 
  +11 Melee (+7 Base, +4 STR), +10 
  Ranged (+3 DEX); SV DMG +16 (+12 
  Super-CON), Fort +16 (+12 Super-
  CON), Ref +3, Will +2; STR 18, DEX 
  16, CON 18, INT 12, WIS 14, CHA 16  
  SKILLS: Bluff +8, Intimidate +13, 
  Jump +17, Search +8, Survival +9 
  FEATS: All-Out Attack, Endurance, 
  Expertise, Improved Critical, Im-
  proved Grapple, Improved Pin, Iron 
  Will, Power Attack, Rapid Strike, 
  Takedown Attack 
  POWERS: Super-Strength +12 [Extra: 
  Super-Constitution; Source: Alien; Cost: 7pp] 
  DRAAGA is a gladiator who did battle on MONGUL’S War 
  World.  SUPERMAN defeated DRAAGA, MONGUL’S greatest 
  warrior, in the arena but refused to kill him—thus depriving 
  him of an honorable death.  Now, DRAAGA must live with 
  this disgrace, and his honor cannot be restored until he 
  kills Superman or dies trying.  As a sign of his shame, he 
  wears Superman’s symbol on his chest 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/draaga/draaga.htm  
   
  FELIX FAUST 
  PL: 12; Init +5 (+1 DEX, +4 Improved 
  Init.); Defense 16/15 (+5 Base, +1 
  DEX); Attack +5 Melee (+5 Base, +0 
  STR), +7 Ranged (+1 DEX, +1 Point 
  Blank Shot); SV DMG +2, Fort +2, Ref 
  +1, Will +3 (+1 Iron Will); STR 11, DEX 
  12, CON 14, INT 17, WIS 15, CHA 12  
  SKILLS: Bluff +11, Concentration +13, 
  Diplomacy +9, Gather Information +9, 
  Hide +6, Knowledge (Archaeology, Oc-
  cult) +14, Listen +7, Move Silently +6, 
  Profession (Professor) +13, Search +8, 
  Sense Motive +7, Sleight of Hand +9, 
  Spot +7 
  FEATS: All-Out Attack, Detect (Magic), Durability, Immunity 
  (Aging, Cold, Critical Hits, Disease, Heat, Exhaustion, Pres-
  sure, Radiation, Starvation, Suffocation), Improved Initia-
  tive, Indomitable Will, Infamy, Lightning Reflexes, Point-
  Blank Shot, Power Attack, Startle, Takedown Attack, True 
  Sight  
  POWERS: Super-Senses +3 [Source: Mystical; Cost: 2pp], 
  Sorcery +10 [Spells: Absorption (Magic Only), Create Ob-
  ject, Dazzle, ESP, Element Control (Air), Illusion, Telepor-
  tation; Source: Mystical; Cost: 7pp] 
  EQUIPMENT: Medusa Medallion [Transformation +10; Flaw: 
  Limited-Only to stone, Device; Source: Mystical, Cost: 
  1pp] 
  DESIGN NOTES: 
  • FELIX FAUST’S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:3.  
  FELIX FAUST was a professor of archaeology before his ex-
  periments with the mystic arts caused his banishment from 
  the academic world.  Swearing revenge, FAUST delved 
  deeper and deeper into the dark arts, finally befriending 
  the darkest being of all:  HADES himself. 
  IMAGE SOURCE: http://comics.ewolfden.net/ and INFO 
  SOURCE: http://jl.toonzone.net/hades/hades.htm 
   
  FIREFLY 
  PL: 10; Init +3 (+3 DEX); Defense 18/15 (+5 Base, +3 
  DEX); Attack +9 Melee (+7 Base, +2 STR), +12 Ranged 
  (+3 DEX, +1 Point Blank Shot, +1 Attack Focus: Flame 
  Gun); SV DMG +3, Fort +3, Ref +3, Will +1; STR 14, DEX 
  16, CON 16, INT 14, WIS 12, CHA 13  
  SKILLS: Craft (Electronics) +13, Demolitions +7, Disable 
  Device +8, Perform +6, Profession (Special Effects Techni-
  
  ...DC ANIMATED UNIVERSE 
  PAGE  24 
  cian) +11, Repair +13  
  FEATS: Aerial Combat, Attack Focus 
  (Flame Gun), Move-By Attack, Point 
  Blank Shot, Precise Shot  
  EQUIPMENT: (all Devices, all Source: 
  Super-Science) Armor [Protection +8; 
  Extra: Flight; Cost: 2pp], Flame Gun 
  [Energy Blast (Fire) +10; Extra: Explo-
  sive Blast; Cost: 2pp] 
  Garfield Lynns was a pyrotechnic and 
  special effects genius. He worked for 
  his  former  girlfriend,  pop  singer 
  Cassidy. After the two split up, Cassidy 
  decided to keep Garfield on as her 
  special effects guy, as long as the two 
  could maintain a professional relationship. When Garfield 
  began  to  drudge  up  their  problematic  romantic  past, 
  Cassidy could not take the pressure anymore and fired 
  Garfield. Unable to handle the rejection, Garfield swore 
  revenge on the pop singer and became the fire obsessed 
  villain, FIREFLY. 
  IMAGE AND INFO. SOURCE: 
  http://www.batman-superman.com/batman/index.html 
   
  GRANNY GOODNESS 
  PL: 12; Init +2 (+2 DEX); Defense 
  15/13 (+3 Base, +2 DEX); Attack +7 
  Melee (+3 Base, +4 STR), +5 Ranged 
  (+2 DEX); SV DMG +14 (+10 Super-
  CON), Fort +14 (+10 Super-CON), Ref 
  +2, Will +0; STR 18, DEX 14, CON 18, 
  INT 14, WIS 10, CHA 14  
  SKILLS: Bluff +12, Diplomacy +7, 
  Gather Information +7, Intimidate 
  +12, Profession (Teacher) +10, Re-
  pair +5, Sense Motive +9, Taunt +11  
  FEATS: All-Out Attack, Assessment, 
  Durability, Immunity (Aging, Disease), 
  Improved Critical, Power Attack, Sur-
  prise Strike 
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +5 [Source: Alien; Cost: 4pp]  
  Psychopath GRANNY GOODNESS is the head of DARKSEID'S 
  Orphanage, a place for the children of APOKOLIPS to learn. 
  GRANNY GOODNESS appears to be an elderly woman, but is 
  in fact quite powerful. She operates her orphanage on 
  APOKOLIPS where she trains Apokoliptian youths in the arts 
  of combat. Her methods are surpassed in their cruelty only 
  by those of DESAAD. She first organized the FEMALE FU-
  RIES, and it was she who supervised Scott Free's training 
  as an aerial trooper. Since Scott's escape from her orphan-
  age and APOKOLIPS, she has become obsessed with his re-
  capture. She indoctrinates the children into becoming good 
  little soldiers of DARKSEID. Her two most notable failures 
  are Scott Free, who became Mr.Miracle, and Big Barda.  
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  GRODD  
  PL: 12/14; Init +3 (+3 DEX); 
  Defense 16/13 (+3 Base, +3 
  DEX); Attack +8 Melee (+4 
  Base, +4 STR), +7 Ranged (+3 
  DEX); SV DMG +6 (+3 Super-
  CON), Fort +6 (+3 Super-CON), 
  Ref +5 (+2 Light. Reflex.), Will 
  +4 (+2 Iron Will); STR 18, DEX 
  16, CON 16, INT 18, WIS 14, CHA 
  16 
  SKILLS: Acrobatics +9, Balance 
  +9, Bluff +13, Climb +10, 
  C o m p u t e r s  
  + 1 5 ,  
  C r a f t 
  (Electronics) 
  +15, 
  Diplo-
  macy +12, Disable Device 
  +10, Gather Information +9, 
  Hide +9, Intimidate +11, Jump +10, Medicine +13, Move 
  Silently +7, Repair +15, Science (Biology, Chemistry, Ge-
  netics, Physics) +15, Search +15, Sense Motive +11, Spot 
  +13, Taunt +11  
  FEATS: Ambidexterity, Assessment, Extra Limb (Legs), In-
  domitable Will, Iron Will, Leadership, Lightning Reflexes 
  POWERS: Super-Intelligence +8 [Extra: Super-Wisdom; 
  Source: -; Cost: 4pp], Super-Strength +3 [Extra: Super-
  Constitution; Source: -; Cost: 7pp]  
  EQUIPMENT: Mind-Control Helmet [Mind Control +12; Ex-
  tra: Area; Source: Super-Science; Cost: 2pp] 
  DESIGN NOTES:  
  • GRODD did not possess his Mind-Control Helmet on the 
  second occasion; but he did develop the following pow-
  ers: Mental Blast +7 [Extra: Mind Control (Limited-
  Emotion Control); Source: Mutation; Cost: 4pp] which 
  increases his PL to 14. 
  • GRODD'S skills were purchased using the Errata Option 
  "Reduced Skill Cost" at 2:1. 
  GRODD is an intelligent ape from a secretive city of intelli-
  gent apes called GORILLA CITY.  Located in a distant and 
  secretive location in AFRICA, GORILLA CITY had developed 
  into a prosperous and peaceful place, thanks in part to its’ 
  seclusion from mankind.  As a result, the apes regarded 
  humans as blood-thirsty barbarians and wanted nothing to 
  do with them.   
  GRODD, a brilliant scientist, craved power above all else 
  and conspired with a human woman, Dr. Sarah Corwin, to 
  take over the world.  As revenge for his people’s attempts 
  to stop him, he attempted to destroy GORILLA CITY by tak-
  ing control of a US Nuclear Missile Base with his Mind Con-
  trol Helmet.  Thankfully, with the intervention of the JUS-
  TICE LEAGUE and GORILLA CITY’S Chief of Security, SOLOVAR, 
  he was stopped and imprisoned.  He would later organize 
  the SECRET SOCIETY to try and destroy the LEAGUE, but was 
  once again defeated. 
  IMAGE SOURCE: http://jl.toonzone.net/grodd/002.jpg 
   
  HADES 
  PL: 23; Init +7 (+3 DEX, +4 Improved Init.); Defense 
  18/15 (+5 Base, +3 DEX); Attack +9 Melee (+5 Base, +4 
  STR), +9 Ranged (+3 DEX, +1 Point Blank Shot); SV DMG 
  +17 (+12 Super-CON), Fort +17 (+12 Super-CON), Ref +5 
  (+2 Light. Refl.), Will +5; STR 18, DEX 16, CON 20, INT 16, 
  
  DC ANIMATED UNIVERSE... 
  PAGE  25 
  WIS 20, CHA 16  
  SKILLS: Bluff +13, Concentration 
  +15, 
  Diplomacy 
  +13, 
  Handle 
  Animal +13, Intimidate +13, Ride 
  +13, Sense Motive +15, Spot 
  +13 
  FEATS: 
  All-Out 
  Attack, 
  Detect 
  (Magic), 
  Durability, 
  Immunity 
  (Aging, Cold, Critical Hits, Dis-
  ease, Heat, Exhaustion, Pressure, 
  Radiation, Starvation, Suffoca-
  tion), Improved Initiative, In-
  domitable Will, Infamy, Lightning 
  Reflexes, Point-Blank Shot, Power 
  Attack, Startle, Takedown Attack, 
  True Sight  
  POWERS: Super-Senses +5 [Source: Mystical; Cost: 2pp], 
  Super-Strength 
  +12 
  [Extras: 
  Protection, 
  Super-
  Constitution; Source: Mystical; Cost: 8pp], Sorcery +14 
  [Spells: Absorption (Magic Only), Animation (Dead Bodies 
  Only, Extra: Horde), Disintegration, Element Control 
  (Earth), Illusion, Telepathy; Flaw: No Transportation 
  Group, Extra: ESP; Source: Mystical; Cost: 7pp] 
  DESIGN NOTES:  
  • HADES’ Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:3.  
  Centuries ago, HADES attempted to overthrow the rule of 
  the Gods but failed.  Zeus, king of the Gods, punished HA-
  DES severely for this betrayal.  HADES was cast into the pit 
  of TARTARUS, the final resting place of lost souls, where he 
  burns for all eternity. 
  HADES attempted to escape TARTARUS through his agent, 
  Felix FAUST, but was defeated and cast back to its fires 
  thanks to his former love HIPPOLYTA and the JUSTICE 
  LEAGUE. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/hades/hades.htm 
   
  HARLEY QUINN 
  PL: 9; Init +3 (+3 DEX); Defense 18/14 (+4 
  Base, +3 DEX, +1 Dodge); Attack +9 Melee 
  (+8 Base, +1 STR), +11 Ranged (+3 DEX); SV 
  DMG +2, Fort +2, Ref +3, Will +1; STR 12, 
  DEX 16, CON 14, INT 16, WIS 12, CHA 16  
  SKILLS: Acrobatics +10, Balance +8, Bluff 
  +10, Computers +7, Diplomacy +7, Drive +5, 
  Gather Information +6, Handle Animal +5, 
  Hide +7, Innuendo +7, Listen +6, Science 
  (Psychology) +8, Sense Motive +8, Taunt +9  
  FEATS: Attractive, Dodge, Evasion, Surprise 
  Strike  
  EQUIPMENT: Cork-Shooting Gun [Weapon +4L 
  (Ranged); Source: Super-Science; Cost: 1pp]  
  Although she hides her true nature behind a mask of play-
  fulness, the JOKER'S moll and frequent accomplice, HARLEY 
  QUINN, is almost as unpredictable and deadly as her infa-
  mous boss. She was once a brilliant young psychoanalyst, 
  Dr. Harleen Quinzel, until she was seduced by the JOKER 
  while  interning  at  Arkham  Asylum.  Renaming  herself 
  HARLEY QUINN, she helped the JOKER escape and joined 
  his gang. Harley has worked off and on with the JOKER, as 
  well as with her frequent partner in crime, POISON IVY. 
  She has also branched out on her own, pulling wild pranks 
  for no other reason than to annoy BATMAN, and frequently 
  BATGIRL. She is often accompanied on these solo crime 
  sprees by her two pet laughing hyenas, Bud and Lou. She 
  will continue to be a constant nuisance for BATMAN and 
  ROBIN, and everyone living in GOTHAM CITY. 
  IMAGE AND INFO. SOURCE: http://www.batman-
  superman.com/batman/index.html 
   
  JOKER 
  PL: 14; Init +2 (+2 DEX); Defense 14/12 
  (+2 Base, +2 DEX); Attack +9 Melee (+8 
  Base, +1 STR), +10 Ranged (+2 DEX); SV 
  DMG +3, Fort +3, Ref +2, Will +5 (+2 
  Iron Will); STR 12, DEX 14, Con 16, INT 
  18, WIS 16, CHA 16  
  SKILLS: Balance +4, Bluff +6, Computers 
  +12, Demolitions +9, Disable Device +9, 
  Drive +4, Hide +6, Intimidate +11, Pilot 
  +4, Repair +12, Science (Chemistry) 
  +12, Science (Psychology) +9, Search 
  +7, Sense Motive +6, Sleight of Hand 
  +6, Spot +6, Taunt +11  
  FEATS: Dodge, Infamy, Iron Will, Minions 
  (Loyalty Score: 20), Power Immunity 
  (Joker Venom), Skill Focus (Science: 
  Chemistry), Surprise Strike 
  EQUIPMENT: (all Devices, all Source: Super-Science) Acid-
  Shooting Carnation Lapel [Energy Blast +5 (Lethal); Ex-
  tras: Continuous; Cost: 4pp], Electric-Shock Joy Buzzer 
  [Energy Blast +8 (Lethal); Flaws: No Range; Cost: 1pp], 
  Gadget +7, Joker Venom [Suffocate +8; Extra: Area; Cost: 
  4pp]  
  WEAKNESS: Disturbing 
  DESIGN NOTES:  
  • JOKER is 2pp over PL 14  
  • JOKER is PL14 primarily because of his equipment. You 
  can lower his PL by deleted some of them; if needed. 
  The JOKER'S continuing agenda is to humiliate and destroy 
  BATMAN and his allies. A former hired hand for the mob, he 
  was viciously funny, cruel and sardonic. The JOKER first 
  encountered BATMAN during a botched robbery at the Mon-
  arch Playing Card Factory. While he escaped by leaping 
  into a drainage vat of chemical waste, the JOKER later dis-
  covered that the toxins had bleached his skin chalk white, 
  dyed his hair fluorescent green, and stretched his lips into 
  a hideous, permanent grin.  
  The JOKER is rarely alone. He is generally joined by his 
  main squeeze, HARLEY QUINN, and his hired muscle Mo, 
  Lar and Cur.  
  IMAGE AND INFO. SOURCE: http://www.batman-
  superman.com/batman/index.html 
   
  KALIBAK 
  PL: 13; Init +3 (+3 DEX); Defense 16/13 (+3 Base, +3 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  26 
  DEX); Attack +9 Melee (+5 
  Base, +4 STR), +8 Ranged 
  (+3 DEX); SV DMG +14 (+10 
  Super-CON), Fort +14 (+10 
  Super-CON), Ref +3, Will +0; 
  STR 18, DEX 16, CON 18, INT 
  10, WIS 10, CHA 14  
  SKILLS: Climb +17, Demoli-
  tions +6, Drive +8, Hide +8, 
  Intimidate +12, Jump +17, 
  Move Silently +8, Pilot +8  
  FEATS: All-Out Attack, Dura-
  bility, Endurance, Immunity 
  (Aging, Disease), Improved 
  Critical, Improved Grapple, 
  Improved Pin, Power Attack, 
  Surprise Strike 
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +12 [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Mace [Weapon +4S; Flaw: Device; Source: 
  Super-Science; Cost: 1pp] 
  KALIBAK is the son of DARKSEID and is a bestial hulk of a 
  figure. He is DARKSEID'S strong (but dumb) main brute. 
  KALIBAK'S ultimate goal is to please his father. He feels he 
  must gain his respect and love, and in doing so destroy his 
  mortal enemy, SUPERMAN. 
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  KANJAR RO 
  PL: 11; Init +3 (+3 DEX); Defense 17/14 
  (+4 Base, +3 DEX); Attack +7 Melee (+6 
  Base, +1 STR), +10 Ranged (+3 DEX, +1 
  Point Blank Shot); SV DMG +2, Fort +2, Ref 
  +3, Will +1; STR 12, DEX 16, CON 15, INT 
  13, WIS 12, CHA 15  
  SKILLS: Bluff +9, Computers +7, Craft 
  (Electronics) +7, Demolitions +7, Diplomacy 
  +7, Disable Device +8, Gather Information 
  +7, Hide +8, Move Silently +8, Open Lock 
  +9, Pilot +8, Profession (Pirate) +8, Repair 
  +7, Search +7, Spot +7 
  FEATS: Accurate Attack, All-Around Sight, 
  Move-By Attack, Point Blank Shot, Precise 
  Shot, Surprise Strike 
  POWERS: Super-Senses +3 [Source: -, Cost: 2pp] 
  EQUIPMENT: Battlesuit [Armor +5; Flaw: Device; Source: 
  Super-Science; 
  Cost: 
  1pp], 
  Blaster 
  [Weapon 
  +5L 
  (Ranged); Flaw: Device; Source: Super-Science; Cost: 
  1pp] 
  A petty space pirate and smuggler, KANJAR RO was hired 
  by the MANHUNTERS to help frame GREEN LANTERN John 
  Stewart and to draw the GUARDIANS away from OA. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/kanjar/kanjar.htm 
   
  KILLER CROC 
  PL: 11; Init +3 (+3 DEX); Defense 19/15 (+5 Base, +3 
  DEX, +1 Dodge); Attack +9 Melee 
  (+5 Base, +4 STR), +8 Ranged 
  (+3 DEX); SV DMG +10 (+6 Su-
  per-CON), Fort +10 (+6 Super-
  CON), Ref +3, Will +0; STR 18, 
  DEX 16, CON 18, INT 10, WIS 10, 
  CHA 12  
  SKILLS: Climb +13, Gather Infor-
  mation +7, Handle Animal +6, 
  Hide +8, Intimidate +11, Jump 
  +11, Move Silently +8, Search 
  +6, Survival +6, Swim +13  
  FEATS: All-Out Attack, Chokehold, 
  Dodge, 
  Endurance, 
  Improved 
  Critical, Improved Grapple, Im-
  proved Pin, Power Attack, Rapid 
  Takedown, Startle, Takedown Attack, Underwater Combat  
  POWERS: Natural Weapon (Claws) +2 [Source: Mutation; 
  Cost: 2pp], Protection +3 [Source: Mutation; Cost: 2pp], 
  Super-Strength +6 [Extra: Super-Constitution; Source: 
  Mutation; Cost: 7pp]  
  WEAKNESS: Disturbing 
  A former professional wrestler who turned to crime, Way-
  lon Jones, a.k.a. KILLER CROC, is an incredibly strong 
  "reptile man". His alligator-like skin is virtually bulletproof, 
  and he possesses razor-sharp teeth and claws. He is most 
  at home in the sewers of GOTHAM CITY, and it is there that 
  he usually makes his lair. 
  IMAGE AND INFO. SOURCE:  
  http://www.batman-superman.com/batman/index.html 
   
