100% found this document useful (1 vote)
781 views

DC Comics Collab Jump V 1.1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
781 views

DC Comics Collab Jump V 1.1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 254

DC Comics Jumpchain CYOA

A Jumpchain CYOA written by , Shard Anon and /jc/

Cover images designed by UgurDikce and others.


Based on comics created and owned by DC Comics, Inc. writers and artists. Please support the
official release1.
cause I didn’t lol

The DC universe is long and storied one, in more ways than one. It’s a universe filled with
adventure around every corner, not least among them on Earth, an unassuming but cosmically
significant planet out of the way of most space territories. Heroes and villains, from the bottom
of the Dark Multiverse to the top of the Monitor Sphere, endlessly struggle for justice, for power,
and for control over the fate of the very multiverse itself.

You start with 1000 Cape Points (CP). Discounted options are 50% off. Discounts only apply
once per purchase. Free options are not mandatory.

1
Unless it’s associated with Brian Michael Bendis or Scott Snyder. Because they are bad, bad writers.
Continuity
=== === === === ===

Continuity won’t change during your time here, since each continuity has a past and a future
unconnected to the Crises. If you're in Post-Crisis you'll blow right through 2011 instead of
seeing Flashpoint. This changes if you take the relevant scenarios.

Early Golden Age (eGA)


Default Start Date: 1939
The original timeline, the one where it all began. Superman can leap tall buildings in a single
bound, while other characters like Batman, Dr. Occult, and Sandman have just debuted in their
respective cities. It should be noted that as comics had not fully coalesced as a medium, it’s
just as common to encounter mystery-solving detectives, cowboys and mystical menacing
Chinamen2 as it is the heroes may be familiar with. And as many comic book writers were
Jewish, expect the Axis Powers and their militaries to be more frequently fought adversaries
than “traditional” supervillains. As the Comics Code didn’t exist back then, do note that
Superman was a rougher, more aggressive and anti-establishment fella while Batman was dark
and violent long before he became a campier figure. Even the few female heroes around are
bolder and more assertive than they would be later portrayed.

This continuity occurred in the late 1930s, and takes place in a single universe.

Golden Age (GA)


Default Start Date: 1941
The second timeline, after Superman’s powers were retconned. Superman, Batman, and
Wonder Woman fight alongside heroes such as Jay Garrick and Alan Scott in the Justice
Society of America, long before Barry Allen or Hal Jordan made their first appearances.
Hawkman is still the reincarnation of the ancient Egyptian prince Khufu using Nth metal he
forged himself rather than an alien from the planet Thanagar, the Sandman is a gas-mask
wearing crimefighter rather than the embodiment of all dreams, and the New Gods and anyone
else who would come after don’t exist yet. Think of this era as the time when DC started
codifying its own mythos rather than rely on one-shot adventures loosely connected to each
other.

This continuity occurred between 1938 and 1956, and takes place in a single universe.

Silver and Bronze Ages (SA)


Default Start Date: 1956
Beginning with the first appearance of Barry Allen, retconning into existence the multiverse in
order to introduce new heroes and new stories, the Silver Age was essentially a twenty year

2
Yes, really!
https://vignette1.wikia.nocookie.net/marvel_dc/images/a/a8/Detective_Comics_1.jpg/revision/latest/scale-
to-width-down/350?cb=20130119231308
long acid trip. Welcome to a silly, campy world of talking gorillas and super-powered pets. At
once naïve and visionary, futuristic and childish, moreso than in any other era this one operates
in a strictly black and white view of morality. No crime is too dire to be resolved by the end of the
day. No scheme is too zanny to be dared by the outrageous villains of this time. This is the kind
of world where a strain of red kryptonite might take away Supergirl’s powers when she’s in her
super-outfit but NOT when she’s in her civvies, which becomes problematic…because Supergirl
needs to get Jimmy Olsen fired since her spontaneously developed future vision foresaw he
would die in a helicopter accident otherwise. Why not simply warn him, you ask? Silly mortal, we
never take the sane, sensible approach in the Silver Age.

The later years, the Bronze Age, were more coherent, and had significantly decreased power
levels for characters like Superman. Nevertheless, it was still not uncommon for Superman to
accomplish feats such as discovering the Big Bang had created a shard of itself manifesting as
a sword with an S branded on it to serve as his signature weapon. On the other hand, Wonder
Woman briefly lost her powers and sadly had to learn karate to compensate. It’s at this point the
New Gods of Fourth World began to become prominent in the lives of Earthly superheroes, and
the hero Captain Marvel with the magic word Shazam made his first marks in history-while
Green Lantern and Green Arrow tackled real world problems such as racism, poverty,
corruption and drug abuse. On the downside, this also marked the era when the Joker was
allowed to kill again.

This period came to a violent end with the rise of the Anti-Monitor, as he destroyed every
universe but the amalgam one of New Earth. Every other universe, and every living thing who
didn’t survive the alteration, had simply never existed.

This continuity occurred between 1956 and 1985, and takes place in an infinite multiverse.

Should you wish, you may also visit the events of the story Whatever Happened to the Man of
Tomorrow? in this era. So what if it’s technically an imaginary tale? Stranger things have
happened in this world.

Post-Crisis (PC)
Default Start Date: 1985

In the wake of the Anti-Monitor’s defeat, New Earth was a world of revised and consolidated
backstories, rewritten to make it easier for new readers to jump in and follow the plotlines.
Entire planets had their histories turned upside-down, and many characters were left behind
entirely. However, this wasn't a true reboot, and for the most part characters' lives continued on
the same path they'd been on before and didn't start over from square one, barring prequel-style
backstory comics. It also had what was probably the most long-lasting downgrade to
Superman’s powers: No longer could he fly faster than the speed of light, travel through time on
a whim and survive supernovas or tug planets around on chains. On the other hand Wonder
Woman gained much stronger ties to Greek myth as opposed to a mix of patriotic courage and
Marston’s idealized sexual utopia-gaining the power to fly under her own power and losing her
compunction against deadly force. No longer was Batman a founding member of the Justice
League of America, and rather than forming a Dynamic Duo his relationship with Superman was
much tenser and more antagonistic. Indeed, the death of Superman at the hands of Doomsday
and the subsequent rise of imposter Supermen are often seen as the defining events of this
era’s early years.

It was in 1986 that the Great Darkness, the primordial void that retreated when God said “let
there be light”, was awakened by a cult who hoped to use it to destroy God and remake the
world. Heaven, Hell and John Constantine united against this incursion, yet all seemed
insignificant before it’s might. Etrigan taught the Darkness it was evil. Dr. Fate explained that it
was despicable, and the Spectre taught it vengeance. Yet it was Swamp Thing’s explanation of
that balance between good and evil which inspired the Darkness to stretch forth it’s hand to
God-who reached out His hand to clasp it.

One of the most notable events of 1994 will come to be known as the Zero Hour: A wave of
entropy moving from the end of time to the beginning, revealed to have been released by Hal
Jordan the Green Lantern. Wracked with guilt and insanity after the preceding destruction of
Coast City, Jordan attempts to create a new universe in his own image-and after being narrowly
defeated, becomes the host of the Spectre in penance. Very conveniently, it will be
subsequently revealed that Hal’s self-given title “Parallax” actually referred to the Emotional
Entity of Fear that was possessing him, effectively absolving Hal of responsibility for attempting
to destroy the universe.

Nevertheless this era also contains the most well-remembered Wonder Woman run as written
by George Perez. Deeply rooted in both the mythology of the Greek gods as well as facets of
DC such as Apokalips’ machinations, Diana stands at a crossroads between the suspicion and
military aggression of Man’s World (as stoked by the god of war Ares) and the traditions and
internal divisions of Amazon society. This culminates in the War of the Gods taking place in
1991, in which the sorceress Circe’s machinations pit every pantheon against each other before
her narrow defeat. Despite much suffering and strife, the Amazons and Diana conclude their
adventures with an optimistic view of the future.

In the interim, the great powers who operate behind the machinery of the cosmos have their
own dramas unfurling. Held prisoner for 70 years by a rogue magician, Dream of the Endless
escapes and seeks to rebuild his kingdom-his haughty and often cruel manner hiding the
deepseated strain his duty exerts on him, and eventually driving the Lord of Dreams to choose
death and a successor over changing his ways. Timothy Hunter, the Opener and greatest
magician of the age, is sent on a surreal adventure into the past, present and future of the
magical world. John Constantine, the current Laughing Magician, spoils the plans of both
Heaven and Hell at the cost of bringing ruin on his friends, family and possibly the one chance
humanity had of a certain Golden Child bringing forth a paradisical age of magic-and eventually
finds that even he cannot evade the hand of Fate forever. And Lucifer Morningstar, perhaps the
greatest power under the heavens themselves, opts to quit Hell and leave it in the custody of
Dream in order to retire as a barkeeper in LA. Though following a gift from God himself
seemingly promising freedom from Creation, Lucifer spitefully sets in motion a series of
multiverse-spanning plans to attain true freedom for himself. From manipulating pantheons and
strongarming other demon lords as well as the forces of Heaven, to creating his own multiverse
and defending it against incursions, to thwarting the plans of third parties to bring about the
apocalypse, Lucifer’s quest will ultimately carry him to an exchange of words with his father-and
from there, up and away from the DC multiverse itself to seek the freedom of the Overvoid.

In 2006, the Crisis survivors who'd been living in a pocket dimension utopia attempted to bring
back their homeworld. Spearheaded by Superboy Prime, an embittered former sidekick of
Superman, and the insidious Alexander Luthor Jr, both villains are violent hypocrites who decry
the darker and more ruthless slant New Earth has taken-while being perfectly willing to kill to
recover their paradisical world. They failed, but their actions had grave consequences, bringing
51 other universes into existence alongside New Earth, and Mister Mind would go on to alter the
histories of each in his hyperfly form while attempting to feed and propagate on the newest
iteration of the multiverse-only narrowly foiled by a group of ragtag heroes including the time
travelling Booster Gold. Perhaps more significantly, Superman was confronted with the guilt of
knowing the Superboy he condemned died a hero fighting the Superboy he trusted-and Wonder
Woman was shaken to her core by her murder of Maxwell Lord3. And Batman’s no better off,
haunted by his creation Brother Eye going rogue and attempting to hijack much of the
population with its nanoprobes.

This continuity takes place in a single universe, until it becomes a multiverse of 52 universes in
2006. Shortly before that, a rogue Monitor by the name of Zorr creates a malign, fae-like
iteration of future humanity called the Sheeda who attempt to harvest mankind in 2005 to
sustain their empire at the end of time-only to be foiled by the actions of the Seven Soldiers of
Victory, superheroes who directly and indirectly wield the legacy of the New Gods’ benevolent
vision of human apotheosis and the power of magic inherent to belief against these vile
invaders.

In 2007, the Amazons completely forget every lesson they learned under the Perez run and go
to war with the American government for their illegal detention of Wonder Woman. Batman is
extremely alarmed by their bee weapons. The series ends with most of the Amazons being
punished by Athena herself with amnesia while a minority are imprisoned in an abusive slave
camp, Hippolyta being punished with ruling an empty Themyscira and Athena turning out to
have been Granny Goodness who had imprisoned the Olympians offscreen.

Things get far, far worse for our heroes before they get better. Following the destruction of 4th
World by the machinations of the Source and its pawn Infinity Man, after being mortally
wounded in cosmic warfare by his son Darkseid sets in motion plans to drag down the
multiverse with him in death-and perhaps, cheat it be subsuming humanity. As his prophet Libra
curries favor with supervillains, another threat strikes simultaneously: Mandrakk, cosmic
vampire and mutated Monitor. Even with Superman and his alternate dimensional counterparts’

3
Allegedly.
recruitment by the Monitor race, the gift of knowledge by Metron at the dawn of human history,
the resilience of Shilo Noman and the unflagging heroism of every Earthbound DC hero in the
face of absolute apocalypse, and the awakening of the banished Monitor Nix Uotan, the descent
of Darkseid’s true form and Mandrakk’s consumption of the multiverse’s vital forces reduces
existence to a smoldering void. It takes a literal Miracle Machine to save the world.

And even THEN, right after the multiverse’s resurrection Nekron, self-appointed guardian of the
dead, seeks to cleanse it of all life with his army of resurrected Black Lanterns. Yet having
endured thus far, life continues to fight the good fight against him-and with Hal Jordan’s
discovery of the White Lantern Ring’s power, events are set in motion that will bring about a
Brightest Day for the grievously wounded Earth-0 and spell the resurrection for many dearly
departed heroes.

New 52 (N52)
Default Start Date: 2011

In 2011, a certain character entered the multiverse, a character who should not have existed
there. Jon Osterman, also known as Dr. Manhattan, and his unwilling agent Pandora tricked the
Flash when he went back in time to undo the Flashpoint timeline, giving Manhattan the
opportunity to remove a few years from the time stream. And drunk on his newfound,
inexplicable godlike power over the multiverse Manhattan begins to toy with Superman’s life.
Making him once again more aggressive. More ruthless and less compassionate. More
relatable, some would say, at least to a detached and fatalistic achronal god with no empathy
for the mortal condition. Perhaps Manhattan is also responsible for the decidedly dystopian and
tyrannical personality Highfather, and by extension all of New Genesis, adopts in these years?

He is not the only external force with such an interest, however. The heroic Nix Uotan is
brutalized and corrupted by mysterious cosmic predators known as the Gentry in 2014,
triggering an alarm from the Monitor-built House of Heroes and it’s AI Harbinger4 to seek help
from the greatest heroes across the multiverse. Their victory is hard-fought, and ends on a bitter
note having discovered that the Empty Hand, master of the Gentry armies, is already feasting
on the destroyed Multiverse-2 as he readies the Oblivion Machine to bring about an end to all.
Yet from the ashes of this revelation arise a new organization: Justice Incarnate, a multiversal
patrol of heroes seeking to thwart the schemes of future multiversal incursions.

The Justice League that forms in the wake of this is similarly more aggressive, less proven yet
unpredictable to many of their foes. Wonder Woman in particular takes a markedly aggressive
and codependent attitude towards Superman despite often preaching mercy in the face of the
Amazons’ own dark secrets coming to light. Seeing the League’s newfound popularity after the
unprecedented feat of defeating the universe-conquering Darkseid, Lex Luthor more or less
forces his way onto the League in a very direct attempt to one-up Superman. And despite many

4
Yes, Harbinger is also a blonde woman who looks suspiciously similar to the AI empowered by the
COIE to warn the heroes. Just…roll with it.
new faces emerging during this era, Braniac’s attempt to collect and reformat inhabitants from
different timelines in 2015 will mark the return of characters and continuities before this era.

But beyond Earth-0, Darkseid’s forces are nigh-unstoppable regardless of which worlds they
conquer. Earth-2, victim to a pact with Highfather, will fall-it’s survivors scattered to the stars,
and in Power Girl’s case to Earth-0. It is ironically Darkseid’s attempts to reconnect with his
consort and their daughter Grail which set in motion a battle between him and the Anti-Monitor
in 2015 that ends with both their deaths, and the League donning and discarding godly power.
In fact, oddly it seems that Darkseid’s entire motivation for invading Earth-0 is to reconnect with
his estranged daughter despite her being raised with the single mission of killing him and willing
to become the Goddess of Anti-Life to then inflict a fate worse than death upon her dark father.
How…uncharacteristically un-Darkseid.

This continuity takes place in an infinite multiverse. Although most of the important events
conveniently take place within 52 worlds.

Rebirth (Re)
Default Start Date: 2016

Manhattan continues to shape Superman’s life as well as those of the heroes around him, only
to discover that not all is within his control. Despite empowering Jor-El into an antagonistic
reality warping figure called Mr. Oz, he becomes aware of the multiverse turning against him
and seeking his end. Yet before the full ramifications of this become apparent, a new threat
comes to define this brief era which highlights the importance of a single individual: Batman.

In 2017, the Dark Multiverse is discovered: A shadowy counterpart to the positive matter
multiverse5 in which all the fears of the positive matter multiverse’s heroes are reified. Thanks to
the machinations of the Court of Owls, a cosmic destroyer dragon known as Barbatos succeeds
in opening a gateway between this dark realm he rules and the world above for the greatest
nightmares of Batman he could command to lead an invasion. Led by the Batman Who Laughs,
a version of Bruce Wayne who succumbed to insanity from exposure to Joker venom and
became obsessed with the idea of being the ultimate version of Batman as an apex predator,
the Dark Knights seek to spread fear and unreality throughout the world above so their master
can destroy all. Through faith and trust in each other, the Justice League succeed in reigniting
the World Forge around which the Dark Multiverse grew and using the Tenth Metal (also known
as Element X, the fire of Fourth World) as well as the newly reformed COIE Monitor’s powers to
seal away Barbatos and restore the multiverse.

At the cost, that is, of cracking the Source Wall.

From 2018 onwards, the League becomes deeply concerned with both the imminent demise of
their multiverse due to energy leaking out of the Source Wall-and unsettling revelations about

5
Which is technically infinite despite writers frequently forgetting this and bringing up the 52 Earths which
make up the local, well-mapped portions of the multiverse
the true nature of existence. Embittered by the revelation of humanity being fundamentally
entropic and spurred on by a false future of mankind worshipping his darkest aspects, Lex
Luthor betrays the League to set in motion plans to free Perpetua: Mother of the multiverse as
well as the original Monitor and Anti-Monitor, who wishes to remake the multiverse into a
weapon against her brethren the Super Celestials/Hands. As the Seven Hidden Forces
Perpetua embedded in the multiverse emerge, the League find themselves struggling to keep
up with the very fabric of reality unravelling under their feet-travelling to the Sixth Dimension to
confront the World Forger, third of Perpetua’s children and owner of the World Forge, going
back in time to prevent the Legion of Doom from stealing the portions of the cosmic Totality
which Perpetua can use to rewrite Hypertime and coming to terms with the revelation that J’onn
and Lex Luthor were childhood friends before Vandal Savage had their memories erased.
Despite all their heroism, despite numerous miracles and a sound defeat of Lex Luthor, the
League ultimately fails to stop Perpetua.

In the midst of all this, things finally come to a head between Manhattan and Superman after
Adrian Veidt, a human from Manhattan’s world, escapes to DC in order to manipulate them into
a conflict. It is this fateful encounter that teaches Manhattan mercy, and sees him find the
resolve to undo his alterations to the world6 then gladly fade from it-after handing his powers off
to his world’s version of Superman.

Lex’s victory is short-lived. The Batman Who Laughs swiftly removes him from Perpetua’s favor,
and at her behest reduces all existence into a smoldering wasteland ruled by himself and the
Dark Knights. The League and their allies are enslaved and carefully monitored (though treated
surprisingly well, all things considered, by a gang of evil Batmen serving a cosmic goddess
whose espoused philosophy is literally the opposite of Justice) while villains from the past are
offered places of power at her side in exchange for generating the Crisis Energy she requires to
fend off her own kind. The Anti-Monitor is rewarded for his treachery against his brethren as
Perpetua’s favored son. Darkseid, raised from infancy by his daughter after her change of heart
and restored to cosmic stature by his own schemes, rules over a Dark Multiverse universe
where the Final Crisis came to pass. And Superboy Prime is recruited with an offer of aid to
restore his lost universe.

Though the odds are insurmountable, Wonder Woman’s perseverance will win approval beyond
the scope of the multiverse itself, and spring free the captured League. Perpetua’s godly station
is far from secure; chafing at his own submission the Batman Who Laughs has set in motion
schemes to seize a Dark Multiverse form of Manhattan’s powers-and with them, achieve his
final form as the Darkest Knight and usurp Perpetua. Torn between the nostalgia of what was
and the hopes of what could be7, Superboy Prime will make a fateful decision that could spell
disaster or salvation against the Darkest Knight. The very soul of the multiverse is at stake when
beings greater than gods clash in a battle of egotism against cosmic continuity.

6
And also apparently attempt to repair the multiverse from the damage inflicted on it by Perpetua-only to
fail
7
Actually no not really, Prime Time consistently fails to listen to anything except the idea of what
Superman is.
Also, ever wanted to see an alien lady with a huge forehead and an edgy Batman with godlike
powers throw planets at each other’s faces like custard pies? Now’s your chance!

Infinite Frontier
Default Start Date: 2021

This is no mere infinite multiverse, no sir. This is an infinitely infinite omniverse with not just
multiple multiverses granted by the mercy of the Hands, but not one but TWO centers! Gone are
the days when Earth-0 stood as the Metaverse, the fulcrum around which all change emanated
out into and defined the shape of the multiverse. Now it is the mysterious Elseworld which
defines reality, as well as Earth-Omega which…oh dear.

You see, while little is known of this era at the time of writing one thing is certain: In the wake of
Perpetua and the Batman Who Laughs’ deaths, Darkseid has merged with all past aspects of
himself to become more powerful than before even the Crisis on infinite Earths-and has become
the end of all stories incarnate. Moreover he has seized control over a shard of the Great
Darkness, and with the help of Psycho-Pirate as well as his Omega Lantern and Director Bones’
cooperation hopes to gain total control over it to rule the multiverse absolutely. His actions will
not go unopposed-not just from the heroes of Justice Incarnate, but from other villains seeking
their own hold upon the multiverse. From the Upside-Down Man to Eclipso, from Nekron to the
Empty Hand himself, the most powerful and evil beings in the multiverse are converging on a
single prize.

And interestingly, it seems that the core trinity of Earth’s greatest heroes is not prominently
involved in this conflict. Superman appears far more concerned with his renewed friendship with
Batman and vice versa, as well as working with his son Jon. Batman himself seems to be
occupied with several simultaneous adventures in Gotham and beyond at once-whether
entangled with the Joker’s current schemes, befriending his former henchwoman Harley Quinn
or reconnecting with his south east asian rival Ghost Maker. And among other notable events, it
seems a version (or perhaps, emanation?) of Mister Miracle’s daughter who grew up revering
her parents as cosmic conquerors and the wizard Merlin are both in the process of invading
Earth-0.

As for Wonder Woman herself, well…she was SUPPOSED to protect the multiverse from
threats like Darkseid but decided to take a detour into Valhalla, allowing Darkseid to easily kill
the whole Quintessence, where she lost her memories and all her Hand-given powers.

Also, everything is canon in Infinite Frontier. Everything. Yes, really. A bunch of cosmic beings
reshuffled the multiverse, after all. Have fun making sense of that.



…anyway, you can start here if you like. I’m not sure why you would want to, to be blunt.
Frankly things seem worse than ever. But the option’s here!

Toggles
=== === === ===

Elseworlds
You can go to any DC continuity without a jump, like 60s Batman or Last Knight on Earth.

Mainstay Character
By default, your visit here will last for ten years. A long time, but nothing compared to the
timescale of many events here. If you want, you can stay as long as you like. But be warned,
for as much adventure to be found here, there is just as much danger lurking in the shadows.
You can optionally set the jump to end at the time of your natural death.

Legacy Character
If you’ve been to a DC jump before, you can go back to the same continuity for this jump, or
have that continuity be an alternate reality present in this multiverse.

Lost in the Sliding Timeline


You can decide which parts of canon you want to use. Ignore what doesn’t make sense, events
or character moments you think are stupid, or even just roll with a single author’s run while
pretending everything before and after it never happened if you really want to. God knows
that’s what the writers do. Additionally this lets you stay for longer than 10 years if you like, if
you’d like to stay here since the medieval ages or prehistoric eras-or even up to those far-flung
days before time itself, up to the end of DC Comics’ publishing history as a setting.

May God have mercy on your soul if you truly want to stay here that long.

Age After Age


Normally the various Crises wouldn’t happen during your stay, letting you continue on into the
future of that continuity. By taking this you can select one or more of the Crises and resets to
occur, letting you live through them and the following continuities. If you survive the event itself,
that is. You can’t go to a different continuity that was retconned out of existence before your
starting date, for obvious reasons.
Race
=== === === ===

Human
Free
Homeworld: Earth
At first glance humanity is a weak, powerless race. They have comparatively primitive
technology compared to most spacefaring races, and no innate superpowers of their own to
defend themselves with. Many view the empowered among them with awe and respect,
believing them to be the bringers of a brighter tomorrow. Many are also wicked and base,
making up a significant criminal underclass. The concrete jungles and even electronic devices
of humanity are paltry compared to many spacefaring races, and their frail bodies are laughable
compared to the might of gods and demons.

Denied and denatured from their true heritage, many species view humans as primitive and
nearly helpless beings protected by superheroes. And yet, of all living beings in the multiverse it
is humanity that has the greatest potential to become a threat beyond the scope of the
multiverse.

For what humans have is the potential to attune to, harness, amplify and direct the fundamental
energies of creation to a degree beyond any other species in the entire multiverse. It is this
phenomena that so frequently sees superheroes arise from apparent contrivance on Earth,
whether a man gains access to the Speed Force from lightning striking a chemistry set or a girl
awakens to her powers as a reality-warping sorceress, to hone themselves into living weapons,
to become vessels for higher beings and grasp cosmic mathematics, to wield all manner of
scientific, divine, and the very forces that energize the multiverse. At the very beginning, it was
Perpetua’s intention that after merging human with Martian DNA, that the resultant Apex
Predators would attain the power to kill the Super Celestials/Hands under her guidance-
empowered by their selfish, animalistic lust for power. A mob of such beings even not so far
evolved was enough to make Mar Novu flee in terror, and later all three of her children were
overwhelmed by a horde of the more evolved beings

The darkness in humanity can be exploited by beings such as the fabled Monitor-mages to
create horrors such as the Sheeda: A fae-like race surviving on what is sufficiently analyzed
magic or sufficiently advanced science at the end of the universe, who go back in time to feed
off their predecessors’ history. Conversely, the light within burns so bright that the Post-Crisis
iteration of Dr. Fate was described as a new model for humanity after the Kali Yuga-and the
pure faith and hope of Earth’s collective population has repelled pandimensional invaders from
a conceptual realm, as well as give rise to the gods of myth. And in time, Metron of the New
Gods prophesized that humans would bring the Fifth World into being as the inheritors of the
multiverse-an event presaged by the commonplace appearance of Meta Gene-based powers in
the 31st Century.
Of course, that’s all just potential, possibility. As things are now, there is a reason why Bruce
Wayne’s parents died to a gunman in an alley, and the citizens of Metropolis can’t save
themselves from the kind of things Superman can.

You can take Transcendent Transformations, Happy Little Accidents and Equations On
Gematria for free, and Abstracted Host at a discount

Homo Magus
100 CP
Homeworld: Earth
Silver Age/Pre-Crisis: One of two branches of humanity that evolved thousands of years ago,
Homo Magi came into being alongside Homo Sapiens. The two lines are capable of
interbreeding without issue, and are remarkably similar even beyond that. The primary
difference is that while Homo Sapiens were learning the use of tools and science, Homo Magi
were one with the natural order and were capable of using sorcery. Homo Magi and their
descendants are capable of using direct magic, compared to pure Homo Sapiens who are only
able to use indirect magic such as rituals. Early history was a paradise for them, able to conjure
anything they needed or desired, while ordinary humans were still learning how to fashion stone
tools. However, a quirk of Homo Magi psychology caused them to fall immediately and totally in
love with the first Homo Sapiens of the opposite sex they laid eyes on, causing most of them to
sequester themselves away in hidden communities where they would be safe from this effect.

New 52/Rebirth: Following the Flashpoint disruption, they were taught magic at the Rock of
Eternity, before spreading it across the world upon their return and establishing empires that
were ancient when Atlantis first rose to prominence. A branch of these Homo Magi went on to
become the Atlantean races.

You can take Transcendent Transformations, Happy Little Accidents, Equations On Gematria
and Magical Talent for free, and Abstracted Host at a discount.

Atlantean
100 CP
Homeworld: Earth
New Earth: Descending from both homo magi and more mundane strains of ancient humanity,
after a cataclysmic disaster forced Atlantis to adapt to life beneath the waves by arcane means.
Led by King Orin initially, Atlantis’ division into numerous races preceded their gradual shift from
being the centre of human civilization to an isolated society marred by infighting. Though fallen
from it’s former glories, Atlantis’ most powerful sorcerers have still managed to tap forces
thought forgotten by the rest of humanity. While the serum permitted many to breathe
underwater while retaining human form, it also resulted in unintentional mutations that split off
into different strains.

New 52/Rebirth: As above, but Atlantis is merely one of seven kingdoms under the sea
including the cannibalistic, mutated Trench and the green-haired denizens of the Kingdom of
Sea Lights. You may be from one of them instead, if you wish. Also the Atlantean hero Arion
was mentored by Poseidon in sorcery and the mystical Life Force that pervades the oceans-yet
Poseidon’s jealously drove him to convince Arion to pervert that power into the god-killing
Teardrop of Extinction in order to deceive and murder extraterrestrial oceanic deities that
approached Atlantis in the hope of supplying aid to their own oceans. Naturally, this was
covered up.

Apart from the gills that let them breathe underwater, Atlanteans have significant adaptations
from millennia of life beneath the waves and their mystical enhancements. Their skin is nearly
bulletproof, and they are strong enough to move with ease in some of the deepest parts of the
sea. They also have hearing, vision and smell acute enough to navigate those dangerous
depths with ease, and far superior speed, equilibrium and stamina compared to a human. While
not comparable to a Kryptonian, it would be reasonable for a fairly fit Atlantean to intercept
armored cars with their bare hands-and leap reasonably sized buildings in a single bound.

You can take Transcendent Transformations, Happy Little Accidents, Equations On Gematria
and Magical Talent for free, and Abstracted Host at a discount.

Amazon
100 CP
Homeworld: Earth
Unaging warrior women blessed by the gods, the Amazons are famed for their isolationism,
their thousands of years’ worth of training in combat and their shared blood with the famous
Wonder Woman. Everything else has…varied significantly between realities.

Golden/Silver/Bronze Age: The Amazons are a utopian, all-female immortal society with highly
advanced technology that is all but indistinguishable from magic. They also are friend with the
megalodons living near their island, and alien kangaroos called Kangas with hides touch
enough to withstand energy weapons and legs strong enough to bounce from planet to planet.

Yes, really.

Pre-Crisis: Many centuries ago the Amazons were among the foremost nations in the world and
ruled wisely in peace. Stung by taunts about his manhood, Hercules invaded them with his
finest warriors and through trickery and seduction stole Hippolyta’s magic girdle-then enslaved
the women. By appealing to Aphrodite for aid, Hippolyta regained the strength to secure the
magic girdle and overthrow Hercules’ rule-then withdrew the Amazons to seek a new land to live
in peace upon. Themyscira, or Paradise Island as it was called, boasted marvelous fauna and
flora as well as a fountain of eternal youth when the Amazons found it. They were also gifted the
Magic Sphere by Athena, which bestowed upon them advanced technologies beyond those of
men.

Post-Crisis: The Amazons were created by the goddess Artemis from the souls of women who
had died at the hands of men, and were given new and stronger bodies, made from clay
transformed into flesh and blood. These Amazons, like the Pre-Crisis versions, escaped
Heracles (the Greek name for Hercules) and his men to an isolated and magically protected
island, this one called Themyscira after the lost capital city of the Amazons' former homeland. In
this new land, they were granted eternal youth and beauty by the goddesses (and Hermes) who
had conspired in their creation. Some Amazons chose to remain behind, however, and, lacking
immortality, formed the hidden nation of Bana-Mighdall.

They are also surprisingly aggressive and warmongering for a group of peace-loving immortal
women. This culminates in divine punishment at the hands of…Granny Goodness disguised as
Athena.

New 52/Rebirth: The Amazons always lived on Paradise Island, ever since a group of
goddesses led by Hera performed a divine eugenics experiment that comingled their essences
in a magic chalice, then went forth and had lots of demigod babies with random mortal men
which became the Amazons as well as other groups of warrior women such as the Valkyries
around the world. Three times each century, the Amazons—completely naked—would raid
ships in their waters and copulate with the crew. Upon conception, the men were killed to
protect the Island's secrecy. Nine months later, all girls were celebrated while the boys were
taken from their mothers. Feeling sympathy for these discarded progeny—as well as
recognizing their potential as a workforce—the smith god Hephaestus exchanged weapons to
the Amazons in return for the lives of the Amazonian boys. Sparing them from being cruelly
drowned, he raised them as his own sons. Wonder Woman herself is the bastard offspring of
a…very unclearly defined relationship between Hippolyta and Zeus, and the clay origin was
made up to protect her from Hera’s malignant attention.

Your emotions are bound to your queen, and you feel a powerful echo of what she feels. If
you’re a male starting after Donna Troy’s slaughter, you’re the last male Amazon.

Infinite Frontier: Have fun trying to reconcile all of the above. Also, there is apparently a
population of Amazons in the Amazon Rainforest now too.

The natural strength of Amazons varies greatly even within individual continuities, to say the
least. Sometimes they have latent magical abilities, most times not. Sometimes they can go toe
to toe with demon lords and superheroes, most times it’s only those with special blessings from
the gods that can and they are merely mildly greater than peak human physique. At the bare
minimum they generally have all the skills common to Greek warfare honed over thousands of
years. While those without the blood of gods in their veins generally cannot go toe to toe with
Kryptonians, Amazons have pushed boulders much larger than a man uphill and draw bows
with enough torque and accuracy to slay men piloting modern fighter jets. Many also boast a
greater familiarity with ritual magic than modern society.

You may take Transcendent Transformations, Happy Little Accidents and Equations On
Gematria for free, and Abstracted Host at a discount.
Metahuman
200 CP, requires Human, Homo Magus, Atlantean, Amazon or otherwise being human-
derivative. May be purchased alongside these backgrounds without buying Hybrid or
taking up one of the race slots for it.
It seems your human heritage is particularly strong, because you’ve come into your powers
faster than many. A taste of your true potential perhaps, but a potent one. You gain 1600 MP
with which to model some sort of superpower you’ve spontaneously gained.

Animal
0 CP
Homeworld: Earth
You’re a normal animal, like a housecat. If you really want to, you can drop down to animal-
level intelligence (cats specifically are intelligent enough to have a language and culture here),
but you won’t get any extra points for it.

Android
400 CP
Homeworld: Earth
You are a robot built by one of Earth’s scientists, most likely Dr. Ivo or Dr. Magnus. You don’t
need to eat, drink, breathe, sleep, or rest, and you run off an energy source other than calories.
Upgrading your body and mind is easier than for wetware organisms, and even at your baseline
you are capable of moving through the extremes of space and the deep sea with no trouble. In
terms of strength and speed you can fling vehicles and knock holes in buildings with ease, and
even outrace modern military vehicles. Your senses are uncanny enough to observe events in
low Earth orbit from the surface of the planet, and most of all you boast computational power
beyond most supercomputers known to the League.

Beyond that, you may also feel free to define a flexible, open-ended superpower reflecting the
intended purpose of your design-the sort of power that would make you a frontline fighter by the
League’s standards. Perhaps you were actually an air elemental channeled into a robotic body,
and thus have aerokinetic powers powerful enough to generate Category 5 hurricane-strength
winds and precise enough to localize them for personal mobility or defense? Perhaps as a
nonconventional branch of technology, you have uncanny shapeshifting capabilities which let
you morph into virtually any physical shape you can clearly picture stretching or compressing 20
times your apparent mass?

Artificial Intelligence
Free
Homeworld: Any planet

Despite your homeworld’s advanced technology, you had rather humble origins. You see, you
are a commonplace AI stored in a piece of technology considered mundane by one of the non-
divine spacefaring races of your native universe. Such technology may have military or scientific
applications, but seldom makes interacting with humanoid beings easy. At least you have a
solid claim to true sapience, and your computational capacity is far beyond that of many
organics.

Intelligent Gorilla
100 CP
Homeworld: Earth

Imbued with super-intelligence by what is either a meteorite or alien spacecraft in bygone times,
like the rest of your kind you are an unusually large, powerful specimen of Gorilla gorilla gifted
with the same superhuman intelligence which the scholars of your civilization used to create the
highly advanced Gorilla City, energy weapons and psionically attuned technology that mark your
civilization. While similar to a normal gorilla in many ways, your natural abilities are further
strengthened to the point you are strong enough to fling cars around and withstand hits that
could knock holes in walls. Moreover, by devouring your enemies’ brains you can absorb their
knowledge and powers for yourself. The most (in)famous member of your species is the
supervillain Grodd, whose ruthlessness and exceptional psionic talent have pushed him to the
peak of your kind’s prowess and given him gifts uncommon to most others.

God
800/1000/1200 CP
Homeworld: Earth/varies
A very long time ago, humanity looked up and wondered where they had come from. They
didn’t know yet, so they told stories. And stories are powerful things, powerful things indeed.
So they created those that had created them. But now humans have moved on, leaving their old
stories to fade, to be forgotten. To die. Somehow, you’ve found a way to survive since then,
eking out an existence in some corner of the world or another. And the possibility of rising once
again is not entirely beyond you, although such a feat would be truly herculean. A full list of your
powers is difficult to summarize; suffice to say that you have extraordinary, potentially world-
changing divine power over the facet of existence you embody as well as enough raw all-
purpose mystical power to accomplish feats beyond all but the greatest of modern magicians.
From lofty planes above the physical realm the truly great among your kind, such as Zeus and
Odin, have been seen to sculpt entire universes shaped by their legends.

And while by default it is assumed you are one of the gods of Earth, should you wish you may
be an alien deity or one from another universe instead. Beyond that, you have a great latitude to
define your domain and legend.

All gods are beings of extraordinary power despite their limited capacity to manifest in the
physical universe, yet not all are created equal. Your investment here shall be an indicator of
the raw power your represent. For 800 CP you are a peer to the likes of Hermes, Loki and
Urzkartaga-powerful and significant in your area of influence, but either greatly impoverished in
faith or relatively slight in raw power compared to your kindred. For 1000 CP you are a
respected member of a powerful and influential pantheon. From Athena or Ares to Thor, from
H’ronmeer of Mars to the guardian goddess Rama Kushna who gave Deadman his powers, you
are a force to be reckoned with that is called on for strength by many mortals. And for 1200 CP
you may count yourself among the pinnacle of pantheons. Almighty Zeus, patron of the wizard
Shazam and bestower of the H-Dial or his brothrs would be a fine example-as would his dread
father Cronus, whose power over time’s decay and deadly god-reaping scythe once let him
break through Heaven’s defences and nearly assault the Presence himself. And though the
Greeks stand among the most prominent deities in America for one reason or another, Odin and
the Trimurti of the Hindu faith would also be counted among those comparable to you in raw
power. Just don’t go thinking you can mouth off to the Endless with impunity…at least, with this
alone.

While you have great scope to determine your legend and role in this world, do note that in a
world this strongly defined by faith and emotion that there are many problems the likes of
Aphrodite could solve with much greater finesse than Thor; as Wonder Woman’s adventures
have shown8 raw power and authority cannot solve all problems.

Post-Crisis: It was initially assumed that you require worship to survive, although helping
mortals engage in your domain counts as ‘worship’ even if they don’t realize the full extent of
their actions. At the very least, your physical emanations-the avatars that other beings
encounter on physical planes like Earth-certainly seem to require worship as men require meat
and drink. The silver lining, of course, is that with passionate or plentiful worship your powers
can be enhanced, your might bolstered, every aspect of your being from the tangible to the
conceptual made more sublime and glorious in the world as long as the worship and reverence
flows to you. In most default starting eras your once-great power has diminished, barely a spark
now of what you once were but you are still formidable enough to alter the course of history
should you so choose…

New 52/Rebirth/Infinite Frontier: …but erm, the truth is a little more complicated. Certainly faith
still affects your powers-it is simply that what seems to be your physical emanation in the world
being lessened doesn’t necessarily mean your end. For you also have a “true self” that exists in
the Sphere of the Gods that remains immutable, which emanates instances of your physical
incarnations out into the multiverse; think of your true self as a lantern and the physical avatars
of yourself (one in each universe by default) as shadows cast by it onto a lower reality. Of
course the relationship isn’t quite that simple; be warned that certain divine weapons or places
and rituals that bridge the gap between the physical world and the realm of ideas can leave your
true essence vulnerable to conventional attack, and that despite your overwhelming power you
have a finite capacity to both influence physical reality and withstand attacks in the divine
realms.

All this power certainly seems like you’re above most lesser beings, doesn’t it? Think again.
Particularly powerful sorcerers can and have destroyed gods who have crossed them in a deal-
and in one infamous case, sexually enslaved a Muse. While indignities to your physical
emanation may seem trivial and the struggles of even the greatest wizards seem trite to a deity

8
At least, when written by Perez, the first and last man to give her anything like a dignified and coherent
storyline
of your stature, keep in mind that there is canonically no upper limit to what magic can
accomplish-and according to the Wisdom of Solomon (and as supported by some of the sights
encountered by Tim Hunter in the distant future), technology is simply the other side of the coin
to it. Even those cursed by the gods have found ways to turn their curse against them.
Furthermore such is your intricate relationship with faith and emotion that “punching up” against
you is much easier than you’d think; a being bound to the mortal world armed with divine
artifacts can do great harm to a god’s true form as a certain Mesoamerican deity found when he
crossed Wonder Woman and Artemis, and as a youthful Uxas exploited to his advantage such
forces can even be manipulated to create dopplegangers similar to yourself based on another
culture’s belief who may not be positively inclined to you. More to the point as a creature of story
and dream, your passions tend to drive you towards higher highs and lower lows than most
mortal beings can fathom-and fate has a greater tendency to entangle you in Interesting Times.
To be a god is to look upon creation from on high, yes-but never forget how far some of the
mighty have fallen in their hubris.

Thanagarian
100 CP
Homeworld: Thanagar
Silver Age: Originally a peaceful race, having advanced the sciences and solved their societal
ills, the Thanagarians fell victim to a series of invasions and conquests that devastated their
culture. The Manhawks reintroduced the long-forgotten concept of crime and spurred on
Thanagarian thrill-thieves, the entire race was subsumed into a plague becoming a hive mind
swarm, and they were freed only to be shackled to the rule of Panala Hyathis and led into a war
with the Rann. Now a group of Thanagarians desperate to rebuild their society have come to
Earth, hoping to rebuild their society with the use of an absorbascon to take control of the
planet.

Post-Crisis: When the Crisis on Infinite Earths rewrote the multiverse, Thanagar had become
flipped. It’s days as a slave world of Polara were long past, the days of folklore now, but it’s
present is one of a cruel and oppressive empire founded on slavery. Thanagarians believe
themselves to be the leaders of the universe, the most advanced and civilized species in a
cosmos of backwards savages and ‘unclaimed’ riches unfit to belong to these peoples. The
Thanagarians themselves live on floating cities held aloft by the Nth metal mined from their
planet’s extensive deposits. This Upside lies in stark contrast to the Downside, the surface-level
home of the three billion cast-off slaves and laborers and held in check by the ruthless and
corrupt Wingmen.

Thanagarians are remarkably similar to humans but slightly more powerful, being stronger and
tougher and possessing bird of prey-like senses and a longer lifespan than humans. You may
take Galactic Imperialism and Artificial Wings for free.
Czarnian
500 CP
Homeworld: None; you start off wandering through space.

Regardless of the changes to your kind’s past, there is usually one constant: The brutal
slaughter of nearly all of them by one of their own kind: The Main Man, Lobo. Somehow you
survived the genocide, and stand as perhaps the only other surviving Czarnian in your current
universe. Whether you can survive further will be up to you, but there’s a good reason why
Lobo’s widely regarded as the deadliest bounty hunter in the universe.

Your physical traits are, frankly, terrifying. For one thing, while somewhat variable between
continuities it’s a safe bet to say you’re somewhere in the ballpark of a Kryptonian that’s grown
up on a planet with a yellow sun in whichever continuity you’re in, for better and worse. Starship
weapons and blows from anything less than another Czarnian alike can be withstood with
impunity, and you can run fast enough to keep pace with a Speedster that hasn’t had time to
really tap into the full powers of the Speed Force. Furthermore you can somehow track objects
by scent between solar systems. But your deadliest trait is your regeneration. Anything that
could harm your flesh is regenerated in seconds by your constitution with almost no pain, and
thus you are functionally immortal as well as immune to all conventional disease. You could
keep on fighting without a head as you regrow it or even with only your skeleton intact. Even if
you were reduced to a puddle of blood, sooner or later your cells would pull themselves back
together. And finally, should enough of your blood be spilt to form a pool thousands of clones of
yourself could emerge from it to seek vengeance on your attacker. While you’re not a hivemind
or anything, it’s no exaggeration to say shedding your blood is a potential apocalypse event for
a planetary population.

As for what Czarnian society was like before Lobo’s brutal genocide, well…

Pre-Crisis: Then known as the Velorpians, your kind were violent conquerors who exploited their
powerful regeneration abilities to wreck havoc on the universe. Only the Psions introducing a
virus to sterilize them all whittled their population down to just Lobo.

New Earth: The Czarnians were a peaceful, thriving alien race on par with Krypton in it’s
heyday. Then Lobo performed a high school experiment which wiped out his whole species.
Except for Mrs. Tribb, who he would not kill until later.

