You are on page 1of 82

J)1u•AR'I'Ml~NT 01~ Ex't'llANOllMAI..

f)1•ERA1'IONS

l)ESH•N & l)EVELOPllEN1'


Matt Brady, Peter Flanagan, Fred Jandt,
David Martin, Nikola Vrtis

EDITING

IN'fERIOR llRT
Rick Leonardi (p. 6),
Tom Gr1ndber g (pp. 19, 20, 22, 23, 25, 26, 27, 29, 33, 36)

COVER & GRAPHIC LAYOUT


Fred Jandt & Nikola Vrtis

SPECIAL 'l'HANKS 'l'o


Ja.ye Gardner, Dorothy Crouch, Sandy Resnick, Trent Duf:IY,
Cara Lustik, Stev.e Korte, Paul Kupperberg Ron Perazza, Allan
AB erm&n., and all of the folks at D.C Comics.
The information m tb1s eouroebook ts current through February 2001.

Look for other DC Un.tvarse Bolepl.e,y1.ng. G&me products at most


local or Internet oom1o, hobby, or book stores. Don't know
where the nearest shop 1s? Cheak the Yellow Pages or call the
Com1o Shop Locator at 1-888-COMIC-BOOK ( 1-888-266-4226).

West End Games


a trademark of D6Legend Inc.
RR 3 Box 2346, Honesdale, PA 18431
Email: westen~es@matl.com
www.westendgames.com
All DC Comics characters, related names, and ind1c1a a.re trademarks
of DC Comics.© 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Ga.mes
· a.re trademarks of D6Legend Inc.
(~() N'l'l~N'l'S

I N'l'llOIHJ(~'I1ION • • • • • • • • • • • • • • • • • • • • • • • • • • • • • !>
...~

Glossary ...... ................................................. 4


))Et»llll't1)1EN'I' 01~ EX'l'llllNOlllllllA
f)t)Ellll'l'IONS............................. a
Overview .......................... ............................ 6
Response Procedure ....................... ............ 11
Offices ................. ...... ................ ...... ... .... .... 13
Personnel . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Select Resources ......................................... 34
llEI~IUll~N(~E llA1'ERIAIA •••••••••••••••••••• !J 7
Classification of Metahumans .................... 38
Attributes & Skills Lists ............................. 40
Powers Lists ............................................... 42
Enhancements & Limitations Lists ............ 53
Advantages & Disadvantages Lists .............. 55

Mission Log .......... .. ......... ......... .. .............. .. 7 5


Equipment Report Form ............................ 76
New Power Report Form ............................ 78
The Agent Manual serves as the It 1S highly recommended tha.t all
perfect pocket reference for agents agents obtain their own copies of
of the Department of Extranormal other supplements for the DC Uni-
Operations. The first half of the veI'se Rolepleyt.ng Ga.me. (You can
book focuses on the department. It find a list of currently available
includes an overview of the depart- products at the back of this book.)
ment, briefbiogra.phies of the most These resources provide ea.ch agent
important or well-known people in with the D.E.O. 's ofllcial and public
the organization, descriptions of view of various meta.humans and
select support personnel, and de- humans of exceptional a.billty. As
tails on some of the equipment monthly reports come in, a.gents
available to agents. A response pro- may find discrepancies between
cedure chart helps lead agents what was known at the time of pub-
through the proper process for deal- lication and what has now been re-
ing With extraordinary events. vealed. Agents should be certain to
The second ha.If of the book aids note any revelations near the appli-
a.gents in documenting extraordi- cable meta.human's write-up. All
nary events, people, and technol- a.gents should periodically submit
ogy. There is a. guide to class!fying their findings to their supervisors.
meta.humans, a.s well as several However, do not be too ha.sty in re-
forms to assist agents in fUlly re- visions, as they ma;y often be ex-
cording the information they have plained through existing theories.
acquired.

f11. f)SS1lllY
Although this supplement is in- Page numbeI's 1n eaah entzy I'Bfer
tended for use With the DC UniveI'se to locations whe.re you ca.n find moI'e
Rolepla.y1.ng G8J11e, all fans of DC 1nfoI'.mation a.bout the topic in the
Comics can flnd plenty of interest- DC Universe Roleplaoring Game rule-
ing information, even if they aren't book, unless othel'W.ise specJJJ.ed.
fa.m1l1a.r With the game. Not only do .AdvantageBJD1sadva.n~: These
the character descriptions include are benefits and quirks the charac-
physical details and background in- ter has acquired. Advantages have
formation on each character, but a negative sign in front of their
you'll also flnd statistics that can value, while Disadvantages have a
be used to compare various charac- positive sign. (See pp. 21- 27 of the
ters or to plaor an adventure. To help rulebook, pp. 21 - 26 of the
those inexperienced With the game, Na.rra.toI''B ScI'een's book, pp. 122-
this introduction offers a glossary 123 and 128-130 of the JLA SoUI'ce-
of terms tha.t are in the write-ups book, p. 126 of the Gotham City
of most characters.
Sourcebook, pp. 6-9 of the Magi.c Powers: These are extra abilities
Handbook for explanations of Ad- that a member ofthe character's spe-
vantages and Disadvantages.) cies wouldn't normally have. (See
AV: Armor Value; the value of pp. 56-90 in the rulebook for expla-
how much protection an item pro- nations of some powers and the Di-
vides (p. 110). rective on Superpowers and the
BDV: Base Damage Value; the Magic Handbook for details on a
value in dice of how much damage more extensive selection of powers.)
an item inflicts before any other fac- BBtle:JrBB, Coardtnat1on, Plzys1que,
tors are taken into consideration Knowledge, Pel'06pt1on, P.res8lloe:
(pp. 109-110). See also -1!!:a.rmed
Base Da.ma,ge Value. '-'
_
'l!hese .....
are attributes
..._ which represent
the cfu1.r8.cter's natural physical and
Body Points: This value repr51- p en.t;a.l a.bilities~pp. 27-28).
sents the amount 0f peysical a.na A list o~ sktlls til: which the char-
/
mental d~e a. character can. take acter h8S experienee·or training fol-
' ./"'.
before fa.l).1Ifg un:~sc1ous (p. 38). lows ea-ch attribute Abilities in pa-
~r. Poilits: ['his value de- rentheses ar0JJpec1~\~ons of the
scribes e:fberienee '11d the ability to skill they follow. The value next to
reach rxals. Values for some char- tb.e specialization is' added \ o the
'
acters• ay seem (
low, because Char- skill's value when ~ing out how
\"
acter Points a.re spent for improv:- go©d. a ch_!:facter is at tJ¥.t skill ,s pe-
ing skills, P,OWers, anci act10ns (pJ1>. e1a.11zat '!!>R ~See pp. 42-54 o'f the
38, 102-103). ruleboek, p. 127 oftlie Gotham p1ty
Hero Paints: This value conveys Sourcebook, a.nd p. 9 of the M{l.gJ.c
the exceptional petent1al it takes to Handbook.) '
I
be a super hero. The mor,e Hero -Speecir':Ole rate the chare;ct;er can
Points ·the ellaracter has, the more m0Ve On feet per roWld) ~pp. 36,
heroic he or she is. Here iPoints are 106). I
also use¥ for 1mp,r<!>Ving actions Teoh Lsvel: Jb-'1 ~~urli. level
(pp. 38, 103~. ofteehnol~gy:~c~~~'j can use
Natur&l. .AbWties: A sectien. in- (J1>p. 36, 233). /
cluded for those who aren't hwna.n, llJ'na.rmed BDV:
,. ~ / Unarmed Base
natural abilities refer to c ha.racter-
is tics that are 'innate to- the
--
Danu:i.ge
~
Value~ the vB.lue in dice of
/ ,.._,,,., ~--
now much unarmed damage the
character's species. These oould be character- ca.ii. furu.ct. If there are
descriptions of what the ability can two Values, the first refers to how
do or they could be represented by much damage the character can in-
powers. filct when using the brawling skill;
PDV: Passive Defense Value; a the second refers to how much dam-
value that measures the character's age the character can do when us-
innate ability to avoid harm (pp. ing the martial arts skill (pp. 38,
36-38, 107-108). 110). See also Base Damage Value.
P/lbonus: Plzysique,llittingbonus; Vllla1nPolnts: This value represents
this value represents the amount of how evil a character is. The more
additional damage a character can
inflict because of his or her strength
(pp. 38, 110).
1111114 '111111
J)l~P1.\ll'l tll~N'l f)l~
1 1

l~X'l ll1.\N f) lltl1.\I.


1

f)Pl~llL.\'ll:ftN~
Overview
................. .. ....... .. 6
Response Procedure
..... .... ................. 11
Offices
.. ..... .. ... .............. 13
Personnel
.......................... 18
Select Resources
... ........... ....... ..... 34

1111111111111111~
f)\T)~fl\TIJ~l\T
The following is a brief examina- eration of independent meta.human
tion of the Department ofExtranor- "super heroes." It provides assis-
mal Operations. This material is tance to local law enforcement
CLASSIFIED . .Any dissemination of agencies in the apprehension and
it to the public will result in an in- detention of metahumans as
vestigation and incarceration of the needed. It maintains a strikeforce
guilty party. composed of government-sanc-
This section has been divided as tioned and controlled metahu-
follows: mans, to help in carrying out its
· Mission Statement enforcement objectives. It con-
· Brief History of the D.E.O. structs facilities to incarcerate
· Organizational Structure metahuman criminals.
· Office Locations The department has furthermore
· Areas of Jurisdiction established faeilities for the study,
· Departmental Divisions recruitment, counseling, training,
· Research Programs and support of meta.humans. It co-
ordinates the Metahuman Protec-
ll1ss10N S ·r ATEMEN'r tion Program. It continues to pre-
pare facilities, equipment, and pro-
Pursuant to Title 28, United cedures to negate meta.human "su-
States Code (U.S. Code), Section per heroes" gone rogue. It has cre-
553. the Secretary of Metahuman ated medical facilities for the study
Affairs is authorized t© "create and of the physiology of meta.human
operate an organization charged abilities. These also have facilities
with the monitoring and enforcing for postmortem study of deceased
of matters directly or indirectly re- meta.humans.
lating to the presence of individu-
als of extranormal abilities, other- llRIEI~ flIS'l'OllY
wise known as metahumans."
The manner in which the De- In the wake of the Janus Direc-
partment of Extranormal Opera- tive, a plot by Kobra to set the vari-
tions carries out this mission is ex- ous government metahuman agen-
tensive. The department investi- cies against each other, the United
gates any violations of the law by States president created the Office
metahumans. It monitors metahu- of Meta.human Affairs and ap-
mans for potential violations of the pointed Sarge Steel as its director.
law. It maintains a. data.base on After campaigning by Steel, Sena-
known meta.humans containing tor Pete Ross, Lex Luthor, and oth-
their abilities, modus operandi, ers, this was made into a cabinet
and aliases for the purposes of pro- position and Sarge Steel became the
tection against various meta.hu- Secretary of Metahuman Affairs.
mans becoming a threat to national More recently, under the presi-
security. It researches methods of dency of Lex Luthor, Amanda Blake
enjoining or compelling the coop- Waller holds the position.
1111111- l
In the next few years after the
~11111
direct federal support and corpo-
position was created, the president rate grants. By maintaining mul-
and Steel understood that meta.hu- tiple sources, exact funding levels
man activity was increas.ing. There for the D.E.O. can be kept secret.
became a need for an organization Federal funding for the D.E.O. is
charged With the duty of monitor- derived from allocations received
ing and handling meta.human cri- from the budgets of the Bureau of
ses. Working in association with Corrections, the Bureau of Immi-
the Internal Security Agency, De- gration and Naturalization, the
fense Intelligence Agency, and Fed- Central Intelligence Agency, the
eral Bureau of Investigation, the Department of Defense, the Federal
Office of Meta.human Affairs cre- Bureau of Investigation, the Na-
ated the Department of Extranor- tional Security Agency, and others.
mal Operations. It is primarily a joint operation of
Heading up the D.E.O. would be the Office of Meta.human .Affairs,
the former director of the recently Federal Bureau of Investigation,
decommissioned Central Bureau Internal Security Agency, and De-
of Investigations, King Fa.rad~. fense Intelligence Agency.
Underneath his direction are As the D.E.O. acquires and stud-
various other governmental meta.- ies advanced and extraterrestrial
human agencies that had previ- sciences, engineering, and tech-
ously worked autonomously for nologies, it makes these results
the government. available to participating corpora-
tions. In exchange for access to this
iblEAS 01~ material, the corporations provide
the D.E.O. With funding and mate-
,)UilISIHC1'10N rials. Publicly contributing corpo-
Several federal statutes and Ex- rations include LexCorp, Kord En-
ecutive Orders allow the Depart- terprises, and WayneTech.
ment ofExtranormal .Affairs to in- Unofficially, the D.E.O. uses
vestigate matters similar to those semi-retired super villains to de-
that fall under the auspices of the sign weapons systems for depart-
Federal Bureau of Inve,atigations ment use. For example, some
With the exception that the D.E.O. 's branches of D.E.O. ground troops
jurisdiction only applies to inci- wear uniforms patterned after
dents involving meta.humans . Dead.shot's costume, complete With
Some of these classifications in- monocular targeting system.
clude civil rights, domestic and in- The D.E.O. also maintains a
ternational terrorism, foreign number ofbusiness fronts, used to
counterintelligence, organized provide goods and services needed
crime, violent crimes, white-collar for the agency's myriad operations.
crime, and overseeing the federal For instance, Blackhawk Express
Meta.human Protection Program. now works exclusively for the
D.E.O. and its divisions. It provides
(~UNIHNG di.s crete transport of agents, sup-
Funding for the D.E.O. opera- plies, meta.humans, and classified
tions comes from a combination of cargo.

lllllllx
f)llGANl7..A'l'IONAI~ f)t?(?J(~E l...OCA1'IONS
The Department of Extranormal.
S 'l'llUCl'UllE Operations is headquartered in New
As a part of the Office ofMetahu- York City and splits the country into
manAffairs, the Department ofEx- eight regions: Northeastern, South-
tranormal Operations and all of its eastern, Midwest, Northwestern,
members are directly responsible to Southwestern, North (Alaska), West
the O.M.A. 's head, the Secretary of (Hawaii), and Washington D.C.
Metahuman Affairs (who is cur- Each of these regions has its
rently Amanda Blake Waller). headquarters located in a major
Within the D.E.O. itself, the hier- city. For e~ple, the Northeastern
archy is as follows: Region has its headquarters located
Senior Director: The current se- in New York City, in the same build-
nior director is Ri1p.g Fairaday. This ing a.s the national headquarters.
position is appo1nted by the U .S.
))EPAll'fMENTA:L UIVJSIONS
president and the Secretary ofMeta-
human Affairs. Under the umbrella of the De-
Regional D1rectors: The country partment of Extra.normal Opera-
is split up int0 eigat regions, each tions itself are several ongoing or-
with its own director, who is se- gan.a. Each of these is tasked with
lected by the senior director. investigating or handll,ng a certain
.Ass1.sta.nt Beglanal Dlrectors : Be- aspect of the meta.human cases that
1
neat'h tlie directors are several as- come into the D.E.O. /
sistant directors (ADs) .
~ '
The num- All-Purpose BnfoJeulient Squad:
ber of ADs per region differs depend- 'rhe .A.P.E.S. acts t s the' D.E '@. 's li-
ing on ' the geographic size of the aison with federal and }ocal law
region and: the ameunt of meta.hu.- enJ'orceme:nt agene{e·s. '.fille~ are a
man activity tb:ere. multinatipnal cooperat ive1c1rganiza-
8peo1al Ag~: Reporting ta the t1en whose age:r{ts b.a.~fpigh-level
ADs are a select group of agents who clearance :from other·1a.w-enforce-
have proven their abilities in the ment and investiga.ti'~e authorities
field and promoted because of it. :from areun:d the'wdrld.
These special agents are norma.lly National Meta.human.
/
Research
in charge of specified projects or di- Foundation: The N.M.R.F. was set
visions within the D.E.O. 11p by the D.E.O. to support research
Agents: Implementing the bulk of in the public and private sectors on
the D.E.0.'s mission are its agents. metahuman physiology and develop
.Agents monitor, report, and assist technologies designed to interact
in the apprehension ofmetahumans. with them. Some of the companies
Support Staff: Staff in support that benefit :from the funding of the
positions make up the remainder of N.M.R.F. are S.T.A.R. Labs, the In-
the personnel in the D.E.0. These stitute for Metahuman Studies, and
include security guards, scientists, Project Cadmus. While not under
situation analysts, psychologists, the control of the N.M.R.F., these
counselors, shock troopers, secre- organizations may be called upon
taries, and so on. to offer assistance as needed.
TaskForoe Delta: Th1s department
~11111
housed. It is also literally the tip
evolved trom a restructuring of sev- of an iceberg, as the subterra-
eral formerly separate government nean levels are usually far larger
meta.human a gencies, including than the surface building.
Knightwatch, the Orphanage, the Suicide Squad: Formerly
Suicide Squad, and the Wa.be. known as Task Force X, this
Kmgbtwatah: Formerly known group of expendable meta.human
as Checkmate, Knigb.twa.tch is covert field agents is made up of
the D.E.O. ' s high-powered re- meta.human criminals working
sponse and security deta.11. They with the government towards
are on call 24 hours a dey, seven gain1.ng themselves pardons. The
deys a week to r espond to a.ny Suicide Squad was originally un-
meta.human threats as needed. der the command of Southeast-
Knightwatoh is overseen by the ern Regional Director Amanda.
Northwestern Regional Director Waller, but with her appoint-
and is headquartered at Fort ment to Secretary of Meta.human
LewiS in Washington State. Affairs, this position has shtited
Orpha.n.84fe: The D.E.0. main- to General Frank Rock.
tains metahwna.n educational fa- Wabe: The Wabe functions as
the D.E.O. 's center for the analy-
cilities in ea.ch region, collectively
known as the Orphanage. This sis and possible containment of
d1V1Sion of the department is ac- dangerous non-humanoid extra-
tually a series ofboarding schools terrestrial lifeforms. Addition-
for meta.human children, where ally, terrestrial students who
their abillties can be evaluated prove unflt or unsuitable for the
and the children trained in their Orphanage a.re sent to the Wabe.
use. They also exist as places This is a high security facility
where the D.E.O. can indoctrinate that is closer to a prison than a
future super heroes. school. The actual data.Us of the
Generally, each Orphanage Wabe are classified due to pos-
has a strictly regulated environ- sible metahuma.n intervention
ment. Students a.re not a.ware into its operation.
they are actually inmates is a dis- Rumor has it the Wabe is being
creet security facility. To the out- constantly rebuilt and rearranged
side world, it's just a school. to prevent anyone trom learning
The typical Orphanage is an its leyout. What is public knowl-
isolated compound hidden in a edge is that the Wabe has a large
deep forest or valley. A 20-foot detention facility where meta.hu-
fence surrounds the compound man inmates are housed in high
and access is controlled by security conditions.
guarded entrances . The main
buildings consist of dormitories, llESEAIU~ll J•uoGilAllS
classrooms, physical activity cen-
ters, and recreational facilities. AMAZo 2000 t•uoJEC'r
The administration building, An officially rogue project un-
norm.aJJy forbidden to students, dertaken by Dr. Andreas Charles
is where the D.E.0. operation is and Major Thomas Lutwidge, the
Amazo 2000 Project involved the should the project become public
construction of a new series of knowledge, the plan was cancelled.
high-powered androids pro-
grammed with the powers and 1•noJEC'f 1fBlPLASH
skills of known meta.humans. The Project Whiplash is one of many
Amazo 2000 prototype wa.s acti- activities that focus on creating
vated prematurely when the cur- meta.human-neutralizing weapons.
rent Green Lantern discovered its The Whiplash is a subsonic projec-
existence. Unable to cope with tor that creates a two-Hertz stand-
Green Lantern's powers, it was de- ing wave in a target, theoretically
stroyed. D.E.O. Director Mr. Bones disrupting the target's concentra-
took custody of the android's re- tion and thus negating mentally
mains. Their current location and activated powers or equipment.
condition is classified.
Scuooi- AGE TESTING
Pno.rnc·1· (~oLEMAN
PtlOGRAM
Project Coleman is one of a series
Under the guise of routine aca-
of such programs intended to recre-
demic testing, the D.E.O. has devel-
ate the Green Lantern power source.
oped a sophisticated battery of tests
It was initiated shortly atter the fail-
to determine potentis.l meta.human
ure to conflsca.te the known Green
before their powers manifest. These
Lantern power source from its pos-
tests appear a.s innocent achieve-
sessor. Coleman has proven a con-
ment tests, eye exams, physical flt-
troversial project, prone to cata-
ness tests, and so on. Individually,
strophic failures. Current work is
each test can demonstrate a gtit for
underw~ a.t a.n orbital facility.
lea.ming or physical activities. How-
I•noJEC'r GREENUGBT ever, through correlation in the
Project Greenlight is a. LexCorp D.E.O. database and study by spe-
undertaking to synthesize green cial meta.human analysts, these
kryptonite. Following the erratic tests are starting to become an ac-
results obta.ined after Superman curate indicator of which individu-
was exposed to test samples and in als will develop meta.human abili-
consideration of the public backlash ties and at what age.
l
llESI•C)NSE PllC)(~El)IJllE
For any given metahuman event, invasion, or potentially dangerous situa-
tion involving metahumans, strict protocols are always followed by the D.E.O.
When operating at peak efficiency, this process should occur in no more than
12 hours total.

