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This site is dedicated to the DC Universe Role-Playing Game produced by D6 Legend/West End Games from 1999-2002. The system has been out of print for nearly two decades but is still remembered fondly by fans such as myself.

If you remember the old site and are wondering where the writeups, posts, etc. are, please know that I’m going to be adding them all back to the page as soon as I can!

This site is in no way affiliated with either WEG or DC Comics, Inc. All characters and images are copyrighted to their respective owners and I reiterate that this site is meant solely to promote WEG’s DCU game. My name is Barry Reese and if you have anything you’d like to add to the site (stats, powers, etc.), please send them to me at barryreesepulp@gmail.com.

CHECKMATE -KNIGHTWATCH TROOPERS

The foot soldiers of the Checkmate organization, Knightwatch troopers are highly trained soldiers personally recruited from the Navy Seal, Army Ranger, and Delta Squad programs. All potential candidates are reviewed by Sarge Steel and given a thorough background check with special emphasis paid to the individual’s attitudes toward and experiences with metahumans.

Stationed in regional garrisons, troopers can be dispatched to any location within the continental United States within one heur, and worldwide within 10 hours. Given the highly sensitive nature of their missions, and the risk of revenge against individual troopers and their families, records of trooper identities are available only to those with Top Secret security clearance or higher. Rotation within a Knightwatch garrison is made up of two 10 trooper teams (eight troopers, one commanding officer, and one technical support). One team remains on duty for 24 hours while the other is off. This allows for one fully rested team to be ready to deploy at a moment’s notice. All troopers undergo rigorous training in the use of specialized weapons. Each trooper is a virtual expert in at least four forms of unarmed combat, as well as numerous sidearms and heavy weapons. They also receive instruction in metahuman treatment protocols, from advanced metahuman psychology studies to the neutralization 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 destructive force is paramount.

If the need ever arises, Knightwatch troopers can supercede local and federal authority, up to the level of D.E.O. regional director. Knightwatch team commanders can also declare and enforce martial law if required by the sc0pe of their mission.

Knightwatch troopers are all human-no metahuma.n is permitted within their ranks due to the unreliability of p0wers and potential conflict of interests sh0uld an altercation arise between troopers and a metahuman or metahuman team. All troopers are expected to maintain a disciplined training regimen and are considered official military personnel, although they are obviously not listed with any known branch of the military.

Given the stressful and dangerous nature of the work they do, few Knightwatch troopers remain as active field agents for more than five years. Those that do are automatically promoted to other military positions after six years. Serving a full six year tour as a Knightwatch trooper counts as triple years toward official military service and retirement.

Reflexes 3D: Brawling 5D, climbng 4D, dodge 5D, martial arts 4D, melee weapons 4D, piloting (D.E.O. powered armor) 4D, sneak 4D
Coordination 3D: Marksmanship 6D, thrown weapons 4D
Physique 3D: Leap 4D, lifting 4D, running 4D, swimming 4D
Knowledge 2D: Computer ops 4D, medicine (first aid) 3D, scholar 3D (known meta-humans, meta-human treatment protocols +2D each), security 5D
Perception 2D: Search 4D, shadowing 3D surveillance 4D, survival 4D
Presence 2D: Willpower 4D

ADVANTAGES/DISADVANTAGES: Special Equipment (Knightwatch armor and weapons) -10D; Fanatic (following orders) +3D, Hides Emotions +1D, Secret Identity +3D, sworn Enemy (whomever they are deployed against) +6D.