  KLARION THE WITCH BOY 
  PL: 10; Init +2 (+2 DEX); Defense 15/12 
  (+2 Base, +2 DEX, +1 Size); Attack +6 
  Melee (+5 Base, -1 STR, +1 Size), +8 
  Ranged (+2 DEX, +1 Size); SV DMG ++1, 
  Fort +1, Ref +2, Will +4 (+2 Iron Will); 
  STR 8, DEX 14, CON 12, INT 18, WIS 15, 
  CHA 15  
  SKILLS: Bluff +12, Concentration +12, 
  Craft (Magic Items) +9, Handle Animal 
  +7, Knowledge (Occult) +12, Move Si-
  lently +7, Search +9, Spot +7 
  FEATS: Iron Will, Sidekick 
  POWERS: Shrinking +3 [Flaw: Always on; Source: -; Cost: 
  1pp], Sorcery +8 [Spells: Element Control (Fire), ESP, 
  Force Field, Illusion, Snare, Teleportation, Transformation; 
  Source: Mystical; Cost: 7pp]  
   
  TEEKL 
  PL 7; Init +4; Defense 17/12 
  (+4 DEX, +1 Dodge); Attack 
  +8 Melee (+5 Base, +3 STR), 
  Ranged +9 (+4 DEX); SV DMG 
  +2, Fort +2, Ref +4, Will +0, 
  STR 16, DEX 18, CON 15, INT 
  10, WIS 10, CHA 10; FEATS: 
  Attack Finesse, Dodge, In-
  stant Stand, Surprise Attack; 
  SKILLS: Acrobatics +10, Bal-
  
  DC ANIMATED UNIVERSE... 
  PAGE  27 
  ance +10, Climb +5, Hide +7, Listen +5, Move Silently 
  +10, Search +5, Spot +5; POWERS: Natural Weapons +5 
  [Source: -, Cost: 3pp], Super-Senses +3 [Source: -, Cost: 
  2pp], SPECIAL: TEEKL can Shape-Shift from her cat form to 
  her humanoid form at will. 
  DESIGN NOTES:  
  • KLARION is 7pp over PL10. 
  A very mysterious and evil young man, KLARION (The 
  Witch Boy) crossed paths with Bruce Wayne when Bruce 
  outbid KLARION at an auction for an ancient branding iron 
  which was supposed to have magical powers. As it turned 
  out, KLARION was a long time adversary of Batman's ally, 
  ETRIGAN THE DEMON, AKA Jason Blood. Jason Blood told 
  Bruce how the little Witch Boy was a very dangerous foe, 
  not to be underestimated. So twisted was KLARION, that he 
  even turned his own parents into mice, presumably for 
  food for his cat, TEEKL. KLARION will stop at nothing to 
  acquire what ever black magic is necessary to control ETRI-
  GAN THE DEMON.  
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/heroes/creeper/ 
   
  LASHINA 
  PL: 11; Init +3 (+3 DEX); Defense 18/15 (+5 
  Base, +3 DEX); Attack +10 Melee (+5 Base, 
  +4 STR, +1 Attack Focus: Lashes), +8 
  Ranged (+3 DEX); SV DMG +14 (+10 Super-
  CON), Fort +14 (+10 Super-CON), Ref +3, 
  Will +0; STR 18, DEX 16, CON 18, INT 12, WIS 
  10, CHA 14  
  SKILLS: Acrobatics +8, Bluff +5, Diplomacy 
  +7, Intimidate +10, Taunt +7  
  FEATS: All-Out Attack, Attractive, Attack Fo-
  cus (Lashes), Durability, Immunity (Aging, 
  Disease), Improved Critical, Power Attack, 
  Surprise Strike 
  POWERS: Super-Constitution +10 [Source: 
  Alien; 
  Cost: 
  4pp], 
  Super-Strength 
  +5 
  [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Lashes [Weapon +5L; Extras: Snare; Flaw: 
  Device; Source: Super-Science; Cost: 2pp] 
  LASHINA is one of GRANNY GOODNESS’ FEMALE FURIES.  A 
  master of the flexible steel bands, known as "lashes", 
  LASHINA is a fierce fighter and the most powerful member 
  of the group. 
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  LEX LUTHOR 
  PL: 9/11; Init +2 (+2 DEX); Defense 15/13 (+3 Base, +2 
  DEX, +1 Dodge); Attack +7 Melee (+5 Base, +2 STR), +7 
  Ranged (+2 DEX); SV DMG +3, Fort +3, Ref +2, Will +5 
  (Iron Will); STR 14, DEX 15, CON 16, INT 18, WIS 17, CHA 16  
  SKILLS: Bluff +18, Computers +16, Craft (Electronics) 
  +16, Diplomacy +18, Disable Device +18, Gather Informa-
  tion 
  +18, 
  Intimidate 
  +18, 
   
  Pilot 
  +7, 
  Profession 
  (Businessman) +13, Repair +18, Sense Motive +18, Taunt 
  +13  
  FEATS: Assessment, Connected, Dodge, Iron Will, Minions 
  (Loyalty Score: 17)  
  POWERS: Super-Intelligence +5 [Extra: Super-Charisma, 
  Source: Training, Cost: 3]  
  AFTER THE FALL 
  The JUSTICE LEAGUE revealed that LUTHOR was a criminal, 
  for which he was imprisoned. As a result, replace his Con-
  nected Feat with the Infamy Feat. Re-calculate his Minion 
  Loyalty Score to 20. He stole a LEXCORP Battlesuit under 
  development and has used it against the LEAGUE (thus 
  raising his PL to 11).  
  LEXCORP BATTLESUIT [Armor +10; Extra: Energy Blast, 
  Flight; Source: Super-Science; Cost: 3pp] 
  DESIGN NOTES:  
  • LUTHOR'S Skills were bought using the Errata Option 
  "Reduced Skill Cost" at 1:2. 
  LEX LUTHOR is the undisputed master of METROPOLIS and 
  lord of all he surveys. Yes, there is a mayor, a governor 
  and a President of the UNITED STATES, but LUTHOR is a law 
  unto himself. In his mind there is no good or bad, except 
  what's good and bad for LEX LUTHOR. If he wants some-
  thing, he'll have it, either buying it outright, bribing some-
  one to get it for him or systematically removing all obsta-
  cles between him and his goal. In a world where the corpo-
  rate web weaves through everything in ever-spreading 
  strands, LEX LUTHOR is emperor.  
  Although he started life as a poor kid in poverty-stricken 
  SUICIDE SLUM, young LUTHOR'S dangerously brilliant mind 
  was already working to find a way out. When, at age four-
  teen, his parents were killed in a mysterious auto accident, 
  their sizable insurance policy (which conveniently named 
  LEX as sole beneficiary) brought LEX his first quarter-
  million and the chance to be the youngest student to ever 
  enter MIT. The aggressive young inventor amazed all his 
  teachers and graduated three years later with a master's 
  degree in science. The money he soon made from patent-
  ing his inventions made him a billionaire by age twenty. 
  Through his late twenties and thirties LUTHOR'S pace con-
  tinued unabated. Anyone who got in his way was crushed 
  and swept away. To keep up a benevolent front, LUTHOR 
  donated millions to Metropolis, buying the city hospitals, 
  parks, opera houses and art museums, all named for him. 
  He brought industry and prosperity to METROPOLIS, eventu-
  ally employing two-thirds of the city's work force among 
  his many companies.  
  Now in his late forties, LEX LUTHOR is 
  generally regarded as a hero. Thanks to 
  his battery of lawyers and "pet" city offi-
  cials, it would be nearly impossible to 
  connect him to any crime. He's careful to 
  keep  his  hands  clean,  delegating  the 
  dirty  work  to  subordinates.  And  yet, 
  there's one thing he craves above all 
  else: the death of Superman. Because he 
  cannot control or own Superman, LUTHO-
  THOR is obsessed with destroying him. To 
  LEX, SUPERMAN represents free will. In-
  spired by Superman's selflessness and 
  nobility, the people of METROPOLIS could 
  begin to think for themselves and turn 
  against a self-styled demigod like LUTHO-
  THOR. And above all, what really galls 
  LUTHOR is that he had to buy the city's 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  28 
  love and loyalty, and SUPERMAN got it for free. 
  LUTHOR’S fortune changed drastically when the JUSTICE 
  LEAGUE was able to prove his criminal connections.  Sent to 
  prison, he escaped with the aid of the criminal scientist the 
  ULTRA-HUMANITE  and  organized  the  first  INJUSTICE 
  LEAGUE.  LEX discovered he was dying of cancer from the 
  radiation of a piece of Kryptonite he wore as a ring.  LEX is 
  now a world-class villain and is obsessed with finding a 
  cure to his cancer; stopping at nothing to that end. 
  IMAGE AND INFO. SOURCE: http://www.batman-superman. 
  com/superman/cmp/index.html 
   
  LIVEWIRE 
  PL: 12; Init +7 (+3 DEX, +4 Imp. Init.); 
  Defense 19/16 (+6 Base, +3 DEX); Attack 
  +4 Melee (+4 Base, +0 STR), +8 Ranged 
  (+3 DEX, +1 Point Blank Shot); SV DMG +4, 
  Fort +4, Ref +5 (Light. Refl.), Will +1; STR 
  11, DEX 16, CON 18, INT 12, WIS 12, CHA 16  
  SKILLS: Bluff +8, Disable Device +9, Gather 
  Information +8, Intimidate +8, Listen +8, 
  Taunt +13 
  FEATS: All-Out Attack, Detect (Conductive 
  Materials), Durability, Identity Change, Im-
  proved Initiative, Lightning Reflexes, Point 
  Blank Shot, Power Immunity, Precise Shot, 
  Rapid Shot  
  POWERS: Energy Control +13 [Extra: Absorption (Electricity 
  Only), Energy Field (Electricity), Teleportation (Flaw: Only 
  through Conductive Materials) Source: Mutation; Cost: 
  5pp] 
  As a Shock Jock Radio Personality, Leslie Willis was always 
  against Superman as a symbol of good.  During a rally she 
  was accidentally electrocuted, transforming her into Live-
  wire.  The joy of her new condition and the feeling of invin-
  cibility eventually drove her to confront the Man of Steel 
  and almost defeated him. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/livewire 
   
  LOCK-UP 
  PL: 12; Init +3 (+3 DEX); Defense 
  17/14 (+4 Base, +3 DEX); Attack 
  +8 Melee (+3 Base, +4 STR, +1 
  Attack 
  Focus: 
  Nightstick), 
  +6 
  Ranged (+3 DEX); SV DMG +3, Fort 
  +5 (+2 Great Fort.), Ref +3, Will 
  +1; STR 18, DEX 16, CON 16, INT 12, 
  WIS 13, CHA 16  
  SKILLS: Diplomacy +9, Drive +8, 
  Escape Artist +5, Gather Informa-
  tion +11, Hide +8, Intimidate +13, 
  Jump +7, Knowledge (Law) +6, 
  Move Silently +8, Open Lock +8, 
  Profession (Prison Guard) +9, Re-
  pair +6, Sense Motive +10,  Search 
  +10,  Spot +10 
  FEATS: Attack Focus (Nightstick), Expertise, Great Forti-
  tude, Improved Disarm, Improved Grapple, Improved Pin, 
  Power Attack, Startle, Takedown Attack   
  EQUIPMENT: Cuffs [Snare +5; Flaw: Device, Requires Melee 
  Attack; Source: Super-Science; Cost: 1pp], Gadget +10 
  [Source: Super-Science; Cost: 1pp], Nightstick [Weapon 
  +4S (Melee); Flaw: Device; Source: Super-Science; Cost: 
  1pp] 
  When Arkham Asylum was in dire need of a new Head of 
  Security, Bruce Wayne felt Lyle Bolton, a security expert at 
  WAYNE ENTERPRISES, was the perfect man for the job. What 
  Bruce and the doctors at Arkham did not know was that 
  Bolton pushed the boundaries of the law and used unnec-
  essary means to keep his prisoners in line. So malicious 
  that the SCARECROW, the "Master of Fear" himself, escaped 
  Arkham just to get away from the vicious security guard. 
  After an inquiry was ordered to address Bolton's behavior, 
  his he broke out in a violent rage and was subsequently 
  fired. Bolton blamed the bureaucrats, doctors and media 
  for protecting the villains of GOTHAM CITY from true justice 
  and vowed to instill his own law and order upon them. He 
  became LOCK UP, and used his vast knowledge of security, 
  crime, and punishment to instill his "justice" upon those 
  who did him wrong. 
  IMAGE SOURCE: 
  http://users.ev1.net/~kryptcom/ AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/lockup/ 
   
  LUMINUS 
  PL: 13; Init +2 (+2 DEX); Defense 16/14 
  (+4 Base, +2 DEX); Attack +5 Melee (+4 
  Base, +1 STR), +6 Ranged (+2 DEX); SV 
  DMG +2, Fort +2, Ref +2, Will +2; STR 12, 
  DEX 14, CON 15, INT 18, WIS 15, CHA 14  
  SKILLS: Computers +14, Craft (Electronics, 
  Mechanics) +14, Disable Device +14, Hide 
  +7, Profession (Engineer) +12, Repair 
  +14, Spot +7 
  FEATS: 
  Surprise 
  Attack, 
  Talented 
  (Computers and Craft: Electronics)   
  EQUIPMENT: Holographic Battlesuit [Illusion 
  +12; Extra: Area, Create Object (Extra: 
  Animate Object, Create Attacks, Realistic, 
  Shapeable); Source: Super-Science; Cost: 
  7pp] 
  Edward Lytener was an inventor for LEXCORP, who struck 
  out on his own after an investigation. He became obsessed 
  with Lois Lane and, using his high tech gadgetry, kid-
  napped her to gain her attention. Ultimately, he was foiled 
  by SUPERMAN. He later escaped from prison, using a new 
  invention which used reflective devices. His ulterior motive 
  in escaping was to gain revenge on SUPERMAN for ruining 
  him. He became LUMINUS and used a device to turn the 
  sun from yellow to red, depriving SUPERMAN of the source 
  of his powers. This plan was quickly thwarted and LUMINUS 
  was returned to jail. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/lum/ 
   
  MAD HARRIET 
  PL: 11; Init +3 (+3 DEX); Defense 18/15 (+5 Base, +3 
  
  DC ANIMATED UNIVERSE... 
  PAGE  29 
  DEX); Attack +9 Melee (+5 Base, +4 
  STR), +8 Ranged (+3 DEX); SV DMG +14 
  (+10 Super-CON), Fort +14 (+10 Super-
  CON), Ref +3, Will +0; STR 18, DEX 16, 
  CON 18, INT 12, WIS 10, CHA 14  
  SKILLS: Acrobatics +13, Balance +8, 
  Climb +10, Hide +5, Intimidate +10, 
  Jump +11, Move Silently +8  
  FEATS: All-Out Attack, Durability, Immu-
  nity (Aging, Disease), Improved Critical, 
  Power Attack, Surprise Strike 
  POWERS: 
  Super-Constitution 
  +10 
  [Source: 
  Alien; 
  Cost: 
  4pp], 
  Super-
  Strength +5 [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Power Spikes [Natural Weapon +5; Flaw: De-
  vice; Source: Super-Science; Cost: 1pp] 
  MAD HARRIET is a true psychopath among the FEMALE FU-
  RIES, who delights in inflicting pain with her slaying spikes. 
  She is a loyal subject to her commander, GRANNY GOOD-
  NESS, and a servant to her lord and master, DARKSEID. 
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  MAD HATTER 
  PL: 10; Init +1 (+1 DEX); Defense 16/15 (+5 
  Base, +1 DEX); Attack +5 Melee (+5 Base), 
  +6 Ranged (+1 DEX); SV DMG +1, Fort +1, 
  Ref +1, Will +5 (+2 Iron Will); STR 11, DEX 
  13, CON 12, INT 18, WIS 16, CHA 12  
  SKILLS: Computers +13, Craft (Electronics) 
  +13, Disable Device +13, Gather Information 
  +6, Handle Animal +6, Move Silently +6, 
  Repair +11, Science (Biology) +13, Science 
  (Psychology) +11, Spot +8  
  FEATS: 
  Assessment, 
  Iron 
  Will, 
  Talented 
  (Craft: Electronics and Science: Biology)  
  EQUIPMENT: (all Devices, Source: Super-
  Science) Mind Control Microchips [Mind Con-
  trol +10; Flaw: Touch; Cost: 1pp; and Super-Strength +5; 
  Extra: Super-Constitution; Flaw: Linked to Mind Control; 
  Cost: 5pp]. This device, when attached to a victims head, 
  opens the potential of the mind (granting Super-Strength 
  and Super-Constitution); allowing MAD HATTER to use a 
  victim as an assassin. 
  DESIGN NOTES:  
  • MAD HATTER is 4pp over PL 10 
  A technical  and electronic genius, Jervis Tetch experi-
  mented with animals using mind controlling microchips 
  stored within hats to stimulate brain waves. A love for the 
  MAD HATTER character in Alice in Wonderland mixed with 
  an infatuation for his secretary Alice, causing Jervis to be-
  come an odd and bitter man. Donning the guise of the MAD 
  HATTER, he tried to win Alice's affection by attempting to 
  make her believe he was suave and debonair. Unfortu-
  nately she spurned his affections. Her rejection enraged 
  Tetch, so he used his mind controlling microchips to force 
  Alice to do his bidding. After being captured by BATMAN, 
  Tetch blamed him for ruining his chance of having Alice 
  and swore revenge against the Dark Knight. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/hatter/  
   
  MANBAT 
  PL: 9; Init +3 (+3 DEX); Defense 
  18/15 (+5 Base, +3 DEX); Attack 
  +9 Melee (+6 Base, +3 Melee), 
  +9 Ranged (+3 DEX); SV DMG +7 
  (+3 Super-CON), Fort +7 (+3 
  Super-CON), Ref +3, Will +1; STR 
  17, DEX 16, CON 18, INT 4, WIS 8, 
  CHA 9  
  SKILLS: Acrobatics +10, Balance 
  +10, Hide +11, Intimidate +9, 
  Listen +5, Move Silently +9, Spot 
  +5  
  FEATS: 
  Aerial 
  Combat, 
  Blind-
  Fight, 
  Endurance, 
  Improved 
  Grapple, Improved Pin, Surprise 
  Strike, Ultra-Hearing  
  POWERS: Clinging +5 [Source: Mutation; Cost: 1pp], Flight 
  +8 [Flaw: Restricted-Wings; Source: Mutation; Cost: 1pp], 
  Natural Weapon +4 [Source: Mutation; Cost: 2pp], Super-
  Strength +3 [Extra: Super-Constitution; [Source: Muta-
  tion; Cost: 7pp]  
  WEAKNESS: Disturbing  
   
  KIRK LANGSTROM:  
  PL: 1; Init +0 (+0 DEX); Defense 10; Attack -1 Melee; SV 
  DMG +0, Fort +0, Ref +0, Will +0; STR 9, DEX 10, CON 10, 
  INT 13, WIS 11, CHA 10; SKILLS: Computers +5, Profession 
  (Scientist) +4, Repair +4, Science (Biology, Genetics) +7; 
  FEATS: Talented (Computers and Science: Genetics); 
  WEAKNESS: Quirk: Addicted to being The MANBAT.  LANG-
  STROM must make a DC15 Will Save over a fairly short 
  length of time (GM's choice). If he fails the save, he will 
  ingest the serum that transforms him into MANBAT. 
  DESIGN NOTES:  
  • LANGSTROM is based on the Scientist Template on p.155 
  of the core book. 
  Scientist Kirk Langstrom worked as a Zoologist at the 
  GOTHAM CITY ZOO, experimenting with bat mutagen to cre-
  ate a serum to replicate the creatures' long lifespan. After 
  testing the serum on himself, Langstrom became the vi-
  cious MAN-BAT. Though BATMAN eventually cured Lang-
  strom, his obsession with the power of the MAN-BAT com-
  pelled him to take the serum again and again. Francine, 
  Langstrom's wife and colleague, was accidentally cut by a 
  sliver of glass from a vial which contained the bat mutagen 
  and also became a MAN-BAT at one point. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/manbat/ 
   
  MAXIMA 
  PL: 18; Init +6 (+2 DEX, +4 Imp. Init.); Defense 17/15 
  (+5 Base, +2 DEX); Attack +8 Melee (+5 Base, +3 STR), 
  +7 Ranged (+2 DEX); SV DMG +2, Fort +2, Ref +2, Will 
  +3; STR 16, DEX 15, CON 15, INT 18, WIS 16, CHA 16  
  
  ...DC ANIMATED UNIVERSE 
  PAGE  30 
  SKILLS: Computers +9, Concentration +8, 
  Diplomacy +11, Intimidate +11, Profes-
  sion (Queen) +13, Sense Motive +8 
  FEATS: 
  Assessment, 
  Attractive, 
  Con-
  nected, Fame, Headquarters, Improved 
  Initiative, Indomitable Will, Leadership, 
  Minions (Loyalty Score: ), Photographic 
  Memory, Power Attack  
  POWERS: Mental Protection +3 [Source: 
  Alien; Cost: 2pp]; Telekinesis +13 [Extra: 
  Flight, Force Field, Strike, Transformation, 
  Transmutation; 
  Source: 
  Alien; 
  Cost: 
  9pp], Telepathy +10 [Extras: Mind Con-
  trol; Source: Alien; Cost: 3pp]  
  EQUIPMENT: Sword [Weapon +3L (Melee); 
  Flaw: Device; Source: Super-Science; Cost: 1pp] 
  Whoever said "Hell hath no fury like a woman scorned" 
  obviously has seen Maxima in action against Superman. 
  The empress of the distant planet ALMERAC, MAXIMA came 
  to EARTH determined to take Superman as her mate. She 
  explained that her ancestors have always improved the 
  strength of their own race through interbreeding with the 
  mightiest warriors from other worlds. Superman told the 
  strong-willed empress he wasn't interested, and the ensu-
  ing battle nearly leveled Metropolis. Superman eventually 
  won, but Maxima has never been one to take no for an 
  answer.  
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/heroes/maxima 
   