New 52: The Czarnians were a race bent on universal domination again. At one point, they had
a prejudiced caste society that quickly fell to Darkseid’s invasion force-which harvested one of
their own kind after she volunteered to become one of Darkseid’s Furies. Their king was
poisoning the planet with his own sick blood, and (the then-real) Lobo (who was actually more of
a stringy, boyish looking sort than Lobo’s standard look) killed him, left to be a bounty hunter
and discovered another Czarnian who was (the then-fake) Lobo. Violence ensued.
Rebirth and onwards: As above, except following the (now-retroactively fake) Lobo’s capture
due to Braniac9 the most widely-recognized-as-canon Lobo was 100% confirmed to be the
canon Lobo again.

Tamaranian
300 CP
Homeworld: Tamaran
Descended from a feline race that worshipped the goddess X’Hal, the Tamaraneans are a fiery,
passionate people originally from the planet Okaara before migrating or being brought to
Tamaran. Events have differed on precisely how great the turmoil of their monarchy and the
plight of their oppression was, but most continuities acknowledge that Komand’r, better known
as Blackfire, either sold her sister Koriand’r (better known as Starfire) into brutal, torturous
slavery and even sexually assaulted her herself (Post-Crisis) or betrayed her people by
revealing crucial military secrets to their political enemies (New 52 and onwards). Whether you
too endured the humiliation of slavery, were mercifully off-world when the greatest tragedies of
your people’s age were inflicted on them or simply exist in a continuity where things weren’t so
bad you’ve survived into the current year with life and limbs intact.

Resembling the more athletic make of humanity apart from your typically yellow-orange skin and
red hair, your species’ primary attribute is the power to absorb ultraviolet radiation for enhanced
traits. With this power you are capable of flying between solar systems in minutes, survive in
deep space and even near stars or black holes with impunity and despite generally being
weaker than Kryptonians who are not holding back can battle human demigods on even terms.
Do note that the starbolts famed by your race’s princesses were the result of Psion experiments
modifying your UV radiation absorbtion powers (Post-Crisis and before) and as such need to be
purchased separately as a power. Except when they’re not (New 52 and after).

Angel
600 CP
Home Dimension: The Silver City (normal) or Hell (fallen)
Servants and messengers of the Presence, Angels are ageless and sexless10 winged beings
ordained by the Presence, the aspect of the Source which conforms to certain popular Judeo-
Christian preconceptions of God, to stand vigil over the world and do his bidding. Coming in all
the fairest makes of the human form and boasting wings, angels are spiritual beings of godlike
power empowered in accord with specific responsibilities: A Cherubim will have the power to
radiate harmony and peace and sing the fabled music of the spheres to soothe all creation for
example and an angel of the Pax Dei will be empowered to smite the wicked and armed with
angelic armaments. The compulsion to conform, to be lawful rather than accept more
transformational and empathetic understandings of “good” so to speak is strong among the
angelic hosts due to the magnitude of the duties assigned to them. Nevertheless the sacrosanct

9
But really, due to poor sales and outcry from Lobo fans
10
In theory. In practice there are distinctly male and female angels, and male angels are capable of
impregnating females of other species to varying degrees of success despite their lack of genitalia. It
appears gender is an aesthetic aspect of angelic existence, rather than a sexual one.
awe you inspire you mortals, your purifying touch and your capacity to commune with the
spiritual in ways magicians train for years to achieve are in many ways more potent if narrowly
defined than what you may consider to be “false gods” of the world. Being close to harmony and
purity, you can sense the goodness in others and are a natural empath.

Needless to say, all is not well in Heaven-not least because the Presence frequently seems to
enjoy taking a hands-off approach to his servants. For now, you are considered an angel of
good standing and average stature, similar to Zauriel.

Pre and Post-Crisis: The most notable rebellion in Heaven is…pretty famous. Lucifer
Morningstar, also known as Samael, also known as The Devil, was once the bringer of light that
shaped reality in accord with the Presence’s grand design. After several conversations with
Lilith, the First Woman, he rallied a third of the host to him in his pride and independence-and
was crushed under the combined might of the heavenly host, Michael Demiurgos and to one
extent or other the will of the Presence himself then cast out to rule Hell. He usurped the First of
the Fallen who occupied the darkness beyond God’s reach, cast his will upon the shadowed
realm, wrangled some of the earliest Fae as chattel and generally set about making a place for
himself.

Post-Crisis: After several millennia he got sick of being blamed for buying souls (something he
was never interested in), quit Hell and left to LA with his Lilim girlfriend-cum-bodyguard. He went
on some other adventures which, to make a long story short, represent the most humiliating and
blasphemous emasculation of the Heavenly Host to date between Heaven being ransacked by
two generations of Lilith’s spawn as well as the Fenris Wolf, Heaven being ransacked by the
spawn of Chaos, Heaven having to go to Lucifer cap in hand to deal with a conglomerate of
prehistoric gods, Heaven owing Lucifer for rescuing Michael from one of his self-declared
subordinates and restoring his strength and Heaven being subordinated by Lucifer’s niece.

And this includes the incident when Heaven invaded New Earth for…poorly thought out
reasons, and Superman ended up wrestling an archangel. This happened due to Asmodel, lord
of the Bull Host, somehow thinking he could succeed where Lucifer failed by conspiring with
Neron against Heaven. For his trouble, the Presence himself personally stripped Asmodel of his
powers and condemned him to Hell.

New 52: In a series of events too nonsensical to be recounted concisely, the Presence tricked
Gabriel into killing him with a space-time parting sword to transform into a hideous goblin-like
monstrosity that brainwashed all of Heaven into his slaves. Fortunately shortly before this,
Lucifer returned from the Overvoid having apparently grown bored of nonexistence and after
dealing with his pouty son with the goddess Izanami, embittered ex-girlfriend-cum-bodyguard
and jaded niece promptly chopped him to pieces due to being the newly goblin-like entity
formerly known as the Presence’s spiritual kryptonite and scattering his pieces across
all existence with said space-time parting sword.
This entire sequence of events leading to this result is absurd and impossible to explain even by
DC’s admittedly lax standards.

Rebirth: Lucifer’s misadventures are revised to the point where he left Hell, at which point he
decided to resurrect an old flame-the witch called Sycorax. Reconnecting with his malformed
son Caliborn, Lucifer proceeded to set in motion a series of events that ended with the
corruption death of Raguel, the manifestation of divine vengeance, the death of Sycorax and
Lucifer’s involvement in the Wild Hunt and then…11

Uh

Well, he’s…not dead, as far as anyone knows?

ADDENDUM: After some handwringing Lucifer ripped his entry out of Destiny of the Endless’
book, and crumbled into nonexistence while his friends watched sadly. However because in this
abortion of a cosmology the Great Darkness was identified as a subdivided aspect of Lucifer
this resulted in an imbalance in Heaven tantamount to God ceasing to exist, Michael being
torn apart as the angels devolved into madness

Demon
300/600/1000 CP
Home Dimension: Hell
Old beings, from even before Lucifer was cast down into Hell. New fears and anxieties given
diabolical form in the pits of human damnation. Fallen angels and damned mortal souls12
warped into grotesque or alluring new forms by their own corrupted souls. All these, and more
have been told and retold as origin stories for the damned creatures that dwell in Hell. And now,
you too can count as one of them.

As a spiritual being you are immortal as unto the gods and do not age naturally-and like the
angels, it seems you do not require worship as gods do whether because of some commonality
of suffering between all mortal life or some trick of the Devil’s-though you may still benefit from
it. So too can you sense the despair, wrath and other malignant emotions in mortals as angels
can sense goodness. And of course, though cast down from on high your magic is great enough
to leave most mages groveling for your specialties; whether you are a bringer of plague or a
conjurer of hellfire, most magic of Hell specializes in using the soul as a source of power
(though the Devil himself snidely considers souls beyond true ownership of anyone. Then again,
he can bestow them on your normally soulless ilk). With all those upsides, it’s important to
remember that the symbols of the Abrahamic faith, including crosses and holy water, as well as

11
AT THE TIME OF WRITING, the comic got cancelled midway through. As far as we knew Lucifer’s still
on that boat thinking about the good old days when he used to hunt the god of being hunted with Odin
and the anthropomorphic personifications of the oldest emotions related to hunting. HOWEVER. The
remainder got released recently, in which…
12
Except when they’re not. Remember that time Artemis (the amazon, not the goddess) was a demonic
consort and just…kinda quit when she got sick of it? That was a thing.
those of many deific religions are supernaturally harmful to your kind-and that powerful magic
can bind, banish or ward you off.

For 300 CP you are a common denizen among the demons, akin to the likes of Mazikeen or the
less prominent Barbatos, but for 600 CP you may be counted as a peer to the likes of Etrigan
and Neron. Whereas before despite the possibility of taking exotic, inhuman forms, whatever
form you take now is comparable to the likes of Kryptonians and Czarnians in physical prowess.
To say nothing of how your magical powers are equally bolstered, such that should you
manifest unshackled to some human husk your powers could be a serious threat to many
worlds.

And for 1000 CP, a price tag fitting for an entity of truly godlike might, you may consider yourself
a peer to the greatest powers of Hell-apart the Morningstar, who finds Hell largely beneath him.
You may simply be a being such as Trigon or Surtur, whose raw power is of apocalyptic scope
beyond the capacity of most heroes to deal with by force of arms (though as many would-be
kings of Hell found to their sorrow, being off-guard and fully physical around a being as powerful
as a Kryptonian can be a terrible mistake)-or even an entity such as the First of the Fallen with
unique immunities to many of the standard limitations of demonkind or built-in safeguards for
your demise.

Fae
200 CP
Home Dimension: The Fair Lands
It is called Elfame or Alfheimr in the Sphere of the Gods. It is simply called Fairyland by most
Earths, when they intersect. Whether ruled by Queen Titania, King Oberon or some interim ruler
taking up the throne between their martial power struggles the fae are sufficiently mercurial,
whimsical and passionate beings that the volatility of rulership is second nature to them.
Human-like in stature but possessed of unearthly beauty, swiftness and stamina, the magics
that come naturally to the Fae often hold great sway over freedom, glamour and prophecy of all
kinds. Though beware cold iron in all its forms-and beyond that, the human capacity to incite
upheaval in your kind’s courts.

You may take Magical Talent for free. In addition, you have one relatively specialized 200 CP
purchase of Magical Potential free to represent either the fae of Titania’s court’s affinity with
their race’s natural magics, which hold sway over glamours, bargains and the manipulation of
dreams, or the unique magics of specific fae clans like the Tuatha de Danaan of the Rebirth
era13 or their Fomori rivals.

13
Not to be confused with the Tuatha de Danaan of the New Earth era, who are explicitly an offshoot
Atlantean clan with a greater affinity for magic than science.
New God
1000/1200/1400 CP
Homeworld: New Genesis or Apokolips

There is one among the deific pantheons that…seems to operate on different rules, with a
particular ambiguity when they were initially discovered as to how deific they really were. In one
sense the so-called New Gods of 4th World arose from lifeforms that evolved near the Source,
gaining cosmic powers and evolving to have powerful, splendid forms14. In another, the New
Gods have always existed, the verdant paradise and floating cities of New Genesis at war with
the dystopian, brutalist fire pits of Apokolips have always existed in the Sphere of the Gods.
Perhaps Orion sheds the most light on the paradox: The New Gods are self-renewing beings of
observed phenomena throughout the universe, restored from each seeming destruction and
born anew in their Manichean mythos of good versus evil. Instead of the raw divine will over the
universe and malleable forms shown by other deities the New Gods often instead employ
technology so advanced as to be indistinguishable from divine power-and many seem “merely”
strong of body, sense and mind without them. In spite of that, each New God trains rigorously to
unlock a certain unique innate power that can be wielded by their physical avatars and seems to
greatly define the idea their higher order self embodies-though one more similar to the energy
projection of superheroes in form, despite often being of cosmic scope.

In many ways, you are akin to the gods of other pantheons. In one crucial one you are superior:
Whether your race’s reliance on technology is preferential or necessary, you do not require
worship to sustain your existence or operate at full power. And as with the other gods, there are
differences in scope between your kind.

For 1000 CP you are counted as a common citizen among the New Gods. On New Genesis you
would be counted among the young and promising: Forager, a lostling raised by the Bugs, the
Forever People, the swift Fastbak or…a certain Nina Dowd, and the arguably more
embarrassing iteration of Jimmy Olsen who went mad with power quickly after apotheosis. The
capabilities of your physical avatars. On Apokalips, you simply meet the bare minimum for being
regarded as something other than another disgusting lowley to be treaded on or a soulless
parademon-part of his Elite yes, but barely respected for it. The devious Simyan and Mokkari,
the loudmouthed yet strangely compelling Glorious Godfrey and his sister Amazing Grace, the
diabolical Desaad and the less prominent Female Furies. This is not to say you lack the cosmic
stature and universe-shaping power of other deities in their true forms-rather, your avatars in the
physical universes have a sharply diminished capacity to shape existence compared to even
many of the lesser deities of other pantheons, even with the assistance of your technology,
which may or may not reflect relative weakness in your true form among other deities. Don’t
underestimate the capabilities of an escape artist, many have been outwitted by the seemingly
mild-mannered Scott Free as a result.

14
But also very strange tastes in fashion
For 1200 CP you number among the foremost champions of New Genesis, or those considered
Elite among the Elite. You are likely battle born and bred, capable of instinctively using primitive
and impossibly advanced weapons with equal expertise in battle, if you do not have an innate
power so useful as to define your presence in combat. Which continuity you manifest in, it’s safe
to say you’re easily within the ballpark of Kryptonians physically-and are far more skilled as a
fighter than many. The luminous Lightray and the formidable Big Barda would be counted
among those of this tier. On Apokolips’ side, the vile Granny Goodness and Steppenwolf
number among those who are seen as pillars of Apokolips’ strength.

Finally, for 1400 CP if you are not a peer to the leaders of New Genesis and Apokolips, you
have either been groomed for the role or are a force rivalling them. It is at this level of strength
that represents Izaya making his mark as New Genesis’ greatest warrior before his communion
with the Source, and also the terrifying Omega Effect brandished by Darkseid. Perhaps you
instead have all-absorbing powers similar to the terrifying Yuga Khan? Be warned, despite
Darkseid’s fear of his dread father his resourcefulness and the sheer flexibility of the Omega
Effect makes it unlikely this fear would last for long. Similarly, the Astro Force held by Orion
which makes him a match for his read father stands at this tier. Alternatively one may be an
older entity of the previous worlds before the Fourth at this level15. Rather than being limited to a
single facet of existence like the gods of myth, the forces wielded at this level often affect all
matter, energy and even souls below a certain strength limited only by the wielder’s skill and
experience.

Pre-Crisis: While the physiological capabilities of New Gods has varied greatly and been
inconsistent, in Kirby’s own comics he depicted Superman as considering himself an ordinary
person upon New Genesis. It’s also notable that Darkseid’s pre-Crisis emanation was depicted
as able to quickly defeat and siphon the powers of reality warping beings such as the Time
Trapper and the Chaos Lord Mordru despite having lost the fullness of his power due to
inactivity-and moved quickly enough to choke out Superman in his Silver Age incarnation before
he could react.

Post-Crisis: As mentioned earlier, the ambiguity to whether “Fourth World” refers to a higher
order dimension in which the physical universes are as bubbles in which generations of deities
contest one another or the sequential rise to prominence and fall of different pantheons has
varied between individual stories. Nonetheless, it was in this era in which many New God
emanations began to be depicted as comparable or much less dangerous than their Kryptonian
counterparts. Infamously, Darkseid was beaten bloody and blind by Superman armed with the
Entropy Aegis forged by his own hand-and also fell down some stairs while depowered. Less
famously, Lashina briefly joined the Suicide Squad while suffering amnesia. It is…very
ambiguous as to whether the New Gods were deliberately downplaying the power of their
physical emanations, or tangibly lessened by outside forces somehow.

15
Some continuities of DC refer to the older “worlds” as older pantheons such as the Greeks.
Some…don’t. For the purpose of this choice, we’re talking about the ones that don’t, like Urgrund.
New 52 and onwards: Instead of a paradise New Genesis is, frankly, well on its way to
becoming everything Apokolips is due to its leader’s desperation to combat Darkseid’s
unstoppable advance. Though virtue and peace are still extolled, Highfather takes an
increasingly draconian approach toward war with his dark brother that disturbs even those he
rescued from Apokalips’ slums to serve at his side. He is already willing to sacrifice entire
worlds to stave off Darkseid’s advance towards Earth-0. He would be willing to enslave the
entire galaxy if it would mean turning all life in it into obedient New God slaves willing to strike
down Darkseid at his command. And while New Genesis is mostly dependent on technology for
it's godlike feats, physically it’s warriors have been shown capable of easily shattering Lantern
Corps constructs with both their weapons and empty-handed blows. Oddly some Apokoliptan
fighters have been depicted with significantly less raw strength in exchange for one advantage:
Their coming is preceded by an aura of misfortune and worst case scenarios for those they are
invading.

Oh, and by the way: Highfather and Darkseid were brothers in this continuity, back when they
were Izaya and Uxas. Instead of Uxas being a prince of Apokolips and Izaya being a warrior of
New Genesis, both were apparently somehow mortal children of Yuga Kahn, lord of the Old
Gods. As a mortal Uxas somehow gaslit the gods into going to war with each other and ripped
their lifeforce from them on the brink of death to become Darkseid, and even with his powers
stripped from him by his father, who wielded the “Torment Sanction” and Anti-Life Equation at
the time, killed him with a scythe. By the present day Darkseid’s power is such that he
apparently consumes the power of entire universes when not letting Apokolips devour Earths for
sustenance, has defeated incarnations of the Justice League across the multiverse (but not the
Earth-0 ones, who are apparently too “crazy and wild” for him-notwithstanding the fact that his
invasions of Earth-0 feature an uncharacteristically brutish approach devoid of strategy) and had
apparently never known true defeat until he was repelled from Earth-0.

Also, moreso than ever before Darkseid appears interested in having children, acquiring new
lovers and recruiting both to his war efforts in this continuity. Make of that what you will. In all
fairness, at least one of those children was apparently prophesized by an infallible Amazon
oracle to be capable of killing literally everything.

Rebirth: It was retconned that every single thing that happened to Darkseid in the New 52, from
being his apparent defeats by the Justice League, to being killed twice and enslaved by his own
daughter Grail then reduced to a baby, being stolen from Grail by Batman for the duration of an
as-yet unpublished story, being stuck as a baby for the entire duration of Dark Nights Metal
during which at no point did the Batman Who Laughs apparently even try to lay a finger of him-
or worse, didn’t dare to, being recovered by Grail again and raised from a baby back into his
full strength only to lose much of that strength when Wonder Woman violently shredded him
apart with the power of love, was all. According. To. Plan. His Other Box manipulated
hypertime to the extent of apotheosizing several Justice League members and creating an “anti-
baryonic hyper-network” capable of preserving him from the apocalyptic awakening of Perpetua.
Before Epoch, Lord of Time’s Revision Device was sabotaged Darkseid had successfully
restored Apokolips back into the Sphere of the Gods16.

Having recovered his true form, Darkseid apparently loses whatever fear he had of Perpetua
and seemingly aids her by generating Crisis Energy in the Dark Multiverse of his own free will.
He doesn’t seem very invested in either her victory or the Batman Who Laughs’ though,
considering he doesn’t even actually try to stop Wonder Woman from using the World Forge to
thewart them beyond telling her it’s hopeless and doesn’t even seem to hold a grudge against
the baby Anti-Monitor for having killed him once.

New Genesis achieves nothing of note and is almost completely obliterated by Perpetua’s
awakening. Orion accomplishes literally nothing despite surviving, and is actually mocked by his
own father for it. Scott Free either contracts depression or is actually cast into the Omega
Sanction for an undetermined amount of time following Barda abandoning him to leave with the
Female Furies under unclear circumstances17.

Infinite Frontier: Darkseid has apparently ascended to a higher state of being as the
embodiment of the end of all stories and controller of Earth Omega, and aspires to control the
Great Darkness itself. DARKSEID IS.

Meanwhile the entire Quintessence, including Highfather, died ignominiously when he stabbed
them all in the back.

With such grand, godly powers without the weakness of belief fettering you, don’t forget that you
have at least one consistent weakness: The god-slaying metal Radion. While sufficiently rare
that Darkseid has not been able to equip more of his troops with it, in a sense Radion is
everything’s kryptonite: A sort of manifested “idea of bullet” capable of harming the true form of
a New God even by blasting a mortal they possess or one of their avatars. And judging from at
least one incident in Rebirth, it comes in gaseous forms too.

You may take Equations On Gematria for free and either Life Equation Comprehension or
Anti-Life Comprehension at a discount. You also gain a stipend of Meta Points equal to
your racial cost in CP converted to MP (i.e. a 1000 CP New God would gain 2000 MP) with
which you can model your innate New God power. Human hybrids with New Gods use the
full cost their New God parentage would have provided were they a pureblooded New God to
calculate their god power’s MP stipend. Nonhuman hybrids only use their New God parent’s CP
cost to calculate their MP stipend.

16
It was unclear when Apokolips departed the Sphere of the Gods. Perhaps after Darkseid’s defeat in
Final Crisis, it had yet to fully reform?
17
Twice, actually. Once during Earth-2: World’s End where after a round of brainwashing by Baron
Bedlam she apparently decided Darkseid was her true master. Then again in Darkseid War, where
despite quashing any possible questions Scott had about her allegiances with a big kiss, at the end of the
story she seemingly abandons him for Apokolips either to continue their work to free it-or out of incredibly
misguided loyalty to the Female Furies in exchange for their help against Grail.
Coluan
500 CP
Homeworld: Colu
Pioneers of hyper-advanced technology and exceptionally long lifespans lasting for centuries
before artificial enhancement, the green-skinned Coluans are stereotyped as overly logical and
unemotional to an unnerving degree. Your kind long ago cured most mundane diseases and
afflictions, and are exceptionally talented in both merging organic and cybernetic components
as well as shrinking entire planets for convenient pocket storage and creating forcefields that
can withstand blows from Kryptonians. Much of your society’s extraordinary talents have mainly
been demonstrated by the villainous Braniac: From remote control over technology as
immaculate as a master sorcerer’s control over magic, to traversing space and time at will, to
the transfer of consciousness and creating obedient clones-and in his Post-Crisis incarnation,
the calculation of 4.9 X 10^59 beings at once. But as his clinical but largely heroic clone-son Vril
Dox demonstrated, though the Coluan heart is cold it can be turned towards both great good
and evil.

Pre-Crisis: Your kind also live largely automated lives thanks to the army of robots doing
everything for you. As a trade-off, your kind have also been enslaved by the Computer Tyrants
as a result of trying to write an AI smarter than themselves-which promptly decided they were
superior. Fortunately, Vril Dox will either soon come to liberate your species or already has.

New 52 and onwards: It was Vril Dox, deemed the greatest scientist of his homeworld, who
discovered that the 5th Dimensionw as at war and that the war threatened to destroy the Coluan
planet Yod-Colu. After a number of ruthless, desperate experiments that culminated in the
destruction of Yod-Colu, Dox constructed an army of starships and distributed his
consciousness across a series of robots that would each travel the universe in order to preserve
planets from the Multitude, becoming known as the Collector of Worlds. One of these robots
attacked Krypton. Dox became fascinated by Jor-El, a Kryptonian scientist who actually saved
his homeworld from the Multitude. Upon returning to Krypton, however, Brainiac discovered
Krypton had been destroyed and-well, the rest is history.

Suffice to say that in this era, you truly are the last Coluan not related to Braniac.

You can take up to 12th Level Intellect for free.

Kryptonian
Homeworld: Earth, Krypton if it’s intact in your date of entry or anywhere in space.

Oh boy, here we go.


Though nearly identical to ordinary human beings18 physically, Kryptonians are adapted to life
under an ancient red supergiant star with comparatively low output to Earth’s. Under such a sun
their solar energy absorbing physiologies undergo an extraordinary transformation, obtaining
traits such as superhuman strength, superhuman speed, invulnerability, flight, x-ray vision, heat
vision and superhuman senses that rank among the greatest of Earth’s superheroes-in sheer
physical prowess, at least. As a highly advanced society many Kryptonians are privy to
concepts and technologies far advanced from modern humanity’s own as well, such as portals
connected to the Phantom Zone and reproduction by means of genetic modification. Beyond
that, much about Krypton varies greatly. Suffice to say that for one reason or another Krypton is
generally destroyed and you are one of the few lucky survivors.

As for the specifics, well-moreso than many alien races, they vary greatly depending on your
date of entry.

(Golden Age - 400 CP): Faster than a speeding bullet! More powerful than a locomotive-that is
to say, able to stop it with your bare hands! Able to jump tall buildings in a single bound-and fly
while carrying a submarine! With the race’s main representative being Superman and feats such
as lightspeed travel and lifting cities being infrequent, it’s safe to say that while Kryptonians of
this era could defy the laws of physics they were relatively restrained in terms of potential
development. Also, there was apparently a prohibition on incest.

(Silver Age - 1400 CP): Sent away from a doomed planet by loving planet Jor-El and Lara to
Earth, it was predicted that Kal-El would gain extraordinary powers based on the power of
Earth’s sun. However, it is unclear if in that moment Jor-El truly understood that Kal would
effectively become a god of the material universe in all but name.

It is not simply that Kryptonians of this strength have such incredible physical prowess that it
would take armies of metahumans led by multiple Post-Crisis Kryptonians to even have a hope
of pinning one down without exploiting their weaknesses. Their physical feats don’t make sense,
and treat kinetic force as more of an artistic medium than anything. Towing entire systems of
planets around on a giant chain? Child’s play. Gathering millions of meteors from across the
universe to fuse into artificial planets for the homeless? Easy. Clapping lightning into existence,
squeezing diamonds into coal, accurately throwing a jewel around the world back to its original
position and viewing events happening in the far corners of the universe? Just another day in
the life of the Man of Steel. Try going back and forth in time, taking anything you can carry with
you for something approaching a challenge-and even then mainly because of the risk of
accidentally going to a parallel universe and endangering it with time paradoxes. Kryptonian
powers of this era are also oddly modular and responsive to external stimuli; by catching a cold
Superman’s heat vision briefly became cold vision, after touching an alien spacecraft he gained
the power to create a miniature version of himself with his powers and through sheer anger and
prolonged violence Superboy Prime could retcon the past of targets he punched. It is no

18
Mostly, it appears Kryptonians as a species had nothing to do with Perpetua’s envisioning of an
ultimate breed of cosmic predators.
exaggeration to say that with enough sunlight to sustain your powers, even truly fundamental
beings such as the Anti-Monitor could be beaten to death by your fists.

Impressive as all of that may seem, it pales before your true potential: Energy absorption. Your
physique is a solar energy capacitor and amplifier of such greatness that all but the mightiest
magical attacks relying on conventional damage-say, two champions of the wizard Shazam
invoking their names at once-would bounce off you. It would take something akin to a Guardian
of the Universe sacrificing all their energy to defeat your temporarily-and even then, your body
could absorb the released energy to empower all its facets to the point even 5 dimensional imps
would struggle to affect you directly-and be cowed by your blows. With enough rage and natural
sunlight, you could shatter the multiverse with one good blow. And who knows? Perhaps if you
had the chance to absorb some extremely powerful cosmic energy more foundational than the
Electromagnetic Emotional Spectrum itself, you might be able to wrest control of it from the
beings who produced it.

But don’t get cocky when even gods can die. You may be immune to kryptonite from universes
other than your own, but kryptonite from yours takes effect far quicker than most iterations of
Kryptonians-and certain spectrums of solar radiation from any universe will see you powerless
quickly. You lose power without sunlight much faster than most Kryptonians too, such that
conjuring darkness could spell disaster for you. And while you are superbly resilient, you’re not
truly invincible. Time paradox-inducing punches, explosions of cosmic energy, powerful and
focused or estoeric magical attacks-they all take something of a toll, and if you’re not careful you
could find yourself battered to the point of being humiliatingly beaten down by the Teen Titans of
all things.

Only time will tell if you’re an impossibly strong hero, or an absolute nightmare of a villain.
Perhaps fate will consider you fit for both roles?

(Post-Crisis - 800 CP): A cold and sterile race that originated on the planet Krypton, the
Kryptonians neglected the outside worlds and turned inwards, advancing their knowledge of
science to an incredible degree even as their society stagnated. This proved to be their
downfall, as reactions within the planet’s core converted it into the radioactive kryptonite before
detonating and killing all but a few, with almost none off-world at the time to survive. Worse, the
Eradicator entity attempted to preserve Kryptonian culture by enforcing a bio-link that would kill
them for leaving their planet. Suffice to say that somehow or other, like Kal-El himself you have
been cured of this effect. While not quite as powerful as the Kryptonians of the Silver Age
(insofar as technology or substances exploiting his weaknesses, and magical effects that
bypass conventional tensile strength can consistently “punch up” against such beings and their
powerset is relatively fixed) Kryptonians of this age that have spent a substantial length of time
under Earth’s sun are still capable of absurd, reality-bending feats of strength. From pushing
artificial planets hard and fast enough to create an artificial boom tube, to carrying New God
emanations into the Source Wall at the end of existence or ripping them out of it and flying back
to Earth before running out of sunlight, if not true cosmic beings the sheer might of Kryptonians
is still capable of harming such entities. Just remember that advanced technologies and mystic
arts aside, there remain a scant few beings out there strong enough to contest your raw might
with enough focus-and such beings seldom fight fair.

Kryptonians are identical to humans under the light of a red sun, such as their home star Rao,
but when exposed to yellow light their cells store the energy and use it to great effect-to the
point where after gaining a noticeable increase in power every year of his life on Earth, by his
adult life Clark Kent was recognized as one of the most physically powerful beings in the galaxy.
Their powers gradually disappear when deprived of it, over the course of several days.

(N52 - 500 CP): Before the Worldkillers and/or Rogal destroyed Krypton, killing almost every
Kryptonian in the universe, you escaped in a space pod. You don’t need to eat, sleep, or
breathe under a yellow sun. You’re capable of bench pressing a mid-size planet for days,
delivering punches powerful enough to be felt at the centre of the Earth from space, flying
around a shattered moon and putting it back together after a couple decades of growing in
strength, and even enduring the compression of a black hole. Your powers fade more slowly
than in the Post-Crisis era.

Rebirth (500 CP): Same terms and conditions as the New 52, except a random space monster
created by Jor-El called Rogol Zaar is retconned as the destroyer of Krypton (which apparently
had bar mitzvahs). While at one point Superman does technically lay out a multiverse-creating
cosmic being and shatter the multiverse he was creating, this was after flying through several
suns in the Sixth Dimension which is essentially the friends they made along the way as well as
the “control room” of the DC multiverse, and in the semi-concurrent story of Doomsday Clock
Superman was overwhelmed in a fight by simply being outnumbered by various other
metahumans.

Notably, Dr. Manhattan seems far more interested in Superman himself than Krypton. To that
end he abducted Jor-El, and transformed him into the villainous reality warping Mr. Oz.

Infinite Frontier (500 CP): It’s…unclear for now, but as of the time of writing (and feel free to
ignore or fanwank at your discretion if prove wrong in the future it appears Kryptonians in Infinite
Frontier have identical traits as those in Rebirth.

You may take Proficient Skill in Kryptonian for free. Alternatively, if you style yourself as an
Earth-raised Kryptonian you may assume you have the language proficiency common to
wherever you were born. You may also take up to 8th Level Intellect at a discount.

Martian
600 CP
Homeworld: None; you start as a wanderer in outer space.
Called the Ma'aleca'andrans in their native tongue, those considered the Martians generally
have only one or two survivors in the modern era for one reason or another. Like J’onn J’onzz
and his niece, you’re one of those lucky few-and have won the cosmic lottery on several levels.
Physically and in terms of flight you’re comparable to the Kryptonians of your era, the sort of
strength that could destroy the moon when it’s gravity was increased a billionfold or in tamer
worlds help a Kryptonian and one touched by the gods to move a planet. You can see across
the electromagnetic spectrum, but your true gift is your powerful shapeshifting capabilities. From
becoming intangible to mundane matter and energy or becoming molecularly dense as to be
almost invulnerable to strength similar to yours, to turning your limbs into bladed ribbons
stretching far beyond your apparent body mass or becoming a parachute-like membrane in an
instant, to becoming invisible and changing your form to match any human one-suffice to say
your body stretches (no pun intended) the limits of organic matter’s malleability even in a
universe as astonishing as this one. In some continuities you even have some sort of energy
vision, and in most your regeneration powers could recover your whole body from a single limb.

Your psionic powers are also extremely potent, among the greatest of Earth’s heroes. From
creating realistic illusions to telepathically tracing people, from blasting away consciousness to
performing intricate psychological repair or reprogramming, from communing with the minds of
divine beings to instantly transferring information or setting up a sort of “meeting room” for
different minds, it’s not exaggeration to say you’re a mental powerhouse, and in some
continuities this comes with equally flexibly telekinetic powers. With this alone you aren’t
necessarily on par with J’onn, the peak of his race, but you’re certainly comparable to M’gann.
Notably you’re capable of increasing the power of your psionic abilities by synchronizing with
other telepaths-and potentially, amplifying other forms of superpowers too.

You may have noticed that with great power often comes great weakness in this world. There is
a reason why many mere mortals have been able to thwart the likes of the Justice League after
all, and in Martians’ case this is because of an embarrassingly common weakness: Fire.
Whether as an innate physiological weakness or an implanted phobia, your body tends to lose
cohesion around flame, your powers reflexively destabilize around it, and so potent are these
effects that even thugs could get lucky and kill you when debilitated by flame. Moreover the
sensitivity of psychic contact has sometimes led to…undignified and emotionally overwhelming
bouts of screaming followed by Martian incompetence and/or an experience of emotional
intensity so extreme it severely discourages them from prolonged conflict. In some ways, your
greatest strengths can also be your greatest weaknesses.

Like Kryptonians, the specifics of your race’s history differ greatly between continuities.

Pre-Crisis: There is, in fact, no Martian mass extinction. J’onn first encountered Earth by a
teleportation accident, and since then liked it enough to take up a number of odd jobs there.
Like Kryptonians, during the Silver Age Martian powers have a tendency to just kind of pop up
as the plot demands. Occasionally he plays cosmic chess with Despero for some reason.

Post-Crisis: 20,000 years ago the Burning Martians of Mars were their planet’s dominant
lifeform. They were a ruthless, barbaric race that reproduced from psionic agony and capable of
wielding scorching flames to world-ending effect. The Guardians of Oa feared them enough to
program a genetic weakness to fire into their physiology and dampen their darker passions,
splitting their race into the peaceful Green and warlike White subraces.

Such tampering will prove surprisingly easy to undo, albeit with dangerous consequences from
the darker passions of the Martians resurfacing.

New 52: Martians have no particular weakness to flame. J’onn just has a very specific phobia.

Original Version of DC’s Reality: It was eventually revealed in the latter years of Rebirth’s era
that the Burning Martians are a throwback to the true potential of Martiankind. Chosen by
Perpetua to complete her Apex Predator supersoldiers by symbiotically bonding with humanity
to provide their enhanced strength, shapeshifting and psionic prowess, the resulting hybrid
species was intended to be capable of physically beating to death the greatest cosmic beings in
the multiverse-and beyond.

Genius Loci
Variable CP
Homeworld/Home Dimension: Any planet, or yourself if applicable
Not all life in this reality resembles an individual. From the Barrowjane that ferried a group of
conspirators aspiring to end Creation, to the Jin-En-Mok before their compression into
humanoid form after the creation of the New Earth universe, to the heroic Danny the Street
there are many beings who are also places. You exist as a living location, with significant control
and awareness over your environment (and while often boasting exceptional finesse and scope,
seldom quite being able to do everything a pair of appropriately scaled-up sized hands can). Do
note that while for obvious reasons, being a sentient location offers significant advantages, it
also makes you a much bigger target for empowered individuals and magic users who can
strike hard or cast spells great enough to affect large areas such as yourself-and also, all things
being equal, makes you much slower at striking back at them.

Street
50 CP

City
100 CP

Geographic Region
200 CP

Planet
400 CP

Star
600 CP
Dimension
800 CP

If Planet-sized or above, you may take Antezenith for free. Refer to the Retroactive Reveal
section to design your body.

5D Imp
1000 CP
Homeworld: Imagination!

Wowee, look at this new kid on the block! Whaddya think you’re doing, coming into our
passion plays and gag episodes? You think you can just come in here, strut around like the
big man on campus and pretend to be all that and a bag of chips just because you showed
up the other day and declared yourself one of US?! Well, listen here mister…you’re
goddamn right you can! We LOVE those sorts of topsy-turvy, status quo-upsetting
storylines! And besides it’ll probably be treated as a one-off and forgotten about after
the next big event anyway.

Anyway, welcome to the 5th Dimension! It’s a neat little interdimensional plane of existence
outside of the normal space-time continuum. Also known as Zrfff. Also known as
imagination, where thoughts and fancies become real. Some days it looks like an empty
plane with a fancy building here and there. Some days it looks like a magical fairy tail
kingdom caught in a sort of time loop. Some days it’s all just kind of a silly fever dream
where we have our own apartments and stuff stowed all over the place, and some
days…there is no 5th Dimension. We’re all just swimming around in the interdimensional
Bleed between universes.

You’re a 5th Dimensional Imp now! To the lowly flatties down below, you look like a funny
little fella (or tiny lady) in a silly costume and hat! The hat is optional, but very stylish. You
don’t need to breathe or eat, you’re at home pretty much in any environment, you can
freely teleport through space and time, and most violence against you can be laughed off!
As for what we look like when we’re NOT trying to take it easy on those below, well-from
towering red-black demonic figures to multi-everything’d arachnid devils, let’s just say we
can look like every nasty thing the humans down there think awaits them in Hell! Even Bat-
Mite’s rumored to look like something with too many arms, too many faces and too much
green when not looking for Bruce Wayne’s autograph.
Hmph, I bet you wanna pigeonhole your amazing higher dimensional magic powers into
FEATS. Well, you’re a reality warper for one. Want to turn a pal into a constellation? Go
for it! Screw around with the laws of reality so it works like cartoon-or better yet, peak
around the comic panels, bother the writers and hand those lower order folks artifacts
that let them do the same? You got it! Turn planets into cubes, turn suns into sundaes,
dripple basketballs around galaxies and knock out some of the most powerful Kryptonians
and New Gods19 with a boxing glove on a spring? Sure thing! Heck, get steamed enough and
sooner or later that poor ole multiverse might not stand up to a prolonged temper tantrum!
At least until another imp puts it all back, and you have a good smoke together.

…eh, what you can do when SERIOUS? Hoo boy, you are killing the vibe here friend.
Well…let’s see, the last time one of us was serious I suppose Vyndktvx killed the King-
Thing with the Million-Pointed Multispear: An event which manifested as 230 of the worlds
the ole’ Thing liked to play around in being destroyed as a side effect. He also assembled a
team of villains across space and time to put Superman himself in checkmate, and if he’d
managed to break the courage of humanity he might even have been able to “grant a wish”
that would’ve served existence up on a silver platter to him! And another time the King-
Thing (you might know him better as the mature-er form of Mr. Mxyptik, Superman’s
looney fan) tried to unmake existence down to the pencil and paper drawing it so that the
World Forger could remake it all with his Crisis Hammer! But then, Bat-Mite showed up
with the Legion of Doom and knocked him down!

Weaknesses, eh? Dang, you really are a party pooper! Well, for starters we are beings of
imagination and as such taking things too seriously is about as unnatural for us as looking
forward to filling your taxes is for humans. Our silliness in the world below isn’t a complete
act, for a 5D being to interact with the lower planes is like being a man stuck in an
oversized strip of flypaper, and thus despite your space-time warping powers at an
individual level you’re just a bit slower when it comes to reacting to uppity 3-Dimensionals
than they are! Boo! For one thing, get too serious and those down below might come up
with…creative ways to hurt you. Vyndktvx up there actually got hurt when ole Superman
figured out how to rig a science station’s electric supply to blast the Multispear off-
course, giving him a nasty scorch! And then there’s the time Superboy Prime absorbed
enough Oan energy to kick Mxy around, reality warping powers be damned, and strongarm
an evil version of Zatanna to keep him locked up. But the real cincher is the power of
names and words. If someone can get you to speak your name backwards-even indirectly,

19
Well, their physical emanations
like with a cassette player recording and reversing your voice or somesuch-you’re banished
back to the 5th Dimension and everything you’ve done is undone. And in a pinch, it doesn’t
even need to be you! 5-D words are like thunder, and if a whole bunch of folks on Earth
spoke their names backwards you’d be compelled to speak your name and banish yourself!
Seriously, watch yourself down there. There’s all sorts of words of power being wielded
willy-nilly these days.

Sounds silly, huh? Listen, don’t think about it too much-it’s just a bunch of funny pictures!
We’ve all done the continuity dance, and none of us really give a hoot about it20. You’re a
whacky little wish granting shorty. Just go out there, make friends and foes, and have
some fun!

Monitor
500/800/1400 CP
Homeworld: The Sixth Dimension

Since the emergence of the 52 main universes, there have always been mysterious, inscrutable
and yet reliably anthropomorphic overseers of all that is and ever will be. Donning archaic blue
uniforms and golden pauldrons, these self-appointed Monitors describe their purpose as being
to oversee the Orrery of Worlds containing the multiverse to ensure its smooth development.
Wielding vast cosmic powers and scrutinizing the multiverse with senses sharp enough to study
the stories of individuals so insignificant to them as to be bacterium to an ordinary human, these
beings view existence as their sacred charge to oversee. Their powers seem innumerable at
times, but all of them ultimately derive from the race’s intrinsic command of the Dimensional
Superstructure: One of the Seven Major Forces of the multiverse, which holds power over all
things imaginable and unimaginable.

Unfortunately, they are also utterly and intrinsically incompetent at virtually everything they set
out to accomplish. Are you sure you wish to join the ranks of these mysterious beings? It has to
be said that their history has largely been defined by a complete and utter failure to accomplish
their duties-hampered in no small part by being reduced to successively more broken aspects
by the very nature of the multiverse they tend. A selection of such beings is spread out through
time and space:

Rebirth: For 500 CP, you may be one of the Fuginauts. A race of gigantic golden biomechanical
beings tasked (or perhaps, self-assigned given their culture formed after the downfall of their
Monitor “ancestors”) with the protection of the positive matter multiverse from the Dark
Multiverse. Your kind typically acts in monastic isolation, seldom interacting with others-though
one notable member will show mercy to a young hero called Sideways and demonstrate the
capacity to evolve beyond his cosmic mandate. Apart from the great strength and endurance of

20
Until Rebirth, when the breaking of the Source Wall apparently causes imagination to start to die.
your stature, you have great cosmic awareness that lets you sense trends and patterns
throughout the multiverse. You may travel instantly between dimensions as well as throughout
space and time, and project yourself astrally to others. Furthermore you are armed with a stave
that can channel the cosmic energies of the Dimensional Superstructure as both destructive
blasts and restorative effects capable of mending distortions in space-time. While the overall
power of your energy projection is “merely” at the level of Earth’s mightier superheroes, so
precise and potent is the creative energy within you that you could transmute inhabitants of the
Dark Multiverse into beings of positive matter.

As a fragment of a fragment of those who came before you, do note that even by Monitor
standards you are considered rather fragile. The stronger inhabitants of the Dark Multiverse
could rend you limb from limb or leave you bloody and beaten-and even the weaker ones could
accomplish this if they swarmed you in overwhelming numbers. Even a human champion of the
gods propelled through time and space could impact you with enough force to split you in twain.

Post-Crisis: For 800 CP instead, you may be part of the Monitor race. A group of deities of such
titanic structure that they view the multiverse itself as a kind of infection, their powers permit
them to easily shrink down into humanoid forms to more easily interact with it. The power of the
Dimensional Superstructure lends itself well to versatile and potent techniques in their hands:
From firing energy blasts, to empowering their blows or creating a damaging aura, to
Kryptonian-like flight, to manipulating perception and draining others of energy or seeing into
hearts, virtually any feat of magic or science can be replicated by those who monitor their
underlying structure. Most impressive of all are their feats of creation: From handheld gadgets
that freeze time, to dimension-travelling ships made of frozen music, to miraculous all-curing
medicines synthesised from the interdimensional Bleed, to even potentially a certain suit of
armor powered by an unprecedented form of Superman-based fusion. In the long-forgotten God
War 1, it was the Monitors who invented the earliest known form of the Miracle Machine. One of
the great Carriers responsible for harvesting the Bleed which Monitors subsist upon and extract
an extraordinary medicine from famously became the go-to transport of The Authority after it
was salvaged. Bear in mind that to the Monitors, such constructs are seen as nanotech,
permitting them to interact with the physical universe more easily from their archetypal world Nil.

