Canon Continuity and Gaming
Part Four of Six
The Pre-Made Adventure
When Walks The When Walker
by Jesse Willey

Part One
The DC Version

First, I must make the following statement. The following contains references to characters belonging to DC comics and Time Warner and some characters owned by Marvel Comics Inc. While I didn't create the characters themselves, I did write the adventure.

Next, I'd like to say that if you're a player whose GM also reads this column-you might want to skip this month. If you read it you'll know most if not all the stuff the GM is going to throw at you and where is the fun in that?

This adventure is designed with the DC Universe Roleplaying Game from West End Games in mind. (Copies are hard to come by-but some game stores have them in their cheap and out of print areas.) It can be modified for another system but it will take effort on the GMs part. The game is meant to be played with the certain Legion from SW6 or with the Titans L.A. but can be modified to run with the players regular characters. If you are using the West Game it also requires three books. The base book (obviously), the JLA sourcebook and The Magic Handbook. Assuming you use Amazon or EBay, they shouldn't be too pricey.

Necessary NPCS

(Helpful)

  • Helena Sandsmark (see DC Universe base book under Gateway City)

  • Alfred Pennyworth (See DC Universe Basebook)

  • Dorothy Spinner (Enclosed below)

  • Linda Park (See base book)

  • Perry White (See DC Universe Base Book)

  • Snapper Carr (Enclosed below)
    Note: The stats for Snapper Carr enclosed are different from the ones found in the JLA sourcebook as the JLA sourcebook (aside from brief references to Hourman) really only reflect his statistics up to around Justice League of America Vol. 1 #66. These stats are more current.

  • Access (enclosed below)

The Other Guys

  • Circe (See DC Basebook)

  • Poison Ivy (See Basebook)

  • Monsieur Mullah and The Brain (See Justice League sourcebook)

  • Mirror Master (See Basebook)

  • Prometheus (The JLA sourcebook)

  • Xotar, The Weapons Master (see the JLA Sourcebook)

The Players - The Titans

Flamebird

Refelexes: 4D
Acrobatics 5e
Brawling 5d
Dodge 4d

Coordination: 4D
Martial Arts 5d
Melee Weapons 5d

Physique: 3D
Lifting 4d

Knowledge: 2D
Scholar (Sports) 3d
Criminology 4d

Perception: 3D
Detect Lies 4d

Presence 3D
Willpower 4d

Advantages: Attractive Appearance (-2d), Contact (The Titans- High) [-2d]

Disadvantages: Romantic Attachment (Nightwing) [+2d], Unemployed [+2d]

PDV: 2D
Unarmed BDV:2D
P/l: +2d
Body Points: 29
Spirit Points: 27
Character Points: 10
Hero Points: 1
Villain Points: 0

Equipment:

Utility Belt

Gas Bombs
(Anyone exposed must make moderate perception to see willpower to see. Cloud 3d)

Gas Mask
[Body Points: 21, Immunity 2D (Gas attacks only) ]

Grappling Hook
[Strength: 4d, Body Points: 25]

Throwing Disks
(Damage: 2D - Body Points: 25

Beast Boy

Reflexes: 4D
Acrobatics 5d
Brawling 6d

Coordination: 4D

Physique: 3D
Lifting 4d
Running 4d
Flying 5d

Intelligence: 4D
Zoology 5d

Perception: 4D
Know-How (Shapechanging) 6d

Presence: 4D
Willpower 5d
Animal Handling 5d

Advantages:
Contact (Dayton Industries -High) (-4D), The Titans (-4D), Robot Man (-4D), Wealth -2D, Charismatic -3d

Disadvantage:
Public Identity (+2D)

Powers: Shapechanging 7D
Size Manipulation 4D (Linked to Shapechanging)
Mimicry 3D {Animal Powers only) (Linked to Shapechanging)*

*If the GM or one of the players have the DEO sourcebook this can be treated as
Shapechanging 7D
Size Manipulation 3D (Linked to Shapechanging)
Animal Mimesis 3D (Linked to Shapechanging)

PDV: 2D
Unarmed BDV: 2D
P/L: +2d
Body Points: 34
Spirit Points: 35
Character Points: 10
Hero Points: 1
Villain Points: 0

 

Blue Devil (See Magic Sourcebook)

Terra (2)

Reflexes: 4D
Dodge 5d
Brawling 6d

Coordination: 4D
Martial Arts 6d

Physique: 2D
Lifting 4d
Running 4d

Knowledge: 3D
Science (Tectonics) 4d

Perception: 3D
Know-How (Earth Manipulation) 4d

Presence: 4D
Willpower 7d
Charm 5d

Advantages: Contact (Geo-Force- High) [-4D], Contact (Titans- High) [-4D], Attractive Appearance [-2D]

Disadvantages: Age: (Youth) [+2D],
Uncertainty (May be the original Terra or a clone) [+2D],
Romantic Attachment (Unrequited crush on Beast Boy) [+2D]

Powers:
Earth Manipulation 9D

Speed: 20
PDV: 3D
Unarmed BDV: 3D
Body: Points: 39
Spirit Points: 35
Hero Points: 10
Villain Points: 0 (5-Maybe)

 

Hero

Reflexes: 4D
Dodge 5d
Martial Arts 6d

Coordination: 4D
Brawling 6d

Physique: 2D
Lifting 4d

Knowledge: 3D
Science (Tectonics) 4d

Perception: 3D
Engineering 4d
Repair 5d

Presence: 3D
Willpower 4d
Animal Handling 5d

Advantages: Contact (Superboy- High) [-3D], Contact (Titans- High) [-4D]

Disadvantes: Age: (Youth) [+2D], Social Stigma [+2D], Resisting the beings in the dial [+2d]

Speed: 30
PDV: 3D
Unarmed BDV: 3D
P/L: +2d
Body Points: 28
Spirit Points: 26
Hero Points: 10
Villain Points: 0

Equipment:
H-Dial *

* Treat as Advantage Alter-Ego. Player creates 6-10 different character sheets using the character creation system in the base book. These characters stats shall replace Hero's for one hour (in game time) when dialed or until he dials back to normal. At GM discretion twelve extra character points may be given to the player to overcome the 'Joe Average Tax' and balance the party a little more. Hero and Christopher King were not members at the same time. GM can run the adventure with one or the other.