  METALLO  
  PL: 15; Init +3 (+3 DEX); Defense 17/14 
  (+4 Base, +3 DEX); Attack +12 Melee (+8 
  Base, +4 STR), +11 Ranged (+3 DEX); SV 
  DMG +16 +12 (Super-CON), Fort +16 
  (Super-CON), Ref +3, Will +1; STR 18, DEX 
  16, CON 18, INT 14, WIS 12, CHA 12  
  SKILLS: Demolitions +8, Disable Device 
  +8, Drive +8, Intimidate +10, Jump +17, 
  Profession (Mercenary) +11, Repair +7, 
  FEATS: All-Out Attack, Darkvision, Dura-
  bility, Immunity (Critical Hits, Disease, 
  Energy (Radiation), Exhaustion, Poison, 
  Pressure, Starvation, Suffocation), Ultra-
  Hearing  
  POWERS: Super-Strength +12; Extras: 
  Protection, Super-Constitution; Source: 
  Super-Science; Cost: 8pp] 
  In underworld circles, John Corbin had made a name for 
  himself as a cold, soulless mercenary and hit man. He was 
  finally brought to justice by SUPERMAN, after stealing the 
  LEXCORP'S Defense Weapon, the LEXOSUIT. LUTHOR secretly 
  used a corrupt doctor from Striker's Island Prison, where 
  Corbin was being held, to help the convict escape.  
  LUTHOR then approached Corbin with an offer - a billion 
  dollars to destroy SUPERMAN. LUTHOR'S plan was to place 
  Corbin's  human  mind  inside  a superstrong  Kryptonite-
  powered android body. In this new form Corbin could bat-
  tle the Man of Steel to a standstill, then finish him off with 
  a blast from his Kryptonite "heart". But once inside the 
  android body, Corbin discovered he could no longer touch 
  or taste. He had made a "deal with the devil" for wealth 
  and incredible powers, but in so doing had lost the one bit 
  of humanity he still possessed. Corbin's grief drove him 
  mad and he tore away the synthetic skin covering his me-
  tallic skeleton.  
  Taking the name METALLO, the rampaging cyborg set out 
  on a path of destruction as he hunted down the one he 
  believed responsible for his tragic condition - SUPERMAN. In 
  his cyborg state, METALLO is incredibly strong and can 
  match SUPERMAN blow for blow in a fight. He's also pow-
  ered by Krvptonite, and can fire beams of Kryptonite radia-
  tion through his eyes. He can expose the meteor in his 
  chest  cavity,  weakening  his  Kryptonian  nemesis  even 
  more.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/villains/metallo/ 
    
  MISTER FREEZE 
  PL: 10; Init +2 (+2 DEX); Defense 
  15/13 (+3 Base, +2 DEX); Attack 
  +9 Melee (+8 Base, +1 STR), +10 
  Ranged (+2 DEX); SV DMG +4, Fort 
  +4, Ref +2, Will +3; STR 12, DEX 
  14, CON 18, INT 18, WIS 16, CHA 10  
  SKILLS: 
  Computers 
  +13, 
  Craft 
  (Electronics) +11, Disable Device 
  +13, Medicine +13, Repair +13, 
  Science (Biology, Cryogenics) +11  
  FEATS: Talented (Craft: Electronics 
  and Science: Cryogenics), Immu-
  nity (Cold)  
  EQUIPMENT: 
  (all 
  Devices, 
  all 
  Source: Super-Science) Cryogenic 
  Support Suit [Armor +6; Extras: 
  Super-Strength; Cost: 4pp], Freeze 
  Gun [Weapon +8; Extras: Snare; Cost: 2pp] 
  DESIGN NOTES:  
  • MISTER FREEZE is susceptible to temperatures above 
  freezing, but since his suit consistently maintains his 
  body temperature at freezing (and he never removes it) 
  this is not truly a weakness. If his suit is destroyed, then 
  apply the weakness Susceptible: Above freezing tem-
  peratures. 
  Dr. Victor Fries was one of GOTHCORP'S most brilliant scien-
  tists and cryogenic researchers; however, he was unable to 
  cure his wife Nora of the disease that was slowly robbing 
  her of her life. His research in cryogenics was eventually 
  cut off by the bureaucrats at GOTHCORP, his experiments to 
  create a cryogenic freezing chamber to house his wife until 
  interrupted by GOTHCORP’S CEO, Ferris Boyle. A fight en-
  sued, accompanied by an explosion. In the explosion, Dr. 
  Fries was smashed into his cryogenic freezing tanks. The 
  accident soaked Dr. Fries' entire body with the freezing 
  solution and rendered him unable to survive outside of a 
  sub-zero environment. Creating a vacuum tight suit which 
  maintained his body temperature at 50 degrees below 
  zero, he vowed revenge on those who had wronged him. 
  The suit's cybernetic processor also tripled his strength. 
  After building a laser-powered cold gun, MR. FREEZE was 
  born.   
  
  DC ANIMATED UNIVERSE... 
  PAGE  31 
  Driven by hatred over the destruction of his life and mad-
  dened by his condition, he pursued a life of crime and 
  vengeance by destroying Ferris Boyle and crippling GOTH-
  CORP. His plans were eventually stopped by BATMAN. He is 
  a quiet, but dangerous adversary, who is sentenced to 
  ARKHAM ASYLUM whenever apprehended. A special cell is 
  designed to maintain his need for a frozen environment. He 
  is alone and his only motivation is revenge for wrongs done 
  him. He is viewed as a loner and generally does not hold 
  alliances with any of the other inmates of ARKHAM. Batman 
  knows he is a dangerous adversary, and that the traumas 
  that have occurred in MR. FREEZE'S life are scars which will 
  never heal. 
  TNBA Bio: MR. FREEZE (Dr. Victor Fries) is back, colder and 
  grimmer than ever. His appearance has undergone some 
  drastic changes, due to a mysterious physical condition. 
  Resigned that he will never again be 
  united with his beloved Nora, a new 
  layer of ice has frozen over FREEZE'S 
  heart. He's lost that which is most 
  precious to him, and in retaliation 
  he's  going  to  stamp  out  warmth 
  wherever it glows. A newer, more 
  powerful and chillingly sardonic Mr. 
  Freeze will lose his obsession over his 
  lost wife and instead concentrate on 
  bringing  misery  to  the  people  of 
  GOTHAM and the man he believes is 
  responsible  for  his  icy  condition  - 
  BATMAN. This time around, FREEZE is 
  not  alone.  He  has  acquired  some 
  chilly female "moles" as his hench-
  men. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/freeze/ 
   
  MISTER MXYZPTLK 
  PL: 24; Init +1 (+1 DEX); Defense 21/20 (+10 Base, +1 
  DEX); Attack +8 Melee (+8 Base, +0 STR), +9 Ranged (+1 
  DEX); SV DMG +15 (+10 Super-Con), Fort +15 (+10 Su-
  per-Con), Ref +1, Will +15 (+10 Super-WIS); STR 10, DEX 
  12, CON 20, INT 20, WIS 20, CHA 16  
  SKILLS: Bluff +15, Diplomacy +15, Sense Motive +16, 
  Taunt +16 
  FEATS: Durability, Immunity (Aging, Cold, Critical Hits, 
  Disease, Heat, Exhaustion, Poison, Pressure, Radiation, 
  Starvation, Suffocation – Cost added into Cosmic Power), 
  Indomitable Will, Surprise Attack 
  POWERS: Cosmic Power +16 [Extra: Illusion, Transforma-
  tion; Power Stunts: Animation, Create Object, Shape Mat-
  ter, Teleportation; Source: Mystical; Cost: 11pp], Super-
  Constitution +10 [Extras: Super-Wisdom; 
  Source: Mystical; Cost: 6pp]  
  SPECIAL: MXYZPTLK can use his Cosmic 
  Power to travel to and from the 5th Dimen-
  sion at will, except when he says his name 
  backwards in the EARTH Dimension (see 
  Weakness). 
  WEAKNESS: Miscellaneous: If he speaks his 
  name backwards, he is immediately trans-
  ported back to the 5th Dimension and can not 
  leave for 6 months. 
  A mischievous being from another dimension, MR. 
  MXYZPTLK possesses powers so advanced they can only be 
  described as magic. He's a prankster, a troublemaker and 
  a genuine threat. He knows SUPERMAN'S double identity 
  but would never tell, fearing it would lessen the control 
  he'd have over the Man of Steel. Besides, threatening to 
  reveal SUPERMAN'S secret is much more fun than actually 
  doing it. If he wanted to, MXYZPTLK could kill SUPERMAN 
  outright by simply rearranging the Man of Steel's mole-
  cules, but again, where is the fun in that?  
  In some weird way MR. MXYZPTLK considers himself SUPER-
  MAN'S "pal", always showing up when least expected to 
  throw a surprise into "the big boy scout's" life. MXY thinks 
  SUPERMAN actually looks forward to their running duel of 
  wits as much as he does. Boy, is he wrong. When MXY'S 
  not out trying to destroy SUPERMAN, he goes home to the 
  5th dimension where he enjoys long walks in the park, rock 
  climbing and snuggling with his main squeeze Gsptlsnz. 
  Image and Info Source:  
  http://wf.toonzone.net/WF/superman/bios/villains/mxy/  
   
  MONGUL 
  PL: 14; Init +3 (+3 DEX); Defense 
  17/13 (+3 Base, +3 DEX, +1 
  Dodge); Attack +9 Melee (+5 Base, 
  +4 STR), +8 Ranged (+3 DEX); SV 
  DMG +15 (+11 Super-CON), Fort +15 
  (+11 Super-CON), Ref +3, Will +2; 
  STR 18, DEX 16, CON 18, INT 14, WIS 
  14, CHA 16  
  SKILLS: Diplomacy +13, Intimidate 
  +13, Move Silently +8, Profession 
  (Galactic Leader) +13, Search +7, 
  Sense Motive +8  
  FEATS: All-Out Attack, Connected, 
  Dodge, Fame, Headquarters, Im-
  proved Critical, Improved Grapple, 
  Improved Pin, Leadership, Minions 
  (Loyalty Score: 26), Power Attack, 
  Surprise Attack, Takedown Attack  
  POWERS: Super-Strength +11 [Extras: Super-Constitution; 
  Source: Alien; Cost: 7pp]   
  The tyrannical ruler of a vast intergalactic empire, MONGUL 
  amuses himself and his subjects with endless gladiatorial 
  games staged on a barren planet called WAR WORLD. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/mongul/mongul.htm 
   
  MORDRED 
  PL: 9; Init +1 (+1 DEX); Defense 15/11 (+3 Base, +1 DEX, 
  +1 Dodge); Attack +6 Melee (+6 Base, +0 STR), +8 
  Ranged (+1 DEX, +1 Attack Focus: Sorcery); SV DMG +4, 
  Fort +4, Ref +1, Will +3; STR 10, DEX 12, CON 18, INT 16, 
  WIS 16, CHA 14 
  SKILLS: Computers +8, Hide +6, Knowledge (History) +8, 
  Knowledge (Occult) +11, Listen +8, Search +8, Spot +8, 
  Taunt +12 
  FEATS: Attack Focus (Sorcery), Durability, Immunity 
  (Aging), Dodge, True Sight 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  32 
  POWERS: Sorcery +9 [Spells: Anima-
  tion, Energy Blast, Force Field, Teleki-
  nesis; Flaw: No Divination, Illusion or 
  Transportation Group; Source: Mysti-
  cal; Cost: 4pp], Super-Senses +3 
  [Source: Mystical; Cost: 2pp]  
  The illegitimate child of a union be-
  tween a King Arthur and his half-
  sister, MORGAINE LE FAY, MORDRED 
  assists his mother in seeking out the 
  Philosopher's Stone, which will allow 
  him to gain control of CAMELOT. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/fay/fay.htm 
   
  MORGAINE LE FAY 
  PL: 18; Init +2 (+2 DEX); Defense 15/13 (+3 Base, +2 
  DEX); Attack +4 Melee (+4 Base, +0 STR), +8 Ranged (+2 
  DEX, +1 Point Blank Shot, +1 Attack Focus: Sorcery); SV 
  DMG +4, Fort +4, Ref +2, Will +14 (+10 Super-WIS); STR 
  10, DEX 14, CON 18, INT 16, WIS 18, CHA 16  
  SKILLS: Bluff +11, Concentration +15, Diplomacy +8, 
  Gather Information +8, Hide +7, Knowledge (History) +11,  
  Knowledge (Occult) +13, Search +8, Spot +15 
  FEATS: Attack Focus (Sorcery), Durability, Immunity 
  (Aging; Flaw: Must use Drain (Con) daily to maintain 
  youth), Indomitable Will, Point Blank Shot, Precise Shot, 
  Side Kick (Loyalty Score: 24), Surprise Strike, True Sight 
  POWERS: Sorcery +12 [Spells: Anima-
  tion, Drain (Con), Energy Blast, Flight, 
  Force Field, Illusion, Mind Control, 
  Telekinesis, Teleportation, Transforma-
  tion; Source: Mystical; Cost: 10pp], 
  Super-Senses +3 [Source: Mystical; 
  Cost: 
  2pp], 
  Super-Wisdom 
  +10 
  [Source: Mystical; Cost: 3pp] 
  EQUIPMENT: Amulet [Detect (ETRIGAN), 
  Cost: 1pp]  
  The same MORGAINE LE FAY from Ar-
  thurian myth, she has survived the 
  centuries and continues to seek out the 
  Philosopher’s Stone, which will grant 
  her the ability to restore CAMELOT...with 
  her son on the throne. 
  IMAGE AND INFO SOURCE: 
  http://jl.toonzone.net/fay/fay.htm 
   
  PARASITE 
  PL: 11; Init +3 (+3 DEX); Defense 17/14 (+3 Base, +3 
  DEX); Attack +9 Melee (+6 Base, +3 STR), +9 Ranged (+3 
  DEX); SV DMG +4, Fort +6 (+2 Great Fort.), Ref +3 , Will 
  +1; STR 16, DEX 16, CON 18, INT 12, WIS 12, CHA 13  
  SKILLS: Bluff +9, Hide +11, Intimidate +11, Taunt +9  
  FEATS: All-Out Attack, Great Fortitude, Improved Grapple, 
  Surprise Attack  
  POWERS: Drain +10 (Con) [Extra: Mimic (Ability Scores, 
  Feats, Powers); Source: Mutation; Cost: 6pp], Regenera-
  tion +10 [Flaw: Restricted: Regeneration is unusable until 
  after he drains a target; Cost: 1pp], 
  Protection +5 [Source: Mutation; Cost: 
  2pp]  
  NOTE: PARASITE'S Drain is a full action. 
  On his next action, he can begin to use 
  his Mimic power. He can use his Regen-
  eration in the same turn as his Drain 
  attack (GMs should feel free to change 
  this to suit their campaign needs). 
  Petty thief and get-rich-quick opportun-
  ist Rudy Jones was working a janitorial 
  job at S.T.A.R. LABS when he decided to 
  steal some experimental biochemicals 
  and sell them to a S.T.A.R. competitor. 
  Surprised by SUPERMAN, Jones fled the 
  robbery scene, accidentally contaminat-
  ing himself with the chemicals in the process. The chemi-
  cals permanently transformed Jones into an energy para-
  site, one who must regularly drain the life force from an-
  other living being in order to survive.  
  One touch of the PARASITE'S hands will leave a victim 
  weakened, and prolonged contact can kill them. When he 
  drains his prey, Parasite not only takes on that person's 
  energy, but their knowledge, memories, and any skills or 
  powers they might have. Naturally this makes PARASITE a 
  deadly foe for SUPERMAN, for he not only weakens the Man 
  of Steel, but can then turn around and fight him with his 
  own stolen powers. In this state the Parasite also becomes 
  temporarily aware that Clark Kent and SUPERMAN are one 
  in the same, and so poses a deadly threat to Lois, Jimmy 
  or anyone else close to Clark. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/villains/parasite 
   
  PENGUIN 
  PL: 10; Init +2 (+2 DEX); Defense 15/13 (+3 Base, +2 
  DEX); Attack +6 Melee (+5 Base, +1 STR), +9 Ranged (+2 
  DEX, +1 Point Blank Shot, +1 Attack Focus: Umbrella); SV 
  DMG +5 (+2 Toughness), Fort +3, Ref +2 , Will +2; STR 
  12, DEX 14, CON 16, INT 16, WIS 15, CHA 16  
  SKILLS: Bluff +13, Computers +10, Craft (Electronics) 
  +13, Demolitions +8, Diplomacy +13, Disable Device +13, 
  Drive +5, Forgery +7, Gather Information +13, Handle 
  Animal +8, Intimidate +13, Knowledge (Connoisseur) +13, 
  Open Locks +10, Profession (Nite Club Operator) +13, 
  Repair +11, Sense Motive +13, Spot +9, Taunt +11  
  FEATS: Attack Focus (Umbrella), Connected, Fame, Head-
  quarters, Minions (Loyalty Score: 20), Point Blank Shot, 
  Precise Shot, Toughness  
  EQUIPMENT: Umbrella [Weapon +5L 
  (Ranged); Extra: Gadget; Source: 
  Super-Science; Cost: 2pp] 
  DESIGN NOTES: 
  • PENGUIN’S Skills were bought using 
  the Errata Option "Reduced Skill 
  Costs" at 1:2. 
  Born with a short, wobbly body and a 
  bird  like  nose,  Oswald  Cobblepot's 
  appearance made him an outcast in 
  his rich, debutante family. Their re-
  jection drove him to become a violent 
  
  DC ANIMATED UNIVERSE... 
  PAGE  33 
  criminal. In keeping with his family's tradition of excess, 
  the PENGUIN lived a life of crime and evil, yet executed it 
  with his own self proclaimed high society class and style. 
  He committed crimes with the theme of the various birds 
  he loved. Unlike most of the "Rogues Gallery," the PEN-
  GUIN was in control of his own actions and perfectly sane, 
  creating a unique relationship with his archenemy, BAT-
  MAN. The PENGUIN'S trademarks were the various deadly 
  umbrellas he used to execute his evil plans. 
  He later became a "reformed" master criminal, finding the 
  public acceptance he'd always craved after opening a posh 
  nightclub called "The Iceberg Lounge", the hottest new 
  place in town according to GOTHAM'S jaded in-crowd. He 
  has three new beauties running his club for him in his fre-
  quent absences: Jay, Raven and Lark. The preening PEN-
  GUIN enjoys the good life, but he hasn't entirely abandoned 
  his criminal ways. Using the club as a front, the Penguin 
  secretly continues to control GOTHAM CITY'S underworld by 
  bartering in illegal information and stolen goods. BATMAN 
  may even find himself in the uncomfortable position of 
  having to go to the PENGUIN to bargain for information on 
  a criminal's whereabouts. Who says living well isn't the 
  best revenge?  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/penguin/ 
   
  PHANTASM 
  PL: 13; Init +7 (+3 DEX, +4 Imp. Init.); 
  Defense 17/13 (+3 Base, +3 DEX, +1 
  Dodge); Attack +11 Melee (+8 Base, +2 
  STR, +1 Attack Focus: Scythe), +11 
  Ranged (+3 DEX); SV DMG +2, Fort +2, 
  Ref +3, Will +2; STR 14, DEX 17, CON 
  15, INT 14, WIS 14, CHA 16  
  SKILLS: Acrobatics +13, Balance +11, 
  Craft (Electronics) +7, Disable Device 
  +7, Gather Information +8, Hide +13, 
  Intimidate +13, Jump +8, Listen +7, 
  Move Silently +11, Open Lock +8, Re-
  pair +8, Search +7, Spot +7  
  FEATS: Accurate Attack, All-Out Attack, 
  Attack Finesse, Attack Focus (Scythe), 
  Dodge, Evasion, Expertise, Improved 
  Disarm, Improved Initiative, Power Attack, Startle, Sur-
  prise Attack, Two-Weapon Fighting  
  EQUIPMENT: Battlesuit [Armor +5; Extras: Natural Weapon, 
  Obscure (Vision); Power Stunt: Darkvision; Flaw: Device; 
  Source: Super-Science; Cost: 3pp]   
  One of the most tragic figures in BATMAN'S life has to be 
  that of Andrea Beaumont. Andrea Beaumont was Bruce's 
  first true love. After a chance meeting, their relationship 
  began to bloom, so much so that Bruce started to doubt 
  himself and "The Plan" he had for his life. Bruce never 
  counted on being happy, and Andrea Beaumont was doing 
  just that, therefore throwing a wrench into Bruce's plan. 
  After consideration, the changed the plan and proposed to 
  her. 
  Andrea Beaumont was the only daughter of a rich Gotha-
  mite business man, Carl Beaumont, who had ties to the 
  mob. When a deal with his mob connections went sour, he 
  was forced to go on the lam, with his daughter in tow. She 
  was forced to break the engagement between her and 
  Bruce in order to avoid a brutal death. This threw Bruce 
  into despair, and drove him to follow his plan even more, 
  and become the Dark Knight.  
  Years later, she would return to GOTHAM to "clean up loose 
  ends", but little did BATMAN know she returned in the form 
  of the ruthless killing machine, the PHANTASM. Her main 
  drive for vengeance was the death of her father and the 
  destruction of her relationship with Bruce. Her quest for 
  vengeance would end in a bloody showdown between her-
  self and the JOKER, the man responsible for the death of 
  her father. She was presumed dead, but left GOTHAM to 
  start over, but she can never forget her old life, or her 
  love… Bruce Wayne. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/heroes/phantasm/ 
   