SPEED: 30
PDV: 2
UNARMED BDV: 3D/1D
P/L BONUS: +2
HERO POINTS: 1
VILLAIN POINTS: 0
CHARACTER POINTS: 4
BODY POINTS: 22

EQUIPMENT: Knightwatch helmet (AV 18; Body Points 60); Knightwatch armor (AV 18; Body Points 80): Left arm – made of a special latex material that hardens on impact, increasing the AV by 2 and the Body Points by 20; Right hand gauntlet -contains a concealed spring-loaded knife (BDV 2D) and handgun, {BDV 5Dx2), giving a +1 to initiative rolls when trying to quick-draw them. Right arm- Contains compartments for miniature explosive and concussive devices (BDV 6Dx3; range [x 3 feet, when thrown.) PHYS/PHYS+1/PHYS+2; blast radius [in feet]: 2/4/8). Leg harnesses: Holds a baton (BDV 3D) that can be extended from one foot to six feet, commlinks (max range of four miles) and a spare holster (sized for a Glock .40 Model 23). Battlevest (AV 20, Body Points 50) – These specially designed flak jackets were created for dangerous operations and contain pockets for extra gear (explosives, ammunition, power dampeners, and so on). Personal trooper choice of belt and vest sometimes serve as a means to identify specific individuals. M16A1 Modified Assault Rifle (BDV 8Dx3; range (in feet]: 60/180/540)

DR. ALCHEMY

REAL NAME: Albert Desmond
FORMER ALIAS: Mr. Element
OCCUPATION: Criminal, scientist, former financial consultant
BASE OF OPERATIONS: Central City, Missouri
HEIGHT: 6′
WEIGHT: 174 pounds
EYES: Blue
HAIR: Black
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 2D: Brawling 3D, dodge 3D
Coordination 2D: Marksmanship 3D (Elemental Gun +2D)
Physique 2D: Running 3D
Knowledge 3D: Arcane lore 4D (alchemy +3D), research 5D, science 5D (chemistry +3D)
Perception 3D: Engineering 6D (chemical +2D, chemical gadgets +3D), invent 6D (chemistry +2D, chemical gadgets +3D), know-how (Matter Manipulation) 10D, repair 6D (chemical gadgets +3D), streetwise 4D (Central City +2D)
Presence 2D: Intimidation 4D, willpower 5D

ADVANTAGES/DISADVANTAGES: Contact (The Rogues Gallery) –4D, Wealth –2D;
Enemy (the Flash II and III) +3D each, Psychological Disorder (split personality) +2D, Shady Background +2D.

SPEED: 30
PDV: 2
UNARMED BDV: 3D
P/L BONUS: +1
HERO POINTS: 2
VILLAIN POINTS: 15
CHARACTER POINTS: 132
BODY POINTS: 30

EQUIPMENT: The Philosopher’s Stone [Body Points: 600; powers: Matter Manipulation (others only) 16D (Limitation: Removable –1D)].

CYCLONE

REAL NAME: Maxine Hunkel
OCCUPATION: College Student
BASE OF OPERATIONS: Battery Park, New York City
HEIGHT: 5’8″
WEIGHT: 130 pounds
EYES: Green
HAIR: Red
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 2D: Acrobatics 5D, piloting (self) 6D
Coordination 2D: Catch 4D
Physique 2D
Knowledge 3D: Scholar 4D (musical theater +1D, the play Wicked +2D)
Perception 2D: Artist (musical theater) 3D, know-how (air manipulation) 7D, shadowing 3D
Presence 2D: Charm 4D, persuasion 4D

ADVANTAGES/DISADVANTAGES: Ally (JSA) -24D, Charismatic -3D, Contact (Red Tornado) -1D, Impulsiveness +1D, Obligation (student at Harvard University) +1D.

SPEED: 30
PDV: 3
UNARMED BDV: 1D
P/L BONUS: +1
HERO POINTS: 4
CHARACTER POINTS: 22
BODY POINTS: 23

POWERS: Air Manipulation 13D

GOLDFACE

Real Name: Keith Kenyon
Occupation: Criminal
Base Of Operations: Mobile
Height: 6’2″
Weight: 226 lbs.
Eyes: Blue
Hair: Black (white temples)
Race: Human
Tech Level: Modern (1)

Reflexes 3D: Brawling 6D, melee weapons 6D
Coordination 4D: Marksmanship 6D, thrown weapons 6D
Physique 5D (10D)
Knowledge 4D: Computer ops 6D, research 8D, science 8D, security 6D
Perception 4D: Engineering 6D, invent 6D (+2D chemicals), repair 6D, streetwise 6D, surveillance 6D
Presence 4D: Bluff 6D, command 6D, interrogation 6D, intimidation 6D, persuasion 6D, willpower 7D

ADVANTAGES/DISADVANTAGES: Followers (Goldface Crime Syndicate) -18D, Contact (Criminal Underworld) -6D, Contact (Scientific Community) -4D, Leadership Ability -2D, Wealth -8D, Arrogance +3D, Enemy (H.I.V.E.) +5D, Shady Background +2D, Sworn Enemy (Green Lantern II) +2D.

