CYRUS GOLD
The Acolyte, Brother Cyrus
DEX: 6 STR: 10 BODY: 8
INT: 4 WILL: 4 MIND: 4
INFL: 3 AURA: 3 SPIRIT: 4
INITIATIVE: 16 HERO PTS: 50
The Acolyte, Brother Cyrus
DEX: 6 STR: 10 BODY: 8
INT: 4 WILL: 4 MIND: 4
INFL: 3 AURA: 3 SPIRIT: 4
INITIATIVE: 16 HERO PTS: 50
Alter Ego: Richard
Skills:
Detective: 7
Charisma: 5
Thief (Stealth): 5
Vehicles (Land): 4
Name: Baron Vertis
Advantages:
Wealthy Background
Mastermind
Drawbacks:
Obsession (Dominance)
Arrogance
Equipment:
Customized Vertigo Gauntlet [Body: 5, Vertigo Wave Emitter: 10]
Body Armor Suit [Body: 6]
Personal Bodyguards
Description:
Baron Vertis, also known as Victor Valentin, is a cunning and manipulative criminal mastermind who operates at the heart of Nightfall Bay's underworld. Born into wealth and privilege, Victor turned to a life of crime to satisfy his insatiable thirst for power and control.
With his Vertigo Gauntlet, Baron Vertis can emit powerful waves of vertigo-inducing energy, causing disorientation and incapacitating his opponents. He also possesses enhanced reflexes and the ability to exert limited mind control over weaker-willed individuals.
As the leader of the Vertis Cartel, Baron Vertis commands a network of criminal enterprises, including drug trafficking, extortion, and arms smuggling. His strategic brilliance and charismatic leadership have earned him the loyalty of his subordinates, who are willing to follow him into any dangerous endeavor.
Despite his criminal activities, Baron Vertis maintains a façade of sophistication and elegance in high society, using his wealth and influence to manipulate the city's elite to further his own agenda.
Baron Vertis's ultimate goal is to establish himself as the undisputed ruler of Nightfall Bay's criminal underworld, and he will stop at nothing to achieve his ambitions, even if it means resorting to extreme measures and betraying those closest to him.
Baron Vertis, a brilliant scientist and inventor, became obsessed with unlocking the secrets of Count Vertigo's vertigo-inducing abilities after witnessing their devastating effects firsthand. Determined to harness this power for his own nefarious purposes, Baron Vertis dedicated himself to researching and reverse-engineering the formula behind Count Vertigo's abilities.
Through tireless experimentation and analysis of Count Vertigo's technology, Baron Vertis eventually managed to decipher the fundamental principles behind the vertigo-inducing effects. Drawing upon his expertise in advanced technology and biochemistry, Baron Vertis synthesized a specialized formula that replicated the vertigo-inducing effects of Count Vertigo's abilities.
Utilizing this formula, Baron Vertis integrated it into the design of his Vertigo Gauntlet, enhancing its sonic wave emission capabilities to induce intense vertigo and disorientation in his targets. With his newfound ability to manipulate the perceptions of others, Baron Vertis transformed into a formidable adversary capable of incapacitating his enemies with a single blast from his gauntlet.
AMANDA WALLER
Mockingbird, Director of A.R.G.U.S.
The Mirakuru serum is not a power, not in the traditional sense. It is an infection, a curse, and a miracle all in one vial. Created in the shadows of World War II as a super-soldier experiment, Mirakuru didn’t fade into history like it was supposed to. It survived, whispered about in secret labs and forgotten bunkers, waiting for someone desperate enough to use it.
In game terms, Mirakuru isn’t a casual thing you toss on a character sheet like a new piece of gear. It’s a story choice. The moment a character injects Mirakuru, they step onto a path that changes every fight, every relationship, and probably the campaign itself.