  POISON IVY 
  PL: 11; Init +2 (+2 DEX); Defense 16/13 (+3 
  Base, +2 DEX, +1 Dodge); Attack +9 Melee 
  (+8 Base, +1 STR), +10 Ranged (+2 DEX); SV 
  DMG +3, Fort +3, Ref +2, Will +4 (+2 Iron 
  Will); STR 12, DEX 14, CON 16, INT 15, WIS 14, 
  CHA 16  
  SKILLS: Bluff +8, Diplomacy +11, Science 
  (Biology, Chemistry) +10, Sense Motive +5, 
  Taunt +6  
  FEATS: Attractive, Dodge, Immunity (Poison), 
  Iron Will, Skill Focus (Science: Botany)  
  POWERS: Plant Control +8 [Source: Mutation; 
  Cost: 2pp]  
  EQUIPMENT: (all Devices, Source: Super-Science) Poison 
  Lipstick [Suffocate +8; Extra: Duration: Continuous; 
  Source: Super-Science; Cost: 5pp], Mind Control Lipstick 
  [Mind Control +7; Flaw: Restricted-Touch; Cost: 1pp]  
  Pamela Lillian Isley was a well-known and highly successful 
  botanist, in the employ of a cosmetics company developing 
  new fragrances. After learning she had a hyperactive im-
  mune system that caused her body to reject any infection, 
  poison, or outside contamination, she donned the guise of 
  "POISON IVY" and began a career of crime.  When she sees 
  then DA Harvey Dent destroy an endangered plant during 
  the ground-breaking ceremony for STONE GATE PRISON, he 
  becomes the first object of her evil affections. After almost 
  killing Dent with her poisonous lipstick, she is apprehended 
  by BATMAN. This incident with Dent causes a great rift be-
  tween IVY and TWO FACE, who has a great animosity to-
  ward her. She is known to have an occasional partner-
  ship/friendship with HARLEY QUINN. She is not liked by the 
  various members of the rogues gallery, but is greatly re-
  spected. 
  Those who spurn or commit acts that harm plant life or the 
  environment become the object of the evil affections of 
  POISON IVY. She can be incredibly seductive, her crimes 
  often targeted toward wealthy men. She is known to use 
  poison perfumes and lipstick as well as plant creatures of 
  her own design.   
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/ivy/  
   
  
  ...DC ANIMATED UNIVERSE 
  PAGE  34 
  he has to choose a male to marry her that is worthy of 
  becoming ruler of his vast empire. Ra's proves his re-
  sourcefulness to BATMAN by meeting the "Detective" as he 
  calls him, in his own Batcave confirming that he knows his 
  secret. Upon implementing many tests to prove whether 
  BATMAN was worthy of becoming his successor, Ra's knew 
  immediately he had found the one. But BATMAN refused 
  numerous times, and thus Ra's believes that since he will 
  not be with him, they must be against each other, as ene-
  mies. He is highly sophisticated and can be quite hypnotic. 
  Ra's has returned many times after BATMAN thinks has foe 
  had perished.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/ras/  
   
  RIDDLER 
  PL: 10; Init +2 (+2 DEX); De-
  fense 17/15 (+5 Base, +2 DEX); 
  Attack +8 Melee (+8 Base), +10 
  Ranged (+2 DEX); SV DMG +1, 
  Fort +1, Ref +2, Will +5 (+3 Iron 
  Will); STR 11, DEX 14, CON 12, 
  INT 18, WIS 17, CHA 15  
  SKILLS: Bluff +13, Computers 
  +11, Craft (Electronics) +11, 
  Disable Device +13, Drive +6, 
  Forgery +13, Gather Information 
  +13, Innuendo +13, Knowledge 
  (Puzzles and Riddles) +11, Open 
  Lock +10, Profession (Game De-
  signer) +11, Repair +13, Sense 
  Motive +13, Sleight of Hand +7, 
  Spot +13, Taunt +12  
  FEATS: Assessment, Iron Will, Minions (Loyalty Score: 14), 
  Photographic Memory, Talented (Computers and Knowl-
  edge: Puzzles and Riddles)  
  EQUIPMENT: (all Devices, Source: Super-Science) Gadget 
  +10 [Cost: 1pp], Question Mark Cane [Weapon +2S 
  (Melee); Cost: 2pp] 
  DESIGN NOTES:  
  • RIDDLER is 2pp over PL10.  
  • RIDDLER'S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:2. 
  Edward Nygma was a computer and electronics genius who 
  had been fascinated with puzzles and riddles since child-
  hood. Extremely intelligent and a bit odd, Nygma's obses-
  sions and love for committing crimes led him to don the 
  guise of the RIDDLER. Edward's transformation allows him 
  to lose all sense of reality. He needs to be the RIDDLER to 
  truly express the real Edward Nygma, in turn completely 
  separating himself from any normalcy he once had. The 
  RIDDLER uses a vast array of computer and electronic giz-
  mos in his arsenal, but is best known for the lethal use of 
  his "Question Mark" cane. It is his trademark. When his 
  plans are ultimately foiled by BATMAN, the RIDDLER'S ha-
  tred turns to an obsession to outwit and ultimately destroy 
  BATMAN. His hatred is fueled by the surprising intellect 
  BATMAN possesses, which leads to his solving of Edward's 
  riddles. His twisted mind is only concerned with creating 
  the ultimate riddle-related crime, which BATMAN can never 
  solve.  
  RA’S AL GHUL 
  PL: 13; Init +7 (+3 DEX, +4 Improved 
  Initiative); Defense 19/15 (+5 Base, +3 
  DEX, +1 Dodge); Attack +11 Melee (+9 
  Base, +2 STR), +12 Ranged (+3 DEX); SV 
  DMG +10 (+2 Toughness, +5 Super-CON.), 
  Fort +8 (+5 Super-CON.), Ref +6 (+3 
  Lightning Reflexes) , Will +6 (+2 Iron 
  Will); STR 14, DEX 16, CON 16, INT 17, WIS 
  18, CHA 18  
  SKILLS: Bluff +14, Computers +13, Con-
  centration +12, Diplomacy +17, Escape 
  Artist +8, Gather Information +14, Handle 
  Animal +9, Innuendo +9, Intimidate +14, 
  Knowledge (History, Law, Politics) +13, 
  Languages 
  (Arabic, 
  English, 
  Spanish, 
  Choose 3 more), Listen +9, Medicine +9, Pilot +8, Profes-
  sion (Businessman) +14, Repair +13, Ride +7, Science 
  (Biology, Botany, Ecology) +13, Search +10, Sense Motive 
  +14, Spot +9, Survival +9  
  FEATS: Accurate Attack, Assessment, Attack Finesse, Con-
  nected, Dodge, Endurance, Expertise, Great Fortitude, 
  Headquarters, Immunity (Aging), Improved Disarm, Im-
  proved Initiative, Indomitable Will, Inspire, Iron Will, Lead-
  ership, Lightning Reflexes, Minions (Loyalty Score: 25), 
  Stunning Attack, Toughness  
  POWERS: Super-Constitution +5 [Extra: Super-Intelligence; 
  Source: Training; Cost: 5pp]  
  DESIGN NOTES:  
  • RA'S AL GHUL'S Skills were bought using the Errata Op-
  tion "Reduced Skill Costs" at 1:3.  
  • RA'S AL GHUL must use the Lazarus Pit routinely to 
  maintain his advanced age, but since he has ready ac-
  cess to it (and apparently can reproduce it fairly quickly) 
  it is not truly a weakness. 
  RA'S AL GHUL is the single most mysterious and cunning of 
  BATMAN'S foes. He does not associate with the criminally 
  insane group of the rogues gallery. RA'S AL GHUL is a 
  criminal like no other. No one knows exactly when he was 
  born, but he claims to have been alive for over 600 years. 
  His name translated means "The Demon's Head."   
  Ra's heads a worldwide criminal organization, whose mis-
  sion is to purify a polluted planet, and restore nature to the 
  dominion abridged by the human race, ultimately creating 
  a better world where he would rule. One of the major or-
  ganizations he leads is "The Society of Shadows", lead by 
  Count Vertigo. He will use whatever means and force nec-
  essary to achieve his twisted vision of a new utopian soci-
  ety. Ra's is always accompanied by his faithful bodyguard, 
  UBU. His madness originates in the unique power source 
  which maintains his body's appearance, The Lazarus Pit. It 
  is a substance of unknown elements which replenishes the 
  body, like a fountain of youth. The side affects however are 
  spells of sheer madness. Being addicted to this substance 
  for so long has dried any bit of morals and values for RA'S 
  AL GHUL. He views himself as above any preset laws which 
  are governed by mankind. He has many followers, and 
  heads a cult like organization filled with men who will do 
  his bidding. He is extremely dangerous and cunning.   
  His interest in BATMAN arose when he felt the Lazarus Pits 
  affect was dwindling. Ra's feels he needs a male to be his 
  successor. Since his only offspring is his daughter TALIA, 
  
  DC ANIMATED UNIVERSE... 
  PAGE  35 
  SHADE  
  PL: 12; Init +2 (+2 DEX); Defense 16/13 
  (+3 Base, +2 DEX, +1 Dodge); Attack +6 
  Melee (+5 Base, +1 STR), +7 Ranged (+2 
  DEX, +1 Attack Focus: Nightstick); SV 
  DMG +3, Fort +3, Ref +2, Will +4 (+2 
  Iron Will); STR 12, DEX 15, CON 16, INT 
  16, WIS 18, CHA 15  
  SKILLS: Bluff +9, Concentration +14, 
  Disable Device +9, Hide +12, Move Si-
  lently +12  
  FEATS: Attack Focus (Nightstick), Blind-
  Fight, Darkvision, Dodge, Iron Will, Sur-
  prise Attack  
  EQUIPMENT: 
  Nightstick 
  [Obscure 
  +12 
  (Vision), Extras: Create Object: "Dark 
  Matter" (Animate Object), Stun, Suffocate; Flaws: Device; 
  Source: Mystical; Cost: 6 pp] 
  The SHADE’S true origin and nature of his powers are as 
  yet unrevealed; it’s assumed that his Nightstick is powered 
  by magic.  He joined LUTHOR’S INJUSTICE LEAGUE and a 
  similar group started by ARESIA, his motivation apparently 
  to make money.  
  IMAGE SOURCE: 
  http://users.ev1.net/~kryptcom/justiceleague/shade.gif 
   
  SINESTRO 
  PL: 13; Init +3 (+3 DEX); Defense 
  18/15 (+5 Base, +3 DEX); Attack +7 
  Melee (+4 Base, +3 STR), +9 Ranged 
  (+3 DEX, +1 Point Blank Shot, +1 At-
  tack Focus: Power Ring); SV DMG +2, 
  Fort +2, Ref +3, Will +6 (+2 Iron Will); 
  STR 16, DEX 17, CON 15, INT 14, WIS 18, 
  CHA 12  
  SKILLS: Acrobatics +8, Concentration 
  +10, Intimidation +8, Search +8, Spot 
  +9  
  FEATS: Aerial Combat, All-Out Attack, 
  Attack Focus (Power Ring), Far Shot, 
  Iron Will, Point Blank Shot   
  EQUIPMENT: Power Ring [Light Control 
  +10, 
  Extras: 
  Energy 
  Shapes 
  (Shapeable), Flight, Force Field (Affects 
  Others, Area), Immunity (Cold, Heat, Pressure, Radiation, 
  Suffocation), Telekinesis; Power Stunts: Energy Blast, 
  Space Flight, Super Flight; Flaws: Device; Cost: 10 
  pp/rank]   
  SINESTRO is the mortal enemy of the GREEN LANTERN. After 
  being deemed unfit to wield the power of the GREEN LAN-
  TERN'S ring by the GUARDIANS OF THE UNIVERSE, SINESTRO 
  vowed revenge to destroy the GREEN LANTERN CORP. He 
  comes from the far away universe of "QWARD" and uses his 
  yellow power ring to spread his evil throughout the galaxy. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/sinestro 
   
  SOLOMON GRUNDY  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/riddler/ 
   
  SCARECROW 
  PL: 10; Init +2 (+2 DEX); Defense 
  16/14 (+4 Base, +2 DEX); Attack +8 
  Melee (+8 Base, +0 STR), +10 
  Ranged (+2 DEX); SV DMG +1, Fort 
  +1, Ref +2, Will +4 (+2 Iron Will); 
  STR 11, DEX 14, CON 13, INT 18, WIS 
  15, CHA 16  
  SKILLS: Bluff +8, Computers +13, 
  Concentration +5, Diplomacy +4, 
  Gather Information +6, Intimidation 
  +13, Medicine +3, Profession 
  (Professor) +13, Repair +5, Science 
  (Chemistry, Psychology) +11, Sense 
  Motive +7, Taunt +8  
  FEATS: Iron Will, Minions (Loyalty 
  Score: 16), Talented (Science: 
  Chemistry and Science: Psychology)  
  EQUIPMENT: (all Devices, all Source: Super-Science) Fear 
  Gas [Mind Control +10; Extras: Area; Flaw: Limited-Cause 
  Fear; Cost: 1pp], Gadgets +10 [Cost: 1pp], Staff [Weapon 
  +2S (Melee); Cost: 1pp] 
  DESIGN NOTES:  
  • SCARECROW is 5 points over PL10. 
  Jonathan Crane became interested in the study of human 
  fears  and  phobias  from  childhood.  Nicknamed  the 
  "SCARECROW" as a teenager, Crane was bullied and chas-
  tised for his scrawny appearance. The boys would call him 
  Ichabod Crane, for his resemblance to the fictional charac-
  ter. Crane loved the character, except when he came upon 
  the part where Ichabod is disgraced by his nemesis. He 
  was outraged by the fear that overwhelmed Ichabod and 
  swore to never expose his fears to a bully.   
  Crane was a Professor of Psychology at Gotham State Uni-
  versity until his experiments in fear became too dangerous. 
  He lost his job due to his obsession with inspiring terror in 
  his patients and students. Crane turned to a life of evil and 
  used various drugs, chemicals, devices, and his expertise 
  in psychology to terrify whoever crossed his path. He took 
  the name "SCARECROW" which the bullies gave him as a 
  boy, and would use it to become one of the most feared 
  criminals in GOTHAM.   
  The Scarecrow has been known to pollute GOTHAM'S water 
  supply with his fear toxins, infect professional athletes with 
  his chemicals, then bet against their teams for the money 
  to fund his evil experiments. He even had one of his 
  henchmen spray BATMAN with his toxin, in the hope of 
  driving him mad with fear. A sick and twisted man, his 
  ultimate goal of crippling Gotham State University was 
  foiled by BATMAN. He was sentenced to Arkham Asylum 
  where he became even more dangerous by gaining crimi-
  nal contacts with the likes of the MAD HATTER, who shares 
  a sick interest in various types of mind control. These con-
  tacts would aid him in his quest to bring GOTHAM to it's 
  knees with fear. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/scarecrow  
   
  
  ...DC ANIMATED UNIVERSE 
  PAGE  36 
  • Special Thanks to Steve Kenson on the design of the 
  GREEN LANTERN Power Ring, which is the basis of SAP-
  PHIRE'S Power Sapphire. 
  Almost nothing is known about the woman known as STAR 
  SAPPHIRE.  She joined LUTHOR’S INJUSTICE LEAGUE and 
  another similar team started by ARESIA, apparently to 
  make some money.   
   
  STEPPENWOLF 
  PL: 17; Init +3 (+3 DEX); Defense 
  18/14 (+4 Base, +3 DEX, +1 Dodge); 
  Attack +10 Melee (+6 Base, +4 STR), 
  +9 Ranged (+3 DEX); SV DMG +14 
  (+10 Super-CON), Fort +14 (+10 Su-
  per-CON), Ref +3, Will +0; STR 18, DEX 
  16, CON 18, INT 16, WIS 10, CHA 14  
  SKILLS: Acrobatics +8, Climb +9, Han-
  dle Animal +9, Hide +11, Intimidate 
  +10, Listen +8, Move Silently +11, Pilot 
  +11, Profession (General, Hunter) +10, 
  Search +11, Sense Motive +8, Spot +8, 
  Survival +8  
  FEATS: All-Out Attack, Attack Focus 
  (Energy 
  Sword), 
  Dodge, 
  Durability, 
  Endurance, Immunity (Aging, Disease), 
  Improved Critical, Improved Grapple, 
  Improved Trip, Power Attack, Surprise 
  Strike, Takedown Attack, Track 
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +5 [Source: Alien; Cost: 4pp]  
  EQUIPMENT: Energy Sword [Weapon +5L; Flaw: Device; 
  Source: Super-Science; Cost: 1pp] 
  STEPPENWOLF is the uncle of DARKSEID and has served as 
  the leader of the PARADEMONS and Apokolips' military since 
  before DARKSEID'S birth. He is as sinister and untrust-
  worthy as he is evil. While he has tried revolting against 
  DARKSEID, he is currently a loyal servant in his nephews 
  battle against SUPERMAN and the NEW GODS.  
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  STOMPA 
  PL: 10; Init +3 (+3 DEX); Defense 
  18/15 (+5 Base, +3 DEX); Attack 
  +9 Melee (+5 Base, +4 STR), +8 
  Ranged (+3 DEX); SV DMG +14 
  (+10 Super-CON), Fort +14 (+10 
  Super-CON), Ref +3, Will +0; STR 
  18, DEX 16, CON 18, INT 12, WIS 10, 
  CHA 14  
  SKILLS: Intimidate +12, Jump +11, 
  Taunt +8  
  FEATS: All-Out Attack, Durability, 
  Immunity (Aging, Disease), Im-
  proved Critical, Power Attack, Sur-
  prise Strike 
  POWERS: Super-Constitution +10 
  [Source: Alien; Cost: 4pp], Super-
  Strength +5 [Source: Alien; Cost: 
  PL: 14; Init +1 (+1 DEX); 
  Defense 15/14 (+4 Base, +1 
  DEX); Attack +9 Melee (+5 
  Base, +4 STR), +6 Ranged 
  (+1 DEX); SV DMG +17 (+13 
  Super-CON), Fort +17 (+13 
  Super-CON), Ref +1, Will +1; 
  STR 18, DEX 12, CON 18, INT 
  8, WIS 12, CHA 14  
  SKILLS: 
  Intimidate 
  +11, 
  Jump +9  
  FEATS: All-Out Attack, Dura-
  bility, Endurance, Immunity 
  (Aging, Critical Hits, Exhaus-
  tion, 
  Pressure, 
  Starvation, 
  Suffocation), Improved Criti-
  cal, 
  Improved 
  Grapple, 
  Move-By Attack, Power At-
  tack, Takedown Attack  
  POWERS: Growth +3 [Extras: Permanent; Flaws: Limited: 
  Doesn't add to Strength; Source: Mystical; Cost: 7pp], 
  Protection +7 [Extras: Regeneration; Source: Mystical; 
  Cost: 
  3pp], 
  Super-Strength 
  +13 
  [Extras: 
  Super-
  Constitution; Source: Mystical; Cost: 7pp]  
  WEAKNESS: Disturbing 
  SOLOMON GRUNDY was once Cyrus Gold, a one time hood 
  who was betrayed by his partners and murdered.  They 
  dumped his body in a swamp rumored to have mystical 
  properties; decades later, for reasons unknown, Gold was 
  raised again as a zombie.  Still retaining some of his for-
  mer life's' virtues, he had a great desire for money.  As 
  such, he was recruited into both ARESIA'S and LEX LUTHOR-
  THOR’S Injustice Gangs.  He would later team up with 
  AQUAMAN and DOCTOR FATE to battle the demonic creature 
  Ichthultu, on the promise that FATE could restore his 
  soul.  During the ensuing battle, however, he was killed by 
  the creature, effectively dying a hero.  Being a zombie, 
  though, we may not have seen the last of him. 
   
