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Action Comics 584 - "Squatter!" (Jan 87)

Stars: Superman (post-Crisis from this point)
Guest-stars: Changeling, Cyborg I, Jericho, Wonder Girl I
Villains: David Gunderson, Lex Luthor (post-Crisis from this point)

SUPERMAN (post-Crisis)
DEX: 15 STR: 20 BODY: 15
INT: 11 WILL: 20 MIND: 15
INFL: 10 AURA: 10 SPIRIT: 10
INITIATIVE: 50 HERO POINTS: 200 Source: 2nd edition Roster Book (edited)
POWERS: Directional Hearing: 8, Extended Hearing: 8, Flight: 15, Invulnerability: 22, Heat Vision: 15, Microscopic Vision: 15, Recall: 20, Skin Armor: 3, Sealed Systems: 11, Super Breath: 12, Super Hearing: 8, Superspeed: 14, Systemic Antidote: 18, Telescopic Vision: 13, Telekinesis: 25, Thermal Vision: 13, X-Ray Vision: 13
SKILLS: Artist (Writer): 4, Charisma (Persuasion): 15, Scientist: 10
BONUSES: Misc.: When Heat Vision is used, there is no beam between Superman's eyes and the target
LIMITATIONS: Misc.: Skin Armor is linked to MIND instead of BODY; Telekinesis has no range and can only be used while in Flight
ADVANTAGES: Area Knowledge (Metropolis); Connections: Batman (Low), Daily Planet (High), Metropolis Police Department (High), White House (High); Popularity
DRAWBACKS: Secret Identity; Fatal Vulnerability: kryptonite, range of 2 APs; Loss Vulnerability: magic, range of 0 APs; Loss Vulnerability: lack of yellow sun radiation, range of 0 APs (Note: all of Superman's Loss Vulnerabilities affect all of his Attributes and Powers)
ALTER EGO: Clark Kent/Kal-El
MOTIVATION: Upholding the Good
OCCUPATION: Reporter
WEALTH: 6
NOTES: This is John Byrne's Superman, and some of his abilities are described a bit differently from his Roster stats. Next version.

JERICHO
DEX: 6 STR: 3 BODY: 5
INT: 6 WILL: 6 MIND: 6
INFL: 7 AURA: 6 SPIRIT: 5
INITIATIVE: 21 HERO POINTS: 60 Source: New Titans Sourcebook
POWERS: Mind Probe: 6, Personality Transfer: 12
SKILLS: Artist: 5, Charisma; 7, Detective: 4, Martial Artist: 6
LIMITATIONS: Jericho must make eye contact to use his Personality Transfer: if the target is aware of this Limitation, use Jericho's DEX as the AV rather than his APs of the Power; Personality Transfer does not allow Jericho to control the vocal chords of his victim unless the victim is unconscious at the time of Jericho's transfer; Mind Probe only works on subjects that Jericho is currently controlling via Personality Transfer: Jericho can use his victim's Powers and Skills, but without benefit of their experience (+2 Column Shifts to the OV/RV of all such attempts)
ADVANTAGES: Connections: New Titans (High); Rich Family (Adeline Wilson)
DRAWBACKS: Serious Irrational Attraction to art; Serious Physical Restriction: mute
ALTER EGO: Joey Wilson
MOTIVATION: Upholding the Good
OCCUPATION: Artist
WEALTH: 5
NOTES: -

DAVID GUNDERSON
DEX: 1 STR: 1 BODY: 1
INT: 10 WILL: 8 MIND: 8
INFL: 2 AURA: 2 SPIRIT: 2
INITIATIVE: 13 HERO POINTS: 5 Source: -
SKILLS: Gadgetry: 10, Scientist: 12
ADVANTAGES: Genius
DRAWBACKS: Serious Physical Restriction: cannot walk without crutches; Serious Rage
EQUIPMENT: Mind-Transfer Device [BODY: 5, Personality Transfer: 15] Bonus: The Device switches 2 characters' minds with one another; Each may use the other's Powers and Physical Attributes
ALTER EGO: None
MOTIVATION: Psychopath
OCCUPATION: Disgruntled scientist
WEALTH: 4
as SUPERMAN
DEX: 15 STR: 20 BODY: 15
INT: 10 WILL: 8 MIND: 8
INFL: 2 AURA: 2 SPIRIT: 2
INITIATIVE: 41 HERO POINTS: 5 Source: -
POWERS: Directional Hearing: 8, Extended Hearing: 8, Flight: 15, Invulnerability: 22, Heat Vision: 15, Microscopic Vision: 15, Recall: 20, Skin Armor: 3, Sealed Systems: 11, Super Breath: 12, Super Hearing: 8, Superspeed: 14, Systemic Antidote: 18, Telescopic Vision: 13, Telekinesis: 25, Thermal Vision: 13, X-Ray Vision: 13
BONUSES: Misc.: When Heat Vision is used, there is no beam between "Superman"'s eyes and the target
LIMITATIONS: Misc.: Skin Armor is linked to MIND instead of BODY; Telekinesis has no range and can only be used while in Flight
ADVANTAGES: Genius
DRAWBACKS: Secret Identity; Serious Rage; Fatal Vulnerability: kryptonite, range of 2 APs; Loss Vulnerability: magic, range of 0 APs; Loss Vulnerability: lack of yellow sun radiation, range of 0 APs (Note: all of "Superman"'s Loss Vulnerabilities affect all of his Attributes and Powers)
NOTES: -