D.E.O. llsteningpost is notUled ofmetahuman


event or activity by either local authorities or
D.E.O. monitors. This offl.ce, coordinating with
other organ1zations in the National Metahu-
man Research Foundation, determines the 1n1·
tial threat level.
Is the situation beyond the oa.pabillties of
looa.l or regional. authorities?

1) Regtonal D.E .0. agents are dispatched 2) The matter is handled by


to the scene. D.E.O. a.na.Jysists further local or regional authorities.
review all reports. They compare the Goto9.
details of the situation to the existing
metahuman database to determine 1f a
3 ) Regional a.gents move
known metahuman is associated with
the situation. If a metahuman appears in, secure the location, and
to be involved and no previous data ex- deal with the metahumans
ist on the subject, a new profile is estab- involved.
lished with the aid of D.E.O. psycholo- Goto9.
gists. A plan of action is determined and
forwarded to the regional director. The
6) Kn1ghtwatch troopers are
threat level is reassed.
scrambled to the scene from the
Is the situation beyond the nearest regional barracks. The
oa.pabll1t1es of regional. 98ents? regional director, assistant di-
rector, analysts and psycholo-
gists assemble in the office's Op
Center, which is tied in to the
Knightwatch troopers' helmet-
cams and audio patches. The
4) Spec1.tlcs regarding the situation
mission is also monitored from
are forwarded to the office of these-
above by the use of Inspector
nior director, who then determines satellites. The mission ls ob-
the best course of action. The Secre- served to its conclusion.
tary ofMetahuman Affairs is briefed At the same time, regional
and informs the U .S. president, the D.E.O. officers and agents effec·
Cabinet, and the Joint Chiefs of Sta.ff tive1y cause a communications
of the situation and impending blackout near the metahuman
D.E.O. involvement. event via the use of roadblocks,
Does the matter require reports of toxic spills, micro·
meta-powered ground forces wave jamming devices and
whose actions would neceseit.ate other means, allowing Knight-
plausible den1abll1ty? watch to operate without me-
dia interference or public
knowledge.
Goto9.

llllllH##HlllM
6) Southeast Regional Director 1s contacted and told to scramble a Suicide Squad
detachment to the site, with standard compliance collars and wristbands. D.E.O.
agents, who inform the Squad of their mission, rendezvous time, and location,
meet the Squad at the site. If the senior director and Southeast Regional Direc-
tor have determined the mission to have grave enough consequences, pardon
waivers, signed by the U.S. president, are shown to the Squad members. The
Squad is sent into harm's wa;y, with EyeSpy hovercams to observe Squad activ-
ity and behavior, making sure no one violates the conditions of their respective
pardons. Knl.ghtwatch troopers ma;y also be scrambled and sent to the scene
(as in section 5) to insure Squad compliance and to act as backup.
Is the Squad able to deal With the matter effect1vel;y?

8) Surviving Suicide Squad members 7) Surviving Squad members and ca-


are retrieved from drop point. Bodies sualties are removed from site. Re-
of Squad casualties are left on-site gional metahumans in the area of dis-
with compliance devices removed. All turbance are contacted regarding the
usable tech is retrieved, and if pos- matter. If the situation 1s of global
sible, incendiary devices are placed consequence, the matter is forwarded
to remove all traces of metahuman to the Northeast Regional Director,
activity. who then contacts either the JLA or
Goto9. the JSA. All metahumans are briefed
regarding the matter. Offtcial D.E.O.
involvement ceases.
Goto9.

9) A description of the entire event, from beginning to end, is documented


by D.E.O. accounting offtcers, complete with audio, video, and holographic
references. Captured extraordinary malcontents a.re turned over to the ap-
propriate agency for safekeeping or conta.inment. Recovered nona.gency
technology is turned over to S.T.A.R. Labs for analysis. Media. damage con-
trol is implemented. D.E.O. counselors assist those who ma.y have mani-
fested exotic abilities. A full report is placed on the desks of the senior
director, relevant regional director, and, 1f involved, Southeast Regional
Director within 24 hours of the mission's conclusion. Suggestions are noted,
and D.E.O. agents, Knl.ghtwa.tch Troopers, and Suicide Squad members re-
view the reports. Follow-up plans a.re created. Ifjusti.tled by actions during
the mission, pardons are granted to Suicide Squad members.

I~ W#IH#H#llllJ
~11111
Currently, the D.E.O. has eight video monitors of varying sizes take
regional headquarters located in up one 40-foot high wall. D.E.0. in-
major cities throughout the United telligence officers man the banks of
States: Northeastern, Southeastern, individual workstations in front of
Midwestern, Northwestern, South- the wall. They can contact the di-
western, Northern (Alaska), West- rector or assistant director within
ern (Hawaii), and Washington, D.C. seconds of learning about a meta.-
The eight regional offices are co0r- human event.
dinated by D.E.O. command in New Accounting, secretarial, and ser-
York City. vice pel:'sonnel-the majority of

?r~
whom do not possess security clear-
f)VERVIElf ance ta aecess the upper floors-
The bU!J.dings housing the eight occupy the lower levels. There is a
headquarters range in height from distinct difference in appearance be-
1 O to 60 stories, but they are all tween floors as well. While the in-
essentially equipped in a similar telligence-gatherlngfloor has a par-
fashion. The region.al director' s ticular high-tech feel and look,
office is on tb.e lfighest flo0r and gi'len the banks of tracking equip-
is surrounded by the om.ees 0f the ment, all floors beneath appear to
ass1stant directer and :ln.fbrmation be unassuming business offfoes,
officers. filled with c11bicles and w0rkers. In
Several floors se:pal'ate the of:tlces four of the eight 0ff1ces, dummy
of governmental 11a1sons from th:e companies.have been created to fill
director's far secur~ty reasons. the rem.a.mmg floors of the build-
These irlclude, offices for the NR0 ings, bl!lt all w0rkers in these com-
(National Reoonnaissanoe Office), panies are D.E.O. staff. :Additionally,
DIA (Depautmen~of Internal .Af- there are always at least two resi-
fairs), CIA CCen.tra.' Intelligenee dential levels in a D .E .0 1 building,
lo"
Agency ) , NS:A. (Nat· "
onal Security which serve as regi.o;lai barracks for
Agency), and Pent~on pt;!rsonnel. Knigh.twatch tro0iSers.
The floor with liaison ome"es n.or- The lobb$,~ the building clearly
mally houses the on-watCh area for design.ates it ·as being operated by
D.E.O. detectives. the D.E.O. and has ultra high secu-
Several floors below the liaison rity measures. Receptionists sta-
floor is the home of the information tioned in the lobby are actually
officer watch station and the assess- hard-light constructs of the real
ment officer's area. Also on this receptionists, who are comfortably
floor is the operations area of the seated in of:tlces at least four floors
above the entryway. Security guards
building. The satellite up/down link
are in reality Knightwatch troopers,
to the D.E.O. 's Inspector Class Sat-
ellites, the E/I stack room, the ob- who are rotated through the secu-
rity detail as part of their training.
server room, and the situation dis-
Guards are armed with Glock .40
play room f1ll this cavernous area.
Computer tracking systems and Model 23 sidearms and tasers. They

lllllllHllllllM
are also highly trained in all forms hicles, weapons, and other equip-
of hand-to-hand combat. ment are stored and serviced. Be-
Along with common metal and low these are one or more Informa-
bomb detectors, each D.E.O. lobby tion Conditioning Levels (depend-
houses Organo-Sn1ffers developed ing on the region), which houses
by Kord Enterprises. These sensors secure ma.inframes and the teraflop
can detect all organic compounds databases. Further levels below the
near an individual and rapidly de- building are utilized as research fa-
termine if any combination of the cilities, metahuman holding cells,
compounds could be mixed to form and storage of metahuman and
any type of potentially harmful mystic artifacts.
item. Finally, the lobbies are Finally, in cities with subwey ser-
equipped with WayneTech Genetic vice, D.E.O. offlces have their own
Signature Monitors. They deter- stations connected to the main rail
mine the rough genetic sequence of line. If agents or other D.E.O. per-
anyone trying to enter the build- sonnel need quick access to the city,
ing, making sure that they are the they ffi8iY' take the shuttle from the
species they claim to be and are n<:>t D.E.O. station to a.junction station.
carrying any e:irt.ra genetic or once- The D.E.O. shuttle 1s clearly marked
living material. These monitors "One Wey-Special Use" to discour-
have proven useful time and again age civ111s.ns fr0m t:cyin~ to board it.
in stopping the pr0gress of shape-
shiiting spies, as well as weapons
made of liying material. Some ex- SUllVEil!J!.ANCE (IJj
amples ~elude the bone guns fa-
vored by t}\e 7 th iDay N1hil1sts, and
(~APAUIU,.,IES i J\l
the neural :paralysis-1ndue1ng The D.E.O. monitoring ~,stem 1s
worms found in th:e Marianas oomp0,aed ef a. string of 36 Inspec-
Trench prefered by eertai:n ter Class S&tellites. ,These' can reg-
Atlantea.n: e:irt.remists. Thanks ta ister and reeorr ldlrtque metahu-
the coope):atien between Way:ne- man energy s1gn,a(uQs a{{d' chromo-
Tech and K0~d Intlustries, botli. the soma;l wavele~sl
.r ir~f /
~ell as dis-
cha_;~s
all
Organo-Sniffers and the Genetic or~:f!l':¢.t~),t0 , s of virtually
Signature Monito~h_ave been ili- · ~erms of ~erg,y,, from electric to
corporated into one large flat-panel chronal. '.l!h.e s8.te1utes possess allm-
monitor that guests to the building ited artificial intelligence that al-
must walk behind before ga1.ning lows them to adapt to new energy
access to the elevator banks. signatures. They can thus track and
Two parking levels located be- assemble a profile of a new meta-
neath the building provide parking human or an individual utilizing
for all D.E.O . employees. The extranormal levels of on e of the
entrywey is equipped with a four- known energies tapped by metahu-
inch door made from an alloy of man abilities.
steel, titanium, and lead (Body The D.E.O. also is a silent part-
Points 200; AV 30). ner on the International Space Sta-
Underneath the parking levels tion and numerous space shuttle
are the mechanical levels where ve- missions throughout any given

#~ W#llHHHll~
11111~
yea.r. Furthermore, the department troopers 1n the building are put on
has listening stations on Earth's full alert and stand by near their
moon, Mars, and 1n orbit on the far own lobby-access elevators.
side of the sun. All employees are given badges
The department actively monitors that function as pass cards for spe-
a.11 events whose effects could trig- cific levels of security clearance.
ger meta.genes or have a. potentia.lly Access to secure areas is strictly
mutagenic effect on any segment of enforced. Those without proper
the population, from tainted street clearance cannot use elevators for
drugs to a detailed and ongoing re- the higher floors, and stairway
port of residents living near the so- doors will not open for them. If a
ca.lled Tunguska Event. security breach were to occur, a.11
Finally, each D.E.O. offlce has a elevators, except those solely used
spherica.l Ops Center located near by the Knigh.twatch troops, and au
the top of the building. Here, the stairwell doors automa.tica.lly seal
director, assistant director and oth- and are unable to be opened from
ers mSiY assemble to oversee ongo- either side. All floors a.re also
ing missions in the field. Commu- equipped with their own emergency
nication systems in the Ops Center oxygen genera.tors. They can be
are tied directly to D.E.O. a.gents and sealed off entirely from the outside
Knigb.twatch troopers in the field, for several days.
as well as satellite views from the The entire building is equipped
Inspector Class Batellites. with an electromagnetic dampening
field, cuttingoffallnon-D .E.O. cell-
SECUlll'fY )IEASURES phones, two-wSiY radios, and even
Entry into the D.E.O. offices is limited telepathy. The roof of the
closely guarded. .Any civilian com- building has four high-caliber ma-
ing into the building with a. com- chine guns. These ca.n utilize a Wide
plaint or report of meta.human ac- variety of bullets, including lead
tivity ffi8iY see a.n agent immediately. (BDV 7Dx4), spent uranium ( BDV
The agent most often comes to the 6Dx8), holy water-filled capsules,
lobby and personally leads the ci- and others.
vilian to a conference room on the The helicopter platform on the
ground level. Informants needing roof is hidden by a ha.rd-light pro-
access to the D.E.O. building are a.11 j action of gun banks and guard
given code phrases that are psychi- shacks. Unless the incoming heli-
ca.lly shielded and cannot be discov- copter broadcasts the proper signal,
ered by anything less than a full or the proper sequence of buttons
m1nd scan by an advanced telepath. is pushed from inside the guard
At the slightest hint of trouble 1n post on the roof, no pa.d appears on
the lobby, a.11 on-duty Knigh.twatch the building.

111111~ ~Ill~
IIEAHUUAll'J1EllS'
N1n\ Yotlii (~I'IT
1

- - - - - - - B ELICOP'l'ER I •AD

- - - - - - 501'8 l~U)OR
Elevator/Information
Director's Office Stack

Assistant Director's Information


Office Officers

- - - - - - !151'8 (~U)OR
DIA Liaison

Pentagon Liaison
CIA Liaison
NSA Liaison

Meta-counselor
Group Meeting
Rooms Detectives on
Watch Area

- - - GttouNn l~woR
i--i===:;;i!?~H - - - - - SECURE I•ARKING l ..EVEI.S

_......____._ _ - - - - - - - I NFORMATION CoNDJTIONING LEvHLS

- - - - - - - Sunw.u CoNNEt'TION
Assessment
~11111
Officers Area Information Office
Watch Stations

Satellite Elevator/Information
t.r.__ _ -tt-t--tf--- Stack
Up/Down Link

Observer Room
Situation Display
Room

SI'l'UA'l'ION ))JSPIAY lltHHI


The Situation Display Room contains high-volume potential access display sta-
tions. They provide real-time tracking of hundreds of targets via a ring of specialized
surveillance Inspector Class satellites. The satellites can identify and follow targets
through a number of means, including individual chromosomal wavelengths.