  STAR SAPPHIRE 
  PL: 13; Init +3 (+3 DEX); Defense 17/13 (+3 Base, +3 
  DEX, +1 Dodge); Attack +6 Melee (+5 Base, +1 STR), +10 
  Ranged (+3 DEX +1 Point Blank Shot, +1 Attack Focus: 
  Power Sapphire); SV DMG +3, Fort +5 (+2 Great Fort.), 
  Ref +3, Will +5 (+2 Iron Will); STR 12, DEX 16, CON 16, INT 
  14, WIS 16, CHA 16 
  SKILLS: Acrobatics +8, Bluff +8, Concentra-
  tion +8, Taunt +8 
  FEATS: Accurate Attack, Aerial Combat, 
  Attack Focus (Power Sapphire), Attractive, 
  Dodge, Far Shot, Great Fortitude, Iron Will, 
  Move-By Attack, Point Blank Shot, Precise 
  Shot, Rapid Shot 
  EQUIPMENT: Power Sapphire [Light Control 
  +10, Extras: Energy Shapes (Shapeable), 
  Flight, Force Field (Affects Others, Area), 
  Immunity (Cold, Heat, Pressure, Radiation, 
  Suffocation), Telekinesis; Power Stunts: 
  Energy Blast, Space Flight, Super Flight; 
  Flaws: Device; Cost: 10 pp/rank] 
  DESIGN NOTES: 
  
  DC ANIMATED UNIVERSE... 
  PAGE  37 
  DEX); Attack +6 Melee (+6 Base, +1 STR), 
  +7 Ranged (+1 DEX); SV DMG +2, Fort +2, 
  Ref +1, Will +3; STR 10, DEX 12, CON 14, 
  INT 18, WIS 16, CHA 12  
  SKILLS: Bluff +6, Computers +12, Craft 
  (Electronics, Mechanics) +12,  Demolitions 
  +12, Disable Device +12, Hide +9, Open 
  Lock +9, Profession (Toy Designer) +12, 
  Repair +12, Search +9, Spot +8, Taunt +6 
  FEATS: Assessment, Surprise Attack, Tal-
  ented (Craft: Electronics and Profession: 
  Toy Designer)   
  EQUIPMENT: (all Devices, Source: Super-
  Science) Dangerous Toys (X2) [Gadget 
  +12; Cost: 1pp], “Play Suit” [Armor +7; 
  Cost: 1pp]  
  Hiding behind an unchanging doll's mask, Winslow Schott, 
  a.k.a. the TOYMAN, is one of the deadliest assassins in the 
  world. Charging a million dollars a hit, TOYMAN employs an 
  arsenal of innocent-looking but deadly toys to take out his 
  victims. Acid-squirting water guns, radio-controlled gre-
  nade cars and Derringer-toting Jack-in-the Boxes have all 
  been used by this sicko at one time or another to eliminate 
  his prey.  
  Originally the son of a gentle old toymaker, young Winslow 
  led a happy life in his father's old-fashioned toy shop. But 
  the shop was funded by Bruno "Ugly" Mannheim, who used 
  it, against the old toymaker's protests, as a front for his 
  numbers ring. When the shop was busted, Mannheim 
  skipped out, leaving old Mr. Schott to take the rap. Sen-
  tenced to prison, the old man died in jail as young Winslow 
  was bounced from foster home to foster home, "the little 
  broken toy nobody loved." This turned Winslow cold and 
  hateful. Adopting the identity of TOYMAN, the villain now 
  seeks justice for his unhappy childhood by bringing misery 
  to innocent people with his deadly toys. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/toyman/ 
   
  TSUKURI 
  PL: 11; Init +10 (+3 DEX, +4 Imp. Init., +3 
  Super-DEX); Defense 22/15 (+5 Base, +3 DEX, 
  +1 Dodge, +3 Super-DEX); Attack +11 Melee 
  (+8 Base, +2 STR, +1 Attack Focus: Ninja-to), 
  +11 Ranged (+3 DEX); SV DMG +2 , Fort +2, 
  Ref +6 (+3 Super-DEX), Will +1; STR 14, DEX 
  17, CON 15, INT 12, WIS 13, CHA 15 
  SKILLS: Acrobatics +12, Balance +12, Climb 
  +7, Disable Device +6, Escape Artists +12, 
  Hide +12, Jump +7, Move Silently +12, Open 
  Lock +12, Pilot +12, Spot +6 
  FEATS: Accurate Attack, All-Out Attack, Attack 
  Finesse, Attack Focus (Ninja-to), Dodge, Eva-
  sion, Improved Initiative, Instant Stand, Move-
  By Attack, Rapid Strike, Surprise Strike 
  POWERS: Super-Dexterity +3 [Source: Train-
  ing; Cost: 4pp] 
  EQUIPMENT: (all Devices, all Source: Super-Science) Ninja-
  to [Weapon +5L (Melee); Extra: Deflection; Cost: 2pp], 
  Armor [Armor +4; Cost: 1pp]  
  4pp]  
  EQUIPMENT: Heavy Matter Boots [Strike +5S; Flaw: De-
  vice; Source: Super-Science; Cost: 1pp] 
  STOMPA is another member of the FEMALE FURIES. She is a 
  behemoth of a woman whose heavy matter boots can 
  crush nearly anything in her path, perhaps even the Man of 
  Steel, SUPERMAN. 
  IMAGE SOURCE AND INFO SOURCE: http://www.batman-
  superman.com/superman /cmp/index.html 
   
  TALIA  
  PL: 12; Init +10 (+3 DEX, +4 Improved Init, 
  +3 Super-DEX); Defense 23/16 (+6 Base, +3 
  DEX, +1 Dodge, +3 Super-DEX); Attack +10 
  Melee (+8 Base, +2 STR), +12 Ranged (+3 
  DEX, +1 Point Blank Shot); SV DMG +5 (+2 
  Toughness), Fort +5 (+2 Great Fort.), Ref 
  +6 (+3 Super-DEX), Will +4 (+2 Iron Will); 
  STR 14, DEX 17, CON 16, INT 16, WIS 14, CHA 
  16  
  SKILLS: Acrobatics +12, Bluff +8, Computers 
  +8, Concentration +7, Diplomacy +8, Dis-
  able Device +8, Drive +9, Gather Informa-
  tion +8, Innuendo +8, Knowledge (History, 
  Law, Politics) +11, Languages (Arabic, Eng-
  lish), Move Silently +9, Open Lock +9, Pilot 
  +9, Repair +8, Ride +9, Science (Biology, 
  Botany, Ecology), Search +8, Sense Motive 
  +8, Spot +8, Survival +8  
  FEATS: Accurate Attack, Attack Finesse, Attractive, Con-
  nected, Dodge, Expertise, Great Fortitude, Improved Dis-
  arm, Improved Initiative, Indomitable Will, Instant Stand, 
  Iron Will, Point Blank Shot, Rapid Shot, Stunning Attack, 
  Toughness  
  POWERS: Super-Dexterity +3 [Source: Training; Cost: 4pp]  
  DESIGN NOTES:  
  • TALIA’S Skills were bought using the Errata Option 
  "Reduced Skill Costs" at 1:2.  
  Daughter of RA'S AL GHUL, it can be truly said that TALIA is 
  as mysterious as her father. TALIA has devoted her life to 
  aiding her father’s crusade to purify the planet. She finds 
  herself completely in love with BATMAN, and unlike BAT-
  MAN'S other admirers, she cares for both him and Bruce 
  Wayne. This poses a great dilemma to TALIA, as Batman 
  defies everything RA'S AL GHUL stands for, and has sworn 
  to fight his global terrorism. Part of TALIA'S lack of loyalty 
  toward her father can be attributed to the fact that he ad-
  mittedly does not treat her with the same respect that he 
  would if he had a son. To RA'S AL GHUL only a son is wor-
  thy of succeeding him and leading his organization. With all 
  that aside TALIA still finds herself drawn to her father, and 
  many times has betrayed her beloved BATMAN in order to 
  aid her father. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/villains/talia/ 
   
  TOYMAN 
  PL: 12; Init +1 (+1 DEX); Defense 16/15 (+5 Base, +1 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  38 
  ULTRA-HUMANITE  
  PL: 14; Init +3 (+3 DEX); De-
  fense 17/13 (+3 Base, +3 DEX, 
  +1 Dodge); Attack +8 Melee (+4 
  Base, +4 STR), +7 Ranged (+3 
  DEX); SV DMG +11 (+8 Super-
  Con), Fort +11 (+8 Super-CON), 
  Ref +3, Will +10 (+8 Super-
  WIS); STR 18, DEX 16, CON 16, 
  INT 18, WIS 15, CHA 15  
  SKILLS: Acrobatics +10, Balance 
  +10, Bluff +10, Climb 15, Com-
  puters +15, Craft (Electronics) 
  +15, Disable Device +15, Gather 
  Information +12, Handle Animal 
  +6, Jump +15, Medicine +13, Move Silently +13, Repair 
  +15, Science (Biochemistry, Biology, Chemistry, Genetics, 
  Metallurgy, Physics) +15. Search +15, Spot +13, Taunt +7  
  FEATS: Ambidexterity, Assessment, Dodge, Extra-Limb 
  (Legs), Improved Grapple, Photographic Memory, Surprise 
  Strike  
  POWERS: Super-Strength +8 [Extras: Super-Constitution, 
  Super-Intelligence, 
  Super-Wisdom; 
  Source: 
  Mutation, 
  Cost: 10pp]  
  EQUIPMENT: Gadget +12 [Source: Super-Science; Cost: 
  1pp]  
  WEAKNESS: Disturbing 
  DESIGN NOTES:  
  • ULTRA-HUMANITE'S Skills were purchased using the Er-
  rata Option "Reduced Skill Cost" at 1:2. 
  Virtually nothing is known about the brilliant ape, ULTRA-
  HUMANITE.  A brilliant scientist, he was recruited by LEX 
  LUTHOR into the INJUSTICE GANG after aiding him in escap-
  ing prison. 
   
  VANDAL SAVAGE 
  PL: 14; Init +3; Defense 18/14 (+4 Base, 
  +3 DEX, +1 Dodge); Attack +8 Melee (+5 
  Base, +3 STR), +9 Ranged (+3 DEX, +1 
  Point Blank Shot); SV DMG +12 (+8 Super-
  CON), Fort +12 (+8 Super-CON), Ref +3, 
  Will +2; STR 16, DEX 16, CON 18, INT 17, 
  WIS 15, CHA 16  
  SKILLS: Bluff +11, Computers +8, Concen-
  tration +10, Craft (Electronics) +11, Diplo-
  macy +15, Gather Information +13, Innu-
  endo +11, Intimidate +13, Knowledge 
  (History, Politics) +15, Languages (Choose 
  5), Listen +7, Medicine +5, Move Silently 
  +8, Profession (Political Leader), Repair 
  +11, Ride +8, Science (Biology, Chemis-
  try, Physics) +13, Search +8, Sense Mo-
  tive +12, Spot +10, Survival +10  
  FEATS: All-Out Attack, Assessment, Connected, Dodge, 
  Durability, Immunity (Aging), Improved Critical, Indomita-
  ble Will, Inspire, Leadership, Minions (Loyalty Score: 22), 
  Point Blank Shot, Power Attack, Rapid Healing  
  POWERS: Comprehend +3 [Source: Training, Cost: 2pp]  
  Super-Constitution +8 [Source: Mutation; Power Stunt: 
  Regeneration (Extra: Back from the Brink); Cost: 4pp] 
  DESIGN NOTES:  
  • TSUKURI is 5pp over PL11 
  Almost nothing is known about the woman known as TSU-
  KURI.  She joined LUTHOR’S INJUSTICE LEAGUE and another 
  similar  team  started  by  ARESIA,  apparently  to  make 
  money.   
  IMAGE SOURCE: http://jl.toonzone.net/tsukuri/tsukuri.htm 
   
  TWO-FACE 
  PL: 10; Init +2 (+2 DEX); De-
  fense 15/13 (+3 Base, +2 
  DEX); Attack +9 Melee (+6 
  Base, +3 STR), +8 Ranged (+2 
  DEX); SV DMG +5 (+2 Tough-
  ness), 
  Fort 
  +5 
  (+2 
  Great 
  Fort.), Ref +2, Will +2; STR 16, 
  DEX 14, CON 16, INT 17, WIS 
  15, CHA 15  
  SKILLS: Bluff +12, Demolitions 
  +8, Diplomacy +9, Disable 
  Device +10, Drive +8, Forgery 
  +8, Gather Information +7, 
  Intimidate 
  +12, 
  Knowledge 
  (Law) +8, Open Locks +5, 
  Sense Motive +10, Spot +7, 
  Taunt +7  
  FEATS: All-Out Attack, Assessment, Great Fortitude, In-
  famy, Leadership, Minions (Loyalty Score: 19), Point Blank 
  Shot, Quick Draw, Toughness  
  EQUIPMENT: (all Devices, Source: Super-Science) Gadgets 
  +9 [Cost: 1pp], Pistol [Weapon +5L (Ranged); Cost: 1pp]  
  WEAKNESS: Disturbing; Quirk (Split Personality): Although 
  the TWO-FACE personae is in control, the HARVEY DENT per-
  sonae will occasionally try to re-assert itself. 
  Once GOTHAM CITY'S distinguished District Attorney, Harvey 
  Dent was known as a true guardian of law and order. On 
  the cusp of apprehending mob boss Rupert Thorne, Thorne 
  learned of Dent's other side and knew if it was exploited it 
  could ruin Dent's career. When a fight ensued between 
  Dent and Thorne's men, a freak explosion destroyed the 
  left side of Dent's body. The trauma was powerful enough 
  to force his alternate personality to dominate, and left Har-
  vey in a state where right and wrong no longer held any 
  meaning.  He became TWO FACE.  
  Dent feels as though this is the way he was meant to be, 
  living in a world of chaos, without the order and justice he 
  once upheld and believed in. His world revolves around 
  chance; more importantly, the flip of his coin. It is no ordi-
  nary coin as it is double sided, clean on one side, and cov-
  ered by scars on the other. Every decision TWO FACE 
  makes falls on the flip of his coin. It is judge, jury and exe-
  cutioner. When the "Good Head" turns up, Harvey is in 
  control. When it's "Bad Head" surfaces, however, TWO 
  FACE shines and becomes more dominant than Harvey can 
  ever be. Yet there always seems to be a piece of Harvey 
  which is strong enough to linger within the mind of TWO 
  FACE when he is committing his ungodly acts.  
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/batman/bios/villains/dent/ 
   
  
  DC ANIMATED UNIVERSE... 
  PAGE  39 
  Ranged (+3 DEX, +1 Point Blank Shot, 
  +1 Attack Focus: Energy Blast); SV 
  DMG +4, Fort +4, Ref +3, Will +1; STR 
  14, DEX 16, CON 18, INT 12, WIS 12, 
  CHA 16  
  SKILLS: Acrobatics +11, Hide +11, 
  Intimidate +11, Move Silently +11, 
  Search +5, Spot +6, Taunt +11  
  FEATS: Accurate Attack, Aerial Combat, 
  Attack Finesse, Attack Focus (Energy 
  Blast), Attractive, Dodge, Endurance, 
  Immunity (Heat), Improved Critical, 
  Move-By Attack, Point Blank Shot, 
  Power Attack, Power Immunity, Precise 
  Shot, Rapid Shot  
  POWERS: Energy Control (Fire) +13 
  [Extras: Deflection, Energy Field, Flight; Source: Mutation; 
  Cost: 5pp] 
  As a teenager, Claire showed an aptitude for pyrokinesis -- 
  the ability to start fires with one's mind. Her parents sent 
  her to METROPOLIS'S Center for Paranormal Studies so that 
  she could learn to control and develop her power, but she 
  was soon spirited away by government agents who had big 
  plans for her. According to the director of the Center, the 
  agents "stripped away her past, code-named her VOLCANA, 
  and tried their hardest to turn her into a living weapon."  
  But VOLCANA wouldn't go along with the plan. She escaped 
  from the agents, became a hunted fugitive and survived 
  the only way she could: by stealing. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/volcana 
   
  WEATHER WIZARD 
  PL: 10; Init +2 (+2 DEX); Defense 17/15 
  (+5 Base, +2 DEX); Attack +6 Melee 
  (+5Base, +1 STR), +7 Ranged (+2 DEX); 
  SV DMG +2, Fort +2, Ref +2, Will +4 (+2 
  Iron Will); STR 13, DEX 14, CON 14, INT 
  18, WIS 14, CHA 13  
  SKILLS: Bluff +9, Computer +9, Craft 
  (Electronics) +13, Intimidate +8, Repair 
  +9, Science (Meteorology) +13 
  FEATS: Iron Will, Surprise Attack, Tal-
  ented (Craft: Electronics & Science: Mete-
  orology)   
  EQUIPMENT: 
  Weather-Control 
  Wand 
  [Weather Control +10; Extras: Air Con-
  trol, Fog, Lightning; Flaw: Device; Cost: 
  5pp]  
  Mark Marten is the FLASH'S enemy from CENTRAL CITY, the 
  WEATHER WIZARD. Marten decided to seize the moment 
  during the charity race between SUPERMAN and the FLASH, 
  by holding METROPOLIS hostage using his high-tech weather 
  devices of mass destruction. He was quickly defeated 
  thanks to help from his brother, SUPERMAN, & the FLASH. 
  He's now back in CENTRAL CITY. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/superman/bios/villains/wizard/ 
   
  EQUIPMENT: Gadget +10 [Flaw: Device; Cost: 1pp]  
  DESIGN NOTES:  
  • Vandal Savage’s Skills were bought using the Errata Op-
  tion "Reduced Skill Costs" at 1:3.  
  Virtually immortal, VANDAL SAVAGE is a powerful and mys-
  terious figure.  He has secretly influenced history since the 
  dawn of time. Adopting a new identity every hundred 
  years, Savage has conquered countless civilizations. He 
  was Ghengis Khan. He was Vlad the Impaler. He was Sta-
  lin. Knowing that every dictator will eventually fall, VANDAL 
  SAVAGE periodically fakes his own death, then assumes a 
  new identity, renewing his endless quest for power. 
  IMAGE AND INFO SOURCE:  
  http://jl.toonzone.net/savage/savage.htm 
   
  THE VENTRILOQUIST 
  PL: 10; Init +1 (+1 DEX); Defense 
  16/15 (+5 Base, +1 DEX); Attack +7 
  Melee (+7 Base, +0 STR), +10 Ranged 
  (+1 DEX, +1 Point Blank Shot, +1 At-
  tack Focus: “SCARFACE”); SV DMG +2, 
  Fort +2, Ref +1, Will +1; STR 10, DEX 
  12, CON 15, INT 16, WIS 13, CHA 12  
  SKILLS: Bluff +13, Hide +11, Intimidate 
  +13, Move Silently +8, Repair +8, 
  Search +8, Sense Motive +11, Spot +8, 
  Taunt +13  
  FEATS: All-Out Attack, Attack Focus 
  (“SCARFACE”), Inspire, Leadership, Min-
  ions (Loyalty Score: 17), Point Blank 
  Shot, Power Attack, Quick Draw, Rapid 
  Shot, Surprise Strike  
  SPECIAL: When the Arnold Wesker personae is in control, 
  VENTRILOQUIST loses Feats: Minions, Inspire, Leadership 
  and Skills: Bluff, Intimidate, Taunt 
  EQUIPMENT: (all Devices, all Source: Super-Science) 
  Gadget 
  +6 
  [Cost: 1pp], 
  “SCARFACE” [Weapon +5L 
  (Ranged); Cost: 1pp]  
  WEAKNESS: Quirk (Split Personality) 
  Arnold Wesker looks like a quiet, peaceful, mild mannered 
  older man, but in the company of his other personality, 
  SCARFACE, he is a vicious ruthless criminal. As a schizo-
  phrenic, SCARFACE is a dummy who is made to look like a 
  mafia type boss with a scar on his right cheek. SCARFACE is 
  the dominant personality, with the Ventriloquist only able 
  to emerge briefly, until SCARFACE demeans his alter ego. 
  Upon meeting with BATMAN, the VENTRILOQUIST/SCARFACE 
  is housed in Arkham Asylum. Through therapy Arnold has 
  tried to rid his mind of SCARFACE, going so far as to take up 
  a less dangerous puppet in "Socko." Somehow, SCARFACE 
  breaks through the Ventriloquist's mind and forces Arnold 
  to do his bidding. 
  IMAGE AND INFO SOURCE:  
  http://wf.toonzone.net/WF/batman/bios/villains/scarface/ 
   
  VOLCANA 
  PL: 13; Init +3 (+3 DEX); Defense 18/14 (+4 Base, +3 
  DEX, +1 Dodge); Attack +7 Melee (+5 Base, +2 STR), +10 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  40 
   
   
   
  
  DC ANIMATED UNIVERSE... 
  PAGE  41 
  APOKOLIPS   
  Long ago, the old gods met their end during a war that 
  resulted in the destruction of their world.  From this event 
  was created two planets: APOKOLIPS and NEW GENESIS.  
  APOKOLIPS developed into a vile and evil world ruled by the 
  despot DARKSIED.  Those who struggle to the top of the 
  heap can become his Elite Warriors.  DARKSIED’S foot-
  soldiers are humanoids and the demonic-looking creatures 
  known as PARADEMONS.  
   
  PARADEMONS  
  PL: 7; Init +2 (+2 DEX); Defense 
  16/13 (+3 Base, +2 DEX, +1 
  Dodge); Attack +8 Melee (+4 
  Base, +4 STR), +7 Ranged (+2 
  DEX, +1 Point Blank Shot); SV 
  DMG +7 (+3 Amazing Save), Fort 
  +7 (+3 Amazing Save), Ref +2, 
  Will -1; STR 18, DEX 14, CON 18, 
  INT 10, WIS 8, Cha 10  
  SKILLS: Acrobatics +7, Drive +7, 
  Intimidate +7, Pilot +7, Search 
  +7, Spot +7  
  FEATS: Aerial Attack, All-Out At-
  tack, Dodge, Endurance, Im-
  proved Grapple, Move-By Attack, 
  Point Blank Shot, Power Attack, 
  Takedown Attack  
  POWERS: Amazing Save (Damage) +3 [Extra: Amazing 
  Save (Fortitude); Source: Alien, Cost: 2pp], Flight +5 
  [Source: Alien, Cost: 2pp]  
  EQUIPMENT: Blaster Rifle [Weapon +8L (Ranged); Source: 
  Super-Science; Cost: 1pp]  
  WEAKNESS: Disturbing  
   
  DARKSEID’S ELITE WARRIORS  
  PL: 10; Init +3 (+3 DEX); Defense 17/13 
  (+4 Base, +3 DEX); Attack +8 Melee 
  (+4 Base, +8 STR), +7 Ranged (+3 
  DEX); SV DMG +14 (+10 Super-CON), 
  Fort +14 (+10 Super-CON), Ref +3, Will 
  +0; STR 18, DEX 16, CON 18, INT 12, WIS 
  10, CHA 14  
  SKILLS: Acrobatics +8, Bluff +7, Hide 
  +7, Intimidate +7, Move Silently +7, 
  Taunt +7 
  FEATS: All-Out Attack, Durability, Immu-
  nity (Aging, Disease), Improved Critical, 
  Power Attack, Surprise Strike  
  POWERS: 
  Super-Constitution 
  +10 
  [Source: Alien; Cost: 4pp], Super-Strength +5 [Source: 
  Alien; Cost: 4pp]  
  IMAGE SOURCE:  
  http://jl.toonzone.net/apokolips/apokolips.htm 
   
  ATLANTIS  
  ATLANTIS was once an ancient city of magic that was on an 
  island above water.  Some as yet unrevealed catastrophe 
  caused it to sink into the sea, where it’s population 
  adapted to life under the sea.  The city is now ruled by the 
  hero known as AQUAMAN and is protected by a group of 
  dedicated soldiers. 
   