LEX LUTHOR (post-Crisis)
DEX: 4 STR: 3 BODY: 4
INT: 14 WILL: 6 MIND: 6
INFL: 8 AURA: 6 SPIRIT: 5
INITIATIVE: 26 HERO POINTS: 125 Source: 2nd edition Roster Book (edited)
SKILLS: Charisma: 10, Gadgetry: 15, Scientist: 15
ADVANTAGES: Connections: Business Community (High), Underworld (High), US Military (High); Connoisseur; Genius; Leadership; Omni-Connection; Popularity; Scholar (business, robotics, weapons)
DRAWBACKS: Dark Secret (illegal activities); Catastrophic Irrational Attraction to destroying Superman; Public Identity
EQUIPMENT: 16 AP ABCD Omni-Gadets (x2)
ALTER EGO: None
MOTIVATION: Power Lust
OCCUPATION: Owner of Lexcorp
WEALTH: 25
NOTES: Next version.


Action Comics 585 - "And Graves Give Up Their Dead..." (Feb 87)

Stars: Superman
Guest-stars: Phantom Stranger
Villains: Arathaza, Graveyard Tornado

PHANTOM STRANGER
DEX: 7 STR: 3 BODY: 12
INT: 20 WILL: 25 MIND: 25
INFL: 18 AURA: 25 SPIRIT: 20
INITIATIVE: 45 HERO POINTS: 300 Source: 2nd edition Roster Book
POWERS: Awareness: 20, Sorcery: 35
SKILLS: Occultist: 15
ADVANTAGES: Area Knowledge (the Afterworlds); Connections: JLA (High), Lords of Chaos and Order (Low), Mystical Community (High); Leadership; Luck; Omni-Connection
DRAWBACKS: Guilt
ALTER EGO: "The Grey Walker"
MOTIVATION: Unwanted Power
OCCUPATION: Mystical guardian
WEALTH: n/a
NOTES: -

ARATHAZA
DEX: 2 STR: 2 BODY: 2
INT: 2 WILL: 2 MIND: 2
INFL: 2 (12) AURA: 2 (10) SPIRIT: 2 (12)
INITIATIVE: 6 (16) HERO POINTS: 0 Source: Superman The Man of Steel (edited)
SKILLS: Occultist: 2
ADVANTAGES: Insta-Change
EQUIPMENT: Sherabite Staff [BODY: 3, INFL: 12, AURA: 10, SPIRIT: 12, Sorcery: 15] Misc. Drawback: The Staff gives its wielder Minor Psychological Instability.
   FLYING FORTRESS [STR: 12, BODY: 15, Flight: 5] Misc. Drawback: The Fortress is destroyed if the Sherabite Staff is destroyed.
ALTER EGO: Barbara Kowaleski
MOTIVATION: Power Lust
OCCUPATION: Secretary
WEALTH: 2
NOTES: Even if the Staff is destroyed, the Sherabite Stone within is not. See below.

GRAVEYARD TORNADO
DEX: 8 STR: 25 BODY: 20
INT: 2 WILL: 5 MIND: 2
INFL: 12 AURA: 12 SPIRIT: 12
INITIATIVE: 22 HERO POINTS: 5 Source: -
POWERS: Earth Control (Self-Linked): 25, Growth: 25, Lightning: 15
LIMITATIONS: Earth Control cannot affect rock
DRAWBACKS: Catastrophic Rage; Strange Appearance; Misc. Drawbacks: Graveyward cannot cross over an area not composed of earth or soil; Graveyard ceases to exist if Sherabite Stone destroyed
EQUIPMENT: Sherabite Stone [BODY: 3, INFL: 12, AURA: 12, SPIRIT: 12, Sorcery: 25] Misc. Drawback: The Stone gives its owner Minor Psychological Instability.
ALTER EGO: A tribunal of evil souls
MOTIVATION: Psychopath
OCCUPATION: Mountain of destruction
WEALTH: 0
NOTES: The undead creature gets no official name, so Graveyard Tornado's my idea. The creature returns (in a way) in Action Comics #589.


Action Comics 586 - "The Champion!" (Mar 87)

Stars: Superman (as Savior)
Guest-stars: Lightray, Orion
Villains: Amazing Grace, Darkseid, Granny Goodness
Supporting Cast: Hunger Dogs

SAVIOR (aka Superman)
DEX: 15 STR: 20 BODY: 15
INT: 11 WILL: 20 MIND: 15
INFL: 10 AURA: 10 SPIRIT: 10
INITIATIVE: 50 HERO POINTS: 200 Source: -
POWERS: Directional Hearing: 8, Extended Hearing: 8, Flight: 15, Invulnerability: 22, Heat Vision: 15, Microscopic Vision: 15, Recall: 20, Skin Armor: 3, Sealed Systems: 11, Super Breath: 12, Super Hearing: 8, Superspeed: 14, Systemic Antidote: 18, Telescopic Vision: 13, Telekinesis: 25, Thermal Vision: 13, X-Ray Vision: 13
BONUSES: Misc.: When Heat Vision is used, there is no beam between Superman's eyes and the target
LIMITATIONS: Misc.: Skin Armor is linked to MIND instead of BODY; Telekinesis has no range and can only be used while in Flight
ADVANTAGES: Connections: Apokolips (Low); Popularity
DRAWBACKS: Serious Irrational Attraction to acting for the glory of Darkseid; Fatal Vulnerability: kryptonite, range of 2 APs; Loss Vulnerability: magic, range of 0 APs; Loss Vulnerability: lack of yellow sun radiation, range of 0 APs (Note: all of Superman's Loss Vulnerabilities affect all of his Attributes and Powers)
ALTER EGO: "Savior" believes himself to be Darkseid's son
MOTIVATION: Loyalty to Darkseid
OCCUPATION: Servant of Darkseid
WEALTH: N/A
NOTES: During the Legends cross-over, Superman temporarily succumbed to amnesia while on Apokolips. As a result, he was manipulated by Darkseid's forces into believing himself to be Darkseid's son. These stats represent the character as he was then, at full power. A previous version was weaker due to the clouding effects of amnesia on his Powers.