AL-OWAL
The First, Trainer of Merlyn
DEX: 8 STR: 5 BODY: 6
INT: 6 WILL: 8 MIND: 7
INFL: 5 AURA: 6 SPIRIT: 7
INITIATIVE: 22
HERO PTS: 75
Skills:
• Martial Artist: 10
• Weaponry (Swords): 10
• Acrobatics: 8
• Thief (Stealth): 9
• Detective: 5
• Military Science (Tactics): 6
• Medicine (Field Surgery): 4
• Languages (Arabic, English): 7
Advantages:
• Lightning Reflexes
• Danger Sense
• Iron Nerves
• Resistance to Pain
• Sharp Eye
• Scholar (League Traditions)
• Connections: League of Assassins (High)
Drawbacks:
• Fatal Enemy (Sara Lance)
• Psychological Instability (Fanatic Loyalty to Ra’s al Ghul)
• Public Identity (Known Assassin among Intelligence Circles)
• Ruthless Code (League Doctrine before Life)
Equipment:
• League Combat Garb (BODY: 6, Flame Resistant, Stealth Weave)
• Straight Kris Sword (EV: 7, BODY: 7, Killing Combat Capable)
• Throwing Daggers x3 (EV: 5, BODY: 4, Range: 4 APs)
• Smoke Pellets (Obscure Vision 8 APs in 1 AP Radius)
Background:
Al-Owal means The First, and for good reason. He was the blade that sharpened others. The hand that pulled Malcolm Merlyn from Western chaos and plunged him into the League’s cold philosophy. Al-Owal was precision and tradition, a man whose body obeyed like a weapon and whose mind had long been shaped by the will of Ra’s al Ghul.
When Sara Lance defected, it was Al-Owal who was sent to retrieve her. Not merely to bring her back, but to remind the world what it means to defy the Demon. He waged a silent war in Starling City, slipping through shadows, cutting through resistance. He caught arrows in midair and faced down two of the city's fiercest fighters without hesitation.
But time had caught up with The First. His mission failed. Not from weakness, but from surprise. Oliver Queen’s interference gave Sara the edge she needed to break him. Still, he died with honor, unflinching, loyal, deadly until his final breath. The League lost a relic that day. But one that died true to its creed.
---
New Drawback: Ruthless Code
Value: 10
Description: Character is bound to a rigid code of behavior or ideology, such as League doctrine, that overrides morality, compassion, or even self-preservation. They will never act against this code willingly, and may take dangerous actions to uphold it.
There’s a power sitting on page 53 of the DC Heroes core book that most people never give a second look.
It’s not flashy. It doesn’t blow anything up. It won’t get you a write-up in the Watchtower files.
It’s called Danger Sense.
XAVIER REED
Disgraced Firefighter, Anti-Government Militant
DEX: 5 STR: 4 BODY: 5
INT: 5 WILL: 4 MIND: 4
INFL: 3 AURA: 3 SPIRIT: 3
INITIATIVE: 16
HERO PTS: 30
Let’s get this out of the way.
Hero Points are not XP. They’re not tokens. They’re not some reward you toss at players when they say something funny or roll a natural 10.
Today’s not about fireworks. Not really.
It’s not about sales or hot dogs or Instagrammed beach trips. It’s about the backbone. The grit. The people who still believe this place means something more than politics or trends. The ones who stand up when others kneel. Who work with their hands, speak their minds, and carry responsibility quietly.
Season 2. Here we go.
This episode shifts Gotham & Beyond into new territory. Or maybe it's older territory we left behind for too long. We're stepping back into the world of the DC Heroes Roleplaying Game, focusing on the third edition from Mayfair. The one with the charts. The scale. The one that quietly understood what it meant to be a superhero at the table.
This trailer caught me off guard. A fan took Smallville, the WB series with all the teen drama trappings, and cut a new trailer in the tone of James Gunn’s Superman. The result? Smallville suddenly looks like the epic we never got but always wanted.
