THE ERASER
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
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!
Today's podcast talks about a little rebranding and then a one on one GI Joe mission, starring Flint from the GI Joe Team, going in for some recon and ends up saving a captive Joe!
Don't forget to check out our Youtube channel: https://www.youtube.com/@GothamBeyond
Here are your basic, run of the mill soldiers who were easily defeatable, and couldn't hit the side of a barn if they tried.
Ever since I was a kid, one of my favorite things in life has been G.I. Joe: A Real American Hero. The cartoon, the toys, the comics—I was hooked from the start. The Joes weren’t just another military team; they were larger-than-life heroes, specialists in their own fields, each one with a unique personality and skillset. And let's be real—who didn’t want to storm Cobra’s base or parachute out of a burning Skystriker?
Welcome to 2025. Another year, another pile of notes, and another excuse for me to throw everything at the wall and see what sticks. This isn't some carefully structured project, and I’m sure as hell not following some kind of content calendar. No, this is pure GM chaos—ideas, write-ups, and world-building straight from my notebook, poured into the Gotham Database for those who actually appreciate this kind of madness.
First off, GI Joe write-ups. Yeah, I’ve been sitting on these for a while, and it’s time to finally let them loose. I’ve run plenty of GI Joe-inspired games, mashed them into my DC Universe, and built them into something that makes sense in my world. If that sounds like blasphemy to you, I’m not apologizing.
Then, there’s CW's Arrow. More write-ups, more expansions, more of my take on that corner of DC. Maybe I’ll flesh out more of the supporting cast, maybe I’ll tweak some mechanics—whatever feels right in the moment. Because that’s how I run things.
And beyond that? Who knows. Maybe I’ll crack open some old notebooks and dust off something I forgot about. Maybe I’ll throw in some classic Batman The Roleplaying Game goodness. Maybe I’ll mash up something even more ridiculous.
My take on the DC Universe, and if I decide that Cobra Commander is running a deep-cover operation in Gotham, then guess what? That’s what’s happening. Heck, maybe Cobra will face off against Kobra!
I’m not here to debate what’s “canon.” I’m not here to follow some corporate-approved storyline. I build what I want, I run the games I want, and I share what excites me. If that’s your thing? Welcome aboard. If not? Scroll on by...
Either way, 2025 is going to be one hell of a ride. Buckle up.
P.S. - Oh yeah, my podcast will get a revamp too.