BATMAN

REAL NAME: Bruce Wayne
ALlASES: “Matches” Malone
OCCUPATION: Vigilante, industrialist, philanthropist
BASE OF OPERATIONS: Gotham City
HEIGHT: 6’2″
WEIGHT: 210 pounds
EYES: Blue
HAIR: Black
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 4D: Acrobatics 10D (rope swinging +1D), athletics 10D, boating 6D (speedboats +2D), brawling 10D, climbing 8D, dodge 11D, driving 8D (Batmobile +3D), escape artist 15D, martial arts 13D (arm pin +3D, spin attack +3D, all other manuevers +2D), melee weapons 6D (billy club, swords +2D each), piloting 6D (Batplane +3D), riding 6D, sneak 13D
Coordination 4D: Catch 8D, lockpicking 12D, marksmanship 6D (grappling hook launcher +9D), missile weapons 6D (bow and arrow +2D), sleight of hand 6D (palming +2D), thievery 9D, thrown weapons 10D (Batarang +5D)
Physique 5D: Leap 8D, lifting 6D, resistance 8D, running 8D, swimming 8D
Knowledge 5D: Arcane lore 6D, computer ops 6D, criminology 15D, demolitions 6D, forgery 6D (forgery identification +2D), languages 8D, medicine 7D (first aid +1D), navigation 6D, research 8D, scholar 8D, science 8D, security 11D (JLA Watchtower +2D)
Perception 5D: Artist (criminal sketching) 6D, engineering 6D, hide 12D, invent 6D, repair 6D, search 10D, shadowing 12D, streetwise 11D (Gotham City +4D), surveillance
10D, survival 8D (urban survival +2D), tracking 10D
Presence 3D: Animal handling 5D (guard animals +3D), bluff 8D, charm 8D, command 8D, disguise 10D (“Matches” Malone identity +2D, Bruce Wayne identity +5D), interrogation 14D, intimidation 15D, persuasion 8D, willpower 16D

ADVANTAGES/DISADVANTAGES: Acting Ability-3D, Acute Sense of Direction-2D, Ally (Bat-family) -12D, Ally (JLA) -19D, Attractive Appearance -2D, Contact (Commissioner Gordon) -2D, Contact (Oracle) -5D, Contact (Lucius Fox)-4D, Courage-2D, Fast Reactions -4D, Gifted in Learning-4D, Hardiness -4D, Intimidating Grin -2D, Leadership Ability-2D, Obscure Knowledge -2D, Observant -2D, Photographic Memory -4D, Preparedness -4D, Speed Draw (Batarang) -2D, Wealth -10D; Dark Secret (effect parents’ death had on him) +2D, Dependent (Alfred Pennyworth)+ 1D, Enemy (the Joker) +3D, Enemy (rogues gallery) +5D, Fanatic (quest for justice) +3D, Hides Emotions +1D, Secret Identity +3D.

SPEED: 30
PDV: 6
UNARMED BDV: 5D/1D
P/L BONUS: +3
HERO POINTS: 28
VIU.AIN POINTS: 1
CHARACTER POINTS: 225
BODY POINTS: 44

Equipment: Cowl (Armor Value 22), 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), batarang (BDV 2D, max range physique/lifting roll +4), Bat compounds and various other items concealed in costume and utility belt.

 

CATWOMAN

REAL NAME: Selina Kyle
OCCUPATION: Professional thief
BASE OF OPERATIONS: Gotham City
HEIGHT: 5’7″
WEIGHT: 125 pounds
EYES: Green
HAIR: Black
RACE: Human
TECH LEvEL: Modern (1)

Reflexes 4D: Acrobatics 8D (falling +5D), brawling 6D, climbing 10D, dodge 8D, driving 5D, escape artist 13D, martial arts 6D, melee weapons 7D (bullwhip +3D, claws +2D), sneak 10D
Coordination 4D: Lockpicking 13D, markshmanship 5D, sleight of hand (palming) 6D, thievery 13D, thrown weapons 7D (bullwhip +3D)
Physique 3D: Leap 7D, running 5D, swimming 5D
Knowledge 3D: Computer ops 5D, demolitions 4D, forgery 5D, research 5D, scholar 5D (appraising +3D), security 12D
Perception 4D: Hide 10D, repair 5D, search 8D, security 12D, shadowing 8D, streetwise 9D, surveillance 8D, tracking 6D
Presence 4D: Animal handling (cats) 9D, bluff6D, charm 9D, command 6D, disguise 6D, interrogation 8D, intimidation 6D, persuasion 8D, willpower 9D

ADVANTAGES/DISADVANTAGES: Acute Balance -2D, Acute Senses (vision) -3D, Attractive Appearance -2D, Animal Friendship -2D, Charismatic -3D, Courage -2D, Fast Reactions -4D, Speed Draw (whip) -1D, Wealth-4D; Dark Secret (her past) +1D, Dependent (her cats) +2D, Enemy (Batman & allies) +4D, Fugitive +2D, Kleptomaniac Tendencies +2D, Secret Identity +3D, Shady Background +2D.