 

Christopher King

Reflexes: 3D
Dodge 4d

Coordination: 3D
Brawling 4d

Physique: 2D
Lifting 3d

Knowledge: 3D
History 4d (Metahuman +1d)
Criminology 4d

Perception: 3D
Repair 4d

Presence: 3D
Willpower 5d

Advantages: Contact (The Titans- Low) [+2D]

Disadvantages: Secret Identity [-2D]

Speed: 30
PDV:
Equipment: H-Dial

* Treat as Advantage Alter-Ego. Player creates 6-10 different character sheets using the character creation system in the base book. These heroes stats shall replace Christopher's stats when dialed for 1 hour (in game time) or until he dials back to normal. At GM discretion twelve extra character points may be given to the player to over come the 'Joe Average Tax' and balance the party a little more. Hero and Christopher King were not members at the same time. GM can run the adventure with one or the other.

 

Cyborg was a member of the Titans LA and went through some major stat changes during his tenure. Both stats are included.

Cyborg

Reflexes: 3D [5D]
Dodge 5d [7d]

Coordination:3D [5D]
Brawling 4d [7D]
Marksmanship 4d [6d]

Physique: 3D [8D]
Lifting 5d [10d]
Running 5d [10d]

Knowledge: 5D
Science 6d (Cybernetics +2d) (Biology +1d)
History (Metahuman) 6d
Criminology 6d
Computers Operations 7d

Perception: 5D
Repair 6d
Engineering 6d
Search 6d

Presence: 4D
Intimidation 5d

Advantages: Technological Aptitude [-2D], Lightning Reflexes [-2d], Alter-Ego, [Acute Sense (Vision and Hearing) - Alter-Ego only] (-1d each)

Disadvantages: [Unusual Appearance - Alter Ego only] (-1d)

Powers:
Mechanical Manipulation 10D
Shapeshifting 5D (Linked Mechanical manipulation)
Mechanical Manipulation (Self-Repair) 5D
Invulnerability 4d

Speed: 30
PDV: 2D [3D]
Unarmed BDV: 2D [3D]
P/L Bonus: +1d [+5d]
Body Points: 45
Spirit Points: 38

 

Cyborg (later/original version)

Reflexes: 4D
Dodge 6d

Coordination: 4D
Brawling 7d
Marksmanship 7d

Physique: 8D
Lifting 10d
Running 9d

Knowledge: 5D
Science 6d (Cybernetics +2d) (Biology +1d)
History (Metahuman) 6d
Criminology 6d
Computer Operations 7d

Perception: 5D
Repair 6d
Engineering 6d
Search 6d

Presence: 4D
Intimidation 5d

Advantages: Technological Aptitude [-2D], Lightning Reflexes [-2d], Acute Sense (Vision and Hearing) (-2d each)

Disadvantages: Unusual Appearance + 2d

Powers:
Mechanical Manipulation (Self-Repair) 3D
Mechanical Manipulation (Computer Interface) 3D
Invulnerability 5d
Sonic Manipulation (Force Blast Only) 6D
Supersenses (Vision) 5D
Supersenses (Hearing) 5D

Speed: 30
PDV: 2D [3D]
Unarmed BDV: 2D [3D]
P/L Bonus: +1d [4d]
Body Points: 48
Spirit Points: 36

 


The Legion

Aside from their listed equipment, all Legion members have flight rings.

Stats:

Flight Ring
Body Points: 25
Flight 3D

 

Shadow Lass

Reflexes: 5D
Martial Arts 6d
Acrobatics 6d
Dodge 6d

Coordination: 5D
Brawling 6d
Pilot Self (Flight Ring) 6d
Physique: 3D
Lifting 4d

Knowledge: 4D
Criminology 5d
History (Talokian System) 6d

Perception: 4D

Presence: 4D
Willpower 5d

Advantages: Attractive Appearance [-2d], Wealth [-2d]

Disadvantages: Authority Figure [Talok System] [+2d]

Powers: Darkness Manipulation (Create Shadows only) 10D

Speed: 30
PDV: 3D
Unarmed BDV: 3D
P/L Bonus: +2d
Body Points: 27
Spirit Points: 24

 

Light Lass/ Lightning Lass *

Reflexes: 4D
Martial Arts 5D
Dodge 5D (Lightning Bolts +1d)

Coordination: 4D
Marksmanship 5D (Anti-Gravity Beam +1d) (Lightning Bolt +1d)*
Piloting 5D (Space Vehicle +1d)
Piliot (Self- Flight Ring +1d)

Physique: 3D
Lifting 4d

Knowledge: 4D
Science 5d (Botany +1d)
History 5d (Winathian +1d)

Perception: 4D
Repair 5d*

Presence: 3D
Charm 4d (Flirting +2d, General Friendliness +3d)

Advantages: Attractive Appearance [-2d], Wealth [-2d]

Disadvantages: Uncertainty [+2d] or Irrational Behavior (Must be like twin) [+4d]*, Romantic Attachment [+2d] [In various continuities Lightning Lass/Light Lass/Spark etc has had relationships with Timber Wolf, Shrinking Violet, Chameleon Boy, Ultra Boy and Micro Lad.

Powers:
Gravity Manipulation (Decrease Only) 11D *
Or
Electrical Manipulation 11D*

Speed: 30
PDV: 2D
Unarmed BDV: 2D
P/L: +2D
Body Points: 28
Spirit Points: 25
Character Points: 10
Hero Points: 1
Villain Points: 0

*Check with your GM for which continuity you're using.

 

Brainiac Five

Reflexes: 3D
Dodge 4d

Coordination: 3D

Physique: 2D
Lifting 3d

Knowledge: 5D [10D]
Science 10d [15d] (Physics +5d, medicine +5d, Chemistry +5d, Mathematics + 5d)
History 6d [16d]

Perception: 5D [15D]
Invent 6d [16d]
Repair 6d [16d]
Engineering 6d [16d]

Presence: 3D

Advantages: Contact [Scientific Community- High) [-4D], Mechanical Aptitude [-2d]

Disadvantages: Shyness [+2d], Smugness [+2d], Argumentative [+2d]*, Stubbornness [+2D], Hides Emotions [-2D]*, Romantic Attachment (During various version of continuity Brainiac Five has been in romantic Relationships with Supergirl, Andromeda and at one point had a crush on Spark and possibly Invisible Kid) -2d

Speed: 30
PDV: 2D
Unarmed BDV: 2D
P/L: +1d
Character points: 10
Hero Points: 1
Villain Points: 0

Equipment:

Force Field Belt:
Force field 7D

*Depends on which continuity. These stats do not represent Brainiac Five from Post-Zero Hour up.

