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Welcome to the DC Universe! If things are a little different from what you’re used to, that’s because you’re going to Earth-16. The has been active for a while now, with most of the big names you might be familiar with present in the line-up. , , , , the , , and the Green Lanterns and Jon Stewart, along with others like and , , , and Green .

Although, while all of these people are a part of the Justice League, the focus of this world is primarily on another team of heroes under their command. Though they’ve yet to officially form this team, in just one day the side-kicks known as , , and will infiltrate a Cadmus lab, discovering an army of artificial beings including a half- known as . These four will soon be joined by , ’s niece, and Artemis, the newest protegee of . As they do covert operations for the Justice League, they will soon discover a vast conspiracy that stretches back hundreds of years, headed by one of the oldest villains of their world.

Will they bring the machinations of these villains to the light, or will they all fall to the dark side? Only time will tell.

Whether you join these young heroes or not, you will need to prepare yourself for what is to come. Take +1000 CP and be ready for anything. Location

There are few places of interest here, most of them in America. You can choose to start in Happy Harbor, the future home of the Team for free, or you can choose to start in Washington DC instead, where the Team’s first adventure will take place. Otherwise, roll 1d8 or pay 50 CP to determine your starting location.

1. Happy Harbor- A small coastal municipality with not much going on; it’s biggest claim to fame is being home to Mt. Justice, the old headquarters of the Justice League.

2. Washington DC- The home of the Hall of Justice, the destination where four young will be getting their first taste of the big-time. It’s also home to one of Cadmus’s labs, and is the current home of Wonder Woman.

3. - This is, of course, the home city of the famous (or infamous, depending on who you ask) Batman, along with his Robin. There are a large number of here, most of them ending up in nearby Arkham Asylum after their plans are thwarted by the caped crusader.

4. - The home of the Big Blue Boyscout, Metropolis is a shining beacon to the world, known as the City of Tomorrow. The is the city’s main news source. Lexcorp also has a large presence in the city, though is much shrewder than some incarnations of himself.

5. - The home of the Green Arrow and Black Canary, as well as the Green Arrow’s protege and future protegee Artemis. The crime-fighting couple keep the streets clean, though Speedy begrudges that he’s seen as a sidekick and not a partner by most people.

6. Central City- The city of speedsters, home to the current Flash Barry Allan, along with his sidekick Kid Flash and the first Flash, Jay Garrick, who along with was one of the founding members of the Justice Society of America, the progenitor to the Justice League.

7. Free Choice- You can choose to start in any city on Earth.

8. Poseidonis- The capital city of located in the Atlantic ocean, and the home of Aquaman and Aqualad. Along with Themyscira, the home of the , Atlantis is a location once thought mythical that has suddenly received public attention and curiosity due to the emergence of Aquaman. Backstory

Roll 1d8+10 for your apparent age, or pay 50 CP to look whatever age you want. You may change your gender at the same time if you wish.

Drop-In- A hero or villain from another world, with no new memories history, allies, or enemies to tie you down by default.

Vigilante- A hero (or perhaps an anti-hero, if you’ve more violent than your peers) who relies on training and experience more than they do supernatural powers- though this doesn’t preclude you from having them.

Genius- A savant with a talented mind, perhaps with heroic or villainous inclinations. Your focus is on technology rather than training or martial arts, though you’d still be an asset to both the good and bad guys.

Rogue- Whether you’re a villain or just a hero who’s a bit darker than most, you seem to be on the grayer side of things. Heroes and villains both might distrust you for this, but while going your own way is an option your unique perspective may be helpful.

Mystic (200 CP)- You are a novice in the mystic arts; perhaps a freelancer discovering their own powers, or maybe an apprentice to one of the other notable mystics of this world like or Kent Nelson. You have potential, but for now that’s all you have- potential. Your basic understanding of magic allows for you to perform minor feats of magic, such as summoning small objects or animals, detecting the presence of magic, or throwing magic missiles. Parlor tricks, compared to sorcerers like Klarion or Dr. Fate. Species

Human (Free)- Your standard human, though in this world humans are capable of a great many things compared to the humans of other worlds. You get a stipend of 500 CP to spend on items to make up for the usual lack of powers that humans have.

Meta-Human (Free)- Humans who have inherited the Meta-Gene from their ancient ancestor. Yours was activated somehow, granting you strange and miraculous powers. You get a stipend of 500 CP to spend on powers.

Atlantean (Free)- One of the denizens of Atlantis, whose appearances may be as varied as the life in the sea. Ranging from normal looking humans, to humans with gill, all the way to men and women who look like they’ve been crossed with sea creatures like fish, sharks, whales, and even or octopuses. All Atlanteans are stronger than the average human, and slightly more durable, due to the heavy pressure found underwater. Atlanteans with inhuman features may have minor abilities that belong to the animal they share an appearance with, such as the ability to squirt ink, or regrow lost teeth. They are also resistant to cold temperatures, but have a notable weakness to extreme heat. Naturally, all Atlanteans can breathe underwater, and even the inhuman looking ones can breathe on land as well. Some even breathe underwater without the presence of gills on their body. Because their sorcery is common among Atlantean warriors, you may purchase Atlantean Sorcery for only 100 CP.