SPEED: 30
PDV: 4
UNARMED BDV: 4D/1D
P / L BONUS: + 1
HERO POINTS: 2
VU.LAIN POINTS: 22
CHARACTER POINTS: 189
BODY POINTS: 34

EQUIPMENT: Retractable claws (hands and feet; BDV 3D), bullwhip (BDV 5D; extends from 14 inches to 12 feet).

 

THE HUNTRESS (POST-CRISIS)

REAL NAME: Helena Bertinelli
FORMER ALIASES: Batgirl (2)
OCCUPATION: Vigilante, schoolteacher
HEIGHT: 5’11”
WEIGHT: 148 pounds
EYES: Brown
HAIR: Black
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 4D: Acrobatics 9D, climbing 5D, dodge 9D, driving 5D, escape artist 6D, martial arts 8D (all manuevers +1D), sneak 10D
Coordination 4D: Lockpicking 7D, marksmanship 5D (grappling hook launcher +4D), missile weapons 8D (crossbow +2D), thievery 7D, thrown weapons 6D (throwing knives +1D)
Physique 3D: Leap 6D
Knowledge 3D: Computer ops 4D, criminology 7D, medicine (first aid) 4D, research 5D, scholar 6D, science 4D, security 5D
Perception 3D: Hide 8D, search 6D, streetwise 8D (Gotham City +2D), shadowing 8D, surveillance 6D, tracking 6D
Presence 3D: Bluff 6D, charm 6D, interrogation 7D, intimidation 8D, persuasion 6D, willpower 8D

ADVANTAGES/DISADVANTAGES: Attractive Appearance -2D, Contact (Batman) -4D, Contact (Nightwing) -3D, Observant -2D, Wealth -4D; Dark Secret (family’s murder) +1D, Enemy (Gotham City crime families) +5D, Fanatic +3D, Impulsiveness + 1D, Secret Identity +3D.

SPEED: 30
PDV: 5
UNARMED BDV: 1D
P/L BONUS: 1
HERO POINTS: 12
VILLAIN POINTS: 0
CHARACTER POINTS: 104
BODY POINTS: 28

EQUIPMENT: Hand-held crossbow and bolts (BDV 3D, range: 30/7S/130), throwing knives (BDV 2D, range (x 12 feet): PHYS-1/PHYS/0), wrist-launcher (BDV 2D, range: 30/90/165), can also be used as grappling hooks and line, costume (AV 10 to chest only), battle staff (BDV 3D).

HISTORY: The oldest child of Franco Bertinelli and Maria Panessa- Bertinelli, Helena was seen as the consummation of the union between two of Gotham’s most powerful rival crime families. However, when her father became “Boss of Bosses,” he perpetuated a long-standing feud between the Bertinellis and the Panessas by snubbing the Panessas’ patriarch, Tomaso. In retaliation, Helena’s entire family, save for her, was assassinated while they sat at the dinner table one evening. To this day, Helena doesn’t know why she alone was spared.

Sent to Sicily to live with relatives after the tragedy, Helena eventually returned to Gotham. Haunted by the desire to gain revenge upon the Gotham Mafia dons who had her parents slain and shattered her life, Helena chose to create another identity one that would instill respect and fear into those she stalked-the Huntress.

As time passed, Helena’s anger and rage began to increasingly drive her to use methods not unlike those of the criminals she preyed upon. Eventually, her activities brought her to the attention of Batman and his seconds Robin and Nightwing. Almost immediately, Batman distrusted them femme fatale and made it quite clear he did not approve of her potentially deadly tactics. Not one to be frightened off, the Huntress chose to re-main in Gotham. She became a member of the current JLA under the recommendation of Batman and even masqueraded as a new Batgirl during the early days of Gotham City’s “No Man’s Land” in an effort to win the Dark Knight’s favor.

DEATHWING

REAL NAME: Unknown
ALIASES: Richard Grayson
FORMER ALIASES: Nightwing, Robin (1)
OCCUPATION: Sociopath
BASE OF OPERATIONS: In Hyper-Suspended Animation Chamber at S.T.A.R. Labs (San
Francisco)
HEIGHT: 5’10”
WEIGHT: 175 pounds
EYES: Blue
HAIR: Black
RACE: Human
TECH LEVEL: Modern (1)

In a conceivable future where Batman died, the shield-carrying Nightwing fought in a worldwide civil war against Lord Chaos, assisted by a protégé named Redwing and the Team Titans. This Richard Grayson was romantically involved with the shape-shifting Mirage, a member of this future team, though he still longed for his long missing paramour, Starfire. Nightwing arrived from the future in pursuit of Lord Chaos with the intent of also finding his teammates who had been sent on a mission to kill Donna Troy to prevent the birth of this tyrant. Wandering the streets, Richard was attacked by a corrupted version of Raven who planted into him a Trigon-seed that took a hold and debased his soul with a new dark personality. The debauched hero-turned-villain assumed a vile new identity and changed his name to Deathwing and pledged his allegiance to Dark Raven and the Children of Trigon in order to help hunt down and destroy the Titans. During the next few months, the future alternate timelines began collapsing down upon themselves, erasing members of the Team Titans from existence due to Extant’s time-crisis altering of reality. Deathwing remained in this timeline because he had originated from this existence. It was learned that this Richard had been implanted with false memories by the Time
Trapper and turned into a “sleeper agent” who would fight the villainous Monarch in the coming Zero Hour event. Deathwing began to stalk the tormented Mirage on several occasions. One of those times, the sociopath ran across his former lover and had his way with her. Months later after kidnapping Mirage during his plans to kill her, Richard learned that she was pregnant with their child. Deathwing doted on her in his own sick manner yet paused because he became possessive of his unborn son.
Mirage escaped with the assistance of the Titans while Deathwing was captured. He was placed into suspended hyper-animation chamber at S.T.A.R. Labs in San Francisco with the hope that a cure could be found for his demonic affliction.