Speed: 30
PDV: 2
UNARMED BDV: 4D
P/L BONUS: +2 (+5)
VILLAIN POINTS: 16
CHARACTER POINTS: 80
BODY POINTS: 45 (70)

POWERS: Invulnerability 5D (Limitation: ineffectiveness to gold, -2D), Superattributes: Physique 5D (bonus: increased P/L bonus vs. inanimates, Hardiness)

EQUIPMENT: Gold Gun (Matter Manipulation 12D, limitation: can only transform objects into gold); Armor (Armor Value 22 vs. physical attacks).

HUSH

REAL NAME: Tommy Elliot
OCCUPATION: Criminal
BASE OF OPERATIONS: Gotham City
HEIGHT: 6’3″
WEIGHT: 220 pounds
EYES: Blue
HAIR: Red
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 4D: Brawling 8D, dodge 7D, driving 5D, martial arts 6D, melee weapons 8D, sneak 6D
Coordination 4D: Marksmanship 9D, sleight of hand 6D, thievery 6D, thrown weapons 7D
Physique 4D: Leap 5D, lifting 6D, resistance 6D, running 5D
Knowledge 4D: Criminology 6D, demolitions 6D, forgery 7D, medicine 8D (surgery +2D), scholar (Bruce Wayne, neurosurgery, plastic surgery) 8D each, security 7D
Perception 3D: Shadowing 6D, streetwise 5D (Gotham +3D), surveillance 5D
Presence 2D: Intimidation 6D, willpower 5D

ADVANTAGES/DISADVANTAGES: Acting Ability -3D, Intimidating Grin – 2D, Observant -2D, Preparedness -4D, Enemy (Batman) +3D, Extremely Competetive +2D, Paranoia +3D,

SPEED: 30
PDV: 4
UNARMED BDV: 4D
P/L BONUS: +3
VILLAIN POINTS: 8
CHARACTER POINTS: 55
BODY POINTS: 44

EQUIPMENT: Handguns [5Dx3], Bodysuit [Armor Value 20 vs. physical attacks, 12 vs. heat and cold]

SAND

REAL NAME: Sanderson “Sandy” Hawkins
FORMER ALIAS: Sandy, the Golden Boy
OCCUPATION: Chairman of the JSA
BASE OF OPERATIONS: New York City
HEIGHT; 5’11”
WEIGHT: 162 pounds
EYES: Blue
HAIR: Blond
RACE: Human (silicon-based)
TECH LEVEL: Modern (1)

Reflexes 3D: Acrobatics 6D, brawling 6D, climbing 5D, dodge 6D, martial arts 5D, piloting 4D, sneak 6D
Coordination 3D: Lockpicking 4D, marksmanship 4D (gas gun, wirepoon gun +2D each)
Physique 3D: Leap 5D, lifting 4D, resistance 4D, running 4D, swimming 4D (through materials containing silicon +2D)
Knowledge 3D: Criminology 5D, languages 4D (Chinese +6D), research 4D, scholar 4D, science 4D, security 4D (JSA headquarters +4D)
Perception 2D: Hide 6, Dknow-how (Earth Manipulation) 8D, search 6D, shadowing 7D, surveillance 7D, survival 5D
Presence 2D: Bluff 5D, charm 6D, command 4D (JSA +3D), intimidation 5D, willpower 8D

ADVANTAGES/DISADVANTAGES: Ally (JSA) -20D, Attractive Appearance-2D, Courage – 2D, Observant -2D, Speed Draw (gas gun) -1D, Wealth -6D; Enemy (Injustice Society) +5D, Enemy (Kobra, Geomancer) +3D each.