 

Matter Eater Lad / Tenzil Kem

Reflexes: 3D
Martial Arts 4d (Bismoillian Mouth Attack +1d)*
Dodge 4d (Ducking behind counters +1d)**

Coordination: 3D
Marksmanship 4d (Soda Fountain +1d) (Fire Extinguisher +1d) *

Physique: 3D
Leap 4d
Lifting 4d
Running 5d
Swimming 4d

Knowledge: 4d
Computer Ops 6d (Brande Systems +1d)
Security 5d (Legion of Super Heroes Bases +1d)
Languages 5d (Interlac +1d) (Cargite +1d) (Imskian +1d)*
Cooking 6d (Cargite +2d, Imskian +2d, Rimborian+1d, Coluan +1d, Daxamite +1d, Brallian +2d, Winathian +2d, Bismoillian +3d, Xanthuan +1d, Naltorian +1d, Titanian + 1d, Human +1d)*
Psychology 5d (Humanoid +1d)

Perception: 3D
Artist 4d
Hide 5d
Repair 4d

Presence: 5D
Charm 6d (General Friendliness +1d)*
Diplomacy 6d (Interspecies +1d)*

Advantages: Attractive Appearance [-2d], Charismatic [-3d}, Mechanical Aptitude [-2d], Contact (Legion of the Super Heroes) [-2d]*, Access (Legion of Super Heroes) [-2D]

Disadvantages: Compulsive Behavior (Cheering people up with jokes or advice) and (Annoying Brainiac Five) (+1d each), Youth {+1d) , Romantic Attachment (Shrinking Violet) +1D

Natural Abilities: Digestive Adaptability 4d [Ineffective against magnezite]

Unarmed BDV: 2D
PDV: 2D
P/L: +1d
Body Points: 26
Spirit Points: 23
Character Points: 10
Hero Points: 1
Villain Points: 0

 

Shrinking Violet/Leviathan/ Atom Girl

Refelxes: 3D
Martial Arts 4d
Dodge 4d

Coordination: 3D
Brawling 4d
Marksmanship (Blaster) 6d*

Physique: 3D
Lifting 4d

Knowledge: 3D
History 4d
Military Tactics 4d

Perception: 3D
Know-How (Size manipulation) 4d
Repair 4d
Espionage 4d
Hide 4d
Stealth 4d

Presence: 2D
Willpower 4d

Advantages: Attractive Appearance (-2d), Lighting Reflexes (-2d)

Disadvantages: Shyness (-2d), Guilt (-2d) [Either regarding Venado Bay or Emerald Eye possession]*, Physical disability (-2d) [Bionic Limb]*, Self-hatred [-2d]*

Powers:

Size Manipulation (Shrinking Only) 15D*
Size Manipulation 15D*

Speed: 30 (25)*
Unarmed BDV: 2D
PDV: 2D
P/L: +2d
Hero Points: 10
Villain Points: 2

 

Bouncing Boy

Reflexes: 5D (2D)
Martial Arts 6d
Dodge 6d

Coordination: 5d
Brawling 6d
Marksmanship 6d

Physique: 2D
Lifting 3d
Jumping 5d
Running 4d

Knowledge: 3D
Legion Protocol 4d
History 4d (Metahumans +1d, United Planets +1d)
Military Tactics 4d*
Science 4d*

Perception: 3D
Repair 4d
Architecture 6d*
Engineering 5d*

Presence: 3D
Charm 4d
Diplomacy 4d*
Teaching 4d*

Advantages: Mechanical Aptitude [-2d]*

Disadvantages: Uncertainty [+2d}*, Romantic Attachment (Triplicate Girl/Duo Damsel/Triad) [+2d]

Powers:
Elasticity (Bouncing Only) 10D*
Invulnerability 4D*

Speed: 30
Unarmed BDV: 3D (1d)
PDV: 3D
P/L: +1d
Hero Points: 10
Villain Points: 0

 


NPCS

Dorothy Spinner

Reflexes: 3D [0D] *
Dodge 4d [0D]
Acrobatics 4d [0D]

Coordination: 3D [0D] *
Sneak 4d [0d]
Pick pocketing 4d [0d]

Physique: 3D [0D] *
Running 4d [0D]
Swimming 5D [0D]

Knowledge: 3d
Computer Ops 4D (Happy Harbor Sanctuary +1d)
History 4d (African +1d) (Metahuman +1d)
Arcane Lore 4d

Perception: 5D
Shadowing 6d
Streetwise 5d (Happy Harbor +1d) (Danny the Planet +1d)

Presence 3D
Charm 4d (General Friendliness +1d)
Willpower 4d

Advantage:
Contact [Doom Patrol- High] -3d, Access {Doom Patrol base] -2d, Access [JLA bases] -2d

Disadvantages: Innocent +2d, Strange Appearance +2d*, Young +1d, Physically Disabled +4d [Comatose]*

Powers:
Illusion 5D {Uncontrollable] [Misc. Linked to hormonal cycle]
Matter Manipulation 5D (Linked to illusion) [Delayed Reaction]

Speed: 30 [0]
PDV: 1D [0D]
Unarmed BDV: 1D [0D]
P/L: +1d [0D]
Character Points: 10
Hero Points: 1
Villain Points: 1
Body Points: 29
Spirit Points: 40

*One of Dorothy's illusionary constructs is an idealized form of Dorothy named Dot who actually has Attractive Appearance as an advantage and is not comatose. All physical stats for Dot should use the stats for Dorothy is were not comatose.

 

Lucas 'Snapper' Carr

Reflexes: 3D
Boating 4d
Brawling 4d
Piloting 4d (modified hot rod +1, Dominion Battle Wagon +1d)

Coordination: 3D
Leap 5d
Lifting 5d
Running 5d
Swimming 5d

Knowledge: 4D
Computer Ops 6d (Martian systems +1d, Justice League +2d)
Research (Internet) 5d
Security 5d (Justice League +1d)
Arcane Lore 6d (Time travel theory +1d)
History (Metahuman) 5d

Perception: 4D
Artist (writing) 5d
Engineering 6d
Hide 5d
Invent 6d

Presence: 3D
Charm 6d

Advantages: Attractive Appearance -2D, Charismatic -3d, Contact (JLA -5D, JSA -3D, L.E.G.I.O.N -2D, Justice Legion Alpha -5d, Young Justice -3d, Various Super Heroes -2d, Green Lantern Corps -2d)

Disadvantages: Dark Secret (Accidentally betrayed the league when he was a teenager) +1d, Guilt (For Betrayal) +2d, Procrastination +2d, Dependent +2d (Bethany Lee-his ex-wife)

Speed: 30
PDV:
Unarmed BDV:
P/L:
Body Points:
Spirit Points:
Character Points: 11
Hero Points: 1
Villain Points:1 (0)

 

Access

Reflexes: 3D
Brawling 4d
Dodge 4d

Coordination: 3D
Melee Weapons 4d

Physique: 3D
Running 4d
Lifting 4d

Knowledge: 2D
History 3d (Marvel Universe History +3d, DC Universe History +2d, Amalgam Universe History +3d)