LIGHTRAY
DEX: 10 STR: 6 BODY: 7
INT: 12 WILL: 9 MIND: 8
INFL: 9 AURA: 9 SPIRIT: 9
INITIATIVE: 30 HERO POINTS: 125 Source: Apokolips Sourcebook
POWERS: Energy Blast: 18, Flash: 12, Flight: 45, Illusion: 12, Sealed Systems: 15
SKILLS: Acrobatics: 10, Gadgetry: 12, Scientist: 8, Vehicles: 10, Weaponry: 6
ADVANTAGES: Area Knowledge (Apokolips and Supertown); Connections: Supertown (High)
EQUIPMENT: Mother Box [BODY: 7, INT: 10, WILL: 6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6, Hero Points: 75, Danger Sense: 12, Life Sense: 6, Omni-Power: 11, Advantages: Leadership] Bonuses: Through their affection for Mother Box, users may transfer Hero Points back to her. This requires a successful Action Check using INFL/AURA as the AV/EV against an OV/RV of 6/6 (Mother Box's SPIRIT). Only one such attempt may be made per day, though Mother Box can transfer Hero Points with her Leadership Advantage at any time, any number of times, and with no roll required for success. Note that all Hero Points spent on Omni-Power must come from Mother Box herself; Mother Box can also be repaired by her user's affection. Treat as a normal Repais attempt, though no tools are necessary, with the AV/EV equal to the user's INFL/AURA. Limitation: Only characters with heroic Motivations may use Mother Box.
ALTER EGO: Sollis
MOTIVATION: Upholding the Good
OCCUPATION: Adventurer
WEALTH: N/A
NOTES: -

ORION
DEX: 13 STR: 22 BODY: 15
INT: 10 WILL: 19 MIND: 11
INFL: 10 AURA: 8 SPIRIT: 12
INITIATIVE: 35 HERO POINTS: 175 Source: Apokolips Sourcebook
POWERS: Invulnerability: 15, Regeneration: 9
SKILLS: Vehicles: 13, Weaponry: 13
ADVANTAGES: Area Knowledge (Apokolips and Supertown); Connections: Apokolips (Low), Supertown (High); Iron Nerves; Lightning Reflexes
DRAWBACKS: Serious Rage: The darker side of Orion's personality tends to reveal itself in combat. Orion can automatically regain his composure through the use of his Mother Box, but he must be Persuaded to do so. Orion can even try to Persuade himself to recover. Although Persuasion is a Dice Action, such an effort only costs Orion one of his two Automatic Actions each phase; after his Rage is triggered, Orion must make a Killing Combat attack each phase until he recovers.
EQUIPMENT: ASTRO-GLIDER [STR: 8, INT: 1, BODY: 16, Energy Blast: 25, Flash: 15, Flight: 30, Magnetic Control: 20, Sealed Systems: 14]
   Mother Box [BODY: 7, INT: 10, WILL: 6, MIND: 6, INFL: 6, AURA: 6, SPIRIT: 6, Hero Points: 75, Danger Sense: 12, Life Sense: 6, Omni-Power: 11, Advantages: Leadership] Bonuses: Through their affection for Mother Box, users may transfer Hero Points back to her. This requires a successful Action Check using INFL/AURA as the AV/EV against an OV/RV of 6/6 (Mother Box's SPIRIT). Only one such attempt may be made per day, though Mother Box can transfer Hero Points with her Leadership Advantage at any time, any number of times, and with no roll required for success. Note that all Hero Points spent on Omni-Power must come from Mother Box herself; Mother Box can also be repaired by her user's affection. Treat as a normal Repais attempt, though no tools are necessary, with the AV/EV equal to the user's INFL/AURA. Limitation: Only characters with heroic Motivations may use Mother Box.
ALTER EGO: none
MOTIVATION: Responsibility of Power
OCCUPATION: Warrior
WEALTH: N/A
NOTES: -

AMAZING GRACE
DEX: 6 STR: 3 BODY: 5
INT: 8 WILL: 6 MIND: 5
INFL: 8 AURA: 7 SPIRIT: 5
INITIATIVE: 22 HERO POINTS: 55 Source: Apokolips Sourcebook
POWERS: Control: 10
SKILLS: Charisma (Persuasion): 12, Thief (Stealth): 5, Weaponry: 7
ADVANTAGES: Area Knowledge (Apokolips); Connections: Apokolips (High)
EQUIPMENT: Knife [BODY: 5, EV: 3]
ALTER EGO: none
MOTIVATION: Power Lust
OCCUPATION: Agent of Darkseid
WEALTH: N/A
NOTES: -