SPEED: 30
PDV: 3
UNARMED BDV: 4D/1D
P/L BONUS: +2
HERO POINTS: 13
CHARACTER POINTS: 110
BODY POINTS: 29

POWERS: Precognition 8D (Limitation: Side Effect [Nightmares Disadvantage] -4D, Uncontrollable -3D), Earth Manipulation (silicon form, pass through silicon materials, detect seismic activity) 10D (Limitation: Duration Change: Permanent -2D).

EQUIPMENT: Tylerco-designed silica-based fabric costume (AV 60 vs. heat and fire; can rearrange the costume’s molecules to form into whatever clothing he desires); Gas gun [(ammo: 6, rate of fire: 1) shoots a thick fog of gas able to fill a six-foot-square area in one round. The gas makes targets drowsy and extremely susceptible to suggestion and questioning (-1D to Reflexes, Coordination and Perception, +4 successes to any interrogation or persuasion roll) for up to 10 minutes]. Wirepoon gun (The gun could fire up to 125 feet of nylon cord (able to support up to 200 pounds of weight; more than that for short periods of time) with a sharpened spear-point grapnel at the end (a successful marksmanship roll is needed to attach the grapnel securely). Gas mask (allows him immunity to the effects of his Gas gun).

PROMETHEUS

REAL NAME: Unknown
OCCUPATION: Contract killer, hero hunter
BASE OF OPERATIONS: The Ghost Zone
HEIGHT: 6’1″
WEIGHT: 180 pounds
EYES: Brown
HAIR: White
RACE: Human
TECH LEVEL: Postmodern (2)

Reflexes 3D: Acrobatics 5D, brawling 6D, dodge 6D, martial arts 5D, melee weapons 6D (energized night-stick +2D), piloting 4D
Coordination 3D: Lockpicking 5D, marksmanship 6D (wrist launcher +3D), thievery 7D, thrown weapons 6D
Physique 3D: Leap 6D, lifting 4D, running 6D
Knowledge 4D: Computer ops 8D, demolitions 7D, languages 6D, navigation 6D, research 8D, scholar 6D (hero weaknesses +6D), science 7D (costume and nightstick +3D), security 7D
Perception 3D: Artist 4D, engineering 5D (costume and nightstick +2D), hide 5D, invent 5D, repair 4D (costume and nightstick +2D), search 5D, shadowing 5D, streetwise 7D, surveillance 6D, survival 5D, tracking 5D
Presence 3D: Bluff 6D, charm 5D, command 5D, disguise 4D, intimidation 8D, willpower 11D

ADVANTAGES/DISADVANTAGES: Acting Ability -3D, Contact (Lex Luthor) -5D, Courage -2D, Gifted in Learning -4D, Intimidating Grin-2D, Observant-2D, Wealth -4D, Technologically Advanced -10D; Delusions of Grandeur +3D, Extremely Competitive +2D, Obsessive Tendencies +2D.

SPEED: 30
PDV: 3
UNARMED BDV: 4D/1D
P/L BONUS: +2
HERO POINTS: 0
VILLAIN POINTS: 21
CHARACTER POINTS: 168
BODY POINTS: 40

EQUIPMENT:
Cosmic Key: Prometheus’s Cosmic Key allows him to enter a limbo-like dimension, which he calls the Ghost Zone, where he has built his crooked house. It also allows him to disperse a person into apparent nothingness (Heroic willpower roll to resist).

Costume: Prometheus’s costume contains electromagnetic circuitry that, when combined with his computerized helmet, allows him to copy the skills of others. He is able to place digital copies of everything a person knows, including his or her movements, onto CDs. He places the desired CD into his helmet and downloads all of the information directly into his brain and nervous system. He can use the skill level of anyone he has downloaded into his brain. For example, he has a digital copy of the fighting skills of Batman, so he is able to use the martial arts skill at Batman’s skill level. He loses any information downloaded if the helmet is removed. His helmet also has two lights attached to the sides of it that are able to produce hypnotic or disorientating strobe light effects in addition to normal light (make a Heroic willpower roll or either be susceptible to his suggestions [hypnosis], or increase all difficulties by +2 [disorientating effect]).