Perception: 3D
Search 5d
Hide 4d

Presence: 2D
Charm 3d (Other Supers +1d)
Willpower 4d

Advantages: Contact (Various DC heroes - low- - 2d, Various Marvel Heroes - low - -2d), Lighting Reflexes -2d

Disadvantages: Weirdness magnet (-2d), Romantic Attachment [A girlfriend on both worlds] (-2d)

Powers:
Temporal Manipulation 25d (Can not stay in one time or place for over an hour)
Teleportation 25d (Linked to Temporal Manipulation)
Dimension Travel 3d (Limited to variants of the DC, Marvel and Amalgam Universe)
Unique Power: Dimension Amalgamation 6D *

Speed: 30
PDV: 2D
Unarmed BDV: 2D
P/L: +2d
Character Points: 11
Hero Points: 1
Villain Points: 0
Body Points: 25 (5)
Spirit Points: 26

 

Thanos

Reflexes: 3D (15D)
Brawling 4d (16d)
Melee Weapons 4d (16d)

Coordination: 3D (15D)
Marksmanship 4D [17d] (Energy Bursts +3d)

Physique: 5D [40D]

Knowledge: 5D
Scholar 9D (Strategy +4d)
Science 9d

Perception: 5D
Know-How (Energy Beam) +1d

Presence: 5D
Command 15d
Interrogation 14d
Intimidation 15d
Willpower 14d

Advantages: Intimidating Grin (-2d), Leadership ability (-2d)

Disadvantages: Enemy (Captain Marvel and Adam Warlock +2d, Various Marvel heroes +2d, Darkseid +1d), Hides Emotions +1d, Sworn Enemy (Drax the Destroyer and Adam Warlock +2d)

Powers:
Energy Beams 15D
Longevity 30D
Superattribute Reflexes 12D
Superattribute Coordination 12D
Superattribute Physique 35D
Resurrection 15D
Invulnerability 12D

Speed: 60
PDV: 7D
Unarmed BDV: 7D
P/L: + 20d
Character Points: 75
Hero Points: 0
Villain Points: Unknown
Body Points: 125
Spirit Points:

 

GM Notes

Plot Synopsis

Axel Asher-also known as Access-has just finished the adventure of his life. He is injured and fighting for his life. The heroes he was working with have returned to their respective worlds and thus lost their memories. Unfortunately three artifacts from each world were accidentally sent to the wrong Earth. He is too injured to recover them himself. Luckily, some time ago he transferred a tiny bit of his power to one person from each world in case of such an occurrence. Unfortunately he doesn't exactly know where the power is so he had several scientists (including Reed Richards and Ray Palmer) build device to track potential 'whenwalkers' and lost interdimensional objects. Access uses the last of his remain strength to teleport to the player's headquarters.

The device has the following statistics:

Physique: 5D
Perception: 4D
Navigation 5D

Powers:
ESP (Tracking Sense only) 12D
Temporal Manipulation 10D (Can only go to places and times when a potential Whenwalker is.)
Teleportation 9D (Linked to temporal manipulations)

The Shield (from Encounter One)

Has a weight of about forty pounds and has a BDV: 6D, AV: 44 (When used to block) Body Points: 150

While he suspects that players may have some trouble recovering the objects he doesn't know how much. A vicious force has hired seven mercenaries to recover the objects. While the initial threat is gone, he has no way of knowing the worst is yet to come.

Thanos, the mad Titan, has knowledge of Access and what will happen if the objects from his universe are not returned. The DC Universe (and many of its variants) where the objects are located will be destroyed. While the villains he has hired don't know this the whole charade is yet another ploy to seduce Death herself.

 

Encounter Zero

The heroes are all sitting in the headquarters lounge of their headquarters. Give the players time to describe what it is they are doing. (If you're a plot heavy group even have them play out some of their favorite subplots and advantages/disadvantages from their status sheets.

After a few rounds a big glowing box appears in the air. A man in a red and blue jumpsuit and red jacket falls out of it. He's bleeding profusely. Characters then must make a willpower roll. If they are at least moderately successful their minds begin to fill with vague memories of meeting this person before.

"Oh-thank the Gods it's you guys. You're powerful enough to deal with this-and low enough profile to keep off the radar. Take this," the man says. He then hands them a device. "Find the artifacts-find the Whenwalker-and stop--"

He then passes out.

If the one the characters wants to know what the device It takes a moderate engineering roll to recognize it as some sort of temporal transporter.

Hopefully the heroes will take up the mission. If not proceed directly to the wrap-up section of this adventure and award them with zero experience and 1 villain point.

From here the GM has two options they can run the encounters in order from one to six or get out and extra D6 and roll randomly. Random rolling can lead to some funny side missions and at GM's discretion even give the players extra experience.

 

Encounter 1

The Scene: The Gateway City Museum - Archeology Wing. The players teleport in just as Doctor Helena Sandsmark and a few scientists from STAR Labs are looking over a shield. The shield is lying flat out on the metal table. It round red and white concentric circles that end with one blue circle with a white star in the middle.

The players may shooed by the lab assistants. Assuming Doctor Sandsmark recognizes them (easy for Beast Boy and Blue Devil but moderate for the rest of the Titans and difficult to heroic for most of the Legion) they should have no trouble being allowed to stay.

If the players ask where the shield came from and make a moderate persuasion attempt Doctor Sandsmark will tell them: "It is made of an unknown metal. It appears to be made using modern alloy making techniques but it was found in a site that has been left undisturbed since the 1600s."

The point will be moot. Circe arrives shortly afterward. Upon the site of superheroes she won't be able to resist playing with them. Her opening maneuvers will be to cast illusion spells or attempt to turn the players (particularly male characters) into animals. Beast Boy gets a +4 to willpower to resist any transformation attempts. Circe is less likely to enter lethal combat against a woman.

Combat ends when one side or another teleports out with the shield.

Encounter 1-A:
Author's Note:
This Encounter is only played if the players are going through random rolling and roll a 1 a second time.

If the players have the shield all persuasion roles against Doctor Sandsmark have a difficulty of (+2) but if they let Circe get away they have a (+4)

The Scene: Gateway Museum Cafeteria. There are patrons at various tables. The heroes arrive in the middle of the fountain. Doctor Sandsmark is sitting at a table across of a slightly disheveled man in his mid-twenties. (If they've been to any version of Encounter Six they will recognize Snapper.) She looks mildly displeased about being there. They are in the middle of a conversation.

". . . I'm supervising a shipment of multicolored rocks we got in from Addis Ababa. Not really my department-but our chief geologist is on vacation. Red Tornado used to do these parent teacher conferences via email-well after that disaster the first one became."

"I was visiting Diana. I'm doing research for a book-so it's no prob. Cassie is doing a good job as-" the man says.