DARKSEID
DEX: 10 STR: 22 BODY: 16
INT: 18 WILL: 26 MIND: 20
INFL: 17 AURA: 17 SPIRIT: 18
INITIATIVE: 45 HERO POINTS: 250 Source: Apokolips Sourcebook
POWERS: Continuum Control: 30, Dimension Travel: 8, Invulnerability: 20, Regeneration: 8, Warp: 65
SKILLS: Charisma: 18, Scientist: 15
BONUSES: The Omega Effect: If Darkseid uses his Continuum Control to attack a target with an Energy Blast and receives a number of RAPs equal to twice the target's BODY, he can choose to completely disintegrate the target and scatter its atoms across the cosmos. Later, Darkseid can resurrect disintegrated targets by making an Action Check, using his APs of Continuum Control as the AV/EV and twice the target's BODY as the OV/RV.
LIMITATIONS: Misc.: Darkseid's Warp, Dimension Travel and Continuum Control are actually powered by the X-Element he absorbs into his body. Consider these Powers to have a R# of 2 for the purposes of determining when Darkseid's supply of X-Element must be replenished.
ADVANTAGES: Area Knowledge (Apokolips); Connections: Apokolips (High); Leadership
DRAWBACKS: Catastrophic Irrational Attraction to discovering the Anti-Life Equation
ALTER EGO: none
MOTIVATION: Power Lust
OCCUPATION: Ruler of Apokolips
WEALTH: N/A
NOTES: -

GRANNY GOODNESS
DEX: 7 STR: 7 BODY: 7
INT: 10 WILL: 10 MIND: 10
INFL: 10 AURA: 9 SPIRIT: 10
INITIATIVE: 29 HERO POINTS: 125 Source: Apokolips Sourcebook
SKILLS: Charisma: 13, Gadgetry: 6, Martial Artist: 9, Weaponry: 7
ADVANTAGES: Area Knowledge (Apokolips); Connections: Apokolips (High); Leadership; Scholar (training)
DRAWBACKS: Serious Irrational Attraction to breaking the will of her pupils
EQUIPMENT: ARMOR [BODY: 8]
ALTER EGO: none
MOTIVATION: Psychopath
OCCUPATION: Servant of Darkseid
WEALTH: N/A
NOTES: -

HUNGER DOGS
DEX: 2 STR: 2 BODY: 2
INT: 2 WILL: 2 MIND: 2
INFL: 2 AURA: 2 SPIRIT: 2
INITIATIVE: 6 HERO POINTS: 0 Source: Apokolips Sourcebook
SKILLS: Thief (Stealth): 5
DRAWBACKS: Catastrophic Fear of Darkseid
EQUIPMENT: See Notes.
MOTIVATION: Fear
OCCUPATION: Various
WEALTH: N/A
NOTES: Hunger Dogs typically carry a crude weapon of some sort, such as a metal club, knife or thrown debris (all having BODY: 4, EV: 5). Any other equipment (usually blasters or hand-held bombs) have been stolen from Darkseid's forces. Afew above average Hunger Dogs have 1 or 2 low AP Skills, minor equipment, or higher Attributes than the norm. They can have Charisma, Artist, Gadgetry, Thief, Vehicles, and/or Weaponry, but the total APs of all Skills should never exceed 8 APs. These individuals would be prominent NPCs among the population and unless they disguise their ability, will be relatively well-known to Darkseid and his forces.


Action Comics 587 - "Cityscape!" (Apr 87)

Stars: Superman
Guest-stars: Demon
Villains: Morgaine Le Fey
Supporting Cast: Glenda Mark, Harry Matthews, Jason Blood, Randu Singh

DEMON (Etrigan)
DEX: 9 STR: 10 BODY: 12
INT: 12 WILL: 17 MIND: 14
INFL: 13 AURA: 17 SPIRIT: 12
INITIATIVE: 34 HERO POINTS: 130 Source: Magic Sourcebook (edited)
POWERS: (*Mystic Link) Awareness: 11, Claws: 13, Flame Project: 13*, Invulnerability: 13, Jumping: 3, Magic Blast: 16, Mind Probe: 20*, Precognition: 30*, Regeneration: 10, Sorcery: 15
SKILLS: Occultist: 15
LIMITATIONS: Etrigan may not use Precognition on himself; Mind Probe is only useable to learn what the target has experienced in the past, not what they are thinking
ADVANTAGES: Area Knowledge (Hell); Connections: Hell (High); Insta-Change; Iron Nerves
DRAWBACKS: Strange Appearance; Misc.: Etrigan always speaks in rhyming verse (see Notes); Misc.: Etrigan cannot cross the bounds of a perfectly bound "magic circle", nor can he use his Powers to attack targets on the other side of such a circle [Note: Only Characters with the Occultist (Ritual Magic) Skill rated at 7 APs or higher can inscribe such circles. Inscribing a circle is an Automatic Action and takes roughly fifteen minutes (8 APs) to complete.]
ALTER EGO: Etrigan/Jason Blood
MOTIVATION: Responsibility of Power
OCCUPATION: Demon
WEALTH: N/A
NOTES: Etrigan lacks the Drawback of speaking in rhyme in this issue. Jason Blood actually being a different person than Etrigan, he has been given different stats as a supporting cast character. This issue also uses Etrigan as he was in the Middle Ages without change to his stats.