Split Mind, Double Trouble
Real Name: Dr. Simon Ecks
DEX: 3 STR: 3 BODY: 3
INT: 8 WILL: 5 MIND: 5
INFL: 4 AURA: 5 SPIRIT: 4
INITIATIVE: 15 HERO POINTS: 35
In the premiere episode of The Forgotten Files of Hugo Strange, we turn the lens inward. Not on a rogue. Not on a masked vigilante. But on the man behind the mirror—Doctor Hugo Strange himself. Long forgotten yet quietly foundational, Strange isn’t just another villain in Gotham’s orbit. He’s the one taking notes. Watching. Obsessing.
Gotham isn’t built on stone. It’s built on secrets.
That’s the idea we chase in this week’s episode of The Gotham and Beyond Podcast. No punchline. No villain of the week. Just a question: what’s underneath? Not under the GCPD. Not under the subways. Beneath all of it.
You can hear the snow before you see it. That soft hiss that trails behind the landing gear as Gordon's plane descends. You can feel the burn in his stomach when he says he's been hungry for five hours, but the hunger goes deeper. Into the bones. Into regret.
There’s something about Gotham in the snow.
It’s not just the white rooftops or the swirling flakes over Crime Alley. It’s how the city seems to go quiet. The usual chaos? Muted. The shadows get softer. But they also get colder. Somehow… meaner.
The Cleaner of Crime Scenes
Real Name: Lenny Fiasco
Dex: 5 Str: 2 Body: 3
Int: 6 Will: 4 Mind: 4
Infl: 3 Aura: 3 Spirit: 3
Initiative: 16 Hero Points: 20
So today I was cleaning out my book cases, doing some "Spring cleaning" so to speak a little early. Trying to organize books around so that things can actually be found, instead of a having books here and there and then it hit me that I never did a write up. Looking at the TV I had on, it was going through its cycle of cartoons in the background, GI Joe happened to be on as well, so I picked as today's write up, Cobra Rattler.
While there isn't great rules in the Batman RPG for Vehicles, it does talk about it under the Gadgetry chapter, p102 of the book on how to design one. So without further ado, I give you the Cobra Rattler.
ZARTAN
Master of Disguise, Leader of the Dreadnoks
DEX: 8 STR: 4 BODY: 5
INT: 7 WILL: 6 MIND: 6
INFL: 8 AURA: 7 SPIRIT: 6
INITIATIVE: 23
HERO PTS: 65
Skills:
• Disguise (Chameleon, Impersonation): 10
• Thief (Stealth, Escape, Security Systems): 9
• Martial Artist: 7
• Weaponry (Small Arms, Blades): 7
• Vehicles (Motorcycles, Speedboats): 6
• Charisma (Commanding the Dreadnoks): 7
• Acrobatics: 6
• Survival: 8
Advantages:
• Master of Disguise (Can flawlessly impersonate nearly anyone)
• Sharp Eye (Quick to notice small details and patterns)
• Leadership (Commands absolute loyalty from the Dreadnoks)
• Escape Artist (Has slipped through the Joes’ grasp countless times)
• Resistance to Pain (Tough as nails, doesn’t go down easy)
• Uncanny Vanish (Zartan can seemingly disappear in the right environment)
Drawbacks:
• Unstable Loyalty (His allegiance to Cobra is based on profit, not ideology)
• Ego-Driven (Believes he is superior in stealth and tactics)
• Mistrust (Cobra Command rarely trusts him fully, and he returns the sentiment)
• Infamous (The Joes and law enforcement worldwide know of him and his gang)
• Light-Sensitive (Zartan’s unique abilities are diminished in direct sunlight)
Equipment:
• Holographic Disguise Projector – Allows seamless transformation into others
• Energy Pistol – EV: 6, Range: 5 APs
• Combat Knife – EV: 5, Melee Weapon
• Swamp Skiff – Small speedboat with concealed compartments
• Dreadnok Motorcycle – Rugged chopper, heavily modified for off-road use
Background:
Zartan is a master of disguise, infiltration, and deception, making him one of Cobra’s most elusive assets. His ability to perfectly mimic voices, mannerisms, and even appearances through advanced technology allows him to walk undetected among both allies and enemies. However, his loyalty is always up for sale—he follows Cobra's orders as long as they pay, but he’s just as likely to cut his own deal if it benefits him more.