Reflexes 5D: Acrobatics 16D, athletics 8D, boating 6D (speedboats, submarines+ 1D each), brawling 8D, climbing 9D, dodge 15D, driving 7D (Nightbird +1D), escape artist 1OD, martial arts 12D (all maneuvers +2D each), melee weapons 6D (escrima sticks +2D), piloting 6D (TJet +1D), riding 6D, sneak 10D
Coordination 4D: Catch 5D, lockpicking 6D, marksmanship 5D, missile weapons
6D, sleight of hand 6D, thievery 8D, thrown weapons 8D (Batarangs, shield,
shuriken +2D each)
Physique 4D (6D): Leap 10D (12D), lifting 5D (7D), resistance 6D (8D), running 6D (8D)
Knowledge 3D: Computer operations 4D, criminology 7D, demolitions 4D, languages 4D, medicine 5D (first aid +1D), navigation 5D, research 6D, security 6D
Perception 3D: Engineering 4D, hide 7D, search 7D, shadowing 8D, streetwise 7D (Gotham City +1D), surveillance 6D, survival 5D (urban +2D), tracking 5D
Presence 2D: Bluff 4D, charm 4D, command 4D, disguise 5D, interrogation 9D, intimidation 10D, persuasion 3D, willpower 8D

ADVANTAGES/DISADVANTAGES: Acute Balance -2D, Ally (Lazarium) -2D, Ally (Dark Raven) -6D, Attractive Appearance -2D, Charismatic -3D, Contact (Judge and Jury) -2D, Intimidating Grin -2D, Observant -2D, Tainted – 3D, Enemy (Titans) +3D, Obsessive Tendencies +2D, Psychological Disorder +4D, Secret Identity +3D

SPEED: 30
PDV: 6
UNARMED BDV: 4D/1D
P/L BONUS: +3
HERO POINTS: 4
VILLAIN POINTS: 18
CHARACTER POINTS: 34
BODY POINTS: 38

POWERS: Superattributes: Physique 2D (limitations: Bound to Dark Raven via the Trigon Soul Seed)

EQUIPMENT: Knife (BDV 2D), Shield (BDV 5D; AV 22 [when used to block] against physical and energy attacks; Body Points 100).

DOCTOR DOOM

Real Name: Victor Von Doom
Base of Operations: Latveria
Marital Status: Single
Race: Human

Advantages: Advanced Degree,Leadership ability, Mechanical Aptitude, Observant, Obscure Knowledge, Photographic Memory, Preparedness, Sixth Sense, Technologically advanced, Wealth
Disadvantages: Arrogance, Dependent (Citizens of Latvaria) ,Enemies( Pretty much every hero and some villians in the M.U!), Extremely Competitive(Reed Richard’s), Delusions of Grandeur(He feels he is the smartest most powerful man in the universe), Fanatic(To best the Fantastic Four), Hides Emotions, Obsessive Tendencies, Moral Code (Keeps his word), Unattractive Appearance (Scars from famous accident).

Reflexes: 3D (10D) Brawling:7D/14D, Dodge:7D/14D, Driving:6D, Escape Artist: 6D , Melee Weapons:6D , Pilot: 6D
Coordination: 4D (10D) Catch: 6D/12D , Marksmanship: 6D/12D, Missile Weapons: 6D/12D, Thrown Weapons: 6D/12D
Physique: 3D (14D) Leap: 6/17D Lifting: 6/17D, Resistance: 8/19D,Swimming: 6/17D
Knowledge: 5D Arcane Lore 12D, Computer Ops 13D (Personal systems systems +5D), Demolitions 12D, Languages 12D (Various Human +4D and Alien), Medicine 12D, Navigation 10D, Research 14D, Scholar 15D, Science 15D (Astronomy, Biochemistry, Biology, Chemistry, Computers, Dimensional studies, Electronics, Genetics, Mechanics, Physics, Radiology, Robotics, Spacecraft, Temporal Studies +4D), Security 15D
Perception: 5D Engineering : 12D (Specialty areas +4D*), Invent 16D,Repair 16D, Survival 10D
Presence: 5D Command: 8D (Latvarians +10), Intimidation: 10D (Latvarians +10D), Persuasion:10D, Willpower: 13D

PDV : 3 (7)
Unarmed BDV : 4D (6D)
P/l Bonus : + 3 (+ 8)
Hero Points: 2
Villain Points: 35
Body Points : 41
Character Points: 250