MORGAINE LE FEY (during Middle Ages)
DEX: 6 STR: 3 BODY: 3
INT: 10 WILL: 12 MIND: 12
INFL: 15 AURA: 20 SPIRIT: 20
INITIATIVE: 31 HERO POINTS: 70 Source: -
POWERS: Sorcery: 30
SKILLS: Occultist: 15
ADVANTAGES: Connections: Mordred (High)
EQUIPMENT: MYSTIC ARMOR [BODY: 10]
ALTER EGO: None
MOTIVATION: Power Lust
OCCUPATION: Sorceress
WEALTH: 12
NOTES: -

GLENDA MARK
DEX: 3 STR: 2 BODY: 2
INT: 6 WILL: 6 MIND: 5
INFL: 4 AURA: 4 SPIRIT: 4
INITIATIVE: 13 HERO POINTS: 10 Source: -
SKILLS: Occultist: 5
ADVANTAGES: Attractive; Connections: Jason Blood/Etrigan (High); Sharp Eye
DRAWBACKS: Unluck
ALTER EGO: None
MOTIVATION: Thrill of Adventure
OCCUPATION: Jason Blood's companion
WEALTH: 7
NOTES: -

HARRY MATTHEWS
DEX: 2 STR: 3 BODY: 4
INT: 2 WILL: 3 MIND: 2
INFL: 4 AURA: 2 SPIRIT: 2
INITIATIVE:  HERO POINTS: 5 Source: -
SKILLS: Charisma: 4
ADVANTAGES: Connections: Jason Blood/Etrigan (High); Gift of Gab; Scholar (advertising)
DRAWBACKS: Minor Irration Attraction to big cigars; Unluck
ALTER EGO: None
MOTIVATION: Thrill of Adventure
OCCUPATION: Advertising executive
WEALTH: 7
NOTES: At this point, Harry is not yet a cushion.

JASON BLOOD (human vessel of the Demon Etrigan)
DEX: 4 STR: 3 BODY: 5
INT: 11 WILL: 14 MIND: 10
INFL: 10 AURA: 14 SPIRIT: 10
INITIATIVE: 25 HERO POINTS: 65 Source: Magic Sourcebook (edited)
POWERS: (*Mystic Link) Awareness: 11, Invulnerability: 6, Mind Probe: 20*, Postcognition: 20*, Precognition: 30*, Regeneration: 6, Spiritual Drain: 5
SKILLS: Charisma (Intimidation): 9, Occultist: 12
LIMITATIONS: Blood cannot use Precognition upon himself; Spiritual Drain is linked only to Jason's blood, which is fatal if used in transfusion (the demonic elements of his blood drain life force from their host); Mind Probe is only useable to learn what the target has experienced in the past, not what they are thinking
ADVANTAGES: Connections: Earth's Mystical Community (High); Insta-Change; Iron Nerves; Scholar (cults, demonology, history)
DRAWBACKS: Guilt; Secret Identity; Minor Psychological Instability (periodic memory lapses); Misc.: Jason Blood's Hero Points are half of Etrigan's. Point awards are always added to the Demon's total.
ALTER EGO: Etrigan
MOTIVATION: Unwanted Power
OCCUPATION: Historian/Demonologist
WEALTH: 7
NOTES: This issue also makes use of Jason Blood as he was in the Middle Ages. His stats would be the same, except for the lack of his Connections and Scholar Advantages.

RANDU SINGH
DEX: 2 STR: 2 BODY: 2
INT: 5 WILL: 12 MIND: 12
INFL: 6 AURA: 6 SPIRIT: 6
INITIATIVE: 13 HERO POINTS: 5 Source: -
POWERS: Control: 15, Remote Sensing: 10, Telepathy: 10
SKILLS: Occultist: 5
LIMITATIONS: Control is only used to trigger Jason Blood's transformation into Etrigan, or vice-versa; Telepathy is only used to keep a psychic link to Blood/Etrigan
ADVANTAGES: Connections: Jason Blood/Etrigan (High)
DRAWBACKS: Unluck
ALTER EGO: None
MOTIVATION: Responsibility of Power
OCCUPATION: Mystic
WEALTH: 5
NOTES: At this point, Randu has not yet lost his sight.


Action Comics 588 - "All Wars Must End, Part II" (May 87)

Stars: Superman
Guest-stars: Hawkman II, Hawkwoman I (both pre-Crisis)
Villains: Byth, Darkwing (both pre-Crisis)

HAWKWOMAN I (pre-Crisis)
DEX: 10 STR: 5 BODY: 7
INT: 9 WILL: 9 MIND: 8
INFL: 3 AURA: 3 SPIRIT: 4
INITIATIVE: 24 HERO POINTS: 50 Source: An Element of Danger (edited)
POWERS: Air Control: 5, Skin Armor: 5, Speak with Animals: 5, Telescopic Vision: 4
SKILLS: Acrobatics (Dodging): 4, Charisma (Persuasion): 6, Detective: 4, Gadgetry: 10, Martial Artist: 3, Medicine: 10, Scientist: 6, Vehicles: 4
LIMITATIONS: Speak with Animals only works with birds
ADVANTAGES: Connections: JLA (High), Midway City Police (High), United Nations (High); Scholar (Archaeology); Sharp Eye
DRAWBACKS: Exile; Married; Secret Identity
EQUIPMENT: Quarterstaff [STR: 10, BODY: 6]
   Wings [STR: 5, BODY: 10, Flight: 8, Sealed Systems: 11] Limitation: BODY only provides armor against rear attacks.
ALTER EGO: Shayera Thal/Sheira Hall
MOTIVATION: Upholding the Good
OCCUPATION: Assistant museum curator/archaeologist
WEALTH: 6
NOTES: Though the period is post-Crisis, the Hawks are still pre-Crisis until the Hawkworld mini-series.