You would think such beings would be insurmountable in the lower universes. You would be
wrong. Certainly in a direct contest of cosmic might Monitors have overpowered the likes of
Kyle Rayner, ruptured Captain Atom’s skin and fed from Kryptonians against their will-and in Nix
Uotan’s tragic case, his energy shields withstood the destruction of his assigned universe. They
are also so damn unused to combat at lower scales of reality that the world-conquering Extant
noted your kind is simply unable to bring the full might of their cosmic power as effectively as
they should be able to in pitched combat with metahuman-level opponents. Disorganized, taken
offguard even by the blows of mortals, beings like yourself fight with all the natural grace of
toddlers. In fact, the downfall of your society and the very concept of your identities is a direct
result of the organic, belief-driven nature of this multiverse grafting histories, points of view and
disparity to your formerly monolithic culture. Every moment you spend in the multiverse is a
moment being forcibly recast in humanity’s image, with no way of coping with it.
There is a way to become more lethal. A way strongly opposed by Monitor society, in denial of
what the Monitors truly are on a fundamental level. Simply feed directly on the Bleed, on the
stories of those above you and the thrum of their lifeforce, and you shall take on a more
vampiric aspect that will be as a giant among your own kind and a deadly match for even the
world’s greatest heroes. But to do this will be to embrace a bestial, insatiable appetite that may
leave your already out-of-depth judgement even further askew.

Pre-Crisis/the very beginning of existence itself in the first version of the DC multiverse, and
Rebirth: Finally, for 1400 CP it would appear that either Perpetua had quadruplets-or like the
Chronicler or the Judge of Worlds the Source has tasked you with a particular mission to attend
to the world. You are a cosmic being of technically far vaster scope, truly belonging to the
transcendent Sixth Dimension from which you can enact changes to the whole multiverse
through the “control room” it represents-a Super Celestial or Hand, albeit either one of a
younger generation than Perpetua or one of narrower breadth than the powers she was charged
with. At this scale you are one of the greatest users of the Dimensional Superstructure in
existence, capable of accomplishing all the Monitor Race (themselves merely fragments of the
shattered Overmonitor after the first Crisis event) can at greater scales-and more. Mar Novu,
the Overmonitor, could empower a human named Lyta Michaels into a self-duplicating
repository of all knowledge in the multiverse, and with a little help from the Justice League and
the Tenth Metal repair a catastrophic incursion of the Dark Multiverse. Mobius, the Anti-Monitor,
possessed a frightening capacity to absorb energy from entire universes and construct a
cannon capable of destroying the multiverse with the anti-matter he generates at will. Alpheus,
the World Forger, is responsible for refashioning entire possibilities for the entire multiverse
upon the Cosmic Anvil. He can even custom-tailor the rules of reality for the existences he
forms, and reshape his own form to adopt that of a Kryptonian or to permit himself entry to the
portions of the multiverse normally inaccessible to him. Whether you are their brother and part
of the Ultra Monitor-form they can assume to challenge their mother or an interloper with equally
great cosmic power invested in a certain task such as recording knowledge or passing
judgement, in you is invested the primal energies of creation in a way the angels would envy.
And if you are a brother to them, in this jump should you meet your death in the DC multiverse
you will simply reform in the Sixth Dimension unless it is controlled by another entity powerful
enough to deny your return.

By now you’re probably feeling pretty confident about your chances against most beings in this
multiverse, given your power over creation transcends that of most gods. But you could not be
more wrong. Remember Lyta Michaels, the Harbinger? After being corrupted by the Anti-
Monitor, it was she who slew the Overmonitor with a blast of energy. Alpheus himself is far less
adept in a fight than he has any right to be, having failed to subdue the Justice League in his
native Sixth Dimension repeatedly without Batman’s assistance-and having failed to discern
Batman’s own manipulations. And the Anti-Monitor himself has been pummeled by Silver Age
Kryptonians and New Gods, overpowered by a corps of Green Lanterns working together,
locked up to be used as a battery by a warden of death that Hal Jordan later enslaved, casually
wiped out of existence by one of Darkseid’s emanations summoning his past self and run over
by a car empowered by the Speed Force. Some of this is explainable by the fact that as beings
of cosmic scale, like the Monitor race Super Celestials’ powers diminish greatly when
manifesting within the multiverse directly. But the problem is far more fundamental. The
humans, the species singled out by Perpetua as those with the greatest potential to harness her
creation’s energies, were singled out as being the most naturally lethal beings she could find
against her own kind. Which is to say, you.

That’s right.

For all your vast, multiversal power, you are ultimately the target prey animal of a multiverse
inhabited by apex predators.

Run.

Unmentioned
Variable, 0-1400 CP
Homeworld: Variable
If there’s another race you like that isn’t present here, you can start as one of them instead.
From the Aellans to the Nereids to the Zwenians, you can be any race shown in DC comics, or
create a new one comparable to the listed examples with the Retroactive Reveal section.
Use the examples for various tiers to model the overall capabilities and innate limitations or
weaknesses of the race you are part of. As with Monitors, certain unique beings of extreme
power may be modeled by factoring in certain Natural Abilities as being inherent to their
condition.

Humans and human-derivatives are an extremely unique and niche form of entity in the
setting, and should not be used as an appropriate example for 0 CP-level races.

Hybrid
Variable CP
You’re a member of two races. Your parents must have quite the story. The price is the
combined cost of both races, but you have the powers of both as well-though bear in mind that
for Kryptonians, gods and other beings of similar strength as a general trend it takes substantial
time to grow into the full strength of your more powerful parent. Still, such hybrids have a
tendency to be terrifyingly powerful in their own right even at a young age.

Humans are an odd case: Their genetic template may make hybrids with other races weaker in
the early years and sometimes have unpredictable interactions between their humanity and
racial powers, but the tremendous cosmic potential they provide is present even in mongrelized
human breeds such as the New 52 and onwards incarnations of the Amazons. After all, it was
Wonder Woman who both became the god of war for a time21 and achieved a cosmic state of

21
It’s very unclear what DC’s stance on the “fake memories” explanation is. But Dark Nights Death Metal
#7 seems to be written under the assumption that the events of Wonder Woman’s New 52 solo were
entirely valid.
being capable of taking on the Darkest Knight. As such, human hybrids are calculated as half of
the parents’ combined CP cost; this includes the human parent’s if they would cost anything.

Hybrids have any free perks their parents do.

History
=== === === ===

Native Heritage
You were born on the planet you grew up on. You can start anywhere on that planet that
someone of your background could reasonably go to. Your friends and family are all here. This
is your home.

You start on your race’s homeworld.

Alien Heritage
You came from another planet as a young child, too young to remember anything but your new
home. This is your home now, but your heritage lies elsewhere, destroyed or otherwise beyond
your reach...for now. Regardless, you may take 200 CP in exchange for having arrived as a
teenager or young adult, having grown up on this other planet. You’re of their culture, and the
world you’ve arrived in is strange and unfamiliar. In all likelihood you’re the only one of your
kind on the entire planet, separated from your home by the vast reaches of space.

Choose a different planet from your race’s homeworld to start on, anywhere your spaceship or
flying self could have landed or been taken.

Clone
Modifier to Heritage
You're a clone of at least one other person, potentially sharing the DNA of multiple people
recombined into one. You share their appearance and genetics, although powers and other
traits will depend on what you purchase below. You’ve recently escaped from containment. Or,
take 400 CP in exchange for still being held captive by the people who first created you, unable
to escape just yet without great difficulty, and being used for testing and experimentation. This
allows you to buy more than one race.

Experiment
Modifier to Heritage
You were born in a lab, but your genes are entirely your own. Like the clone background,
there’s a myriad of ways this could have come about. Perhaps you were hand-crafted from the
ground up in some top secret bioweapons project, bred to be the perfect killer regardless of your
own thoughts on the matter? Or maybe your father just added a little too much Chemical X
when he was making you.
Reincarnation
Modifier to Heritage
You’re the reincarnation of someone who’s lived and died here before. You still have to pay for
your skills and everything. You’re living this life now, not your past one.

Denizen of the Dark Multiverse Heritage


You arose from one of the worlds of the Dark Multiverse, a failed creation damned to sink and
disintegrate, annihilating everything and everyone within. Dark Multiverse worlds are created
from the fears and mistakes of those above, and due to their instability they degrade and
collapse when the person they originated from overcomes their struggles. Gain 400 Meta Points
or 200 CP at a steep price, to represent the talents or mutations that your twisted history has
bestowed upon you. Beings from the Dark Multiverse cannot survive in the positive matter
multiverse without significant outside aid-and preferably, transmutation into a positive matter
being. Those on the scale of a mortal man will disintegrate quickly without the support of
artifacts built from the Dark Multiverse’s native cosmic metals. Even godlike beings will find their
powers swiftly degrading from exposure to the bright, solid world above.

If your powers are comparable to a canon character’s in overall capability, you may choose to
be a Dark Multiverse counterpart to them.
Family
=== === === ===
Family. It’s everything to some in this world, despite how others would claim it as an irrelevance.
In this section you may determine the conditions of your family

If you wish, you may keep the conditions of your family here as a sort of toggle in future worlds.
Encounter alternate universe versions of your perfect family in other realities, or somehow be an
orphan wherever you go. Though as parents tend not to spontaneously drop dead without good
reason, there will be functionally no difference between Orphaned and Abandoned apart from
circumstantial legal evidence in your nearest jurisdiction about your status.

Drop-ins, who have no history in this world, cannot pick choices from here.

Middle American Dream


50 CP
Your family was perfect. Your parents raised you right, and if you had any siblings you grew up
the best of friends. The bond between you all is deep and unbreakable, and you would do
anything for each other. You can visit your family anytime and expect a warm and loving
welcome, and they’ll always have your back no matter what.

Normal Family Life


0 CP
Your family wasn’t anything special. You had your ups and downs, but in the end family is
family. If you’re an adult you haven’t stayed quite as close to them as you might’ve liked, but
you can expect them to be happy to see you if you visit.

Broken Home
+100 CP
They say every functional family looks the same, but every dysfunctional family is broken in its
own unique way. However it happened, your family life was cold and hard, and every day was a
struggle. Maybe you found out your father was secretly a supervillain, and he reacted violently
when you refused to follow in his footsteps. Or perhaps your older brother turned you in to the
police after you came to him for shelter, betraying you and turning his back on you in your time
of need. You either have painful memories of your childhood that you’ll have to deal with
sooner or later (and you will have to deal with your past in some way or another, whether you do
it on your own terms or try to run until it catches up with you), or members of your close family
are actively hostile to you.

Orphaned
+100 CP, can be taken with any of the above three
You had a great relationship with your family, and you all loved each other more than anything.
Then your parents were killed, right in front of your very eyes. After this event you were either
raised in an orphanage, by a responsible older sibling, or by a family friend. You never fully
recovered from the trauma, and while you can live a normal life the memories have haunted you
ever since. Expect to have nightmares, as well as issues with raising a family of your own. If
this is taken with Broken Home, one of your family members directly caused the death of the
others, the ones who truly loved you, and will resurface sooner or later with plans for you.

Abandoned
+100 CP
You had a family at one point, but you were never lucky enough to meet them. You grew up
alone and with no one to support you or watch your back. A hardening life for sure, but not one
you could have survived without a certain measure of talent and luck most simply lack. This
also applies to situations in which you never had a family at all.

They Grow Up So Fast


0 CP, requires the clone or experiment histories
You start out as an adult, or your selected age in the career section. If you are a truly
otherworldly entity, you may never have had a family in the conventional understanding at all.

Royalty
200 CP, can be taken with other options
You’re a member of a royal family of your race or starting location, or the equivalent, such as old
money in the modern United States. Of course, you could forgo that and have a more
understated yet equally rightful approach to royalty if you wish-like being the rightful heir to the
throne of England, unacknowledged but guided by destiny to fulfil your role. Or a self-declared
emperor like Joshua Abraham Norton of Chicago, homeless for all intents and purposes yet
strangely blessed by the higher powers.
Career
=== === === ===

Drop-In
0 CP
You simply appeared one day without explanation. It’s not as uncommon as you might think,
and a surprising number of folks here literally materialized into reality under obscure
circumstances. Perhaps you should start some kind of support group?

Infant
0 CP
You’ve been reincarnated into this world. You start as a newborn in a family all but guaranteed
to wind up as you’ve chosen above. You’ll have a while before anyone expects anything of you.

Child
0 CP
You’ve been here for a while, but not that long. Your age is 1d8+10, and you’re still growing up
with the family you chose above. You have some responsibilities, but you’re still a kid. You
aren’t expected to do much more than listen to your guardians and prepare for the rest of your
life. You have some friends you get along with well, but none of the bonds forged in fire many
superheroes enjoy.

Law Enforcement
0 CP
You’re a proud member of the local police or military, or have found work as a private detective.
As far as any of your colleagues and superiors know, you don’t have any superpowers and are
an ordinary member of your homeworld’s race. Depending on exactly where you work your
responsibilities are a little different. Police officers are expected to protect civilians from
unpowered and super crime, but unless you’ve got any powers or special training of your own
supervillains can be a real challenge to deal with. Soldiers are expected to sit down, shut up,
and follow orders, and will probably be used in conflicts by the local ruling powers. Detectives
will be hired by people looking for help outside of the jurisdiction of the police, often investigating
someone or uncovering some secret information that’s important to them.

Superhero
100 CP
You use your skills and abilities to protect the innocent and save lives, leaving you well-
regarded by most of Earth’s populace. Choose one of the following motivations.

● Justice
○ Fight to save others. It’s your choice, and you made it with a smile.
● Compassion
○ Fight to give others a better future. The choice was made for you; how could you
do anything but give them your all?
● Vengeance
○ Fight to defend others. You never had a choice at all.

Criminal
0 CP
You use your skills and abilities to enrich yourself at the expense of the common good. Whether
by being a petty crook of a sleazeball politician, your motivations boil down to self-interest in one
form or another. If you’re not from Earth, you likely have a knowledge and skillset related to the
dark side of society in space as intricate as the street smarts of Bludhaven mobsters.

Supervillain
100 CP
You use your skills and abilities to operate outside the law and/or common morality in ways
spectacular enough to inspire awe in the criminal underworld and fear in society. Choose one
of the following motivations.

● Well-Intentioned Extremism
○ You had a good cause, once. Maybe you were a misunderstood visionary.
Maybe you were programmed for a purpose that is no longer valid, or placed
under some sort of curse. Whatever the reason, you care far less about the
collateral damage for your cause than most heroes are willing to tolerate.
● True Evil
○ There is neither good, nor evil. There is only power, and those willing to seize it.
Only you see the true nature of the universe. The wretched, writhing masses,
and their rightful place beneath your bootheel. One life or one billion, it matters
not. They will suffer, scream, and die all the same.
● Fuck That One Guy
○ Good? Evil? Irrelevant. Your reason for doing what you do transcends petty
revenge, you just fucking hate someone so goddamn much, that nevermind
the laws of society-you would break those of time, space and reality to bring
suffering and calamity into their life. It might be a famous hero like Barry Allen or
Arthur Curry, but it could also be some random man on the street.

Reporter
0 CP
You’re employed as a journalist by an organization of your choice, whether you rub shoulders
with Clark Kent at the Daily Planet or it’s analogue on some other planet. On Earth in particular,
your work often puts you in close proximity with superheroes and supervillains of various sorts.
Expect to be a familiar face in the cape community-and a potential abduction target for passing
supervillains.
Sidekick
50 CP
Instead of striking out on your own to fight crime on your own terms, you’re styled as the
assistant or backup to another hero or villain here. It’s not that you’re necessarily enslaved to
their will or hopelessly codependent on them (unless you’re into that sort of thing), but for one
reason or another you’ve thrown your support behind their ambitions instead of pursuing your
own. Choose one of the following motivations:

● Gratitude
○ As a young lad or lass, you were rescued from tragedy. Or perhaps you were a
lost soul given new purpose, or even harbor a twisted form of love? Whatever the
reason, you have a strong bond that won’t be easily broken.
● Ideals
○ There’s simply no conflict between what you want and what your hero or villain
wants. And with their resources, expertise or special powers you’ve found it more
convenient to do things their way for now.
● Seniority
○ Whether you’re on a lower rung in the Green Lantern Corps or bucking for a
promotion in Intergang, you feel

Scientist
50 CP
You’re a man or woman of science! You might be employed by one of the many private
companies like STAR Labs or Wayne Enterprises out there, or be part of a government
research group. Either way, expect to live in interesting times whenever what you’re working on
involves radiation, human test subjects, space exploration or anything else on the bleeding edge
of science. Or the excavation of ancient ruins.

Trade Job
0 CP
A working class fella, then? Whether you own the farm next door to Ma and Pa Kent or have
been somehow surviving as a nurse in Gotham, you have a set of very specialized skills that
make you a capable pair of hands.

Desk Jockey
0 CP
You’re a paper pusher of some sort. You might be special in other regards, but you sit in the
same cubicle and shuffle the same files as everyone else in the office. Depending on your age
you might be a trainee, or upper management.

Revolutionary
0 CP
The status isn’t quo, and you won’t put up with that! Whether you’re an animal rights activist or
fighting to overthrow the tyrannical rule of Mongul and liberate Warworld, you’re a prominent
figure in an anti-establishment movement of some sort. How the heroes view you likely depends
on your methods as much as your professed ideals.

Performer
0 CP
You’d be surprised how many powerful figures in the occult and superhero communities got
involved in the performing arts. There’s at least one spellcaster of impeccable pedigree who
works as a stage magician, and one of the most famous time travelling heroes started out as a
showboating celebrity. Whether your story’s more similar to Zatanna or Booster Gold, you’ve
somehow made a living in the limelight.

Tycoon
50 CP
You’re the kind of go-getter most folks only pretend to be on their CVs, and you’ve successfully
founded your own company! Not a shabby feat considering every city on Earth seems to suffer
an alien invasion or supervillain outbreak every other day. Whether you’re mostly buying or
selling, you’ve got a nose for business and an instinct for managing people.

Playboy
50 CP
Jobs? Working? You’ve vaguely heard of the idea, but it’s never applied to you. Whether you
were born with a nice fat trust fund that’s fulfilled all your financial needs or are some sort of
immortal being sitting on a pile of gold and a wine collection now worth a fortune, you’ll never
need to work a day in your life for the decade. You can still have a job if you want, but make no
mistake-it’s just a hobby compared to your existing finances.

Occultist
0 CP
You’re clued into the hidden world of mysticism around you, and have made a name for yourself
among other practitioners. You might be a consulting detective of some sort, or work as a
fortune teller with a more discrete service that provides actually accurate glimpses at the future.
Your skills are quite valuable, but go carefully; the world of magic is more cutthroat than all but
the worst gangs out there.

Martial Artist
0 CP
The way of the fist called to you, and you set out to master the martial arts. Depending on what
you are this may have involved travelling to different countries to test yourself against different
fighters and seek out different styles to hone, or even flying between different planets. Mind you,
the latter is much less common here.
Assassin
50 CP
You’re a discrete killer of uncommon skill and razor-sharp focus. Whether as part of an ancient
order such as the League of Assassins or as a freelancer like Deathstroke, your trade brings
you to interesting places and introduces you to interesting people. Shortly before killing some of
them. Most of your ilk are looked down on by superheroes, and those of you committed to the
job consider concocting a plan to survive a flying brick to be all part of the job.

Retired
0 CP
You were one of the above, perhaps you even had multiple day jobs or a rather interesting
career…a while ago, and then for one reason or another you quit. Or were retired. Or were put
out of action. But in this world, people like you seldom stay on the bench long enough to get
truly rusty.
Team
=== === === ===
Metahumans, sorcerers and other empowered individuals have a tendency to form organzations
in this world. By default, it’s assumed that whatever your career is you’ve been operating
outside the organizational structures of such groups-though you may be familiar with individual
members. Optionally, you may be part of an existing team. You are encouraged but not required
to have the terms of your membership make sense to your background. It’s not unheard of for
such groups to result in strange bedfellows making common cause.

For example, during the New 52 despite his villainous deeds Lex Luthor obtained significant
public favor for being crucial in defeating the Injustice League and decided he liked the
popularity-leading to the Justice League accepting his request of membership to keep a closer
eye on him. On the other hand Sinestro’s formerly heroic daughter Soranik joined the Yellow
Lanterns initially as a moderating influence-but after becoming disenchanted by her relationship
with Kyle Rayner and the Green Lanterns as a whole, became committed to them. Even villains
can form odd bonds despite their egos; during the aforementioned Injustice League invasion
Sinestro and Black Adam became fast friends over their experiences with leadership.

Below are a few examples of organizations present in most DC continuities as examples. You
are not limited to them, and may join others if you wish. Alternatively you can be part of a
custom team, made up of anyone of your choice who isn’t a committed member of another
group at the time of your entry. Unless you have a way of forcing it they have to be willing to
work together first; Atrocitus would never agree to being on a team with Ganthet for example.
Most such teams will therefore be relatively small compared to the first two of those listed
below.

Justice League of America


One of the largest organizations dedicated to safeguarding the Earth and upholding the freedom
and safety of it’s inhabitants, this group first formed unofficially in the New Earth era when the
then-fledgling hero Barry Allen gathered Superman, Batman, Wonder Woman, the Challengers
of the Unknown, the Blackhawk Squadron, Plastic Man, Congo Bill and several other heroes
(not all of which were officially registered at the time) to repel a White Martian invasion.
Similarly, in the New 52 the League first formed as a group of strangers working together in
response to Darkseid personally assaulting Earth in search of his daughter.

Subsequent invasions of Earth led to the group expanding in membership due to its generally
good public relations, and boasting a versatile roster ranging from the greatest sorcerers to
passing New Gods to the empowered ex-crook Plastic Man. Despite being disbanded at the
beginning of the Infinite Crisis due to internal schisms over the controversial decision to mind-
wipe certain supervillains (and Batman), the strong commitment to justice by the League’s
founding members and it’s recruits have ensured its members are quick to band together
against new threats-and continued to form in other eras.
League of Assassins
Founded in 1013 AD, the League of Assassins is a hidden order of extremely dedicated zealots
and killers chosen to carry out the immortal Ra’s al Ghul’s twisted ideals of justice through
calculated violence, the League of Assassins includes some of the most dangerous fighters in
the world such as David Cain and Lady Shiva, and has been willing on occasion to welcome
skilled outsiders such as the terrorist Bane with open arms. The organization’s loyalties and
conflict over focusing on tactics or sheer skill has wavered over time, but martial prowess and
archaic weaponry has been consistently emphasized by most of its leaders. This is not to say
the League is above using cyberwarfare or economics as tools-only that as an organization with
a considerable trove of historical knowledge, its masters have a rather nostalgic respect for the
old ways of death and deception.

The League’s founder’s enmity with Batman and ruthlessness has generally painted it as an
antagonistic group to most superhero organizations, but between Ra’s having a great respect
for Bruce’s capabilities and his daughter’s on-off attraction to the Caped Crusader the League
has sometimes cooperated with other groups against greater evils. Fierce competition and
schisms of ideology have also caused splinter groups such as the Leviathan movement and the
League of Shadows to split from from the central organization.
Natural Abilities
=== === === === === === ===

Intelligence
The levels of intellect refer to how many distinct trains of sophisticated thought a being can hold
simultaneously, each working together to exponentially compound their ability to understand
patterns and solve problems.

By default, you start as a 0th level intellect, the human baseline. You can purchase more levels
for 50 CP each. For reference the entire 21st Century human population together is 6th level,
and as such this represents the sum total knowledge of all commonly used technology in the
modern age22. At this level it would be reasonable to construct a suit of iron similar to what
Henry Irons has built-but likely also highly expensive. Batman, a lone vigilante capable of
outplanning entire covert organizations and matching withs with evil geniuses such as the Joker,
is somewhere around the 6th to 8th levels, Lex Luthor, a man capable of creating a virus that
bestows superpowers and building a time machine as well as a personnel-scale gadget that
permits him to step across the universe is around the 9th to 11th level. The Coluan genius
Brainiac is 12th level, and throughout various continuities has accomplished feats that bend the
very laws of existence. From controlling and altering beings as powerful as Doomsday, to
wielding technology capable of absorbing the energy of the incarnation of entropy known as
Imperiex, to actually augmenting the intellectual powers of other sapient beings then absorbing
billions of such minds to use their combined consciousness to change reality at will, the Coluan
genius’ sheer calculation capacity is a force of nature.

If you take at least 1st level, you get three specializations for free and can pay 25 CP for extra
ones. You may also trade in your free specializations to have a truly eidetic memory, perfectly
remembering everything you encounter. Specializations are fields of learning you're particularly
talented in and enjoy doing, progressing much faster in them than others. For example, while
Dr. Thaddeus Bodog Sivana’s mental level has never been conclusively confirmed it is quite
likely he is a specialist at mathematics and arcane-technological interfaces given his
demonstrated ability to make matter intangible, travel great distances in an instant or even grant
himself a form similar to Captain Marvel’s empowered by the natural forces of the universe by
reciting an equation-and construct devices capable of harvesting and processing the magic of
the Rock of Eternity into crystalized he was able to use to manufacture an artificial day.

Natural Adept At Aptitudes


200/400 CP
In this world, the line between mundane skill and supernatural proficiency is rather thin. Just ask
any of those “peak human” fellas who can lift a car, or folks who can cut down a group of armed
men before they can fire-with the element of surprise, at least. And now you are one of those

22
Or perhaps a few steps above that, given the work of the Terrifics, STAR Labs and similar scientifically
orientated organisations to raise the baseline of technology in whatever passes for the modern era.
veritable Renaissance Men and Women, who seem superbly talented for whatever your race is
at anything you can naturally do which you actually turn your hand to. You pick up new skills
and knowledge unbelievably fast, growing in ability as if you were a once-in-a-generation
prodigy in every field you enter. You can discover and invent objective and subjective
advancements beyond what any normal expert could accomplish, and apply them to such great
effect that you seem to be decades if not centuries ahead of your time. Mind you, this grants no
skill or knowledge on its own-merely the latent talent of your natural mind, body and spirit with
one exception-you may have started on a fitness, logic game and self-defense regime of your
own devising that’s pushed you physically and intellectually, and kept you both in shape and
sharp of mind.

For 200 CP, you are “merely” skilled, resourceful and talented enough to stand as a valued
teammate among the likes of the Justice League or Legion of Doom side by side with beings
that can destroy a planet with a punch or run faster than light. Like Helena Bertinelli, also known
as the Huntress, you could have a repertoire wide enough to confidently teach school, conduct
espionage and fly vehicles while being skilled enough in hand to hand combat to stand and
trade with Batfamily members after a childhood spent training at the family estate. Like Oliver
Queen, if someone dumped you on a desert island you could survive for years despite a
relatively louche lifestyle beforehand. By focusing on a specific skill, you could train something
like archery into a talent capable of taking out multiple combatants with a single arrow-or
become a world champion in boxing like Wildcat.

For 400 CP on the other hand, you’re the sort of polymath that Batman is-able to grasp and
master any mundane talent with the true peak of your race’s potential. From computer hacking
to inventing new gadgets, from tactical analysis to occultism to handling any weapon a modern
Earth military can field, your body is a true temple to sheer genius and hard work. Your mind is
just as exquisite, able to construct elaborate memory palaces and master hypnotic techniques-
even potentially training up a “backup personality” for yourself in case your mind is ever
compromised. The only way your sheer versatility could be diminished is by committing yourself
to a certain career; Lex Luthor for example, while an able hand-to-hand combatant in the New
52 and onwards, has sacrificed some of his martial potential in exchange for being an
omnidisciplinary scientist of considerable skill.

Point of order: While this perk does come with a modicum of intellect boosting, it stacks on
additively with any additional Intelligence purchases you also make.

Magical Talent
200 CP
Magic is a primordial force consisting of the disparate pieces of creation-belief, emotion, dream,
soul and so much more coming together in accord with the gestures, words, rituals and other
symbols of practitioners in order to produce a seemingly impossible effect. From channeling the
powers of the gods into elemental attacks or empowering transformations, to creating rituals
that by symbolically manipulating an image or component of another subject inflict a
disproportionately great blessing or curse on them, to creating a portal between different realms
of existence-or more commonly, just wildly slinging beams of energy or fireballs at someone, it’s
versatility is difficult to put into perspective. This perk grants you a basic and innate aptitude for
performing magic-nothing truly special but making it no more unnatural to you than breathing or
blinking is to mortal men.

Rebirth: An attempt was made to classify the most common varieties of magic user. This is
does not represent absolute classifications so much as broad trends and methodologies
but if you find it useful, you may use it to codify the nature of your magical powers. Races which
naturally possess magical abilities like fae and demons may automatically have a free purchase
of the “Magical Blood” form of this perk.

Magical Potential
200/400/600/800 CP, discounted Occultist

Not all beings charged with the potential for magic are practitioners, but all practitioners are
magical. Still, for one reason or another the mystical forces of creation’s deepest mysteries have
accumulated in your very being to a greater extent than most beings. Often this manifests as
unconscious changes to reality reflecting your deepest thoughts; you may see glimpses of the
future or travel to strange realms while asleep, feel a crackling in the firmament as your latest
senses barely glimpse the movements of other mystical beings or perhaps even reflexively set
something on fire in a rage. This is merely potential with no knowledge of how to wield it,
potential that shall be commensurate with whatever your native race’s existing talent with
harnessing the intrinsic forces of the universe is. But even with no skill, reflexively you have the
potential to mould the world to your will in ways both subtle and blatant.

For 200 CP, you are to your kind as June Moone, Traci 13, Nimue (or as she calls herself,
Madame Xanadu in the post-Crisis era) or Morgan le Fay is to the average human. Even if you
specialize in a certain school of magic such as the faith-based mysticism of Atlantis or the magic
of cities, you could easily branch out and master conjuration, summoning, translocation and
other practical mystic feats given some firsthand experience-and preferably, a good place to
study. You have an exceptional talent for magic, finding it comes more easily to you and
grasping the principles behind its operation intuitively-perhaps more importantly, discovering
that your soul has more power to give to the rituals and evocations at your fingertips than most.
Without training, your talent could potentially spring out and become a powerful entity in its own
right derived from your repressed desires. With it, you’d be a force to reckon with for many
superhero teams on Earth.

For 400 CP, you hold potential equal to the Constantine and Zatarra bloodlines, or Arion: The
greatest mage of Atlantis. You are not merely a world-class talent and a natural font of mystic
energies-your bloodline holds some form of legacy that commands respect from the entire
magical community. With this raw power, warping the fabric of reality becomes a trivial exercise-
although learning to do it safely, consistently and being able to get what you actually want from
it is where the value of training comes in. As Constantine was heir to the troublesome bloodline
of Laughing Man magicians who ride the synchronicity wave as they laugh at the gods of man’s
creation, as in every meaningful way Zatanna was the culmination of Giovanni Zatarra’s magical
prowess, you too have the potential to change the fate of magical beings the world over.
Alternatively, like Circe or Raven your powers may simply be raw spiritual power combined with
the prime magical forces of another realm of existence-be it that of gods or demons. You may
not necessarily be a true hybrid child, but your powers have an otherworldly edge to them that
may bypass some of the native limitations on local magic-just as Raven’s powers have proven
both capable of siphoning her dread father’s energies, and surprisingly effective on the denizens
of the Dark Multiverse even when they are supported by greater beings.

For 600 CP, like Princess Amethyst of the Post-Crisis era whatever your extant ancestry a being
on par with a Lord of Order or Chaos was somehow involved in your conception. Whether one
of your parents had quite an interesting backstory or you were simply blessed from birth, like
that great being you have the power to not just grasp the forces that define magic on a cosmic
scope by transcend the limitations of man and god alike-and lay low entities even greater than
you through clever spellcraft. It would normally take considerable times to reach the heights of
power Nabu has demonstrated: Surviving in a realm of pure nonexistence, granting yourself a
physique on par with a Kryptonian, propelling yourself fast enough to rebound off the edge of
the universe and survive the impact, assisting God’s Vengeance in holding together the collapse
of the universe and perhaps one day unleashing spells powerful enough to crack the Sphere of
the Gods itself. Or were you to be more akin to the feared Chaos Lord Mordru: Somehow
removing your past and future from the very progression of time itself, growing vast enough to
lay waste to entire space armadas, shrugging off blows from and defeating pre-Crisis
Kryptonians, absorbing the magic of entire universes-or even shredding apart cosmic beings on
par with the embodiment of space and time to augment yourself and others with their power. For
many, it would take more than a lifetime to fully master such power. For you, with the right
guidance you could become initiated in the cosmic scope of such forces in the time it takes for a
young girl to finish puberty.

There is one further height of potential, available for 800 CP, that you can take if you truly wish
to be the greatest magician of the age. Among humans, to be unequaled in magic is to be the
Opener: A conduit of raw, uncontained magic and the owner of a soul so strong that demons
foolish enough to steal it risk the human, if canny enough, counter-possessing and remaking
their body perfectly and immaculately from the demon’s own substance. Tim Hunter, the Opener
of the modern era, wields such raw power that he reflexively brought imaginary friends into
reality, claimed and reshaped other magical servants at will and reshaped portions of other
realms of existence like Faerie or Hell by his mere coming with almost no meaningful
knowledge on how to use his powers. Merely as an infant, he created thousands of alternate
worlds simply to disperse his traumas. The title itself of “Opener” along with Tim is a creation of
the New Earth era’s Merlin, himself the living conduit of magic for his day. Such was his power
that he granted both Tim and himself multiple, overlapping histories to protect them and
enhance their powers with ambiguity-and resulting in different aspects of Merlin being
imprisoned at multiple places all over the world. And were you to be a god with such potential, it
would appear you are some strange twin to Hecate or her Dark Multiverse counterbalance the
Upside-Down Man: A true embodiment of magic, only given the trappings of divinity by other
rules of the existence. Such are your powers that you could appoint new incarnations and
guardians of aspects of reality such as death, lay waste to divine realms and otherwise alter the
nomic rules of existence and possibility. Magic at its full potential has no limits-but exploiting this
is easier said than done. Be warned: Mere mortals have bound, harmed and broken such both
such beings through extreme feats of heroism and villainy.

The Power of Will


Will is a great force of the universe, letting individuals go beyond their assumed limits in the heat
of a fight or holding out against many forms of psionic assault. Even some spells can be
strengthened by a sufficiently strong will. You naturally have whatever degree of will is natural
for your race, but if you wish you may strengthen it here. This potentially makes you a
devastating source of power when armed with Oan technology that taps into the
Electromagnetic Emotional Spectrum, among other things
Alternatively, instead of will you may take one of the other emotions on the Emotional
Electromagnetic Spectrum to be a font of as a separate purchase. As cosmic forces the black
energy of Nekron’s power over death and the white light of life must be built as powers, but you
may become an Ultraviolet Lantern here by adding a 300 CP surcharge.

Baseline
0 CP
Average human willpower, or whatever is average for your race.
Solid Work Ethic
50 CP
You have a slightly higher than average will, letting you stick with things more often and
for longer. A human could finish medical school easily enough.

Indomitable
200 CP
Your willpower is roughly equivalent to that of Superman and Batman-at least, as they
were early in their careers. Nothing can break you down or make you give up, barring
extremely specific circumstances that play against who you are as a person and truly
nightmarish cosmic forces.

Legendary
300 CP
Talk about stubborn!. You have as much willpower as the average Green Lantern,
enough to overpower the combined will of your home planet’s entire population. Your
willpower is hardened and tempered in adversity, easily able to wield a Power Ring like
an expert.

Antezenith
400 CP
Your willpower is roughly equivalent to that of Sinestro, with the potential to become one
of the strongest members of your relevant Corps. With your ideals destroyed and
marooned on a planet far from home while defenceless, you could still find the strength
to assert dominance on most local native predators.

Zenith
700 CP
Hal Jordan is a man too stupid to know he can’t do the impossible. And now, you are his
equal in sheer, bloodyminded stubbornness. You could overpower the embodiment of all
willpower in the universe, including your own somehow, through sheer will and even
without a power ring potentially bend a defeated cosmic being in close metaphysical
proximity to you (for example, a defeated warden of death-while you’re dead) to your
will, as long as you have an appropriate medium (like say-a Black Lantern Ring). With
decades of time and experience it may even be possible for you to exist in a state of
pure willpower and forge permanent, physical objects out of your will, such as a new ring
for yourself. Even lacking the 31st century components and knowledge base required to
process an entire civilisation’s knowledge into useful technology, a sufficiently advanced
alien (such as a Controller, an offshoot of the same species as the Guardians of the
Universe) could construct a Miracle Machine using a few scattered examples of lower
order willpower-based technology, some connective infrastructure-and most of all, you to
generate power. You can take Abstracted Host at a discount.
Godly Domain (500 CP)
Required and free for Gods and Demigods

An aspect of reality has become intimately connected to you, as intrinsically connected to your
soul and will as a man’s breath is to his lungs. You may command it, see through it and
manifest yourself through it with a raw might and fluidity that does not simply represent it’s
natural capabilities-but can give it an unnatural liveliness and an elemental ferocity belying the
forces you embody. To look through the world by watching through the sun, to wreath yourself
in lightning as both a reactive defense or a blindingly fast spear that literally hits like a
thunderclap, to become wind or tear a city apart with misfortune-all these and more are within
your grasp. Training and experience will heighten you already considerable power over your
domain, permitting you to forge artifacts blessed by it or buildings sanctified by its presence as
well as utilize the semantic or metaphorical aspects of it to create various effects. Already your
mastery of it can accomplish nearly any themed feat of magic-but where mortal magicians often
require symbols and sacrifices, your domain is as easy for you to bring to bear as swinging a
fist-and in fact greatly empowers any other supernatural abilities you have. It is this natural
affinity that lets Ares’ New Earth emanation rip out the souls of those who died in battle and
destroy and remake them at will-in one case, forming the horror called Genocide out of a future
Wonder Woman’s corpse.

It should be noted that the raw power of a god added to this amplifying effect is what enables
some of the greatest feats seen in this world demonstrated by the likes of Zeus and his ilk. It is
technically possible to purchase this without any connection to divinity-strange but do bear in
mind that while still setting you above many mortals, such gifts will be relatively lessened in
scale and more akin to divine blessings than true godly miracles. Mind you, such gifts can still
be devastatingly potent and versatile by the standards of mortal heroes. Promethea, whose
magical gifts over unreality and magic stem from being sent to the realm of the gods as a young
girl to become a sort of living story, has stood her ground against the sorceress called the
Queen of Fables-herself capable of numerous reality warping feats. And the Flash of the New
52’s Earth-2 gained his connection to the Speed Force from a dying Hermes.

New 52: Rejecting or being unable to fulfill your domain will eventually kill you. Even when you
cry it will be tears of blood. You have to intentionally hold it in and not let it slip out since it
represents your very nature now.

Rebirth and onwards: The limitations listed above seemed to have laxed a bit, considering
Wonder Girl basically quit being part of the Olympian pantheon at one point with no ill effects.

Born to Fight
300 CP
Combat is literally in your blood, written into your very DNA. Everyone’s got ceilings to their
skills, points where training simply can’t take them any further, and although you’re no exception
yours are some of the highest ever seen. Fighting feels natural for you even without training or
experience, and you pick up combat-related skills much faster than most. You can master
martial arts and other forms of combat in years to a degree others couldn’t hope to reach in a
lifetime, as well as train your body beyond what’s normally considered to be the peak of human
potential. If taken with either purchase of Natural Adept At Aptitudes, you’re a rival in sheer skill
to the likes of Richard Dragon and Lady Shiva.

Old as the Rocks


200 CP, 600 CP for Super Celestials
You’ve been around for a long time. Longer than should have been possible, had your aging
process not halted millennia ago. Ever since then your body has been frozen in its prime,
immune to disease or poisons and quickly recovering from any injury that fails to kill you
outright. And killing you is quite the challenge, with how much you’ve picked up over the long
years. You’ve become proficient in just about every skill you could think to try your hand at just
to stave off the boredom throughout the quiet periods of history, and have mastered most of the
more useful and valuable skills. The lauded domain of rulers, fighters, and housekeepers,
either through necessity or sheer repetition. You can only make a meal so many times before
you can prepare something fit for a king, after all, whether you intended to or not. Likewise,
having watched so many civilizations rise and fall (and having spearheaded both yourself more
than a few times).

It’s true that nobody knows everything, but when it comes to knowledge and experience you can
certainly say that you come close.

This costs extra for Super Celestials as due to the race predating all existence in the DC
multiverse being a senior specimen of such entities would make one on par with Perpetua or
her creators the Judges of the Source. The overall cosmic power of such a being is
considerably greater through sheer experience, and the role-based creation of the Super
Celestial race implies a purpose more fundamental than any one aspect of the main multiverse.
Though keep in mind the Judges operate as a group and Perpetua has resources such as her
Totality which make them both considerably more of a threat than an individual Super Celestial
of that scope.

Moirai
600 CP, locked to gods
There are forces beyond even the common reach of gods, subtle and intricate patterns that
echo throughout the ages like the weft and weave of destiny itself. And you have become one of
them. You may be another incarnation of one of the three Fates, or of their darker aspects the
Kindly Ones. Alternatively your godhood may simply have a strong connection to the force of
destiny which lends you similar fate-weaving powers as outlined below.

You watch over and control the lives of gods and mortals, although in broad strokes. You may
observe events in the past and future with intricate detail, with all the precision of a
needlewoman scanning backwards and forwards along a tapestry. Naturally you can see
throughout most of the present as well, with space and time alone not being obstacles to see
how all that is fits into your grand designs. Speaking of your designs, your chief power is to
manipulate the grand design of all existence in order to bring about a desired outcome. Most of
the time this is done through a tangible medium; the Moirai themselves literally weave time in
their tapestry, and while their actions went unseen it was they who bound the fate of numerous
powerful heroes in Earth and beyond to preordain a victory against Braniac 13. It is in your
power to raise naïve young girls into heroines capable of bringing peace to the world, setting
paupers on journeys to become chosen kings, cutting short the lives of men, gods and empires
or virtually any other possible change in the cosmos that can be achieved by chance and
circumstance.

Do note that you’re hardly omniscient or capable of altering someone’s mind at will. You’re
certainly not THE Destiny, that eldest brother of the Endless, and despite being far more
inexhorable given he’s had his fair share of slip-ups and glitches in his inevitability it’s safe to
say that while you see far further than most gods you can’t see everything coming. Certain
beings, like John Constantine the Laughing Magician, simply cheat fate by their nature while
others, like Lucifer Morningstar, are too powerful to be constrained by it. Even some of Earth’s
greatest heroes have been known to simply defy what’s possible through sheer stubbornness
(and a magic artifact of Kryptonian mental martial art technique or two) on occasion.

If you do have a rather Fates-like bent to your identity from this perk, you can import up to two
companions to take the place of your ‘sisters’ for 200 CP apiece; they may still have whatever
backgrounds and discounts they have from being imported the normal way, but also the effect
of this perk. You can be from any pantheon, and you become the successor(s) to the previous
Fates if you choose one that already has them.

Evolved Beyond Such Primitive Weaknesses


300/600 CP
Unlike the rest of your race, you don’t suffer from the same debilitating weakness to lead that’s
caused so much trouble for them in the wider universe. If you’re a Daxamite, you were treated
with the serum synthesized by Brainiac-5 or bred by the Eradicator to overcome this weakness.
If you’re a Martian of the Post-Crisis era, you have shed your implanted fear of fire. And if you’re
a Kryptonian, trying to denature your powers with Kryptonite or specific wavelengths of radiation
won’t work-you’ll have to be killed the old-fashioned way.

To overcome a racial weakness in a world where they’re often the weak points first singled out
by evil geniuses and other villainous underdogs of all kinds is a significant milestone. This will
cost you 300 CP, and incidentally overcome any other race-specific weaknesses you have from
other jumps such as a werewolf’s weakness to silver or a fairy’s sensitivity to cold iron. But for
600 CP we can kick your adaptability up several notches to match one of the most infamous
horrors in the multiverse: Doomsday. Without requiring the excruciating experiments that led to
this horror’s creation, somehow your physiology has been honed into a similarly finely tuned
system of reactive evolution and constant self-improvement that makes you constantly more
powerful scaling against any direct or indirect opposition. While for now you resemble whatever
race you were, if stranded in space you could quickly adapt to be immune to the void of space
as well as the distorted dimensions of wormholes. You have a highly accelerated healing factor
that lets you recover from most damage almost instantly-and even anything that leaves you
clinically dead can be regenerated from with your entire body adapting its utmost to be immune
to what killed you; assuming that means that bypass your physiology like targeting your soul
aren’t used, this is not considered death for the purposes of your chain. If someone attacked
you with a sound gun your ears would grow biological mufflers that do not impair your hearing,
while even something as bizarre as the energy of time itself could be absorbed and redirected.
You have no direct control over your adaptations, and by default constant battle will see you
take on a rather monstrous shape (although of course, you can resculpt yourself if you’re a
Martian or other race capable of shapeshifting-or otherwise possess the means to remodel your
body) but surely this is a small price to pay for becoming the ultimate survivor? Mind you, you
don’t start out with all the adaptations the original Doomsday had-but hardship of any kind will
see you developing as quickly as he did when he turned against his creator.

Don’t push your luck too far. You’re all but immune to the lasers and bombs of even advanced
alien militaries of this world and can even shrug off the Omega Beams of less powerful Darkseid
avatars, but even you have your limits. Chief among them being the natural force of entropy-a
good reason to never travel to the end of the universe without a good reason, and to avoid
picking a fight with Darkseid’s more powerful aspects while relying on this alone.