Powers: Wizardry: 10D, ( During Doom’s campaign to free his Mother’s soul from the clutches of Mephsito Doom acquired great skill in the mystic arts), Possession: 13D (Doom was trained by an Alien race in the art of transferring his psyche into another body. The defender must make a Willpower roll against Doom’s Willpower)

Equipment: Armor – Dr Doom’s armor is one of the most sophisticated weapons ever created and is undergoing constant modification. It’s stats and abilities are summarized below:

Body Points 190, Armor Value 30
Enhancement modifiers – Superattributes: Reflexes 7D,(bonus to Brawling,Dodge only), Coordination 7D, Physique 11D

Powers provided by the armor: Flight 8D, Environment 12D, Energy Absorption 15D, Electrical Field Generator (When activated defenders in the 5 ft radius must make a Phys or Will roll against 15D intensity or be stunned for 1 minute), Force Field 15D, Infravison 6D, Sonar Sense 6D, Supersenses: (Hearing, Vision:) 6D, Energy Projection (Gauntlet Blasters) 10D, Illusion 7D,

Dr. Doom may add or remove powers from the armor at the GM’s discretion, sometimes building an entirely new suit just to achieve a particular purpose.

Pistol: 9 mm Broom Handle Mauser: [5Dx3]. Doom uses this to dispatch of annoyances that are beneath the use of his armor’s weapons systems.

Dr. Victor von Doom, aka Doctor Doom is a Latverian politician who serves as the Monarch and Supreme Leader for the Kingdom of Latveria. He was scarred from an accident and wears an iron mask and armor to hide his true face. He is considered one of the most brilliant minds and scientists on the planet Earth. He is also a sorcerer with skills in magic matching the most powerful beings in the Universe, making him a potential candidate for Sorcerer Supreme. He hopes to bring order and betterment to humanity through world conquest. Unequalled in ability, ego, and will power, he has come into conflict with both superhumans and cosmic beings. He is best known as the rival of Reed Richards and archenemy of the Fantastic Four.

SUPERGIRL (EARTH BORN ANGEL)

Real Name: Linda Danvers / Matrix
Base of Operations: Leesburg
Marital Status: Single
Race: Extradimensional synthetic proplasmic entity bonded with ordinary human

Advantages: Attractive Appearance -2D, Charismatic -3D, Contact (Team Superman) -6D, Courage -2D
Disadvantages: Dark Secret (merging with Linda) +2D, Enemy (Buzz, Gorilla Grodd, Parasite) +2D each, Secret Identity +3D

Reflexes: 4D Brawling 6D, dodge 7D, melee weapons 5D (wings +2D), piloting 5D (self +2D)
Coordination: 4D Marksmanship (flame vision) 6D
Physique: 4D Flying 7D, lifting 5D (15D with Telekinesis), resistance 6D
Knowledge: 3D Arcane lore 5D, research 4D
Perception: 2D Artist (sculpting) 7D, streetwise 3D
Presence: 2D Charm 6D, willpower 7D

Speed: 30
PDV: 4 (8 with Speed Manipulation)
Unarmed BDV: 4D
P/l Bonus: +2 (+7)
Hero Points: 4
Villain Points: 1
Body Points: 40
Character Points: 40

Powers: Shapechanging (Linda Danvers) 2D, Telekinesis 10D (improves lifting skill – use superhuman column of Lifting difficulties and modifiers chart), Teleportation 10D (limited: Linked to Flame Manipulation), Healing 8D, Invulnerability 8D (limitation: linked to Telekinesis), Flame Manipulation (flame vision [eyes], flame wings) 13D each (limitation: ineffectiveness against those who don’t consider themselves guilty), Speed Manipulation (supermobility) 4D (limitation: linked to Telekinesis). All powers have the limitation: superhero form.

History :

Linda Danvers was originally an ordinary young girl in Leesburg. Raised in a Christian household, she grew up in church, and became good friends with her pastor’s wife. While dropping by the reverend’s home one day, she witnesses him abusing his wife, and was too afraid to confront him. Some time later, Linda hears that the reverend told his congregation that his wife left him for another man, so she works up the nerve to confront him. Going to his house, she spots a moving crew taking a bloody rug out of the house, and, pieces together that the pastor killed his wife and covered it up, a truth that turned her worldview inside out. Linda kept her knowledge about her pastor secret and began drifting from her faith, unable to tolerate being near her pastor.

Her downward spiral was escalated upon meeting Buzz, who preys on her wavering faith to lure her into his demonic cult. She eventually begins dating Buzz, who leads her to a life of illicit and illegal activities. After several years of living this way, Linda’s spiral worsens when Buzz and his cult kidnap her former pastor and his mistress, then participates in their murder.