GROIJN)) l~LOOR EN1'1lANC;E


Hidden guards and high-tech security devices protect the lobby of one of the
most classified organizations in the United States.
J•J~llSf)NNl~I.. 1~11.. l~S

ceived a. degree 1n political science,


a.nd became an a.ide to her local con-
gressman. From her position 1n
Washington, Waller saw the United
States and the rest of the world suf-
fering from the same ruthless vio-
lence that cla.imed her family, which
drove her to look for possible solu-
tions. What she found was the file
on the Suicide Squad. Waller re-
quested and was granted presiden-
tial permission to form a new Sui-
cide Squad composed of meta.human
villains under her own supervision.
Waller has seen her Suicide
Squad through many missions, rev-
eling 1n its successes and privately
mourning the losses of members
killed 1n the line of duty. Waller has
excelled at covert operations as
well. She served for a time as direc-
tor of the Checkmate organization.
NAK"S: Waller, Amanda. Blake
She was removed from her position
The Wall
A:J.;u,.s:
because of her handling of the Ja-
PosmoN: Secretary of Metahuma.n
nus Directive operation. She was
Affairs, former Southeast Regional
later personally recruited by King
Director and head of the Suicide
Faraday to serve as the director of
Squad
the Southeast Region of the D.E.0.
B ASE OP OPERATIONS: Washington,
While her position and name a.re
D.C .; formerly Belle Reeve Maxi- recognized 1n the federal govern-
mum Security Prison, Louisiana.
ment, the Suicide Squad's existence
lbtGm: 5'1"
18 known to only a few outside of
WmGm: 200 pounds
the president. President Lex Luthor
Ens: Brown later selected Waller as his new Sec-
H.t.m: Black retary of Meta.human Affairs.
RACE: Human
With her no-nonsense attitude,
TEOH LEvEL: Modern ( 1)
Waller does not tolerate insubordi-
BAamROOND: A native of Chicago who nation from anyone, even those 1n
saw two of her children and her authority. Yet underneath, she
husband killed by inner-city vio- deeply ca.res about others, only us-
lence, Waller decided to take a. pro- ing her influence and experience in
active stance in improving her com- wa;ys she believes Will save lives and
munity. She attended college, re- benefit the most people.
Amanda Blake Waller
Reflexes 2D: BI'a.wling 3D, melee
wea.pons4D
Coo:rd1nat1on 2D
Physique2D
XnowledSe 4D: Compute!' ops 6D,
CI'iminology 6D, schola.I' 6D
(D.E.O. PI'OCedUI'eS +2D, .known
metahumans+2D,metahuma.n
CI'imina.ls, politica.1 science +4D
each), secUI'ity 5D (Belle Reve
+6D, D.E.0. +2D)
Percept1on 2D: StI'eetwise 6D (Chi-
ca.go +2D), know-how (politics)
7D, sUI'Vival (UI'ba.n) 6D
Preeenoe 3D: Blu.tf5D, command 6D
(D.E.O. pel'sonnel +2D, Suicide
Squad +4D), intel'I'oga.tion 6D,
intimida.tion 9D, pel'BU8Sion 8D,
w:Ulpower8D (stubbornness +7D) NlllE: Ear~. King
ADvANTAGBe/Dis.AnvANTAGBs: Charis- Fom.mB .A:ws: !I-Spy
ma.tic -3D, Contact (D.E.0.) -5D, PosmoN: Sen10r D1rectci5r
Intimidating Gr1n-2D, Leadership B.ASB op Ol'EMT.toNS: Wasb.ington, D.C.
Ab1llty-2D, Observant -2D; Argu- HJIIGBT: 6'0"

==~1~!5 pounds Q///


mentative +2D, Extremely Com-
petitive + 2D, Hides Emotions
+ lD, Obsessive Tendencies +2D, BAm: White / / '/J/
Shady Backgr>ound +2D. lb.cB: Human ,
Bl'BBD: 30 TBas: I.Evm.: Madern
/~
(1)
PDV: 1 BAcKoBOmro: A· gift;ed intelligence
UNABKBD BDV: lD ope(a;ttve, King Fa,;ada.y originally
P/L BoNUS: + 1 was an,.agent-with the Central Bu-
HERo PoIN'l'S: 6 ~U:Of, Intelligence, where he was
Vn:.LAIN PoINTB: 2 placed on the so-called Danger
CHABAOTBB POINTS: 62 Trail-full of double agents, stolen
BoDY PoIN'l'S: 29 secrets, and threats to the Western
world. He excelled in his work and
EQUIPKBNT:Glock .40 Model 23
served with the CBI for over two de-
(BDV 4Dx3), various technology of
cades before being named director
theD.E.O.
of CBI operations. During his ten-
ure as director, Farada;y aided many
covert missions and investigations,
from overseeing a revived SUicide
Squad to advising the president on

llllllNHlllllM
meta.human affa.1rs. When the CBI (D.E.O. equipment +4D), secu-
was decommissioned and broken rity 7D (D.E.0. +6D)
into separate units, many of the Peroeption 3D: HJ.de 7D, know-how
CBI's former duties were trans- (intel.ligence gathering) lOD,
ferred to the D.E.O. Rea11zinghe was .know-how (military tactics)
the perfect candidate for such a po-
lOD, repa.:tr4D, search 7D, shad-
sition, Fara.day's superiors ap-
ow.1ng7D, streetw1.Se 7D, surveil-
pointed him as the senior director
lance 7D, surv.tva.1 6D, traokJ.ng
of the D.E.O.
6D
With Faraday as director, the
D.E.O. has been quite active in both Preeenoe 3D: Ani.ma.l hand.l.1ng4D,
covert and public missions. Fara- bluff 6D, charm 6D, command
dey himself had a hand in recruit- 7D (D.E.O. personnel +3D), dis-
ing agent Cameron Chase and has guise 6D, 1nterroga.t.1on 7D, in-
taken a personal interest in her t1m1dat1on 7D, persuasion lOD,
performance. Faraday, a.long with willpower 9D
Sarge Steel, likewise has o~en ad- ADvANTAGBe/DISADVANTAGBe: Acting
vised the Presid.ent and Jaint Ab111ty-3D, Attractive Appearance
Chiefs of Staff on matters concern.- -2D, Charismatic -3D, Contact
ing meta.humans. (D.E.O., Federal goverrunent, spy
King~ comm.unity) -6D each, Cl'mrage
-2D, Fast Reaction -4D, Gitted in
Reflexes 3D: Acrobatics4D, athlet-
Learning -4D, Hardiness -4D,
ics6D, boatJ.ng6D, braw.l.1ng8D,
climbing 6D, dodge 7D, driving
Leadership Ability -2D, Obscure
Knowledge -2D, Observant -2D,
6D, escape a.rt1st 6D, ma.rt.ia.1 a.rts
Owed Favor (various individuals)
6D, melee weapons 8D, piloting
-6D, Preparedness -4D, Speed
6D, rid1.ng6D, sneak 7D
Draw (handguns, knives) -lD
Coordination 3D: Gatah 4D, loak- ea.ch; Enemy (variaus enemy
picldng 6D, ma.rks.manship BD, a.gents) +4D, Hides Emations
missileweapons7D, thievezy7D, + lD, Obsessive Tendencies +2D.
thrown weapons BD
BPBBD: 30
~que 3D: Leap 6D, litting 6D, PDV:4
resistance 6D, running 6D, UNARKJ.m BDV: 4D/1D
swtmm.J.ng6D P/L BON'O'B: +2
· Knowledge 4D: Computer ops 7D, HBBo PoIN'I9: 12
crimlD.ology 8D, demolitions 6D, V ILLAIN POINTS: 0
forgezy6D, Ja.nguages 7D, medi- CJWWn'BB POIN'l'B: 90
cine (fl.rst a.id) 6D, nav.tgation BoDY POINTS: 36
6D, research 6D, scholar 6D Glock .40 Model 23
BQUIPK BN'l':
(D.E.O. procedures +9D, .known (BDV 4Dx3), various technology of
metahuma.ns +7D), science 6D theD.E.O.
~11111
came a group that called itself He-
lix. Operating as thieves, the team
clashed with Infinity, Inc. on sev-
eral occasions. A little while later,
Helix teamed with Carcharo, an-
other creation of Love, but this was
short-lived. During their fallout,
Bones lost his le1t leg to the jaws of
Carcharo, and he wound up in the
custody of Infinity, Inc. He accom-
panied the team on several mis-
sions, but he was framed for the
death of the Infinity leader,
Skyman, during a battle. Bones was
able to elear'himself of the charges,
but shortly th:erea.iter, the team dis-
banded.
While much of Bones's post-In-
finity, Inc. adventures are sttp clas-
sified, he was recruited by the
D.E.O. shortly a.1ter the team dis-
NAME: Mr. Bones banded. He served with distraction
PosITION: Northeast Regional as an agent and field operative,
Director making him an excellent eandidate
BABB OP OPERA!I'IoNB: D.E.O. Northeast for the opening of db!ect0r of the
Regional Office, New York City Northeast Region. Since a.ecepting
HEIGHT: 5'l(i)" the post, Bones has overseen hun-
WBIGRT: 160 pounds dreds of miss10ns. He is Agent
Ens: White Cameron Chase's direct supervisor.
HAIR: Invisible While Director Bones only rarely
RA.OE: Human ventures into the field these days,
TEOH LBvm.: Modern (l) b.e is acutezy aware of au metahu-
man activities on the planet.
BACKGROUND: One of six children
whose mother was 1.nJected with an Mr. Bones
experimental mutagenic drugby Dr. Reflexes 2D: BrawJJ.ng 5D, dodge
Benjamin Love, the African-Ameri- 6D, sneak6D
can infant who would become Mr. Coord1nation 2D: Lockpicklng 4D,
Bones was born with transparent th1eve.cy6D, thrown weapons6D
skin and organs, superhuman
strength, and a poisonous touch. Phys1que 2D (6D): Li.ttJ.ng4D (8D)
Stolen from his parents, Bones and Knowledge 2D: Computer ops 4D,
his five siblings were raised by Love criminology 4D, scholar 3D
in secret and given names synony- (D.E.O. procedures +7D, known
mous with their abilities or appear- metahuma.ns +6D), science 3D
ance. After the apparent death of (D.E.O. equipment +2D), secu-
Dr. Love, the six now adolescent r1ty4D (D.E.O. seaurity +6D)
youths donned costumes and be-
Percept1on 2D: Hide6D, se8.Z'ch4D,
streetwise 6D
Presence 2D: Bluff 6D, command
6D (D.E.O. personnel + 7D), in-
terrogation 6D, intimidation BD,
willpower BD
ADvANTAGBS/DIBADVANTAGBB: Contact
( D.E.O.) -6D, Intimidating Grin
-2D, Leadership Ability -2D, Ob-
scure Knowledge - 2D, Observant
-2D; Hides Emotions + l D, Physi-
cally Limited (artificial leg; if the
leg is disabled, his Speed is halved)
+3D, Psychological Disorder
(cha.in smoker) +2D, Shady Back-
ground +2D, Unattractive Appear-
ance +2D.
8PBBD:30
PDV:3
UN.AB.llBD BDV: 3D
P/L BoNUB: +2 ( +4)
N!Alllll: "Sarge" Steel
HBBo PoINTS: 6
V ILLAIN POINTS: 6 RBAf NAMB::ill•••
POBl'l'IoN: Former Seeret~ of Meta.-
CliARACl'l'EB POINTS: 78
n.um.ax{ Affairs I ~,
BoDY POINTS: 49
BASBOJ'~:Was~ontn.c.
NATOBAL.AmLr.rms: Transparent skin HBIGBT: 6'!1."
and organs (skeletal structure is Wma~: 208 pounds; ~71
all that is visible; -2 to Pl'esence BYBs: Biue /;; '
rolls if he's wearing little or no HA:m: Black, gra.ytn~
clothing). RAoB:Hum~ (';//
POWBBS: Supera.ttributes: Physique TBoH I.Ev.m.:~a<er . (l')
4D, Chemical Projection: Poison BA.~BODND~~irt of the Army
(cyanide compound) 16D (Limita- Special.~Ford(i("sarge Steel served
tion/Enhancement: L1m.1ted Range:
-=-- ~
with: distinction in many theaters
Touch -3D; Self-Invulnerab111ty of conflict around the world, rout-
+3D). ing out profiteers and spies in the
Glock .40 Model 23
l!lQUIPKBNT: Vietnamese underworld. It was
(BDV 4Dx3), a.rtitlclal leg (BDV during one of these adventures that
6D; AV 18; Body Points 36), vari- he made an enemy oflva.n Chong, a
ous technology of the D.E.O. Communist agent attempting to
subvert the Saigon government.
Chong was captured by Steel, but
not before he had one of his min-
ions place a rigged hand grenade on
Steel. When Sarge went to use it, it
exploded, ta.king off his left. hand.

N#H#llHNH#I~
1111I l liv•n"lf•
Steel was fitted with a solid steel Ooord1nation 3D: Loakpiaking6D,
prosthetic shaped like a fist (which marksmanship 6D, missile
has since changed to a metallic, func- weapons 6D, thievery 5D,
tioning prosthetic) and given an thrown weapons 6D
honorable discharge. After his tour
Physique 3D: Leap 4D, lifting 4D,
of duty with the army, Steel became
runntng4D,sw.t.mm..tng4D
a private investigator for a time.
However, given his background, he Knowledge 3D: Computer ops 4D,
soon found himself on cases involv- ar1..minology6D, demolitions 6D,
ing international espionage on the mediaine (flrst aid) 4D, naviga-
so-called Danger Trail. He eventu- tion 6D, resea.rah 4D, sahola..r4D
ally signed on with the CBI, where (D.E.O. proaedure + llD, .known
he met and became a close friend meta.humans +BD), saienae 4D
of King Faraday. Sometime during (D.E.0. equipment +3D), secu-
his experiences, Steel had several rity 6D (D.E.O. + 9D)
encounters with metahumans that Perception 3D: Artist (actor) SD,
led him to view all metahumans hide6D, .know-how(information
with a healthy skepticism. gathering) BD, sea.rah 6D, shad-
Since the decommissioning of the ow.tng6D, streetw1se6D, surveil-
CBI and folloWing the so-called Ja- la.nae 6D, survival 6D, traaking
nus Directive, which saw govern- 5D
ment-controlled metab.umans run-
ning out of control, Steel briefly Presence 3D: Blu.tf6D, cha.rm 6D,
served as director of Checkmate. command 9D (D.E .O. personnel
Later, he accepted a position within +3D), interrogation 6D, intimi-
the federal government as presiden- dation 6D, persuasion 7D, will-
tial advisor on metab.uman affa.1rs. powerBD
Thanks to strong lobbying by Fara- ADVANTAGBB/DISADVANTAGES: Contact
day, Steel, Lex Luthor, Pete Ross, (various D.E.O. and government
and others in powers, Steel's posi- individuals) -6D each, Courage
tion was granted full cabinet status. -2D, Hardiness -4D, Leadership
In his position of Secretary of Meta- Ab111ty -2D, Obscure Knowledge
human Affairs, Steel served as a li- -2D, Observant -2D, Owed Favor
aison between many heroes, orga- (by various individuals) -6D; En-
nizations, and others to the presi- emy (various enemy agents) +4D.
dent. As such, he helped found the 8PBED: 30
Department of Extra.normal Opera- PDV:3
tions, was instrumental in getting UN.AlU4ED BDV: 4D/1D
King Faraday as its head, and has P/L BoNUS: + 2
recently aided the Marvel family in HERo PoINTB: 14
Fawcett City. VILLAIN POINTS: 0
Sarge Steel CllARAcTEB POINTS: 110
Reflexes 3D: Athletias 5D, boating
BODY POINTS: 38
6D, brawling 7D, alimbing 5D, EQUIPMENT:Steel artificial hand
dodge 6D, driving 6D, martial (BDV 6D; AV 10; Body Point: 50).
arts 6D, melee weapons 6D, pi-
lottng6D, sneak 6D
Reflexes 2D: Bra.wling 6D, climb-
ing 4D, dodge 4D, dl'1V1ng 6D,
melee wea.pons 4D, sneak 6D
Coord.1nat1on 2D: Lockp1cklng 3D,
ma.rksmanship 6D, th1eve.zy4D
Phys1que 2D: Lea.p 3D, .l'tllll11ng4D,
sw1mm.1.ng 3D
Knowledge 3D: Computer ops 4D,
cr.1m1nology 6D, med1c1ne (i'J.Itst
atd) 4D, schola.I' 4D (D.E.O. pro-
cedure +6D), secur1ty4D
Peroept1on.3D: Hide4D, sea.rch4D,
sha.dowing 4D, streetwise 4D,
surveillance 5D, sul'Vival 5D,
tra.cklng 4D
Presence 2D: Blu.tf3D, Cha.rm 3D,
com.ma.nd 7D, 1nterroga.t1on 4D,
1nt1m1da.t1on 7D, persuasion 6D,
willpower 6D
NAME: Barrett, 88.Ildra.
ALIA.s: The Bear ADvANTAG:ss/DI.a.ADvANTAGBB: Contact
POSITION: Agent (D.E.0.)-4D, Courage-2D, Intimi-
BABE OP OPBRATloNa: D.E.O. Northeast dating Grin - 2D, Leadership Abil-
Regional Office, New York City 1ty-2D, Patron (D.E.O.) -4D, Pre-
HEIGHT: 6'9" paredness -4D, Special Equipment
WBIGHT: 135 pounds (D.E.O. resources) - 6D.
Ena: Black 8PBBD: 30
HAm: Black PDV:2
RAoE: Human UNARKBD BDV: 3D
TBOH LEvBL: Modern ( l) P/L BoNUS: + l
BAOXGROUND: Sandra. Barrett has HBRo PoINTS: 6
been with the D.E.O. for a longttine VILL6.IN POINTS: 0
a.nd has seen some wild situations. CHABAOTBR PoINTB: 62
She is a cool-headed individual, a. BoDY PoINTB: 26
pragmatist, and may seem like a bit EQUIPMENT: Glock .40 Model 23
of a cold fish when calmly discuss- (BDV 4Dx3), personal data. assis-
ing destroying a subject's life . tant, cellular phone, various tech-
While nominally an office supervi- nology of the D.E.O.
sor, she also goes into the field on
regular assignments, usually over-
seeing one or more subordinate
agents. She reports directly to Mr.
Bones.
1ng with metahuma.ns, Chase was
recruited to serve as an agent by the
Department ofExtranormal Opera-
tions. She accepted the position,
perhaps 1n order to give her a feel-
ing of control over the metahumans
she disliked. During her cross-coun-
try trip to the D.E.O. 's Northeast
Regional office 1n New York City,
Chase encountered the Batman 1n
Gotham City. The two sparked a
mutual dislike for each other.
In her time with the D.E.O.,
Chase has successfully handled sev-
eral assignments, including rescu-
ing a young metahuman from an
angry mob, lea.ding a branch of the
SUicide Squad into the jungles of
South America, and stopping an
alien artificial intelligence. She has
also been assigned mo;re mundane
cases, sueb. a.a proViding securit~ for
NAME: Chase, ~ameron the Teen. Titans during a p'l:lblic ap-
PosmON: Special field a.gent pearance, return.1ngt0 Gotham City
BAsB OP OP:imA!moNS: D.E.O. Northeast to deduce the secret identity of! the
Regional Office, New York City Batman, and updating D.E.O. files
Hiuom: 5'8" on numer0us heroes and villa.ins.
WmoBT: 140 pounds Most recently, her own metahuman
Ens: Green a.billties have begun to d!Welop, leav-
HAm: Blonde ing her unsettled.
RAOB:Huma.n Cameron watches out for her
TECH Llmu.: Modern ( l) younger sister, Terry, a starry-eyed
BAOXGROOND: Hav1ng seen her father, idealist and a. super-hero enthusi-
a small-time super hero called the ast who kn_.9-WS every bit of gossip
Aero-bat, killed by Dr. Trapp when printed on the super-hero scene.
she was seven, Chase developed a Terry's fascinated by her sister's job
deep dislike for all metahumans. and tries to hang out at D.E.O. head-
Following college at Berkley, Chase quarters whenever possible.
became a private investigator in the Chase remains active within the
San Francisco area. No matter how organ1.Zation. One of the D.E.O. most
she tried to avoid it, she still found important agents, she may appear
herself running afoul of the occa- virtually anywhere 1n the world,
sional metahuma.n or supernatural investigating any number of ex-
being, such as Klarion the Witch tra.ordinarily powered beings or
Boy and the second Air Wave. Dem- extra.normal events.
onstrating signtlicant skill at deal-