BYTH (pre-Crisis)
DEX: 9 STR: 6 BODY: 8
INT: 7 WILL: 8 MIND: 7
INFL: 4 AURA: 5 SPIRIT: 4
INITIATIVE: 22 HERO POINTS: 55 Source: -
POWERS: Chameleon: 13, Shape Change: 13
SKILLS: Charisma: 7, Detective: 7, Martial Artist: 7, Military Science: 9, Thief: 9, Weaponry: 9
BONUSES: Byth's Shape Change Power is not limited to Earth animals: he can transform himself into any animal he has seen
ADVANTAGES: Connections: Thanagar (Low); Sharp Eye
DRAWBACKS: Serious Rage
ALTER EGO: None
MOTIVATION: Thrill Seeker
OCCUPATION: Thief
WEALTH: 3
NOTES: As with the Hawks, Byth remains pre-Crisis until the Hawkworld mini-series.

DARKWING (pre-Crisis)
DEX: 8 STR: 6 BODY: 7
INT: 7 WILL: 7 MIND: 7
INFL: 6 AURA: 4 SPIRIT: 4
INITIATIVE: 23 HERO POINTS: 35 Source: -
POWERS: Skin Armor: 5
SKILLS: Acrobatics (Dodging): 4, Charisma: 5, Detective: 6, Gadgetry: 10, Martial Artist: 5, Weaponry: 8
ADVANTAGES: Area Knowledge (Thanagar); Connections: Thanagar (High); Iron Nerves; Leadership; Sharp Eye
DRAWBACKS: Minor Rage
EQUIPMENT: WINGS [STR: 5, BODY: 10, Flight: 8, Sealed Systems: 11] Limitations: BODY only protects his torso.
   GLOVES [BODY: 6, Heat Vision: 8, Sonic Blast: 8, 8 AP C Omni-Function (x1), R#: 2]
ALTER EGO: Daron Ved
MOTIVATION: Power Lust
OCCUPATION: Director of the Hyathis Corporation/Wingman
WEALTH: 10
NOTES: This founder of the Wingmen is still stuck in pre-Crisis mode.


Action Comics 589 - "Green on Green" (June 87)

Stars: Superman
Guest-stars: Arisia, Ch'p, Green Lantern II, Green Lantern III, Katma Tui, Kilowog, Salakk

ARISIA (Green Lantern of Sector 2815)
DEX: 20 STR: 3 BODY: 12 (4)
INT: 7 WILL: 20 MIND: 15
INFL: 7 AURA: 5 SPIRIT: 4
INITIATIVE: 34 HERO POINTS: 75 Source: Green Lantern Corps Sourcebook (edited)
SKILLS: Artist (Fashion): 4, Charisma: 7
ADVANTAGES: Connections: Green Lantern Corps of Earth (High), Fashion Industry (Low); Iron Nerves
DRAWBACKS: Minor Irrational Attraction to Hal Jordan
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: Cynella/Cindy Simpson
MOTIVATION: Responsibility of Power
OCCUPATION: Fashion designer
WEALTH: 5
NOTES: Arisia is from Graxos IV. Until fairly recently, Arisia had the Age (young) Drawback, but she aged herself with her Ring so that she could pursue a relationship with Hal Jordan.

CH'P (Green Lantern of Sector 1014)
DEX: 12 STR: 2 BODY: 12 (3)
INT: 6 WILL: 20 MIND: 14
INFL: 6 AURA: 5 SPIRIT: 4
INITIATIVE: 24 HERO POINTS: 100 Source: Green Lantern Corps Sourcebook (edited)
POWERS: Shrinking: 3
SKILLS: Acrobatics: 8, Charisma: 6
LIMITATIONS: Shrinking is always on at its full 3 APs.
ADVANTAGES: Connections: Doctor U'bx (High), Green Lantern Corps of Earth (High); Iron Nerves
DRAWBACKS: Strange Appearance
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: None
MOTIVATION: Responsibility of Power
OCCUPATION: Green Lantern
WEALTH: 5
NOTES: Ch'p is from planet H'lven.

GREEN LANTERN III
DEX: 7 STR: 4 BODY: 12 (4)
INT: 8 WILL: 23 MIND: 8
INFL: 6 AURA: 5 SPIRIT: 12
INITIATIVE: 21 HERO POINTS: 110 Source: 2nd Edition Roster Book (edited)
SKILLS: Scientist: 5
ADVANTAGES: Connection: Hal Jordan (High); Iron Nerves; Scholar (architecture)
DRAWBACKS: Married; Public Identity
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: John Stewart
MOTIVATION: Responsibility of Power
OCCUPATION: Architect
WEALTH: 5
NOTES: His wife Katma Tui is still alive at this point.