Little did she know, Buzz intended to use Danvers as a sacrifice for the demonic cult that he had worked for. After kidnapping her and taking her into the woods, Buzz slit her with a dagger to use her blood to release a demon into the world. However, Matrix intervened, stopping the ritual midway, which mortally injures Linda. Using her shape-shifting powers to try to plug the gaping wounds on Linda, she instead became fused with Linda. Linda and Matrix became a new Supergirl. Armed with superhuman strength, speed, flight, invulnerability, telekinesis, and the power to change from ordinary, brunette Linda Danvers into tall, blonde (and self-admittedly bustier) Supergirl, Danvers began to fight crime and demonic activity, and to redeem her darkened soul. Initially, the Matrix was the dominant personality, with Linda being all but submerged.

Becoming merged with Linda had some unexpected side effects for Matrix. She lost her ability to turn invisible or to change her shape into any other form but between Linda and Matrix. For the first time, she began to feel truly human, a point that was made when Gorilla Grodd attempted to take over Leesburg. She settled into Leesburg to be its defender, battling initially against Chemo and an enraged Barrage.

Matrix grappled with her dual identity, especially given the past of Linda, and the jumbled memories that came with their joining. She was harassed by Buzz, who was under in his orders to “bring her to the dark side” so to speak by having her kill someone. Buzz hinted at her angelic nature, and hinted that he himself was a demon, an agent of chaos. Buzz got her fight a demon called Tempus Fugit, but Matrix refused to kill him, even after Tempus had apparently killed the Danvers. Her failure to kill Tempus resulted in Buzz being “reclaimed” by his demonic overseers.

About this time, Supergirl also met a young man named Dick Malverne and the two instantly became attracted to each other. Dick had been used by Buzz, but afterwards he had no memory of the event.

Supergirl next battled the likes of the Silver Banshee, who proved to her that she truly was human now and even, a demonic incubus. She revealed what she had become to the Kents, who took the new Supergirl in stride.

Later, Supergirl revealed herself as both Matrix and Linda to Linda’s parents. At first, they were not accepting, thinking that their daughter was gone forever and Matrix was just pretending to be her. Linda’s mother took it especially hard, temporarily losing her faith that had been such an important part of her life.

Supergirl had to join with Power Girl to fight a resurrected band of the Extremists being led by Twilight. After fighting the Extremists, Supergirl fought Despero where she manifested the new abilities of flame wings and flame vision. Her father came to accept her–but her mother fell off the wagon, losing her faith and turning to alcohol. Sylvia was almost killed during the battle with Despero, and Fred contemplated leaving her over her drinking problem.

Supergirl began to question what it was she was turning into. After talking with a young boy named Wally (who claimed to be God Himself), she learned that she was the Earth Born Angel of Fire, one of three Earth angels created when two beings are merged at the point of death when one is “beyond all hope”, here being Linda. This was the explanation for her wings of flame, and flame vision. She also discovered that she could teleport in a S-shaped burst of flame.

MAYA

Real Name: Chandi Gupta
Base of Operations: India
Marital Status: Single
Race: Human

Advantages: Contact (JLI)
Disadvantages: Age (16), Dark Secret (May be the reincarnation of Shiva), Nightmares

Reflexes: 2D Dodge 4D
Coordination: 2D Missile Weapons (Bow) 6D
Physique: 2D Running 3D
Knowledge: 3D Arcane Lore (Hindu Mythology) 5D, Languages 4D
Perception: 2D Know-how (powers) 5D, Streetwise 3D
Presence: 2D Charm 3D, willpower 3D

PDV : 2
Unarmed BDV : 1D
P/l Bonus : +1
Hero Points: 2
Body Points : 26
Character Points: 21

Powers:
Psychic Manifestation (flaming bow and arrows) 6D – flammable items ignite upon contact
Fire Manipulation 5D – Maya rarely uses her powers outside of the psychic bow, but she has been known to occasionally utilize flame powers without summoning the bow and arrows. In those cases, the flame powers seem slightly weaker without the bow serving as a focus.
Water Manipulation 5D – Maya rarely uses her powers outside of the psychic bow, but she has been known to occasionally summon and control water. In one notable instance, she flooded her bedroom while dreaming one evening. Maya’s water powers appear to be slightly less powerful than her Psychic Manifestation abilities.

Other powers: If it’s true that Maya has ties to the Gods, it might be possible for her to develop other powers at the Narrator’s discretion.

History :
Chandi Gupta ran away from home, seeking asylum from her parents and their cult, who believed she was the reincarnation of Kali. Chandi eventually joined the Justice League’s European branch, using her “psychic arrows” to aid the team against many foes. Following the events known as “Judgment Day”, Chandi returned to India to try to live as a normal girl once more. Her parents have apparently accepted the fact that she is not ready or willing to become property of the cult and they have severed their ties with the organization. Chandi’s power limits have yet to be explored and, if she truly is related to Shiva, one can only assume that she will grow more powerful in the years to come.

HALO

Real Name: Gabrielle Doe
Base of Operations: Mobile, sometimes Markovia
Marital Status: Single
Race: Halo is an energy-being known as an Aurakle that has bonded with a human form.