11111~
Cameron Chase NO'l'AHl.E
Reflexes 2D: Brawling 4D, climb-
ing 4D, dodge 4D, driving 4D, IN•~AIU~EllA'l'E))
melee weapons 3D, sneak 3D
Coord.1nat1on 2D: Loc.kpic.king 3D, J•1utSONNJU.
marksmanship 5D, thievezy 3D
Pb;yslque 2D: Lea.p3D, runntng3D,
sw1lnming3D
KnowledSe 3D: Computer ops 5D,
criminology 6D, med1cine (flrst
aid) 4D, scholar 4D (D.E.O. pro-
cedure +3D), security4D
Percept.ton2D: Hide3D, sea.rch4D,
shadowing 4D, streetwise 6D,
surveillance 4D, surv1va.l 4D,
tracking3D
Presenoe 2D: Blutf3D, cha.rm 4D,
comma.nd 6D, interrogation 6D,
intimidation 4D, persuasion 5D,
willpower 5D
Anv.ANTAGBS/DIBADVANTAGES:Contact
(D.E.0.) -4D, Courage -2D, Lead-
ershipAbility-2D, Patron (D.E.O.)
-4D, Special Equipment (D.E.O. re-
sources)-5D; Dark Secret (father's
life as the super hero Aero-bat)
+ lD, Dependent (Peter, boyfriend;
N.Alm: Charles, Dr. Andreas
Terry, sister) +lD each, Enemy
POSlTioN: Former Director of D.E.O.
(Cult of the Broken Circle) +5D,
Northeast Region Orphanage,
Extremely Competitive +2D.
former Director of Project Cipher
8Plmn:30 PDV:2 BABE o• DPERAT!oNS: D.E.O. Holding
UNARMED BDV: 3D P/L BoNUS: +1 Facility, Belle Reve, Louisiana
H:rmo Ponm: 3 HEIGHT: 6'9"
VILLAIN POINTS: 0 WEIGHT: 214 pounds
CHAl\A.CTEB Ponm: 26 Ens: Brown
BODY POINTS: 27 HAm: Black, gra;ymg at temples
PonBB: Probability Manipulation RACE: Human
(cause metahuman powers to TECH L:sv:BL: Modern ( 1)
backfire) lD (Limitation: Latent BACKGBOUND: A physiologist whospe-
Power +4D). cialized in the study of metahu-
EQUIPMENT: Glock .40 Model 23 mans, Dr. Charles was influenced
(BDV 4Dx3), personal data assis- early on by the writings of those
tant, cellular phone, various tech- who sought purity among Earth's
nology of the D.E.0. races. He slowly alienated himself
from his medica.l colleagues, opting Dr. Charles Andreas
to associate instead With ultra-con-
Befl.exes 2D
servative movements With racist
undertones. Charles was able to Coord1nat1.on 2D
keep his politica.l and sociological Pbys1que 2D
leanings a secret. He was recruited
by the D.E.O. on the strength of his Knowledge 3D: Computer ops 6D,
work with meta.human teens and medicine 4D, research 6D,
refugees from the various crises schola.r 4D (D.E.O. procedures
that have resulted in a number of +2D, known meta.humans
new meta.humans entering the +3D), science 5D (meta.human
population. physiology +4D)
While with the D.E.O., Charles Perception 3D: Engtneertng6D, in-
was placed in charge of the North- vent 5D, repa.11' 6D
east Region Orphanage, a.D.E.O. fa.-
Presence 2D: Bluff 4D, command
c111ty created to raise a.nd study 3D
young metahuma.ns. There he con-
tinued his research, collecting a.nd Anv.ANTAGEB/DIBADVANTAGBS:Charis-
cataloguing data and experiment- matic -3D, Contact (D.E.O.) -5D,
ing on the fa.c111ty's inhabitants Leadership Ability -2D; Delusions
when the opportunity presented of Grandeur +3D, Fanatic (control
itself. During this time, he devel- of meta.humans) +3D, Shady Back-
oped several new paradigms con- ground +2D, SWornEnemy(Green
cerning meta.humans, including Lantern) +3D.
power generation and physiolog!.- BPBBD: 30
cal homeostasis. PDV: 1
Mer the severity of his experi- UNARMJm BDV: lD
ments were exposed by the mem- P/L BoBUB: + 1
bers of Young Justice, Charles and H:lmo Ponns: 0
his security chief, Major Thomas Vn:.t.AIN PoINTS: 2
Lutwidge, were removed from the CHA.iw1r:im POINTS: 12
Orphanage and placed in charge of BoDY PoIN'l'S: 22
Project Cipher. Together, the two
l!:QUIPKBNT: Ha.cl access to various
concocted an unsanctioned plan
wherein Green Lantern was duped technology of the D.E.0. before be-
ing incarcerated.
into gathering detailed 1nforma.t1on
on virtually a.ll of the planet's he-
roes-information that was to be
uploaded into a new version of the
Amazo android. Green Lantern and
the department derailed their
scheme. Charles and Lutwidge were
apprehended. They a.re currently in
a federal holding facility.
by alien ground forces from the
planet Khundia. After being cap-
tured, the Delta survivors were ex-
perimented upon by the alien race
known as the Psions. Of the sol-
diers, LutW1dge alone survived and
was later rescued by Marines who
had stormed the Psion base.
Lutwidge was later transferred to
the D.E.O. Special Sanctions Divi-
sion, where he quickly rose through.
the ranks.
Assigned as security chief of the
Northeast Region Orphanage,
Lu.tW1dge met and befriended Dr.
Andreas Charles, with whom he
shared many philosophical beliefs.
Lutwidge worked alongside the doc-
tor at the facility, keepi:i;ig the
knowledge of the dector's experi-
ments from tb.e rest of the D.E.O.
A:ftel' their actions were exposed
NAME: LutW1dge, Major Thomas through tb.e ln.tervention of Young
PosITION: Former Security Chief Justice, Lutwidge and Charles (who
Northeast Regi0n Orphanage, evidently both had. frie:nds in high.
former Assistant Director Project places) were removed from the
Cipher Northeast Region entirely and
BABB o-. OPmi.ATioNs: D.E.O. Holding
Ii>laced in charge of Project Cipher.
Facility, Belle Reve, Louisiana There, Lutwidge helped Dr.
HEIGHT: 6 10 11 Charles to develop a plan using
WEIGHT: 210 pounds / ~'
Earth's metahumans as a Trojan
EYBs: Blue Horse of sorts an<il. have them un-
HAm:Brown ~ knowingly gather information for
RA.oE: Human the D.E.O. 's files. Lutwidge and
TECH LEvEL: Modern ( 1) Charles planned to download this
BACKGROUND: A distinguished Ma- information into a new version of
rine, Thomas LutW1dge excelled at the Amazo android. While attempts
his training, quickly passing tci recruit heroes from Plastic Man
through. Ranger school. During a to Captain Marvel failed, the two
mission on Santa Prisca at the time almost succeeded in their plans
of the Dominators invasion of when Green Lantern bought their
Earth, LutW1dge's squadron was cover story and appeared eager to
working in conjunction with a help. Green Lantern ultimately
branch of the Justice League. Mer turned the tables on the two, and
stabilizing the conditions on the is- they were taken into custody by the
land, the League members were D.E.O. Both are currently serving
called awa;y, unknowingly leaving time in a federal holding facility.
the Delta forces open to an attack
~or Thomas Lutwidge
Sut•PORT S·rAt?F
Betl.exes 3D: BoatJ.ng4D, brawling
6D, dodge 6D, driving 4D, ma.r- Ct,EllK
tJaJ arts 4D, melee weapons 6D, Clerks are typical office workers,
piloting 4D (D.E.0. powered a.r- nameless drones who ma.ke any big
mor +2D) organization possible. Clerks know
Coord1nation 3D: Ma.rks.manship little of the overall D.E.O. operation
6D, thrown weapons 4D aside from their own department.
Many have only a. general idea of the
Physique 3D: Leap 4D, liitJ.ng 6D,
D.E.O. 's mission. Most probabJywill
l'Ullll1ng6D,sw1.mm .tng6D
dismiss tales of malevolent actiVi-
Knowl.ed4fe 2D: Computer ops 4D, ties as roallcious gossip from the 1ll-
demolitions 6D, med1c1ne (tlrst 1nformed press.
sJd) 4D, nav1gation 3D, sahola.r Clerks a.re not unintelligent. In
3D (D.E.O. procedures +3D, fact, all are college graduates. A
known meta.humans +4D), se- high percentage hold master's de-
curity 4D (D.E.O. +4D) grees, with an tendency toward
Peroept1on 2D: Sea.rah 4D, street- fields like business administra-
wise 3D, surveillance 6D, sur- tion, computer sciences, political
v:tval 6D, tra.clr.Jng4D science, and sociology.
Presenoe 2D: Command 5D, 1nter- Olerk
rogation 6D, 1nt1m1dation 6D, ~exes 2D: Athletics 3D, drivtng3D
persuasion 4D, willpower 6D Coordination 2D
Contact
A.Dv.ANTAGBs/DmADVANTAGBs: peysique 2D: Resistance 3D
(D.E.0 .)-6D, Courage-2D, Int1m1-
Knowledge 3D: Computer ops 6D,
dat1ng Grin -2D, Leadership .Abil-
languages 4D, research 6D ,
ity - 2D; Hides Emotions + l D,
schola.r 6D, sci ence 4D
Shady Background +2D, Sworn
Enemy (Green Lantern) +3D. Peroeptlon 3D: .Artist ( writing) 6D
BPBBD: 30 Presence 2D: Persuasion 3D, w111-
PDV: 3 power 3D
UNAIUCBD BDV: 3D/1D Contact
A.Dv .ANTAGBe/DISADVANTAGBB:
P/L BoNUB: +2 (low-level D.E.O. clearance) -4D.
HBBo PoJmS: l BnBD:30 PDV:l
VILL&IN Ponm: l U NARKBD BDV: lD
Clww7nm PoJmS: 16 P/L BoNUB: + l
BoDY PollllTS: 34 HBBo POINTS: l
EQtnPKBNT: Carried a Glock .40 V ILLAIN POINTS: 0
Model 23 (BDV 4Dx3) and had ac- CHARAo'rBB PomTB: 2
cess to va.rious technology of the B ODY PoINTS: 18
D.E .O. before being incarcerated. NarB: These characteristics may be
u sed as a base for listening post
monitors, situation analysts, psy-
chologists, and counselors.
Depends on the situa-
.~IELU A GEN'f
EQUIPMENT:
tion, but typically i ncludes an
Field agents are drawn from a va- agency credit card, gun, portable
riety of sources, usually from a computer, and secure phone. See
branch of law enforcement. Agents the "Special Resources" section for
are routinely recruited from the FBI, select options.
NSA, CIA, and police departments
from across the country. Some spe- IlNIGD1'WA1'CD 'i1ROOPER
cial cases are also recruited from The foot soldiers of the Check-
private investigation firms. mate organization, Knightwatch
Field agents usually dress in ci- troopers are highly trained soldiers
vilian clothing in order to move personally recruited from the Navy
unobtrusively, though they will Seal, Army Ranger, and Delta Squad
outfit themselves in close-fitting programs. All potential candidates
camouflage jumpers as the situation are reviewed by Sarge Steel and
warrants (such as black attire for given a thorough background check
night surveilla.n.ce). with special emphasis paid to the
The department supplies all individual's attitudes toward and
equipment. Agents have no say in experiences with metahumans.
what they Will receive; their super- Stationed in regional garrisons,
visors determine what is best for the troopers can be disI>Botched to any
current mission. location within the continental
1!'1eld Agent United States within one heur, and
Reflexes 2D: BrawJJ.n.g 4D, climb- worldwide within 10 hours. Given
ing 3D, dodge 3D, melee weap- the highly sensitive nature of their
ons 3D, sneak 3D missions, and the risk of revenge
aga.lllBt individual troopers and their
Coordination 2D: Marksmanship fa.m1l.ies, records of trooper identities
4D are available only to those with Top
Physiqu e 2D: Lttt1ng 3D, running Secret security clearance or high.er.
3D Rotation Within a Knigh.twatch
garrison is made up of two 1 0-
Knowledge 2D: Computer ops 3D,
trooper teams (eight troopers, one
crimlnology 4D, medicine (first
commanding officer, and one tech-
a.id) 3D, scholar 3D (D.E.O. pro-
nical support). One team remains
cedures+ lD), security 3D
on duty for 24 hours while the other
Perception 2D: Hide3D, search3D, is off. This allows for one fully
shadowing 3D stll'Veillance 4D rested team to be ready to deploy at
Pres ence 2D: Interrogation 4D, a moment's notice.
persuasion 3D, willpower 4D All troopers undergo rigorous
training in the use of specialized
AnvANTAGEB/DlsADVANTAGEB: Patron
weapons. Each trooper is a Virtual
(D.E.O.) -4D, Special Equipment expert in at least four forms of un-
(D.E.0. resources) - 5D. armed combat, as well as numer-
S PEED: 30 PDV: 2 ous sidearms and heavy weapons.
UN.ARMED BDV: 3D P/L BONUS: + 1 They also receive instruction in
HERO POINTS: 1 VILLAIN POINTS: 0 metahuman-treatment protocols,
CHARACTER POINTS: 4 BODY P OINTS: 20 from advanced metahuman pay-

~~
11111,, f
chology studies to the neutraliza-
tion of metahuman powers. Each
trooper likewise must memorize
the names, aliases, and faces of
over 300 metahuman criminals
and all known metahuman heroes
and their capabilities.
Troopers are trained to operate
solo or in teams. Solo assignments
usually involve covert operations
such as surveillance, infiltration,
and sabotage. Team assignments
typically involve situations where
the need for overwhelming destruc-
tive force is paramount.
If the need ever arises, Knight-
watch troopers can supercede lo-
cal and federal authority, up to the
level of D.E.O. regional director.
Knightwatch team commanders
can also declare and enforce mar-
tial law 1f required by the sc0pe of
their mission. Kntgb.twatoh Trooper
Knightwatch troopers are all
Baflexes 3D: B.raw.llng5D, climb.tng4D,
human-no metahuma.n is permit-
dodge 5D, ma.rt1s.l a.rts 4D, melee
ted within their ranks due to the
woopons 4D, pflotJng (D.E.O. pow-
unreliability of p0wer s and poten-
el'ed armer) 4D, sneak 4D
tial conflict of interests sh0uld an
altercation arise between troopers Ceord1nat1on 3D: Marksmanship
and a metahuman or metahuman. 6D, thrown weapons 4D
team. All troopers are expected to ~que 3D: Leap 4D, lifting 4D,
mamtain a diseiplined training regi- running 4D, sw1mming 4D
men and are considered official Knowledge 2D: Computer ops 4D,
military personnel, although they med1oine (first a.i.d) 3D, scholar
are obviously not listed with any 3D (known meta.humans, meta.-
known branch of the military. human-treatment protoools +2D
Given the stressful and dangerous each), security 5D
nature of the work they do, few
Perception 2D: Sea.rah 4D, sha.dow-
Knightwatch troopers remain as
ing3D surveilla.noe 4D, survival 4D
active field agents for more than fl.ve
years. Those that do are automati- Presence 2D: Willpower 4D
cally promoted to other military ADvANTAGEa/DISADvANTAGEe: Special
positions after six years. Serving a Equipment (Knightwatch armor
full six-year tour as a Knightwatch and weapons) -lOD; Fanatic (fol-
trooper counts as triple years to- lowing orders) +3D, Hides Emo-
ward official military service and tions + lD, Secret Identity +3D,
retirement. sworn Enemy (whomever they are
deployed against) +6D.