If the players haven't been spotted yet-they have now. If they have already been to Encounter Six-A and discovered all the clues this is their chance to warn Snapper. He's had enough experience with time travel that there is a chance he'll believe them.

Helena will ask what they're doing here again but won't really have time to complain. A group of tough thugs (equal to the number of players times 2.) They head out of the cafeteria and into the closed off gems exhibit.

If the heroes enter combat then most of Snapper's actions will be spent defending Helena and himself. He will spend character points and hero points if he has to. If worse comes to worse we will take blows intended for Helena on himself.

After the goons beaten but before they teleport out they'll here the following bit of a conversation.

"Look, we can finish this another time. I have a museum banquet in two days and. . . " she says.

" . . . I understand. I got a book to work on and-" he says.

Helena: Shave-and wear a suit. Be here by Seven local time. We'll talk then.

On the off chance the heroes fail a short man with Einstein hair steps out the elevator the thugs are using for their escape. He waves his hands and says. "Nice Pop Rocks!" The rocks they are stealing immediately turn into tiny bits of candy, which the goons immediately drop. They must make moderate willpower roll to keep from passing out. Any damage to the museum is fixed.

He turns to the players and says. "Tell old blue that's my way of apologizing for that whole mess with me and Impossible Man caused awhile back. . . . Oh and one more thing. Kltpzyxm."

The rock turn back to normal and in spite of the fact that the repairs shouldn't stay fixed somehow they do.

Encounter 1-B:
Author's notes:
This scene can only be played if the players are using the random rolling method and hit 1 three times. The scene plays out regardless of what they outcome of Encounter One-A

The Scene: Gateway City Museum - Hall of Gems

The characters appear in the Gateway museums hall of Gems. Waiters are wandering around serving shrimp, pigs in a blanket and various other small snack items. Small glasses of wine are being served. If security notices the heroes arrive they will be asked to leave. The curator will chastise any male character for not having a tie.

Otherwise, the players can feel free in mingle with the guest. If Snapper and Helena spot them they will once again be a little cautious. (Especially if the players needed Mxyzptlk's help in Encounter One-A.)

After the players have either had their first encounter with security or the curator, a group of regular thugs equal to the number of party members times 3 plus one burst in through the skylight. Half the thugs have crowbars and half of them have pistols. One of the goons is special. He is wearing an overcoat and a pear of pants that are about two sizes two big for him. He is wearing a nametag that says: My name is with 'Otis' written in big red letters. His skill levels and stat levels are all one lower than the rest of the thugs. He does however have the leadership ability advantage as well of command (thugs) 5d and Probability Manipulation (Good Luck) 3D with the uncontrollable disadvantages. If Otis can manage a moderate perception roll he'll get 3D's worth miraculous things that seem to work in his favor. (Allowing him to do any thing from resist damage to actually manage basic thought.)

If uninterrupted by the players, the thugs with crowbars will go immediately for the gems. Those with pistols will begin sticking up the wealthy guests. When the players enter combat Snapper's first actions will be to protect Helena and the other patrons.

If the heroes loose this fight and didn't need Mxyzptlk's help-the scene plays out like the end of encounter 1-A. Otherwise if the characters are defeated (or knocked out) they wake up full healed at the Happy Harbor Sanctuary. In that case the missing Kryptonite could show up again in one of your GMs own adventures later.

If the players roll 1 again proceed to Encounter Six-C. If that encounter has already been played that proceed to any other side encounter (number then letter) that the characters meet the prerequisites for arrival.

 

Encounter 2

The Scene: The players teleport in right as Prometheus has already started ransacking the Daily Planet newsroom. He has already knocked out Lois Lane. Jimmy Olsen is huddling in the corner with Alison the copy girl and is fidgeting with his watch. (Though he knows Superman is off planet with the Justice League.) Only one reporter remains doing his job. He is a man who looks like he is in his early 70s.

The players may take on Prometheus anyway they chose. He came to town expecting the second string heroes of Metropolis so he only came with disks loaded with lesser fighters including Green Arrow (Oliver Queen- see JLA book) and Wildcat (which gives him an effective brawling skill of 12D.)

A moderate of perception roll will allow players to discover that this spot has neither the true whenwalker or one of the items. Once Prometheus is beaten they may leave.

Encounter 2-A:
Author's notes:
This Encounter is only played if the players are going through random rolling and roll 2 a second time.

The Scene: The players arrive in large tavern. Local Metropolis boxing legend Bibbo Bibbowski is tending bar. A bar room brawl has just begun. In the middle of this ruckus are Perry White and Jimmy Olsen (both of whom the players met earlier.)

Players can chose to leave the scene and move to another encounter or become involved in the barroom brawl. It's up to them.

Encounter 2-B:
Author's notes:
This Encounter is only played if the players are going through random rolling and roll a 2 a third time.

The Scene: Korea, 1951: Bullets are flying everywhere as the heroes arrive. Soldiers from both sides are rushing the scene. The heroes can see several American troops. They see an American soldier go down. Another solider is getting him onto a helicopter.

If they make a perception check they will notice the soldier looks a lot like Perry White and that the man attempting to get him to the chopper looks a lot like Lex Luthor if he had hair.

The players may choose to intervene at this scene or leave. It is up to them.

If they stay long enough (and make a moderate perception roll) they'll hear this dialogue exchange.

Lex says: "You headed to the nearest mobile hospital?" Lex says.

"Yes. . . " The Pilot says.

"Good. . . this man is extremely wounded. There is a Doctor there who owes me a favor. Tell Frank that Lex brought him this one."

 

Encounter 3

The Scene: Wayne Manor- Some years ago. As the teleport in, an old man is cleaning in Wayne Manor. (Some Titans will recognize Alfred. Others will not.) The grounds are half covered with plants. The TV is broadcasting that some sort of Swamp Creature is attacking downtown Gotham.

"Heellllllp MEEEEE!" someone shouts.

Alfred runs outside. The players may go to assist. If they do so they will find Poison Ivy snarling and rampaging. (Her intelligence, perception have been reduced to 2D and her relevant skills are similarly adjusted.) If they do not do so Alfred will shout 'Oh dear!' at which point the players should realize something is going on.

The players can deal with Ivy anyway they wish. A moderate perception roll will detect and artifact on her. It is the front page of a newspaper called The Daily Bugle demanding the arrest of someone called Spider-Man.

Encounter 3-A:
Author's notes:
This encounter can only be played if the GM chose to do random rolling and the players rolled a 2 a second time.

The Scene: The players arrive in Wayne Manor. Alfred (who they recognize from their last encounter with him) is greeting people at the door. If the players make a moderate perception roll will notice the people at the door have concealed weapons.

If the players don't notice that or chose not to interfere they may leave.