As the leader of the Dreadnoks, a gang of anarchistic thugs and bikers, Zartan thrives on chaos. His followers—Buzzer, Ripper, Torch, and others—revere him for his cunning and ruthlessness. Unlike most of Cobra’s leadership, he prefers direct action, often joining his crew on high-speed raids, sabotage missions, or ambushes against the Joes.
Zartan’s unique abilities extend beyond disguises; he has heightened survival instincts, is an expert in ambush tactics, and seems to have an uncanny ability to vanish into the shadows at will. Despite his skills, he is often underestimated by Cobra Commander and Destro, who view him as a mere mercenary. This suits Zartan just fine—he plays both sides against each other, ensuring he always has the upper hand.
No matter how many times G.I. Joe captures him, Zartan always manages to slip away, disappearing into the swamps or blending seamlessly into society until it’s time to strike again.
New Advantage:
Uncanny Vanish
Base Cost: 10
In the right conditions (low light, dense environments, or confusion), Zartan can slip away from combat or pursuit with unnatural ease. He gains a +2 Column Shift bonus when using Stealth or Escape skills and may automatically evade pursuit if he wins an Initiative roll.
New Drawback:
Light-Sensitive
Base Cost: -5
Zartan’s unique abilities diminish in direct sunlight. In brightly lit conditions, he suffers a -2 Column Shift penalty on Disguise, Stealth, and Thief-related rolls. If forced to fight in direct sunlight, he also suffers a -1 penalty to his Initiative.
COBRA COMMANDER
Supreme Leader of Cobra
Skills:
• Military Science (Strategy): 8
• Weaponry (Energy Weapons): 6
• Gadgetry: 7
• Thief (Deception, Disguise): 6
• Vehicles (Aircraft, Ground Vehicles): 6
• Charisma: 10
• Martial Artist: 4
Advantages:
• Master Manipulator (Expert at rallying Cobra forces despite repeated failures)
• Iron Will (Never gives up, always returns with a new scheme)
• Leadership (Commands loyalty—through fear if necessary)
• Escape Artist (Always has a contingency plan to flee)
• Sharp Eye (Always suspicious of treachery, even if imagined)
Drawbacks:
• Ego-Driven (Obsessed with proving his superiority, especially over Destro)
• Temper (Prone to fits of rage when things don't go his way)
• Cowardly Streak (Quick to flee when a battle turns against him)
• Mistrust (Paranoid about betrayal from his own subordinates)
Equipment:
• Battle Armor (DiC Era) – BODY: 7 (Provides enhanced durability)
• Laser Pistol – EV: 5, Range: 4 APs
• Cobra Communications Network – Grants access to Cobra's global surveillance
• Escape Vehicles – Always has a hidden jetpack, glider, or subterranean tunnel ready
Background:
Cobra Commander is the megalomaniacal, shrill-voiced leader of Cobra, a ruthless terrorist organization determined to rule the world. A master of manipulation and propaganda, he commands his legions with a mix of charisma, fear, and deception. Despite his genius in technological weaponry and political maneuvering, his plans are often undone by his own arrogance, impatience, and backstabbing subordinates.
Under his rule, Cobra has developed some of the most absurd yet dangerous doomsday weapons, from weather dominators to mass hypnosis devices. However, his greatest enemy remains the G.I. Joe team, whose relentless pursuit constantly foils his grand designs. Despite countless humiliations, Cobra Commander always finds a way to escape, vowing revenge with his iconic, high-pitched screech.
His leadership style is erratic—one moment he is leading from the front, the next he is throwing his soldiers into danger while making his own escape. His paranoia leads him to suspect everyone of betrayal, particularly his top officers like Destro, the Baroness, and Serpentor.