~II~
30 PDV: 2
SPEED:
UNARMl!ID BDV: 3D/1D Su1•1•ou·1· t•1u1soNN1u~
P/L BoNUs: +2
Hl!lRo PoINTS: 1 VILLAIN PoINTS: 0
AS PACl{AGES
CHARA.OTBB POINTS: 4 BODY POINTS: 22 While the characteristics for sup-
POWERS: Knightwatch troopers do
port personnel may be applied as
not have any powers of which the Narrator's characters, players can
D.E.O. is aware. use them as templates for their own
characters. The player subtracts the
EQUIPKENT: package cost (listed here) from the
Kn!ghtwatch helmet (AV 18; Body Dice Pool indicated by the creation
Points 60) Power Level and distributes the rest
Kn!ghtwatoh armor (AV 18; Body of the dice among'attributes, skills,
Points 80) Advantages, Disadvantages, and, in
Left a.rm! "!J.ade 0f a speeia.l latex tb.e rare instance, powers. The
'al h "' ,,, /
mat er1 t at hargens u.pon impact, plaurer may include addit ional dice
increasing the AV,by 2 and the Body with any listed skills (at \he nor-
Points by 20. mal character creation\ ost), or
Right hand gauntlet: Contains a they can add other skills. Some re-
concealed sprln,g-loaded knife (BDV strictions do have a bea~ing on
2D) and handgun, {BDV E>Dx2), giv- character c.rea.tion: ~e tb.at few
ing a + 1 to initiative rails when try- people with known e:mra.normal
ing to quick-<:lraw them. abllities a.re allowed. into, the D.E.O.
lUglit arm: Contains compart- because of the nature of the
ments for miniatu.re explosive and department's missien I \l!owever
\ even '---
though '
no Kh:~twatch '
concussive devices (BDV 6Dx3;
range [x 3 feet, when thrown.): troaper openly ~~g/,werf, th.ere
PHYS/PHYS-fl/PHYS+2; blast ra- ma;ybe speeial circ 1 ta.gees (such
dius [in feet]: 2(418). a.s is the case with,the· field agent
I )' """' ! ( f
Leg ha.:r;'n.esses: Hefds a be.ten ea.meron Chase)/.w~lnese with
(BDV 3D) that can be exte:nded extra.ordinary ~01*-i~s~' hired.
from one foot to six feet, comm. '.f-he normal l'acial attribute mini-
/ r -1
links (max range of four mues) and mums~ and maximums /
apply. Be-
a spare holster ( sizect for a Glock ca.use support·personnel are adults,
.40 Model 23). there 1s-ohly a remote possibility
that_any D.E.O. character would
Battlevest (AV20, Body Points 50) have the Age: Young Disadvantage.
These specially designed flak Nonetheless, certain teenagers may
jackets were created for dangerous have such exceptional skills that the
operations and contain pockets for department recruits them.
extra gear (explosives, ammuni- Furthermore, some Disadvan-
tion, power dampeners, and so on). tages are not appropriate for D.E.O.
Personal trooper choice of belt and personnel. For example, rarely will
vest sometimes serve as a means to an employee have Shady Back-
identU:V specific individuals. ground or Illiterate. For seemingly
Ml6Al Mod.1fled.Assault R1fle (BDV inappropriate character concepts
8Dx3; range (in feet]: 60/180/640) for D.E.O. personnel, the player and
llllllM
Narrator should work together to employee coincide With what the
decide why the department hired character wants to accomplish. For
such a person. example, Chase wants to seek out
Disadvantages gained with pack- metahumans and classify them,
ages do not count toward the maxi- which is exactly the type of missions
mum number of Disadvantages a the D.E.O. sends her on.
character can have at a given ere- Once the player has distributed
a.tion Power Level. Individual char- all dice from the creation Dice Pool,
acters may have more Disadvan- she should determine the Passive
tages or Advantages than what a.re Defense Value, unarmed Base Dam-
listed. The total value of adGi~ian~ Value, Physique/lifting bonus,
Disadvantages may no exce;atiie . . ._ B0(jy Poffii'S:-Character Points, and
/
maximum set b~the creat10n.·Rower Hero Points as~"-
no~al. Players us-
Level or the ljar~~r. / --~ blgsup'1io~ yersonne'as templates
If being r.P~J· e' i:>Iotee inter- sn.aw.d n.ot use tb.e . umbers listed
fares Witp.! .the chara.ete 's super- in the deacri]>tio e~e for these
hero acttv1t1es,
f// the
, p:ta;Yer
,; may in- derived char~ '~ .
elude Employed (I>.E.O.) at ~~D. n C ~
This Jef~r-r dvan
. / )a.g? does not coupt ~ CKAGE ...OSTS ' \\
towar~ the,~um, but it m~ \<--i. ~ \
not lf_e en if he assign!D.entsthe \ -
D.E.O gives .to. tb:e ehal'a.eter as a.n · 59J:?

#lllllNHllllll~
Sl~l..1~(~'1 lll~S()tJll(~l~S
1

This section features a number ible. The outfit bends light around
of special equipment that D.E.O. the wearer, except those places not
agents might use. The list is hardly covered by the special black cloth.
comprehensive, but know that if The suit does not cover hands or
the D.E.O. thinks its agents need face. AB it requtres a great expen-
something, they'll get it. diture of energy, it is an inefficient
Only special agents, directors, use of D.E.O. resources as a nor-
and select other employees of the mal part of agent equipment.
D.E.0. may requisition equipment.
All others Will be provided With
what has been deemed appropriate The em-pulser fires a directed
for accomp1ish1Dg each mission. electromagnetic pulse and can be
set at a variable discharge. The low-
i\GEN(~ (~UEIH'f (~Aun est setting disrupts a target's elec-
This credit card allows field trical systems, stunning livll:l.g be-
agents and others who need an ex- ings or shutting down machines
pense account to obta.in virtually (BDV 4Dx8; dam.age done lasts 15
anything. While the card ha8 essen- minute, a.ft.er wh.ieh only those Body
tially an unllmited eredit limlt, all Points lost due to the stun beam are
purchases must be justified by the recovered). The highest setting is
agent to whom the card has been intended to completely melt electri-
assigned. cal circuits (BDV 6Dx20). The range
in. feet is 26/60/100.
l~IEl.l)) (~O!H•tITER
Field agentB, either team leaders llECHA (~fHIBAT Su1·1·s
or solo agents, typically get a c0m- Macha combat suits are walking
pact computer to assist them 1:n tanks. Jet boots enable each suit
their missions. This computer of- to hover and fly. The weapons sys-
fers a simple memo program and a tem includes a customizable mix of
basic metahuman database. Secure missiles, blasters, and projectiles.
calls can be made by hooking up a A sophisticated onboard computer
cell phone to a jack on the com- provides navigation and combat ad-
puter. The computer scrambles visories. Visual sensors identify a
messages and boosts reception. The target and the database puts the
comput er can also uplink to the known information on it in a
D.E.O. mainframes (and thence the heads-up display. The self-con-
rest of the world). tained environment gives the pilot
hours of breathable air at a com-
INV1so-Su1·1· fortable temperature.
For missions reqUiring the ut- Speed: 100 (for suit) plus Flight 3D
most of stealth, the D.E.O. provides Passive Defense Value: same as
a special camouflage suit that wearer's, adjusted by Enhance-
makes the wearer virtually invis- ment Modifier
Flame-thro wer: BDV
6Dxl0; range (in feet):
150/300/60 0; ammuni-
tion: 10 shots.
Machine gun: BDV
5Dxl0; range (in feet):
1500/3000/6000; ammu-
nition: 50 shots.
Mlssiles: BDV 5Dx30;
range (in miles): 3/6/12;
ammunitio n: 6 small
missiles.
Plasma cannon: BDV

Stun beam: BDV 5Dx9;


damage done lasts 15
minute, after which only
those Body Points lost due to
the stun beam are recovered;
range: 100/200/30 0.

NEURO-
Base Damage V&lue: hand-to- SCBAMBLER
hand: 4D (plus adjusted Physique/ The neuro-scra mbler disrupts
liftingbonu s); ranged: as per pow- neuro-electr ical activity, producing
ers/Weapon s headaches and loss of concentra-
l"1re Aro: forward tion. A target hit by a neuro-scram -
Range: as per power/Weap on bler receives a - lD modifl.er to all
Rate of Fire: 1 rolls (except resistance and dam-
Enhanceme nt Modiflers: brawl- age) and gets the Effect Value
ing+ 2D, docJCe +2D, piloting+2D , added to all skill difficulties. The
marksmans hip +2D, thrown weap- range in feet is 30/75/150.
ons + lD, lifting +7D, running
+2D, navigation +2D, scholar NIGH'l'VISION
(meta.huma ns)+ lOD, search +3D,
surveillance +3D, tracking +3D JIINOCUJARS
Armor Valu e : 30 plus Natural
Nightvision binoculars enhance
Armor: Plating 7D
superior davr and night surveillance
Body Polnts: 125 activities. They come in handheld
Weapons: Each suit is custom- and goggle versions. Both types
designed for its user. Each arm has have a dull gray finish to prevent
one or two weapons of choice. reflection from light. Use of these
These are only a few examples of binoculars provides a + 2D bonus
what a mecha pilot might request.
to all sight-related Perception rolls electrical shock. Two firing bays
without incurring penalties for all allow a secondary back-up car-
but the darkest situations. tridge to be fired should the first
pair fail to make contact with the
Su1 1EtlNA1'UilAL target. The target takes 5Dx8 in
temporary da mage on the first
(joN't'AJNMEN't' S11nE1u~ round. For the next three minutes,
The supernatural containment all skill dllflculties for the target are
sphere 18 a large, semitransparent increased by the Effect Value of the
globe with numerous mystical.§Y-ID.~er shot (with a minimum of +2).
bols on it. It is rolled between·loca.- _!he range in feet is 5/10/21.
t1ons. A small ho~o~~-~m the ''71ilrrJ"r No1s1~1l
outside to allo:Y e,FI~ or eXi~_the A ,<-
spirit or demon. ItcompleteliY)'lleu- .A~gy.. . device'that
._ looks like a
/ r; {. N' - -:--=-~ ~'
tra.11.zes a supernatura.l'beJ.ng's a.bill- Faberge egg on.~~e<fleSta.l the white
ties. It ca.Ji o~ ~fi~ 0ne creature noiser makes an hl"ce}sa.nt stream
at a tun'J.'~o~ its "guests" has of random hiss. Tllls su1:5tle noise
I.!. ., / -~ '\ "'" x
been Etr*an tlie Demon. sets up vibration.a in the11g1ass in
, 1 , I I '
the room, making it ~possible to
I ASER 11.Jten in on conv:er'f1'1ii0ns thi'0ugh
e100fr0nic ears.

N#H#llHHl#ll~
lll~l~l~lll~N(~I~
)J1l'l'l~lll1ll.
Classification of
Metahumans
.......................... 38
Attributes &
Skills Lists
.......... ................ 40
Powers Lists
.......................... 42
Enhancements List
........... ............... 53
Limitations List
.......................... 53
Advantages List
...... .................... 55
Disadvantages List
......... ............ ... .. 55

111111111111111~ ~
(~l.JlSSil~l(~1l'l l()N f)I~
1

lll~'l 1lillJll1lNS
1

When you discover a new meta.- 2 . Dist ribute dice for attributes.
human, be certa.in to keep track of Paying 2D from the Dice Pool gets
his or her a.ctivities. Once there 1s l D 1n a skill.
sufficient information gathered, 3 . Select skills. Ma.rt1a.l arts and
D.E .0 . analysts quantity the braw.l1ngcost 2D from the Dice Pool
metahuma.n's a.billty using the fol- for lD 1n a skill. Other skills cost
lowing steps. lD from the Dice Pool for lD 1n the
1 . Select the creation Power level. skill. All specializations cost l D
(Note that, when t he metahuman from the Dice Pool for lD 1n the spe-
is pa.rt of a team, all members are cia.lization.
genera.Uy of same creation Power 4 . Distribute dice for powers, if
Level, though ea.ch member of the applicable.
team W1ll manifest his or her abili- 6 . Select Advantages and Disad-
ties differently.) vantages and describe how they
app1y to this chara.cter.
Power Level 1: 66D Dice Pool. 6 . Determine other detalls.
See page 20 of the rulebook or
Tech Level: See pages 36 and
page 6 of the Dil'ective on Super-
p owers. 233 of the rulebook.
Speed.: See page 36 of the rule-
Power Level 2 : 70D Dice Pool.
See page 20 of the rulebook or book.
page 6 of the Dil'ective on Super- Passive Defense Value: See
powers. pages 36 and 38 of the rulebook.
Power Level 3: 76D Dice Pool. Unarmed Base Damage Value:
See page 20 of t he rulebook or See page 38 and specific skill
page 6 of the Directive on Super- (brawling on page 42 and mar-
powers. tial arts on page 44) of rulebook.
Power Level 4 : BOD Dice Pool. Ph;ysique/11/ting b onus: See
See page 20 of the rulebook or page 38 of the rulebook.
page 6-7 of the Dil'ectiva on Su- Number of armed or n oncom-
perpowers. bat actions: This is typica.11y l
Power Level 6: 85D Dice Pool. action (per five-second round)
See page 20 of the rulebook or for normal humans. The Speed
page 7 of the Dil'ective on Super· Manipulation power increases
powers. this base (see pages 84-86 of th e
Power Level E : This custom rulebook or pages 117- 118 ofthe
level is for designing experi· Directive on Superpowers for
enced characters. See page 7 of more information).
the Dil'ective on Superpowers Number of unarmed combat
for specifics. act1ons: Thia 1s typical1y the same
as the number of armed or non- Body Points : Roll the
combat actions. Furthermor e, character's Plzysique including
the martial arts skill provides the Superattrib utes: Physique
characters with additional com- power, if applicable. Compare
bat actions: For every 2D each face of ea.ch die rolled to the
(rounded down) in the skill, the cha.rt on page 38 of the rulebook.
hero receives one additional Add together the correspondi ng
comba.ta.ction. Thus, aherowith number from each die. Remem-
5D in martial arts m8iY' take three ber: a critical success on the Wild
unarmed combat actions without Die means you can add 6 to the
penalty when using this sk.111. total a.nd roll again until you get
(See page 44 of the rulebook for something other than a critical
details on the martial arts skill.) success. Finally, add 20 to the
Hero Points: See page 38 of total from the roll to get the fi-
the rulebook a.nd creation Power nal Body Point value.
Level E on page 7 of the Direc-
7 . Fill in any other details sug-
tive on Superpower s.
gested in the Metahuman File.
V1lla.1n Points: See page 38 of
8 . Update the Metahuma.n File as
the rulebook a.nd creation Power
changes to the character occur. It
Level E on page 7 of the Direc-
iS important for the effectivenes s of
tive on Superpower s.
the department 's activities and the
Cba.racter Points: See page 38
safety of the world that complete,
of the rulebook and creation
Power Level E on page 7 accurate, and current records
of the Directive on a.re ma.de for each known
Superpower s.
1l'l,,l,llilllJ'l,l~S &
Slill..l ..S l ..IS'l,S
sleight of hand (R445, R206,
R206)
thievery (R45 R206)
thrown weapons (R45 R206)

1•uvSHlUE
Covers raw physical strength and
endurance
flying (R45, Rl06, R206-207,
R20'7)
leap (R45, R207, R20'7)
lifting (R45, R207, R208)
llEFl.l~XES resistance (R45, R209)
running (R45, Rl06, R209,
Represents the character's bal- R209)
ance, limberness, gross motor abili- swimming (R45-46, Rl06,
ties, and reaction time. R209, R209-210)
acrobatics (R42, R203) f{NOlfl.El)GE
athletics (Gl27)
boa.ting (R42, R203) Deals with the acquisition of
brawling (R42, R203-204) knowledge, including the capacity
climbing (R42, R204, R204) to learn, and governs skills that
dodge (R42-44, R109, R204) primarily involve information-gath-
driving (R44, R204) ering and recollection (with second-
escape artist (Gl27, Gl2'7) ary emphasis on application).
martial arts (R44, R204) arcane lore (R46, R210)
melee weapons (R44, R204) computer ops (R46, R210-21 l,
piloting (R44, R204-205) R210)
riding (R44, R205, R205) criminology (R46, R21 l)
snea.k(R44,R205,R205) demolitions (R46, R211, R211)
forgery (R46, R21 l-212, R212)
f ;tMHllHNA'l'ION languages (R46, R212, R21:5)
A measure of fine motor skills, medicine (R46, R212-213,
manual dexterity, and hand-eye co- R215, R214)
ordination. navigation (R46, R213, R214)
research (R48, R214, R215)
catch (R44, R205) scholar (R48, R214)
lockpicking (R44, R206, R206) science (R48, R214)
marksmanship (R44 R206) security(R4B, R214-215, R215)
missile weapons (R44-45, R206) spellbind (MH9)