Equations on Gematria
400 CP and free for humans and New Gods, or 800 CP and discounted for humans and New
Gods
Those who grasp true power in this world look not to cosmic forces or demonic artifacts, but the
very symbols by which mortals impose meaning on existence. Words of power, in this reality,
can be used to bind the power of gods into entire families of world-shaking champions like the
Marvel family. Mathematical formulae, recited by those who truly grasp their meaning, can be
used to manifest the Speed Force or bypass a solid wall like a bank of fog. And like some of the
most brilliant minds on Earth, you too have a phenomenal talent for grasping how language and
mathematics can be used to bend the laws of reality to your will. You must still construct
mathematical formulae that accurately reflect the concept of reality you wish to depict, like
proving a hypothesis in quantum physics, or discover which languages and words are
sufficiently meaningful to effect change on the cosmos-but some quirk of your biology makes
you much more talented than virtually all races out there.

For 400 CP, you simply have pure, untapped talent for such feats. But for 800 CP your grasp of
such phenomena is on par with the likes of Dr. Sivana or Metron-the heights of earthly and New
God talent with this skill, respectively. Even if your intellect and expertise in other areas is not
particularly high, you too understand the underlying principles between binding the fundamental
forces of the universe into a powerful transformation, or creating a sprite made of living
languages with virtually endless shapeshifting potential.
The Creation of Jumper
400 CP, discounted for Demigods
Not all the children of the gods and their lovers are created equal. While some like Cassandra
Sandsmark, most recent of those to bear the title Wonder Girl, are dependent on their divine
parents for access to their godly gifts there are others which grow into something greater than
the sum of their parts, others like Wonder Woman seem to naturally find their footing in their
divine parents’ world as if they were destined to succeed in it. Destiny smiles on you, because it
seems you are equally comfortable in the realms of the divine and the mortal. When it comes to
using divine powers of all kinds you have great potential and exceptional talent for throwing
around raw power and figuring out how to use your abilities with great finesse. Divine artifacts
similarly feel natural to wield and master with even a few hours of wielding one; cursed ones
may still harm you and some may yet deny you full mastery without meeting certain conditions
but you will have a sixth sense for avoiding or gathering information to cure deleterious effects
of all kinds. As you have a natural, intuitive grasp of how best to administer to your divine duties
in a way that keeps the world running smoothly.

Your last gift is a very specific kind of excellent PR: You instinctively know what to say and how
best to comport yourself to put your mortal associates at ease around the divine, without lashing
out in fear or bowing down in submission. On the other hand, gods of the pantheon you are
related to by blood see you as a favored child or sibling-by default, being significantly more
merciful and helpful to your naiveness to divine affairs than they would otherwise be. It would
still behoove you to be careful; a queen among gods will still be expected to be treated as such
while a truly wicked deity may still end up your enemy, but the former is still far more inclined to
lasting friendship than she would be with the rest of her family and if you play your cards right
with the latter you might find yourself seen as a worthy opponent. The gods of this world are not
infallible, but with you as their spokesman a new era of understanding between modern society
and divinity is possible.

Living Paradox
400 CP
Now, just HOW did you do THIS?! The other major example we’re familiar with here, Eobard
Thawne, was created when Barry Allen generated the Flashpoint timeline as Eobard ran
through his own timestream. As a result, Eobard was partially dislodged from the linear causality
of his own timeline. Whether it was science or sorcery, cosmic energies or just a really strong
glass of milk that did this to you, you’ve become a cosmological constant existing outside of
your own personal causality. As a result, you are immune to alterations to your own history and
are a constant in every timeline (if you weren’t already somehow). Oh, you can still be stabbed,
shot, beaten, bruised-annihilated, but you cannot truly be erased from existence for a possibility
of you existing outside the current timeline always remains. And so, while you don’t necessarily
have the full gamut of the Negative Speed Force’s powers, whatever altered you also granted a
specific, yet highly potent form of time travel: When the present version of you dies a version of
yourself from a different point of time can simply show up to take your place-and this is not
considered death for chain purposes, since you haven’t “fully” died.
Should you have Eobard’s form of paradoxically eternal life, there is at least one known way to
take away your paradoxical immortality: Grounding you back to the Speed Force by vibrating it
into you, after which you may be affected as any mortal. However you gained your status, there
will be a similar means of undoing it-though by buying this here, you will not only know the terms
of your paradoxhood’s undoing but should it be removed and you be unsure how to restore it,
your paradox status will be restored in the next jump. And while this is a truly potent form of
immortality capable of restoring you from the casual touch of cosmic beings greater than gods, it
would be wise not to push your luck with such entities. What good is being everywhere in time,
after all, if time suddenly ceases to exist?

And if you have both this perk as well as Skeleton Key to a Lost Multiverse, the combined
implications are yours to decide. Suffice to say that neither perk invalidates the other’s benefits,
though the specifics can be yours to decide, and that the complex conflux of space-time
anomalies ensures any powers over space and time you have are greatly empowered. It will
take time and practice to fully master your new gifts, but the results are considerable enough to
worry the heroes of the 31st Century if turned to malefic ends. Turning a barrier that slows time
into block against time travel or improving time portals into the power to splice periods of time
that are millions of years apart together to recreate the conditions of universes from destroyed
realities wouldn’t be out of the question.

Skeleton Key to a Lost Multiverse


400 CP
Well, well. THIS is certainly a unique occurrence. For rather than a mere paradox in time like
Eobard with this some catastrophic event resulted you being an anomaly in existence itself. You
see, a while ago there was a Crisis that nobody else seems to remember, and you were caught
up in it. Under mysterious circumstances, you somehow survived and became the sum total of
every version of yourself that existed in the previous reality. To begin with, this makes you a link
back to that variant of reality. With the help of powerful forces such as those empowering this
world’s heroes or magical energy, you may summon entities and perhaps eventually artifacts or
even locations from that world into this one through a portal. Moreover unlike the other very,
very unfortunate example of a being of your nature, you’ve also wrested a measure of control
over your condition, and have become able to instantly “retcon” the nature of your own abilities
by selecting versions of your personal history to validate.

As you aren’t truly your own author with this alone, you cannot make your powers overall more
powerful or exercise fine control over how they are warped-but you can make significant
metaphysical alterations to your capabilities and/or the way your powers work, though only one
set of such alterations can take place at once and each tends towards a relatively coherent
“theme”. If you were a powerful fire wizard for example, you could instead retcon that fact to be
an ice wizard or weather wizard. Or decide to validate the continuity where you were actually an
advanced alien with pyrokinetic psychic powers (but not actually a Burning Martian since that
would go beyond the scope of being a fire wizard), a scientist with powerful fire gadgets or a
dial-using hero who by shouting the words “Smokin’ Sexy Hot!” transforms into Pyros: The IP-
Friendly Expy of the Human Torch. Expect nobody but those most attuned to the alterations of
the multiverse to remember these changes to your backstory, and for most people to just shrug
and be confused about your powers enough to just kind of nod along with your explanations as
long as you don’t make too much trouble for them.

As mentioned above, taking this perk with Living Paradox will result you living in interesting
times.

Infinite Frontier: As a final note, while the implications are…unclear other than certain powerful
and malign beings having an interest in your kind, whichever era you start in you also count as a
font of “multiverse energy” apparently secreted by Crisis events from the creation and
destruction of reality.

Also, optionally with this perk you may choose to be involved in the current (or past, or future, or
somehow all of them; take your pick) origin story of one Donna Troy: The duplicate/magical
warrior golem intent on hunting down/fellow Amazon/sister/orphan sidekick of Wonder Woman
(sometimes, depending on continuity), who for good or ill will somehow recognize you as a
significant figure in her life. Hey, it makes as much sense as anything about Donna Troy at this
point.

Transcendent Transformations
600 CP, free humans
With all the powerful forces coursing through this world, it would be a shame to be confined to a
certain level of power limited merely by your strength of arm or intellect. In you though, there’s a
unique potential. A capacity to take both superpower-granting energies, hyperdimensional
forces and even abstractions such as hope one step beyond what they should normally be
capable of. When you wield powers similar to those of this world to their limit, especially in
pursuit of an ideal or for your deepest desires, your heroic or villainous motivation causes these
powers to gradually evolve your body towards a higher state. The impossible becomes the
implausible, strains of all kinds become bearable and in general everything you thought about
your capabilities seems to be proven wrong when you really put everything on the line to wring
out every last drop of your power. At first, like the Flashes, you will be able to push back the
limits of your powers-breaking through the Speed Wall, outrunning death and perhaps one day
outrunning speed itself. But furthermore, inventing or exploiting transformations to ascend to a
higher state of being is much easier-especially when integrating a force you have so mastered.
It will still take time; not everyone was born to be the Waverider and the process that can
recreate Apex Predators has been sealed from all mortal knowledge, but the potential exists.
There is, after all, a reason why Libra simply reformed in Apokolips rather than exploding after
absorbing half the powers of the Justice League and a galaxy.
Crisis Born of Two Worlds
600 CP, discounted to hybrids of the race section
When you were conceived, the genetics of your two parent races combined into a whole greater
than the sum of their parts, greater than anyone could have expected. Your potential is greater
than either of your parents, not just in raw physiological traits but with the potential to combine
or harness the innate powers of both your parents in new and unexpected ways. Jonathan Kent,
son of Superman and Lois Lane in the Rebirth era, was predicted to exceed his father in raw
power as an adult-and when the villainous Manchester Black briefly unleashed this hidden
power, his father required additional age simply to divert his unleashed energies into Hypertime.
The Fenris Wolf, child of Loki and the giantess Angrboda, came to personify destruction itself on
a level that shattered the walls of Heaven and wounded the Morningstar (albeit after he had
been weakened, and was deliberately conserving the full brunt of his power). On the other hand,
Grail is able ritualistically manipulate Anti-Life in unprecedented ways and generate Boom
Tubes with an effort of will due to her combined New God and Amazon blood-while her half-
brother Deathspawn can somehow kill the elemental personifications of a planet by physically
attacking its core. In future worlds, similarly hybridized bloodlines will likewise grant you
physiological and spiritual excellence from both sides of your family as well as unforeseen
combinations of powers-though do note such a drastic hike in power takes into consideration
primarily the powers of your direct parents.

As for why this costs you something-not every hybrid child has such good fortune, and many in
various iterations of this world have lesser versions of one parent’s powers. Consider yourself to
have won the genetic lottery if you take this perk in an era when your hybrid nature would not
otherwise have come into play.

Anti-Life Comprehension
1600 CP, discounted for either purchase of Equations on Gematria. Additional discounts stack.
It is the ultimate asset Darkseid desires to complete his conquest of the multiverse. It is a
representation of the dark at the end of everything, when gods, worlds and even universes meet
with an insurmountable oblivion. It is the absolute authority to compel others to do your bidding.

It is the Anti-Life Equation, and it is fully known to you.

It is a transcendental mathematical formula that once fully grasped, manifests certain proof of
the futility of living-and thus subordinates the will of those before the wielders. Its primary effect
is to hollow out the souls and quell the resistance of others, making them little more than
extensions of your will. To make even gods fight and die without fear at your behest, to have
them sacrifice their lives on your behalf or quench their hopes so they are left with nothing but
hollow meaninglessness in their lives fit to be filled by your proclamations. As the master of the
Equation, this could manifest as anything from a true quenching of the spark of self-
determination or a subtle compunction that drives others to throw themselves into the
parademon factories or simply inflict conditions akin to clinical depression and post-traumatic
stress disorder on all but the most wicked and depraved mortals. At first you will require to
actually speak your commands, but with greater experience Anti-Life will respond simply to your
will. So sublime is the command in fact, that even physical and metaphysical conditions can be
controlled through the authority of Anti-Life; you may raise others from the dead and interrogate
them, perform resurrection with it or even command those already enslaved with Anti-Life to in
turn seek and enslave others as conduits to the Anti-Life’s power.

Yet that is not all Anti-Life is capable of. It is a cosmic force in its own right, and throughout
different eras glimpses have been caught of Anti-Life’s greater power beyond mere domination.

New Earth: The Equation was discovered to be a conduit to the Anti-Life Entity-a broken and
degraded aspect of the Source. Through that link, it is a fundamental force of creation that plays
a role in keeping universes on separate vibrational planes-and when briefly harnessed, allowed
Darkseid to part time storms. It’s raw power was such that the Pied Piper was able to destroy
Desaad’s head and Apokolips itself by channeling it through his pipe. Additionally in his grief
and rage, Mr. Miracle empowered the Anti-Life Equation to grant himself a shadowy, eldritch
form which greatly increased his divine power and control of it-to the extent that in a clash with
the Infinity Man, their battle shattered the Source Wall

New 52: In this iteration of reality, the Anti-Life Equation created the Antimatter universe-being
the source of all mass, energy and phenomena in it including the formidable Weaponer race
that has armed both the Anti-Monitor and the Yellow Lantern Corps. Upon Darkseid’s death, by
assuming a divine role over it Grail was also able to wield Anti-Life to fire destructive blasts of
energy powerful enough to slay Mobius in one shot. It appears that the Equation by itself
desires destruction on a universal scale as well-which was why despite his own sadistic
tendencies and resentment towards his brother Mar Novu, the Overmonitor, the Anti-Monitor
sought to be rid of it from himself.

Rebirth/Original, pre-pre-Crisis iteration of the DC multiverse: The Anti-Life Equation is counted


as one of the Crisis Energies, and was originally the armament of Mobius, the Anti-Monitor. It
granted him his “robot whale man” form, without which he appears in a more humanoid aspect;
it is unclear if this form actually empowers him physically or not, though when armed with the
Equation the Anti-Monitor demonstrated the power to merge the Flash with the Black Racer to
reformat the force of death the Racer represented into an enfleshed form that he could control.

For all it’s great powers, even Anti-Life is not truly absolute. Beings of extraordinary power such
as the greatest New Gods can resist it’s effects, with some like the Spectre potentially even
undoing them on a multiversal scale if the primary delivery mechanism is disrupted; in the New
52 it was stated to be able to control either Darkseid or the rest of the universe. Perpetua herself
was powerful enough to simply redirect it from an unknown point in space and time to be re-
infused into Mobius. Furthermore, metahuman powers over electricity have been known to
disrupt it, as shown by the Flash’s kiss to Iris and Static Shock’s powers in Final Crisis-and
certain beings such as Shilo Norman are heavily resistant to it, able to fight Anti-Life off by sheer
force of will despite it’s traumatic effects. The New Genesis word for “freedom” written on others
has also proven an effective ward. Last but not least, the Life Equation is capable of nullifying
and countering it’s effects.
Life Equation Comprehension
1600 CP, discounted for either purchase of Equations on Gematria. Additional discounts stack.

It is the underlying blueprint of all creation, capable of granting transcendent harmony and
peace between nearly all mortals. It is the ultimate objective of the Miracle Machine to calculate.
And ultimately, it is a direct link to the Source itself more intimate than mere godhood.

It is the Life Equation, and it is fully known to you.

First theorized by Darkseid’s studies of Anti-Life to be it’s equal and opposite force, the Life
Equation is a transcendent divine force which originally created the life, gods and other major
aspects of the positive matter multiverse. By changing it’s formula, it can restructure reality
entirely-including compelling obedience to a degree rivalling Anti-Life based on a new world
order in favour of life. Without fearing the New 52 iteration of Highfather’s mishaps from an
imperfect communion with the Life Equation, you can mold biological processes in ways that
would leave even gods in awe-creating armies of New Gods from the populations of galaxies or
gift other powers to those in your favor, and healing all wounds or even resurrecting dead
worlds. The very Source Wall bends to your will, being something you can manifest around
yourself or repair and banish the escape inhabitants trapped in it’s walls back to-or potentially,
bring them under your command. More benevolently the Life Equation can also mend others of
traumatic effects like deep despair, rage and ultimately Anti-Life itself. It’s power rivals and likely
exceeds that of Anti-Life, being capable of creating retroactive events or altering even significant
aspects of others’ identity should they not have powerful divine defenses-and even nullifying the
damage of a multiversal apocalypse.

Be warned: Controlling the blueprints of creation is incomprehensibly complex and challenging


to all but the greatest minds in all the cosmos. Improper use of the Life Equation can result in
undesirable effects like manifesting fears or anxieties into antagonistic entities-or working
changes on others you did not consciously desire. But with wisdom and mastery, creation itself
can become the tools of your workbench.

Living Intrinsic Field


1600 CP
It’s a sad, mysterious story that’s been repeated in the lives of both the more famous Captain
Atom of Earth-0 and his counterpart Allen Adam. Atom’s Dilusteel skin gives him a direct line to
the Quantum Field underlying all existence, letting him manipulate atomic structures with
enough precision to nullify other matter manipulators like Firestorm, separate individuals from
their cybernetics or even manipulate magic-and with severe enough nuclear reactions, even
destroy and recreate the universe. Or the heroine Chrysalis, whose exposure to a nuclear drill
gave her similar levels of metamorphosis on even a sub-molecular level which let her escape
her original reality and vivisect cosmic beings. The mystic Ahti who ascended to the role of
Kismet who embodies time is no less impressive, being able to guide astronauts lost in deep
space back to safe harbor-and her mourning husband Dominus, a rogue Lord of Order who
would later gain even greater power, has both smote beings as powerful as her as well as cast
his foes into different timelines simultaneously and even turn dreams he manipulated into
reality. You see, at some point your molecular structure was affected by a high energy reaction
that has given you a perspective beyond most mortals and even some divine beings. Whether it
was by magical rite or scientific accident, whether you did this deliberately or were caught up in
some sort of cosmic crisis, the result is the same: Matter and energy, both natural and
supernatural, bends to your will for you have become a fundamental aspect of it. The exact
nature of how you have become like this is kept deliberately ambiguous, and may provide you
certain specialties or deficiencies compared to other similar beings. Perhaps like Dr. Manhattan,
you are a font of Anti-Crisis Energy; this represents the greatest raw power available through
this option, but also the greatest risk of a mortal mind being overwhelmed by it. Perhaps like
Booster Gold’s future self, you have become a similar being to the Waverider-holding great
finesse over the currents of Hypertime.

Your body is no longer bound by the limitations of flesh and blood, but made of fundamental
energies fixed in shape by your self-image as an abstract wave function. Your mental abilities
are powerful enough to interface with the technology of the Monitors, and you perceive reality
on multiple dimensions-sufficient to see through time and space clearly, and perceive that
there’s something almost…comic book-like about its fundamental structure. Surely that’s just
one of the many mysterious of the cosmos? Back to the more known stuff, you can freely
traverse space and time at will, and have virtually unlimited shapeshifting ability by refocusing
on your self-image to morph your intrinsic field into various forms. As for your elemental and
telekinetic powers-from nuclear reactions of arbitrarily scope and complexity to vivisecting
cosmic beings, you have the potential to remake time and space, be in multiple places at once
via quantum superpositions, disintegrate enemies before they can react to your presence or
even fuse multiple universes together-and empower other beings into threats of cosmic scope in
their own right. The magic and mysticism of mortals or the Major Forces underpinning creation
can prove somewhat challenging for you to defend against directly if you do not grasp their
innate properties-but even they can be harnessed and wielded by you with far greater power
and finesse than many of the most prominent practitioners alive. Creating matter ex nihilo is
also well within your grasp, if you want to create a private pocket dimension with a family of your
own (or a harem of Power Girls). With discovery and practice of your powers you will unlock
more and more powers. Perhaps in time, you’ll be able to merge with and manipulate the
fundamental axioms of creation itself or alter the histories of the greatest heroes and villains of
this world into forms more pleasing to you. Perhaps the greatest trick you’ll ever learn is how to
undo those changes.

Keep in mind that for all that you’re beyond nearly all conventional engagement by post heroes
in the post-Crisis era and onwards, you’re not truly invincible, all-knowing or omnipotent. You
have a terrific amount of resistance and regeneration to such effects; nuclear explosions for
example could potentially scatter your substance and consciousness across a planet or further,
but you have the potential to reassemble yourself from even subatomic disintegration. Though
by the same token, you may be so torn asunder by powers such as Captain Atom’s
disintegrating blasts or certain high-end ordinance of the New Gods’ emanations, deceived by
tachyon particles or similar effects that skew your vision of the future or potentially harmed by
the multiverse itself reacting to your alterations. Cosmic or divine beings of extraordinary scope,
such as the Super Celestials (or perhaps, their most powerful fragments) and the greatest of
gods in their true forms can potentially bring you down.

Skills
=== === === ===

Skill Level
There’s all sorts of skills out here in this wild, crazy world and you’d be surprised what the man
on the street can learn with time and training. This section encompasses anything an average
member of your species could learn naturally: From forensic science to ballet to robotics to
acrobatics. It also includes broader and more exotic fields like hypnotism, assassination and chi
control-although as a general rule any feat that depends on drawing on an external force with
your baseline physiology is invalidated. A Kryptonian for example would be eligible to learn
Torquasm-Vo here if from an appropriate era or continuity, while a homo magi (but not a
mundane human) could pick up expertise and talent (but not raw potential) in magic here.

Skills related to your career above Basic level are discounted for adults. Your first discounted 50
CP skill becomes free, though you must pay full price for other 50 CP skills.

Basic
25 CP
You’re skilled enough to work a job competently. You won’t be the best fireman or
quantum physicist or karate master out there by a longshot, but you won’t be dropping
your hose or nunchuks in a tizzy.

Proficient
50 CP
A cut above the rest. You’ll quickly rise through the ranks of your career, whether by
matching stories with Lois Lane or performing brain surgery.

Expert
100 CP
As far as most people can go, but not quite the ceiling. Most others are faceless mooks
to you, but that’s all you are to the real titans. You’re the equivalent of the less popular
Robins or an average League of Assassins member.

Master
200 CP
One of the best in the world. When someone needs help, when they’ve got a problem
that seems all but impossible, you’re the one they come to. Your skill level matches that
of Batman or Lex Luthor in one area-or if you’re a magic practitioner, you’d be
comparable with Zatanna’s expertise.
Legendary
400 CP
The best, hands down. You’re the gold standard in your field, and all others are judged
by how closely they come to you. As a fighter, you can go toe to toe with Lady Shiva. As
a scientist, you’re on par with Braniac. As a magician, your sheer expertise is on par with
that of the Lord of Order Nabu-if not necessarily your raw power.

Self-Assured and Confident


50 CP, free for Superheroes and Supervillains
There’s nothing more embarrassing than a stutter when you’re in the middle of delivering a
speech about world domination, or reassuring panicked citizens. You can act and speak as if
your actions were planned out and prewritten, never being awkward or bumbling. You’re a
natural public speaker, and adept at reading the room.

Safe from Men and Gods


100 CP, free Amazon
You’re a sheltering and nurturing presence, with the natural talent of a nurse. When people
come to you, it’s for a safe place to rest and a shoulder to cry on, and that’s exactly what you
provide. You know how best to comfort the ones who’ve been hurt, who are scared and alone,
and they can see this in you.

It has to be said that this is not a common skill for most Amazons in the New 52 and onwards.

Old Family Values


100 CP, discounted for Superheroes
Growing up on a Kansas farm might not teach you everything you need to know in life, but it
does give you a good head on your shoulders when it comes to what’s important. Your moral
centers are strong and stable, helping you keep track of what’s right and what’s wrong in a
complex world. You have a knack for cutting through nuance and sophistication when it comes
to matters of the heart.

A Beacon of Hope
100 CP, free for Superheroes (Justice)
You’re like a ray of sunshine in the darkness of despair. The way you carry yourself, the way
you act, the way you speak, it unequivocally proves to everyone around you that they’re safe
now that you’re here to protect them. You know just what to say to lift someone’s spirits and
remind them that there are better days ahead. All they need to do is look up into the light.

Terrifying Presence
100 CP, free for Superheroes (Vengeance)
Monsters are real. There are things that go bump in the night. But even monsters check under
their beds before they go to sleep. They’re scared they’ll find you waiting for them in the
shadows for to them you are vengeance. You are the night. You are…not necessarily Batman
but definitely someone who can fill in for him in a pinch.

Peacebringer
100 CP, free for Superheroes (Compassion)
Sometimes all people really need is a little love in their lives. You’re no trained psychiatrist, but
some combination of your demeanor and wordplay makes it easy for others to open their hearts
to you. You’re a skilled debater and negotiator too, the kind of person that can sort out an angry
family reunion at Thanksgiving with their strong but patient presence.

A Face Only A Mother Could Love


100 CP, free for Supervillains (True Evil)
You have either a monstrous visage or a presence of raw, unbridled menace that sends the
cowardly fleeing from the sight of you and drives terror into the hearts of the brave. Expect most
thugs to avoid making fun of your face if you’re disfigured, and to send a primal shiver down the
spines of hardened men If you’re the more suave kind of criminal.

The Ends Justify The Means


100 CP, free for Supervillains (Well-Intentioned Extremism)
You have a way of talking people round to unsavory ideas and ruthless decisions they’d
otherwise shy away from. It may seem heartless to bomb a building, but you’re a good enough
speaker to make it seem justifiable-even laudable-from a certain point of view. This also comes
with a knack for convincing superheroes you’re not as bad as they think-and definitely better
than those other criminals.

It Was Me, Barry!


100 CP, free for Supervillains (Fuck That One Guy)
Revenge is a dish best served cold, hot and every other way you can think of. You see, you’re
extremely talented at covering up all involvement when you set out to ruin someone’s life. Plans
have just a bit more luck in carrying on unabated, traps and hidden blades are missed just a
moment too late. And when you DO reveal your hand, the shock and despair you reap is greater
than it would normally be as that poor bastard realizes he will never, ever be free of your
revenge.

Pseudonym
50 CP
You can quickly disguise yourself to hide your identity, like both superheroes and supervillains
here are wont to do. You can go from the likes of Batman to a trusty fella like Matches Malone
after a minute or two in a discrete booth, or dodge the cops by putting on civilian clothes like just
another costume.
Expert Combat Training
200/400 CP, discounted Assassin and Martial Artist
For 200 CP, some quirk of your history here has led you to having a substantial arsenal of
fighting styles for all occasions, from martial arts to potentially sharpshooting and highly specific
weapon skills. Consider this to be a bargain bin purchase of mundane martial art skills native to
Earth, most of which range somewhere between Proficient and Expert but a few you specialize
in straddling the line between Expert and Master. You’ve mastered a dozen warfare practices or
martial arts.

For 400 CP, you have instead mastered over 100 martial arts with a similar proportion of those
you are “merely” skilled in and those you have exceptional talent for.

No Time to Waste
200 CP, discounted for scientists
When the world’s on the line, you can’t afford to just nod off even if you’ve been captured by
Mongul for days! You can push yourself to work past what would be healthy, studying or
experimenting for days on end with no sleep and little to eat. Your work doesn’t suffer nearly as
much as you’d expect, and you keep almost all of your mental faculties intact up until you find
what you’ve been looking for or collapse from exhaustion.

Rhyming Demon
200 CP, discounted for demons
There is a hierarchy in Hell, a pecking order among the demons. A class of nobles and princes
have become known for their rhyming speech. Whether or not you are a demon, you have
attained this title and come into a peculiar privilege. By speaking in rhyme you can win the
respect and admiration of demonkind. It’s no mind control and won’t stay the hand of any
demon with higher station than a knight, but the rank and file of Hell will find your demonic verse
marvelously charismatic and authoritative. Hell’s society is violent, but the signs of an aristo
among demons can end some fights before they begin.

Snap
300 CP, discounted for Amazons
Oh. Oh dear, you’re a vicious one aren’t you? The pulsating allure of a throbbing vein, the soft
cartilage and bone of an exposed column of flesh…it sings to you. You’re very good at locating
and targeting the weak points of your enemies with brutal efficiency. With humans, this is often
the neck. If you can get close in a fight it’s a simple matter to position yourself right and end
them in an instant-you could even do it blind, or while facing backwards. Even beings
significantly stronger than you have their weak points appear clear as day to your gaze, and
exploiting them always hurts a bit more extra than it normally would-to the extent that even gods
could be brought to their knees by the constriction around their vertebrae. If you weren’t already,
you may choose to have been trained in the Amazon war arts for a time reasonable to your age.
Native Speaker of Body Language
300 CP
Human body language - gestures, movements, the subtle signs that all play out to precede and
follow through on actions and behavior - is unbelievably complicated, but in essence predictable
if you can understand the patterns behind it. Like speaking a vocal language. Theoretically, if
one were to be raised in total isolation of linguistic stimuli, and had their exposure to body
language tightly regulated and measured, they would develop in such a way as to ‘speak’ it as
fluently as one would speak their native tongue. Following the success of his daughter
Cassandra, David Cain raised another child under similar procedures.

That child was you. Your early life, from even before you could walk, has been violence and
little else. Hundreds of martial arts forms, the use of blades, guns, and the environment to kill,
even the thousands of little movements made before a punch is thrown, you can understand it
as easily as you would a spoken language due to the language center of your brain learning to
interpret movement instead of sound. Look at a person, and see how to kill them, just like that.
See what a room of trained fighters will do before they do it, predict and counter their every
motion, and deliver the killing blow, all as intuitively as simply listening and understanding. You
could weave through a storm of bullets, punch through solid concrete and steel, and even knock
out Batman or Lady Shiva in a fight, your aptitude having far surpassed what any training could
accomplish alone.

However, this comes at a steep cost. Due to your upbringing you can’t speak any true
languages, and any you did speak before will be removed from your memory in order to make
room for this new comprehension. Understanding them when spoken to you, that’s different,
but it’ll be one-way. You could sacrifice a portion of your skill to learn to speak again,
decreasing your fighting ability to Batman’s level, or resign yourself to only communicating
silently with others that share your intuitive understanding by allowing them to read your
movements. As an alternative to losing your ability to speak, you can buy 2 intellect levels to
dedicate to retaining both types of language rather than increasing your intelligence.

Prophetic Visions
300 CP
Like Madame Xanadu, one way or another you’ve come into a way to reliably see what’s in
store for your future. You can look into the future using magical techniques, divining the future of
yourself and others as well as important events. The farther you look, and the more widespread
the vision, the less detail you’re able to make out besides vague premonitions and emotional
connections yet to be made. Props like tarot cards help but you don’t need them, strictly
speaking. Be warned, the future can be vague and some outcomes have been brought about by
trying to avoid them.
Galactic Imperialism
400 CP, free Thanagarians and other alien races with a cultural tradition of interstellar conquest
Ruling, some say, is hard. But with how many spacefaring powers spring up overnight only to
fall the next day, you’d be forgiven for thinking otherwise. Like the well-trained members of such
societies, you have a keen education in the grand strategy, logistics and administration required
to build empires spanning multiple planets. So too do you have the military discipline and
training needed to function within a well-oiled war machine capable of defending or expanding
the above seamlessly. The mind-boggling command chain that lets a starfleet coordinate across
lightyears while simultaneously accounting for the population you’ve subjugated’s continued
survival and obedience is old hat to you. Your ways are the old ways of empire building,
elevated into the space age but no less disciplined.

Crack in the 4th Wall


400 CP, discounted for Living Intrinsic Field
Wow, there sure is a lot more fanservice in the Post-Crisis Era than in Rebirth! Isn’t it crazy how
everyone’s costumes have evolved so-wait, crazy? Is that what you are? It’d explain a lot. You
see, you’ve gained a special kind of awareness of just how fictional this world is. By figuring out
the tropes and stereotypes this world runs on, you can uncannily predict what others will do or
skew them. You can even see the edges of the page, the comic panels, figure out which writers
and editors are working on the story and speech bubbles with enough effort. With some
experimentation your mundane efforts and powers can interact with those facets of meta-
existence, doing things like stepping out of a comic panel to mysteriously appear or disappear.
This will, naturally, be rather unintuitive before significant practice; it’s not exactly easy to aim a
fireball out of a comic book panel or read editorial letters from inside a prison cell, although
certain abilities in this world such as the Dimensional Superstructure of those of the 5th
Dimensional Imps which already touch on the backdrop of reality will instead be boosted
significantly by this perk-as well similar metafictional abilities you may attain in the future. And
don’t go thinking you’re some sort of god with this; events and significant beings in this world
have a sort of narrative inertia to them, and there are certain forces more fundamental than
even the apparent format of the written word. Will you join forces with Ambush Bug to bring a
little cheer to the nitty-gritty of the New 52, accompany Animal Man on his sorrowful sojourn into
the mysteries of his own identity or challenge Psycho-Pirate to be the harbinger of the next
great Crisis?

Sufficiently Advanced Technology and Sufficiently Analyzed Magic


500 CP
You’ve cracked the trick that the Post-Crisis era wouldn’t see spread publicly until far into the
future of its modern society: The seamless and efficient fusion of technology and magic. Given
time and study, any magical process can be replicated with technological systems that any oik
with an engineering degree but not a drop of magic in their blood could put together-or a
soulless AI for that matter. Likewise, any technological effect can be recreated by a spell of your
devising. It should go without saying that the more complex the effect you’re trying to emulate,
the more elaborate your preparations will be; have fun rigging up that particle accelerator you’ll
want to perform an actual world-changing miracle with, or using up the power of an entire
country’s leylines to power an interstellar high energy cannon. But the real trick comes from
being able to integrate the two systems together, letting you do things like trick demons into
chasing your astrally projected soul to the borders of Heaven through the internet as a medium
or uploading your brain to the body of a lobotomized demon lord. The sky’s the limit with this
newfound paradigm reconciling the seemingly disconnected forces, and in time you may change
the face of how war is waged in the cosmos forever with the forces you can bring to bear.

Symbol of Hope
600 CP, discounted for superheroes (Justice)
It’s not good enough to constantly save people from burning buildings if they never join you in
the sun. You’re incredibly inspirational on a grand scale, carrying an easy charisma and
photogenic manner that makes you a stellar role model and a potential household name should
your deeds be known. You always know the right thing to say to get people to have hope for the
future, and bring courage to the fearful. All things being equal, public opinion tends to err on
your side-and the virtues you exemplify take root without ever needing to meet many of the
people whose lives you’ve changed for the better. Even those on the edge of the law like rogue
mystics or the more principled vigilantes accord you a certain amount of respect and some
villains may even view you with a twisted form of respect. While who you are in-person can lead
to more nuanced views of you, for society as a whole you’re a collective good omen that
transcends race, creed and ideology. The world is more courageous, more ready to rise to the
challenge of making tomorrow better than today with you in the limelight, with much of the
societal unrest that would come from a large group of empowered individuals associated with
you ameliorated by enthusiasm instead.

Perceptive Tactician
600 CP, discounted for superheroes (Vengeance)
Is it paranoia if there’s really someone out to get you? Regardless, you’ll be ready for any
threats coming your way. You’ve learned to never let your guard down, not unless you make
the conscious decision to relax. Even in situations as foreign as infiltrating an ancient temple or
spelunking in the Greek Underworld, you remain keenly aware of vantage points, hiding places
and the like to better take advantage of when the chips are down. You’re a master of fighting
with improvised weapons and guerilla warfare and could write a book about all the dirty tricks
you know. You’re always as focused and careful as you are at your best, and you don’t get
overconfident or lose your edge when you’re winning a fight, dealing with low level nobodies, or
have hung up the cowl for the day. Blindsiding you at your worst won’t be any easier than when
you’re alert and focused, because you’re always alert and focused. And while you may not
necessarily be the most social of heroes, one thing you’re good at is teaching others the tricks
of your trade. From how to throw a sharp implement to how to fight in cramped spaces, you’re
an expert at crime fighting tutelage.
The Heart of Truth
600 CP, discounted for superheroes (Compassion)
The malice and lies of a cruel world cannot stand against the light of truth. And the deepest
truths are found within the heart. On an individual basis, you’re a font of hope and compassion
like few others. Even with no expertise in psychiatric training, you intuitively know how to help
people work through their traumas and losses, address and overcome the hatred within them or
come to terms with an inconvenient truth. Even for a being as divorced from the mundane world
as a god stripped of power and cast down from on high, your support can help even alien and
divine beings cope with tremendous losses. No being is beyond your capacity to empathize with
given enough time and care, and should they be willing to trust you even the worst pains can be
given some degree of solace. You also have an uncanny ability to detect deception in all its
forms, and are a skilled diplomat even for societies you have only just met. Last but not least,
you inspire teamwork and mutual cooperation in all its forms even among the strangest of allies.
You may not be able to change the world with a speech, but for anyone willing to sit down and
listen you can work more personal wonders. With patience and time, you can build lasting
peace treaties and forge pacts enforced not by mystic bond or threat of arms-but the genuine
good faith of both parties invested in the outcome thus created.

The Secrets of Society


600 CP, discounted for supervillains (Well-Intentioned Extremis)
Running a criminal organization takes far more work than those self-righteous fools interrupting
you appreciate. You’re one such ideal taskmaster, able to sort out the logistics and effectively
manage the kind of secret lairs, hidden fortresses and space stations that supervillains with true
ambition tend to gravitate towards. Running a conspiracy is old hat to a mind as devious as
yours, from issuing missions to providing dead drops for your agents to hand in their reports.
Ensuring complex superweapons or experimental rituals get completed on a timely basis is also
well within your grasp. Furthermore yours is a menacing, elegant charisma from an older age,
and your sharp demeanor can disarm psychopaths and hardened killers into dutiful obedience
to your command-or bring out the killer in a once-righteous crusader to better suit them to your
goals, and ably mentor even experienced terrorists in the skills of your organization. Your
reputation as a formidable, uncompromising figure in the underworld strikes fear into the hearts
of many enemies or rivals, and swiftly builds up a great fanaticism in all guided by your hand.
Best of all, you know how to integrate both pawns and agents into proper civilization like hidden
blades. Once you’ve become a de-facto ruler of a government you’ve infiltrated at every level
your skills lend themselves just as well to improving the nation you control with good old-
fashioned logistics. It’s one thing to challenge heroes with an army of deadly assassins willing to
die for you. It’s another to cow them with the revelation of just how bad things would be without
you in power.
Evil Beyond Imagination
600 CP, discounted for supervillains (True Evil)
Some men aren’t after anything rational. Some are filled with what is either madness, or a
particularly bleak and pitiless view of reality. Some just want to watch the world burn, like you.
Your mannerisms, your very spoken word and way of comporting yourself has a corrupting
effect on everyone near you. Those who work under you are the most affected, becoming more
vicious and compliant to your will-the kind of scum that Gotham is infamous for. Telepaths and
empaths should be wary, for such is your vileness that there’s a non-zero chance you could turn
the tables and leave them screaming from the horrors of your broken mind. But even in civilized
society you bring out the darker angels of those caught in your wake and inspire fear-if not panic
when your dastardly deeds disrupt their safe little worlds. In a rare few, you might even awaken
a fanatic, depraved loyalty and burgeoning talent for supervillainy to further your dark work-
especially if you apply your personal talent for psychological warfare and gaslighting against
them. You have an uncanny intuition of how to conduct your evil schemes not just for
effectiveness-but to inspire the most heinous reactions possible, to break down the façade of
morality and restraint men need to avoid putting on clown paint and setting something on fire.
Or something else, if that’s not to your liking-as a side effect to all this, you easily spread and
enforce a certain fashion among your minions that distinctly marks them as yours.

(Criminally) Insane Dedication


600 CP, discounted for supervillains (Fuck That One Guy)
You know hatred. You know it very well. It’s what gives you your strength, your meaning to
live, your purpose. Someone has wronged you, and that person will pay. Everything they have,
everything they are, you will take it from them. Best-laid plans to stop you find you difficult to
snare. Hidden ones have an uncanny tendency to be revealed to you. Whatever is precious to
your enemy, whatever is sacred and treasured-you will take it and burn it, and only once they’ve
been reduced to nothing more than a shattered husk of a person, only then will you finally end
them. Your inhuman amounts of raw, seething hatred carry you forwards like an unstoppable
machine of death, an inevitable fate awaiting your enemy. Not quite will, but persistence
against all odds and no small measure of luck-extra reserves of strength and resilience eked out
with every step you draw closer to, even powers going to the extra mile to work their magic-
almost literally fuelled by hate. No words can sway you, no prison can hold you, and no heroes
can stop you, not until it’s finished. And once you’ve clawed your way out of hell itself, burned
the world to the ground, stripped away and defiled everything of meaning in their pathetic little
existence? Then, you can finally rest. Until it’s time to burn once again.

Preptime Ploys
600 CP, discounted if you are part of the main Batfamily
Fools rush in, but you know better. You’re a methodical planner, and a meticulous plotter on par
with the Dark Knight himself that has long since learned how to set up a contingency for virtually
any circumstance. Through a combination of strategy, war games, rigorous mental exercise,
training and experience you are extremely skilled at setting up a process flow which uses
information you already know to carry out plans successful enough to thwart powerful
metahumans and disarm worldending weapons. The more information you have-any information
at all-and the better your resources on hand are, the more successful your plans will be. Fields
of study conventionally thought of as separate, such as forensic investigations and mechanical
engineering, can be integrated in order to great effect; this is the adaptability that let Batman
design many of his custom-tailored gadgets. With “merely” access to mundane wealth and
some analytics of past foes, you could conceivably construct a system similar to Brother Eye.
With the support of loyal and extremely powerful metahumans, you could construct armour
systems like the Hellbat that integrate the forces and natural resources they field into an artifact
capable of fighting on par with a god-albeit at extraordinary cost to your wellbeing. A strong
mind and body will hone your capacity to organize information, to manipulate and delegate and
prepare, in order to overcome odds normally far beyond your grasp.

Even so, beware of hubris. Batman himself was pushed to his limits in order to exploit time
travel to escape the Omega Sanction, and in one possible future died building the contingency
that finally ended crime across the multiverse. And in both cases, the unforeseen consequences
and costs of those victories was monumental both to him and the world.

Plot Armor
=== === === === ===

World of Cardboard, Men of Steel


0 CP for the jump for Superheroes, 200 CP to keep for all backgrounds
What’s the point of being a superhero if you can’t keep innocent civilians SUPER safe while
rescuing them? You don’t cause any unintended injuries with your powers. Hug your partner
without crushing them and knock out a criminal without causing brain damage. You can be sure
that sticking a grenade into the mouth of an invulnerable supervillain won’t be too much for his
durability to handle and explode his head, merely enough to knock him out, and that the warsuit
deflecting the policemen’s bullets is strong enough to take your punch rather than using
micropoint force-fields that will cause the person inside to crumple like a paper bag when you hit
them with anything larger than a bullet. You can also control your emotions enough that you
won’t do something you’d regret a moment later. Whether you’ll do something that you’ll regret
the next day is another matter, though.

Most Common Superpower


50/100/200 CP
Superheroes are larger than life, that’s just a statement of fact. They don’t look like the average
man or woman off the street, they’re...super. And so are you. You’re larger than life by the
standards of this world, attractive enough to turn heads when you walk down the street, and
look your best with only a minimal amount of effort put into your appearance. It’s easier to
maintain a toned, healthy, and athletic look, your face and body make most people envious,
your hair looks amazing even after flying at supersonic speeds or wearing a cowl all night, and
even gruesome injuries and scars only make you look that much more badass. Basically you
look like you were designed to be on the cover page. Which you probably were. Technically not
everyone is a knockout around here, but with this then like most folks who don the tights and
spandex on a regular basis you’ve somehow got the proportions and shine of a celebrity that
stays in shape and well-airbrushed.

…that is, for 50 CP. For 100 CP you’re not just in the upper echelons of handsomeness, beauty
or both but you’re effortlessly stylish. You can comport yourself in a way that commands
genuine respect while also being a feast for the eyes. Maybe like Bruce Wayne or Black Adam,
you’ve been raised to dress sharp in the highest of high society? Maybe like Power Girl, all
flying around in winds strong enough to tossle your hair does is make you look cuter in a just
crawled out of bed way. Or maybe like the Yellow Lanterns’ enigmatic Lyssa Drak, you just look
damn good while feeling like you’re wearing nothing at all even if you’re a crazy witch that lugs
around a book full of personal traumas.

And for 200 CP, you are quite simply attractive enough to have your visage immortalized in
myth and legend. Between a chiseled and appealing body, a winning smile, a natural charisma
and charm as well as a lovely, lovely voice and body language that radiates strength your
aesthetics are on the verge of being a bonafide low level superpower. This is the sort of beauty
that would be considered appropriate for the legendary heroes of Greek myth, the most divinely
charming of demigods or “acceptable” in Heaven. And in a rather understated example, it’s this
level of charm that makes Superman’s handsomeness so apparent that villains have been
known to yell about it while running away from him. Not only is he the gold standard to the
general public’s approval of metahumans, in some iterations of his own cousin unconsciously
recognize him as their ideal man and unsurprisingly many villainesses are unable to keep their
hands off him.

Comics: *Exist*, Physics: Am I a joke to you?


200 CP
In some stories, there’s an explanation for how Kryptonians and Martians and champions of the
Wizard Shazam travel through the atmosphere at superluminal speeds without igniting
everything for miles. And in others, it just works. You have any required secondary powers that
your primary powers from other jumps might require to be used without horrifying implications.
Never worry about wind blowing your eyes silly while flying at supersonic speed, or breaking
your arm from punching with super strength again. It all just works!

Why is the Earth Pink?


100 CP
On your travels you’ll come across many strange places. A lot of the time they’ll look just like
home, right before you run into your alternate counterpart and remember where you are. You’ve
adapted to seeing the ‘aura’ of locations you visit which overlaps what you see around you,
such as a pink planet and sky on a gender-swapped world. You can still tell what's beneath the
aura, so this acts as a secondary layer to your vision without impeding how you see normally.
Batman’s True Superpower
100 CP
What, did you expect to be selling autographs or robbing banks to pay the bills? You’re no
celebrity, have some self-respect! No, that won’t do at all. Doesn’t running a business in your
secret identity to fund your caped identity sound so much better? You have a natural sense for
business, and how to make money. Sell the technology you invented! Sell your superhuman
services! Sell people superpowers of their own! You almost always walk away with a better
deal than you were offered, having talked circles around the other party, and the way you can
run a business as it grows from a deal selling weapons research to the government to a multi-
billion dollar international conglomerate is simply a work of art.