  SOLDIER  
  PL: 5; Init +2 (+2 DEX); Defense 
  15/12 (+3 Base, +2 DEX); Attack +6 
  Melee (+3 Base, +3 STR), +5 Ranged 
  (+2 DEX); SV DMG +3, Fort +3, Ref 
  +2, Will +2; STR 16, DEX 14, CON 16, 
  INT 12, WIS 14, CHA 12  
  SKILLS: Acrobatics +4, Drive +5, Han-
  dle Animal +5, Hide +5, Ride +5, 
  Search +5, Spot +5, Survival +5, 
  Swim +6  
  FEATS: All-Out Attack, Amphibious, 
  Endurance, Underwater Combat 
  EQUIPMENT: 
  Spear 
  [Weapon 
  +4L 
  (Melee); Flaw: Device; Source: Super-
  Science; Cost: 1pp] 
  WEAKNESS: Susceptible (Out of water for more than six 
  hours). 
  • DESIGN NOTES:  
  • Its’ not clear if all Atlanteans can exist for short periods 
  of time on dry land like AQUAMAN.  This write-up as-
  sumes they can.  If this is not the case, then drop the 
  Weakness and delete the Amphibious Feat. 
  IMAGE SOURCE:  http://jl.toonzone.net/orm/orm.htm 
   
  GORILLA CITY 
  GORILLA CITY is located in a remote location in AFRICA where 
  apes developed sentient intelligence.  They fear the outside 
  world and prefer to remain separate from mankind.  The 
  city is protected by a pseudo-police and military force. 
   
  POLICE OFFICER/SOLDIER  
  PL: 7; Init +3 (+3 DEX); Defense 15/13 (+2 Base, +3 
  DEX); Attack +7 Melee (+3 Base, +4 STR), +6 Ranged (+3 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  42 
  DEX); SV DMG +7 (+3 Super-
  CON), Fort +7 (+3 Super-CON), 
  Ref +3, Will +1; STR 18, DEX 
  16, CON 16, INT 12, WIS 12, CHA 
  12  
  SKILLS: Acrobatics +6, Balance 
  +6, Climb +10, Drive +5, 
  Gather Information +4, Hide 
  +5, Intimidate +4, Jump +9, 
  Pilot +5, Profession (Police Offi-
  cer/Soldier) +4, Search +4, 
  Spot +4  
  FEATS: Accurate Attack, Ambi-
  dexterity, Extra Limb (Legs), 
  Improved Grapple 
  POWERS: Super-Strength +5 [Extra: Super-Constitution; 
  Source: -; Cost: 7pp]  
  EQUIPMENT: Blaster Pistol [Weapon +5S (Ranged); Flaw: 
  Device; Source: Super-Science; Cost: 1pp] 
  IMAGE SOURCE:  http://jl.toonzone.net/solovar/solovar.htm 
   
  GREEN LANTERN CORPS  
  Eons ago the people of OA developed into virtual gods.  
  They dedicated themselves to seeing the universe pro-
  tected from chaos and decided to do something.  They first 
  developed robots called MANHUNTERS to maintain order; 
  but these creations couldn’t understand the grays’ of right 
  and wrong.  They were retired to lesser work (from which 
  they would later rebel), and the GUARDIANS created the 
  GREEN LANTERN CORP.  The CORP, which is composed of 
  sentient life-forms from across the universe, operated al-
  most independently on thousands of worlds. 
   
  GUARDIANS 
  PL: 24; Init +1 (+1 DEX); Defense 17/15 (+5 
  Base, +1 DEX, +1 Size); Attack +9 Melee (+8 
  Base, +0 STR, +1 Size), +10 Ranged (+1 DEX, 
  +1 Size); SV DMG +5, Fort +5, Ref +1, Will 
  +17 (+2 Iron Will, +10 Super-WIS); STR 10, 
  DEX 12, CON 20, INT 20, WIS 20, CHA 15  
  SKILLS: Computers +23, Concentration +23, 
  Craft 
  (Electronics) 
  +23, 
  Diplomacy 
  +12, 
  Gather Information +17, Knowledge (*) +23, 
  Repair +23, Science (*) +23. 
  *The Guardians are almost as old as the cos-
  mos itself and have dedicated their lives to the 
  study of all it’s secrets.  The GM should allow them to 
  make any skill roll involving Knowledge or Science, 
  deemed reasonable.  
  FEATS: Assessment, Durability, Immunity* (Aging, Cold, 
  Disease, Heat, Poison, Pressure, Radiation, Starvation, 
  Suffocation), Indomitable Will, Iron Will, Leadership, Pho-
  tographic Memory, Psychic Awareness  
  *Cost already factored in with Cosmic Power.  
  POWERS: Cosmic Power +16 [Extra: Telepathy (Group 
  Link); Source: Alien, Cost: 10pp], Shrinking +3 [Flaw: 
  Permanent; Source: Alien, Cost: 1pp], Super-Intelligence 
  +10 [Extra: Super-Wisdom; Source: Alien, Cost: 4pp] 
   
  GREEN LANTERNS 
  PL: 12; Init +2 (+2 DEX); Defense 16/13 
  (+3 Base, +2 DEX, +1 Dodge); Attack +9 
  Melee (+8 Base, +1 STR), +10 Ranged 
  (+2 DEX, +1 Attack Focus : Power Ring); 
  SV DMG +2, Fort +2, Ref +2, Will +5 (+2 
  Iron Will); STR 12, DEX 14, CON 14, INT 
  12, WIS 16, CHA 12  
  SKILLS: : Profession (Green Lantern) +8, 
  Search +10, Spot +9  
  FEATS: Aerial Attack, Attack Focus (Power 
  Ring), Dodge, Iron Will  
  EQUIPMENT: Power Ring [Light Control 
  +10, Extras: Energy Shapes (Shapeable), 
  Flight, Force Field (Affects Others, Area), 
  Gadget, Immunity (Cold, Heat, Pressure, 
  Radiation, 
  Suffocation), 
  Telekinesis; 
  Power Stunts: Energy Blast, Space Flight, 
  Super Flight; Flaws: Device, Requires Recharging Every 24 
  Hours; Cost: 10 pp]  
  SPECIAL: To create a "quick and dirty" unique GL, up the PL 
  to 13 and add 15 points to skills and feats, or to powers 
  representing species abilities (ex.: KILOWOG with Super-
  Strength +2, Craft (Electronics) +3 and Repair +4).  
  DESIGN NOTES: 
  • Special Thanks to Steve Kenson for the design of the 
  GREEN LANTERN'S Power Ring. 
  • As yet, The Green Lantern Corp Power Rings have not 
  been ineffective against anything colored yellow. If this 
  becomes the case, decrease the cost of the ring to 
  8pp/level, add the flaw-Restricted: doesn't affect any-
  thing colored yellow and re-apportion 10pp. 
   
  MANHUNTERS 
  PL: 16; Init +3 (+3 DEX); Defense 15/12 (+2 Base, +3 
  DEX); Attack +9 Melee (+5 Base, +4 STR), +10 Ranged 
  (+3 DEX, +1 Point Blank Shot, +1 Attack Focus: Staff); SV 
  DMG +10 (+5 Super-CON), Fort +10 (+5 Super-CON), Ref 
  +3, Will +1; STR 18, DEX 16, CON 20, INT 16, WIS 12, CHA 
  12  
  SKILLS: Computers +7, Craft (Electronics) +11, Disable 
  Device +11, Gather Information +9, Intimidate +9, Open 
  Lock +11, Pilot +5, Profession (Law Enforcement) +9, Re-
  pair +11, Search +13, Spot +13, Survival +10  
  FEATS: Attack Focus (Staff), Darkvi-
  sion, Detect (Targeted Fugitive), Dura-
  bility, Far Shot, Immunity (Aging, 
  Cold, Critical Hits, Disease, Exhaus-
  tion, Heat, Poison, Pressure, Starva-
  tion, Suffocation), Point Blank Shot, 
  Power Attack, Precise Shot, Stunning 
  Attack, Takedown Attack, Track, Ultra-
  Hearing  
  POWERS: Comprehend +8 [Source: 
  Alien, 
  Cost: 
  2pp], 
  Datalink 
  +7 
  [Source: Alien, Cost: 2pp], Flight +9 
  [Extra: Space Flight; Source: Alien, 
  Cost: 3pp], Super-Strength +5 [Extra: 
  Protection, 
  Super-Constitution; 
  Source: Alien, Cost: 8pp]  
  EQUIPMENT: Staff [Energy Blast +12; 
  Source: Super-Science; Cost: 1pp] 
  
  DC ANIMATED UNIVERSE... 
  PAGE  43 
  DESIGN NOTES: 
  • The MANHUNTER'S skills were purchased using the Errata 
  Option "Reduced Skill Cost" at 3:1. 
   
  INVADERS:  
  The IMPERIUM is an alien race that conquers worlds by 
  sending their armies in meteors to the targeted planet, 
  convert its environment to suit their needs and enslave the 
  planet’s native population.  This occurred on MARS centu-
  ries ago, but they were temporarily stopped by Jonn Jonzz, 
  the MARTIAN MANHUNTER.  They escaped MARS and at-
  tempted to conquer EARTH, but were defeated by a group of 
  heroes that would become the JUSTICE LEAGUE. 
   
  IMPERIUM LEADER 
  PL: 17; Init +2 (+2 DEX); 
  Defense 13/11 (+3 Base, +2 
  DEX, -2 Size); Attack +5 
  Melee (+3 Base, +4 STR, -2 
  Size), +3 Ranged (+2 DEX, -
  2 Size); SV DMG +16 (+12 
  Super-CON), Fort +16 (+12 
  Super-CON), Ref +2, Will 
  +2; STR 18, DEX 14, CON 18, 
  INT 18, WIS 15, CHA 15  
  SKILLS: Bluff +10, Concen-
  tration +7, Diplomacy +10, 
  Disguise +10, Gather Infor-
  mation +7, Intimidate +7, 
  Sense Motive +7, Spot +5 
  FEATS: Connected, Durability, Immunity (Aging), Improved 
  Grapple, Indomitable Will, Leadership, Psychic Awareness   
  POWERS: Flight +5 [Source: Alien; Cost: 2pp], Growth +8 
  [Flaw: 
  Permanent, 
  No 
  Immovability, 
  No 
  Protection; 
  Source: Alien; Cost: 3pp], Shapeshift +10 [Extra: Elonga-
  tion; Source: Alien; Cost: 3pp],  Super-Constitution +12 
  [Extras: Super-Intelligence; Source: Alien; Cost: 5pp], 
  Telepathy +12 [Source: Alien; Cost: 2pp]  
  WEAKNESS: Susceptible (Sunlight) 
  DESIGN NOTES:  
  • The IMPERIUM LEADER is 2pp over PL17.  
   
  SOLDIER 
  PL: 8; Init +7 (+2 DEX, +5 Super-DEX); De-
  fense 19/12 (+2 Base, +2 DEX, +5 Super-
  DEX); Attack +7 Melee (+4 Base, +3 STR), +7 
  Ranged (+2 DEX, +1 Point Blank Shot); SV 
  DMG +3, Fort +3, Ref +7 (+5 Super-DEX), Will 
  +1; STR 16, DEX 14, CON 16, INT 12, WIS 12, 
  CHA 12  
  SKILLS: Bluff +11, Disguise +11, Drive +9, 
  Hide +9, Move Silently +9, Pilot +9, Search 
  +11, Spot +6 
  FEATS: Immunity (Aging), Point Blank Shot, 
  Surprise Strike 
  POWERS: Shapeshift +5 [Source: Alien; Cost: 
  2pp],  Super-Dexterity +5 [Extras: Super-
  Strength; Source: Alien; Cost: 7pp] 
  WEAKNESS: Susceptible: Sunlight 
  DESIGN NOTES:  
  • The INVADERS: SOLDIER is 2pp over PL8 
   
  KRYPTONIANS 
  Once a beautiful, peaceful and advanced world that orbited 
  a red sun, KRYPTON was destined to be destroyed when its 
  orbit was changed.  The scientist JOR-EL foresaw this event 
  and sent his infant son to EARTH.  Of course that son would 
  grow to become the Man of Steel, SUPERMAN.  A number of 
  Kryptonian criminals were sent to a parallel dimension 
  called the PHANTOM ZONE as punishment for their crimes.  
  Some have escaped and caused SUPERMAN much grief. 
   
  PHANTOM ZONE SURVIVOR 
  PL: 12; Init +9 (+3 DEX, +6 Super-
  DEX); Defense 23/14 (+4 Base, +3 DEX, 
  +6 Super-DEX); Attack +9 Melee (+5 
  Base, +4 STR), +8 Ranged (+3 DEX); 
  SV DMG +10 (+6 Super-CON), Fort +10 
  (+6 Super-CON), Ref +9 (+6 Super-
  DEX), Will +1; STR 18, DEX 16, CON 18, 
  INT 12, WIS 12, CHA 12  
  SKILLS: Spot +10  
  FEATS: Durability, Penetration Vision 
  (not vs. lead), Ultra-Hearing  
  POWERS: (Flaw: All Powers and Super-
  Feats are lost under the light of a red 
  sun; either natural or artificially gener-
  ated) Energy Blast +10 [Source: Alien; 
  Cost: 1pp], Flight +10 [Source: Alien; 
  Power Stunt: Super-Flight; Cost: 1pp], 
  Microscopic Vision +8 [Source: Alien; 
  Cost: 
  1pp], 
  Super-Constitution 
  +6 
  [Extra: 
  Super-
  Dexterity; Source: Alien; Cost: 6pp], Super-Strength +12 
  [Extra: Super-Breath, Protection; Source: Alien; Cost: 
  5pp]; Telescopic Vision +8 [Source: Alien; Cost: 1pp] 
  WEAKNESS: Susceptible (Kryptonite), Vulnerable (Magic) 
  SPECIAL: To create a "quick and dirty" unique Kryptonian, 
  up the PL to 13 and add 15 points to skills and feats, or to 
  powers where applicable. 
   
  NEW GENESIS  
  Long ago the old gods met their end during a war that re-
  sulted in the destruction of their world.  From this event 
  was created two planets: APOKOLIPS and NEW GENESIS.  NEW 
  GENESIS developed into a beautiful and peaceful world ruled 
  by the wise HIGHFATHER.  When DARKSIED attempted to 
  invade the planet, his forces left behind a form of “Micro-
  Life” that would develop into the BUGS. 
   
  BUGS  
  PL: 10; Init +3 (+3 DEX); Defense 18/14 (+4 Base, +3 
  DEX, +1 Dodge); Attack +7 Melee (+4 
  Base, +3 STR), +7 Ranged (+3 DEX); SV 
  DMG +14 (+10 Super-CON), Fort +14 
  (+10 Super-CON), Ref +5 (+2 Light. 
  Refl.), Will +1; STR 16, DEX 16, CON 18, 
  INT 12, WIS 12, CHA 12  
  SKILLS: Acrobatics +6, Climb +11, Hide 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  44 
  Source: Super-Science) Plate Armor [Armor +5; Cost: 
  1pp], Bow [Weapon +4S/L (Ranged); Power Stunt: Dual 
  Damage, Cost: 1pp], Sword [Weapon +4L (Melee); Cost: 
  1pp] 
  DESIGN NOTES:  
  • The AMAZON Mook is 6pp over PL10. 
  IMAGE SOURCE:  
  www.jlanimated.com/thumbs.php?max=100&name=episod
  es/paradiselostpart2/Image605.jpg 
  +6, Jump +11, Listen +4, Move Silently +6, Search +4, 
  Spot +4, Survival +6  
  FEATS: Dodge, Durability, Expertise, Immunity (Aging, Dis-
  ease), Lightning Reflexes, Power Attack, Takedown Attack  
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +5 [Source: Alien; Cost: 4pp]  
  DESIGN NOTES:  
  • The BUGS are 1pp over PL10.  
  IMAGE SOURCE:   
  http://jl.toonzone.net/newgenesis/newgenesis.htm 
   
  HIGHFATHER’S ELITE   
  PL: 10; Init +3 (+3 DEX); Defense 17/13 
  (+4 Base, +3 DEX); Attack +7 Melee (+4 
  Base, +3 STR), +7 Ranged (+3 DEX); SV 
  DMG +14 (+10 Super-CON), Fort +14 
  (+10 Super-CON), Ref +3, Will +5 (+2 
  Iron Will); STR 16, DEX 16, CON 18, INT 
  12, WIS 16, CHA 14  
  SKILLS: Acrobatics +8, Computers +10, 
  Diplomacy +10, Spot +5  
  FEATS: Attractive, Durability, Expertise, Immunity (Aging, 
  Disease), Iron Will, Stunning Attack  
  POWERS: Super-Constitution +10 [Source: Alien; Cost: 
  4pp], Super-Strength +5 [Source: Alien; Cost: 4pp]  
  IMAGE SOURCE:   
  http://jl.toonzone.net/newgenesis/newgenesis.htm 
   
  THEMYSCIRA  
  THEMYSCIRA is the mythical island home of the AMAZONS; in 
  the DC Universe, it actually exists.  It is ruled by HIP-
  POLYTA and is very isolationist. 
   
  AMAZON WARRIORS 
  PL: 10; Init +12 (+3 DEX, +4 Improved Init, +5 Super-
  DEX); Defense 21/12 (+2 Base, +3 DEX, +1 Dodge, +5 
  Super-DEX); Attack +8 Melee (+5 Base, +3 STR), +9 
  Ranged (+3 DEX, +1 Point Blank Shot); SV DMG +8 (+5 
  Super-Con), Fort +8 (+5 Super-Con), Ref +8 (+5 Super-
  DEX), Will +4 (+2 Iron Will); STR 16, DEX 16, CON 16, INT 
  12, WIS 14, CHA 12  
  SKILLS: Acrobatics +10, Balance +10, Handle Animal +11, 
  Ride +10, Search +8, Spot +5, Swim +10 
  FEATS: Accurate Attack, Attractive, Dodge, Durability, Ex-
  pertise, Immunity (Aging), 
  Improved 
  Initiative, 
  Iron 
  Will, Point-Blank Shot 
  POWERS: Super-Constitution 
  + 5  
  [ E x t r a s :  
  S u p e r -
  Dexterity; Source: Mystical; 
  Cost: 7pp], Super-Strength 
  +5 
  [Flaw: 
  Restricted: 
  If 
  bound by a man, she losses 
  her 
  Super-Strength 
  while 
  bound; 
  Source: 
  Mystical; 
  Cost: 3pp] 
  EQUIPMENT: (all Devices, all 
  
  DC ANIMATED UNIVERSE... 
  PAGE  45 
  BULLOCK, HARVEY 
  PL: 5; Init +1 (+1 DEX); Defense 
  13/12 (+2 Base, +1 DEX); Attack +3 
  Melee (+2 Base, +1 STR), +4 Ranged 
  (+1 DEX, +1 Attack Focus: Firearms); 
  SV DMG +1, Fort +1, Ref +1, Will +0; 
  STR 12, DEX 12, CON 12, INT 11, WIS 
  10, CHA 12  
  SKILLS: Bluff +3, Diplomacy +3, Drive 
  +6, Forgery +3, Gather Information 
  +6, Intimidate +8, Listen +5, Profes-
  sion (Police Officer) +7, Search +5, 
  Sense Motive +5, Spot +5 
  FEATS: Attack Focus (Firearms) 
  EQUIPMENT: Pistol, Light [Weapon +3L (Ranged); Flaw: 
  Device; Source: Super-Science; Cost: 1pp] 
  Bullock is a long time detective on the GOTHAM Police Force. 
  Fat, unshaven, poorly dressed, and always chewing on an 
  old toothpick, Bullock is hardly the poster boy for a good 
  cop. He's always thought to be on the take because of his 
  questionable methods, yet Bullock is one of GOTHAM'S fin-
  est. He enforces the law his own way, often being pulled 
  off cases or suspended for his actions. Bullock has his own 
  methods and style, but he stands by and believes in the 
  law. Often accusing BATMAN of working on the wrong side 
  of the law, Bullock has been against the idea of BATMAN 
  since he first appeared in GOTHAM. Strangely enough, there 
  have been occasions when Bullock and BATMAN have 
  worked together, and even times when Bullock has called 
  upon BATMAN personally for assistance. Bullock is certainly 
  one of the most interesting characters in GOTHAM CITY. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/batman/index.html 
   
  CARR, SNAPPER 
  PL: 3; Init +0 (+0 DEX); De-
  fense 10/10 (+0 Base, +0 
  DEX); Attack +0 Melee (+0 
  Base, +0 STR), +0 Ranged 
  (+0 DEX); SV DMG +1, Fort 
  +1, Ref +0, Will +0; STR 10, 
  DEX 11, CON 12, INT 12, WIS 
  11, CHA 14  
  SKILLS: Bluff +6, Diplomacy +6, Gather Information +6, 
  Listen +5, Perform +6, Profession (Reporter) +6, Sense 
  Motive +4 
  FEATS: Connected, Fame  
  Lucas “Snapper” Carr is an intrepid news reporter.  He is 
  never hesitant to get right in the thick of the nasty situa-
  tions, probably because he knows the Justice League will 
  show up nearly every time to save the day. 
  IMAGE AND INFO SOURCE: 
  http://jl.toonzone.net/snapper/snapper.htm 
   