Nllll#H#HlllllJ
these maneuvers, the character gen-
i•EllCEPTION erally receives no benefit from per-
Measures mental quickness, at- form.Ing a maneuver in which he has
tention to detail, and creativity and not trained (that is, has as a special-
includes skills that relate to imagi- ization). However, with exceptional
native application of information rolls, the Narrator m.a.y choose to
and awareness of surroundings. provide an extra benefit inspired by
artist (R48, R216) one of these spec1a.11zations.
engineer1ng(R48, R215)
hide(R48,RZ06,R 215)
invent (R48, R216)
.know-how(R48, R216)
repair (R48-49, R216, RZ16,
R228)
search ( R49, R216, RZ16)
shadowing(R49,R Z05,R216)
streetwise (R49-60, R216, RZl 7)
surveillance (R50, R218, RZ18)
surv.ival (R50, R218, RZ19)
tracking (R50, R218, RZ19)

i•nESENCE
Describes emotional strength, per-
sonality, and physical attractiveness. a.rm pin (R5 l)
animal handling (R60, R218- backhand (R62)
219, RZ19) bear hug (R62)
bluff(R60, R219, .EZZO) blindtJ.gb.ting (R62)
cha.rm (R50, R219, R2ZO) choke (R62)
command (R50, R219-220) alothesl1ne (R62)
disguise(R50,R220 ,RZZ1) disarm (R62)
interrogation (R60, R220-221, double kick (R62)
R2Zl) elbow(R52)
intimidation (R61, R221, RZZl) flip (R62)
persuasion (R61, R221, RZZZ) flying kick (R62)
willpower(N44, R61, R221-222) h8c}'111a.ker (R62)
headbutt (R52)
CLOSE ·~OMBAT 1nstant stand (R52)
1nstant stun (R62)
SI,ECIAl.IZA'fIONS knockout (R52)
leg sweep (R64)
These speciaJ.iza.tions are typically
lunge (R64)
associated with brawling and ma.r-
pin (R64)
tis.1 arts. However, certain maneu-
slam (R54)
vers, such as b11ndJJ.ght1ng, disarm,
spin attack (R54)
and lunge, may be taken with melee
throw(R54)
weapons at the Narrator's option.
uppercut (R64)
While anyone ma,y attempt any of
weapon pa.rry (R54)
Opposing Powers: These powers
can counter or negate the ability in
question. Although they maor not be
able to neutralize easily the power
directly, these powers function in
a manner that can defend or get
around the power in question.
Players may not simply decide that
an opposing power doesn't apply to
their characters, but they are en-
couraged to keep the limits in
The Directive on Superpowers mind. Narrator's characters, after
and Magi.a H andbook entries refer all, are subject to the same weak-
to the most up-to-date description nesses as a player's character with
of the power, but additional refer- the same power, barring the use of
ences are included in case you don't Enhancements.
have the Directive on Superpowers
and Magic Handbook. 1•nYSICAJ. 1•owERS
The lists of related powers, pow- An imal Mimesis (D41)
ers with similar effects, and oppos- Related Powers: Chemical Mime-
ing powers are not meant to be in- sis, Natural Weapons, Plant Mime-
clusive. They offer some suggestions sis, Shapechanging, Speak with
to get you started; just about any Animals
power, when used creatively, can Powers with Similar Effects :
stop any other power. Mimicry, Organic Manipulation,
Related Powers: A brief list of Plant Mimicry
accompanying powers that a hero Opposing Powers: Organic
with a specific main power maor also Manipulation
have. The listed powers are a guide Bind (D42, M64-65)
for character design, not a way to Related Powers: Chemical Pro-
force character creation along cer- jection
tain lines. Players and Narrators Powers with SJ.mila.r Effects: Mag-
may ignore these as they wish. netic Manipulation, Telekinesis
Powers with Simila.r Effects: These Opposing Powers: Density Ma-
are other powers that can either do nipulation, Speed Manipulation
some (or even all, in the case ofsome
Manipulation powers) of what the Chemioa.1. Mimesis (D43)
power can do, or do something al- Related Powers: Animal Mimesis,
most identical to a different type of Disease, Chemical Projection, Plant
target. They are included primarily Mimesis, Projectiles
for reference, though looking at dif- Powers with Similar Effects:
ferent powers with similar effects Matter Manipulation, Organic Ma-
might give the p18QTer afresh perspec- nipulation
tive on a familiar power.
Opposing Powers: Matter Ma- Opposing Powers: Forcefield, In-
nipulation, Organic Manipulation vulnerability, Matter Manipulation
Chemical Projection (D43-44) Elast1C1ty (D47, R60)
Relatea Powers: Disease, Chemi- Related Powers: Shapechanging,
cal Mimesis, Projectiles Jump, Natural Armor
Powers with Similar Effects: Powers with Similar Effects:
Matter Manipulation, Organic Shapechanging, Size Manipulation
Manipulation Opposing Powers: Ice Manipula-
Opposing Powers: Forcefield, tion, Organic Manipulation
Invulnerability, Natural Armor, Energy Projection (D48)
Matter Manipulation, Organic Related Powers: Electrical Ma-
Manipulation nipulation, Energy Manipulation,
Cl1n.glng(D44-45,R59) Gravity Manipulation, Light Ma-
Related Powers: Chemical Mime- nipulation, Magnetic Manipulation,
sis, Gravity Manipulation Microwave Projection, Projectiles
Powers with Similar Effects: Powers With Similar Effe,cts: Dis-
Bind, Gravity Manipulation integration, Microwave Projection,
Opposing Powers: Gravity Ma- Projectiles, Psychic Blast, Psychic
nipulation Manifestation
Dampening (D45) Opposing Powers: Forcefield, In-
Related Powers: Gift, Mimicry, vulnerability, Energy Absorption
Vampirism with Mimicry (depending on energy projected),
Powers with Similar Effects: Natural Armor (depending on en-
Mind Control, Reality Manipulation ergy projected), Manipulation
Opposing Powers: Gift, Power power sheathes (depending on the
Shield energy projected)
Digest.tve Adaptab111ty (D45-46) Environment (D48-49)
Related Powers: Immunity, Or- Related Powers: Forcefield, In-
ganic Manipulation vulnerability, Sustenance, Matter
Powers with Similar Effects: Manipulation, Organic Manipula-
Chemical Projection, Sustenance tion, Shapechanging
Opposing Powers: Matter Ma- Powers with Similar Effects:
nipulation, Organic Manipulation Forcefield, Invulnerability, Suste-
nance
D1sease (D46) Opposing Powers: Matter Ma-
Related Powers: Chemical Projec- nipulation, Organic Manipulation
tion, Chemical Mimesis
Extra Body Part (D49- 50)
Powers With Similar Effects: Or-
Related Powers: Flight, Natural
ganic Manipulation
Opposing Powers: Immunity, Weapons, Shapechanging, Speed
Healing, Invulnerability Manipulation
Powers With Similar Effects: Elas-
D1s1ntegra.t1on (D46-47, M7 l, R59) ticity, Organic Manipulation, Shape-
Related Powers: Energy Projec- changing
tion, Matter Manipulation Opposing Powers: Bind, Organic
Powers with Similar Effects: Manipulation
Explosion

11111~
Gift (D60) sorption, Forcefield, Invulnerabi l-
Related Powers: Power Shield ity, Ice Manipulatio n
Powers with Similar Effects: Or- MultJ.pllalty (D53-64, R61)
ganic Manipulati on, Reality Ma- Related Powers: Speed Manipula-
nipulation tion, Temp oral Manipulatio n
Opposing Powers: Dampening ,
Powers with Similar Effects:
Power Shield Redimension a.lity, Animation
Imm.unity (D60-61, M71, R60) Opposing Powers: Bind, Damp-
Related Powers: Digestive Adapt- ening
ability, Environmen t, Sustenance
Natura.I Weapons (D54, R61)
Powers with SJ.milar Effects:
Related Powers: Chemical Projec-
Chemical Projection , Digestive
tion, Projectiles, Superattrib utes
Adaptability , Organic Manipulatio n
Powers with Similar Effects: Psy-
Opposing Powers: Disease
chic Manifestatio n
Inf:l>a.v1S1on (D6 l, M71, R60) Opposing Powers: Bind, Force-
Related Powers: Supersenses , X- field, Invulnerab ility, Natural
ray Vision Armor
Powers with Similar Effects:
Overlap (D64-55)
Radar Sense, Sonar Sense, Super-
Related Powers: Speed Manipula-
senses
tion
Opposing Powers: Fire Manipu-
Powers with Similar Effects: Gut,
lation, Light Manipulatio n
Superattribu tes
Inv1S1bility (D51- 62) Opposing Powers: Organic Ma -
Related Powers: Illusion, Light nipulation, Temporal Manipulatio n
Manipulatio n
Plant Mimesis (D66-56)
Powers with Similar Effects: Il-
Related Powers: Animal Mimesis,
lusion, Light Manipulat ion
Chemical Mimesis, Plant Manipula-
Opposing Powers: Radar Sense,
tion, Speak with Plants
Sonar Sense, Chemical Projection:
Powers with Similar Effects: Ani-
Spray
mal Mimesis, Chemical Mimesis
Longevity (D61-53, M71 , R60) Opposing Powers: Plant Manipu-
Related Powers: Invulnerabi lity, lation
Organic Manipulatio n
Projectiles (D66, M71, R63)
Powers with Similar Effects: Or-
Related Powers: Chemical Projec-
ganic Manipulati on, Suspended
tion, Energy Projection, Natural
Animation
Weapons
Opposing Powers: Temporal Ma-
Powers with Si.m ilar Effects:
nipulation
Chemical Projection, Earth Manipu-
Microwave Projeot.ion (D53, M7 l, lation, Matter Manipulatio n
R61) Opposing Powers: Forcefield, In-
Related Powers: Fire Manipula- vulnerabili ty, Kinetic Manipula-
tion, Disintegrat ion tion, Natura.I Armor
Powers with Similar Effects: En-
Rada.r Bense (D56)
ergy Projection, Fire Manipulatio n,
Related Powers: Supersense s
Explosion
Powers with Similar Effects:
Opposing Powers: Energy Ab-

N 11~ ~H Hllll~
Infra.vision, Sonar Sense, Super- Sonar Sense, Superattributes: Per-
senses ception, X-ray Vision
Opposing Powers: Energy Ma- Powers with Similar Effects: ESP,
nipulation, Magnetic Manipulation Infra.vision , Radar Sense, Sonar
Redimensionallty (D67) Sense
Related Powers: Dimensional Opposing Powers: Chemical Pro-
Travel jection, Invisibility, Light Manipu-
Powers with Sim1ls.r Effects: Elas- lation, Sound Manipulation
ticity, Shapecha.ng:l.ng Suspended An1:mation (D63)
Opposing Powers: Dimensiona.l Related Powers: Environment,
Travel Longevity, Sustenance, Invulner-
Shapeohangtng (D67-5 8 , R63, ability, Temporal Manipulation
R223) Powers with Similar Effects:
Related Powers: Multiplicity, Or- Longevity, Temporal Manipulation
ganic Manipulation Opposing Powers: Temporal
Powers with Similar Effects: Elas- Manipulation
ticity, Redimensionality, Or ganic Sustenance (D64, M71, R64, R65)
Manipulation Related Powers: Environment,
Opposing Powers: Dampening, Ice Longevity, Superattributes: PhY-
Manipulation, Organic Manipulation sique, Suspended Animation
Sonar Sense (D58-59, M71, R63) Powers with Similar Effects: Di-
Related Powers: Supersenses gestive Adaptability, Environment
Powers with Sim11a.r Effects: Infra.- Opposing Powers: Organic Ma-
vision, Radar Sense, Supersenses nipulation, Temporal Manipulation
Opposing Powers: Sonic Manipu- Ultraventrlloquism (D64-66)
lation Related Powers: Empatby, ESP,
Superattrtbutes (D69-62, M72, Speak with Animals, Speak with
R63- 64) I nanimates, Speak with Plants,
Related Powers: Speed Manipula- Superbrea.th, Telepathy
tion, Superbreath, Supersenses,
Ultra.ventriloquism
Powers with Similar Effects:
Speed Manipulation, Supersenses,
Telekinesis
Opposing Powers: Bind, Mind
Control
Powers with Similar Effects:
Sonic Manipulation
Opposing Powers: Sonic Manipu-
lation
Vamp1r1sm (D66, M71, R66)
Related Powers: Digestive Adapt-
ability, Organic Manipulation
Powers with Similar Effects:
Digestive Adaptability
Opposing Powers: Power Shield,
Sustenance
X-r8'V V1s1on (D66- 66, M71, R66)
Related Powers: Radar Sense,
Sonar Sense, Supersenses, Teleki-
nesis
Powers w:tth Similar Effects: ESP
Opposing Powers: Matter
gens), Telepathy
Manipulation Opposing Powers: Mental Shield
ESP (D70-71, M71, R67, R223)
)IEN't'AI.. I•owEus Related Powers: Empathy,
Telepathy
An1mat1on (D67- 68, M71, R66)
Powers with Similar Effects:
Related Powers: any Elemental
Power Sense, Supersenses
Manipulation power, ESP, Matter
Opposing Powers: illusion, Invis-
Manipulation, Organic Manipula- ibility
tion, Telekinesis
Powers with Similar Effects : Explosion (D71, M71, R67)
Earth Manipulati on, Illusion, Related Powers: Disintegration,
Matter Manipulati on, Organic Energy Projection, Matter Manipu-
Manipulation lation, Microwave Projection
Opposing Powers: Forcefield, Powers w:tth Similar Effects: Dis -
Gravity Manipulation integration, Energy Projection, Mi-
crowave Projection
Astral Form (D68-69, M71, R66,
Opposing Powers: Invulnerabil-
R223)
ity, }tental Shield
Related Powers: Empathy, Illu-
sion, Telekinesis, Telepathy Expulsion (D71-72)
Powers w:tth Similar Effects: As- Related Powers: Mental Blast
tral Manipulation, ESP, Telepathy Powers with Similar Effects: Men-
Opposing Powers: Astral Manipu- tal Blast, Mental Shield, Telepathy
lation, Mind Control, Possession Opposing Powers: higher die
codes of Mind Control or Posses-
Empa.tb;y (D69-70, M71, R66- 67,
sion, Power Shield
R223)
Related Powers: ESP, Telepathy illusion (D72-73, M71, R67, R224)
Powers with Similar Effects: Related Powers: Animation, any
Chemical Projection, Mind Control, Elemental Manipulation power,
Organic Manipulation (halluoino- Empathy, Energy Manipulation,
ESP, Telekinesis, Telepathy
Powers wtth Si.m!lar Effects: In- Powers with Similar Effects: ESP,
visibility, Energy Manipulation, Telepathy
Light Manipulation, Sonic Manipu- Opposing Powers: Power Shield
lation, Telepathy Precognition (D77, M71, R69,
Opposing Powers: Mental Shield R224)
Language Comprehension (D73-74, Related Powers: Postcognition,
M71, R67-68) Temporal Manipulation
Related Powers: Speak with Ani- Powers with Similar Effects:
mals, Speak with Inanimates Postcognition, Speak with
Powers with Similar Effects: Inanimates, Speak with Plants
Speak with Animals, Telepathy Opposing Powers: Temporal Ma-
Opposing Powers: Illusion, Sonic nipulation
Manipulation Psyohic Blast (D77, M71, R69)
Mental Blast ( D74, M71, R68-69) Related Powers: ESP, Mental
Related Powers: ESP, Psychic Blast, Psychic Manifestation, Super-
Blast, Supersenses senses, Telekinesis
Powers wtth Si.m!lar Effects: En- Powers with Similar Effects:
ergy Projection, Psychic Blast Chemical Projection, Energy Projec-
Opposing Powers: Mental Shield tion, Kinetic Manipulation, Mental
Mind Control (D74-75, M71, R69) Blast, Projectiles
Related Powers: Empathy, Pos- Opposing Powers: Forcefield, In-
session, Telepathy vulnerability, Natural Armor
Powers wtth Similar Effects: Em- Psychic Ma.nifest&tion (D77-78,
pathy, Possession, Telepathy M71, R69-70, R224)
Opposing Powers: Expulsion, Related Powers: Mental Blast,
Mental Shield Psychic Blast
Possession (D75, M71, R69) Powers with Similar Effects:
Related Powers: Empathy, Mind Kinetic Manipulation, Natural
Control, Telepathy Weapons
Powers with Si.m!lar Effects: Em- Opposing Powers: Forcefield, In-
pathy, Mind Control, Telepathy vulnerability, Natural Armor
Opposing Powers: Expulsion, Speak with .An1.m&ls (D79, M71,
Mental Shield R70)
Postcognition (D76) Related Powers: Animal Mimesis,
Related Powers: Precognition, ESP, Supersenses, Ultraventrilo-
Temporal Manipulation quism
Powers wtth Si.m!lar Effects: Pre- Powers W1th Similar Effects: Lan-
guage Comprehension, Speak with
cognition, Speak with Inanimates,
Inanimates, Speak with Plants, Te-
Speak with Plants
Opposing Powers: Temporal lepathy
Opposing Powers: Power Shield
Manipulation
Speak with Inan1me.tes (D78- 79,
Power Bense (D76-77)
Related Powers: ESP, Superat- D76 [modifiers])
Related Powers: ESP, Postcog-
tributes: Perception, Supersenses,
Telepathy nition, Speak with Animals, Speak
with Plants, Supersenses, Me-
chanical Manipulation, Ultraven-
triloquism
Powers with Si.mila.r Effects: Lan-
guage Comprehension, Postcogni-
tion
Opposing Powers: Matter Ma-
nipulation, Mechanical Manipula-
tion
Speak with. Plants (D79, M71, R70)
Related Powers: ESP, Plant Mime-
sis, Plant Manipulation, Speak with
Animals, Speak with Inanimates,
Supersenses, UltraventriloqUism
Powers with Similar Effects:
Speak with Animals, Postcognition,
Telepathy 'J1IlANSl101l'l A'l ION
1 1

Opposing Powers: Plant Manipu-


lation t•owEus
Spirit Channeling (MH13-15) Dimensional Travel (D83-84, R71,
Related Powers: Astral Form, R224)
Astral Manipulation, Superat- Related Powers: Environment,
tributes: Presence ESP, Sustenance, Teleportation
Powers with Similar Effects: Powers with Similar Effects:
Mimicry, Spirit Manipulation Reality Manipulation, Temporal
Opposing Powers: Mental Shield Manipulation
Opposing Powers: Power Shield
Telekinesis (D79-80, M71, R70-71,
R224) Fll.gb.t (D84-86, M71, R71-72)
Related Powers: ESP, Forcefield, Related Powers: Environment,
Flight, Psychic Blast, Supersenses Speed Manipulation, Sustenance
Powers with Si.m1lar Effects: Air Powers with Si.m1lar Effects: Air
Manipulation, Energy Manipula- Manipulation, Gravity Manipula-
tion, Flight, Light Manipulation, tion, Telekinesis
Psychic Blast, Forcefield, Kinetic Opposing Powers: Gravity
Manipulation Manipulation
Opposing Powers: Gravity Ma- Jump (D86, R60)
nipulation, Power Shield Related Powers: ESP, Superat-
Telepathy (D80- 81, D70 (mod1f1- tributes: Physique, Supersenses
ers], M71, R71, R223) Powers with SJ.m1lar Effects: Su-
Related Powers: Empathy, ESP, perattributes: Physique, Elasticity
Mental Shield Opposing Powers: Bind, Gravity
Powers with Si.m1lar Effects: Em- Manipulation
pathy, Mind Control Bummonmg (MH16-l 7)
Opposing Powers: Mental Shield, Related Powers: ESP, Super-
higher die code in Telepathy senses