KATMA TUI (Green Lantern of Sector 1417)
DEX: 10 STR: 3 BODY: 12 (4)
INT: 10 WILL: 23 MIND: 19
INFL: 6 AURA: 6 SPIRIT: 4
INITIATIVE: 26 HERO POINTS: 135 Source: Green Lantern Corps Sourcebook (edited)
SKILLS: Charisma: 6, Scientist: 4
ADVANTAGES: Connections: Green Lantern Corps of Earth (High); Iron Nerves
DRAWBACKS: Married; Public Identity
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: None
MOTIVATION: Responsibility of Power
OCCUPATION: Green Lantern
WEALTH: 5
NOTES: Katma Tui is from planet Korugar.

KILOWOG (Green Lantern of Sector 674)
DEX: 7 STR: 9 BODY: 12 (11)
INT: 9 WILL: 19 MIND: 16
INFL: 5 AURA: 4 SPIRIT: 4
INITIATIVE: 21 HERO POINTS: 75 Source: Green Lantern Corps Sourcebook (edited)
SKILLS: Charisma (Intimidation): 7, Gadgetry: 11, Scientist: 13
ADVANTAGES: Connections: Green Lantern Corps (High); Genius; Iron Nerves; Scholar (genetics)
DRAWBACKS: Innocent; Strange Appearance
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: None
MOTIVATION: Responsibility of Power
OCCUPATION: Genetic scientist/Green Lantern
WEALTH: 5
NOTES: Kilowog is from Bolovax Vik.

SALAKK (Green Lantern of Sector 1418)
DEX: 10 STR: 4 BODY: 12 (5)
INT: 8 WILL: 20 MIND: 20
INFL: 7 AURA: 3 SPIRIT: 4
INITIATIVE: 25 HERO POINTS: 100 Source: Green Lantern Corps Sourcebook (edited)
POWERS: Extra Limb (x2): 4
ADVANTAGES: Connections: Green Lantern Corps of Earth (High); Iron Nerves
DRAWBACKS: Strange Appearance
EQUIPMENT: POWER RING [INT: 10, BODY: 25, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Bonus: Green Lantern's BODY is12 when wearing the Ring. Limitation: Skin Armor does not have to be activated at tis full AP value: Green Lantern loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor in use; Life Sense is only useable to detect other members of the Green Lantern Corps; Completely useless against the color yellow; must be recharged once every 24 hours with Power Battery; Ring's BODY is only 6 when not being worn.
   Power Battery [BODY 25, Energy Absorption: 18; Invisibility: 15, R#: 2]
ALTER EGO: None
MOTIVATION: Responsibility of Power
OCCUPATION: Green Lantern
WEALTH: 5
NOTES: Salakk is from planet Slyggia.


Action Comics 590 - "Better Dying Through Chemistry" (July 87)

Stars: Superman
Guest-stars: Doc Magnus, Gold, Iron, Lead, Mercury, Negative Woman, Platinum, Tin
Villains: Chemo
Supporting Cast: Lois Lane (post-Crisis)

DOC MAGNUS
DEX: 4 STR: 2 BODY: 3
INT: 9 WILL: 7 MIND: 7
INFL: 3 AURA: 3 SPIRIT: 3
INITIATIVE: 16 HERO POINTS: 40 Source: Who's Who (edited)
SKILLS: Gadgetry: 10, Scientist: 10, Weaponry: 5
ADVANTAGES: Connections: Metal Men (High), Stagg Industries (Low), US Government (Low); Genius; Expansive Headquarters; Leadership; Scholar (robotics, cybernetics)
DRAWBACKS: Dark Secret (Metal Men are real people); Minor Psychological Instability; Unluck
ALTER EGO: Dr. Will Magnus
MOTIVATION: Upholding the Good
OCCUPATION: Scientist
WEALTH: 9
NOTES: -

GOLD (of the Metal Men)
DEX: 11 STR: 7 BODY: 9
INT: 7 WILL: 6 MIND: 6
INFL: 6 AURA: 5 SPIRIT: 6
INITIATIVE: 24 HERO POINTS: 75 Source: 2nd edition Roster Book
POWERS: Omni-Arm: 6, Regeneration: 4, Self Manipulation: 12, Stretching: 13
SKILLS: Detective: 4, Scientist: 5, Vehicles: 4
ADVANTAGES: Connections: Doc Magnus (High); Leadership
DRAWBACKS: Misc.: Gold receives a -2 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: None (see notes)
MOTIVATION: Upholding the Good
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

IRON (of the Metal Men)
DEX: 7 STR: 14 BODY: 12
INT: 4 WILL: 6 MIND: 5
INFL: 6 AURA: 5 SPIRIT: 7
INITIATIVE: 17 HERO POINTS: 35 Source: 2nd edition Roster Book
POWERS: Omni-Arm: 7, Regeneration: 4, Self Manipulation: 13, Stretching: 10
ADVANTAGES: Connections: Doc Magnus (High)
DRAWBACKS: Attack Vulnerability: -2 Column Shifts versus Magnetic Attacks; Innocent; Misc.: Iron receives a -2 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: None (see notes)
MOTIVATION: Upholding the Good
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

LEAD (of the Metal Men)
DEX: 5 STR: 12 BODY: 13
INT: 2 WILL: 4 MIND: 3
INFL: 4 AURA: 3 SPIRIT: 7
INITIATIVE: 11 HERO POINTS: 35 Source: 2nd edition Roster Book
POWERS: Energy Absorption: 12, Omni-Arm: 5, Regeneration: 4, Self Manipulation: 10, Stretching: 13
LIMITATIONS: Energy Absorption only works on radiation
ADVANTAGES: Connections: Doc Magnus (High)
DRAWBACKS: Innocent; Misc.: Lead receives a -2 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: None (see notes)
MOTIVATION: Upholding the Good
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