Though he may be a coward in direct combat, Cobra Commander's cunning, resourcefulness, and sheer audacity ensure that he remains a persistent threat to world peace.
DEX: 8 STR: 4 BODY: 5
INT: 6 WILL: 7 MIND: 6
INFL: 5 AURA: 5 SPIRIT: 6
INITIATIVE: 21 HERO PTS: 65
Shado is the daughter of Yao Fei Gulong, a skilled archer and warrior who trained her from childhood. A former lawyer, her life took a turn when she was drawn into the chaos surrounding Lian Yu. A master of unarmed combat, she blends Wing Chun, Jujitsu, and Wushu into an effective, ruthless fighting style. Her expertise in archery is legendary, training Oliver Queen in his early years as the Vigilante.
Despite her past life in law, she has survived countless battles on the island, proving herself an expert in both combat and survival. Shot in the shoulder and left for dead, she still fought through pain and took down multiple enemies. She is an unwavering warrior who lives by a personal code of honor, yet she is haunted by the tragedies of her past, including the deaths of her father and those she failed to protect.
Overview
The Hoods are the main antagonists in the Season 2 premiere of the Arrow TV show, titled "City of Heroes". They are a group of vigilantes who emerged after the Undertaking, seeking to avenge the loss of loved ones by terrorizing Star City.
Imitation and Irony
They adopted Oliver Queen's alias, "the Hood," but unlike Oliver, they lacked restraint. This creates an ironic situation where they hate Oliver but idolize his vigilante persona.
Members
Weapons
The Hoods use weapons such as pump-action shotguns, assault rifles, and handguns.
Hoods Suit
To conceal their identities, they wear protective suits of unknown make, likely bulletproof.
Background Information*
The Hoods were a group of vigilantes who began terrorizing Starling City some months following the Undertaking. They took their name from the Hood and considered themselves followers of the vigilante, though their ideologies and methods were far more violent and dangerous than his. After the Undertaking, Aglin, Jeff Deveau, Baker, and Colton became vigilantes and formed a group known as the Hoods. Having lost people close to them during the earthquake, they sought revenge for the Undertaking and began targeting Starling City's one-percenters and anyone else they deemed responsible for the destruction of the Glades.
In October 2013, the Hoods assassinated Mayor Altman at the Starling Earthquake Relief Fund. The group then set their sights on Oliver Queen, whom they viewed as a paragon of the city's elite and their corruption due to his mother Moira Queen's involvement in the Undertaking. In short, scapegoating him for what was truly Malcolm Merlyn's fault. They initially attempted to kill Oliver during a board meeting at Queen Consolidated, but failed. That night, the group stormed Verdant and threatened the patrons, demanding Oliver surrender himself. They eventually fled from Verdant after kidnapping Oliver's younger sister, Thea Queen, despite the best efforts of her boyfriend, Roy Harper. The Hoods held Thea hostage in an abandoned church in the Glades, where they argued on what to do with her. The Arrow showed up, saving Thea and defeating the Hoods. As part of his new, nonviolent approach to vigilantism, the Arrow tied the Hoods to Officer Quentin Lance's car, leaving them to be arrested.
*Background Information taken from Wiki
Advantages:
Drawbacks:
Equipment:
#DCHeroesRPG #TabletopGaming #CatwomanHeist #NightwingAndWonderWoman
DEX: 6 STR: 4 BODY: 5
INT: 8 WILL: 7 MIND: 8
INFL: 9 AURA: 7 SPIRIT: 8
INITIATIVE: 25 HERO PTS: 40
DEX: 6 STR: 7 BODY: 5
INT: 4 WILL: 9 MIND: 6
INFL: 8 AURA: 7 SPIRIT: 7
INITIATIVE: 22 HERO PTS: 34
GM NOTE: Major Bludd was always one of my favorite Cobras, no idea, but I always loved when he showed up!