They stick around and fight the goons they will discover that they are local mobsters who wanted to talk to Mister Wayne about 'an offer'.

Encounter 3-B:
Author's notes:
This encounter can only be played if the GM chose to do random rolling and the players rolled three a third time.

The Scene: The Players arrive to see Alfred (who they recognize from previous encounters) driving to a movie theater. It is mid-afternoon and a revival theatre is playing 'The Mask of Zorro'.

If the players make a hard history roll (with metahuman history skill) they will be familiar with this event. (Some characters will like Beat Boy will have a +2 bonus). They are stuck with hard choices. They could (if they choose to do so) track down Joe Chill and perform a citizen's arrest him for some outstanding warrants. They could warn Alfred about the future (if he would believe them) or any number of things to change the outcome of what will happen later that night in crime alley.

If 3 is rolled again during random rolling proceed to any mini-encounter that you meet the prerequisites for or to any main encounter of the GM's choice.

 

Encounter 4

The Scene: The hospital. Every room of the hospital has a bed in it. Some have a patient. The hallway is rather crowded. A giant gorilla and a gray metallic wheeled cart roam the hallways. If the players are using The Titans they recognize Mullah and Brain. The Legion can guess their identity on a moderate to difficult knowledge (history) roll.

Brain will be carefully scanning the room with his cart looking for the artifact. Mullah will be attacking random patients and tearing apart anything he can find. If the players are playing The Titans, Mullah changes tactics and attacks them. Brain will use his psychic blast with a player who gets too close to him but will otherwise continue with what he was doing.

Brain will stop once he reaches Dorothy Spinner's room. (Or when he makes three consecutive moderate perception rolls.) If the players defeat Mullah and Brain before finding the artifact they must search the building from top to bottom before finding it.

When they reach Dorothy's room they find a seventeen-year-old girl lying in a coma. There are dozens of pictures around her bed. Most of them are of The Doom Patrol from various points in their career. (While they were never members at the same time-there is at least one picture of Beast Boy/Changling.) They only thing out of the ordinary is a DVD with a logo that reads 'Xavier's School for the Gifted, Westchester New York'. If the players trying to watch they'll see images of a group of super heroes they've never seen before in some sort of training machine.

If Mullah and Brain get it first, they simply teleport out.

Encounter 4-A:
Author's notes:
This encounter can only be played if the GM chose to do the random rolling method and the players rolled a 4 twice or came in from another encounter and have already played encounter 4.

The Scene: The hospital (again). The characters have returned to the Hospital. Or have they? There whole in the wall. If Beast Boy is present he will be surprised to find out that the staff is acting like had just been there hours before. (See Recommend reading section.) Wreckage still remains from that encounter. Now the lights are dim. There is a sign up across the room that says "New Haven High School: Senior Prom'. An odd looking creature that resembles a storybook troll is acting like a disc jockey. Dorothy's hospital bed is next to the DJ. Elderly patients (many with bad backs) are being help up by long flying branches and operated like a bunch of marionettes. There is a brunette of medium height is standing the bright light. She is the only one not dancing. If players make a moderate perception roll they will notice she bears a mild resemblance to Dorothy had she not been born deformed.

The players may leave this encounter at any time. They may however attempt to free and treat the elderly patients. In which case the constructs have reflexes, coordination and physique equal to Dorothy's matter manipulation. Should the players fail a PDV roll against the arms they must immediately make a physique and willpower rolls (with any accumulated multi-action penalties) to or be tied up and forced to dance.

Dot will dance with any captured player but not for very long. If any character (regardless of gender) offers to dance with her willingly she will begin dancing with them and even flirting with player. If the player shows even the slightest sign of flirting back, Dot will use seduction. (The players may react to this however they please within the confines of the character. Hero or Terra might be uncomfortable being hit on by a woman but Ayla Ranzz and Shrinking Violet might not be. Beast Boy or Tenzil might even encourage it.) The further the things go the less control Dorothy has on her constructs. If players play along the branches suddenly loosen. If Dot accrues any physical damage Dorothy's body in the hospital bed will show signs of it. (The same goes for anything else too. While this era was mainstream DC a bulk of Dorothy's appearance were in Vertigo comics. What'd you expect?)

Should all the players be captured, have all the players make a presence role. The player with the highest success total (including those gained through advantages like attractive appearance and charismatic but not intimidating grin or leadership) will be let go. In case of a tie she will skew toward the one closest to her age (17).

Encounter 4-B:
Author's notes:
This encounter can only be played if the GM chose to do the random rolling method and the players rolled a 4 twice or came in from another encounter and have already played encounter 4.

The Scene: A Funeral Home. A casket is being prepped for burial. The players cannot see whose it is from the angle they arrive from. They can see two people who do not belong there-Mullah and Brain. (Again.). This time all Mullah and Brain have is a pair of scissors and some sort of signaling device. They are prying open a casket and are doing something to it.

The players may do nothing or the may chose to interfere. Should they do so, Mullah will hurry in his previous tasks and ward off the players. He will use up to four actions (with multi-action penalties) with one offensive action, one defensive action, and up to two to clipping the hair off the corpse, put his scissors away, grabbing Brain and activating the signal device. Brain will make use of his psychic blast. The encounter is over when the players defeat Mullah and Brain or when they teleport out.

If the heroes attempt to question Brain and Mullah, they'll get an answer like 'a future which may not even come to pass. You need not concern yourself.'

If 4 is rolled a third time proceed to any mini-encounter or main encounter of the GM's choice.

 

Encounter 5

The Scene: Keystone County Fair - The Hall of Mirrors. The heroes teleport in and find and Asian woman being held captive by Mirror Master. (The Titans will know Linda Park. The Legion members might not.) Both she and Mirror Master are reflected in all of them. (A moderate perception will allow one of the heroes will notice that Flash (Wally West) appears in only one of the mirrors.

Mirror Master will be fighting a war on two fronts; one with Flash on the mirror realms and another with the players. Mirror Master will use his illusions and teleportation to his advantage whenever possible.

Defeating Mirror Master reveals there was no item and that Linda was not the real Whenwalker.

Encounter 5-A:
Author's notes:
This encounter can only be played if the GM chose to do the random rolling method and the players rolled a 5 twice or came in from another encounter and have already played encounter 5.

The Scene: The heroes arrive in a bank. There are plenty of customers everywhere including an Asian woman (who resembles Linda slightly but not quite) and her daughter. There are armed thugs (normal thugs equal to twice the party in number) surrounding the bank. The heroes may leave or they may deal with bank robbers.

Encounter 5-B:
Author's notes:
This encounter can only be played if the GM chose to do the random rolling method and the players rolled a 5 three times or came in from another encounter and have already played encounter 5.