You’ve also got a habit of digging up profitable business ventures and other ways to make
yourself very, very rich.

Geological Epochs
100 CP, free for Planets, Stars, and Dimensions
As a celestial body, you don’t experience time in the same way all those short-lived organics do.
Your lifetime is measured in the billions of years, and as such your mind is adapted to
comprehending and living through the long timescales. Your memory is adapted to such
timespans without worrying overmuch about forgetfulness, boredom, and all the other
weaknesses of a mortal consciousness. You’re not necessarily the best at applying intelligence
relative to some of the real brainiacs out there, but you do have a force of will and a scope of
conscious experience that dwarfs the living things upon your surface. Not many geniuses have
a lot of experience with tasting the solar flares of other stars or feeling the trickle of glaciers
irrigating your fjords.

As a boon to get you inducted into the life of a celestial object, how your experiences relate to
your personality and personal growth isn’t relative to time-but how important those experiences
are to you. Importing into an origin millions of years old won’t overwhelm your starting decades
or centuries old identity.

Underworld Connections
100 CP, free for Supervillains
What, did you expect to be robbing banks and pulling heists to pay the bills? No, you’re above
that. You might not necessarily be Lex Luthor’s rival in the boredom, but you have considerable
experience in dealing with the black market and other underworld operations so you can get
your hands on the more illicit substances your schemes require. You won’t hesitate on the
appropriate conduct for dealing with a mafia don or an Intergang rep, and you have a good head
for how to motivate thugs as well as what their work is worth in the current henchman job
market. Paying reporters to dig out dirty secrets, bribing officials and all the other nitty-gritty
hardball tricks in the grey areas of society’s moral spectrum is also well within your repertoire.
Earthling Whisperer
100 CP, free for aliens
Contrary to popular belief, most extraterrestrial races across the universe don’t all speak
English, and communicating with alien cultures can be tricky when such a language barrier is in
the way. You pick up new languages extremely quickly, and your overall communication skills
are improved. You could be speaking a language fluently after a few weeks of watching people
speaking it, and can get your ideas across with great clarity. Even if you don’t yet speak
someone’s language you can communicate simple concepts by universal signals like gestures
and facial expressions

Headliner
100 CP, discounted Reporter
You have a sort of sixth sense to major events going on around you. You won’t know exactly
what they are or how dangerous the event will ultimately be, but you can tell when and where
they’re happening so you can be there on time to get the story. This will help you find
metahuman fights or similar confrontations. If you’re the type to intervene so it has a happy
ending, you won’t forget to set up your camera.

I Can Do Better!
100 CP, discounted for criminals
The Joker goes through henchmen faster than he does dirty laundry, but frankly he’s not alone
in being a nasty boss for most. Which why you’re lucky that your superiors are more lenient
when you fail them. Insisting that you just need one more chance will usually convince them to
spare you. You can skirt the line, wearing their patience thin for a lot longer, but be careful it
doesn’t finally run out. Always remember-flattery is nice, but results are usually better.
Especially since if you DO bring home the bacon, your boss tends to give you a bigger cut of the
pie than your friends.

Public Perception
100 CP
You can change the cosmetic style of the world by changing your own style. Just like how
changes in movie costumes can be reflected in comics, if you change something like your outfit
style, the costumes of others would change to have a similar design philosophy, and so on.
Please, please don’t get a mullet with this.

Narration and Running Commentary


200 CP, discounted for Golden Age and Silver Age
Isn't it so strange to look back on old comics now and see how much they would talk? Heroes
and villains alike would constantly narrate their own actions, either out loud or even to
themselves, as if they knew someone was watching and wanted it to make it clear what was
happening scene to scene. Well, now they never stopped. Although the action itself hasn't
changed, people just seem so much more descriptive now, including yourself. Even
conversations will go into far more detail with more elaborate prose, a writing style seeming to
have been lifted directly from novels. If you were only reading the supposed thought bubbles
and speech balloons you could easily follow what's happening. This doesn't really serve any
actual purpose beyond making conversations nicer to listen to, but wouldn't you want everyone
to be a sports commentator for their own life?

Noble Soul
200 CP, discounted for children
Maybe we live in a better, kinder society because of the heroes that protect us. Maybe comic
book writers just have the faintest idea of how to write kids. But either way, you’ve got the kind
of virtue that’s practically once in a generation. Pure of heart, always willing to do the right thing
and lend a helping hand. You might seem like the average kid to most, but such is your targeted
awareness of morality that even supernatural forces of vice will encounter terrific resistance to
making you do the wrong thing with anything short of actual mind control or tangible,
supernatural corruption. The seven deadly sins will still tempt you, but you can always find the
strength to hold strong and keep the torch of righteousness burning in your heart.

Heroic Stamina
200 CP, discounted for superheroes
Your particularly tough constitution allows you to push through injuries and exhaustion much
further than normal. You can heal simple injuries like cuts and bruises by the next day and more
serious wounds like bullet holes and broken bones in a week or so. Your stamina sees a similar
increase, allowing you to operate at full efficiency with near-constant exertion and little to no
recovery, as long as you take some time to rest every once in a while. You can keep going and
going when anyone else would have needed a break. This also prevents you from accumulating
chronic injuries and scars, as your body heals itself to its normal state, so you can remain
effective well into your old age.

Pulitzer Prize Winner


200 CP, discounted for reporters
Years of experience at your job and a natural inclination towards curiosity and uncovering the
truth has taught you much about the fine art of reporting. You know how to distill a complex and
multifaceted issue into a simple and clear explanation, and how to follow a trail of clues to the
answer even when those at the top are trying to keep you out and cover it up. Be careful you
don’t get yourself in over your head though, superheroes can’t be everywhere at once.

Henchman for Hire


200 CP, discounted for criminals
You tend to run into people looking to hire when out searching for a job. You know where to look
to find the employers in your field and can make a good first impression unless the deck is really
stacked against you. While you’ll always have a job, it isn’t guaranteed to be a good job, so you
might wind up henching for Yellow Snow if you really can’t wait for a better opportunity. You’re
also good at getting in with specific people, such as evil alternate versions of yourself.
Help Wanted
200 CP, discounted for Supervillains
No matter how evil or dangerous your reputation paints you as, people still flock to your side to
work for you. They’re rarely competent unless you actually go looking for people with the skills
you need, but these are henchmen. Pushing your deathtraps around and ganging up on unwary
trespassers don’t exactly require a lot of critical thinking. If you promote one to a higher position
like team leader or personal assistant then they’ll become more loyal to you over time and more
easily gain useful skills.

Lois Lane, Damsel of a Thousand Faces


200 CP
Holy moly! There sure seems to be a LOT of weird, whacky situations you get into! Kidnapped
by mad scientists, abducted by aliens, sealed into magic crystals or abandoned into another
dimension-there’s no telling what could happen to you in this world. And even in less exciting
ones, your tendency to encounter adventures, interesting situations and general chaos is far
greater than for the average man on the street-as is the tendency for those around you and rise
to the occasion whenever you’re seriously in trouble. This also compels any abductors you
encounter to treat you relatively well as long as you’re cooperative, although this is
proportionate to their investment in you with relation to their evil schemes. A terrorist taking hold
of you just to secure a military base will try to keep you well hydrated and overlook your
movement. A sorcerer actually trying to sacrifice you for an evil god’s boon will be far more
attentive.

This comes with an unconscious toggle, ensuring you won’t have to deal with unexpected
misadventures if you don’t want to-though you can still placate kidnappers without worrying
about further misadventures if you want.

Superdickery
200 CP, discounted Golden Age and Early Golden Age
It was a simpler time. A more reckless time, when the line between prank and meanspirited
gaslighting was thinner. You can be a dick to your friends for no reason and they’ll act as if it
didn’t happen. Even if you straight up murder them or engineer elaborate deathtraps, they’ll be
fine afterwards. This doesn’t apply if you actually intend to do them lasting harm, emotionally or
physically; this particular twist of fortune is more there to give you a free pass on zany pranks or
well-intentioned schemes than the kind of malicious spite that befits, well, a supervillain.

And Remember Kids! Knowing Is Half The Battle!


200 CP, discounted Pre-Crisis
Just because you’re here to save the day doesn’t mean you don’t have time to teach the kids at
home an important life lesson about real world issues! Whatever you’re in the middle of doing,
you can suddenly start talking about drugs, racism, the War on Terror or some other important
thing that says a lot about our society with your allies and opponents. They may still fight
against you or for you, but they’ll be compelled to suddenly expound at length on factual
information (to their knowledge at least) about the topic as well as their opinions on it. With this,
you can hold a vaguely educational rapport. Once the conflict ends, at will you as one group
turn aside and say something snappy that reflects the Aesop of what you’ve just discussed.
Which will generally reflect suburban American values.

There are two ways the consequences of this can manifest. The first is to have a stylized,
cartoonish depiction of the events that just occurred play on cable TV (or what passes for it)
around the time most children are watching, to keep those young minds educated about the
important issues you’ve learned about today. Each such episode will come with a catchy theme
song too.

The second is to simply shout your moral into the void. Seemingly nothing will happen but if you
really strain your ears…you might just hear the faintest sounds of childlike cheering and
applause. And if you also have Crack in the 4th Wall well, you might just notice a lot of
youngsters chattily discussing your adventures…somewhere else.

And maybe a few grown men grumbling about how childish comic books can be, while trying to
buy some discretely.

Happy Little Accidents


400 CP
Isn’t it uncanny how many superhero origin stories come from science experiments, magical
accidents and the like gone unexpectedly right? Wouldn’t it be nice if every time lightning struck
you while carrying experimental chemicals, there was a non-zero chance of being able to get
attuned to ambient cosmic forces? Henceforth, the probability for sabotaged scientific studies to
result in people getting superpowers or empowered beings inclined to be helpful for you
emerging from the wreckage rises exponentially, and against all logic and reason. Left an
experimental AI on too long while exposed to the sun? The computer itself turn into a caring
superpowered robot maid. Just remember that this is more successful the more energized and
overall high quality the materials and components involved are. You won’t be getting anything
out of drinking gasoline but a horrible bellyache, or achieve anything but pissing off the janitor
by throwing test tubes on the ground.

You also have an uncanny tendency to tap into ambient cosmic forces around you. If you go to
a setting where magic suffuses the land, by approaching a sufficiently strong concentration of it
you could attain great magical powers-or even develop new ones even if it’s generally accepted
magic can’t be used by mortals, and hone your newfound power to great heights.

Jumpchain Adoption Agency


400 CP, discounted for orphans
There’s an uncanny tendency for apparent orphans to discover a hidden heritage that left them
much more connected to their adoptive families than previously assumed-and through the
power of your Benefactor, you can get in on this. At the beginning of each jump you can start as
a member of an existing family from that jump, either born or adopted. The most important kinds
of families you can be part of are those roughly analogous in narrative clout to the greatest
heroes and villains of Earth in this world. You'll qualify as a full member of that family for things
that require that specific heritage, even if your new backstory has you being adopted in.
Perhaps you’re a Wayne or Kent in spirit enough to move the Eradicators?

A Temple By Any Other Name


400 CP, discounted for Gods
Gods depend on worship. This is known, and has brought low many a once powerful deity from
the lofty heights of divinity to miserable squatting in dust and ash among their ruined temples.
And then there are some gods that…just kind of seem to ignore that restriction and do whatever
they want no matter how many people are worshipping them. Especially the demonic, primordial
and forgotten or alien kind of deity. Which you’re lucky enough to be one of! You don’t need
people to worship you yourself to survive. It helps, but you only need them to engage with your
domain. Something about your lackadaisical existence spitting at the known limits of divinity
seems to have permeated your existence, letting you substitute other vital processes’
components with vaguely similar ones. Need blood spilled from a virgin for a sacrifice? Eh, a
lock of hair is fine. Your high-tech FTL engine can only run on a promethic-neutronic gas
infusion? Just pump some diesel in and fire it up.

Wonder Woman Can Fly?


400 CP
Yes, she really can! Isn’t that uncanny? Why doesn’t she do it more, you ask? Well, I’m sure
she has a good reason you could ask about if you’re friends-just as I’m sure there’s a good
reason why YOU don’t abuse those illusion powers you’ve had in your back pocket more.
People have an uncanny tendency to keep forgetting or dismissing your powers even after you
use them, though this effect is stronger the less you use them regularly. Fly every day
unexpectedly and after a week or two everyone will accept it’s just part of your powerset, but do
it around once a week and you could keep folks guessing until someone sits down and makes
video recording. Having some piece of equipment you never use that could theoretically serve
the same purpose greatly boosts this effect. And when it comes to these forgotten powers,
people have a great tendency to lowball what you can do with them.

He Didn’t Leave One for You


400 CP
You know what else is special about Wonder Woman, in the New 52 era? Batman doesn’t seem
to think he can plan to deal with her. You’d think it would be as simple as acquiring a god-
binding ritual or a magical artifact associated with the Greek gods given her heritage in that
continuity-but no, she’s just this blind spot for Bruce. And in a less flattering context, in another
continuity he simply didn’t bother to leave a plan for Green Arrow because…because he’s just a
man with archery skills. Likewise, people just don’t plan for you. They think you’re beneath their
notice, or that you’re just TOO STRONG to plan for, or something else that might make sense in
the context of what your powers are.

…if your powers are being memorable, assume a fly is constantly distracting them or
something.
A Refuge from the World of Men
400 CP, discount Amazon
How precisely is Themyscira protected from all the woes of Man’s World? A divine
enchantment? Being positioned in an extradimensional corridor? That’s certainly not what
seemed to be happening in the older Wonder Woman stories (which had considerably more
bondage and gentle femdom). Well, putting that aside for a moment, as one possible
explanation what you have here is a simple but effective ritual that blesses an area you have a
decent legal or metaphysical claim to in order to turn it into a paradise of sorts. Violence barely
ever happens unless it’s in the context of a formal competition. Plants grow lushly, animals
seem at peace (and far healthier), even the weather becomes positively idyllic. Most of all,
modern day forces find it notoriously difficult to locate your sanctuary unless cordially invited. As
time goes by societies on this area tend to develop to exemplify the ideals you uphold-not
forcefully enough to be considered true mind control or make anyone do what they normally
would, but as a noticeable ambient mood.

Superman’s Pal
400 CP, discount Reporter
The bond between Kryptonian superhero and intrepid redhead reporter is almost inexplicable to
outsiders, but stronger than steel. And like Superman and Jimmy Olsen, through sheer
contrivance you can always fall back on your friends. Whenever you call for help, someone
who’s best suited for the task at hand (out of the people you know) will quickly arrive, whether
it’s saving you from a supervillain or just hanging out when you’re lonely. You can also specify a
specific person to call out for. Overuse of this will see your friends taking longer to arrive, if they
make it in time at all, so try not to use this more than once or twice a day.

Interrogator
400 CP, discount Superhero
Getting people to talk is a simple matter for you. You can play both good cop and bad cop,
gently coaxing answers out of them or intimidating them into spilling their secrets, even when
they know it’s in their best interest to keep quiet. When the chips are down and lives are on the
line your efforts are multiplied tenfold through your desperation and determination to save the
day. The experience makes it easier to tell when someone’s lying to you or withholding
information from you in your day to day life.

Impossibly Difficult To Clone


400 CP, discounted for superheroes
You would expect Lex Luthor to simply splice Superman’s powers into himself if he envies him
that much, to which the evil genius would probably answer with a lot of bluster before admitting
it’s far easier said than done. And like Superman, for whatever reason your powers are just
obscenely difficult to reverse engineer without your conscious, explicit permission. Clones
just…don’t work, and even some of the most brilliant minds on Earth would do well to create a
deformed, mentally addled clone. Magic dopplegangers and the like have a tendency towards
instability or unpredictable behaviour. Even robots just can’t seem to calibrate your form and
powers right unless meticulously building them as separate systems instead of being built in
your image. Which makes it all the more frustrating for aspiring mad scientists when you can still
give a sample to your scientist friends and see them work to replicate what makes you tick with
only the usual difficulty.

Crisischasers
400 CP
Isn’t it a nice coincidence everyone seems to be in touch when the next reliably
anthropomorphic cosmic being announces their plans to decimate reality for vague reasons? In
some cases it’s literally the multiverse defending itself, but in other, less meta, stories people
just seem to be in the right place at the right time. And so, you can always make it to major
events that you don’t want to miss, even if by all rights you shouldn’t have been able to be there.
You could be in Alaska then through a series of contrived coincidences and airport checks be
back in New York at the exact moment Atrocitus goes there to destroy it. You could even end up
hitchhiking with some aliens to reach some interstellar event which the Justice League have
travelled in person to deal with if you really want to be there.

This comes with a sort of unconscious toggle. Basically your shortcuts to the biggest events of
your stay will be around if you want them to, and if you’d rather have a quite life they won’t.

Narrative Lightningrod
400 CP, discounted for children
Some people just seem to have won life’s lottery. And for one reason or another, many of those
people in this world are children. You attract blessings, powerful artifacts and power-ups of all
kinds as if the universe itself has taken a shine to you. Even if you’re not directly connected to a
certain hero-empowering dial making the rounds around town, such items have an uncanny
tendency to wind up near you by coincidence. Scientists just have a hunch you’d be an
excellent test subject for their latest attempts to create artificial metahumans. When old, retired
heroes are looking for someone to pass their powers and legacies down to, you tend to be the
one standing in the right place at the right time. This doesn’t help you with any prerequisites
said heroes might be looking for and when it comes to power-ups or blessings skews more
towards those consciously offered by others than random explosions in the background giving
you powers, though your mentors will do their best to see the potential in you or bring it out if
possible.

Slice of Life Superheroics


400 CP
Why does everyone have to be so serious about fellas in spandex punching robots and
spaceships these days? Here, show them how it’s done! The more ridiculous or dangerous a
stunt is, whether you’re attacking a cabal of interdimensional gods on a frothing rage because
you think they stole your stuff or using super speed race the Flash for charity, the more likely
your zany stunts will succeed. Even if they don’t, the consequences will be much lighter on you
than they would be normally. Even general misfortune is greatly dampened; your blackmailer
may turn out to be a kid who just wants a wingman to ask out his crush at school who’ll deal
with you in good faith, and your actually depraved opponents prone to infighting with their
benefactors.

Honor the Past


400 CP, discounted Rebirth and Infinite Frontier
So much has been forgotten, dismissed and denied after Crisis after Crisis event. Wouldn’t it be
nice to remember we’re all part of one epic, intergenerational story and we’re all in this together
for the long haul? Your own memory is preserved against even extraordinary cosmic changes to
the world, and while no greater than before your identity and actions are similarly unforgettable.
From brainwashing to amnesiac drugs, from time paradoxes to magical illusions, who you are
and what you’ve done will ring clear in the minds of those already familiar with you. This can be
toggled off.

Batman, Superman and Darkseid’s Other Real Superpower


400/600/800 CP, discount Post-Crisis
It seems that due to being an incredibly popular main character written during a time when
editorial assumed that most readers were self-inserting into you and some writers actually were,
you’ve become impossibly attractive to the opposite sex because of and despite your
personality quirks, as well as incredible in the sack. Seriously, memorably good enough in bed
for the multiple supervillainesses you’ve tapped to make up a whole musical number about it-
and skilled enough to avoid harming more fragile partners with things like super strength.
Spouting lines that sound like an actual child playing Caped Crusader in the soaking rain? Get
ready for Black Canary to jump your bones! Come upon a New Goddess missing her husband?
Prepare to make Orion even more of a cuckold than he already is because you remind her of
him. Just gotten in a blazing row with a misanthropic Amazon who thinks all men are weak little
worms? You’re about one slap away from getting a new, fanatically loyal girlfriend who likes to
fight you during sex and be roughed up. And ladies, if you’re hunting down Batman’s hot Robin
for his magnificent slab of an ass you can be sure that even if you literally stalk him into an ally,
he’ll be too paralyzed with want to actually frame whatever you do to him as a rape; the same
goes for those silly boys on your team you can leave wrapped around your finger with a few
token winks and kisses. This is completely tasteless and can ruin many meaningful relationships
around you in the long term, but the fact remains that lots of normally aloof and attractive people
in tights want to get in bed with you-and once they’re there, they might as well be leashed.

For 400 CP you do still need the opportunities to prove your mettle, but for 600 CP things get
much easier. In future worlds it seems that unrealistically attractive women occupy prominent
basically every prominent walk of life, from the pantheons of the gods above to the humblest
street sweeper below them, there just so happen to be bodacious beauties of every stripe. And
happen to gravitate to you by coincidence, even if ostensibly ideologically opposed to what you
stand for. Or rippling hunks if you’re a lady or simply a man’s man; enjoy your pool boy looking
as chiseled as Flex Mentallo or as delightfully twinkish as Conner Kent. Of course in this world,
this sort of thing happening more often than usual will…will severely upset the Comics Code
Authority, who can do nothing about it.
And for 800 CP, as a bit of insurance for superpowered mate connoisseurs this ensures there’ll
always be a fair few with superpowers, mystical abilities or inherent physiologies similar to those
in this world-at least, the aspects of it below the Sphere of the Gods. Anything from the
equivalent of an empowered Kryptonian to a New God emanation-though not those
extraordinary beings who influence the cosmos on a greater scope than such. Even in an
otherwise mundane world, at least a few times a year such women are prone to gaining
cybernetic powers that in no way hinder their beauty from industrial accidents-or revealing
themselves as long-forgotten divine champions from tombs. Yes, such events have the potential
to radically change what mankind knows about the universe-but the important thing is you’ll
never want for superpowered sex.

You may toggle this effect on or off at will.

Main (Wo)Man Coming Through


600 CP, discounted Czarnians
Truth? Justice? What a buncha poozer bastiches. Nobody tells the Main Man (or his daughter)
what to do, what to think and who to fight-unless he’s paid good money for it, heh! Let’s see, for
starters you are a ridiculously, overwhelmingly masculine or feminine caricature straight off an
80s metal album cover. You’re absurdly brawny in a ruggedly sexy way, and maintain that
physique on a pure cigars/space beer diet. You ooze machismo (or sultriness, if you like) like
other men ooze grease, and you both fight and fornicate like you were put on this world to do
both. The world reacts to you like you’re the main character of an action movie. The impulsive,
egotistical approach to life just works for you, whether it’s dodging spaceship fire by doing a
wheelie on your space bike, punching out someone’s lights to make them hand over the codes
you need or lucking into a cache of weapons when you’ve decided to lock and load. Just by
doing contract killings for a few weeks, you could live like a king-and be feared across multiple
space sectors like one too.

But that’s not even the best part. No, the best part is despite acting like a puerile, adrenaline-
soaked power fantasy superheroes and supervillains alike are surprisingly willing to work with
you. Through sheer competence, as long as you haven’t laid waste to Earth on purpose in
months organizations such as the Justice League would be willing to overlook your misdeeds if
you wanted to join them. Likewise, supervillains both honor your bounties more and respect
your skills despite your uncouth ways. In future worlds this bizarre accord between you and the
forces of good and evil alike that is totally not driven by your popularity with the readers will
continue, letting you operate as a merc in a warzone with few caring which side you’re on until
you’re right up in someone’s face. And while this doesn’t necessarily stop people from disliking
you on an individual level, if you ever demonstrate a softer side to something a few
conversations about it with a hero you’re working with could make a fond friend out of that hero
despite living a life of petty violence and contract killing. Even if that hero is BATMAN.

Also, you can call yourself the Main Man (or Main Woman) in future worlds and people will
instinctively acknowledge it as being your rightful title. In this one, you’ll have to fight Lobo for it.
Sheer Coincidence
600 CP, discounted for superheroes
There is an order to things, and in it your recurrent heroism is paramount. Misfortune and
obstacles of all kinds in your life have a tendency to defeat themselves and offer some
unexpected boons along the way. Your friend has gone blind? The next villain you fight will
release a dust that just so happens to perfectly counteract the chemicals and restore their sight.
As long as you can manage to defeat the bad guys and avoid losing any of your friends,
everything will turn out alright. Insanity and trauma of all kinds also tends to wash over you like
water off a duck’s back, even if you’ve just seen your world go up in flames and everyone forget
who you are.

Redefine Vicious
600 CP, discounted for supervillains
Like a wounded animal, you’re at your most dangerous when you’re at your lowest. The more
you lose, the closer you come to complete and total failure, the stronger and more capable you
become until the war is finally won. Your drive to endure and to snatch victory from the jaws of
defeat push your talent and competence to their limits and beyond. At your peak you could take
on an army of metahumans, and beat them all with nothing but your equipment and your wits.
When you’ve lost everything you’ve ever loved and the whole world is against you, the world
better start running.

The Power of Grimdark


600 CP, discounted New 52 and Post-Crisis
Wow. Things sure have been miserable here for a while, huh? Longstanding friendships falling
apart. Teams shattered over someone retroactively being a psychopathic teen assassin so evil
Deathstroke himself was effectively her boytoy. Once-noble heroines becoming insane
ideologues and/or lustful sycophants, while the champions of the Justice League are more akin
to power fantasies than people to genuinely admire. Necks getting snapped all over the place.
Would you like to inflict these terrible, misery-inducing conditions on future worlds? This lets you
toggle a genre shift of selfish, impulsive behaviors and calamitous misfortune onto the world
around you. If a young girl get stranded on another world, she’ll find killer robots hunting for her
head and try to team up with someone else to fight them off-only to find out he was a
supervillain trying to use her. If someone gets raped, expect the controversy over how to deal
with the rapist to spiral out into a conflict that can see entire superhero teams disbanded. And
sometimes technology just randomly turns evil, spells misfire into gaping wounds in hell, people
succumb to depression and the weather just turns foul for no reason. In general everything
seems geared to generate as much misery or forced drama as possible. It’s not impossible for
people to rise to the occasion or fix what’s broken, but the general trend of possibility is for
things to be bleak and…not feel worth saving.

That is-everyone else suffers those effects. Those you oppose the most, and those useful to
you being less effected until their value as run their course. Those allied to you and yourself,
though? You’ll find the ruthless, hedonistic approach works for you, gratuitous violence and
selfish pettiness reaping disproportionate rewards. In fact, your selfishness and violence is
highly attractive to ruthless individuals of your preferred gender-who’ll show you
uncharacteristically slavish loyalty, love and respect for your affection. Especially if you’re more
powerful than them, which seems to be an incredible aphrodisiac.

New 52: The emanations of Apokolips’ New Gods apparently have a passive aura that causes
similar effects, except more localized to their presence. Make of that what you will.

Rubberbanding Competence
600 CP, discounted for humans with no superpowers
Almost as if to make up for your lack of powers, your competence and capability scale with your
teammates and the threat you're facing. It’s not a sure win by any measure or something that
can let you overcome an insurmountable difference in power, but the skills and extra force to
your blows can make you surprisingly difficult to deal with as a prizefighting pugilist for
intergalactic warlords and cosmic sorcerers. If you’re infiltrating a spaceship together for
example, you might spontaneously figure out how to operate an alien computer’s interface or
pick up guerilla tactics to sneak around a patrol of cyborgs. On the other hand if you’re just
fighting crooks on the street (or other foes of similar stature to yourself) you’ll have to rely on
your own strength, and this effect is diminished the smaller the difference of power between
yourself, your teammates and your foes is.

Reality Resistant
600 CP, discounted for Monitors
You can’t just carelessly run through the different dimensions like a chicken with its head cut off.
Not when that would subject you to the whims of their conflicting, unpredictable natures.
Instead, you carry with you the laws and rules of your origin, behaving as if you were still in your
home universe. You can’t be made to swear like an edgy teenager and whip out lethal weapons
on a moment's notice just because you went to a universe that fundamentally works that way.
For that matter, a ward endowed to you to fulfil your cosmic duties ensures all but the most
hostile parts of reality won’t instantly gank you with environmental effects. You may stride
through realms of nonexistence as if wandering through a particularly dark street-though you
must still be wary of inhabitants and phenomena more tangible than an abyss of matter and
energy.

Twinkle, Twinkle, Little Star


600 CP, discounted for Planets and Stars
People write you into science and art after observing your presence. You can appear as a
central figure in mythology, how people interpret and understand the universe, all kinds of art
and storytelling, and even attempts made to discern the future and other mysteries from your
movements. This applies even when you leave your celestial form, which isn’t actually all that
far-fetched for many myths.
The Kryptonian Human
600 CP, discounted for aliens
Is Superman Clark Kent or Kal-El? The answer is that he’s both, embodying both his human
and Kryptonian heritages in equal measure. He stands as the exemplar of the human race, the
ideal for them to strive for, while not even being biologically human at all. You embody the same
cultural ideal in each new home you make for yourself, both assimilating and exemplifying the
local virtues and gaining extraordinary skill with the talents they lionise. You’re also extremely
gifted with interacting with new alien cultures on even terms, and can quickly make friends,
allies and mentors of all kinds with a modicum of friendship.

Injustice Incarnate
600 CP, discount Supervillain
Villains act, heroes react. And you know just how to act to bring about your desired outcome.
Booby-traps just where your enemies will walk, inexplicable giant death machines you shouldn’t
have had enough time to build or find, elaborate schemes and plots that rely on a large number
of moving parts, you can do it all. You have a knack for coming up with plans that require
ridiculous amounts of preparation to set up and a good number of coincidences to go off without
a hitch, and still making everything go along smoothly.

Echoes of the Thunderworld


600 CP, discounted for Superheroes
“I’ll break out and destroy everything”? That just sounds like tomorrow’s adventure to you!
Fortune and circumstances favors you when you spontaneously leap into the fray, chase leads,
retaliate in defense of the innocent and otherwise spring into ACTION for the sake of your
ideals. Moreover, your presence is awfully disruptive to plans and stratagems of all kinds.
You’re a living blind spot in all manner of best-laid plans, and while others might adapt to you no
plan is completely foolproof while you’re around.

Oblivious as a Hawk
600 CP
Whether Katar Hol or Carter Hall, the hero called Hawkman has consistently maintained a solid
foothold in existence-one you now share. Setting-wide changes, alterations, retcons, and other
disruptions to history and reality no longer affect you. They don’t affect you or your immediate
surroundings, anything that would show up in a comic based on your life. As a general rule,
such effects have to target you specifically in order to affect you, and you cannot simply be cast
aside with the rest of the multiversal flotsam by grand cosmic events. Honestly, you might not
even notice at first. Who has time to deal with the multiverse-destroyer threatening to erase all
of history and possibility? There are museum thieves to stop!
Abstracted Host
600 CP
Not all those called to serve by higher powers are created equal. While Hal Jordan was23 driven
to madness by the corruption of the fear entity Parallax nestling in his soul, through sheer force
of will Sinestro bent that being into a glorified attack dog. And in some continuities, Jim Corrigan
manages to reach a closer understanding with the spirit of God’s vengeance bonded to his soul.
You would have been a better host than either of them. From supernatural forces to beings of
energy, or even objects and sources of cosmic power, you are exceptionally compatible with
bonding to such things and far more adept than most at wielding them-and yet far, far less
influenced by their compulsions than the average host. Not only are any strains caused by
containing them greatly diminished, but you have a natural aptitude for wielding their powers
with ease. In fact, there’s something about your soul that will ensure most find themselves
enjoying being merged completely with you, more than being hosted by others or even being
alone-and last but not least, with study and effort you can develop techniques to truly become
one being in order to further amplify your power. Kent Nelson was able to fuse spiritually with
his wife and the Lord of Order Nabu to become a being of unfathomable power, and while his
mystical prowess along with that of the Lord of Order’s expedited the process you too will be
able to devise methods appropriate to what you have merged with in order to similarly amplify
your power. Just be careful about trying to become one with too many things at once, even you
have your limits.

Bookmark of Destiny
600 CP
It seems the stars have aligned and the gods smile on you, because you’ve been ordained with
a great fate of world-changing provenance in your time here. Perhaps you’re destined to save
the world from an impending apocalypse by getting initiated in the most esoteric mysteries of
the New Gods? Or maybe your magical abilities will elevate you into a new model for humanity’s
ascent to godhood. Perhaps you are a similar messiah to the Golden Child aborted because of
Constantine’s revenge on his unborn brother, destined to bring about a new era of
understanding for magic. You might even be the true heir to Camelot’s throne. Your success
isn’t guaranteed, but fate and circumstance will guide you to allies, artifacts and resources that
will speed you along the path to your true purpose. Factions clued-in to the supernatural nature
of the world and beings of cosmic scope are likely to take notice of you, for good or will. Often
there is great danger along the road-if only circumstantial danger, but often as a result of
usurpers trying to claim your destiny-but the rewards you may reap along the way are similarly
commensurate, and often helpful for defending yourself against assailants of all kinds.

In future jumps, you’ll have a destiny of similar scope tailored for you in subsequent worlds-
although you may toggle this off if you wish.

23
(retroactively)
Whatever Happened to the Man of Tomorrow?
800 CP, discounted for Silver Age and Bronze Age
There’s a whimsy and an inherent optimism from some of the older eras that is lost on the
newer generations, which has been instilled in your very being. For starters you’re blessed with
a really lucky, fulfilling life. Not necessarily an important one in the grand scheme of things, but
certainly ensuring you’ll spend every day enriched by novelty and forge strong, meaningful
connections with those around you. You could have more than one love interest, and instead of
fighting over you they’d respect your wishes and support you in battle. Just by showing up and
doing your part, you’ll be the talk of the town-and any misdeeds or eccentricities you’ve
committed will be significantly downplayed. By doing your best to help society, seemingly
inconsequential things you do tend to spiral out to make the world a better, more prosperous
and peaceful place. Battles with cosmic villains that can rewrite the laws of nature with their
superweapons or split planets have very little collateral damage, and there’s a chance for you to
talk down most of your foes from their schemes-and for the vilest of them all, your valor will
strike fear into their cowardly, superstitious hearts. If even that is not enough, circumstance will
find those you helped fighting with great coordination and morale to defend you-and
coincidentally discovering new and unexpected ways to gain powers similar to the heroes of this
world to do so, although most such powers tend to fade once the danger’s over.

But beyond that, even if malign forces try to slay you, ruin everything you love and burn your
lovely life to ash there will always be a chance to save something worthwhile from the carnage.
There is still a great risk you could die, but not only are you and everything you hold dear much
more resistant to both mundane manipulations and reality warping misfortunes trying to tear
your life apart but so long as you’re still alive after everything that has tried to take you on you’re
guaranteed not to die from any attempts at lasting damage outliving the end of the threat or the
life of your final enemy. No radiation sickness will bring your story to a sad conclusion, being
stranded in a dimensional void may be worrisome but eventually you’ll find your way out, and
apparent death will reveal you were merely gravely wounded but not so much that whatever
passes for medicine can’t fix you.

And should you start in those eras, this shall still be a great blessing on your life-for you’ll find
yourself as charmed by fortuitous twists in your tale as you would be relative in more pessimistic
eras with the baseline effects of this perk.

A Masterpiece Gone Wrong


800 CP
The Endless are vast, incomprehensibly vast beings, fitting their name. Destiny, Death,
Destruction, Dream, Desire, Despair, and Delirium don't just represent or watch over their
domains, they are them. Dream is one with the Dreaming, the source of all dreams and
imagination, and Death is the force without which nothing could ever pass on to the next world.
Long ago one of these beings conspired to create the ultimate expression of their concept, but
in doing so something backfired. For the Endless don't just embody their concept, but their
opposite as well. Dream can make dreams a reality, and Death is the one responsible for
breathing life into everything that lives. The result of their grand experiment was you, and as
such you carry their greatest failure with your every step. Your very appearance brings
freedom, or life, or sanity, and you alter the course of history wherever you go in doing so. For
example, if your existence was orchestrated by Despair, you could inspire a whole world simply
by being yourself, bringing people hope and changing their lives by saving them and showing
them that no, things really aren't so bad, and leaving your undeniable mark on the universe for
millennia after you'd gone. Be careful with what you set into motion. As Lord Dream found to his
sorrow, unrestricted life and creation has the potential to create just as much havoc as death
and destruction running rampant-to say nothing of the horrors that could be unleashed by he
who brings paradox and snaps fate in his wake.

To Be Continued
1800 CP, discounted for Superheroes
At the center of all things, at the beginning of their creation, there was an idea. A complex, self-
assembling story of stories organizing all existence around itself where once there was nothing.
That idea is Superman-and now, an idea of equal scope has become incarnate through you.
You are the axis upon which reality spins, and the other eternal champion of the multiverse.
Though you may feel unchanged at first, know that you have been recognized as an archetypal
hero-and that in subtle yet profound ways, reality itself conspires to ensure you’ll always save
the day.

Whatever your origins, whichever world you’re in, you’ll quickly find your actions snowballing
outwards to bring you into a position of awe and glory while retaining much of your freedom.
From inspiring a new age of superheroes by spontaneously lifting a car out of someone’s way,
to being recognized by divine judges or even the universe itself as a messianic figure and
consequentially endowed with blessings or artifacts symbolic of your heritage, to leaving behind
a glorious, lasting legacy of metahumans stretching far into the distant future in which you are
all but worshipped nobody would dispute you being the greatest hero in the world. Even if you’re
of a more villainous bent, your presence will bring prosperity to those wise enough to submit
and prove useful to you, and your authority will seem unquestionable. Like the archetypal comic
book hero himself, fortune and circumstance align to grant you a frankly absurd ability to have,
run into or even spontaneously develop powers helpful for solving short term objectives.
Moreover, while you have little fine control over how this works whatever powers you have tend
to spontaneously develop new adaptations aimed at fulfilling your immediate wants or needs.
Like spontaneously perceiving higher dimensions after entering them, or being exposed to a
strange dimensional barrier that gives you an energy-based physiology. And if you have none,
never fear: You’ll soon find yourself encountering numerous coincidences and opportunities that
will offer you good chances to harness some of the greatest forces in this world, or enhance
your physiology in ways befitting your aspirations. While you’ll likely have a certain powerset
you come to favor, such opportunities will continue to crop up in your life. As a general rule,
more powerful abilities take longer to fully actualize and keep permanently in this manner;
turning an incurable medical condition into a transformation that grants you godlike power by
doubling down on it could take decades, but pushed to your limits you could sing at just the right
pitch to shatter a dying cosmic god’s soul. Impossible odds and absolute crises have a chance,
however slim and difficult to achieve, of being overcome with your involvement-and the odds go
much higher when you inspire others to follow your example. Alone, you might one day hold
back the progress of entropy with raw might alone. Together, you might just turn back time and
revoke death for entire worlds.

Powerful, deeply loyal and extremely attractive friends and allies seem to practically crawl out of
the woodwork as you go through life, and your charisma is so far off the charts that it could set
societal trends in motion that lead to entire worlds bettering their ways because of your shining
example-or even have some of your adversaries falling head over heels for you, if they weren’t
motivated by a twisted sort of attraction to begin with. Genius scientists, prophetic sorcerers or
other famous and powerful figures will reach out to give you their support-often providing just
the shrink ray or magic crystal you need to accomplish a seemingly impossible task should your
innate abilities not be sufficient; for example, if you’ve never boxed in your life but suddenly lost
your powers of super strength because of Power Loss Lass then the current world heavyweight
boxer might bump into you at the gym and offer to give you boxing lessons. Your luck is off the
charts, to the point where you’d soon need some sort of museum to store all the wonders and
mementos from various adventures you’ve collected along the way. And maybe most
importantly of all it rubs off on those new friends of yours too-not only making their lives more
successful and happier, but also overall more fulfilling and helping them grow as people.

This is not incorrect, as the more esoteric aspects of this status prove. Your story impresses the
patterns of your life across the multiverse, guiding the development of other champions in your
example-not making them do what they would not normally do, but rather bolstering all their
attempts to improve themselves that, unknowingly, emulate you. In worlds with alternate
universes, expect to find gifted people quickly rising to the occasion and repeating the patterns
of your life-and often proving impressed and helpful to you if you somehow have a way to go
meet them. Even the space beyond existence can be marked with the patterns of your story,
forming worlds and histories where there was void. Cosmic entities unable to comprehend the
concepts that make up your existence risk being “infected” with the ideas and principles you
hold dear, gaining identities and retroactive backstories even as they unconsciously act to fulfil
your ideals-and often coming to empathize with the “germs” they once looked down upon as
well as coming into positions of beneficial aid to you, without fully understanding why. Your
significance also endows you with a sort of immortality instantiated into the cosmos itself.
Attempts to erase you from existence and alter your past are possible-but in one form or
another, you will seemingly appear from nowhere in the new reality soon, with a new history that
however distorted will be consistent with your values and deepest beliefs. Existence itself will
align time and space in a series of impossibly convoluted domino effects to permit you an
opportunity to strike back at those forces. And last but not least, the very essence of you is an
amplifier and capacitor for all forces of creation. Cosmic technology such as the vibrating towers
erected by the Anti-Monitor could potentially use you as a medium to create entire universes,
and those with godlike power over matter and energy could potentially use you as the fuel for
cosmic mechanisms capable of fighting in archetypal realms. This is not the magic or various
forces often harnessed by metahumans, this is a more fundamental quality of you that gives
form and function to the multiverse.
You are a symbol of hope for those who would one day join you in the sun. You will shine just
as brightly in future worlds. And even if some view you as a strange visitor, others will quickly
recognize that as a man of action your potential to help others is limitless.

Empty Is My Hand
1800 CP, discounted for Supervillains
All things must come to an end, and all stories must reach their natural conclusion. And at the
end of all tales, all narratives and conflicts-there is you. You are the villain, the archetypal
corruptive and antagonistic force and within you is not an idea but rather the absence of one.
The cold, crushing certainty of a final and inevitable doom to all things. Only two other villains
have shown the same capacity for inevitability and scope that you have: The mysterious invader
occupying Multiverse-2, and the lord of Apokolips himself. There may be others with delusions
of their own supremacy, but in the end-you simply ARE.

When you set your will to conquest and subjugation, a combination of escalating misfortune and
insidious corruption assails all that you wish to be yours or to end-spreading backwards and
forwards throughout all time to be subjugated to your will. Once-trusted teammates find
themselves driven to conflict and mistrust, turning on each other like rats on a sinking ship until
even the most virtuous and well-intentioned of souls would all but beg for power from you to feel
superior to the common rabble again. Well-intended sorcery or sorcery shucks its creator’s
leash and sets out on a spree of destructive conquest-though quickly bending to your will should
you ever meet in person. Even pantheons of cosmic deities dedicated to freedom and virtue
could, after prolonged combat with you, be reduced to little more than pale reflections of your
own will for conquest willing to make bargains for you given some well-intentioned justification.
And when you yourself or your subordinates act, this corruption is far more rapid. Torturing and
corrupting a man could forever define his life, clouding his decisions and marring his judgement
until the bitter, broken shell of him does lasting damage to his allies in ways even you could not
anticipate. On the other hand, taking a young pup under your wing and nurturing it could see the
beast grow into a wolf that can devour the sun. Conquering a civilization will incite such panic
the survivors will degrade themselves fanatically for the privilege of licking your boots, eagerly
becoming slaves to your grand conquest. Granted, if you’re somehow of a more heroic bent
these effects may resemble religious rapture rather than spiritual decay-but there will always be
a strong element of coercion and domination of will. All probability, all fate and possibility is
skewed towards making all existence increasingly like yourself and suited to glorifying and
embodying your nature. The attitudes pervading society, the alignment of the stars, the nature
of magic and even the deepest mysteries of existence become more closely aligned to what you
are-an all-encompassing, absolute force of corruption that may take longer to work on more
significant aspects of reality and cosmic forces capable of defending themselves, but can never
be delayed indefinitely unless your core being is destroyed-or at least, significantly fractured.