Advantages: Acting Ability, Allies: Outsiders, Attractive Appearance, Contact: Batman, Fast Reactions
Disadvantages: Employed, Enemies: (Force of July, Kobra, Manhunters, Masters of Disaster, Nuclear Family, People’s Heroes), Secret Identity, Youth

Reflexes: 3D Acrobatics 6D, Dodge 6D, Piloting (Self) 6D, Sneak 4D
Coordination: 2D Marksmanship (energy blasts) 6D
Physique: 2D Flying 4D
Knowledge: 2D Criminology 3D
Perception: 2D Hide 4D, Know-How (powers) 4D, Search 4D, Streetwise 4D
Presence: 3D Bluff 4D, Charm 4D, Disguise 4D, Willpower 4D

PDV: 3
Unarmed BDV: 1D
P/l Bonus: + 1
Hero Points: 12
Body Points: 29
Character Points: 90

Powers: Each one of Halo’s auras gives her a different power. Limitations: Singularity (can only use one aura at a time), Super Hero Form
Red: Microwave Projection 9D, Flight 4D
Orange: Energy Blast 8D, Flight 4D
White: Flight 4D
Yellow: Light Manipulation (Flash) 4D, Flight 4D
Violet: Darkness Manipulation 4D, Flight 4D
Green: combination of Bind and Energy Blast 8D, Flight 4D
Blue: Light Manipulation (Illusion) 8D, Flight 4D
Indigo: either combination of Telekinesis and Energy Blast or Light Manipulation (Solid Constructs) 4D, Flight 4D

History :
Originally, the girl that came to be known as Halo was two separate beings: Violet Harper, a small-town girl who had fallen in with a bad crowd, and an Aurakle, an alien entity who desired to experience humanity. When Violet Harper was mortally wounded, the Aurakle moved inside and animated her body. An unfortunate side-effect of this was that the Aurakle had no memories of who or what it was. It took many long months of detective work on the part of the Batman to trace Halo’s origins back to Violet Harper and, from there, the Aurakles.

During this time Halo had established herself as a somewhat naive but very outgoing young girl. Since she had no clue who her parents might be, she was adopted by Tatsu (aka Katana) and the two women forged a lifelong friendship. Halo also adopted the identity of Gabrielle (Gaby) Doe during this period.

After learning of her true origins, Halo remained a core member of the Outsiders, staying with them through their various breakups (and reunions) with the Batman. This all came to a horrible end, however, during the horrible events known as Millenium. Halo entered a coma due to severe injuries and, during this time, the dormant Violet Harper personality reasserted itself. Though this was not revealed for some time, Violet had subtly manipulated Halo into behaving more and more like her old Harper identity.

This came to an unfortunate end when Marissa Barron, the evil ex-wife of Halo’s teammate Technocrat, allied herself with a villain called Sanction. Sanction and Barron attacked the Outsiders and, during the conflict, both Halo and Barron were seemingly killed. The Aurakle fled the Violet Jones body and ended up in Marissa’s. Halo went through several changes during this period, as her new body was about 10 years older than the previous one and people’s perceptions of her changed as a result.

MOON KNIGHT

Real Name: Marc Spector
Base of Operations: Global
Marital Status: Single
Race: Human

Advantages: Acute Balance, Allies , Attractive Appearance, Courage, Contacts (Avengers and Mercenary), Fast Reactions, Observant, Special equipment, Speed Draw (personal weapons),Wealth

Disadvantages: Dependants: (Marlene Alraune, Jean-Paul DuChamp aka “Frenchie”) Enemies (Rogue’s Gallery), Multiple Personalities, Obsessive Tendencies, Shady Background, Secret Identity

Reflexes: 4D (8D) Acrobatics: 6D (10D), Boating: 5D (9D), Brawling: 6D (10D), Climbing: 6D (10D), Dodge: 6D (10D), Driving: 5D (9D), Martial Arts: 6D (10D), Melee Weapons: 5D (10D) (+2D with truncheon and Egyptian weapons), Pilot: 5D (9D), Sneak: 6D (10D)
Coordination: 5D Catch 6D, Lockpicking: 6D, Marksmanship: 8D, Missile Weapons: 6D (+2D with bows), Thievery: 6D, Thrown Weapons: 6D (+2D with crescent-darts and Egyptian weapons.)
Physique: 4D (8D) Leap: 6D (10D), Lifting: 6D (10D), Resistance: 6D (10D), Running: 6D (10D), Swimming: 6D (10D)
Knowledge: 4D Computer Ops: 5D, Arcane Lore: 5D (Egyptian Mythology +4D), Demolitions: 7D, Medicine: 5D (First-aid), Navigation: 6D, Security: 7D
Perception: 3D Hide: 7D, Search: 6D, Shadowing: 8D, Streetwise: 7D, Surveillance: 8D, Survival: 6D, Tracking: 6D
Presence: 3D Animal Handling: 4D (Guard dogs +3D), Bluff: 5D, Command: 5D, Disguise: 6D ( +6D as Jake Lockley or Steven Grant) , Intimidation: 7D, Persuasion: 7D,
Willpower: 7D

PDV: 3 (5)
Unarmed BDV: 3D (5D)
P/l Bonus : + 3 (+ 5)
Hero Points: 12 Body Points: 35 (45)
Character Points: 90

Powers: When the moon is out Moon Knight’s Physique and Reflexes are +4D with appropriate skill bonuses.