  CHEN, ANGELA 
  PL: 3; Init +0 (+0 DEX); Defense 11/10 (+1 
  Base, +0 DEX); Attack -1 Melee (+0 Base, -1 
  STR), +0 Ranged (+0 DEX); SV DMG +0, Fort +0, 
  Ref +0, Will +1; STR 8, DEX 10, CON 11, INT 11, 
  WIS 13, CHA 13  
  SKILLS: Bluff +5, Diplomacy +6, Gather Infor-
  mation +6, Listen +6, Perform +5, Profession 
  (Reporter) +6, Sense Motive +5 
  FEATS: Attractive, Connected, Fame  
  Glamorous Angela Chen is star gossip columnist 
  for the DAILY PLANET. If something exciting, 
  shocking or scandalous is happening among 
  METROPOLIS elite, you can be sure Angela will 
  have all the dirt in the morning edition. In addi-
  tion to her duties at the Planet, Angela also 
  serves as on-camera hostess of METROPOLIS TO-
  DAY, a somewhat sensationalistic infotainment TV show 
  produced by PLANET NEWS BROADCASTING. Angela is Chinese-
  American, stunningly beautiful (in a Hollywood kind of 
  way) and will certainly use her looks and charm when pur-
  suing a story. This doesn't exactly endear Angela to LOIS 
  LANE, who always relies on sweat to get a tough job done. 
  (Needless to say, the two have a healthy rivalry going.) Of 
  all Perry's reporters, Angela is the one he has to watch the 
  most, for Angela is much more likely to "stretch" the truth 
  in order to come up with a sensational story. Whether it is 
  true or not is beside the point, at least in Angela's mind. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  GORDON, JAMES 
  PL: 4; Init +0 (+0 DEX); Defense 11/11 
  (+1 Base, +0 DEX); Attack +1 Melee (+2 
  Base, -1 STR), +3 Ranged (+0 DEX, +1 
  Attack Focus: Firearms); SV DMG +0, Fort 
  +0, Ref +0, Will +2; STR 9, DEX 11, CON 
  10, INT 14, WIS 15, CHA 15  
  Skills: Bluff +4, Diplomacy +6, Forgery 
  +3, Gather Information +7, Intimidate 
  +6, Listen +3, Open Lock +3, Profession 
  (Police 
  Officer/Commissioner), 
  Search 
  +4, Sense Motive +4, Spot +4 
  Feats: Attack Focus (Firearms), Con-
  nected, Leadership, Talented (Diplomacy 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  46 
  and Profession: Police Officer / Commissioner) 
  BATMAN confides in and trusts James Gordon. The GOTHAM 
  PD is crawling with crooked men with badges. He is an 
  honored police officer and father of Barbara Gordon. 
  Gordon, by remaining an honest cop among mass police 
  corruption, rose through the ranks to Lieutenant and ulti-
  mately to Commissioner. BATMAN and James Gordon share 
  a special friendship, even though Gordon does not know 
  who the man is under the mask. Their secret meeting 
  places to discuss strategies and criminals, have become a 
  mainstay in their relationship. Although today the BATMAN 
  is embraced by GOTHAM CITY, Gordon is still chastised for 
  relying on the Dark Knight too much over those who have 
  the legal authority in GOTHAM. Jim Gordon wouldn't have it 
  any other way. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com /batman/index.html 
   
  GRAVES, MERCY 
  PL: 6; Init +3 (+3 DEX); Defense 16/12 (+2 
  Base, +3 DEX, +1 Dodge); Attack +4 Melee 
  (+3 Base, +1 STR), +6 Ranged (+3 DEX); SV 
  DMG +4 (+2 Toughness), Fort +2, Ref +3, Will 
  +1; STR 12, DEX 16, CON 14, INT 14, WIS 12, 
  CHA 14  
  SKILLS: Acrobatics +6, Bluff +5, Diplomacy +4, 
  Disable Device +5, Drive +6, Gather Informa-
  tion +5, Intimidate +5, Move Silently +6, Open 
  Lock +6, Profession (Bodyguard, Business-
  woman) +6, Repair +5, Search +5, Taunt +5 
  FEATS: Accurate Attack, Attack Finesse, Attrac-
  tive, Dodge, Expertise 
  EQUIPMENT: 
  Pistol, 
  Light 
  [Weapon 
  +3L 
  (Ranged); 
  Flaw: 
  Device; 
  Source: 
  Super-
  Science; Cost: 1pp] 
  A tough young woman with a checkered past, MERCY 
  GRAVES serves as LEX LUTHOR'S personal body guard and 
  chauffeur. Originally the leader of a gang of girl thieves, 
  Mercy once daringly swiped LUTHOR'S briefcase from under 
  the billionaire's nose. Naturally she didn't get far before 
  LUTHOR'S men hunted her down, but rather than take re-
  venge, LUTHOR offered Mercy a job. He was impressed with 
  her mixture of ruthlessness and street savvy so he took 
  her in, cleaned her up, and made her his right-hand girl.  
  Though she usually relies on her cool and sardonic wit as 
  her first form of defense, Mercy can be very physical and is 
  an absolute demon in a fight. She uses a rough, street-
  form of kickboxing as her preferred form of attack, and can 
  take anyone this side of Superman in one-on-one combat. 
  She's also an expert with most forms of handheld weapons 
  and has no problem with using them when she has to.  
  Mercy is loyal and respectful to LUTHOR, but never servile. 
  She's not particularly attracted to him and neither is he to 
  her. They recognize each other as similar animals who 
  complement each other and work together as a highly ef-
  fective team. Also, Mercy is the only one in LUTHOR'S entire 
  company who can get away with calling him "LEX".  
  IMAGE 
  AND 
  INFO 
  SOURCE: 
  http://www.batman-
  superman.com/superman/cmp/index.html 
   
  HAMILTON, EMIL 
  PL: 3; Init +0 (+0 DEX); Defense 10/10 
  (+0 Base, +0 DEX); Attack +0 Melee (+0 
  Base, +0 STR), +0 Ranged (+0 DEX); SV 
  DMG +0, Fort +0, Ref +0, Will +2; STR 10, 
  DEX 11, CON 10, INT 16, WIS 14, CHA 10 
  SKILLS: Computer +8, Craft (Electronics) 
  +8, Disable Device +4, Medicine +3, Pro-
  fession (Scientist) +8, Repair +8, Science 
  (Biology) +4, Science (Physics) +8, Search 
  +5, Spot +4 
  FEATS: Talented (Computer and Craft: Elec-
  tronics)  
  The brilliant Professor Hamilton is general 
  director of S.T.A.R. LABS. A Nobel prize 
  winner many times over, Hamilton has de-
  veloped much of the ultra-technology that makes METROPO-
  LIS a true city of the future. He's a close friend of SUPER-
  MAN'S and has created the special supersuits the Man Of 
  Steel uses on missions in outer space or under the sea. 
  Hamilton has virtually no life outside of his lab. He lives 
  and breathes science and his dialogue is peppered with 
  techno-jargon. In fact, when explaining how a new inven-
  tion works, Hamilton will use so many obscure technical 
  terms that people often wind up asking him for an English 
  translation. Truth be told, Hamilton's much more comfort-
  able around computers and machines than he is around 
  people. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  JOR-EL 
  PL: 5; Init +0 (+0 DEX); Defense 10/10 
  (+0 Base, +0 DEX); Attack +1 Melee (+0 
  Base, +1 STR), +0 Ranged (+0 DEX); SV 
  DMG +1, Fort +1, Ref +0, Will +7 (+3 
  Super-WIS); STR 12, DEX 11, CON 12, INT 
  18, WIS 18, CHA 12  
  SKILLS: Computer +8, Concentration +8, 
  Craft (Electronics) +8, Diplomacy +6, 
  Disable Device +8, Gather Information 
  +8, Knowledge (Earth, Star Systems) +8, 
  Profession (Scientist) +8, Repair +8, Sci-
  entist (Astrophysics, Geology), Search 
  +8, Spot +8 
  FEATS: Connected, Talented (Computers 
  and Science: Astrophysics) 
  POWERS: Super-Intelligence +3 [Extra: 
  Super-Wisdom; Source: Training; Cost: 
  4pp]  
  DESIGN NOTES:  
  • If JOR-EL is somehow exposed to the rays of a yellow 
  sun, he would immediately gain the Super-Feats, Powers 
  and Weakness of the KRYPTONIAN MOOK (thus raising his 
  PL to 12). 
  JOR-EL and LARA are Kal-El's biological parents from the 
  planet KRYPTON. JOR-EL was a highly recognized scientist 
  on KRYPTON who had predicted the end of the planet. When 
  he approached the High Council of KRYPTON to warn them, 
  they turned to the all knowing computer, BRAINIAC for his 
  
  DC ANIMATED UNIVERSE... 
  PAGE  47 
  opinion of JOR-EL'S research. BRAINIAC concluded that 
  JOR-EL was wrong and there was no danger. However, 
  JOR-EL knew the computer was lying. He made prepara-
  tion's for his only child, his infant son Kal-El, to escape 
  KRYPTON'S doom by sending him to EARTH. JOR-EL and LARA 
  fitted the rocket with a special device which when touched 
  by Kal-El, triggers holographic messages and memories of 
  his parents and of his home world. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  KENT, JONATHAN 
  PL: 2; Init +0 (+0 DEX); Defense 10/10 (+0 
  Base, +0 DEX); Attack +0 Melee (+0 Base, 
  +0 STR), +0 Ranged (+0 DEX); SV DMG +2, 
  Fort +2, Ref +0, Will +3; STR 10, DEX 10, 
  CON 14, INT 12, WIS 16, CHA 14  
  SKILLS: Diplomacy +4, Drive +1, Handle 
  Animal +3, Profession (Farmer) +6, Repair 
  +4, Ride +1, Sense Motive +4 
  FEATS: Assessment 
  Jonathon and Martha Kent are SUPERMAN'S 
  loving and supportive adopted parents. The 
  childless couple found the infant Kal-El 
  when his space ship crash-landed on their 
  farm many years ago. Believing the baby to 
  be part of some cruel Russian space experi-
  ment, they named the boy Clark and raised 
  him as if he were their natural son. As Clark 
  grew, both he and his parents became aware of the boy's 
  incredible powers. The Kents instilled in Clark the determi-
  nation to always use his powers for the betterment of man-
  kind, thus starting the career and legend of SUPERMAN. 
  Jonathan and Martha still have close ties to their son. While 
  they may not see a lot of Clark, they will be there when-
  ever he needs their support and guidance. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com /superman/cmp/index.html 
   
  KENT, MARTHA 
  PL: 1; Init -1 (-1 DEX); Defense 9/9 (+0 Base, -1 
  DEX); Attack -1 Melee (+0 Base, -1 STR), -1 
  Ranged (-1 DEX); SV DMG +0, Fort +0, Ref -1, 
  Will +3; STR 8, DEX 9, CON 10, INT 12, WIS 16, 
  CHA 14  
  SKILLS: Diplomacy +3, Drive +1, Handle Animal 
  +3, Profession (Farmer) +4, Sense Motive +4, 
  Spot +4 
  Jonathon and Martha Kent are SUPERMAN'S loving 
  and supportive adopted parents. The childless 
  couple found the infant Kal-El when his space 
  ship crash-landed on their farm many years ago. 
  Believing the baby to be part of some cruel Rus-
  sian space experiment, they named the boy Clark 
  and raised him as if he were their natural son. As 
  Clark grew, both he and his parents became 
  aware of the boy's incredible powers. The Kents instilled in 
  Clark the determination to always use his powers for the 
  betterment of mankind, thus starting the career and leg-
  end of SUPERMAN. Jonathan and Martha still have close ties 
  to their son.  
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com /superman/cmp/index.html 
   
  LANE, LOIS 
  PL: 4; Init +1 (+1 DEX); Defense 12/10 (+0 Base, +1 DEX, 
  +1 Dodge); Attack -1 Melee (+0 Base, -1 STR), +1 Ranged 
  (+1 DEX); SV DMG +1, Fort +1, Ref +1, Will +1; STR 9, DEX 
  12, CON 12, INT 14, WIS 12, CHA 14  
  SKILLS: Bluff +5, Computer +4, Diplomacy +5, 
  Drive +3, Gather Information +7, Hide +4, 
  Intimidate +5, Listen +4, Move Silently +4, 
  Profession (Reporter) +7, Search +4, Sense 
  Motive +3, Spot +3, Taunt +4 
  FEATS: Attractive, Connected, Dodge 
  LOIS LANE is the DAILY PLANET'S star reporter. 
  She's a savvy, stubborn, sly newswoman who 
  doesn't suffer fools gladly. She's also a knock-
  out, but you'd do well to resist telling her that. 
  Lois wants to be appreciated solely for her 
  brains and hard work. As a reporter, she's a 
  complete pro, never biasing her stories or sling-
  ing mud. Though she takes big (some might 
  even say outrageous) risks while getting a 
  story, they're always calculated. She does not 
  blunder stupidly into dangerous situations; she's well 
  aware of the hazards before she goes in. Owing to his su-
  per powers, Clark will often spot danger that no one else 
  can see and caution her to watch herself. She takes his 
  warnings as an attempt to sabotage her and get the story 
  for himself. She has a like/hate relationship with Clark, 
  always referring to him as "Kent", unless she wants some-
  thing out of him, and only then does she call him "Clark". 
  Deep inside she does have a bit of affection for him, but 
  their rivalry has her keeping him at arm's length. And, 
  even if they weren't rivals, she'd still find him a stiff, by-
  the-book kinda guy. Lois has sources all over METROPOLIS, 
  from high society industrialists to the lovable HOBB'S BAY 
  fisherman Bibbo.  
  Opinionated and quick with a quip among the mostly male 
  members of the PLANET reporting staff, Lois can talk rings 
  around most men, her boss PERRY WHITE included. There's 
  only one man who leaves her at a loss for words: SUPER-
  MAN, and she could kick herself for it. A million available 
  men in METROPOLIS and she falls for an alien.  
  But then, Lois has always had an attraction for danger. She 
  always takes the toughest assignment and would gladly 
  infiltrate an arch-villain's lair if it meant getting a scoop. 
  Her affinity for danger extends into her personal life as 
  well. Lois has always liked edgy, mysterious men who 
  played by their own rules. She even dated LEX LUTHOR for 
  a while. But as soon as she learned LEX wanted her to 
  write some pro-LEX CORP pieces for the PLANET, she dropped 
  him faster than SUPERMAN would drop a hunk of Krypton-
  ite.  
  Being a reporter, Lois can't but help but be a little suspi-
  cious of SUPERMAN. Is he for real? Where did he come 
  from? Is he really as good as he seems? What does he 
  really want here on EARTH? There are a thousand questions 
  she wants to ask him and if she ever got that interview, 
  her Pulitzer prize would be assured. Although Lois will ini-
  tially take a skeptical, even cynical attitude toward SUPER-
  
  ...DC ANIMATED UNIVERSE 
  PAGE  48 
  MAN, the more she'll see him risking his life to help others, 
  the more she'll be convinced that he is "for real". She can't 
  help but feel attracted to him. She's always believed that 
  no one ever gives anything away for free, but SUPERMAN'S 
  selflessness is gradually changing her mind. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com /superman/cmp/index.html 
   
  LANG, LANA 
  PL: 2; Init +0 (+0 DEX); Defense 10/10 (+0 
  Base, +0 DEX); Attack -1 Melee (+0 Base, -1 
  STR), +0 Ranged (+0 DEX); SV DMG +0, Fort 
  +0, Ref +0, Will +2; STR 8, DEX 11, CON 10, 
  INT 12, WIS 14, CHA 14 
  SKILLS: Computer +3, Craft (Fashion) +7, 
  Diplomacy +5, Profession (Fashion Designer) 
  +6, Sense Motive +4, Spot +4 
  FEATS: Attractive 
  A free-spirited young woman from SMALLVILLE, 
  LANA LANG was young Clark Kent's first love. 
  They were boyfriend and girlfriend through 
  high school, but when Clark's superpowers 
  emerged, he embarked on a self-imposed 
  world pilgrimage to learn more about the hu-
  man race. He left behind a very hurt Lana who already 
  knew that her Clark was vastly different from all the other 
  boys on the planet. In fact, when the first reports of SU-
  PERMAN started coming in, Lana knew immediately that 
  Clark and the Man of Steel were one in the same. These 
  days, Lana is a world-renowned fashion designer who leads 
  a jet-setting lifestyle. She has an apartment in METROPOLIS, 
  but also maintains homes in GOTHAM, LONDON and ROME. 
  She seems to be the woman who has it all, but deep down 
  she still misses Clark and the special times they shared 
  before he became SUPERMAN. And yet Lana knows the 
  world needs SUPERMAN, and has promised to keep his se-
  cret. Her playful and flashy exterior masks her unrequited 
  love for Clark. 
  IMAGE AND INFO SOURCE: http://www.batman-superman 
  .com/superman/cmp/index.html 
   
  LARA 
  PL: 1; Init +0 (+0 DEX); Defense 10/10 (+0 Base, +0 
  DEX); Attack -1 Melee (+0 Base, -1 STR), +0 Ranged (+0 
  DEX); SV DMG +0, Fort +0, Ref +0, Will +2; STR 
  8, DEX 10, CON 11, INT 12, WIS 14, CHA 14  
  SKILLS: Computer +3, Diplomacy +4 
  FEATS: Attractive 
  JOR-EL and LARA are Kal-El's biological parents 
  from the planet KRYPTON. JOR-EL was a highly 
  recognized scientist on KRYPTON who had pre-
  dicted the end of the planet. When he ap-
  proached the High Council of KRYPTON to warn 
  them, they turned to the all knowing computer, 
  BRAINIAC, for his opinion of JOR-EL'S research. 
  BRAINIAC concluded that JOR-EL was wrong and 
  there was no danger. However, JOR-EL knew 
  the computer was lying. He made preparation's 
  for his only child, his infant son Kal-El, to es-
  cape KRYPTON'S doom by sending him to EARTH. 
  JOR-EL and LARA fitted the rocket with a special device 
  which when touched by Kal-El, triggers holographic mes-
  sages and memories of his parents and of his home world. 
  DESIGN NOTES:  
  • If Lara is somehow exposed to the rays of a yellow sun, 
  see would immediately gain the Super-Feats, Powers and 
  Weakness of the Kryptonian Mook (thus raising her PL to 
  9). 
  IMAGE AND INFO SOURCE: http://www.batman-superman 
  .com/superman/cmp/index.html 
   
  MANNHEIM, BRUNO 
  PL: 4; Init +1 (+1 DEX); Defense 12/11 
  (+1 Base, +1 DEX); Attack +3 Melee (+1 
  Base, +2 STR), +3 Ranged (+1 DEX, +1 
  Attack Focus: Firearms); SV DMG +1, 
  Fort +1, Ref +1, Will +0; STR 14, DEX 13, 
  CON 12, INT 10, WIS 10, CHA 13  
  SKILLS: Bluff +6, Demolitions +3, Diplo-
  macy +5, Drive +4, Forgery +4, Gather 
  Information +5, Hide +5, Intimidate +6, 
  Open Lock +4, Profession (Crime lord) 
  +6, Taunt +4 
  FEATS: Attack Focus (Firearms), Con-
  nected, Infamy 
  Bruno 
  Mannheim 
  is 
  the 
  leader 
  of 
  "INTERGANG," A vast criminal organization 
  whose members infiltrate every level of 
  METROPOLIS. Anyone from a key member of the mayor's 
  staff to a copy boy in the DAILY PLANET bullpen might be a 
  spy for INTERGANG. INTERGANG agents are secretive, fanati-
  cally loyal and known only to themselves. INTERGANG pulls 
  sophisticated robberies using highly advanced weaponry. 
  Their diabolical plots make life a recurring nightmare for 
  SUPERMAN and all of METROPOLIS.  
  Originally made up of scattered elements from various MET-
  TROPOLIS street gangs, INTERGANG was forged into a corpo-
  ration by GALAXY COMMUNICATIONS CEO Morgan Edge. Work-
  ing with one-time racketeer BRUNO "UGLY" MANNHEIM, 
  they pulled the gangs together and outfitted the best sol-
  diers with high-tech weaponry the likes of which had not 
  been seen on this planet. That's because the actual head of 
  INTERGANG isn't from EARTH at all. He's the ruler of the dis-
  tant planet APOKOLIPS, a hellish world devoted to its mas-
  ter's vision of war, slavery and conquest. This fiend's name 
  is DARKSEID.  
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  MONTOYA, RENEE 
  PL: 5; Init +1 (+1 DEX); Defense 13/12 (+2 Base, +1 
  DEX); Attack +2 Melee (+2 Base, +0 STR), +4 Ranged (+1 
  DEX, +1 Attack Focus: Firearms); SV DMG +0, Fort +0, Ref 
  +1, Will +0; STR 10, DEX 13, CON 11, INT 12, WIS 11, CHA 
  12  
  SKILLS: Bluff +4, Diplomacy +5, Drive +4, Forgery +3, 
  Gather Information +7, Intimidate +5, Listen +5, Profes-
  sion (Police Officer) +7, Search +6, Sense Motive +6, Spot 
  +6 
  