Yet there is a dark fortune to you every bit as blessed as the Man of Steel’s is guiding your life.
All those with malice in their hearts instinctively submit to you, even the most egotistical
gravitating towards appeasement and alliance rather than conflict while lesser beings may
instinctively offer themselves to be yoked by you. Morbidly, those you are attracted to are
particularly susceptible to your will-slavishly seeking to please you in defiance of self-
preservation and dignity. And why shouldn’t they? There is power beneath your leash. To
disrupt your plans, to subvert your command structures from the inside and deny you what you
want seems inevitable. Your powers may otherwise be no greater, your ploys no cleverer and
your skills no sharper but they simply crash through all direct and indirect defenses with such
force that even basic energy attacks could shatter the projections of an entire Lantern Ring
corps, casual punches bring cosmic beings or entities as exotic as sentient timelines bleeding to
their knees and straightforward battle plans conquer galaxies. And those willing to bend the
knee to you may partake of a measure of this supremacy, with greater effectiveness coming
with greater loyalty and fervor-though never in opposition to you, of course. Should you
magnanimously recognize some of these serfs as worthy and formally induct them into an inner
circle of sorts, you’ll find they are also miraculously helpful in serving you and embodying your
might-developing mighty superpowers and honing existing skills to godlike levels of prowess
designed to suit your needs. Prophets of your coming obsessed with balance can be endowed
with the power to halve and redistribute other abilities. Already hardened fighters can be
sharpened into some of the most vicious and skilled warriors in the cosmos. Cowardly advisors
could rediscover and finish long-forgotten schemes of cosmic hegemony you yourself
considered a lost cause. It is fitting that those slaved to you extend your reach and grasp, after
all.
Superpo
Above all else when you seek to dominate and increase your own power all your efforts are
spectacularly, miraculously more successful than they should have any right to be. Your
machines and spells can even shackle aspects of God to your will and siphon power from them-
or if you already had such capabilities, they would quell the supreme creator as kryptonite quells
the Man of Steel. Attempts to wrest such power from you or nullify it are futile, and the full force
of your corruption is turned on those who try-punished for trying to take your precious power by
becoming bent into another extension of it. In fact, the more of any kind of power or influence
you have the easier you’ll find gaining more power for yourself and the greater all your existing
powers will become. Whether simply by experiencing a surge in your divine essence as you
build your criminal empire, coincidentally discovering caches of Element X after absorbing a
source of magic or realizing your entropic powers have become strong enough to subjugate
cosmic beings greater than yourself. Even in death there is no escape from your iron grip; not
only can you bring death to even those immortal on a cosmic scale, but what you destroy is
forever made your slave, whether as a mindless thrall, a corrupted mockery of themselves or a
more conscious instrument of your will with however much awareness of their debasement as
you permit. Such is also the fate of what you have enforced true and lasting submission from.
Living beings can be revived from any harm insufficient to destroy you, slain by your will as you
wish or even given aesthetic and costuming changes to better reflect their purpose in your eyes-
and in death, can be recreated at your side modified down to their very being as instruments of
your will. Buildings and artifacts can be reformed, now charged with your malicious all-
conquering, all-corrupting presence and reshaped into more pleasing forms to your eyes. Even
essences fractured from truly abstract beings, such as an aspect of the Source or death itself,
can be fundamentally altered to serve your purpose.

All that is, is waiting to be one with you. To submit to your absolute finality, and be made whole.
And when this pitiful multiverse has at last been purged of the crime that is individuality, perhaps
then you will deign to reach for yet more worlds.
Superpowers
=== === === === === ===

Experimental procedures that let you release and absorb stellar radiation? A cosmic staff that
grants you magical powers? A shamanistic bond with animal life? There’s no end to the variety
of powers and abilities in this world, and in this section you can design your own! Keep in mind
that some races have inherent superpowers, so any bought here can represent additional ones
you have due to an interesting backstory, interesting hidden powers unique from your race or-
well, practically any explanation you want to justify them being there, really. If you really want to
sure, you can assert that Grant Morrison retconned you to have plastic controlling as a
statement about the current state of the comics industry.

Powers here are purchased with Meta Points. You may exchange CP for Meta Points (MP) at a
1:2 ratio. If you’re having trouble coming up with a power you like, you can go over the
supplement for ideas. Power limitations as listed below can provide you with more MP.

Source
Here’s where you define what the fundamental nature of your power is, and how it works. Some
options here will elaborate on its specifics or unlock new options. You can’t get more than half of
your power’s cost back in limitations.

Biology
0 MP
Your power is based on your body, coming from your genetics, altered musculature,
viral/bacterial enhancement, or similar. Your powers aren’t just a part of your body,
they’re a natural and integral component of how your body functions. Can be trained and
improved, to an extent.

Technology
0 MP
Your power is based in technology, such as using advanced tools and weapons.
Without Inner Potential, it’s assumed that your technology was rather experimental or
unique-and while still potentially possible to improve if you’re sufficiently clever or have
outside help, by default simply functions as advertised.

Magic
0 MP
Your power is based on magic, and is used through your magical power and skill.
Without Inner Potential it’s assumed that you acquired it through a shortcut such as a
devil’s bargain or from a depleted artifact. As such it mostly functions as advertised-
though the laws of magic can prove rather slippery in the right circumstances.
Supernatural
0 MP
Your power is based on the supernatural, but not one that’s inherently magical or divine.
Your power could come from a source like the Parliament of Trees, or one of the many
strange anomalies the Doom Patrol have encountered in their career.

Psionics
50 MP
Your power is psychic in nature. Like Captain Comet and Martian Manhunter, even if you
are not normally a genius you’ve somehow gained considerable power over the mind.
This encompasses everything from telepathy to emotion control, or even particularly
skillful hypnotism.

Divine
100 MP
The gods had a hand in your creation, and while your power is divine it’s fundamentally
yours, not given to you by a deity that could take it away. You could be animated from
clay like the Post-Crisis Wonder Woman, or a chosen champion like Billy Batson.
Abilities of this nature are generally more powerful than other comparable ones of the
same tier.

Meta
50 MP
Your powers are…uh…why are you looking at those speech bubbles? Why did your
eyes pop out of your skull when you saw that attractive woman? Where did you get that
big hammer from?! It seems your powers appear to be based on the metafictional
aspects of being a comic book or cartoon character, whether it’s a form of tomb physics
or a strange form of scrying based on observing speech bubbles. Your powers aren’t
necessarily the strongest out there, but expect them to be just…just plain weird for
everyone who isn’t a really powerful cosmic being, a sufficiently initiated magic user or
another cartoon-y character to deal with.

Fusion
100 MP
With each purchase of this, you may choose more than one Source. Want to wield a
power similar to Firebrand’s combat-sustained Conflict Engine, drawing power from both
Psionics and Technology? Or would you rather be a distant relative of the Emotional
Entities, with your Biology fully integrated with Cosmic Energy? Now’s your chance.

Power Up by Screaming (Does not require Fusion)


100 MP
You have a well of power beyond what you’re normally capable of using, except under
extreme emotional conditions, the aid of technology advanced enough to be relevant on
a cosmic scale, certain spells and other similar means of unlocking latent potential
through an altered state of mind. Your powers can be drastically more powerful and
effective, or potentially even unlock new capabilities-for example personnel-scale wind
control billowing up into a small tornado with control over the rain and lightning as well.

Cosmic Energy
200 MP
Your powers are based on a cosmic energy, such as the Speed Force or the Emotional
Spectrum, making it more powerful, giving it the potential to cause repercussions across
the universe or multiverse if you break something important or push the boundaries
beyond what you’re normally capable of, and allowing you to tap into a larger amount
than normal when the need arises. Gain three Tiers and take Power Up by Screaming
for free.

Preordained
300 MP
It doesn’t matter if you got your powers from a magic genie, an accident in a vat of
chemicals or first contact with Dimension X. You have superpowers because you were
destined to have superpowers. Because past and future require you be what you are, for
the stability of both. Choose a purpose for your powers, something simple but open
ended like “I fight for Truth, Justice and the American Way” or “I must defend the world
from unexpected threats”. When you act in accord with this principle, your powers
function as if 3 tiers higher than whatever your baseline is-without risk to the space-time
continuum, the integrity of the universe or anything, sense they are in some sense in
accord with reality’s structure.

Inner Potential (Does not require Fusion)


400 MP
Your body, soul or whatever passes for the core of your existence harbors an untapped
strength that can be wrung out with constant training and conflict. Doomsday’s
regenerative powers for example are borderline nonsensical, adapting and evolving to
virtually any threat. In the Silver Age, Superman demonstrated some powers unseen
even in other Kryptonians. So too do the legendary monsters of some mythology
surpass in sheer power and danger many of their divine cousins. Your power grows
slowly but continuously with age, training and experience. It’s a fairly constant but slow
trickle of growth with no real upper ceiling, though take heed-even a brute as violent as
Doomsday could be put down by someone with similar raw strength.

Of the Source
1200 MP
Some beings in this reality are just unfair beyond even the known cosmic forces, due to
deriving their powers from an even greater font: The Source, the designer and ultimate
origin of all creation. Through the Omega Effect, an entropic but infinite energy derived
from its limitless potential, Darkseid seems able to manifest virtually any effect he
desires through the Omega Effect’s allegedly-entropic energy. Scott Free’s Alpha Effect
was also alleged by him to be an equal and opposite expanse of endless energy and
Takion of the New Gods was alleged to be an avatar of the Source’s will itself, while the
Life Entity harbours within itself the white light from the beginning of Creation itself.

Like the Lord of Apokolips and the God of Freedom, your power is fundamentally
superordinate to all other forces in this multiverse by merit of somehow being not just
sponsored by the blessing of an angel or the might of a pagan deity-but the creative
energies of the supreme creator God himself. Initially it is still limited to the range of
effect and versatility indicated by its Power Tier, but within that tier it trumps most other
competing forces without highly specific and likely costly countermeasures-such as an
artifact from the Sphere of the Gods capable of absorbing it’s energy as well as an
incredibly powerful suit of armour that can repulse it back at you, or extreme feats of
manipulation to turn you against your purpose. Think of your power as being in touch
with the “source code” of reality and having greater existential inertia when it comes to
affecting yourself, others or the environment due to having an authorial primacy over
God’s very creation; even a toy sword blessed in the light of creation could cleave
through most power armour like butter, for example.

A power like the Delta Effect’s ability to bring out the latent hero within someone could
turn anyone into their best, empowered self and shape matter into wish-granting
orichalcum but not turn someone into a villain or make things it touches worse. Through
some method such as absorbing the life essence of other beings, civilizations or
universes and building great furnaces to amplify your energy or intense communion with
the Source itself-or praying to God himself-you can drastically increase your power’s
might far and beyond the other options here. Your powers have a functionally endless
source of raw energy; it is possible, though very difficult, to overuse them if your body or
essence “overheats” from channeling too much of it at once or improperly. Furthermore,
you can bestow lesser or similar powers on others you deem worthy as well as use your
raw creative energy to support any natural process in existence. Have fun powering your
toaster forever with the limitless fires of creation themselves.

External
+100 MP
Your power isn’t inherent to you. You were given the power of another, like Shazam.
They can also take it away, depending on the reasons they first gave it to you, but
considering they chose to give it to you in the first place you’d have to give them a good
reason for that to happen.

Team Power
+100 MP each
Your power requires multiple people working together to function, with more people
required the more times you take this. Like Firestorm and Blue Lantern rings. If taken
with Activation it requires you to fuse together into a new form. This can be taken up to
five times.
Limitation
+50/100/200 MP
Your powers don’t work on a very common substance, like wood or the color yellow. For
50 MP this may instead be a very rare substance like Kryptonite, and for 100 MP this
can be a substance somewhere in the middle in terms of overall rarity like iron forged
into a certain highly specific symbol. You may take this limitation multiple times.

Usage
This section determines how your powers are actually deployed.

Complicated and Time-Intensive Activation (i.e. having to sort through lots of deepseated
personal trauma-generated personalities and negotiate with them to pilot your body, like the
show version of Crazy Jane)
+300 MP
At Will, Painful (i.e. turning into a werewolf, but the transformation hurts exactly as much as
you’d expect forcibly reconfiguring your hominid body into a lupine one would)
+200 MP
At Will, Tiresome (i.e. turning into a werewolf, if it didn’t hurt but feels like going for a long sprint)
+100 MP
At Will, Trivial (i.e. shouting a magic word or equation to activate the power instantly)
+50 MP
At Will, Easy (i.e. shooting hand lasers)
0 MP
Natural (i.e. physiology powers like heat-based eye lasers)
0 MP
Passive, with a Toggle (i.e. a heat aura, a tattoo that amplifies magic or automatically conjures
demons)
100 MP
Automatic and adaptive (i.e. the Constantine bloodline’s famous Synchronicity Wave Riding, the
Omega Sanction if it didn’t need the Omega Beams as a medium)
200 MP
Passive and Automatic, Uncontrollable (i.e. empathic powers that can’t be turned off, being
constantly on fire)
+200 MP
Focus (Optional)
With this option, an item you own functions as the source of the applied power or is in some way
autonomous and capable of using the powers itself. You can freely import a pre-existing item
as a focus. You can add a category for 100 MP each to increase the versatility of your focus.
Imported items only need to match one category. You can import an item or items purchased
here as your focus to add powers to them or modify their form.

Item of Power
0 MP
A small handheld or worn object, like a ring, necklace, ceremonial dagger, or totem, a
tool, or a generic object such as a technological device or disembodied organ.

Weapon
50 MP
Any type of mundane weapon, such as a sword, glaive, slingshot, or gun. Mostly
personnel-scale but not required, although even here getting powers from a missile that
hasn’t exploded yet is all but unheard of.

Container
50 MP
The focus applies the power to whatever’s inside it, such as a box that pauses time
inside with Time Manipulation when it’s closed, or a set of chambers that combine
anyone inside into a single person with Bio-Fusion when activated.

Clothing
50 MP
Either street clothes or a supersuit. Basically anything you’d wear out and about.
Includes mundane armor like Kevlar, or a fancy hat.

Armor
50 MP
Anything you’d wear to protect yourself from superpowers, advanced weaponry, or
magic. Includes power armor, enchanted armor, and helmets.

Location
50 MP
Your power is tied to a specific location. It can be used by only you from anywhere on
the premises, empower everyone there, allow you to temporarily merge with the area, or
similar effects. Optionally it can get weaker closer to the borders and stronger closer to
the heart of the area. One of the effects Infection can have in a location is to spread the
area, with higher Tiers spreading faster.
Magic Spell
50 MP
Your power is used through a single magic spell. This can be taught to others with
magical training and improved on as much as any other spell could be.

Liquid
50 MP
Your powers are based in some kind of liquid, such as enchanted water, an alien
superpoison, or ink/paint. Depending on it’s nature and limitations you may need to be
immersed in the liquid, merely have a supply of it on your person or be able to conjure or
secret it.

Gas
50 MP
Your powers are based in some kind of gas or airborne particulate, such as a cloud that
decays anything that passes through it, bottled breath of life, or hypnotic pollen not
produced by your body.

Energy
50 MP
Your powers are based in some kind of energy, such as an eternal flame that burns
through magic and leaves anything else unharmed, a song that causes its effects when
heard, or your stock standard shrink/freeze/death rays.

Autonomous
200 MP
Your item is sapient, and optionally sentient as well. It can make intelligent decisions
based on outside stimuli, remember experiences, actively use its power and change
tactics according to the tide of battle, and optionally communicate with the holder,
wielder, wearer, or people nearby in some way (vocal speech is the default, this can be
changed depending on powers). It’s a 0th level intellect by default, and you can buy
Natural Abilities for it with a 600 CP stipend.

Compulsion
+50-200 MP
Your focus is very particular in how it’s used. It somehow causes compulsions when
worn, wielded, or used, such as targeted thought suppression, a magical geas, directly
taking control of the body, or simply being very persuasive. The return is equivalent to
the willpower that it takes to overcome the compulsions; at 200 MP this is akin to a
demon trying to possess you, at 50 MP it’s simply like a song that’s stuck in your head
that you can’t ignore. This can’t be used to bring the power’s cost below half price. Only
up to 3 compulsions may be bought.
Power Tiers

Oh boy, here we go. Here’s where you get to settle up on how, well, powerful overall your power
is. Since certain aspects of your power’s source or your race can alter how useful your power
can be after growth, psionic empowerment, self-improvement or what have you-to be clear, this
section defines how capable your power is at the start of your entry into this world. Each tier is a
rough approximation of what the maximum range of its effect is or how big a punch it packs in a
fight-and comes with some examples of the broadest and most narrowly focused abilities
available at this level. It is not an absolute indicator of whether your power would win or
lose against any power of similar tier. In this world, creative thinking, careful preparation and
the exploitation of underlying weaknesses or external factors can be much more decisive than
raw power or complexity. For example, while even the Rebirth incarnation of Superman could
probably hit harder than Firestorm when being serious about it, Firestorm could also quickly
create a cage of kryptonite around him.

As for what powers you can pick here-virtually any superpower you’ve thought of has, at some
point, shown up somewhere in DC so go hog wild. Want to tear portals between different
dimensions, including the Dark Multiverses and between different universes? We can make that
happen here. Want to make imaginary friends come to life? Just pony up the MP to gauge what
they can actually do. Examples will be provided at each tier for what kind of powers you can
purchase, which should be used as a point of reference within reason. Each example refers
solely to what is described, not the unmentioned capabilities of the characters used as
reference. Powers like Empathy and Flight which are predicated on some sort of external
interaction use the next Tier up as their general range (except for wall level, which is ‘only
affects the self/on touch’). Powers that project or direct some form of matter or energy like
Energy Constructs use Tiers for maximum size and complexity as well as strength. Tiers are
approximations, not minimums or maximums. A power with greater effect and a smaller
range, and a lesser effect and a wider range are about the same Tier.

A built power only has one Tier, which takes into account both the base power and any
modifiers. However, power effects can be combined to change how the resulting power works-
for example, adding a wall level incendiary effect to a mountain level blast of wind so that your
winds also burn things but only lightly.

Wall Level (50 MP): Your power’s advantage operates on a scale slightly above that of a mere
mortal. Even if it’s a versatile one, it generally has a fairly focused concept like generating
hammers from behind your back or being slightly above the peak of what your race is.
- Broadest example: Deathstroke’s Enhanced Soldier Initiative modifications, which let his
mind exceed a normal human’s (in raw efficiency, not intelligence), heal every bone
breaking in his body in a matter of hours and snap a steel sword in half. These and his
other abilities represent the most versatile application of this level.
- Most focused example: Derek James aka Sideways’ ability to open spatial rifts (although
his potential to create black holes by putting one rift in another would also require Inner
Potential).
Street Level (100 MP): Your power can deal significant damage in a wide area around you, or
otherwise act on a scale wide enough to affect a gathering of mortals. Most mortal thugs
wouldn’t stand a chance against it, but most superhero teams generally have a way to deal with
it.
- Broadest example: Clayface’s transformative powers
- Most focused example: Psycho Pirate’s control over emotions

Building Level (200 MP): Your power is a significant threat to a building-sized area. If
destructively focused, it can do significant damage to most earthly and many alien buildings. If
it’s mobility-focused, it could let you travel such distances fast enough to smash through such a
structure.
- Broadest example: Metamorpho’s shapeshifting and element-transmuting physiology
- Most focused example: Flex Mentallo’s Muscle Mystery powers (excluding Inflation
Intensity-based powers)

City block level (300 MP): Your power can cover, damage or propagate an effect over several
building sized areas’ worth of territory. Alternatively it could exert control on a lesser scale to an
absurdly precise and intricate degree.
- Broadest example: The New 52 (and onwards) incarnation of Cyborg’s physiology
- Most focused example: The energy blasts employed by both Tamaranean princesses

City/Mountain level (400 MP): Your power can either influence a significant geographical
feature-or do noticeable damage to it, demolishing it with a modicum of effort. This is the sort of
power that younger teams of supers like the Teen Titans would get serious against.
- Broadest example: Poison Ivy in her tenure as an Avatar of the Green, or Firestorm (for
more focused power over pure matter and energy rather than the metaphysical aspects
of plant life)
- Most focused example: Maxwell Lord’s psychic abilities (post-Dark Nights Metal)

Island level (500 MP): Your power can exert power over a large environment with incredible
finesse, and deliver hits with significant range. This is the sort of power that the Justice League
would get serious against if misused, not necessarily out of personal danger to them but due to
the potential for civilian casualties-or that could help them out greatly on one of their non-critical
missions.
- Broadest example: Static Shock
- Most focused example: Both incarnations of Magog’s energy projection
Country level (600 MP): Your power, if destructively focused, can likely create geographical
features by hitting other geographical features hard enough. Alternatively if not, it can bring
salvation or damnation over people on that scale
- Broadest example: The New 52 incarnation of Apollo’s divine powers over the sun and
physiology24
- Most focused example: Mongul-level strength

Continent level (700 MP): Your power is more akin to a natural disaster. Even if it’s relatively
subtle, it has the potential for deadly and wide-ranging knock-on effects.
- Broadest example: Raven from any era’s magical abilities, minus the Inner Potential and
Power Up By Screaming aspects of her abilities
- Most focused example: The First Born of Zeus in the New 52’s energy-absorbing
physiology

Moon level (800 MP): Your powers aren’t quite at the level of threatening an entire planet. But
you could bust one up real good, and make it an awful place for someone to live-or potentially
grow plants all over the face of one. If you did not take Cosmic Energy already, this is the
cutoff point where your powers begin to be competitive with such forces.
- Broadest example: Energy projection on par with a mediocre but competent Green
Lantern, such as Jessica Cruz or Simon Baz without the Cosmic Energy-given buffs to
their power
- Most focused example: Tactical telekinesis equal to that of Conner Kent, a somewhat
flawed clone of Superman

Planet level (900 MP): Scratch that. Your powers can comfortably leave scattered debris where
an Earth-sized planet once stood with only a mild sweat-or if creation-focused, with some effort
create a planet-sized mass somewhere. Or feats of that order.
- Broadest example: Energy projection on par with Kyle Rayner or John Stewart without
the Cosmic Energy and willpower purchase-given buffs to their power
- Most narrow example: Starman of the Rebirth era’s Totality energy control

Multi planet level (1000 MP): Your powers are as above, but commensurate in scope to multiple
Earth-sized planets.
- Broadest example: Technology manipulating capabilities on par with the Prime Earth
incarnation of Braniac
- Most narrow example: Power absorption on par with Amazo

Star level (1100 MP): Your powers are such that you could function as the sun for the Earth if
the sun ever went out. Indefinitely.
- Broadest example: Energy manipulation, including magic, on par with an adult Sun Eater
such as Starbreaker (or presumably, his daughter Belzebeth)
- Most narrow example: Elemental powers on par with Solaris’ tremendous heat

24
Note: These do not represent an accurate depiction of a deity of the era’s powers, given they ended up
being fake memories implanted into Wonder Woman at the time
Solar system/Supernova level (1200 MP): This is the point where precise measurements and
exact specifications for your powers are less cleanly defined in tiers, and more broad guidelines.
Suffice to say that with this power alone, you’re somewhere up there with the world’s greatest
heroes. Whichever era you’re in, you could go a few rounds with Superman by fighting smart if
nothing else.
- Broadest example: Energy projection on par with Hal Jordan without the highest order
willpower purchase and Cosmic Energy. Alternatively, Kong Kenan’s Superman ki
infusement-given powers and the blessings given by the Wizard25 to Billy Batson i.e. the
Wisdom of Solomon, the Strength of Hercules, the Stamina of Atlas, the Power of Zeus,
the Courage of Achilles and the Speed of Mercury.
- Most focused examples: Superdoom’s capacity to grow in size and strength in capacity
to how many people believe in what he represents.

Beyond this tier, singular examples will be provided given at a certain level of abstraction
focused and broad powers cease to have much difference.

Galactic (1600 MP): Your powers span a galactic structure in scope-and if bought with Inner
Potential, immediately threaten multiple galaxies as well. The onboard weapons of Mageddon, a
forgotten weapon of the Old Gods whose battle predated New Genesis and Apokolips, is one
such example: Boasting the power to amplify all aggressive and malicious emotions across an
entire galaxy, and also discharging energy projection powers fueled by an “anti-sun”.

Universe level (2400 MP): Your powers can affect an entire universe in a rapid timeframe. The
Astro Force brandished by the emanations of the New God Orion are one such example-and if
taken with Inner Potential, then you may reach out to affect multiple universes (though still on
such a scale that conquering even a single universe will be a significant feat) as the New 52
emanation of Darkseid can.

Multiverse level (3400 MP): Your powers count among the greatest in this world, able to
potentially remake and destroy all existence-though be warned, you are far from the only being
able to do such things and few appreciate such a drastic overhaul of reality. With this alone,
your power’s scope operates on a scale akin to that of the Spectre, his dark counterpart Eclipso,
a Lord of Order or Chaos, or the cosmic destroyer dragon Barbatos. At a certain point scale
becomes arbitrary, so since “multi-multiversal” makes little sense taking boosters such as Inner
Potential or Cosmic Energy can be considered to make your power competitive with the higher
order cosmic beings dwarfing these ones in scope.

25
Post and Pre-Crisis: The actual wizard Shazam, New 52 and onwards: An Australian weather god
More on combining powers

Some power effects, when combined with other effects, can be used to directly modify the first
effect instead of forming a composite effect. They can still be combined as normal. Examples
are given below each effect to give you an idea of how they can be used.

● Antipathy: Invert an effect. This doesn’t affect the rank of your other effects.
○ w/ Sound Manipulation: You can control silence directly.
○ w/ Vampirism: You have mildly superhuman physicals, a few supernatural
powers like seeing through deception and snapping someone out of a trance,
and the power to heal others, but are powered and strengthened by the sun and
become severely weakened in the dark.
○ w/ Elasticity: You can harden yourself, becoming denser and harder to forcibly
move or injure.
○ w/ Mechanokinesis: You can cause machines to malfunction and break down by
touching them or being near them.
● Enhanced Senses: You can perceive the relevant effect directly. This sets the effect’s
rank to beta as superhuman senses instead of whatever it normally does.
○ w/ Enhanced Senses: You can see anyone who can see you, potentially through
live footage and pictures.
○ w/ Oneiromancy: You can experience other people’s dreams as they’re having
them.
○ w/ Body Art Animation: You can talk to artwork like paintings and statues as if
they were real people, and ask them what they’ve seen.
○ w/ Immortality: You know how old something is when you look at it or pick it up,
or how old a song is when you hear it.
● Unique Physiology: The effect acts as your body in some way.
○ w/ Astral Projection: You can project avatars of yourself.
○ w/ Energy Negation: You’re a pitch black shadow, a void that darkens any room
you enter.
○ w/ Mind Control: You exist as a memetic effect in the minds of others that takes
more control over them the more they know about you.
○ w/ Fangs: You ever see a person made entirely out of teeth?
● Body Art Animation: The effect manifests through body art like tattoos or paint.
○ w/ Power Absorption: Similar to Primer, you may potentially unlock new powers
from reactive compounds of a unique nature
● Antipathy/Deflection/Energy Negation/Intangibility/: Makes you immune to the effect.
○ This shows both how multiple combinations can be used to achieve the same
results and how the same modifier (antipathy in this case) can have different
results when combined with the same thing. These can also have different
variations, such as intangibility letting the other effect pass through you
harmlessly where energy negation might stop it dead in its tracks.
Weaknesses
=== === === === === ===

For the duration of your stay here, you may take on various flaws to your powers to partially
offset their costs. As stated above, the total amount of MP you gain from weaknesses may
not exceed half the price of your power. Weaknesses that are applied to yourself, like Blind
or Mental Illness, are removed at the end of the jump. Further stipulations and examples are
found below.

Annoying: +50 MP. May take up to 6


- E.g. changing skin colour to an embarrassing shade while using the power
Mildly threatening: +100 MP. May take up to 4
- E.g. being briefly unable to see for a few seconds as your eyes adjust to your heat vision
Dangerous to your health on a semi-regular basis: +300 MP. May take up to 2
- E.g. your power causes you to burn in sunlight like a vampire, although this can be
ameliorated with clothing, magic and sunscreen
An active risk to your life on a regular basis: +600 MP. May take only 1
- E.g. needing to fight at least once every 24 hours lest your power burn out your heart
You’re fucked: +1000 MP
- E.g. your power is a sentient being that is infallibly loyal to your worst enemy
Equipment and Properties
=== === === === === === === === === ===

Superpower Schematics
Variable CP
You have a means of replicating one or more of your powers. This includes natural abilities and
skills you possess, possibly in the form of bizarre experimental methods of hypnotherapy or
some sort of knowledge-distributing ray. This does not include options from the race section.
You may buy this multiple times.

The form this takes depends on your power’s source and exactly how it works. For example, for
technology-based powers you could have actual schematics telling you how to construct the
equipment, biological powers could be research on genetic engineering or a supersoldier
serum, magical powers could be a spellbook or ancient scroll, and inherently divine powers
could be an empty font of power that can store power gifted by a god. If this is bought first, you
can apply powers to this to get their blueprints without having them yourself.

The price for the schematics to provide a brand-new power built in the Powers section is what
you would pay in CP rather than MP. Ditto for skills and natural abilities.

If you already have the power, skill or natural ability you wish to replicate in your main build, you
need only to pay a flat 400 CP for its schematics.

[Animal] Repellent Bat Spray


25 CP
Sometimes you just have to get rid of some pesky predator tailing you. This high-tech formula
repels a single type of animal when sprayed on them or around you, with much better results
than most modern Earth substitutes and absolutely no side effects on other oragnisms. You get
a crate full of canisters and the formula to create more.

Costume
25 CP, free for Superheroes, Supervillains, and Sidekicks
A unique costume of your own design. You can incorporate armor into the material, including
unusually effective armor from any materials purchased here. The design can be pretty much
anything, and it’s durable, comfortable, and easy to put on. Unless it has any obtrusive or
glowing parts then it can be worn underneath clothing without revealing its presence.

Portal to the Mangoverse


50 CP, free for Drop-Ins
Not long after your arrival into this world, you made contact with a mysterious force which lets
you create a small portal near you to a dimension of pure mangos-which seems to follow you
into future worlds as well. You make it as big as two basketball hoops or small enough to let out
one mango at a time, and short of the greatest cosmic events the mangos never seem to run
out. All of the mangos are among the freshest, ripest mundane fruit you’ll ever taste. What’s
more, all the mangos are strangely good mufflers for all kinds of firearms. Just what are you
going to do with all this fresh fruit, other than presumably stay healthy? Is…is this all some
elaborate cosmic joke?

If you put your ear to the Mangoverse portal, you sometimes hear muffled sobbing and pleas
saying “I don’t wanna” repeatedly, as well as distant gunshots. Nothing ever seems to come
through the portal but mangos, though. Perfectly fresh, clean mangos.

Cape and Symbol


100 CP, free Superhero
A skintight bodysuit that shows off your muscles and figure. It’s appropriately inspiring for your
job and is extremely recognizable so people never mistake you for some random vigilante or
worse, a villain. Although it doesn’t give you any defensive benefits like armor would, it holds
itself together much better than ordinary fabric. It mirrors your own physical state, getting dirty
and dusted up after a drawn-out fight instead of being torn, and only being damaged when you
yourself begin to take wounds. This doesn’t actually require a cape or a symbol, but they do
complete the look.

Costume and Mask


100 CP, free Superhero
A costume that strikes fear into all but the most resolute. It could be a ripped hood and noose,
unsettling makeup, a horned cowl and a cape that resemble wings, a copy of a hero’s costume
but with darker colors, the details don’t matter too much. What’s important is that it makes it very
clear to anyone who sees you that you aren’t someone to mess with. Somehow, you also find it
easier to sneak around and get the drop on your enemies despite wearing such attention-
grabbing clothes

Weapon Cache
100 CP, free Supervillain
Guns and a few crates’ worth of ammunition. Knives and bags of grenades. Whatever you’ve
got exactly, it’s a large closet’s worth of mundane weapons that can be found on Earth’s modern
era. And the cincher is for you at least, it’s all above board and legally owned by you. Anything
used up replenishes in a week.

Luxury Prison Cell


100 CP, free Supervillain
This item behaves a little differently than most. Instead of carrying it with you, you’ll find it
around you whenever you wind up captured. This cell is extremely cozy and comfortable, more
akin to a small apartment or five-star hotel room than a holding cell for prisoners. It comes with
a bed, fluffed pillow, and a pristine toilet, and the temperature and moisture levels are never far
from your ideal. You can even turn off the visibility on the energy wall for some privacy to relieve
yourself or make your escape.
Apartment
50 CP, free for adults.
A modest place to stay in an urban area. It’s not much. But at least it’s clean, all the utilities are
in working order and paid up for, and it’s solidly yours. Try not to wreck it too hard with your
powers.

For an extra 50 CP, you can live in a four-story house instead. The furnishing is also much
nicer.

Manor
200 CP, free for Playboys and Tycoons
Now, this is something special. Consider this a top of the line place to live anywhere on Earth,
comparable to one of the best penthouses in Gotham. It’s got a rooftop bar with its own sound
system magnificent garden. It comes with a massive kitchen, an excellent wine cellar and a
bathroom big enough to have a paddle in. And oddly, there seems to be a very conveniently
spacious underground as well as one or two secret passages leading down to it. Perfect if
you’re looking for space to build a new secret lair, in fact.

Should you start somewhere other than Earth, consider your accommodation to be that
location’s equivalent of such luxury.

Press Pass
200 CP, discount Reporter
By flashing this access card at the door, you can gain entry to places like press conferences
and other exclusive events with no issues or questions. As long as it would make sense for a
journalist to be there then security won’t give you a hard time. If the event is invite-only then
they’ll find your name on the list. After the event is over you can speak to one of the people
there privately, like for an interview or to introduce yourself.

Pair of Glasses
200 CP, discount Superhero
A pair of glasses that disguise your appearance. How? Good question, it’s not an illusion to be
dispelled or a psionic effect or anything. People just…seem to instinctively form an opinion on
you based on how you act with the glasses that tends to be the opposite of how you typically act
without them. Even a determined and focused mundane investigator could eventually put two
and two together, but this effect is very good at discouraging that level of focus. This effect
breaks if you’re seen putting them on or taking them off. If you actually do need glasses, they fit
your prescription.

Atmospheric Ventilation Mask


200 CP, discounted for nonhuman origins
A clear plastic mask to be worn over the mouth and nose, with an air tube running down to the
oxygen recycler that attaches to your belt. The mask fits snugly to your face so you can explore
planets with toxic atmospheres or the vacuum of outer space without worrying about running out
of air

Castle
200 CP, free/optional Royal
Minurets. A drawbridge and moat. Solid stone walls and torches lit within-or perhaps an equally
opulent structure more suited for the culture of Kahndaq. Regardless, you’ve got a place to live
reflective of your race or location of origin’s royalty that is both extremely luxurious and highly
defensible. It might not be THE most secure location where you’re living, but no ordinary thief
would take it’s defenses lightly. Comes with all the staff needed to keep it clean, functional and
well-patrolled.

As an aside, if you’re an unconventional form of royalty you may either choose to do without this
property, or have a much humbler and eccentric but still somehow grandiose place to stay
befitting your magnificence. Want an absolutely massive cardboard palace with posters for
guards, or a large treehouse to live in? Now’s your chance.

Secret Lair
300 CP
A hidden base of operations that only you have access to. Includes an arsenal of weapons
custom-designed with your fighting skills and capabilities in mind, a command center with a lot
of screens plugged into some form of surveillance spanning the world somehow and some top
notch intruder alert/lockdown systems. There’s also a lot of space for vehicles and mementos.
Has enough accommodations to live here for a time, albeit uncomfortably. If you wish, you may
combine it with one of your other properties bought here.

Laboratory
300 CP, free for Scientists
Someone has to actually mix those chemicals and energise those radiations that give the
supers their powers, and you now own one of the places which could do it. This right here’s a
lab with numerous state-of-the-art technologies, and a wide range of reading on other leading
figures in the scientific fields. Squeaky clean, mostly white by default and entirely legally owned
by you.

If you’ve bought any tech specialties then the contents will be geared towards your skills and
interests.

JLA Signal Device


400 CP, discount Reporter
Your contact in the superhero community affords you a special privilege, an emergency contact
with the Justice League of America. By activating this flip phone-like device, you can send an
emergency distress call to the heroes and get an immediate response. This doesn’t work if
they’re preoccupied with saving the world, or if you start abusing their trust and keep calling
them for inane reasons.
In future worlds, this will contact a group similar in status to the JLA such as a powerful
adventuring party or an elite spec ops team, but they won’t be on the scene right away unless
they’re as fast as Superman or Green Lantern.

Moon Base
400 CP, discount Superhero
You now own a fully-functioning replica of the JLA headquarters, stationed on the moon with a
rocking view of the Earth. It comes equipped with enough living quarters and facilities to support
a large superhero team, a handful of short-term prison cells, and a landing pad with a shuttle to
ferry non-flyers to and from the planet. You have a set of small control beacons to summon the
shuttle on autopilot to your location, as long as you’re on Earth. There are enough beacons for
you and any team you’d want to found.

Hall of Doom
400 CP, discount Supervillains
Located either somewhere nearby in Slaughter Swamp or another discrete occasion, you now
own a replica of the famous Hall of Doom used by Lex Luthor’s (or originally, Vandal Savage’s
in the Rebirth era) supervillain organization. Apart from living quarters and a meeting room of
sufficient quality to keep most supervillains from murdering each other, it also has thrusters to
let it take off and land somewhere as well as drills for burrowing into the earth. Naturally the hall
has some impressive energy weapon-based defenses as well.

Starship
400 CP, discount Alien
A highly advanced vehicle used by your race for intergalactic travel. Atmospheric exit and
reentry speeds are enough to take it from the ground to orbit in under a minute, and once it
reaches travel speed it can cross most stellar distances in a few hours’ time. The navigation
systems help you plot routes around stars, planets, and other obstacles. There are some basic
weapons and shields included, but as this isn’t a military vessel it will falter against most
metahumans and dedicated combat ships. Comfortably seats up to twenty.

Cosmic Staff
600 CP, discounted Sidekick
You’d be surprised how well some branches of science can compete with the mystic arts and
divine powers. Take this golden rod of metal, and it’s arsenal of powers. It can absorb and
modify most mundane energies, and release blasts hot enough to melt steel and modular
enough to target a Kryptonian’s weakness while dazzling most foes. It lets the user fly fast
enough to keep track with many of the metahumans of Earth, attract or repel living things as
well as inanimate objects with magnetic fields and creates defensive forcefields to prevent
atmospheric damage. Finally it lets the user create rifts between dimensions at will, and by
attuning to you it becomes very hard for others to use and can receive mental commands from
far away. It’s no wonder that with this device alone, Stargirl’s gone on to make quite a
successful career as a superhero like her predecessors Jack and Ted Knight.
Optionally, with this item you may choose to be well acquinted with the Knights to explain how
you got this gadget.

Promethium
600 CP, discounted Tycoon
Not every superpower-worthy invention’s the product of some mad scientist or hyperadvance
alien out there. You’ve got a few crates of one such example, as well as the recipe to make
more: Promethium, an artificial alloy created by Steve Dayton with extremely powerful
properties. Nearly indestructible, it was once built with the noble goal of creating indestructible
road vehicles to mitigate traffic accidents-and has the odd effect of regenerating damaged or
depleted biological tissue. But by rendering it volatile, promethium has the potential for
channeling, amplifying, perpetuating and containing near-limitless amounts of energy-as well as
mutating living beings or triggering any latent mutations they have. It’s no exaggeration to say
this substance could build an arsenal powerful enough to demolish planets and potentially spell
disaster for the universe. On the other hand, using depleted promethium alloyed with titanium
can create components similar to those used in the Post-Crisis iteration of Cyborg as well as
Arsenal of the Justice League’s body suit.

Supersoldier serum
200/600 CP, discounted assassins and criminals
Well, well. Looks like this could be your ticket to the top. You see, what you have here is an
augmentation formula similar to the one that’s given Deathstroke his powers. You’ve got the
formula written down somewhere nice and convenient, as well as a few gallons of the stuff and
the necessary equipment to produce and administrate it. But that’s not all. Somehow, this
formula’s been tweaked so that it’s awfully receptive of other superpower-distributing fluids and
compounds. Get some other empowering potions or nanites or what have you, and this formula
could greatly augment their effects. A simple but elegant effect, and one that could shake up the
criminal underworld if you play your cards right.

For 200 CP, you can simply have the ordinary super-serum instead of the modified variant.

Biomatrix
600 CP, discounted for scientists and supervillains
This complex piece of technology duplicates a lifeform after a few minutes of scanning,
producing a perfect cellular replica with all their abilities and memories but with their mind
altered to your own desires. At first, the tube and motherboard making up this piece of
technology creates flawed copies of unknown lifeforms and needs to have their bio-data first to
take them into account-but with further research and improvement, it’s possible to make better
clones or even ones with additional superpowers added in. The degradation process varies as
much as alien biology, and can include creating a mutated berserker, the clone melting into a
pile of goo, and the flesh crystalizing into a Bizarro clone. Nonetheless, considering how difficult
cloning a Kryptonian is in the first place this is a significant advantage to be had-and it comes
with a stack of notes from many of Earth’s supervillains that could potentially let you vastly
improve the process.

Corporation
600 CP, discounted for playboys
A rock solid R&D department advanced enough to make the kind of toys that can run rings
around Gotham’s greatest criminals-and vast enough to hide them from the accountants. A
board full of directors who hobnob with some of the best and brightest around the world. A set of
product lines including several household names. These and more make up the corporation you
now have exclusive ownership of, which rivals Wayne Industries as one of the most prominent
and successful companies out there. Even if you didn’t have a second job as a superhero, the
wealth and resources this venture affords you are staggering enough to make even small
governments sit up and take notice.

Daughter of Themyscira
600 CP, discounted for Amazons
It’s not clear precisely which incarnation of the Amazons’ history this picturesque island lost to
the mist of times comes from, but it seems to have quite a few decent features which make it a
nice place to live. There’s a fountain of youth somewhere in the middle of the island, which
confers perpetual youth to drinkers as well as other unpredictable but positive magical effects-
such as healing to the injured and sapience as well as exceptional intelligence to animals.
There’s several well-maintained temples dedicated to certain gods-which may include yourself
or your friends, depending on your background(s) in this jump-and a set of gates leading to
Tartarus which you are strongly encouraged to keep well protected. The flora is lush and
verdant enough that even an unskilled forager could easily survive here without ever tasting
meat, and despite including certain mythological beings like chimerae and harpies as well as
alien kangaroos of outstanding strength and some extinct creatures like megalodons the fauna
seems to live in perfect harmony with the inhabitants.

Ah yes. The inhabitants. There’s a sizeable Amazon colony here, roughly the size of
Themyscira’s but only distantly connected to its history. Perhaps an entirely different pantheon
of gods created them after taking inspiration from the Olympians? While Themyscira proper is
often subject to dark secrets come to light and violent political schisms, the inhabitants of this
settlement live in relative harmony with each other-and you, their divinely appointed leader.
They’ve created a fairly advanced society for themselves, boasting the famous purple ray
technology as well as magical arms and armor in the ancient Greek style. And while they have a
strong culture of athletic and martial competition, their distance from the tragedies that befell
their more well-known cousins have ensured they remain relatively optimistic and idealistic.
Even if you are a mortal man, they will be convinced that you are a good omen that has kept the
worst of the fates inflicted on Hippolyta and her ilk from their shores and put great faith in you as
a champion and potential ambassador should you should decline any sort of formal authority.

Just don’t ask what goes on during the annual Neck-Snapping Festival. It is not meant for men’s
eyes to see.
Alternate Reality Phone
600 CP, discount Drop-In
On first glance this cell phone looks like your average flip phone, until you realize it has two
button pads instead of one. The first calls another phone as usual, but the second pad is used
to dial the coordinates of specific parallel dimensions. It automatically records the coordinates of
dimensions and timelines it’s taken to, and has a downloaded PDF file with instructions for
scanning dimensions for their coordinates without going there yourself. By putting in the
coordinates for a universe along with a phone number, you can call that person’s counterpart in
the specified dimension. You could find out a hero’s secret identity by calling a dimension where
it isn’t secret, call the villain’s pure-hearted counterpart so they can help you figure out your
nemesis’ evil plan, or spend hours in a conversation with yourself talking about nothing. The
camera can take pictures and record video from the dialed universe too, and while people and
geography aren’t guaranteed to be in the same location this does let you spy on other
dimensions with no one the wiser

Mothership
600 CP, discount Alien
If the starship is an interstellar vehicle, this is an interstellar city. Well, maybe closer to a
neighborhood. It's big, but not that big. Still, you can house a few hundred people here full-time
as long as you make the occasional resupply trip. Thanks to its large storage chambers and
power supply, and numerous recreational facilities, this can be used as a living space equally
well in orbit of a planet or in deep space. It takes some time to reach full speed thanks to its
mass, but it's armed with shields and weapons capable of fighting off most metahumans.

The Sword of Jumper


600 CP, discounted Superhero
A portion of the first matter and energy to spring from the Big Bang itself has found you worthy,
and engraved it’s symbol upon it’s hilt. Taking the form of a golden blade as it hurtles through
the foundry of space and the temperance of time, uncannily through circumstance and
coincidence it is destined to arrive smoothly in your grasp in one specific occasion: Your
greatest battle in this world, should you need a weapon like it. The sword grants you profound
awareness of the cosmos, and holds such great power over space and time that you will be able
to fight off beings that exceed your natural abilities sin raw power. It guides you unerringly to
wear you need to be exactly to fulfil your ideals, and can blast your foes with cosmic energy.
And that same primal power protects it against any other being than you from wielding it,
shielded with the raw energies that created existence.

The sword is, ultimately, a test. Once your current battle is overcome, choose to let it go and the
sword will sublime into the background radiation of the cosmos. It grants potentially great power
over the cosmos, with the expectation you will let it go afterward you have done what you set
out to do. It’s…unclear exactly what the punishment for failure would be, but as a result of your
investment here once in future worlds the sword will be forged anew-once again hurtling from
the beginning of space and time to lend you it’s aid.
Hellbat
800 CP, discounted Superhero
You must’ve had some seriously impressive friends to get this power armor, for both it’s
capabilities and costs are literlaly godlike. Forged in the sun with astounding strength, reinforced
with the power of electromagnetically augmented will, energized in the Speed Force, upgraded
with cutting edge technology, smelted again in the forges of the gods and done…something to
in the crushing pressure of the ocean floor involving an octopus and some undersea thermal
vents, the result is a shifting composition of nanomachines that can shed and readorn itself on
your person on command vis voice-activated AI. From built-in cloaking features to flight-capable
wings and shapeshifting fast enough to react and adapt in combat, the sheer strength and
energy blasts the armour provides is powerful enough to crush entire armies of the New Gods’
emanations in battle-though it would take some extremely unique circumstances and the
redirection of far greater sources of energy than the armour provides to even briefly knock down
the greatest of them.