Equipment: These are the weapons Spector used when he started his career as Moon Knight-

Silver Truncheons: BDV: 4D, Range 30/40/50
Grapple and hook: 30 foot line and hook (+3D to Acrobatics if used for swinging from roof tops)
Crescent-Darts: 2D , Range: 15/30/60
Glider-Cape: Can glide up to 1000 ft as Flight 4D.
Mooncopter: – Size: 25’ wing span , 30’ Long. Crew: 2 , Passengers: 2 Cargo Cap: 40 cubic feet. Maneuverability: 5D Speed: 300 mph, PDV: 12 , BDV: 6D x 2 Armor Value: 25 for Body. Enhancement Modifiers: +3 Pilot, Navigation , Marksmanship Weapons: Machine Guns 4D x 10 : 500 shot load Range: 1000/2000/4000 Silent running mode: Heroic Perception roll to detect by audible means. Also included: Radio-Tracking, High Tech Counter surveillance equipment.

Moon Knight used these weapons when he was an agent of the Priests of Khonshu –

Ankh: This object glows in the presence of danger, giving Moon Knight 15D Danger Sense. Using the Ankh raises his Perception +5D. BDV: 4D, Range 15/20/25
Bola: Entangling attack. Heroic Roll to detangle. Range 40/50/70
Ivory Boomerang: BDV: 3D , 40/50/70 Normally returns to thrower.
Lasso-Grapple: Entangling attack. Heroic Roll to detangle. 22 AV to break. Moon Knight can also use it as a grapple, enabling him to climb walls at a rate of 2 stories per turn.
Scarab Darts: 2D , Range: 15/30/60 As a “called shot,” they can be used to pin a target to a wall.
Throwing Irons: 6D (blunt damage) Range: 15/30/60

History : from the The Unofficial Handbook to the Marvel Universe
Marc Spector was the son of rabbi Elias Spector, a noted European Hebrew scholar who had fled to the United States to escape Nazi persecution. As Marc grew up, he rejected his father’s way of life and began to pursue a very materialistic existence. He first became a liaison to the Central Intelligence Agency, and resigned a few years later to become a mercenary soldier. He fought in three African wars and five South American revolutions. It was in Africa that Spector met pilot Jean-Paul DuChamp, whom he nicknamed “Frenchie,” a man who would become his most trusted aide and constant companion.

At the peak of his career as a soldier of fortune, Spector worked as second-in-command to Roald Bushman, a terrorist for hire who had his face tattooed as a death mask. While fighting rebel forces in the Sudan, Spector learned that Bushman planned to loot a nearby archeological dig. Already aware that he was working on the wrong side, Spector decided to leave Bushman that night. However, Dr. Peter Alraune, an American archeologist trying to preserve the dig’s treasures, tried to stab Bushman in the back. Spector instinctively stopped him. Bushman murdered the archeologist. Sickened, Spector warned the archeologist’s daughter Marlene to get to safety, and then challenged Bushman. Bushman bested Spector and left him out in the desert to die.

Spector was carried to shelter by adherents of the ancient Egyptian religion, but it was apparently too late to save his life. For nearly a minute, Spector lay before the statue of Khonshu, the Egyptian god of the moon. Inexplicably, Spector’s heart began beating again. In a delirium, he attributed his revival to Khonshu and declared himself the moon’s knight of vengeance. Draping himself in a white cloth, Spector destroyed Bushman’s organization in that part of the world, and then took Frenchie and Marlene with him back to America.

After months of deliberation, Spector decided to adopt the costumed identity of the Moon Knight in order to use his acquired wealth and resources to wage war against criminals and terrorists. Frenchie became Spector’s pilot, confidant, and special agent. Marlene became Spector’s confidant and paramour.

Learning of the underworld connections of a group of businessmen called the Committee, Spector sent Frenchie to infiltrate the group. When the Committee became interested in using Jack Russell, the local werewolf, as an agent of terror, Frenchie recommended Spector for the job of capturing the beast. Frenchie provided the Committee with Spector’s Moon Knight costume, pretending to have created the identity for the job. Spector, as Moon Knight, found Russell and took him to the Committee, but then set him free, halting the Committee’s operations.

Shortly thereafter, Spector adopted the identity of millionaire Steven Grant. He bought a mansion on Long Island for use as his base of operations in his war against crime. Seeking to travel incognito, Spector also adopted the identity of cab driver Jake Lockley. As Lockley, he assembled a network of street informants and aides, including Bertram Crawley, and Ray and Rick Johnson.

The Moon Knight led a successful crimefighting career in the New York area, battling such foes as the Midnight Man, Morpheus, the Jester, and the Black Spectre. He also vanquished his old enemy Bushman in battle. However, the strain of maintaining four separate identities began to take its toll. Finally, at Marlene’s behest, he retired all of his false identities, even the identity of Moon Knight, so that he could concentrate on his true identity of Marc Spector. He legally transferred ownership of his mansion from Grant to Spector, and then became a world-traveling dealer of fine art. Symbols of his abandonment of his Moon Knight persona included his putting the statue of Khonshu, which he had acquired, long ago, onto the auction block.