NlllHH#Hllll~
PoweI's with Simila.I' Effects: Di- PoweI's with Similar Effects: En-
mensional Travel, Teleportation ergy Manipulation, Forcefield,
Opposing PoweI's: Mental Shield Natural Armor, Resurrection
Opposing PoweI's: Mental Blast,
Teleportat1on (D86-87, R73-74,
R224) Organic Manipulation, any damage-
Related PoweI's: Dimensional
causing power with a higher value
Travel, Environment, ESP, Super- than the Invulnerability die code
senses, Sustenance Invulnerabillty (wonders only)
PoweI's with Similar Effects: ( D90, M71)
Dimensional Travel Related PoweI's: Forcef'l.eld, Natu-
Opposing PoweI's: Power Shield ral Armor, Power Shield
PoweI's with Simila.I' Effects: En-
ergy Manipulation, Forcefield
Opposing PoweI's: Matter Ma-
Energy Absorption (DBB-89, M71, nipulation, Mechanical Manipula-
R73) tion, any damage-causing power
Related PoweI's: Energy Manipu- with a higher value than the Invul-
lation, Forcefield, Natural Armor, nerability die code
Power Shield
PoweI's with SimilaI' Effects: Menta.l Shield (D91, R75)
Related Powers: Energy Absorp-
Forcefield, Invulnerability
Opposing PoweI's: Disease, Explo- tion, Forcefield, Invulnerability,
sion, Kinetic Manipulation (blast), Natural Armor, Power Shield
Mental Blast, Projectiles, Psychic PoweI's with Simila.I' Effects:
Blast, Psychic Manifestation Power Shield
Opposing Powers: Energy Projec-
Forcefl.eld (D89, R73) tion, Microwave Projection, Natu-
Related PoweI's: Kinetic Manipu- ral Weapons, Projectiles, other
lation, Environment, Power Shield, physical-based, damage-causing
Telekinesis powers
Powers with SimilaI' Effects:
Energy Absorption, Invulnerability, Natural Armor (D91-92, M71,
Kinetic Manipulation, Natural R76- 76)
Related PoweI's: Energy Absorp-
Armor
Opposing Powers: Explosion, tion, Mental Shield, Power Shield
Mental Blast Powers with Simila.I' Effects:
Forcefield, Invulnerability
Hea.Ung (D89-90, M71, R73-74) Opposing Powers: Disintegration,
Related PoweI's: Chemical Pro- Energy Projection, Microwave Pro-
jection, Organic Manipulation, jection, Mental Blast, other energy-
Resurrection based, damage-causing powers
PoweI's with Simila.I' Effects: Res-
urrection, Organic Manipruation Power Shield (D92)
Opposing PoweI's: Disease, Related Powers: Energy Absorp-
Chemical Projection, Organic Ma- tion, Forcefield, Invulnerability,
nipulation, Power Shield Mental Shield, Natural Armor
Powers with Simila.I' Effects: Re-
Invulnerability (D90-91, R74-76) ality Manipulation, Mental Shield
Related PoweI's: Forcefield,
Power Shield
Opposing Powers: Energy Projec- Opposing Powers: Organic Ma-
tion, Mental Blast, Projectiles, other nipulation, Matter Manipulation,
physical-based, damage-causing Power Shield
powers Elemental Man1pulation
Resurrection (D92-93, M7 l, Related Powers: ESP, Super-
R76-77) senses, 1ntraventr1loquism
Related Powers: Longevity, Heal- Powers With Simllar Effects: Ani-
ing, Invulnerability, Organic Ma- mation, Energy Projection, Energy
nipulation Manipulation, Flight, Matter Ma-
Powers with Similar Effects: nipulation, Organic Manipulation,
Healing, Organic Manipulation, Projectiles, Telekinesis, Weather
Suspended Animation Manipulation
Opposlng Powers: Disintegration, OpposingPowers: Energy Absorp-
Organic Manipulation, Power Shield tion or Natural Armor, Forcefield,
Invulnerability, opposite Elemental
)IANIPUl..A'l'ION Manipulation of a higher die code
Air Ma.nipulat1on (Dl07, Jl07-
t•cnvEus 108, R79, R79-81)
Darkness Ma.nipulat1on (Dl07-
1•nvs1CAL )IANIPULA'l'ION 108, Jl08, R79, R79-81)
Density Ma.nipula.tion (Dl00-102, Earth Manipulation (Dl08,
Jl03-104,Jl05,R77-78,R225) Jl08-109,R79,R79-81)
Related Powers: Elasticity, Fire Manipulation (D 108-109,
Shapechangmg, Size Manipulation Jl09,R79,R79-81)
Powers with Similar Effects: Ice Ma.nipulat1on (D109, Jl09,
Natural Armor, Size Manipulation, R79, R79-81)
Superattributes Ligb.t Ma.nipulation (D 109-11 o,
Opposing Powers: Organic Ma- JllO, R79, R79-81)
nipulation, Matter Manipulation, Plant Ma.nipulation (D 111, Jll o,
Power Shield R79, R79-81)
Water Manipulation (DJllO,
l41m.1cry(Dl02-103,R61) Jll2, R79, R79-81)
Related Powers: ESP, Power
Sense, Supersenses l~ORf~E )JANll,ULATION
Powers With Similar Effects: Ani-
Electricity Manipulation (D 111-
mal Mimicry, Chemical Mimicry,
113, Jll2, R81)
Illusion, Plant Mimicry
Related Powers: Magnetic
Opposing Powers: Power Shield
Manipulation, Mechanical Ma-
Size Manipulation (Dl03-104, nipulation
DlOl [modifiers), Jl04-105, R78- Powers with Similar Effects:
79, R225) Energy Projection, Energy Manipu-
Related Powers: Shapechanging, lation
Density Manipulation Opposing Powers: Energy Ab-
Powers with Similar Effects: sorption, Forcefield, Invulnerabil-
Elasticity, Superattributes, Shape- ity, Magnetic Manipulation
changing
Gravity Manipula.tion (Dll3-114, Opposing Powers: Mental Shield
Jll2- 114,R81-82) Weather Manipulation (Dl23,
Related Powers: Flight, Kinetic Jl 18, R85- 86)
Manipulation Related Powers: ESP, Supersenses
Powers with Similar Effects: Ki- Powers with Similar Effects: Air
netic Manipulation, Telekinesis Manipulation, Environment, Fire
Opposing Powers: Gravity Ma- Manipulation, Ice Manipulation,
nipulation of higher die code, Water Manipulation
Teleportation Opposing Powers: Air Manipu-
~etio Manipul.a.t1on (D 114-116, lation, Environment, Matter
Jll4, R82-83) Manipulation
Related Powers: Electricity Ma-
nipulation, Energy Manipulation MAGIC l'IANIPUIATION
Powers with Similar Effects: (Jll9-120,R86-88,R225)
Kinetic Manipulation, Mechanical Sorcery (MH9-l l)
Manipulation Wl za.rdry (MHll-13)
Opposing Powers: Electricity Ma- Originally a single power, Magic
nipulation, Matter Manipulation, Manipulation was transformed into
Plant Manipulation a class of powers in the Ma,gt.c Hand-
Bonio Manipula t ion (Dl 15-116, book. Generally, a magic user focuses
Jll4-115,R83-84) on perfecting her ability in one or
Related Powers: Energy Manipu- both of the Magic Manipulation pow-
lation, Kinetic Manipulation, Ultra- ers, using spells to mim1c any other
ventriloquism power she desires. Nonetheless, pos-
Powers with SJ.mJla.r Effects: Earth sible related power s included any
Manipulation, Ultraventriloqu1sm Mental power, especially ESP, Mind
Opposing Powers: Air Manipula- Control, or Telepathy; Superat-
tion, Sonic Manipulation of a higher tributes: Perception and Superat-
die code tributes: Knowledge; and Flight.
Mimicry and Reality Manipulation
Speed Manip ulati on (Dll6-121,
are most similar to the general idea
Dl22, Jll5-118, R84-86, Rl25,
of Wizardry and Sorcery. Opposing
R225, R226)
powers include Reality Manipulation
Related Powers: Flight, Sonic
and higher die codes of either Magic
Manipulation Manipulation power.
Powers with Similar Effects: Tem- If you would like to switch your
poral Manipulation characters with Magic Manipula-
Opposing Powers: Bind, Ice tion to WiZardry or Sorcery, see the
Manipulation, Illusion, Temporal MagJ.c Handbook for details.
Manipulation
Spirit Manip ulation (MH15-16) UNIVERSE l'IANIPUIATION
Related Powers: Astral Form, As- Astral Manipula.tion (D124-125)
tral Manipulation, ESP, Superat- Related Powers: Dimensional
tributes: Presence Travel, Illusion, Telepathy
Powers with Similar EffecJts: As- Powers with Similar Effects:
tral Manipulation, ESP, Mind Con- Astral Form
trol, Resurrection Opposing Powers: Mental Blast
Energy Manipulatio n (Dl25-127, Shapechan g1ng, Healing, Plant
Jll8-119, R86) Manipulatio n
Related Powers: ESP, Illusion, Opposing Powers: Astral Form,
Supersenses Power Shield
Powers with Similar Effects:
Probability Manipulati on (D 134-
Darkness Manipulatio n, Light Ma-
135)
nipulation, Electricity Manipula-
Related Powers: Reality Manipu-
tion, Magnetic Manipulatio n, Sonic
lation, Temporal Manipulatio n
Manipulatio n
Powers with Similar Effects: Gilt,
Opposing Powers: Energy Ab-
Reality Manipulati on, Supera t -
sorption, Darkness Manipulation,
tributes, Temporal Manipulatio n.
Forcefield, Invulnerabi lity
Opposing Powers: Power Shield
Kinetic Manipulatio n (Dl27-128)
Reality Manipulatio n (D136-137,
Related Powers: Sonic Manipula-
Jl22, R89-90)
tion, Energy Manipulatio n
Related Powers: Probability Ma-
Powers w1th Sim.Ua.r Effects: Tele-
nipulation, Temporal Manipulatio n
kinesis, Energy Manipulatio n
Powers with Sim11ar Effects: Su-
Opposing Powers: Forcefield,
perattribute s, any Magic Manipula-
GraVity Manipulati on, Invulner-
tion (see the Magic Handbook) ,
ability, Natural Armor
Probability Manipulatio n
Matter Manipulation (Dl28-130, Opposing Powers: Reality
Jl20-121, R88) Manipulatio n
Related Powers: Energy Manipu-
Temporal Manipulati on ( Dl38-
lation, Organic Manipulatio n
139, M66-66)
Powers With Similar Effects:
Related Powers: Dimension al
Chemical Projection, Earth Manipu-
Travel, Speed Manipulatio n
lation, Mechanical Manipulatio n
Powers with Similar Effects:
Opposing Powers: Power Shield
Redimensio nality, Precognitio n,
Meob&n1oal Manipulati on (Dl30- Postcogniti on, Dimension Travel,
131, Jl21-122, R88-89) Speed Manipulatio n
Related Powers: Superattribu tes: Opposing Powers: Power Shield,
Knowledge, Electricity Manipula- Speed Manipulatio n
tion, Magnetic Manipulatio n, Mat-
ter Manipulatio n
Powers with Sim11ar Effects: Lan-
guage Comprehen sion, Magnetic
Manipulation , Matter Manipulatio n
Opposing Powers: Matter Ma-
nipulation, Power Shield
Organ.1o:Manipulation ( Dl3 1-134)
Related Powers: Environme nt,
Longevity, Sustenance, Density Ma-
nipulation, Size Manipulatio n, Tem-
poral Manipulatio n
Powers with Similar Effects:
Chemical Projection, Immunity,
1111114 ~
l~Nll1\N(~l~tll~N'l S
1
&
l.4ltll'l 1l'l l(tNS l.4IS'l S
1 1 1

)~NDANCEllENTS
Additional Effect + lD to +3D
(D17)
Chain Effect +3D or mor e (Dl 7-
18)
Continuous +2D, +3D (Dl8)
Deflection +2D, +3D; see also
description (Dl8)
Delay +4D (Dl8)
Duration Change: Semiperma-
nent + lOD (Dl9)
Expanded Effect +3D (Dl9) Quicker-see description (D2 l)
Extended Range +3D; see also Self-Invulnerab111ty +3D (D21,
description (Dl9, R36) R36)
Extended Time Span + 3D (D 19-
20, R36) lfONnEn-SPUCIFI(~
Linked I nvulnerability + 2D ENHAN(~EMENTS
(D20, R36)
Imbue +5D, +7D (D21)
Magically Empowered +4D, +BD
Remote +4D (D21, M72)
(MH19)
User-Invulnerability +3D (D21 ,
Mastery +6D (D20, R36)
M73)
Multiple Targets + 2D (D20-
2 1)
f. I!II1'A'l'IONS
La.tent Power + 4D, flna.l cost of R34)
power (D24) Suppressed - 2D t o -3D (D30)
Limited Abillty - lD to -2D per Uncontrollable -2D, - 3D (D30-
aspect/feature; see also description 3 l, R34)
(D24-25) Vulnerabillty - 2D to - 9D (D31,
Limited Range - lD to -3D (D25, M73, R34)
R33) Weakness -2D to - SD (D3 l , R34-
Linked Powers-see description 36)
(D25-27, R33)
Others-Only - 4D ( D27, M72, 1fONDER-SPECIFIC
R33) f~Dll'fA'flONS
Overload -5D (D27)
Delaye d Reward -lD to -lOD
Rechargeable - lD to - 6D or more
(D27, M72, R33) ( D31, M72)
Self-Damaging-see description Removable - lD t o -3D (D31- 32,
M72- 73, R33)
( D28, M73, R33-34)
Su per-Hero For m (wonder vari-
Self-Only - 2D (D28, M73, R34)
Short Circuit - lD, -2D (D28, ant ) -lD to - 6D ( D32, M73)
R34) Upkeep -lD to - lOD (D32, M73)
Side Effect - lD to -4D (D28- 29, User-Damaging- see description
M73, R34) (D32, M73)
Si ngularity- see descripti on )fAGIC MANIPULATION/
( D29 , R34)
Skill-Linked- see description MAGICALLY EMPOWERED
(D29) IAMl1'ATION
Slow-lD tq - 3D per round (D29)
Magical Transformation -2D to
Specialist -3D or more (D29-30)
-23D or more (MH18- 19)
Super-Hero Form -3D (D30,
11111111..,. . . 'nl

ill)\T1\N'l 1\f;J~S
1
&
J)JS1\J)\TilN'l 1\f;J~S l ..IS'l S 1 1

ilDVAN1'AGES
Acting Ability -3D (R2 l)
Acute Balance - 2D (R2 l)
Acute Manual Dexterity - 2D
(MH6)
Acute Sense of Direction -2D
(R21)
Acute Senses -2D (per sense)
(R21)
Ally -6D to -27D (G 126)
Animal Friendsh1p-2D (N22)
Attractive Appearance -2D Photographic Memory-4D (N23)
(R21-22) Preparedness-4D (R22)
Charismatic - 3D (R22) Renown - lD to - 8D (MH7- 8;
Contact - lD to - 6D (R22) magic users only)
Courage - 2D (R22) Resist Harm - 2D (Jl29;
Double-Jointed -2D (R22) androids only)
Familiar - 6D to -24D or more Resist Knockout -2D (Jl29;
(MH6- 7) androids only)
Fast Reactions -4D (N22) Self-Healing-4D (N23)
Followers-4D to -30D (Gl26) Sixth Sense - 2D (N23)
Gifted in Learning -4D (N2 l) Special Equipment -5D (N23)
Hardiness -4D (N22) Speed Draw - lD (R22)
Human Appearance - 2D (J128; System Failures - 3D (Jl29;
androids only) androids only)
Indomit able Programming -3D Tainted -3D per level (MH8;
(Jl28; androids only) magic users only)
Infamy - lD to -8D (MH7; magic Technologically Advanced -lOD
users only) (per Tech Level) (R22)
Intimidating Grin -2D (R22) Thousand Faces -2D (N23)
Leadership Ability -2D (R22) Ventriloquism -lD (N23)
Magically Adept -5D per level Wealth - 2D, -4D, - 6D, -BD (R23)
(MH7; magic users only) Youthful Appearance - 2D (N23)
Magic Resistance -2D or - 5D per
level (MH7; magic users only) ))ISJ.l))VAN'l'AGES
Mechanical Aptitude -2D (R22) Age-24D,-12D, + 1D,+9D,+18D
Obscure Knowledge -2D (R22) (Jl22-123)
Observant - 2D (R22) Argumentative + 1 D, + 2D
OWed Favor-lD to - 6D (N22-23) (N23-24)
Patron-ID to - 6D (R22) Arrogance +3D (MH8)
Blackout +3D (R23)
Bond to Creator +2D ( Jl29 ;
androids only)
Bug + lD or more (Jl29;
androids only)
Center of Conversation +2D
(R24)
Childish Appearance
(Jl23)
Cowardice +2D (R24)
Curiosity +2D (Jl29)
Dark Secret + lD to +3D
(R24)
Debt + 2D, +4D, +6D, +BD
(N24)
Delusions of Grandeur +3D
(R24)
Dependent +lD to +3D (R24)
Depression +6D (N24) NarcissiStic +3D (R26)
Employed +4D (N24) Nightmares +4D (R26)
Enemy +lD to +6D (R24 ) No Limbs +6D, +7D (Jl29-130;
Extremely Competitive + 2D androids only)
(R24) Obsessive Tendencies +2D (R26)
Fa.llback Plan +4D (N24) Owes Favor +lD to + 6D (N24-
Fan.a.tic +3D (R24) 26)
Forgetful +4D (Jl23) Paranoia. +3D (R25)
Fugitive + lD to +3D (R24) Pathological Liar +2D (N26)
Hate of Organics + lD to +3D Phobia +3D to +7D (R25)
(Jl29; androids only) Physica.11y Limited +3D to + 7D
Hides Emotions + lD (R25) (R26-26)
Hideous Appearance +4D (MH8) Poor + 3D (R26)
lll1terate +3D (N24) Procrastination + lD (R26)
Impulsiveness +lDto +3D (R26) Psychological Disorder + 2D to
Kleptomania.cal Tendencies + 2D +4D (N25)
(N24) Secret Identity +3D (R26)
Long Winded + lD to +6D (MH8) Secret Program + lD to +6D
Low Self-Esteem +2D, +3D (R26) (Jl30)
Magi.cal Ineptitude + lD per level Shady Background +2D (R26)
(MH8; ma.gi.c users only) Sworn Enemy+ lD to +6D (R27)
Magic Susceptibility +6D per Targeted for Assassination + lD
level (MH8) to +3D (R27)
Manual Override +lOD (Jl29; Technologically Challenged + 6D
androids only) (per Tech Level) (R27)
Medical Problem +6D (R26) Unattractive Appearance +2D
Mission Superiority +2D (Jl29) (R27)
Moral Code +2D, +4D, + 6D Uncoordinated +5D ( N25)
(Jl29, MH8-9)
1111114
lll~'l,1lillJll1lN
1~11..1~
Subject's Name:

Character's Name

File Begins:

Date of Character's Creation

Artist's Rendition

Pennission is hereby granted to photocopy this page for personal or promotional use only.
e
All characters, names, lndicia, and related material are™ & 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of 06Legend Inc.