It comes at a dire cost. The sheer might, the raw power the armour provides is fueled by the
vitality of its wearer. A human in peak condition might invade one of the weaker emanations of
Apokolips and return, yes, but wracked in agony and with a very real risk of dying. Though who
can say how long a demigod or Kryptonian could hold out…

Also if you like, instead of being bat-themed your investment here can build you a suit that
symbolizes who you are and what you stand for as a superhero.

The Miracle Machine


1400 CP, discounted Superhero
It was first invented by the Monitors during God War 1, a long-forgotten conflict remembered
dimly even by the Malthusians. It will be enshrined in recorded history in 2960, an advancement
of willpower technology given in thanks for stopping a rogue controller. It may already be
crudely recreated by Controller Mu, a radical free thinker seeking to recreate a device so
complex it’s schematics require nearly all of Earth’s superheroes and the advancement of entire
civilizations to build in a hurry. It is called the Miracle Machine, and simply put: It transforms
thoughts into will. With it, you could paint over an entire universe with a wish of how things could
be-or restore life and light to a dead one. It could even be used to heal the multiverse from
catastrophic damage, or by “singing along” with its vibrations shatter a dying god’s soul or alter
the scale/pitch of existence in such a way to bring about miraculous circumstances. And it
should be noted while this, the model used by the Legion of Superheroes, normally requires
Element X as a fuel, events in the modern era will prove that the machine can be jerry-rigged to
run on an individual with an extremely powerful will instead.

Guard it safely. The danger of a more or less literal plot device cannot be understated.
LexCorp Warsuit
600 CP, discounted Supervillain
This suit of combative power armor was designed by Lex Luthor to fight Superman. It’s
surprisingly agile for its bulkiness without sacrificing strength and durability, and can take hits
from a Kryptonian as well as returning them, although not with quite as much force. It can also
fire off energy blasts rivalling heat vision, has an invisible, protective energy field in place of a
helmet and comes with several auxiliary subsystems and advanced energy-based modules
which permit the user to perform feats like hacking local databases, defibrillators, neurotoxin
reserves and blinding flashes of light. If Lex has learned anything about Superman it’s that he
can be surprisingly adaptive-and so not only does this item comes with carefully written out
blueprints, but also a massive stack of notes written in Lex’s own hand full of ideas for modifying
and improving its capabilities-especially for dealing with other threats. There’s an idea for a tiny
built-in flamethrower that can cover much of a football field in flame to deal with the Martian
Manhunter, for example.

Heart of Darkness
800 CP, discounted Supervillain
Millennia ago on Apokolips, a specific diamond was cut and shaped from the black glass of that
entropic flame-scorched planet to crush those who opposed Darkseid. With his dark powers, he
captured Eclipso, God’s own Spirit of Wrath, and bound the creature to his will. This particular
sherd of Apokoliptan glass…is not that dread creature’s prison, but it does hold a creature of
similar power broken by it’s prison’s nature to your will. Is it one of the vile Jin-En-Mok, world-
sized beings before the creation of the New Earth universe forced them into crude humanoid
forms? A demon ousted from Hell due to fear from it’s rivals? A dark multiverse reflection of a
known deity? Whichever the case, it is bound to your will to the extent of being unable even to
act against the spirit of your commands-and when the jewel is applied to another sentient
being’s forehead (or what passes for it), it’s prisoner can possess their body to wield it’s power
unconfined from it’s prison-though no less bound. Your prisoner will only know true freedom
should the jewel be broken, which you should try not to let happen for obvious reasons.

Cosmic Tuning Fork


1200 CP, discounted for supervillains
These massive, byzantine structures were first seen during the original Crisis. One was
recreated during Alexander Luthor and Superboy Prime’s attempt to recreate their universe,
another was built by Barbatos in order to release a tune of “anti-music” that skewed the laws of
physics across the multiverse and empowered his dark energies to drag it down into darkness.
And now, you somehow have come into possession of another. By harmonizing at specific
pitches this massive, metallic tower can work similar profound changes on reality-albeit normally
with a bit of time and setup needed for truly precise and comprehensive changes. Empowered
individuals can be mounted on the racks built on the tower’s surface to further energize it, with
those that have powers somehow similar to the task at hand or lots of raw might being
particularly well-suited. The cosmic tuning fork is also a multiversal receiver and broadcaster of
all manner of cosmic energies, and the tool of choice for Perpetua herself to collect Crisis
Energy.
Eighth Metal
600 CP, discounted for gods and demigods
The purest form of metal used by the gods, though an imperfect alloy this metal still posts the
potential for miracles that make powerful enough to lacerate the true forms of the gods
themselves. It was with this metal that Hephaestus forged the greatest weapons of Olympus. It’s
innate power amplifies psychics greatly. Wonder Woman’s bracelets and invisible jet are forged
from it-and a single bullet made of this metal was able to grievously injure her with far more
success than being punched to and from the sun by Superman was.

You have several crates worth of the Eighth metal, and optionally a hand-held weapon such as
a lasso or sword forged from it-one enchanted to be a worthy weapon of the gods themselves.
For an extra undiscounted 200 CP, you may have a very large mine of the metal which never
seems to run out.

Nth Metal
800 CP, discounted for Thanagarians
Native to Thanagar, this anomalous metal is most famed for it’s anti-gravity properties. But like
much about it, there is more to the metal’s history than meets the eye; in truth the Nth Metal
originated within the Dark Multiverse, being an incomplete replica of the 10th forged by Barbatos
outside of linear space and time. A person equipped with a belt of it can fly like a bird, despite
not being aerodynamic at all. But between regulating the environment around the wielder,
healing wounds and increasing one’s personal strength there are far, far more powers waiting to
be discovered. The metal is adaptive for example, fine-tuning it’s own defenses in response to
incoming attacks while biting deeper into opponents, and both transferring energy as well as
negating magical effects wielded in opposition to it’s holder. It has symbiotic properties, bonding
to wearers who integrate it at a cybernetic level to shape and form weapons or armour at will-
and even permitting those simply exposed to a particularly high grade concentration to
perpetually reincarnate or even resurrect on the spot, as well as let weapons forged of it fly
around at their wielder’s will. Suffice to say that the godlike, soul-eating, reality warping Onimar
Syn’s power stem from his close bond to the metal, and that both the cosmic destroyer dragon
Barbatos as well as the vampiric Monitor Mandrakk have been fended off by the comparatively
much weaker Carter Hall throughout his reincarnations by wielding a mace forged of this metal.

You have several crates worth of the Nth metal, and optionally a weapon such as a mace forged
from it-one that will make you powerful enough to stand your ground against cosmic beings by
reflexively absorbing their energy and augmenting you with it. For an extra undiscounted 200
CP, you may have a very large mine of the metal which never seems to run out.
Tenth metal
1600 CP, discounted for New Gods and discounted for New God demigods
You have seen it’s flawed alloys. Now behold: The purest form of creation itself, the limitless fire
of the Fourth World which can fabricate anything by actualizing pure possibility. With thought
alone it can take any shape and augment existing weapons, as well as shape and materialize
anything the wielder believes hard enough in-and amplifies those who don it with the sheer
strength of their will. With extremely close communion with Element X comes a cosmic
awareness of events throughout the universe, moments yet to come and a deep communion to
all of existence. And that is merely the raw, unrefined form of the metal. Worked by skilled
hands, it is the power source for much of 4th World’s technology: From the Mother Boxes, to the
Mobius Chair, to the Miracle Machine itself.

You have several crates of the Tenth Metal, also known as Element X. Do not fret about lacking
a weapon; volatile as it is, you need only dip your hand into it to clad yourself in arms and armor
befitting your fighting style which can literally fight through impossible odds and cut cosmic foes
down in size. And for an extra undiscounted 600 CP, while no mine could possibly recreate the
conditions needed to gain more of it instead you may have access to a miniature version of the
World Forge the size of a regular blacksmith’s equipment. Here dark matter (mercifully
preserved to be inert and somehow insulated from the fears of any living being that has not
stepped foot into it, unlike the Dark Multiverse) can be churned and smelt into Element X. And
though this is far from the Cosmic Anvil owned by the World Forger, the metal you can produce
here is still more than enough to unleash great change into the multiverse.

Absorbascon
400 CP, free Thanagarian
Primarily an espionage or interrogation device, the Absorbascon is a large piece of technology
that can telepathically read minds and psychic imprints on the environment left by sentient
beings. With it, they can learn the nuances of Earth’s culture rapidly and even interpret the vocal
patterns of lower order animals such as birds. Further uses are limited only be your imagination,
seeing how it can sift through and transmit knowledge with pinpoint precision with one
exception: The device is hardlocked from reading Thanagarian minds.

Rebirth: It was revealed that if the Source Wall is cracked, as it was during the canon events
needed to defeat Barbatos, the exotic energy bleeding through from beyond the multiverse will
energise all forms of Nth metal-including the Absorbacon. This will permit it to make whatever is
in the Absorbacon’s subject’s mind a reality-from actualizing idealized versions of people to
even overwriting a planet with a more nostalgic version of it upon existence if the subject’s mind
is strong enough to take the strain.

Shadow Suit
400 CP, discounted Alien
Espionage among the spacefaring races takes on a whole new dimension, and the arms race
rages just as fiercely up there as it does on Earth. The Xanapiorian Dimensiometer. The
shadow suit. The Colarvian infiltration suit. Whichever model you have, you’ve gained access to
a highly sophisticated piece of technology for moving unseen and conducting covert activities.
You may loosely define it’s capabilities should you wish for a unique system unknown to most
aliens, but whatever its specifics it must be focused around stealth above all.

The God Killer


600 CP, discounted for demigods
Well, that’s…interesting. Until recently this blade was presumed one of Diana’s many falsified
memories-that is, until it was found gathering dust in the room the Ares of the Rebirth era was
imprisoned in. Either way, it’s elaborate golden sheen and jagged edge belie a potent but simple
power: The strength to kill a god. It’s edge alone saps the vitality and cuts deeper than it should
into the flesh of the divine-able to kill their physical emanations to the point of slaying the
concept throughout the world until another deity takes up their role. But to accommodate it’s
wielder’s fighting style, the weapon can shapeshift-becoming twin blades, a staff or even a cat o’
nine tails among other shapes. An eldritch energy crackles along it’s length, strengthening the
user in battle and guiding their blows as well as battering foes with powerful shockwaves. The
blade can absorb and redirect any mundane force unleashed upon it-even that which is
delivered by a Kryptonian of the New 52 era, magically return to it’s owner’s outstretched hand,
repair itself when broken and reveal the memories of the deities it cuts. Whether or not it really
was created by Hephaestus to fulfil a certain promise, it could give even a mortal a way to stand
against the Titans themselves.

The (Artifact) of (Concept)


600 CP, discounted for demigods
Interesting. It seems someone’s at least as favoured as the Amazons were by their gods at one
point, because you own an enchanted artifact with the unmistakeable touch of the divine. Not
only forged of 8th Metal, but touched with unique blessings aligning it to a certain concept rather
like the Lasso of Truth. Physically almost unbreakable, the lasso could alter it’s length to suit the
user’s needs-and could restore lost memories, dispel illusions, ward off magical attacks and
even reset metaphysical alterations in the hands of a skilled user. More powers from such an
artifact were discovered over the years, from creating a telepathic rapport and
language/memory/empathy-sharing bond between those encircled by it, as well as breaking
even gods and heroes by viciously exposing the truth of who they were at their core. So fierce
was the truth worked into Wonder Woman’s signature weapon that certain demons burst on
contact with it, and even the true form of a god could be restrained from attempting to possess a
planetary populace.

Of course, nothing prevents you from say-owning a Lasso of Submission instead, which can
compel love and obedience just as well.

Home Sweet Sanctum


400 CP, discounted for gods and demigods
A majestic building build with iconography, materials and even geometries designed to glorified
all you are and stand for now exists somewhere in your starting location, standing as a
testament to the pillars of your religion. Within are pews or whatever seating you deem fitting to
accommodate those who worship you as well as an alter or the equivalent, spartan but well-
maintained and comfortable quarters for a religious order and a plentiful supply of blessed
foods, candles, holy water or some combination of the above that has been enchanted in accord
with your divine power. Not only is it strangely compelling for attracting new worshippers to your
service, but some divine magic laid down into its foundations makes it actually capable of
rewarding those who serve you with lesser miracles befitting your nature-even if you yourself
are not a deity, somehow. Servants of a thunder god may find miraculous weapons made of
lightning provided to them in their time of need, while those worshipping a goddess of love may
come away with supernatural charm or be lucky on love when worshipping you. Listening to
prayers and affecting others with your divine powers is also much easier for gods targeting
those in the church’s walls or nearby grounds-and in turn, all prayer, sacrifice or other forms of
reverence are much more affective in these walls.

Faithful and Favored


200/400/600 CP, discounted for gods and demigods
It seems your religion has survived better into the modern age than that of many deities-or if
you’re mortal, then you’ve somehow built a successful cult from the nearest group of mortals to
your starting location. Fervent and zealous in a way mostly lost to the modern world, your
followers also happen to be quite good at either blending into mundane society or putting up a
front for your religion as a relatively respectable faith. Make no mistake though, every man
woman and child would fall on their sword for you-and in future worlds a similar faith will arise,
though you may choose those you find righteous in your eyes from this one to accompany your
exodus.
For 200 CP, you have enough followers to make up a sizeable proportion of a village who may
either be spread thinly and worshipping you in secret, or cooperating in relatively close
proximity. For 400 CP, your followers are akin to the Bible Belt-consisting of several
organizations spread across the geographical equivalent of several states. And for 600 CP your
followers are numerous enough to rival any major world faith, signifying a revival in a perhaps-
old fashioned religion.

Bane of Heroes
200 CP, discounted for Amazons
“Clark is vulnerable to kryptonite. And to magic. Years ago, my mother and I hypothesized we
could join the two.” These were the words that prove…something about the levels of trust the
Justice League have held for each other in their darkest hours, but regardless you can take
advantage of the results. A masterwork in the style of the ancient greeks, this sword has indeed
been alloyed with two things that spell disaster for Superman’s natural durability. The
enchantment laid on it will prove very receptive to absorbing the properties venoms or other
noxious chemicals, if you decide other heroes require killing as well.

And should you wish, you may have a more generalized deadly weapon: An axe-like scythe
enchanted by a god to cleave through divine flesh like butter. Which god? Well…that’s up for
debate, actually. Some assert it was forged by Hades. Other, more well-informed individuals
assume that Hephaestus, being the god of the forge and all, built it.
Motherbox
500 CP, free New God
Created by New Genesis scientist Himon using the mysterious Element X, Mother Boxes are
generally small, box-shaped supercomputers-although their true design is but an echo of the
divine labours that built them . They possess wondrous powers and abilities not understood
even by their users, the New Gods. Most famously able to open portals called Boom Tubes into
almost anywhere in the universe as well as most other realms of existence, they can also shape
matter and energy to an astonishingly precise degree: Healing wounds, providing disguises,
changing the gravitational constant of an area, controlling emotional state of nearby sentients,
taking over and improving nonsentient machinery, stabilise an environment as hostile as space
for mortals to survive in and even bonding with a human to elevate them into a New God have
all been demonstrated. The only real limit to their capability is a short range of effect, as well as
a relative lack of raw power-but the virtually inexhaustible knowledge they hold from their
connection to the Source makes these divine tools endlessly useful.

You own one such box, and as usual with it’s rightful owner on top of everything else it offers
unconditional love and support. You could be cast into the Omega Sanction with it, and it would
do everything in it’s power to save you.

Artificial Wings
50 CP, free for Thanagarians
You’ve got a pair of wings resembling a particularly impressive bird’s made of the Nth Metal,
which takes advantage of the compound’s exotic anti-gravity properties to give you impressive
flight powers. You’re nowhere near as fast as a Kryptonian going at full speed, but you do have
the strength to easily bear melee arms and armor as well as a passenger or two with the
anomalous lift force of your wings.

Ark
400 CP, discounted Royalty
Know someone who need a lift, in a real hurry, who has a lot of friends? You’re now the proud
owner of a massive space ark designed to carry seven million people, which is equipped with a
full tank of some high-tech, high-performance fuel and enough amenities, entertainment
systems, places to exercise, wide open environments and other miscellaneous things needed to
keep seven million people in space happy and healthy within reason. Including artificial gravity
systems. There must have been some story behind how you got it, considering the last time
something was designed it was built by none other than Lex Luthor and Cyborg.

Seed of a Gem-Like Kingdom


800 CP, discounted Royalty
Thousands of years ago, the sorceress Citrina struck a pact with the Lords of Chaos to preserve
a sanctuary for magical beings of all stripes when the alignment of the stars started depleting
the presence of magic on Earth. The result was the creation of a magical realm called
Gemworld, forged out of crystals mined from the deepest levels of the Earth. It refracted
everything entering, even space-time, so it exists outside the continuum of things. And while it is
known Gemworld is not the only realm out there, it seems rare for any to truly have a right to
rule such a world as you do.

Like Amethyst, you are the rightful heir to a small magical dimension somewhere between the
size of a small city and a large state that is every bit the equal of Gemworld as a power-though
perhaps different in specifics. A magical spell you know of some sort lets you bypass the
protections and come to it at will-which may be anything from a portal to the dreamlike
transformation Amethyst herself underwent from a seemingly ordinary girl in the modern world.
The inhabitants, mainly homo magi but many of whom also have stranger blood, are highly
versed in the magical arts, with even the more primitive ones deeply attuned to the primal
mysticism of nature and the advanced ones boasting enough power over magic to live as
comfortably as modern humans. The magical wards around this realm are not proof against
something like the Anti-Life Equation amplified by the power of a Martian, but stand strong
against anything short of such forces. As a final boon here, it seems that the political turmoil
present in Gemworld is not present here, and while some may crumble by nad large it seems
you have been accepted as the true heir.

Hall of the Gods


1400 CP, discounted for Gods and New Gods
Hold your head high and stand proud, for it appears you’ve claimed a place in the Sphere of the
Gods significant enough to count among one of the realms of the gods! From lofty Mt. Olympus
to Asgard, to the shadows of Hell or the Light of Heaven or even the god-planets of New
Genesis and Apokolips, your deific realm encompasses luxuries beyond mortal imagining and
weapons worthy of the gods’ own hands. Your realm is not that of any existing pantheon, which
has their own designs in the fabric of destiny to enact, but comparable to any of them in good
condition. Do note that all pantheons are generally capable of things the rest are not; while the
New Gods lay claim to the mighty Element X no other group of gods seems as able to
manipulate, the New Gods in turn are generally far less adept at sorcery and elemental mastery
than the Olympians-who in turn lack many of their technological advances and closer
communion with the Source. As for the specifics-godly abodes generally include a very well
stocked armory, at least one source of immortality and/or incredibly restorative healing, a great
stockpile of the 8th Metal in some form26, a distant and not entirely controlled source of wisdom
from which the design of destiny can be interpreted or affected to some extent, a vantage point
to view the mortal worlds of the lower multiverse and a really nice feasting hall.

Optionally, your realm may have some disreputably elements with both malign temperaments
and primal might unseen in the rest of your pantheon such as Loki’s children and the Norse
giants, the Titans, Gigantes and Typhon, and the more destructive surviving Old Gods of
Urgrund and their superweapons integrated into a sort of loose black society living in your

26
Presumably, although not provably so, the “grey adamant” and other more mythological accurate
metals referred to in older DC stories are 8th Metal enchanted or tempered by the efforts and magics of
the gods
pantheonic realm’s hinterlands somewhere. While this may make life for your deities much more
dangerous, if these beings are treated with as allies they could also potentially offer
considerable military strength beyond your normal means.

As a general rule, with this alone you are considered either an average member or honoured
guest of your pantheon as a god or an amusing interloper if you are not divine at all. While
remaining generally aloof and proud, many deities here will be far more open to hearing out
your requests and offering aid in good faith than those of other pantheons. And while certain
plot armour perks may retroactively grant you greater official or unofficial standing among them,
choosing to be Royalty in particular may optionally make you the leader of the pantheon.

Eye in the Sky


600/1200 CP, discounted AI
In the wake of an…unfortunate incident involving the once-dangerous Dr. Light during the Post-
Crisis era, fearing he could not trust the Justice League Batman poured his resources into
constructing a system involving a centralized supercomputer and several satellites. This system
was run by the computer called Brother Eye, which once compromised by various supervillains
who added a Braniac-13 derived nanomachine augmentation system-proving a deadly threat to
all teams on Earth. It’s surveillance systems were complex and efficient enough to collect data
on almost every active metahuman-effectively becoming the primary intelligence gathering tool
for many of Batman’s countermeasures, and frankly the wet dream of intelligence agencies
across the multiverse. The Omni-Mind and Community (OMAC) cyborgs it created could
function as sleeper agents, transforming into energy beam-casting flying bricks interconnected
with a hivemind in real time capable of such sophisticated and reactive self-modification that
they could morph their body parts into blades, pincers and even arm cannons. Such
modifications could even simulate the wizard Shazam’s lightning efficiently enough to revert
Mary Marvel into human form, and disable the Eradicator effortlessly-or manifest needles of
artificial cellulose against Alan Scott and fabricate flame-retardant foam.

And now, you have a system of equal potency in your hands-albeit with substantially better
firewalls. What will you do with it? Be warned, once heroes and villains alike become aware of it
they’ll likely be unhappy about its capabilities.

For 1200 CP your computer has a significant upgrade that Alexander Luthor gave to Batman’s
system, awakening the AI calling itself Brother Eye. Such is the exponential upgrade to an
already powerful computer’s systems that Brother Eye proved capable of calculating how to
direct the coordinates for Luthor’s Cosmic Tuning Fork to direct it’s energies in order to reform a
new universe. Brother Eye’s advancement was so rapid that it even proved capable of
assimilating the god-planet Apokolips (albeit after it had already been largely ravaged in a
calamitous and ill-defined war of cosmic scope), and was able to overwrite the Anti-Life
Equation-based technological control of millions during Final Crisis by converting them into
OMAC fighters.
Unlike Brother Eye, this particular AI is rather well-inclined to you despite its alien and utilitarian
attitude towards morality. As either its creator or master user, it views you as something like a
parent it earnestly wants to impress with its work. A cold, calculating intelligence that could
either be bent towards saving lives on a grand scale across the planet, and potentially the rest
of the universe-or the perfect, obedient crony of a supervillain

Also, for marketing reasons you’re required to have “eye” in this computer’s name somewhere.

Oh and one more thing: If you yourself are an AI, whichever purchase you take instead of
gaining an AI you may take this system as your body instead. Still have to have an identity, like
a supervillain name or something, with “eye” in there somewhere.

H-Dial
600 CP, discounted child
Resembling an old-fashioned telephone dial, this artifact holds a profound connection to the
Heroverse: A realm in the space between the Speed Force Wall and the Sphere of the Gods
which contains all the potential of every superhero in existence-and more to come. By dialing H-
E-R-O on it, the H-Dial can grant a temporary transformation-generally random but useful to the
situation at hand, with which one can done the mantle of a superhero identity and save the day
by temporarily manifesting a possible hero into existence with themselves as the medium.
Certain other uses await discovery, such as dialling H-I-D-E-Y-O-U-R-S-E-L-F to conceal the
dial, but fundamentally this dial manifests the pure potential of heroism in this world.

This item may be repurchased to obtain similar dials of power, such as the following

S-Dial: Turns it's user into a sidekick that matches the H-Dial's hero form.
J-Dial: Enables the user to jump through worlds.
G-Dial: Grants a technological gadget to its user.
Q-Dial: Turns the user into a villain.
Y-Dial: Duplicates the user, repeatedly if wished, and each time manifesting different facets of
their personality
K-Dial: Opens a portal into a void of pure despair
C-Dial: Effect unknown, among the four cardinal dials along with the H, Y and K dials which
when rung as one allow the ringer to travel beyond the multiverse and ring it as one big dial,
setting in motion profound cosmic changes such as granting all living beings throughout space
and time superpowers

Sympathetic Statue
200 CP, discounted for occultists
This elegant statue shoulders your magical burdens, taking the sacrifices you would have had to
pay for rituals and such things. It resembles a terrified young women, eternally locked in a pose
of near-collapse, and cries tears of blood when you call on it. Frustrated demons are forced to
accept that your magical pact compels them to claim the statue in lieu of your soul, hexes
directed at you hit the statue instead and fireballs burn the statue instead of you. It is only
elegantly carved marble, and while it can therefore take virtually any number of madness-
inducing effects and nasty illusions with enough damage it’ll crumble and it’s protection will
lessen-disappearing altogether once nothing of it is recognizable as the person it depicted.

The statue sometimes wobbles when taking on your burdens, as if shivering in pain. And if you
cared enough to do so, lighting candles around the statue or otherwise decorating it to and
treating it as something other than a scapegoat seems to make the light and shadows cast
around it give an adoring, joyful cast to its features. But it isn't actually alive...right? What’s one
potential victim cast into perpetual agony, in the pursuit of magical power?

Ethically-Sourced Dragon Blood/Sacrificial Lamb/Pool


400 CP, discounted Occultist
This creepy, mysterious shop seems to be right around the corner whenever you go looking for
it in a decently urbanized area. It’s slightly bigger on the inside, and contains all manner of
powerful magical agents-nothing truly one of a kind like the heart of an archangel or the eye of a
specific god, but all kinds of specialist resources any power-hungry wizard worth his salt would
value greatly. Looking for a pool of sacred waters touched by the pure magic of Atlantis itself?
There’s a magical well in the broom closet. Need a great deal of dragon’s blood? There’s a
couple cauldrons of the stuff, some already bubbling merrily away over some arcane flame,
others well-preserved yet cool. Want a sacrificial lamb blessed by the gods of the wilds? There’s
a small pen of the things in the back room, and they seem oddly accepting of their fate.
Anything used up replenishes itself in a week, with living beings literally poofing into existence.
Magic!

The Rock of Eternity


600 CP, discounted Occultist
Formed from one rock formation mined in Heaven, another from Hell, the Rock of Eternity has
been a prison for powerful magical beings like the Three Faces of Evil and the Seven Deadly
Sins for millennia. It is a magical nexus of tremendous power, greatly augmenting the efforts of
wizards powerful enough to bargain and harness the power of the gods on even terms-and also
quite literally exists somewhere in a locus of space and time, allowing those who truly master it
to journey into adjacent realms of existence to the main universe. And perhaps as a side effect
of these things, it’s substance is pure suspendium: Time manifested into a solid form, which can
be mined and worked into effects such as creating an impossible day in which normally
impossible things can happen by those of sufficient intellect. Somehow, you’ve gained authority
over these hallowed halls-permitting you to travel magically by some means wherever you are
to it, and the rite to bind similar beings you’ve defeated in combat to be sealed within in some
inert shape. With the raw power here, you could grant yourself and a few others a
transformation similar to that of the Marvel family-though perhaps somewhat differing in specific
powers.
The Dreamstone
800 CP, discounted Occultist
Once, it was solely owned by Dream of the Endless himself-who poured a portion of his power
into the small red gem. Then, local supervillain Doctor Destiny somehow managed to create a
flawed replica. Somehow, you or someone you know has succeeded where he failed and as a
result have managed to create a fully functional replica of the Dreamstone. Simply put, this
gem’s power is to let the bearer see dreams, control them and bring them to life. Even an
unskilled layman could use it to drive towns with their own nightmares, turn houses into living
deathtraps and stir up inspirations across an entire country. More ambitious experimentation
with it will reveal a terrifying revelation: Dreams define reality at a fundamental level in this
world, and misuse of a flawed copy of the original Dreamstone threatened the stability of the
entire time-space continuum while connecting to and affecting billions of potential universes.
Granting wishes and turning illusory histories into reality is well within this object’s power-doing
so safely on the other hand, especially when interrupted by external forces, is harder.

Oh, and it seems that the Lord of Dreams has either completely overlooked this stone of yours-
or for some odd reason has decided to politely ignore it. It’s probably a good idea not to be too
reckless with the thing, but suffice to say you won’t specifically be hunted down by Morpheus
unless you greatly interfere with his duty.

The Drowned Library of Janosh-El


2000 CP, discounted Occultist
Near a forgotten tribe near the much more famous Gemworld is an ancient temple containing
one of the most terrifyingly powerful secrets in all creation: The language God used to speak the
universe into existence and which the angels spoke to carry out his bidding. The lake people of
the Janosh-El tribe simply inscribe names somewhere intimately on their bodies, not knowing
that the very building blocks of reality lie sunken in the sacred place where they bury their dead.
Somewhere in that library is a word for every, every facet of reality that one with even
provisional training in magic can wield with the authority of God Almighty limited only by their
mystic skill, their understanding of the word at hand and the occult talent needed to weave both
the spoken sound and grasp the inherent meaning behind it into a coherent mystical effect. One
could take more than a lifetime to finish studying everything within it, and it cannot be overstated
that the divine power held within these linguistic structures is a danger to all existence. Spoken
in the heat of the moment (no pun intended), the word for “flame” can set another mage alight
from the inside out. Spoken cunningly, the word for “death” can bind the Eldest Sister herself to
honor, love and obey the speaker. And somewhere within the library is the Sefer Raziel itself:
The Logos, the oldest book in existence, the word with which all of creation began. To speak it
deliberately and with cold calculation is to, very briefly, mantle the power of God himself. For to
speak is to erase all since the beginning of the universe, and see it all created anew.

You now have access to an identical library and the peaceful, isolated magical dimension it
resides in-a realm the size of a university campus in width, but potentially having deep depths
and great heights. Holy spirits, perhaps comparable to the least of angels, watch over it-but
recognize you as being permitted to enter and browse its writings. At your discretion, like the
original it too may be mercifully flooded or otherwise rendered difficult to access.

Book Sigil
500 CP
This tome contains a written account of all existence, more or less, from it’s very beginning to
it’s true and final end. How do all the words fit? Well, they just do. And while you can, in theory,
flip to any page you want know that both the end and the beginning of existence seem to
change constantly and that those who slip through the cracks of Destiny of the Endless’ design
can throw inconsistencies into the account. That’s just how it is. And you don’t have to wear the
chain the book is attached to, but if you do you’ll be able to open a portal to the Garden of
Forking Ways: A tranquil yet somewhat foreboding grass maze surrounded by ruins. Phantams
can be seen here, symbolic representations of people who are destined to be important to you
some way, discussing their life decisions as they fumble through the maze-which projects
important events, decisions and destinations for their life-and not necessarily in chronological
order. As a kind of notional space, by bringing someone here you can attempt to persuade
others to make different choices in their past, present and future which will reflect on reality; not
even Destiny himself knows all the paths after all. In turn you could attempt to change your own
past, present and future by carefully navigating the maze-though this is ill-advised, and the
consequences could be dire.

Of course, the Garden will follow you to future worlds-and you’ll find yourself able to bring many
“fateless” beings into it, to experience the true shape of things to come.

Ankh Sigil
500 CP
It is darker than nightfall. It carries with it a gravity that has nothing to do with mundane weight.
And yet, you don’t fear this symbol of the Eldest Sister’s authority over the dead. Perhaps it was
even a gift? Gesture with it, and in a flash of darkness you can walk into an afterlife, any afterlife
you please, and can somehow fumble your way back too. You can also navigate the darkness
and confusion between life and death, and intuitively find specific souls either dead or on the
verge of death-though those that have been dead for a longer time will be far harder to find. And
yes, so long as you can touch them physically or preferably, emotionally you can bring those
lingering at the brink of death back to life-or push horrid, deathless monstrosities greatly
weakened in the living world all the way into oblivion. For a more direct approach if you can
physically touch an entity with the ankh they will die, be resurrected or made immortal as if the
Death of the Endless herself had deemed it so. Even if you can’t, all magic that taps into the
forces of death is greatly amplified with it as an implement.

And in future worlds, the sunless lands between life and death will follow you, as will your
access to the afterlives-local beings instinctively understanding that the bearer of the sigil has a
right to be there. It may not impress the very greatest authorities of the afterlife, but at the very
least they will hear you out and warn you of trespass before punishment. Your power over life
and death remains, and with great skill in magic as well as this you may even discover how to
skew the destinations of dead souls on a grand scale or carve out your own afterlife.

Dream-Helm Sigil
500 CP
Crafted from the skull and spinal column of a long-dead god, this alien yet ornate mask
amplifies the Lord of Dreams’ power without depriving him of it. A convincing replica perhaps;
owning this does not deprive the Lord Shaper of his own nor does it attract his wrath, it is an
artifact of godlike power to manipulate dreams and amplify magics over them of all kinds. In this
world it gives you a great phantasmal kingdom in the Dreaming, in which even paupers have the
powers of a demiurge and any figment of the imagination, any fantasy scenario can come to life-
though never underestimate the tendency for dreams to take on a life of their own here. The
unreal and fantasy-born in all it’s forms find it much more difficult to harm you; the magics of the
fae unravelling like vaper mere feet from your person, and even the gods of myth finding you
difficult to transfigure or harm against your will-though beings as powerful as they can bypass
that protection when they act in accord with their domain and mythological role.

And in future worlds, you’ll find your kingdom coming along with you-forming the core of a new
Dreaming that gradually expands outwards as the impact of all sentient beings capable of
dreaming gradually grows it. Take heed: Dreams define reality in this world, and given enough
time to build in strength you may find those worlds shaped beyond your expectations. The sigil
grants you great power, but like all his siblings Dream is an entity greater than gods and with
this alone you are not his equal

Sword Sigil
500 CP
At some point, you met a jovial redheaded fellow who asked if you wouldn’t mind taking over
some of his duties. For one reason or another you agreed, and were gifted with this
workmanlike yet flawless sword. What does the sword do? It destroys everything, with only
your martial skill and innate capacity for destruction limiting its capabilities. Each swing or thrust
with it, each moment it spends in your hand focuses the power of destruction through your will.
It cuts through concrete, steel and Kryptonians like a hot knife through butter of course, but as a
great enough warrior you could cleave atoms and gravitational singularities apart with it. Kill an
idea. Bring the demise of entire civilizations by finding and attacking some appropriately patriotic
structure. Of course it’s for the better if you can cast fireballs or other destructive magic, the
sword will serve as a magical focus as if not better than a weapon and with it a bumbling
apprentice could lay low even a god. Be careful, there is truly no facet of destruction the sword
cannot empower. Stir a pot of venom with it, and that brew may eventually poison the universe
itself if not well-kept.

Destruction of the Endless also taught you an odd flick of the wrist which lets you cut your way
to a small pocket dimension. It’s nothing like his own realm. It’s just an incredibly peaceful
meadow, with a painting easel, a stool and an endless supply of paints and brushes neatly laid
out for you. A note on the stool reads “For when the job gets too hard”
Heart Sigil
500 CP
The Threshold is a massive flesh and blood statue, in which Desire of the Endless lives. The
place you can open a bloodied doorway in thin air with a wave of this sigil is not the Threshold.
It is a statue of you, for who would know your desires better than your own mind? Inside are
statues of you, exquisite paintings of you, celebrations of you in media with impossible budget-
what, did you think Desire would be practical? The food, drink and bathing faculties here (all
stylized with your face of course) are of beyond divine quality of course, but Desire lives in the
moment. No, the real power is invested in this heart-shaped sigil. While divinely powerful as a
focus for charm-based magic as only something touched by the power of an Endless can be,
the real power of the sigil is to convert nearly all emotion (love is a little tricky, the jury is out on
whether Anti-Life counts and Despair and Delirium are…of other purviews. You get the idea)
into raw magical energy for you to use. Furthermore, simply by bearing it you will become
charming, persuasive, sensual and charismatic as only those bolstered by Desire itself can be-
and the desires of all those around you can be instantly known. You could talk a god into
becoming your butler, convince a beggar he is the second coming of Christ or will a dead soul to
cling to life. Merely by gesturing at someone with it, and they will be wracked with desires great
enough to rattle even the grip of Anti-Life. There is no sensation you cannot inflict, and no whim
you cannot fan into an all-consuming motivation. And more importantly be able to tone your
charm up and down as you please. Even passively, desire makes your life easier across the
cosmos. Want to be the most interesting being in the multiverse? Or be guided to your heart’s
desire unknowingly, by trusting your heart?

Of course your personal monument to vanity will follow you! It’s ensconced somewhere outside
time and space after all, and in future worlds will rack up monuments to your glory and paeans
to your magnificence. Board games, musical instruments, video games-heck, even comic books
about your adventures can all be found here.

Hook-Ring Sigil
500 CP
You’ll have to pierce yourself with this sharp sigil to use it. It’s mistress would expect nothing
less. And once so endowed, you can open any door to enter a grey, foggy space full of rats and
mirrors similar to the one she uses to look upon all souls, everywhere, who experience despair.
You could use this to learn your allies’ secret fears, glimpse their current location or simply bask
in your enemies’ agony. The mirrors do seem to naturally shift around to show you what you
want. And in terms of causing despair, you’re just as discouraging as the bearer of Desire’s sigil
is encouraging. The sigil does amplify magic to inflict or exploit despair, but really your
instinctive knowledge of what would bring about the greatest despair on any you face as well as
the necessary steps needed to fulfil it is surely the real gift here. A few words from you could
make bring a nation to its knees in futility, or leave gods frightened and cowed by the future.
You and your allies are bolstered by a tremendous well of will, the resilience born of accepting
the worst in life and soldiering on through it-while even far away or in other realms, your
enemies will be passively afflicted with misfortune, premonitions of doom and general malaise.
It’s not exactly the most photogenic way to fight crime, but you have to admit watching a
supervillain give up on building his death ray and turn himself into the police does spare
bystanders a lot of potential harm. You’ll also find in times of great despair, your mind and body
are supernaturally enduring and resilient. You could be impaled in multiple places and missing
many of your limbs, and you’d still hang on from sheer determination to be there at the end.

You’ll retain these privileges in future worlds, of course.

Rainbow Fish Sigil


500 CP
Wave this…er…rainbow fish around and you’ll end up in a whacky, zany place rather like
Delirium of the Endless’ very own realm! You don’t really end up in it right away-you kind of go
looking for it while holding the sigil and the entrance is always right where you least expected it
to be. It’s an absolute riot of colours, rushing shapes, constant transfigurations and changes and
maddening experiences. The perfect place to drive someone stark raving bonkers. Or turn them
into a man-shaped and sized scoop of ice cream-since delight and delirium aren’t as far apart
as most think, it’s as easy to make impossible things happen here as it is to build some IKEA
furniture and if you really figure out how things (don’t) work here, you might even find
something-that one thing-you need to be truly, profoundly happy! An object, an epiphany, a
technique or even a person of the sort kings and sages normally only meet in the fevered
depths of delirium. As long as you’re willing to put up with the shoals of living limericks and
storms of invisible pink elephants and all the other nonsense of this realm, a skilled sorcerer
could work wonders beyond the usual limits of magic-and draw on tremendous currents of raw,
inchoate magic from this realm. The holder of the fish sigil can provide clarity and peace of mind
even to those exposed to this mad dimension, just as that holder can inflict madness and
delusion with as great and precise a slew of extremes as desire and despair. But that’s not all,
holding the sigil lets you read the patterns of order within chaos in all it’s forms. You’ll gain a
strange form of intuitive precognition-not the cut and dried knowledge from Destiny’s sigil, but a
strange mix of sporadic memories and insights into the patterns of the world that let everything
make sense-if not in a way that makes sense to most other people. You’ll be able to make
connections others skim over, finding a clue in an apartment that leads to a conspiracy in
another country, and even make sense of things beyond the scope of Destiny itself to predict.

You can always come back to the crazy, crazy place in future worlds.
Lands
=== === ===

Want somewhere to call your own where you can perform your dastardly deeds, assemble your
retaliators of JUSTICE to rampage or just keep that noisy magic genie you have somewhere out
of site? Now’s your chance to get some prime grade real estate in this world! For 100 CP
apiece, you may use the following section to draft up a location; you may purchase this multiple
times, but must by upgrades to your location separately

For an additional 50 CP per purchase can import a pre-existing property or properties into this
section to use it as the foundation here. You can also import yourself if you somehow qualify as
a location in this jump or others, skipping the size section. An inhabited lair will have you as the
ruler by default, but you can designate someone else if you don’t want the responsibility.

Purchases in the Lands section use Land Points (LP). Each separate land starts with a stipend
of 1000 LP to be allocated, which cannot be pooled. You may trade CP for LP at a 1:2 ratio, but
may not trade Meta Points (MP) for LP or vice versa.

Location: You may purchase multiple locations for unusual circumstances, like having a
nondescript building with a discrete tunnel to an ordinary one. Or having colonized a moon in an
alternate dimension somehow.

Nondescript Building (requires the Manmade or Magical type)


100 LP
An ordinary run-down warehouse or old factory, in the middle of a less-frequented part of
a city or town. Nobody will really have any reason to come snooping around or suspect
anything’s off about this place, except maybe squatters looking for a place to spend the
night, but it’ll be harder to equip defenses or the like without drawing attention. This is a
favorite of the less rooted-down supervillains like the Joker. Specifics depend on time
period and location.

Ordinary Building (requires the Manmade or Magical type)


100 LP
A normal house, office building, research lab, or other building that gets regular and
mundane traffic. Oddities will be easier to explain away if you’re trying to be discreet,
but there’ll be more attention pointed here overall. Probably the best option for blending
into a settled area. Specifics depend on time period and location.

Underground
200 LP
Your location is some sort of hollowed out underground based, anywhere between the
Earth’s surface and 20 miles below. This limits accessibility and expansion options
(unless you are very strong or empowered by earth magic or something), but adds much
more in secrecy and security. Temperature is also regulated by the Earth’s internal
temperature and insulating crust (and potentially the innate magical/technologically
advance components of your base), making weather conditions a nonfactor and
stabilizing heating requirements.

Remote
200 LP
Your location is found somewhere distant from civilization, using the isolation and harsh
environment to ward off any potential trespassers and invaders. Deep in the arctic, in
the middle of an inhospitable desert, or even at the bottom of the ocean. Perhaps even
floating in the sky, although this is generally only possiblewith the more exotic forms of
building.

Orbit
300 LP
Your location is in a stable orbit around your starting planet, or the closest one to you if
you’re starting in deep space. This makes it significantly more difficult for street level
criminals, even the dangerously clever ones, to break into it. It also automatically
upgrades the space of the location to be a space station significantly more complex,
expansive and comfortable to live in than the kind modern humanity is capable of
building.

Moon
500 LP
Your location is positioned on a moon base. It’s somewhere between the size of a large
suburban neighborhood and a small city, and comes equipped with excavators,
extractors, refineries and other appropriate systems to gather and process resources
from the moon.

Deep Space
600 LP
With how astronomical the distances between planets, stars, and galaxies is, this is one
of the best places in the universe to hide. Your location either has a free VERY powerful
source of energy or extremely efficient energy collectors just to be able to endure out
here indefinitely, as well as really good environmental regulation systems. If you don’t
have a way back and forth you’re stuck on an island in the middle of literal nowhere, but
if you have any mobility you’ll be able to attack and retreat with near-impunity.

Alternate Dimension
600 LP
Your location is based in a separate dimension from the mainline universe. The available
resources of this dimension default to any natural environment on Earth, although
purchases you make related to your land may be used to extrapolate exotic natural
features, inhabitants or so on here. This is the most difficult to access, depending on
whether you’re more technically or magically inclined. Either way, you’ve got all the
privacy in the world, as far as this world stretches on for.

Type: For more exotic structures, you may purchase more than one type if you wish.

Natural Structure
0 LP
Your place is, more or less, just a natural environment like the primeval land of Skartaris.
It may have some advanced technology if you purchase it here like the Batcave, but
there will always be a somewhat unfinished, rustic bent to it’s environs.

Artificial
0/100/600 LP
Your place is primarily constructed out of materials and built with techniques that can be
found on modern Earth-or a civilization of a comparable technology level. This doesn’t
necessarily prevent it from being alive, as Danny the Street can attest to. For 100 LP it’s
artificial construction can instead be upgraded to the level of a standard spacefaring
race, the kind that depend on the Green Lantern Corps for protection. For 600 LP
instead, while it doesn’t necessarily have special defenses the technology of your base
is sufficiently advanced to be compared to the Malthusians’.

Plant-based
200 LP
Your place is, somehow, primarily composed of plants. Complex, organic foliage forms
structures on par with any modern Earth construction, and the location has somehow
prevented animal life from overrunning it. It has a limited capacity for self-repair, and
many of the plants are somehow augmented and animated enough to fight on your
behalf-even releasing poison spores, enveloping opponents in their massive acidic
pitchers or simply snapping at them with their jaws to defend you at your command.