The Scene: The players arrive at a bus station. With an easy perception roll they spot Linda. She appears younger than she did in Encounter 5 last time the last time they saw her. She looks bruised and is obviously running from something.

Players can intercede at which point. They can do anything from helping her with her bus fair whatever. At which point an angry looking man will spot them and start yelling at him for talking to his wife. The GM must make a will for him. He has normal stats. If he fails he actually confronts the heroes. The heroes may leave at anytime.

If the players roll five a third time they may proceed to any mini-encounter they meet the requirements for an encounter of the GM's choice.

 

Encounter 6:
Author's notes:
If the GM is using rolling method and has rolled a six before playing Encounters 1-5 they should run Encounter 6-A.

The Scene: The Justice League Trophy Room. It is well lit. In the distance a man's voice can be heard going "Hawkman's old wings, check" with a brief pause for a snap of fingers and then a listing for 'Green Arrow's spare quiver" and another finger snap. The GM can then get a crazy as he wants listing artifacts in the Trophy room. (I.E.: 'The Tooth Guy lost fighting Batman' or 'J'onn's Oreos Anonymous Schedule'.)

If the players haven't run into Snapper yet this is where they meet him. Odds are if they are in the JLA database he will know them at least by reputation. (The GM can have Snapper make a role if they want.)

The players should have a chance to talk to Snapper and explain what is going on. (Assuming they haven't already.) If asked if he's seen anything unusual around he will say no and then go back to his weekly inventory.

"A pair of Solomon Grundy's pants.." he says and then snaps his fingers. "Wait a minute--- Grundy doesn't wear purple pants."

There is a loud shrak. Xotar appears. He has his usual array of gadgets. If the players are using the Legion (depending on the era) Xotar may bear certain members ill will. Otherwise he will focus his attention on Snapper.

Characters may use whatever objects they have collected in combat against Xotar. Combat ends when one party of another grabs the object and teleports out.

If the players have all the objects go to encounter 7-C.

 

Encounter 6-A:
Author's notes:
This encounter can only be played if the GM chose to do random rolling and the players rolled a six before playing encounter 1-5. Unless the players told Doctor Sandsmark about the Whenwalkers are she snuck a peek at the device in which case proceed to Encounter 6-B

The scene: Happy Harbor Rhode Island-Three Days AFTER the regular encounter six

The players appear in a very messy house. Posters of rock bands, cars with women in bathing suits and super heroes line almost every inch of walling space. The floor is covered with garbage, books and dirty clothes. The lights are off save from one dim light coming from behind a doorway in the hall. A cat is mewing loudly at the door.

The players make search the whole house but turn up nothing other than some junk mail address to Lucas Carr and a letter from his publisher saying that his planned book on Wonder Woman has been cancelled due to recent world events. (If you are setting this before Infinite Crisis it could refer to the Medusa slaying or even her 'death' prior to Genesis.)

If and when the players opt to investigate the door they will find it is locked. It takes either a moderate physique roll or an easy lock picking attempt to get the door open. Players will expect the worst here-a supervillain or something assuming this isn't their first encounter. What they find is a man in a pile of blood with his back braced up against the toilet. There is a bullet hole in the back of the neck. Next to the body is a photo album with pictures of the man in a tuxedo and a beautiful black haired woman in a wedding dress. On top of those pictures is a wedding invitation that reads:

You are cordial invited to the wedding of Bethany Lee and-the rest too smudged with blood.

The players may rule this a suicide and move on. In which case they can access the device and move on. Assuming they don't roll another six they are free to move on. Should the players make a moderate search, medical science (forensics) or criminology roll they will notice there is a bullet hole but no gun, which is an indication of a homicide. If they can solve it then may be able to prevent it later. Should the heroes do further tests (or an autopsy) they will discover the bullet is conforms to no known designs. (Legion members will know it was a round developed by the U.S. military ten years from the point in time they are in.)

Encounter 6-B:
Author's notes:
This encountered if the players are rolling the encounter order randomly and have already been to Encounter 1 and either told Doctor Sandsmark where the device had picked up other whenwalkers or if she was able to sneak a peek at the device.

The Scene: Happy Harbor Rhode Island-Cap'n Jake's Crab Shack

The heroes appear in the middle of a restaurant. There are fishnets and plastic fish lining the wall along with a few steering wheels from boats. Patrons are eating various forms of seafood and drinking various beverages. Off to the side is a lone table with a pair of candles to wine glasses a couple eating lobster tail. One of them is Doctor Helena Sandsmark (who the players met in encounter one) and the other is Snapper Carr. Depending on what point in time you're pulling the Titans from, players playing Beast Boy or Flamebird will recognize him but not right away. Assuming Helena and Snapper make their perception roll, they will recognize them and tries to keep his attention focused on their conversation. The Legion members have little to no risk of being recognized-save for those who were part of the team lost in the 20th century.

If they do not approach Snapper and Doctor Sandsmark right away the wait staff will attempt to seat them. In either case, Xotar the Weapons Master arrives and begins attacking. Combat begins as it did in the encounter as normally played. The only difference once combats breaks through the outside of the building Xotar makes a beeline for Snapper's 1958 Corvette. Instead of advising the players on Xotar's weak spots and possibly being a direct hand in combat-Snapper focuses his actions on defending Doctor Sandsmark. (He will even take blows and spend hero points to do it.)

Whoever gets to the car and teleports out with the pair of size XXXXL purple pants teleports out. If Xotar gets them then the players must play encounter seven. If the players get them and are playing using the random role method and roll a six again-proceed to Encounter Six - C.

Encounter 6-C:
Author's notes:
The players can only arrive at this encounter if they rolled a six when teleporting out of Encounter Six-B.

The Scene: Happy Harbor- City Recreation Center

The heroes arrive in a large room. An attractive woman with long black hair is in a weeding dress standing next to a police officer in a full dress uniform. (If the players played through Encounter Six-A they will recognize and the dress from the photo album.)

Snapper is clean-shaven and in a tuxedo and Doctor Sandsmark is in a dress.

If the heroes walk by most of the crowd will be wondering what the bride's ex-husband is even doing there. If the walked by happy couple they'll hear the following dialogue.

The cop says: "Snapper looks happier than I've seen him in awhile. But why's dancing with his student's mom?

Bethany says: "Why do you answer your own questions?"

After about four rounds (if the players don't leave): a group of normal thugs three times the size of the party each armed with laser weapons (see basebook) and shout: "We know the Justice League's buddy is here. We're boss told us not lets any of you leave until they show up."

The players should be creative in dealing with this problem as fast as possible.

At which point Snapper will tell them to get to his car-it was take the problem to the source.

The team teleports out if they roll a 6 again treat it as Encounter 1 - B

 

Encounter 7
Author's Notes:
You only need to run this encounter if the players failed to rescue all four artifacts.