A few weeks later, Spector began having vivid dreams that Khonshu was summoning him. These proving to be irresistible, he boarded a flight to Egypt to investigate their significance. Three priests of Khonshu told him that being Moon Knight was his destiny. Not able to help himself, he donned the new Moon Knight costume they had for him and accepted their new weapons. The priests, who claimed to be unable to leave the tomb, assigned him the task of returning to them the statue of Khonshu, which he had sold. In the process, he encountered his counterpart, the champion of Anubis, the jackal-headed death god, and defeated him. Since returning the statue to them, he acted as the agent of the priests of Khonshu, traveling the world at their bidding to battle the forces of evil.

At the priests’ behalf and on mental promptings by Khonshu himself, Moon Knight contacted the West Coast branch of the hero team Avengers, as some of their members were trapped in the past in ancient Egypt. Moon Knight accompanied the Avengers to rescue their number and defeat the enemy which trapped them there, the world-dominating computer Dominus. Moon Knight accepted membership within the Avengers, and even though he shared many adventures with them, he also followed his own direction, such as tracking down the villain Taurus and allowing the villain to fall to his death.

About this time, the Avengers were embroiled in a controversy about killing villains, and Moon Knight left the Avengers with Mockingbird and Tigra. The three tried to form their own crime fighting team, and even halted the forces of the evil geneticist the High Evolutionary. Then, with the help of occult experts Hellstorm and Hellcat, the threesome tried to exorcise the ghost of the Phantom Rider that was haunting Mockingbird and discovered that Moon Knight was bodily possessed by the spirit of Khonshu. Khonshu had inhabited the body of Marc Spector prior to his joining the Avengers, in order to, as it claimed, experience the human life more intimately and the superhero life in particular. As most of Moon Knight’s recent decisions were actually the result of Khonshu’s spirit, Spector quit the Avengers, and later disavowed any association with them, past and future.

After a brief crisis in faith with his deity, Spector resumed his crime fighting career as Moon Knight. He also teamed up with “The Marvel Knights” for a short term and is currently a “part-time” crime fighter.

GREEN LANTERN (KYLE RAYNER)

Real Name: Kyle Rayner
Advantages: Allies (JLA, Jade, Sentinel, Warrior, John Stewart), Attractive Appearance, Contact (Ganthet, New OA), Courage, Observant Disadvantages: Dependent (assistant, Terry Berg), Employed (cartoonist for a strip called City Dwellers), Enemies (GL’s Rogues Gallery), Secret Identity

Reflexes: 3D Brawling 4D, dodge 7D, martial arts 4D
Coordination: 2D Markmanship 5D (power ring + 3D)
Physique: 3D Lifting 4D, resistance 4D
Knowledge: 3D Arcane knowledge 4D, criminology 4D, scholar (art) 5D, security (JLA Watchtower) 4D
Perception: 3D Artist (drawing, painting) 7D, know-how (ring creations) 8D, survival 4D
Presence: 2D Charm 5D, command 4D, intimidation 3D, persuasion 3D, willpower 15D

PDV : 4
Unarmed BDV : 3D / 1D
P/l Bonus : + 2
Hero Points: 22
Body Points : 32
Character Points: 165

Equipment: Power Ring [enhancement modifier : scholar + 20D, represents the ring’s database of knowledge, armor value 100, body points 1000 (when charged, 100 when not charged), Powers: Energy Manipulation 18D (limitations : Duration Change {concentration}, removable, side effect – most uses are green; enhancement : remote), Mimicry 9D (limitation : linked to Energy Manipulation, enhancement : mastery, may utilize any power in the database), ESP (other Green Lantern Corps members) 100D, Language Comprehension 9D, Healing (protection from mortal harm) 18D (limitation : Duration Change, this power only activates when wearer is in mortal danger), Self-Only, enhancement : mastery, works even if user is unconscious). ]

History : From DC Comics’ Online Secret Files
The bright light of 3600 Green Lanterns once coursed through Kyle Rayner’s body. For months, Kyle thought that his increased energy merely reflected greater control of his power ring. But while Kyle had indeed mastered what may be the most formidable weapon in the universe, the true source of his unimaginable might was a bizarre fusion of two different energies: the power that once gave life to Oblivion and the remaining emerald energies Parallax channeled to reignite Earth’s extinguished sun. Claiming that power transformed Kyle into Ion, a being of godlike abilities. Forsaking the title of Green Lantern, Kyle entered a new form of existence. As Ion, he was everywhere at once, making a greater difference than Kyle had ever dreamed possible. But Kyle’s enhanced power and augmented awareness held one dark drawback: Ion was one with everything, yet Kyle Rayner could no longer sleep or separate himself from the overwhelming responsibilities. Rather than sacrifice his dwindling humanity, Kyle abandoned omnipotence, bleeding off the vast power at his command (recharging the Central Power Battery on the planet Oa and helping to create a new group of Guardians in the process) and reaffirming his Green Lantern’s oath. Once again limited only by his willpower and imagination (though it still needs periodic recharging), the power ring continues to make Green Lantern one of the most powerful heroes on Earth.