Bug (Free)- The so-called “Bugs” that live on the surface of New Genesis are not like the ones who live above them; rather, they are their own species. Sadly, this may be one of the contributing factors that has led to the tensions between the Bugs and the Gods of New Genesis. The Bugs have a highly individualistic culture, to the point of eschewing pronouns, but also work together to support their Hive. Bugs are stronger than humans and their shell is hard enough to shrug off bullets and other attacks. They have four arms, one main pair and a set of smaller arms underneath that, and they have the ability to roll into a ball and propel themselves at high-speeds with their shell covering their body entirely. They also have the innate ability to communicate with and understand living technology, including Mother-Boxes and Martian Bio-Ships.

Human-Kryptonian Hybrid (400 CP)- You, like Superboy, are a clone of Superman created with Kryptonian and Human DNA. Although your abilities are far lesser than that of your Kryptonian “father”, you still have the durability to survive being crushed by a commercial airplane and not be scratched by exploding tank shells, and you’re strong enough to rip that tank apart with your bare hands or throw it through a building with ease. You can jump several hundred feet in the air, move fast enough to intercept bullets, can hear heartbeats and other low-frequency sounds at a distance, and even have infrared that lets you detect heat signatures. You also don’t appear to age, though you do so internally; you may be only a few weeks or months old. However, you have one major weakness, just like Superman- . It saps your powers, causes you pain, and will kill you if you’re exposed to it for too long. Note that while Superboy essentially looked like a younger version of Superman, you are under no such restriction and can appear however you like. Demigod (400 CP)- Perhaps like Wonder Woman you were sculpted out of clay and given life by the ; or maybe, one of them came to Earth and made you “traditionally”, as the Greek pantheon is famous for. Whatever led to your creation, it has blessed you with great power and potential. As a teenager, you would be strong enough to rip off massive hanger doors weighing dozens of tons casually, durable enough to survive punches from heavy hitters like Lobo, and fast enough to deflect bullets. Age and experience will increase your abilities to the point where you can easily swing large ships and mechs around and block lasers without even looking. You also have the ability to fly at high speeds. A word of warning; despite your incredible endurance, bullets are still able to pierce your body.

Martian (800 CP)- One of the denizens of Mars, who come in three colors; the common greens, royal reds, and monstrous whites. All have the ability to shape-shift, which allows them to take on the appearance of others and generally manipulate their appearance and even their biology to a degree. Experienced shape-shifters can take on the appearance of animals, or combine animal traits onto their form. They can use their shape-shifting to alter their density, allowing them to pass through objects or increase their muscle density to the point where a fully-grown Martian could potentially lift a car, and they can also use it to make themselves nearly invisible with camouflage. Martians can also greatly increase their durability with density shifting, to the point that they bend knives when stabbed, but they have a tremendous weakness to and heat. In addition to their versatile shape-shifting, Martians also possess potent mental abilities. Their telepathy allows them to connect to the minds of living things, allowing them to mentally communicate, read minds, or even act as a telepathic hub, connecting the minds of a group of people together so that thoughts can be shared with all members of the group even over a distance; they can even translate languages by reading a person’s intent, or share their memories. Using their telepathy offensively can the minds of those they use it on, potentially leaving their victims in a coma. They also possess powerful telekinesis, which allows them to lift massive boulders or toss people around with ease; it can also be used for flight allowing them to move at speeds comparable to certain aircraft.

Cyborg (1000 CP)- Somehow, you were fused with a Fatherbox- a piece of Apokalyptan technology with a connection to the Source- which has granted you great power, at the cost of much of your body being replaced with cybernetics. The soul of the Fatherbox has returned to the Source Wall, leaving you in full control of your body and your new powers. You have great super-strength, allowing you to launch heavy weights through multiple floors of a building with ease, and you have a cybernetic eye that scan your surroundings and detect heat signatures. One of your arms is capable of turning into a canon, from which you may shoot lasers and sonic blasts, and it can also project holograms. Your cybernetics are capable of changing and adapting overtime, allowing you to potentially unlock more abilities with experimentation or experience. They also self-repair, making maintenance much easier. Finally, you have innate technopathy and the ability to open Boom Tubes at will. Your technopathy allows you to interface with and control nearly any technology, human or alien- including the technology of the New Gods. Boom Tubes are interdimensional portals used by the New Gods to travel, and allow them to move around the universe at will- from their planet, to Earth, all the way to the Source Wall- in an instant. Using your Boom Tubes and technopathy in concert, you can track down technological signals from several lightyears away. Human-Motherbox Fusion (1000 CP)- Like the above option, you were merged with a piece of New God technology; in this case, rather than physically merging the fusion was made on a spiritual level. You are the merging of a Motherbox’s soul into a dead human body, creating a “new” personality without memories of either of your past lives. It’s a bit morbid to think about, but your connection to the Source has given you a variety of powers, which you can access through colored “halos” of power. You can create force fields (red), fly (orange), shoot energy from your hands (yellow), create holograms (green), and produce blinding flashes of light (blue). In addition, you can also create Boom Tubes like Cyborgs can (indigo). Your final aura is violet in color, and allows for healing and self-resurrection. Essentially, you can’t be killed except through catastrophic damage because this aura will activate automatically; things like having your heart ripped out, your head cut off, or disintegration can kill you, but a broken neck, getting pinned to a tree with multiple sharp objects, or even having your burnt off will be recovered from before you “really” die. You can only use one aura at a time to begin with, but with time you may discover or train the ability to use multiple- or even all of them- in concert.