Energized nightstick: BDV of 4D; the nightstick has an energy field that when activated increases the BDV to 6Dx10; the nightstick can also be used to override computer systems by focusing its energy through the system.

Wrist Dart Launchers
Base Damage Value: as per dart
Fire arc: forward
Range: 20/40/80 (in feet)
Ammunition: 5 darts per launcher (one launcher on each arm)
Rate of fire: 1
Additional information:
1. Molecular toxin dart: Causes spastic paralysis in the target (target has no control over his physical structure for 1 hour).
2. Neural chaff dart: Disperses into the air upon contact in a 10′ x 10′ area. Disorganizes the thought processes of anyone in the area by interfering with the brain’s electricity (target is unable to concentrate; Knowledge, Perception, and Presence attributes are reduced to 10 each for 1 hour).
3. Phosphorous dart: Bursts into flame on contact, igniting any flammable surface in a one-foot-square area doing 6D of damage each round until put out.
4. Rocket dart: BDV 5Dx3.

CHILLBLAINE IV

REAL NAMES: Unknown
OCCUPATION: Criminal
BASES OF OPERATIONS: Keystone City, Kansas
HEIGHT: 6’1″
WEIGHT: 180 pounds
EYES: Brown
HAIR: Blond
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 2D: Brawling 4D, dodge 3D, sneak 3D
Coordination 2D: Marksmanship 3D (Cold Gun +2D), thievery 4D
Physique 3D: Leap 4D, lifting 4D, running 4D, swimming 4D
Knowledge 2D: Science (3D) (cryogenics +1D)
Perception 3D: Hide 4D, know-how (using cold gadgets) 6D, repair 4D (cold gadgets +1D), streetwise 4D (Keystone City +1D)
Presence 3D: Intimidation 4D, willpower 4D

ADVANTAGES/DISADVANTAGES: Attractive Appearance –2D, Patron (Golden Glider) –4D; Delusions of Grandeur +3D, Enemy (the Flash III) +3D, Narcissistic +3D, Shady Background +2D.

SPEED: 30
PDV: 2
UNARMED BDV: 3D
P/L BONUS: +2
VILLAIN POINTS: 5
CHARACTER POINTS: 38
BODY POINTS: 34

EQUIPMENT: Cold Gun [Body Points: 40; powers: Ice Manipulation (ice blast) 7D (Limitation: Removable –3D)], insulated costume (protects against cold damage).

BATWOMAN

REAL NAME: Katherine “Kate” Rebecca Kane
OCCUPATION: Socialite, Adventurer, Businesswoman
BASE OF OPERATIONS: Gotham City
HEIGHT: 5’11”
WEIGHT: 141 pounds
EYES: Green
HAIR: Red
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 5D: Acrobatics 10D (parkour +2D), athletics 11D, brawling 9D, climbing 7D, dodge 12D, driving 9D (motorcycles +3D), martial arts 11D, melee weapons 6D (swords +2D, cryo-baton +3D), piloting 7D, riding (horses) 8D, sneak 11D
Coordination 4D: Catch 7D, lockpicking 10D, marksmanship 7D, missile weapons 6D (crossbow +2D), sleight of hand 7D, thievery 8D, thrown weapons 10D (Thorns +3D)
Physique 4D: Leap 6D, lifting 5D, running 9D, swimming 6D
Knowledge 5D: Arcane lore 6D, computer ops 6D, criminology 13D, demolitions 8D, forgery 5D (forgery identification +2D), languages 6D, medicine 7D (first aid +1D), navigation 6D, research 8D, scholar 8D, science 8D, security 9D
Perception 5D: Artist (Dance) 6D, engineering 6D, hide 12D, repair 6D, search 8D, shadowing 12D, streetwise 10D (Gotham City +2D), surveillance
10D, survival 8D (urban survival +2D), tracking 8D

Presence 4D: Animal handling 5D (horses +3D), bluff 7D, charm 7D, command 7D, disguise 6D, interrogation 15D, intimidation 14D, persuasion 7D, willpower 12D