The Scene: The Wall of the Source - Time Unknown

All the villains who were not captured or defeated are arriving with their respective artifacts. Thanos has begun his process to destroy the DC universes and return to his own universe with the collected soul energy for his Lady Death.

This is essentially an all out brawl. The players (and Snapper-with a bow and arrow with a quiver from the JLA trophy room) duke it out for the artifacts. Thanos on the other hand is preparing his ultimate victory and will not attack directly unless attacked.

If one of the players convinces one the villains to try collecting their payment, Thanos will attack but will attack anyone blindly (assign each target a number. The number of D6s to roll will depend on the number of characters present. 1-6 roll one. 7-12 roll two. 13 or more roll 3 etc). He will not be devoting full strength (4D or less per blow) and will not enter lethal combat unless the players go for the artifacts. If Thanos openly attacks a villain the villains quickly change sides.

 

Encounter 7-A

Once the battle ends read the players can have their little post game banter and Access arrives.

If the players went through any of the relevant mini-encounters, Snapper says: "If all the stuff gets deleted from time after this Access returns Thanos home does that mean-"

Access says: "Yes. Sorry. Though of one of you concentrates very hard. . . maybe not."

Players can chose to make a will roll. If they make a heroic roll or better they have a vague impression of that something about Snapper writing a book about Wonder Woman. If they find someway to tell him about it something happens. (See wrap up)

If the players saved the Waynes they also have the option of redoing that here. (Though if this a continuing campaign it might not be recommended.)

 

Encounter 7-B

Once all the artifacts are collect Access arrives (if he hasn't already) he thanks the characters for there help and says: "Well Snapper, let's hope they did just as well on the other side."

Snapper will remark: "Oh no--- he's not meeting me for the trade off is he? You know I can't stand R.J. Why couldn't you have given the shard of power to M.C. She's one hot tamale. . . "

 

Wrap Up

This is the part the players love: the dishing out of character points and hero points.

Encounter/Deed
Encounter Zero:
Take the Device from Access
Reward
 
1 Character Point
 

Encounter One
- Capture Circe
- 1 or more players manage to use Captain America's Shield
 
10 Character Points, 1 hero point
2 Character Points (per character to use shield)
Encounter One-A
- Leave before Thugs arrive
- Beat Thugs without Mxyzptlk help
-Beat thugs with Mxyzptlk's help
- Warn Snapper (optional)
 
0 Character Points
5 Character Points
2 Character Points
5 Character Points
Encounter One-B
- Beat Thugs
- Fight Guards
- Beat Thugs with Mxyzptlk's help
(Warn Snapper- Optional)
 
5 Character points
1 Villain point
2 character points
5 Character Points
 

Encounter Two
- Beat Prometheus
- Rescue Lois or Jimmy
 
10 Characters, 1 Hero Points
1 Character point each
Encounter Two-A
- Break up the barroom brawl
- Rescue Jimmy and Perry
 
5 Character Points
1 Character Point
Encounter Two-B
- Rescue Perry
- Stop Luthor
 
5 Character Points
1 Character Point
 

Encounter Three
- Beat Poison Ivy
- Find the Daily Bugle
 
10 Character Points, 1 Hero Point
1 Character Point
Encounter Three-B
- Beat up the mobsters
- Teleport Out
 
5 Points
1 Villain point
Encounter Three-C
- Warn Alfred
- Somehow rescue the Waynes
 
5 Character Points
2 Character Points*
 

Encounter Four
- Beat Mullah and Brain
- Find the DVD
 
10 Character Points, 1 Hero Point each
1 Character Point
Encounter Four-A
- Rescue the old folks
- Beat up Dot
- Dance with Dot
 
5 Character Points
5 Characters Points *
10 Character Points
Encounter Four-B - Beat Mullah and Brain
- Recover hair sample
 
5 Character Points*
1 Character Point*
 

Encounter Five
- Save Linda Park
- Beat Mirror Master
- Save Flash
 
1 Character Point
10 Character Points
1 Character Point
Encounter Five-A
-Stop goons
-Leave
 
5 Characters Points
1 Villain Point**
 

Encounter Six
- Beat Xotar
- Player(s) doing gag about Purple Pants
- Get the purple pants
 
10 Character Points, 1 Hero Point
2 Character Points
1 Character Point
Encounter Six-A
- Examine Body
- Determine cause of death
- Find the bullets
 
1 Character Point
5 Character Points
2 Character Points
Encounter Six-B
- Beat Xotar
- Save Snapper's car - Protect Snapper and Helena
 
10 Character Points, 1 Hero Point
2 Character Points
2 Character Points
Encounter Six-C
- Defend patrons
- Defeat Thugs
 
2 Character Points
5 Character points
 

Encounter Seven
- Defeat villains
- Get villains to switch sides
- Rescue artifacts
- Save Universe
- Tell Snapper about book
 
10 Character Points, 1 Hero Points per villain
2 Character Points per villain
1 character Point per artifact
10 Character Points
2 Character Points
 

*Depending on the circumstance may be considered Villain Point worthy actions and thus exempt the player involved from experience from that session.

** Earning a villain point exempts the player from earning experience that session.

Epilogue:

After the wrap up calculated the average point winnings then read them the matching epilogue. The number assumes you played the game straight through without the miniencounters. The number in parenthesis is the number you must reach if you played the random rolling method.

1-23 Character Points (1-63 Character Points Random Rolled): The Earth's fate is a sad and tragic one. It was siphoned off the mainline during Infinite Crisis and then exploded before the reformation of New Earth partly due to your incompetence. Good for you!

24-37 Character Points (64-127 Character Points Random Rolled): Your Earth was mostly destroyed in Infinite Crisis. However it was one of the many Earths the collapsed into the mainline so some small chunk of it might remain somewhere in the New Earth.

38 Character Points on up (128 Character Points Random Rolled): Access has a sentimental soft side. He couldn't stand the thought of such of a valiant Earth collapsing into some massive interdimensional conglomeration. He grabbed your universe and shrunk it down and put it in a snow globe, which he keeps in his pocket next to the Amalgam universe, the original New Universe and some other universe where the villains originated on.

 

 

Recommend reading

    DC and Marvel crossovers: Superman and Silver Surfer, DC vs. Marvel, Access Unlimited and All Access
    DC: The Doom Patrol (the Grant Morrison and Jim Arcudi runs.), Hourman by Tom Peyer, Flash during the Mark Waid era
    Other Media use: Superman: The Movie and any episode of-well that'd be telling.


[Back to Collector Times]
[Prev.] [Return to Gaming] [Disclaimer] [Next]


Text Copyright © 2007 Jesse Willey