1111111111111111~
Base of Operations: _________________

Gender: Marital Status: _ __ __


- --------
Height: - - - - - - - - Weight: _ _ _ _ _ _ __

Eye Color: _ _ _ _ _ __ Hair Color: _ _ _ _ __

Physical Description: _ _ _ __ _ _ _ _ __ _ _ __

Race: Tech Level: - - -- - --


----------
Speed: _ _ _ _ _ _ _ __
PDV: - - - -- -- - -
Unarmed BDV:
---------------------
Ph;ysique/liftingbonus: - - - - - -- - -- - - - -

Number of armed or noncombat actions: - - - - -- - -

Number of unarmed combat actions:

Hero Points: - - - - - - - Villian Points: - - -- - -

Character Points: Body Points: _ _ _ _ __

Pennission is hereby granted to photocopy this page for personal or promotional use only.
All characters. names, indicia, and related material are TM & C 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of 06Legend Inc.
i\'rllllBU'rES & s1{11..1..S
FollowJ.ng ea.ch skill that the character has, list the die code, specializa-
tions and their die codes, and modifiers received from Advantages or Dis-
advantages. The numbers in parantheses after the skill name refer to
pages in the rulebook or supplements. G is Gotham City Sourcebook, MH
is Magic Handbook, N is Narrator's Book, and R is rulebook. Page num-
bers in italics refer to sidebars.

llEFLJ~Xl~S

acrobatics (R42, R203) - - - - - - - - - - - - - --

athletics (G127) - - - - - - - - - -- -- - - - -

boating(R42, R203) - -- - - - - - - - -- - - -

brawling(R42,R203-204) _ _ __ _ _ _ _ __ _ _ _

climbing(R42, R204, R204) - - - - - - - - - - - -

dodge(R42-44, Rl09, R20~) _ _ __ _ _ _ _ _ _ __

driving(R44,R204) _ _~------------

escape artist (G127, Gl27) - - - - - - - -- ----

martial arts (R44, R204) _ _ __ _ _ __ _ _ _ _ __

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicia, and related material are ™& @ 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of 06Legend Inc.
melee weapons (R44, R204) _ _ __ _ _ _ _ _ __ _ _

piloting (R44, R204-205) - - - -- - - - - -- --

r.tding(R44,R20 5,RZ05) _ _ _ __ __ _ _ _ __ ~

snea.k(R44,R205 ,RZ06) _ _ _ _ __ __ _ _ _ _ __

COORDINATION
------
catch(R44,R205 ) _ _ __ _ __ _ __ _ _ __ _~

lockpicking (R44, R206, RZ06) _ __ _ __ _ _ __ _

marksmanship (R44 R206) - -- - - -- - - - - - -

m1ssileweapons( R44-45,R206) _ __ _ _ _ _ __ __

sleight of ha.nd (R445, R206, RZ06) _ _ __ _ _ __ __

thieveiy(R45R2 06) _ _ _ _ _ _ _ _ _ _ _ _ _ __

thrown weapons (R45 R206) _ __ _ _ __ _ _ _ _ __

t»nYSIQUE
--------
.tzy:tng(R45, Rl06, R206- 207, RZ07) - - - - - - - - -

Permission ls hereby granted to photocopy this page for personal or promotional use only.
All characters, names, lndlcia, and related material are "' & C 2001 DC Comics. All Rights Aeseived.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
lea.p (R45, R207, R207) _ __ _ _ __ __ _ _ __ _

lttting(R45,R207 ,R208) _ _ _ _ _ _ _ _ _ _ _ _~

resista.nce (R45, R209) - -- - - -- -- - -- - - -

running(R45,Rl 06,R209,R209) _ _ _ _ _ _ _ _ __

sw:immlng (R45-46, Rl 06, R209, R209-210) - - -- - -

KNOWLEDGE
------
B.I'canelore(R46 ,R210) - - -- -- -- - - -- -- -

computer ops (R46, R210- 211 , R210) _ _ _ _ _ _ _ __

cr1.m.1nology(R46,R211) _ __ _ __ __ _ _ __ __

demolitions (R46, R21 l , R211) - -- -- -- -- - --

forge.zy(R46, R211-212,R212) _ __ _ __ _ __ __

la.ngua.ges(R46, R212,R213) _ __ _ _ _ __ __ __

medicine(R46,R 212-213,R213, R214) _ ___;,__ __ __

na.viga.tion (R46, R213, R214) - - -- -- - - -- --

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indlcla, and related material ere™ & C 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Gemes are trademarks of D6Legend Inc.

lllll l## IN# llllI ~


research (R48, R214, R216) _ __ _ _ _ __ _ __ _

scholar (R48, R214) - - - - - -- - - - -- - - - -

science (R48, R214) - - - - - -- - - -- -- - --

security (R48, R214-215, R216) _ _ _ _ _ _ _ _ _ __

spellbind (MH9) - - - -- -- - - - - - - - - - -

t•ERCEPTION

artist (R48, R215) - -- - - - - -- -- - - -- -

engineering(R48,R215) _ _ __ _ _ _ _ _ _ _ _ _ __

hide (R48, R206, R215)

invent(R48,R216) _ _ _ _ _ __ _ _ _ _ _ _ _ __

know-how(R48,R216) _ __ _ _ _ _ __ __ _ _~

repair(R48-49,R216,R216,R228) _ _ _ _ _ _ _ _ __

search (R49, R216, R216) - - - - - -- - - -- - -

shadowing(R49, R206, R216) - - -- - - - - - - -

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicia, and related material are™&© 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.

~llllJ
111111, . ~11111
streetwise (R49-50, R216, R217) - - - - - - - - - - -

surveilla.n.ce(R50,R218,R218) _ _ _ __ _ _ _ __ _

survtvaJ(R50,R218,R219) _ _ _ _ __ __ _ _ __

tracking(R50, R218, R219) _ _ _ _ _ __ __ _ __

PIU~SENCE
-------
a.ni.malha.ndling(R50,R218-219,R219) _ _ _ __ __ _

Wuff(R50,R219,R220) - -- - - - - - - - - - -

charm (R50, R219, R220) - - - - - - - - - - - - -

comma.nd(R50,R219- 220) _ _ _ _ _ _ _ _ _ _ _ __

d1sgu.tse(R50,R220,R221) _ __ _ _ __ _ __ _ _

interrogation (R50, R220-221, R221) _ _ _ _ _ __ __

intimidation (R51, R221, R221)

persuasion (R51, R221, R222) - - - - - - - - - - - -

willpower (N44, R61, R221- 222) - - - - - - - - - -

Permission is hereby granted to photocopy this page for persona.I or promotional use only.
All characters. names, indicia, and related material are ,.. & © 2001 DC Comics. All Rights Reserved.
The DS SYSTEM. LEGEND SYSTEM. WEG, and West End Games are trademarks of D6Legend Inc.
NA'llJRAL ilBILI'fIES
NAME EFFECT/MODIFIER

Permission is hereby granted to photooopy this page for personal or promotional use only.
All characters. names, indicia, end related material are "' & C 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademar1<s of 06Legend Inc.
I)OWERS
))IE ·~ODE NAME H))V

Permlsslon Is hereby granled to photocopy this page for personal or promotional use only.
All characters, names, lndicla, and related material are "' & C 2001 DC Comics. All Rights Reserved.
The DS SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of DSLegend Inc.
))1£ (~OBI~ NAME Jl))V

Permission is hereby granted to photocopy lhis page for personal or promotional use only.
All characters, names, indicia, and related material are "' & C 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.

~Ill~
1111114
J~tHJIPlll~N'l1
lfUAPONS
NAME Jl))V llANGE i•/t HONUS?

--·~·l
NAME ))ESCRIP'flON/)foDIFIER

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicia, and related material are ™& @ 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM. LEGEND SYSTEM. WEG, and West End Games are trademafks of D6Legend Inc.
l 'AUJU NAME EFI~Ec'r/Monn~rna

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names. lndlcia. and related material are™ & C 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
~11111
))ISA))VAN'fAGES
VA.LUE EFFECT/MODIFIER

Permls$ion is hereby granted to photocopy this page for personal or promotional use only.
All characters, names. lndlcia, and related material are ™& 0 2001 DC Comics. All Rights Reserved.
Tho D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Logend Inc.

1111~
(~HAllA(~'l'ElllS'l'l(~S
For sut{destions on deter.11liningadditional aharacter information, aheck
out pa{{es 1 S-20 ofthe Narrator's Book.

t•EllSONALl'l'Y l~EA1'UllES

))IS1'INC1'IVE (~HARAC1'ERIS'l'ICS

GoA1.s & llo1·1vA'l'IONS

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicia, and related material are "' & @ 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
11111~
(jDAllA(~'l'UlllS'l'H~S ( CON'l'INUE)))
t•EllSONAI. (~OHE 01~ Et'IIICS

llNOlfN llSSO(~IA'l'ES
Include here allies, enemies, contacts, patrons, and other such people.
Describe who they are, where they a.re, and how they are associated w.tth
the character.

Pennission Is hereby granted to photocopy !his page for personal or promotional use only.
All characters, names, indicia, and related material are "' & 0 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
l~AMILY
()ARENTS & SIBUNGS

SIGNIFICANT (~HII.DHOOD EVENTS

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicia, and related rneterial are"' & C 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
))A,JOll l~N(~OUN'I1EllS
Describe here all conflicts or events of signi11cance, including the ma.in
character or characters, whether they were heroes or villa.ins, the date
relative to the ti.meline of the meta.human in question, and key incidents
of the episode.

Permission is hereby granted to photocopy this page tor personal or promotional use only.
All characters, names, indicia, and related material are ™& @ 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.

1111~ !#IN#lllM
l~f)lltlS
Mission Log
...... ................... . 75
Equipment
Report Form
...................... .. .. 76
New Power
Report Form
... .. ... .... ....... ....... 78

~~1111111111111~
~11111
llISSION I.AH•
Date:

Report Number:

Details of Mission:

Attach add1tiona.1 pages as necessary. Include a.zzy references to other


reports, photographs, eyewitness inte.Mrlews, newspaper and magazine
clips, transcripts, and other support materials as necessary. Submit re-
port to your supe.Mrlsor as soon as you complete the mission.

Permission Is hereby granted to photocopy this page for personal or promotional use only.
All characters. names, indlcla, and related material are ™& C 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of D6Legend Inc.
)~QUil,MEN'I' llJU,Oll'I' J1otl!I
For more information a.bout using this form, see pages 2:30- 2:32 of the
rulebook. For additional information a.bout creating equipment, see pages
68-74 of the Metropolis Sourcebook.

Passenger s : - - - - - - -

Cargo Capacity:

Maneuver ability:
--------------------
Speed: - - - - - - - - -- -- - - - - - - - - - -
Passive Defense Value:
----- - - ----------
Base Damage Value:
---------- --------
Fire Arc:
--------- Range:
Ammunition:
-------------- ----- - -
Rate of Fire:

Enhancement Modifier:
----------------
Armor Value:
---- -----------------
Body Points:
- - ----- ---------------
Cost:

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, lndlcia, and related material are "' & C 2001 DC Comics. All Rights Reserved.
The D6 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademar1<s of D6Legend Inc.

~111111~
Artist's Rendition

Description---------- - -- - - - - - - -

Additional Information: ~~~~~~~~~~~~~~~~~-

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters. names, indicia, and related material are TM & C 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of 06Legend Inc.
For information on documentine{ new extranormal abilities, see page
1 o7 ofthe Directive on Superpowers.

Specialization Base Cost:

Managing Skill:

Specializations:

Description:

Permission is hereby granted to photocopy this page for personal or promotional use only.
All characters, names, indicla, and related material are™ & O 2001 DC Comics. All Rights Reserved.
The DS SYSTEM, LEGEND SYSTEM, WEG, and West End Games are trademarks of DSLegend Inc.

~~11111#1111111~
Die Code: Control of Power

Permission is hereby granted to photooopy this page for personal or promotional use only.
All characters, names, indicia, and related material are ™& © 2001 DC Comics. All Rights Reserved.
The 06 SYSTEM. LEGEND SYSTEM, WEG, and West End Games are trademarks of 06Legend Inc.
NS
RM A L O PE R A T IO
O F EXTRANO
D E PA R T M E N T

To: A ll A ge nt s ar re tt , A ge nt Su pe rv iS or
P ro m: 8a .n dr a
B e re so ur ce s
U ni ve rs e Ro lepltzyJ.ng G am
Su bj ec t: D O er ia l th at ha s
e ex te ns iv e m at
ar e al re ad y aw
ar e of th eg en d/ W es t
Ma.ny of yo u in g or ga .n 1z at io ns , D 6L ia
by on e of o u r
pu bl .i. sh vi ew in th e m ed
be en pr in te d er ia l is av a. U able fo r yo ur re ly re co m m en d
G a. m es . A ll of th is m at . H ow ev er , w e st ro ng ca n
E nd qu ar te rs at er ia ls , so th
at yo u
ac ks at yo ur re gi on al he ad es of th es e m at ed to
st pi el
in yo ur ow n co in fo rm at io n r
th at yo u ob ta ok s as yo u co m e ac ro ss ne w op er ty is , of co ur se ,
m ak e no te s in
th e bo
1n or st ea J1 ng D.E.O. pr
er ei n. M ar ki ng
th e m at er ia l th .t1on.
ti on pu ni sh ab le by term.1na
a.n ac
il 20 01 8. 95
tl ab le as of A pr ru le bo ok (# W E G 62 00 0) , $2
B ee ou ro es A va am e
ol ep la ;y fn g G
DC U ni ve rs e R .9 5
W E G 62 01 4) , $7
H er o D ic e (# 52 00 2) , $1 2. 00 , $3 8. 95
N ar ra to r's Sc
re en (# W E G
, di ce , po st er ; #W E G 52 00 3)
en
D el ux e B ox se
t (r ul eb oo k, sc re 52 00 4) , $1 6. 00
(# W E G $1 5. 00
M et ro po li s So
ur ce bo ok W E G 52 00 6) ,
ne t G ui de to M et ro po li s (#
T he D ai ly Pl a. 6) , $2 1. 00 '- "
A So ur ce bo ok (# W E G 52 00 .9 6
JL G 52 00 7) , $7
e (# W E 00 9) , $2 1. 00
JL A H er o D ic bo k ( #W E G 62 0) , $1 6. 00
G ot ha m C it y So ur ce
G ot ha m C it y (# W E G 52 01
t G ui de to 8. 00
T he D ai ly P la ne rp ow er s (# W E G 62 0f 2) , $1 //
Su pe
D ir ec ti ve o n W E G 52 01 1) , $1
7. 00
db oo k (#
M ag ic H an m at er ia l w ill
bi g pl ac e. M or e re fe re nc e
un iv er se is a
N at ur al ly , th is gu la r ba si s. rn et
o n re t lo ca l o r In te
be pu bl is he d
a
of th es e pr od uc ts at m os th e ne ar es t sh op
ur co py w he re
Y ou ca .n ge t yo ok st or es . Ifyo u do n' t kn ow il er s in
y, o r bo lo w Pa ge s o r th e re ta
co m ic , ho bb o r ch ec k th e Y el
ga m .c om )
es
is , co nt ac t yo
ur su pe rv is or s W eb si te (w w w .w es te nd 26 ).
io n of th e pu bl
is he r' 1- 88 8- 26 6- 42
th e L in ks se ct or at 1- 88 8- C OMIC-BOOK (
ic Sh op L oc at
or ca ll th e C om
ent of
Departm
al
Extranorm
s
Operation

ents
To: All A g . S e n i o r S ta f f
.O
F r o m : D.E a n u a l
M
Re: A g e n t l
d w i t h i n t his manua
e
ial contain
The mater

[ 'a r e in e ta human file


:l l:
i n e d w:tt,,. .i a mission
Also c o n t a e n c e i n f o r m a t i o n ,
~

er .
forms, ref er useful materials
t h
log, a n d o

You might also like