MERCURY (of the Metal Men)
DEX: 13 STR: 6 BODY: 5
INT: 3 WILL: 3 MIND: 4
INFL: 6 AURA: 2 SPIRIT: 5
INITIATIVE: 22 HERO POINTS: 35 Source: 2nd edition Roster Book
POWERS: Omni-Arm: 4, Regeneration: 4, Self Manipulation: 14, Stretching: 8
ADVANTAGES: Connections: Doc Magnus (High)
DRAWBACKS: Innocent; Serious Irrational Attraction to declaring that "mercury is the only metal that is liquid at room temperature"; Misc.: Mercury receives a -3 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: None (see notes)
MOTIVATION: Thrill of Adventure
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

NEGATIVE WOMAN
DEX: 7 STR: 4 BODY: 3
INT: 7 WILL: 8 MIND: 8
INFL: 7 AURA: 4 SPIRIT: 8
INITIATIVE: 23 HERO POINTS: 65 Source: -
SKILLS: Martial Artist: 4, Military Science: 6, Vehicles: 3
ADVANTAGES: Connections: Doom Patrol (High); Intensive Training; Iron Nerves; Scholar (russian)
DRAWBACKS: Exile; Minor Psychological Instability: over time, the energy being may cause her enough pain to drive her berzerk
ALTER EGO: Lt. Col. Valentina Vostok
MOTIVATION: Unwanted Power
OCCUPATION: Adventurer, former cosmonaut
WEALTH: 4
as NEGATIVE ENERGY BEING
DEX: 14 STR: 8 BODY: 6
INT: 7 WILL: 8 MIND: 8
INFL: 7 AURA: 4 SPIRIT: 8
INITIATIVE: 28 Source: Who's Who (edited)
POWERS: Dispersal: 10, Flight: 30, Lightning: 15
LIMITATIONS: Dispersal is always on and does not allow the energy being to pass through lead; the being's Lightning Power has a Range of Touch
ADVANTAGES: Misc.: While separated from Negative Woman, the being passes all of its perceptions back to her and vice-versa; Misc.: The energy being is immune to Mental and Mystical Attacks
NOTES: During the Crisis (as shown in a flashback), Vostok could transform herself into the Negative Energy Being rather than release it from her body as she would later do.

PLATINUM (of the Metal Men)
DEX: 11 STR: 7 BODY: 9
INT: 5 WILL: 3 MIND: 4
INFL: 5 AURA: 6 SPIRIT: 6
INITIATIVE: 21 HERO POINTS: 35 Source: 2nd edition Roster Book
POWERS: Omni-Arm: 6, Regeneration: 4, Self Manipulation: 13, Stretching: 13
ADVANTAGES: Connections: Doc Magnus (High)
DRAWBACKS: Innocent; Serious Irrational Attraction to Doc Magnus; Misc.: Tina receives a -2 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: Tina (see notes)
MOTIVATION: Upholding the Good
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

TIN (of the Metal Men)
DEX: 9 STR: 4 BODY: 8
INT: 3 WILL: 2 MIND: 3
INFL: 5 AURA: 6 SPIRIT: 6
INITIATIVE: 17 HERO POINTS: 35 Source: 2nd edition Roster Book
POWERS: Omni-Arm: 6, Regeneration: 4, Self Manipulation: 12, Stretching: 13
SKILLS: Gadgetry: 6
ADVANTAGES: Connections: Doc Magnus (High); Scholar (robotics)
DRAWBACKS: Innocent; Minor Physical Restriction: stuttering; Misc.: Gold receives a -2 Column Shift penalty when using Character Interaction against human beings
ALTER EGO: None (see notes)
MOTIVATION: Upholding the Good
OCCUPATION: Robot
WEALTH: N/A
NOTES: Is is yet unknown to the readership that the Metal Men used to have human identities.

CHEMO (Chemical Kryptonian)
DEX: 3 STR: 20 BODY: 18
INT: 1 WILL: 1 MIND: 20
INFL: 1 AURA: 2 SPIRIT: 20
INITIATIVE: 5 HERO POINTS: 50 Source: -
POWERS: Acid: 18, Flight: 20, Growth: 7, Heat Vision: 15, Poison Touch: 9, Invulnerability: 25
LIMITATIONS: Growth is always on.
DRAWBACKS: Strange Appearance; Misc.: Chemo is completely mindless
ALTER EGO: None
MOTIVATION: Nihilist
OCCUPATION: Monster
WEALTH: N/A
NOTES: In this story, Chemo mimics Superman's cells and gains some of his powers.

LOIS LANE (post-Crisis from this point on)
DEX: 2 STR: 2 BODY: 2
INT: 3 WILL: 3 MIND: 3
INFL: 3 AURA: 2 SPIRIT: 4
INITIATIVE: 10 HERO POINTS: 15 Source: 2nd edition Roster Book
SKILLS: Artist (Writer): 5, Detective: 2, Martial Artist: 3, Weaponry: 2
ADVANTAGES: Area Knowledge (Metropolis); Connections: Daily Planet (High), Superman (Low); Sharp Eye
DRAWBACKS: Catastrophic Irrational Attraction to getting in trouble
ALTER EGO: None
MOTIVATION: Thrill of Adventure
OCCUPATION: Reporter
WEALTH: 7
NOTES: -

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