ADVANTAGES/DISADVANTAGES: Acting Ability -3D, Acute Balance -2D, Acute Sense of Direction -2D, Ally (Bat-Family, Gotham Knights) -12D each, Attractive Appearance -2D, Courage-2D, Fast Reactions -4D, Gifted in Learning -4D, Intimidating Grin -2D, Leadership Ability-2D, Obscure Knowledge -2D, Observant -2D, Wealth -8D, Dark Secret (Expelled from West Point) +1D, Enemy (Religion of Crime) +3D, Enemy (Rogues Gallery) +5D, Fanatic (quest for justice) +3D, Hides Emotions +1D, Medical Problem (Low Drug Tolerance: Kate is susceptible to attacks using incapacitating agents like drugs or toxins, especially those of a hallucinogenic nature. Despite weathering many such attacks during her crimefighting career, she seems to have built up no resistance to them, even in general) +6D, Secret Identity +3D.

SPEED: 30
PDV: 6
UNARMED BDV: 5D/1D
P/L BONUS: +2
HERO POINTS: 9
VILLAIN POINTS: 2
CHARACTER POINTS: 45
BODY POINTS: 38

POWERS: Supersenses 2D (Kate’s head wound was stitched shut with gold thread, giving her a limited ability to detect strong electromagnetic fields (a similar concept to fillings picking up radio waves).

EQUIPMENT: Cape and costume (Armor Value 20 against projectiles, 12 against heat and fire), nightvision lenses (Immune to darkness penalties), jumplines and grapnels (max range 200 feet of cable, adds +1 success to any climbing roll), gas capsules (break upon impact and release a knockout gas – target must make a Difficult willpower roll or pass out for six hours), rebreather (provides oxygen for up to two hours), “Thorns” (modified batarangs) (BDV 2D, max range physique/lifting roll +4), Cryo-Baton (BDV 4D, can telescope out from 12 inches to six feet), Taser Gloves (Electricity Manipulation 12D – limitation: can only be used once and drains all power from the suit, leaving her unable to perform another burst of the gloves until it has been recharged), Fear Toxin (emitted from gloves – anyone breathing in the gas must make a Heroic resistance roll or be affected. The effects can take any form and are left up to the Narrator to decide what exactly happens. Once affected, a victim can overcome the effects through waiting for the gas to wear off [roll 6Dx4 for the number of hours the effects last, with a minimum of 1 hour], or they can attempt a Super-Heroic willpower roll to overcome its effects.

LADY EVE

REAL NAME: Unknown
ALIASES: Lady Naga, Lady Kobra
OCCUPATION: Cult Leader
BASE OF OPERATIONS: Mobile
HEIGHT: 5’5″
WEIGHT: 130 pounds
EYES: Green
HAIR: Black
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 3D: Brawling 8D, dodge 8D, martial arts 9D, melee weapons 8D, sneak 5D
Coordination 3D: Marksmanship 8D, missile weapons 8D, thrown weapons 8D
Physique 3D: Running 5D
Knowledge 3D: Arcane lore 6D (Kali-Yuga related +2D), computer ops 6D, forgery 4D, languages 5D (Himalayan Yeti +1D), research 5D, science 6D, security 6D
Perception 2D: Engineering 5D, repair 5D, surveillance 9D, survival 4D
Presence 2D: Animal handling 3D (snakes +2D), charm 4D, interrogation 5D, willpower 6D

ADVANTAGES/DISADVANTAGES: Attractive Appearance -2D, Contact (Kobra Cult) -5D, Leadership Ability -2D, Mechanical Aptitude -2D, Observant -2D, Patron (Kobra) -5D, Wealth -4D; Fanatic +3D, Obsessive Tendencies +2D.

SPEED: 30
PDV: 4
UNARMED BDV: 4D/1D
P/L BONUS: +1
VILLAIN POINTS: 7
CHARACTER POINTS: 42
BODY POINTS: 31

EQUIPMENT: Nunchaku (BDV 2D). Poison Gas (released from her gloves, victim must make a Heroic resistance roll or die within three rounds if an antidote is not administered).