  DC ANIMATED UNIVERSE... 
  PAGE  49 
  FEATS: Attack Focus (Firearms) 
  EQUIPMENT: 
  Pistol, 
  Light 
  [Weapon 
  +3L 
  (Ranged); Flaw: Device; Source: Super-
  Science; Cost: 1pp] 
  One of the most respected officers on the 
  police force, Montoya remains one of BAT-
  MAN'S links to the GOTHAM CITY Police De-
  partment. Much to her dismay, she is part-
  nered with Bullock often. Fearless and tough 
  minded, Montoya doesn't back down from 
  anyone, whether it be a lowly street thug or 
  a Super Criminal like HARLEY QUINN and 
  POISON IVY. Montoya has been given a pro-
  motion by Commissioner Gordon since we 
  last saw her, from officer on the beat, to a 
  full-fledged detective. 
  IMAGE AND INFO SOURCE: http://www.batman-superman 
  .com/batman/index.html 
   
  OLSEN, JIMMY 
  PL: 2; Init +1 (+1 DEX); Defense 12/10 (+0 Base, +1 DEX, 
  +1 Dodge); Attack -1 Melee (+0 Base, -1 STR), +1 Ranged 
  (+1 DEX); SV DMG +0, Fort +0, Ref +1, Will -1; STR 8, DEX 
  12, CON 10, INT 12, WIS 9, CHA 12  
  SKILLS: Computer +4, Gather Information +4, Hide +4, 
  Move Silently +4, Profession (Photographer) +3, Search 
  +4, Spot +3 
  FEATS: Dodge, Skill Focus (Profession: Photographer) 
  A poor kid from SUICIDE SLUMS, JIMMY OLSEN quickly 
  learned the rules of the street in order to survive. He grew 
  up fast on his feet, smart with his tongue and if need be, 
  hard with his fists. Working as a photographer for the DAILY 
  PLANET has been Jimmy's dream, and even though he's just 
  freelance now, he's after PERRY WHITE to hire him on full-
  time. Even so, that doesn't stop Jimmy from acting like 
  he's already a core member of the staff. When Perry calls 
  Clark and Lois into his office for a secret briefing, it's not 
  uncommon for Jimmy to tag along, nodding his head in-
  tently with everything said until Perry notices Jimmy's 
  there and tosses him out. It's not that Jimmy's a trouble-
  maker; he's simply one of those confident, unflappable 
  kids who has no idea that he frequently oversteps his 
  boundaries. Jimmy's also a techno-geek and an expert with 
  computers, modems, and of course, cameras. Once, when 
  he found himself stalked by gunmen after sneaking onto a 
  terrorist base, Jimmy figured out how to rewire a phone 
  modem to broadcast a distress signal. SUPERMAN chewed 
  Jimmy out for getting into trouble, but al-
  lowed him to modify his signal device into 
  the wristwatch Jimmy currently wears. SU-
  PERMAN will always come if Jimmy needs 
  him, but has also warned Jimmy to use the 
  signal only if it's an emergency.  
  When he's not hanging at the PLANET, Jimmy 
  lives with his mother Sarah in a modest MET-
  TROPOLIS apartment. He doesn't spend much 
  time there, preferring to be out following up 
  some news lead like his heroes, Clark Kent 
  and LOIS LANE. Nothing stops Jimmy once 
  he puts his mind to it; he's impetuous and 
  sometimes foolhardy when it comes to get-
  ting that big photo scoop. 
  Image and Info Source: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  PENNYWORTH, ALFRED 
  PL: 3; Init -1 (-1 DEX); Defense 10/10 (+1 
  Base, -1 DEX); Attack +1 Melee (+2 Base, -1 
  STR), +1 Ranged (-1 DEX); SV DMG +0, Fort 
  +0, Ref -1, Will +3 (+2 Iron Will); STR 9, DEX 
  9, CON 10, INT 12, WIS 14, CHA 14  
  SKILLS: Bluff +5, Computer +2, Diplomacy 
  +6, Drive +1, Disable Device +2, Disguise 
  +3, Gather Information +4, Hide +1, Innu-
  endo +4, Listen +3, Medicine +3, Open Locks 
  +1, Profession (Butler) +6, Profession (Spy) 
  +4, Repair +6, Search +2, Sense Motive +3, 
  Taunt +3  
  FEATS: Iron Will 
  As always, ALFRED PENNYWORTH remains BAT-
  MAN'S trusted ally and confidant.  BATGIRL, 
  ROBIN and NIGHTWING rely on Alfred too, as both the 
  friendly voice of reason and the man who keeps them sup-
  plied with costumes, high-tech gear and the occasional 
  sandwich after a long night's work. Alfred also maintains 
  the care and upkeep of both WAYNE MANOR and the BATCAVE, 
  which includes the newly constructed trophy gallery. Here 
  are displayed intriguing souvenirs from BATMAN'S toughest 
  cases: a collection of the PENGUIN'S deadly umbrellas, a 
  preserved JOKER laughing fish, one of HARLEY QUINN'S 
  popguns, a bullet-riddled SCARFACE dummy, BANE'S mask 
  and Venom tank, BABY DOLL'S gun-doll, MAD HATTER'S top 
  hat, Maxie Zues's lightning weapon and many other me-
  mentoes.  
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/batman/index.html 
   
  SAWYER, MAGGIE 
  PL: 5; Init +2 (+2 DEX); Defense 14/12 (+2 
  Base, +2 DEX); Attack +3 Melee (+2 Base, +1 
  STR), +5 Ranged (+2 DEX, +1 Attack Focus: 
  Firearms); SV DMG +1, Fort +1, Ref +2, Will 
  +1; STR 12, DEX 14, CON 12, INT 13, WIS 13, 
  CHA 14  
  Skills: Bluff +5, Diplomacy +7, Drive +5, For-
  gery +4, Gather Information +6, Intimidate +5, 
  Listen +4, Profession (Police Officer) +5, Search 
  +4, Sense Motive +6, Spot +5 
  Feats: Attack Focus (Firearms) 
  Equipment: 
  Pistol, 
  Light 
  [Weapon 
  +3L 
  (Ranged); 
  Flaw: 
  Device; 
  Source: 
  Super-
  Science; Cost: 1pp] 
  As head of the S.C.U., Inspector Maggie Sawyer is one of 
  the toughest cops on the Metropolis Police Force. Not con-
  tent to simply shout orders from the sidelines, Maggie is 
  often in the thick of the action, taking on all comers. Her 
  team stands behind her 100%, and she has earned the 
  friendship and loyalty of Superman many times over. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
   
  
  ...DC ANIMATED UNIVERSE 
  PAGE  50 
  TURPIN, DAN 
  PL: 6; Init +1 (+1 DEX); Defense 13/12 
  (+2 Base, +1 DEX); Attack +4 Melee (+2 
  Base, +2 STR), +4 Ranged (+1 DEX, +1 
  Attack Focus: Firearms); SV DMG +2, Fort 
  +2, Ref +1, Will +1; STR 14, DEX 12, CON 
  14, INT 12, WIS 12, CHA 16  
  SKILLS: Bluff +6, Demolitions +5, Diplo-
  macy +4, Disable Device +4, Drive +6, 
  Forgery +4, Gather Information +7, In-
  timidate +9, Listen +4, Profession (Police 
  Officer) +8, Search +4, Sense Motive +6, 
  Spot +4, Taunt +9  
  FEATS: Attack Focus (Firearms), Leader-
  ship  
  Turpin is as tough as they come, an old-style cop who be-
  lieves in giving it to the bad guys as nasty as they dish it 
  out. Turpin is also the S.C.U.’s resident weapons expert, 
  equally at home with the latest electron blaster as he is 
  with his trusty old .44.  
  Turpin likes and respects SUPERMAN, but is not one to rest 
  on his rear while waiting for the guy in blue to save the 
  day. Given a choice, Turpin would rather be in the thick of 
  action, slugging it out himself.  
  Turpin gave his life defending METROPOLIS from DARKSEID 
  and his minions. Turpin is now considered a legend and a 
  hero among the people of METROPOLIS and around the world 
  as well. 
  IMAGE AND INFO SOURCE: 
  http://wf.toonzone.net/WF/superman/bios/heroes/turpin/ 
   
  UBU 
  PL: 6; Init +3 (+3 DEX); Defense 16/12 
  (+2 Base, +3 DEX, +1 Dodge); Attack 
  +7 Melee (+3 Base, +4 STR), +6 
  Ranged (+3 DEX); SV DMG +6 (+2 
  Toughness), Fort +4, Ref +3, Will +2; 
  STR 18, DEX 16, CON 18, INT 12, WIS 14, 
  CHA 12  
  SKILLS: Acrobatics +5, Gather Informa-
  tion 
  +4, 
  Intimidate 
  +6, 
  Language 
  (Arabic, English), Move Silently +6, 
  Open Lock +5, Pilot +5, Profession 
  (Bodyguard) +8, Search +5, Spot +5, 
  Survival +5 
  FEATS: All-Out Attack, Dodge, Power 
  Attack, Surprise Strike, Takedown At-
  tack, Toughness 
  The ever vigilante and loyal bodyguard of RA'S AL GHUL, 
  UBU never allows anyone to get too close or precede the 
  glorious steps of his master. UBU has had to curb his anger 
  toward BATMAN and be patient with his masters respect 
  and admiration for The Dark Knight. Still, he harbors much 
  jealousy towards BATMAN. 
  IMAGE AND INFO SOURCE: http://www.batman-superman. 
  com/batman/index.html 
   
  WHITE, PERRY 
  PL: 3; Init -1 (-1 DEX); Defense 9/9 (+0 Base, -1 DEX); 
  Attack +0 Melee (+0 Base, +0 STR), -1 Ranged (-1 DEX); 
  SV DMG +0, Fort +0, Ref -1, Will +4 (+2 Iron Will); STR 10, 
  DEX 9, CON 10, INT 12, WIS 14, CHA 15  
  SKILLS: Bluff +5, Diplomacy +4, Gather Information +6, 
  Intimidate +6Listen +5, Profession (Newspaper Editor, 
  Reporter) +6, Sense Motive: +6, Taunt +5  
  FEATS: Connected, Iron Will  
  Though he now sits behind the DAILY PLANET'S editor's desk, 
  PERRY WHITE was one of the PLANET'S all-time great report-
  ers. Now, as managing editor, Perry is the heart and soul 
  of the publication, which serves as the city's eyes, ears, 
  voice and conscience. Like a number of media moguls, 
  Perry is opinionated, explosive, and a bit nuts. His out-
  bursts of temper are legendary, but they get the needed 
  results. Perry's a no-nonsense, hard-hitting individual who 
  not only scoops the competition, but does it in a way that 
  earns the respect of everyone - except the 
  criminal element.  
  Perry has made a career out of bringing 
  down the biggest crooks in METROPOLIS, 
  but he's no muckraker. He insists on hav-
  ing the hard, cold facts before he prints a 
  story, a trait he demands of all his report-
  ers. In his heart, Perry knows LEX LUTHOR 
  is the mastermind responsible for thou-
  sands of crimes around town, but so far 
  the PLANET'S been unable to come up with 
  hard evidence. LEX has always kept his 
  fingers clean of any overt wrongdoing and 
  keeps his puppet tabloid (and the PLANET'S 
  chief competition) the METROPOLIS SUN at 
  the ready to play up LEX'S benevolent 
  public image.  
  Despite his tough exterior, Perry is more a paternal figure 
  to his staff than a boss. He has a special fondness for Clark 
  and Lois and feels they'd be as good a team personally as 
  they are professionally. He also likes JIMMY OLSEN more 
  than he'll ever admit, even though he does get tired of the 
  little punk calling him "Chief" all the time.  
  The landmark DAILY PLANET building also houses PLANET 
  NEWS BROADCASTING, a round the clock news channel. 
  The PLANET TV station and the PLANET newspaper frequently 
  trade information and on-air talent. 
  IMAGE AND INFO SOURCE: http://www.batman-
  superman.com/superman/cmp/index.html 
  
  DC ANIMATED UNIVERSE... 
  PAGE  51 
  ...BATMAN… 
  BATBOAT 
  EQUIPMENT TYPE: Vehicle 
  TYPE: 
  Water; 
  SIZE: 
  Medium; 
  MOVE: 
  7; 
  HARDNESS: 12; ARMOR 
  BONUS: 3 
  FEATURES: Boost +2 
  (Move) [Cost: 1pp], 
  Gadget 
  +5 
  [Cost: 
  1pp]; Power Stunts: 
  Radio 
  Broadcasting, 
  Radio Hearing  
  COST: 31pp 
  IMAGE SOURCE: http://www.batman-superman.com /bat-
  man/index.html 
    
  BATCAVE 
  EQUIPMENT TYPE: Headquarters 
  POWER LEVEL: 13 
  FEATURES: 
  Communications, 
  Computer, 
  Concealment, 
  Dock, Garage, Hangar, Infirmary, Laboratory, Library, 
  Power System, Reinforced Structure, Staff, Workshop 
  COST: - 
  IMAGE SOURCE: 
  http://dcanimated.toonzone.net/Backgrounds/Batman %20Be-
  yond/ROTJ/B014.jpg 
   
  BATCYCLE 
  EQUIPMENT TYPE: Vehicle 
  TYPE: 
  Ground; 
  SIZE: 
  Medium; 
  MOVE: 
  7; 
  HARDNESS: 9; ARMOR BONUS: 0 
  FEATURES: Boost +2 (Move) [Cost: 1pp], Gadget +5 [Cost: 
  1pp]; Power Stunt: Radio Broadcast, Radio Hearing  
  COST: 31pp 
  IMAGE SOURCE: http://www.batman-superman.com /bat-
  man/index.html 
   
  BATMOBILE 
  EQUIPMENT TYPE: Vehicle 
  TYPE: Ground; SIZE: Large; MOVE: 8; HARDNESS: 13; AR-
  MOR BONUS: 7 
  FEATURES:  Boost +2 
  (Move) [Cost: 1pp], 
  Gadget 
  +5 
  [Cost: 
  1pp], 
  Obscure 
  +5 
  (Sight) [Cost: 1pp], 
  Slick +5 [Cost: 1pp], 
  Power Stunts: Radio 
  Broadcasting, Radio 
  Hearing  
  COST: 47pp 
  IMAGE SOURCE: http://www.batman-superman.com /bat-
  man/index.html 
    
  BATPLANE 
  EQUIPMENT TYPE: Vehicle 
  TYPE: Air; SIZE: Large; 
  MOVE: 13; HARDNESS: 
  12; ARMOR BONUS: 10 
  FEATURES: Weapon +8 
  (Ranged) [Cost: 1pp]; 
  Power Stunt: All-Around 
  Sight 
  (Radar), 
  Radio 
  Broadcast, Radio Hear-
  ing  
  COST: 32pp 
  IMAGE SOURCE: http://www.batman-
  superman.com /batman/index.html 
   
  FIRE-FIGHTING SUIT 
  EQUIPMENT TYPE: Personal 
  POWERS: Battlesuit [Armor +4; Ex-
  tra: Sensory Protection (Sight), 
  Power Stunts: Immunity (Cold, Heat, 
  Low-Level Radiation, Suffocation); 
  Source: Super-Science; Cost: 3pp] 
  and Extinguisher Gun [Absorption 
  +6; Extra: Range: Normal; Flaw: 
  
  ...DC ANIMATED UNIVERSE 
  PAGE  52 
  Can’t channel absorbed energy, One type-Fire; Source: 
  Super-Science; Cost: 2pp] 
  COST: 30pp 
  IMAGE SOURCE: http://www.batman-
  superman.com /batman/index.html 
    
  JET-PACK 
  Equipment Type: Personal 
  Powers: Flight +10; Source: Super-
  Science; Cost: 1pp 
  Cost: 10pp 
  Image Source: http://www.batman-
  superman.com /batman/index.html 
    
   
  ...JUSTICE LEAGUE… 
  JAVELIN-7 
  EQUIPMENT TYPE: Vehicle 
  TYPE: Air/Space/Water; 
  SIZE: 
  Huge; 
  MOVE-
  MENT: 11; HARDNESS: 
  12; ARMOR: 10 
  FEATURES: Weapon +8 
  (Ranged); Extra: Space 
  Flight; Power Stunts: 
  Immunity 
  (Pressure, 
  Suffocation), 
  All-
  Around Sight (Radar), 
  Radio Broadcast, Radio Hearing  
  COST: 48pp 
  IMAGE SOURCE: http://jl.toonzone.net/javelin-7/002.jpg 
   
  WATCHTOWER 
  EQUIPMENT TYPE: Headquarters / Vehicle 
  POWER LEVEL: 18 
  TYPE: Space; SIZE: Awesome; MOVE-
  MENT: 5; HARDNESS: 15; ARMOR: 15  
  FEATURES: Communications; Computer; 
  Fire Prevention System; Hangar; Immu-
  nity (Pressure, Suffocation); Infirmary; 
  Isolated Location; Laboratory; Library; 
  Living Space; Power System; Radar 
  (All-Around Sight); Security System; 
  Visual System (Telescopic Sense: Sight 
  +18); Workshop; 2 Additional Systems 
  at GM’s discretion. 
  COST: - 
  IMAGE SOURCE: 
  http://wf.toonzone.net/WF/justiceleague/episodes/SecretO
  rigins/Screens/Pan14.jpg 
   
   
  ...MISCELLANEOUS... 
  INVADER WAR WALKER 
  EQUIPMENT TYPE: Vehi-
  cle 
  TYPE: 
  Ground; 
  SIZE: 
  Gargantuan; MOVE: 5; 
  HARDNESS: 20; ARMOR 
  BONUS: 15 
  FEATURES: Weapon +13 
  (Ranged) [Cost: 1pp], 
  Strike +8 [Cost: 1pp]  
  COST: 61pp 
  IMAGE SOURCE: http://jl.toonzone.net/imperium/004.jpg 
   
  WAR WHEEL 
  EQUIPMENT TYPE: Vehicle 
  TYPE: Ground; SIZE: Colos-
  sal; MOVE: 7; HARDNESS: 17; 
  ARMOR BONUS: 15 
  FEATURES: 
  Weapon 
  +10 
  (Ranged) [Cost: 1pp], Strike 
  +12 [Cost: 1pp], : Power 
  Stunts: Radio Broadcasting, 
  Radio Hearing  
  COST: 63pp 
  IMAGE SOURCE: http://jl.toonzone.net/episode12/001.jpg 
   
   
  ...NEW GODS... 
  BOOM TUBE 
  EQUIPMENT TYPE: Personal 
  POWERS: 
  Teleportation 
  +30 
  (Extras: Portal; Power Stunt: 
  Space Flight; Source: Super-
  Science; Cost: 3pp) 
  COST: 92 
  IMAGE SOURCE: 
  http://www.jlanimated.com/episodes/twilightpart1/twilight
  0470.jpg 
  A BOOM TUBE is a transportation device that creates a por-
  tal that teleports anything that enters (from a person to a 
  Gigantic-sized Vehicle) from planet to planet.  Its unclear if 
  they are incorporated into a MOTHERBOX or not. 
   
  MOTHERBOX 
  EQUIPMENT TYPE: Personal 
  INT: 20, WIS: 20, CHA: 15 
  SKILLS: Computer +20, Knowl-
  edge (*) +25, Science (*) +25 
  POWERS: Datalink +5 (Source: 
  Super-Science; 
  Cost: 
  1pp), 
  Healing +8 (Source: Super-
  Science; Cost: 2pp), Super-
  Intelligence +5 (Source: Su-
  per-Science; Cost: 1pp), Su-
  per-Wisdom 
  +10 
  (Source: 
  
  DC ANIMATED UNIVERSE... 
  PAGE  53 
  Super-Science; Cost: 2pp) 
  (*MOTHERBOXES contain eons of knowledge about the cos-
  mos and as such can make any Knowledge or Science Skill 
  Roll that the GM deems reasonable.) 
  COST: 116pp 
  IMAGE SOURCE: 
  http://www.jlanimated.com/episodes/twilightpart2/twilight
  1142.jpg 
  A MOTHERBOX is a sentient computer somehow connected 
  to the Source; an energy being of great knowledge that 
  advises the New Gods.  It appears to be psionically linked 
  to its’ owner and will only work for that person. 
   
   
  ...SUPERMAN… 
  ANTI-RADIATION SUIT 
  EQUIPMENT TYPE: Personal 
  POWERS: Armor +2; Power Stunts: Immunity 
  (Suffocation, 
  Radiation); 
  Source: 
  Super-
  Science; Cost: 1pp] 
  COST: 4 
  IMAGE SOURCE: http://www.batman-
  superman.com /superman/cmp/index.html 
   
  FORTRESS OF SOLITUDE 
  EQUIPMENT TYPE: Headquarters 
  POWER LEVEL: 16 
  FEATURES: 
  Communications, 
  Computer, 
  Concealment, 
  Holding Cells, Infirmary, Isolated Location, Laboratory, 
  Library, Living Space, Power System, Reinforced Structure, 
  Workshop, 4 Additional Systems at GM’s discretion. 
  COST: - 
  IMAGE SOURCE:  
   
  SPACE SUIT 
  EQUIPMENT TYPE: Personal 
  POWERS: Armor +2 [Power Stunt: Immunity 
  (Cold, Heat, Radiation, Suffocation; Source: 
  Super-Science; Cost: 1pp] 
  COST: 6 
  IMAGE SOURCE: http://www.batman-
  superman.com /superman/cmp/index.html 
   
    
   
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds DC Animated Universe Sourcebook.pdf