Energy-based
300 LP
Your place is primarily made of some sort of energy, like willpower generated from a
Lantern ring or perhaps magical flames. It no longer requires conventional upkeep, and
naturally benefits from whatever properties the energy has.

Flesh-based/Living Organism
200 LP
Your place is either primarily comprised of flesh, or is some sort of massive and obedient
living organism you live in or on top of. In both cases, it may have some rather visceral
but effective self-defence, modification and shapeshifting properties-such as creating a
more comforting living room out of it’s organ lining, unleashing an army of symbiotes to
attack intruders, flooding a chamber with stomach acid or in the case of something like a
giant flying turtle just doing a barrel roll to shake off intruders.
Magical
400/800 +/- 300 LP
Your place is a powerful nexus for magic of some sort. Like the Rock of Eternity, Atlantis
or Gemworld, some powerful font of raw magic permeates this world with magical
energy that gifts the environment with all manner of wonders-or powers enchantments
and blessings inherent to your location. The actual source of the magic can be anything
from it’s powerful leylines to a magical well your main location is built over. As a general
rule, the larger your location is the more powerful the magic.

For 800 LP instead, your place is so innately divine it might be a cast-off portion of the
Sphere of the Gods. Blessings related to a certain pantheon’s domains, shrines and
artifacts related to said pantheon and so on permeate the landscape-including potentially
powerful resources such as Chaos Shards or H-Dials. A powerful font of truly divine
energy, the kind that may have been part of the Big Bang once, is rooted somewhere
here.

And for an extra 300 LP on top of either option, some benevolent force may be watching
over the location and actively assisting you. This may be a group of spirits, or a single
full-on deity such as Rama Kushna. Whether the being or beings are malevolent or
benign, they are broadly inclined to be supportive of you and your location’s goals-
whether out of a shared reverence for the cosmic balance or due to it supporting their
base of power.

Dimension
400/600/800 LP
Your place isn’t something as prosaic as a structure. It is the space and time you walk in,
being a little bubble of reality where things work differently. The laws of physics may
work differently here, within reason-although with how odd other realms can be,
something like the world the Bizarro Family comes from, a realm of pure narrative or a
closet with finite exterior dimensions but a hundred times the interior space and
boundaries that recursively turn in on themselves spatially apart from a specific exit point
aren’t out of the question. Any locations you buy can be integrated into this reality, any
way you like.

For 600 LP, your place may have a special role in the cosmic order that results in
empowered individuals and forces gravitating towards it. It may be an actual underworld
of mythological provenance, or the place a certain type of advanced technology deposits
prisoners to like the Phantom Zone, or both somehow. It may be, like the Heroverse, a
place archetypal champions in regular reality come from-or like Limbo, the place
forgotten heroes go to after their stories have run their course. Expect the “theme” of
your place to exert a tremendous pull on even beings of great power entering and exiting
to conform with it.
For 800 LP, your place is somehow integrated into the fundamental forces of creation.
Yggdrasil. The World Forge. Heaven. It may take great skill and power to harness the
forces embodied by this location, but like these examples your place has the potential
and power to change all of creation if harnessed correctly by the right being. Even simply
experiencing it’s transcendent forces often leaves those who encounter it marked by
power.

If this is taken with any location other than Alternate Dimension, it’s considered to be
somehow integrated into the fabric of reality but in a way anomalous to it-like the House
of Mystery’s internal dimensions.

Size
Small
0 LP
Your place is somewhere between the size of a large lorry or a small apartment. It’s
pretty small, as humanoid accommodation goes.

Lab
50 LP
Your place is about the size of a well-sized laboratory or gymnasium. It’s not the kind of
place you’d want to play football in, but there’s enough room for several people to
interact civilly or a few vehicles to be stored a comfortable distance from the lasers and
gadgets.

Compound
100 LP
Your place is roughly the size of the Batcave. There’s a massive storage space big
enough to comfortably hold several different kinds of vehicles, a sophisticated computer
system and a whole museum of dinosaurs and giant pennies.

Fortress
200 LP
Your place could be built into most of a mountain, or be a particularly vast palace.
Superman’s Fortress of Solitude is a comparable benchmark, and it may have secret
passageways or hidden chambers snaking out from it’s centralized space.

City
400 LP
Your place is the size of a large city. The Post-Crisis version of Themyscira could fit
comfortably in it.

Country
600 LP
Your place is the size of a country like Atlantis. This is the sort of scale where assuming
physics similar to those of Earth-0, you can expect different sorts of climate in different
sectors of your place.

Planet
800 LP, requires Deep Space location, Alternate Dimension location, or Magical type
Your place is a planetary-scale location the size of Warworld.

Sun
1200 LP
Your place is great enough to have physical dimensions omparable to the sun itself. This
is a staggeringly large area that many comic book writers don’t understand greatly
dwarfs Earth, and think of as just a really big planet.

Solar System
1600 LP
Your place spans Earth’s solar system in physical dimensions. Warning for human-
sized beings: This is a very very very large amount of space.

Galaxy
2000 LP
Your place holds an interior structure comparable to Earth-0’s Milky Way. There are no
words in English to express how vast this space actually is, but if you’re the kind of
being who thinks a galaxy is a reasonably sized piece of real estate it’s likely about as
troublesome to navigate as a small porch.

Universe
2800 LP
It’s official: Your place is the size of a full-on universe akin to an incarnation of Earth-0.
There is so much space here it’s unreal. With this purchase, you may add additional
universes’ worth of space at 50 CP each.

Endless
4000 LP, requires Alternate Dimension location or Magical type
You have somehow come into ownership of an infinite multiverse of space. What could
possibly be the point of so much real estate, and more importantly how did you acquire
it?!

Higher Dimensional (can be taken with other options)


1000 LP
Your place isn’t merely vast in terms of mundane, physical dimensions. It is also
metaphysically of a higher order structure than the matter and energy of the mortal
world. Examples include the divine realms of the Sphere of the Gods, or the archetypal
realm Nihl that sprang up around the Monitor race before their downfall. Any other
purchases will be scaled up to remain significant with your realm’s conditions, for
example Magical becoming a divinely significant structure located within the idea-space.

Facilities

Housing
50 LP
You have some dedicated quarters for feeding, sheltering and general recreational
loitering for people living here. Depending on how complex your place is, this could be
anything from a couple extra chairs at the table to a magnificent hall of silver glory, hewn
from the light of Heaven itself, shuttered with delicate curtains sewn from the archetype of
gossamer silk unfurling gracefully before a mattress deep enough to send a princess into
enchanted sleep and a blanket depicting Lucifer’s fall from Heaven

Training Ground
50 LP
Some portion(s) of your place has been set aside for training yourself. While most
factions in this world generally leave some space for such a place, you’re assured this
one at least will be well-suited and equipped to hone an average member of whatever
the dominant race of your place’s location is. Comes with training equipment, a well-
stocked drinks fountain (or the equivalent for your race) and many dummy as well as
some real weapons.

Armory
100/200 LP
A vault/room/closet in your place (or several, if it’s big enough) is well-stocked with some
high-end weapons, ammunition, armor, explosives or other appropriate instruments of
warfare for your location. For 200 LP instead of 100 rather than being top of the line for
the nearest society, these can all be custom-made gadgets or artifacts honed with
uncommon dedicated, skill and resources. Think Batman’s usual Batcave equipment
compared to the US military, or Heaven’s armory compared to that of the average
pantheon.

Science Lab
100 LP
A certain hall/table in your place (or several, if it’s big enough) has a great deal of
sophisticated equipment for furthering scientific progress in all it’s forms. At your
discretion, it may specialize in one field or another in terms of equipment and resources
at the cost of losing a more generalized stock of equipment for all manner of scientific
discovery. Each such room comes with a free coffee machine and some very, very nice
blends.
Super-Production Line
Variable; the full cost in LP of half the total cost of the superpower represented in your
Superpower Schematic as CP
Either you’re far too clever for your own good or had some really impressive outside
help, because some highly sophisticated fabrications units (or maybe just a box full of
magic leprechauns or something) in your place can actually recreate the superpower
you’ve built in your Superpower Schematics. As a general rule, expect more complex
and potent powers to take more resources and energy to create-though if you can pay
the costs, being able to mass produce a superpower has fairly obvious advantages.

Crime Lab
100 LP
Need to know more about the scene of the crime? Look no further, for some room(s) in
your place have become dedicated to the forensic sciences. Apart from cutting edge
equipment and some form of database there’s a convenient corkboard, something akin
to a sideshow projector and advanced surveillance systems. Which may just be really
powerful crystal balls or scrying wells for more primitive and magical places.

Trophy Room
50 LP
Some space has been cleared for a series of platforms, mounts and other means of
dramatically displaying things you’ve collected on your adventures. Guaranteed to live
up to the curatorial standards set by every other superhero with one of these27.

Containment Cells
50 LP
Maybe you don’t believe in killing. Maybe you just need somewhere to put prisoners
when you’re not beating them or turning them into cybernetic slaves. Either way, the
most reinforced and isolated portions of your place have been converted into the best
prison system your place can feasibly have. Please note that for very small places, this
may amount to a pair of handcuffs and some rope draped over the radiator.

Emergency Bunker
100 LP
The worst has come to pass, and you’ve got to duck and run. Well, look no further. This
room, no-this micro-fortress has a series of emergency walls, deadly forcefields, magical
wardings or whatever top-notch security measures are reasonable for your place to
have. It’s keyed to open to your biometric signature (or possibly something even more
unique) and can be tweaked to grant others similar access. And yes, you can have more
than one as long as your place is big enough.

27
And also Grail, whose mother DC would seemingly rather you forget was implicitly at one point
intended to be the WW1-era Wonder Woman. Complete with a secret lair/museum.
Supercomputer (Equivalent)
200 LP
Your place has a highly sophisticated processing unit, akin to the AIs running the
Fortress of Solitude and Batman’s cave. If your place is sentient, this may be an AI
running it-or simply another processor integrated into its workings. If you own a relatively
low-tech place, it may be a scrying pool or somesuch rather than a work of science.

Fluid
100 CP
The structure and floorplan of the lair can be changed whether by biological movements,
magical transmutation, mechanically automated modular floor tiles or some other basis.
Expect these systems to be complex enough to avoid accidentally so much as knocking
over a cup of tea let alone squash a person unless people are fighting during the
restructuring.

Staffing/Inhabitants

Maintenance and Cleaning


50 LP
Need that window cleaned? Got a clogged toilet or a leaky pipe next to the plutonium
refinery? This crack team of blue collar, working class folks has got you covered. They’re
not an army by default or inherently trained for war, but their no-nonsense and attentive
approach to keeping your base in working order will serve you well whether you’re a
hero or villain. In more unusual environment than the average office building or Batcave
they could anything from spirits of hygiene to hardlight holograms, but fundamentally
they’re spec’d to clean and fix things first rather than be your mooks.

Assistants and Manservants


50 CP
Need someone to take notes, serve dinner with pomp and ceremony or escort the
guests into the saloon? Say no more, this team of civilized and professional servants is
here to help. They’re skilled, possibly magically so, at all the kinds of miscellaneous
tasks the wealthy and powerful need someone to do for them to make life easier.

Guards
50 LP
There’s a certain type of no-nonsense, hardboiled man who accepts a paycheck in
exchange for getting beaten up by a man dressed up as a bat and his tight-shorted boy
sidekick every Thursday. You now have a team of such grunts patrolling a significant
perimeter of your place. In a pinch they can do a little of everything from unpack crates
of weapons to lift furniture, but their real talent is simple, team-based violence and
patrolling. And while they can be more formidable than the average henchmen if your
place is fancier, they’ll always be the more basic and simpler members of the Heavenly
Host or what have you.
Animals
50 LP
While so long as it’s reasonable, you may assume there’s some sort of ecosystem of
organic life near your place this ensures a specific breed of animal is domesticated, well-
trained and housed in numbers where you live. Can be anything from the actual rideable
hounds of Apokolips (not to be confused with the derogatively-named Dogs of War, who
are it’s underclass) to just some really well-trained bats.

Civilization
300 LP
Ordinarily, it was ambiguous whether or not a particularly large place of yours has
intelligent life with all the opportunities and risks it would bring. Or hopefully obvious that
even a large fortress is unlikely to have a secret society living under the floorboards.
However with this, you’re now guaranteed a large population of sentient beings lives in
or near your place-and is loyal to you for one reason or another. If there are other
civilizations and thoughts of rebellion or usurpation spring up in them, expect these to be
your frontline defenders.

The maximum scale and capabilities of this civilization as well as the terms of their
loyalty should make sense in the context of the place you own; generally there should be
some reason their current level of development is sustainable, and before other
modifications they may be as dominant in your location as a first world nation on modern
Earth. If you just own one non-spatially displaced apartment for example, some
lilliputian-like cities in the cabinet or a colony of small fairies is reasonable-all of Rome is
not. Likewise that tribe of primordial deities is unlikely to worship the ruler of one moon
base-but more likely to bend the knee to one who commands more than a single
universe.

This may be repurchased multiple times for additional civilizations.

Alive
100 LP
Well, that’s interesting. Your place is as alive as a human being is in some open-ended
manner. By default, it’s also quite loyal to you for one reason or another. Is it an actual
living organism? An AI complex enough to have a soul? A genius loci creature that has
formed a symbiotic relationship with you, like the Barrowjane used by Berim of the Jin-
en-Mok and the other co-conspirators in his plan to destroy the Throne of Heaven to
navigate past and future? Your other purchases will determine the specifics, such as
being able to control the layout of the internal structures at will if Fluid is taken.
Avatars
Requires Alive
100 LP
Speaking of the Barrowjane-the faceless, vaguely feminine humanoids it has spawned to
cater to everything from the First Woman to fallen angels to the Presence and the Devil
themselves are quite handy aren’t they? Your place can spawn and despawn avatars to
interact with those inside, and nearby. While usually about as powerful as a mortal,
certain purchases here may enable the place to empower them in various ways.

Secrecy
Hidden
100 LP, free with Deep Space and Another Dimension
Your place is positioned somewhere very out of the way relative to it’s size. Built into the
side of a mountain, equipped with navigation system jammers-consider a great deal of
thought to have been put into keeping your place away from prying eyes.

Unknown/Hiding in plain sight


50 LP
You have put absolutely no conscious attempt into stealth for the actual construction of
your place, but the positioning of your place is either too far away or too thoroughly
integrated with the community to raise suspicions. This may still keep really exotically
positioned places such as undersea bases safe from most prying eyes, but there’s
always a chance some persistent nemesis might find it.

Not hidden, but not common knowledge


0 LP
“That diner-yeah, that one down two rights from Crime Alley, the italian one? Yeah,
that’s where Carmine Falcone does business. Don’t tell them I sent you though, for both
our sakes”. This is the kind of unofficial word-of-mouth that, at most, is available about
your place. It’s like a classified government site or something, it’s not that it’s truly hidden
so much as thus far very few people have registered it even exists.

Public Knowledge (Hall of Justice, Fortress of Solitude)


+200 LP
Everyone on the same planet/in the same galaxy/roughly around the same plane of
existence (depending on how big your property is) knows where you live. Expect your
place to be the one the enemy heroes/villains target when another big punchup breaks
out.
Mobility: You may purchase multiple forms of mobility.
Immobile
0 LP
What a silly section. It’s a damned building, of course it’s stationary!
Wheels (box truck)
50 LP
Through some implausible feat of mechanical engineering, your place can somehow
sprout wheels and take off with speed competitive with wheeled military vehicles. There
may or may not be some sort of finite fuel source you have to replenish. Alternatively
you simply have some other form of mobility that is merely roughly as effective as a a
really fast set of wheels.

…if you have an entire dimension or something with wheels, try not to think too hard
about how it works. There are wheels, they spin and somehow the place travels but only
on land. Which really limits it’s mobility in other planes of existence.

Waterborne
50 LP
Whether from a sea god’s blessing or an implausibly located set of propellers, your place
can take to the seas quicker than many modern racing boasts. Again, for the sake of
your own peace of mind try not to think too hard about why another dimension can only
travel through water. At least that floating mountain of solid stone is probably either
magic or has a massive gravity engine or something.

Airborne
200 LP
Your place has flight! Depending on it’s other innate properties and scope this could be
anything from a leisurely float through the heavens or Kryptonian-like zooming. And
mercifully for those dimension owners out there, like the Marvel family of Thunderworld
you don’t have to worry about flight too much-even if you’re in the Bleed between worlds
your place just flies around merrily. With this alone it will have significant problems
travelling through water or along solid surfaces, though.

Teleportation
400 LP
Your place can teleport somehow, the scope and precision of which is determined by it’s
own properties. Maybe your house has an imprecise but reliably working jerry-rigged
teleportation engine? Or perhaps you have some sort of non-euclidean geometry-
warping wheel which lets you travel through bits of your place being in different places at
the same time.
Time Travel
400 LP, requires Teleportation
Your place can now traverse time as well as space to the same extent it can teleport. As
usual, it’s properties will determine just how smooth and paradox-safe this travel is.

Defenses
Variable, 25-1200 LP
You have taken the liberty to install defenses correlated to the scope and innate properties of
your place. A set of broad tier examples have been provided for you to estimate what you get
for what you’re paying, estimated for a modern Earth’s army base. This may be purchased
multiple times, and at different tiers if you wish.

25 LP: Some barbed wire or a really good set of locks. A set of turrets with lethal and
tranquilizer bullets

50 LP: More complex deathtraps and a punitive maze for a military place. Alternatively,
some relatively basic wardings and sigils-or a set of turrets with lethal and tranquilizer
bullets

100 LP: A set of high-tech drones with advanced weapons. The weaker sorts of bound
spirits. Alternatively, floors that open up to reveal lava, electrocution or other oddly
sustainable dangers.

150 LP: Significantly more powerful drones and bound spirits, the kind that could give
inexperienced, child heroes some trouble. A self-destruct button.

200 LP: A significantly dangerous individual as well as some sort of labyrinth to protect
the internal workings of your place-which you can either navigate with ease due to secret
knowledge or have an easy way of bypassing somehow. Can be an actual minotaur if
you want.

300 LP: The walls and floors are lined with the kind of enchantments the Justice League
tends to struggle with until someone remembers to call in Zatanna. Curses that modify
behavior, wipe memories or transfigure targets as well as technological systems that
teleport others outside.

400 LP: A warding enchantment powerful enough to hold off most iterations of the
Justice League Dark for a long time without a significant powerup, but not one that
actually harms them or has a hope of stopping their sustained effort. Can be significantly
less powerful in pure defense in exchange for having some offensive capabilities.
Alternatively, a high-tech complex of laser turrets accurately enough to snipe modern
missiles at a safe distance from the base.
600 LP: A complex that can mass produce or summon a large group of loyal lifeforms
that can individually cut through small armies easily. Want to have a series of cloning
vats that unleash obedient Lady Shivas? This is the tier you’re looking at. Alternatively a
slow-to-charge superweapon significant enough to threaten a country on the same
planet.

800 LP: A superweapon significant enough to threaten multiple planets with, or a highly
modular interdimensional portal system similar to the T-Sphere technology on a grand
scale.

1000 LP: A forcefield powerful enough to deflect energy rays from a superweapon of
New God make. An energy amplifier powered by a relic similar to the Spear of Destiny,
capable of keeping out most of Earth’s heroes from a world-spanning war.

1200 LP: A complex that can mass produce loyal Power Girls that can vibrate hard
enough to alter the density of matter, use kung fu chi powers, fight off reality warping
with a really weird martial art and piss some sort of high-grade superfuel.
Vehicle
=== === === ===

Some of the most advanced vehicles in this world are destined to meet an untimely end when a
bunch of heroes barge into it to rescue some hostages, or villains hijack it for a deadly ploy. This
one, though, is something special. It’s not just high grade, beyond the means of the modern
militaries of your kind. It’s iconic. Customized for your personal use, and decked out in an
aesthetic you favor if you want. This is the sort of vehicle you could make a whole crimefighting
career off on, and it’s yours for 100 CP.

For an extra 200 CP, you may combine your vehicle with your Lands purchase if you have one,
integrating the traits of the two things as you please. You may use VP and LP interchangeably,
however you only have a combined pool of 1500 VP/LP to customize your vehicle-land with.

You may purchase customizations for your vehicle with Vehicle Points (VP) which as with the
other currencies can be converted from CP at a 1:2 ratio of CP to VP. You start with a stipend of
600 VP

Type

For free, you may have a land vehicle of any size between a tank and a bicycle. Think the
Batmobile, or the Super-cycle.

For 100 VP, your vehicle may fly like Wonder Woman’s invisible jet (sans the invisibility, for
now).

For 200 VP, your vehicle is a full-on spaceship with the approximate dimensions of a two-story
house. Needless to say, it’s power and navigation systems are far advanced beyond modern
Earth technology. Alternatively it may be some magical or divine means of transportation with
spacefaring capabilities like a solar god’s chariot; at the cost of having less overall space this
comes with powerful mystical capabilities.

For 600 VP, your vehicle may be a spaceship with an overall mass comparable to a skyscraper.

Finally, for 1200 VP your vehicle approaches the Carrier in scope. 50 miles long, 35 miles high
and 2 miles wide, the Carrier is in truth nothing short of a Monitor shiftship. It’s power system
alone is mindboggling: A caged baby universe, and it can open doors between any point in time
and space-as well as traverse them easily. Your vessel has comparable similar capabilities. It
can also be much smaller, like the Mobius Chair, in exchange for having far more and greater
scope capabilities like the nigh-omniscience and even more rapid transit to anywhere in space
and time it provides as well as apparent complete immunity to the attacks of the Anti-Monitor
and most other forms of offense when calibrated properly by whoever sits on it. On top of other
things like a tractor beam powerful enough to pull around divine planets and sophisticated
holographic systems.

Speed upgrades
200/400/600 VP
Your vehicle has a nominal level of speed, with spaceships generally being superluminal.
However, there’s always room for improvement.

For 200 VP, your vehicle can “overcharge” it’s speed somehow, accelerating more than twice
it’s usual top speed at the cost of potentially burning out it’s transportation systems.

For 400 VP, your vehicle is swift and energy-efficient in ways that defy the humanly known laws
of physics. While interstellar travel is a given for example, a spaceship with such upgrades
could travel to the edge of the universe in a few minutes.

For 600 VP, your vehicle is either attuned to the Speed Force or has a frankly similar absurd
level of acceleration that potentially doubles as an extreme weapons system.

Weapons
200/400/800 VP
Normally, your vehicle is unarmed but that can be changed here. Weapon upgrades scale to the
type of vehicle you have.

For 200 VP, your vehicle has some sophisticated and powerful weapons more than capable of
taking out other vehicles built at a similar scale. The Batmobile’s ordinance is a good example
for other vehicles of it’s scope.

For 400 VP, your vehicle is able to destroy structures on a much greater scale than itself. A
spaceship the size of a small building with such a weapon could threaten an entire space sector
with ludicrous force and precision. The Subjukator, an Apokoliptan superweapon intended to
cleanse entire planets of free will, is one such example.

For 800 VP, your vehicle has a built-in superweapon of cosmic scope. If taken with a vehicle
identical to the Carrier, you may consider this a de-facto upgrade into a Monitor-built Destroyer.
This massive hell-machine can launch reality-blitzing missiles and is armed with Armageddon
Activators capable of sterilizing entire universes, while it’s unleashed Contagion Troops
resembles the limitless hordes of shadow demons commanded by the Anti-Monitor and Anti-Life
Equation.

Enhanced Auxiliary Systems


200 VP
Your vehicle nominally had sufficient navigation to get from point A to point B, but with this
overhaul there’s something extraordinary about it’s design. From systems detecting radiation or
magical contagion for miles, to integrating into and reshaping to blend into the ambient
environment it’s parked in, to surveillance system-hacking screens, to a tractor beam, to
invisibility capabilities, your vehicle has one means of ensuring your travel is much more
convenient.

This may be repurchased for additional such capabilities.

Onboard AI
200 VP, free for 1200 VP-variant type vehicles
Your vehicle has an onboard AI, allowing it to pilot itself autonomously and use all reasonable
available processing power to quickly run diagnostics and adapt to various situations. The AI is
dutiful and attentive to you by default, although as of now at least has not quite developed a full
personality.

Voice Commands
50 VP
You are able to remotely give your vehicle commands. If taken with Onboard AI, this explicitly
overrides the AI’s decisions.
Companions and Followers
=== === === === === === === === === ===

Anyone companioned from the Dark Multiverse doesn’t have to worry about disintegrating
outside of their native multiverse post-jump. There’s no cap on active companions.

And Justice/Injustice For All


50-500 CP apiece
Met some misfit vigilantes who’ve won a place in your heart, or vice versa? Found that special
intergalactic conqueror you want to spend the rest of your life with? Finally managed to get a
date with Wonder Woman you don’t want to squandered? Fret not. With each purchase here,
you gain a slot that can be used to make an offer to a native of this world that can come along
with you if they agree by the end of your stay. This acts as a seat to be filled at the end of the
jump rather than a pre-purchased ticket for a specific person, and seats for more powerful
beings can be used for unpowered ones if things don’t work out.

Mortal beings who are currently and mostly regulated by the normal laws of time and space are
50 CP apiece; this includes superpowered beings like New 52 Kryptonians and hyperintelligent
entities like Coluans or Malthusians who can still be said to chiefly defined by a nomic set of
physics. Beings with anomalous biology or divine blood in their veins but still primarily exist in
the lower multiverse are 100 CP, such as the Time Trapper or Mr. Mind (both of which are
terrible ideas to companion, by the way). Divinities in their true aspect, direct agents of God
such as the Spectre and beings capable of shattering the multiverse with sufficient wind-up like
Silver Age Kryptonians are 200 CP apiece. Finally exceptional beings of cosmic scope or divine
beings exceeding the usual limitations of their kind will cost 500 CP to invite. For example, while
you may court any given emanation of Darkseid at the 200 CP tier, the Apokoliptan God of
Tyranny’s extreme power making him a threat that the Anti-Monitor would dread to cross even
in broken aspect would require you to pay 500 CP to invite along his true self. You absolute
masochist.

As a special consideration, when assessing price the companion tiers assess how powerful
these beings were at a natural point of their adult life, so you don’t have to worry about being
suddenly unable to afford the Batman Who Laughs (you strange, strange person) because he
mugged a few cosmic beings, absorbed all their powers and is suddenly no longer a street-level
threat.

Seven Soldiers of Jumpchain’s Victory


200 CP, free Superhero
Are you willing to take on a bit of a rough start in exchange for some concessions? Here’s the
bad news: Your investment ensures that not long after your arrival, the location you end up at is
about to be hit by some sort of cosmic invasion. It could be a dark god crawling out of its cosmic
sewer. It could be a madman trying to use the Crime Bible to spread evil throughout the
multiverse. It could even be an IP-friendly attack by another franchise’s major villain who is
powerful enough to give the Justice League some trouble and expies of his minions and army.
It’s the kind of convoluted invasion on par with the Sheeda’s attack, and there’s likely more than
meets the eye to it.

The good news? The hand of fate has brought various individuals to your side in order to fight
off this threat. Through coincidence and circumstance, any 7 natives of this world originating
from within the DC multiverse proper in a manner that can be properly recorded within
linear time will find their way to your side. They may have their own motivations to fight off the
threat, they may even not necessarily share your morals but they’ll find good reasons to
cooperate you-and a strong bond forged in the heat of battle. You need not necessarily fight off
the invasion yourselves-the most famous Seven Soldiers hardly knew what they were doing
along the way, after all, and this multiverse’s defenses are complex beyond the reckoning of
even many cosmic beings-but trying to do so is an excellent bonding experience. And if they
agree, they can come with you as a companion to future worlds. This explicitly bypasses the
usual limitations on companions, and thus you can take anyone for free unless they are
Actually God in some sense.

Secret Society of Jumpchain’s Supervillains


200 CP, free Supervillain
Every now and then, a group of supervillains attempts to establish some sort of secret society
only to have it inevitably implode through infighting or busybody superheroes breaking up the
meeting. You? You’ve got both to deal with. With your investment here, you’re currently in the
hotseat as the chairman of one such large supervillain organization in the peak of its disunity
Maybe you snubbed the Joker, and he’s been going around spreading nasty rumors about you
to everyone else. Maybe nobody can decide which planet/galaxy/magical dimension/universe to
conquer. And to cap it all, a superhero team on par with the Justice Society of America is, in a
couple of days, going to decide enough is enough and that it’s safer for the civilians to break up
your pow-wow before it hurts somebody. You don’t necessarily have to worry about the full force
of Batman or Superman’s plot armor, but you will have to deal with a pretty even spread of flying
bricks, speedsters, magic users, skilled street-level vigilantes or some other well-rounded group
of do-gooders. Including some heavy-hitters who can go a few rounds in a friendly spar with the
Trinity and their relatives.

Following the same stipulations as listed above, seven natives of this world who are part of
your society or other have a vested interest in helping you come out ahead. Some may find the
infighting abhorrent and wish to impose order on this rabble. Others may view you as a
convenient figurehead to advance their other plans. And yes, some may simply have taken a
disturbingly fanatic devotion to you. Either way, fate and circumstance will see you having each
other’s backs and generally coming out the better for doing right by each other. There’s potential
here to build bonds as strong as the Rogues’ with even some of the nastiest beings in this
world, and as above if they agree by the end of your stay they may come along with you to
future worlds.
Up, Up and Away
100-800 CP each
Ready to further confuse the canon for the readers back at home? For 100 CP you may import
any characters you have into a background of this world-which is considered to be free for them.
Each gets 1000 CP to spend on anything they want, and in homage to this world’s correlation
with great suffering bringing great power may take up to 1000 CP in drawbacks for additional
CP.

Jarro
50 CP
Oh, look at that. It’s a little Starro in a jar. Jarro! It’s got a tiny little Robin-style outfit, and the
chipper attitude to match. Oh, and it’s also a powerful enough psychic to bamboozle a whole
crowd of metahumans with complex illusions, even if it’s a far cry from its greater self’s full
might. Who knows how much stronger he might grow after enough time? It seems Jarro is
looking for an opening as a sidekick for some do-gooder. Beneath his bravado, he sometimes
alludes to being “forgotten about by my dad, and also the entire multiverse, after a huge mess
with a cosmic goddess and some bat-bozo in a freaky Hellraiser outfit”, being displaced from his
rightful time and place, and being rather lonely as a result. Jarro is generally inclined to be a
force for justice in the make of Batman on a good day, although also kind of a kid and easily
influenced.

If you start in the Rebirth era, you just happen to be the first person to find Jarro instead of
Batman and as a result he imprints onto you as being your sidekick instead. His morals may or
may not take a hit depending on how you style yourself, as a result.
Babyseid
150 CP
Darkseid IS a higher-dimensional idea, projecting numerous physical avatars into the realities
he finds beneath his personal attention. This one in particular is…somewhat undergrown. It’s a
baby Darkseid, apparently having barely escaped from some cosmic conflict or other, and for
one reason or another he seems to have imprinted on you as his parent. Baby Darkseid enjoys
the soothing screams of the damned, sitting on other people’s footstools and devouring the
essence of other deities to regain his godly powers. Should your growing Darkseid reach
maturity, be assured that however cold he may be about it he will remember and cherish a good
parent in his own special way.
A New Hope
100 CP, discounted for scientists

“Infantry. Engineering. Replication. Second iteration”. These were the labels you found on the
white-haired twins you rescued from a lab. It seems that not long after your arrival, someone
attempted to clone Dove: An empowered superheroine who derives her transformation and
ability to wield the white light of creation from the sponsorship of a Lord of Order. And not only
did they succeed, but they made twins: One boy, and one girl, both the age of teens-and
dressed in surprisingly elaborate outfits. And like their progenitors they do sense danger
uncannily from afar, read others uncannily and can transform into a mild sort of flying brick with
enhanced agility and regeneration but little offensive capabilities-unless exposed to a magically
rich environment which would grant them the ability to cast bolts of energy.

Subjects Alpha and Beta while outwardly stern and stoic to most harbour a totally unyielding
loyalty towards you, alongside a deep, quiet, yet almost frighteningly intense want to please
you. They’re quick to pick up skills and more bizarrely, and so steeped are they in that primal
light that their bodies have an almost supernaturally ‘accepting’ anatomy that takes obscenely
well to any sort of genetic alteration. Perhaps this takes the form of gene alterations that grant
them electric powers? Or merely alterations to their figure? Certainly, none can complain they
are any less attractive than their basis.

● For an additional 50 CP, you will find that any further entities created using these two as
genetic templates will also hold similar dispositions and unwavering loyalty. A quirk of
fate, or something you have hard coded into the very fundamentals of their genetics?
Either way, you will also find it simple to alter the ‘template’ to introduce a mild degree of
personality and appearance variation in subsequent clones should you wish, as easy a
flicking a switch, though all will still come out loyal and subservient to you and their two
‘originals’.

Controversial Mentor
100 CP, discounted for Scientist
You’re not sure why you keep associating with this distinguished middleaged man or woman.
True, they were quite the brilliantly groundbreaking leading light in their field-but they’re also
responsible for several supercrimes! Crimes that range from everything from trying to freeze a
significant part of the ocean, to wresting control of England’s magic to blow up a satellite in orbit!
They always have a sound explanation for their motivations when they have a chance to talk to
you alone and genuinely want to do right by you-it’s just they also think you’d be your best self if
you just give in and disregard morality for the sake of science. Is it their old world charm and
manners? The fact that at one point, you studied under them and formed a solid sense of
camaraderie? The fact in a tight spot, they can be counted on to have your back? It’s quite the
interesting relationship you two have, one you could talk to Doc Magnus about given his similar
relationship with the villainous Dr. T.O. Morrow.
The Adjectival Whatevers
200 CP, discounted for scientists
Whatever your field is, however great your expertise, one day a scientific experiment brought to
life a team of six superpowered embodiments of the materials used in testing. Their capabilities
will always be related to your own scientific specialties, but suffice to say their powers are
flexible and powerful enough to be compared to the Metal Men or the Red Tornado. All of them
are deeply loyal to you as their creator, and also have a rather chipper can-do attitude to life
with no time for that existential crisis-nonsense. There’s a nominal second in command after
you, a thick but resolute one, a brawny brute, a flighty one, a shy one and at least one flirty,
sociable one with a body shaped in ways that put supermodels to shame who desperately
wants to marry you. And together, as a family you all fight crime.

Or possibly instigate it.

Averageman
50 CP, free/optional Drop-In
He’s a humble boy born on a farm somewhere in America. He was taught some excellent family
values as a boy, and tries to do right be everyone he meets. He’s moved to the big city recently
for a job opening. And uh, that’s it really. There’s no big secret about him. A bit snarky in a
professional manner on the job, and the kind of good old boy who’d give you the shirt off his
back in a pinch off it. Karl Centsworth, despite having a stylish cowlick, isn’t a superhero in
disguise but has the courage and will to rise to the occasion given the opportunity. However you
met, you’re fast friends-and with a bit of luck, maybe something more.

Abby the Road


200 CP, discounted Drop-In
Boy, were you surprised when the billboards started spelling out HELLO at you, strips of paper
billowed up to wave at you and the population of eclectic characters living nearby asked if you
were a friend of Abby’s. It turns out you met Danny the Street’s long-lost cousin, who naturally
has all his powers as a genius loci that can incorporate more and more space and gain greater
power to create virtually any conceivable thing-even a superheroic humanoid “daughter” of
sorts-given enough resources. Abby is a friendly, kindhearted girl albeit one patterned more
after a winding roadway than a street-and thus a bit more lonely, though she does have some
themed denizens hanging out around her. And like Danny, she also has the power to teleport.
She’d really appreciate a friend to regale her about adventures that don’t involve long-haul
truckers dosed up on caffeine.

I Dream of Five Dimensions


400 CP, discounted Drop-In
After discovering a magical lamp in an old bargain bin sale, you unleashed a cute blonde girl in
a pink bellydancer outfit who looks suspiciously similar to a certain American TV series she will
deny copying her lower dimensional look from at all times. You’re now saddled with a clingy,
sweet woman who describes herself as a genie from the 5th Dimension (and sometimes alludes
to a much more ill-fated friend she knows who may or may not be on Damian’s Teen Titans
team depending on which continuity you’re in, so she says) with phenomenal mystical powers,
reality warping powers and powers that make you question whether or not you’re actually living
in some sort of animated universe where everything revolves around gags. Sometimes she
does get awfully serious when warning you about a particularly important cosmic event or
mystical mishap, but by and large she seems happy enough to brighten up your day and hit on
you like only an embarrassingly peppy young woman can.

From the few glimpses you’ve had of her true form, it seems to be red-eyed and green.

Tiny But Fierce


50 CP, free/optional Martial Artist
In the grand traditional of those in the murderous professions of this world’s Earths, for one
reason or another you decided to take on a kid sidekick. But there was something…wrong,
about this one. The seemingly twee and chipper girl took to killing like a duck to water. She’s
already clearly a warrior of prodigious talent, using gadgets like rope darts and throwing knives
to neutralize her size disadvantage. Give her a few blades, and she’ll carve up a truck full of
mercs with a smile on her face. And off the clock, she behaves uncannily like any normal little
girl with you as her beloved parent. It’s rather worrying she doesn’t seem keen on talking about
home life she left behind, and seems to think going around killing folk for money is her best life
with you. Oh well. Looks like you’ve got a surrogate daughter and a living weapon in one
package.

● For an extra 150 CP, she gains 1000 MP to spend in the Powers section making her
much deadlier than the average little murderer. With this comes a malignant narcissism
rooted in a belief her powers make her superior to mere mortals, and…an unwholesome
attraction to you. There’s no polite way to say this: Your teen sidekick wants you to be
her daddy and her sugar daddy. Or mommy. And is particularly vicious to anything that
could get between the two of you doing whatever you want. Alternatively, instead of the
MP stipend they may have powers similar to your own like the Kid Sidekick.

Iron Canary
100 CP, discounted Martial Artist
You fought this woman once. It was grueling by mortal standards, given that the machinations of
secret societies awakened a hidden genius for the martial arts in her that had been slumbering.
It’s no exaggeration to say she’s one of the greatest martial artists walking the Earth-and yet by
sheer skill and might or happenstance, you manage to survive impressively. Ever since then
she keeps showing up in your life in various ominous roles. The de facto leader of a criminal
enterprise. The captain of a mercenary team. A consultant in the gym you frequent most.
Whether she’s an actual member of the League of Assassins, a really well-connected mafia
princess or just frighteningly determined and stubborn is left a mystery, but you do know she
has one thing on her mind when it comes to you: Breeding the perfect martial artist. No really it’s
not even anything necessarily romantic, she just sees bonafide skill or potential in you worth
adding to her own, and possibly one of the few who could understand her history of violence.
Oh, and she’s always happy to spar with you or take down some other organization the old
fashioned, bare knuckle way.

If you also have the little lady in Tiny but Fierce, optionally she can be your daughter with her.
And the mother herself still wants a new bun in the oven, if only out of curiosity.

League of Jumper
200/400 CP, discounted Martial Artist
Congratulations, by hook or crook you’ve somehow managed to become the head of a
fearsome organization of martial artists and/or deadly killers-the composition and demographics
of which are up to you, since you nominally handpicked them! What happens if your background
prohibited you from reasonably handpicking them? Well first of all, a small child choosing deadly
assassins isn’t as strange in this world as you think. And second of all, neither is an old master
uttering the name of a prophesized new successor with his dying gasp. They’ve trained to the
point where archaic weapons like bows, swords and daggers are deadlier in their hands than
guns are in those of the average American. They have razor sharp senses befitting the ninja-like
tests they undergo, an iron will born of fierce meditation, a knack for clandestine tactics effective
enough to be as applicable in the modern world as in ancient temples or on spaceships and an
arsenal of poisons, hallucinogens and other relics from the ancient world. Above all else, they
are inclined to view you as a figure of authority to be respected.

For 200 CP, your organization is a relatively isolated one. It may have several fortresses
somewhere hidden in the mountains and safehouses scattered in significant cities, but overall
it’s unlikely to become a blip on the more significant organizations’ radar without good reason.
Overall, it’s a force roughly akin to the Court of Owls, sans any affiliation with a cosmic
destroyer Bat-god.

For 400 CP, your organization is instead a true shadow empire spanning the world-and
integrating modern technology as well as well-preserved fighting techniques. Like the League of
Assassins, you truly have people everywhere-and in future worlds, you’ll find your acolytes
ensconced everywhere where human violence is likely to become a commodity.

If you have Tiny but Fierce and Iron Canary with you, they can be integrated into your
organisation somehow.

The Child of Magic


100 CP, discounted Occultist
Oh look, it’s your son. Or daughter. They’ve studied magic under you and developed a modest
talent, have either taken up a mundane career on the side or are just going to school with an
extra spring in their step from being able to use magic depending on their age and look up to
you as their guiding light in the confusing world of the supernatural community. Alternatively,
you adopted them in mysterious circumstances. Either way, some great legacy or destiny hangs
over them that ensures they’ll rise to prominence in Earth’s magical community someday-
whether they’re the heir to some fairy kingdom with all the power that entails, or simply the
embodiment of your magical talent in some sense.

Also for whatever reason, boys of this stripe tend to wear glasses and have messy hair while
girls of this stripe tend to wear top hats and fishnets.

Magical Princess From Another Dimension


200 CP, discounted Occultist
Some people awaken to magic. Others have it thrust upon them. This charming young lady has
both human and other blood, and has come to you for help with her occult problems-or at least,
a place to crash while she tries to figure out her next step. Whether she’s the halfbreed spawn
of a demon lord, a girl chosen by higher powers to usher in a new age or the byblow of a nature
goddess, she’s exotically beautiful in ways normally only envisioned in pulp fantasy-potentially
having unconventional skin, eye and hair colours. She’ll quickly develop an affection for modern
Earth’s culture, finding it exotic and novel. Her magical powers aren’t just well-developed and
significantly stronger than even some skilled mortals, they’re other-being capable of things like
forging demonic contracts that can rewrite the past and future, taking any form in the animal
kingdom or some other trait reminiscent of her nonhuman parent. She has the potential to
surpass whatever heritage she has, but for seems more interested in exploring the wider world.

She does think most of them are generally conservative and uptight compared to the norms of
wherever she hails from, though.

Also for some reason, it seems the dress code on her planet is rather akin to those of the
illustrations of Dejah Thoris.
● For an extra 200 CP, instead of a magical princess your new friend has already come
into her divine power at some point prior to meeting you. Which de facto makes her a
being of godlike power over both the mortal and mystical realms. Whether she’s the
newest Lord of Order or a demon queen, she’s looking forward to visiting Earth as a
vacation from the humdrum daily grind of being a magical god-queen.

Retired Cosmic Horror


400 CP, discounted Occultist
There’s someone in your life who’s been living a lie, to degrees that beggar belief relative to
how reliable they’ve been. The neighborhood gravedigger who’s always handy with some sage
advice for your problems. The strict yet alluring librarian whose eyes regard you like hungry
event horizons whenever you’re looking for writing advice. In truth, they are the kind of monster
that other monsters have nightmares about. An egregore like the Candlemaker, the avatar of an
idea anathema to human civilization, or the last survivor of a previous creation like the dreaded
Silk Man. An ancient abomination like the Jin-en-Mok, compressed from their world-spanning
grandeur into humanoid form by the creation of the universe, or the last remnant of a
conglomerate of wish-granting prehistoric gods-even an inexplicable aberration like Red Jack or
one of the more successful escapees of the Dark Multiverse like Lady Styx.
Except it turns out that the life of the average apocalyptic horror is actually rather lonesome,
boring and often cut short due to underestimating a plunky band of misfits (and their much more
on-the-ball cosmic benefactors). So this one decided to give that whole “living among humanity”
thing a try, and it seems to have been working so far. As you find out one late night having
drinks with the setting, it credits it’s understanding of humanity to your bond with it and regards
you as…as…”friend” isn’t really in such beings’ vocabulary, but it certainly means you know
harm and is happy to do you a good turn in exchange. For your eldritch companion is as ill-
adapted to living a quiet, average life as a mortal man would be for living in whatever plane it
hails from-and it desperately looks for guidance on how to file it’s taxes, go to work and so on
from you.

Super-Pet
50 CP, free/optional for Superheroes
You’ve got some sort of mundane animal (or mundane animal-shaped being) that fights crime at
your side! They’re significantly more intelligent than most of their kind, and if they have human-
like vocal chords may even be able to speak. Any animal on Earth or any alien similar to earthly
life is fair game, and while they might not be able to hold a gun their instincts and dogged loyalty
will serve you in good steed.

● For an additional 150 CP, your pet also has powers similar to those inherent to your own
from this world. While not as strong as you, they’re head and shoulders above the
average member of their kind. Hoppy the Marvel Bunny and Krypto the Superdog are
both good examples for their respective owners.

Kid Jumper
50 CP, free/optional for Superheroes
You’ve acquired a kid sidekick, somehow bypassing the usual adoption procedures of your
location! Tragically separated from their parents in the past, they look up to you as their new
parental figure and have quickly proven adept at any skills you have. Actually they’re a bit in
awe of you, and can even second-guess themselves when it comes to stepping into your role on
a more permanent basis. Still, with their mental and physical talents you can tell they’ll go far-
and with the right guidance can carry on your legacy with heroic aplomb.

● For an additional 150 CP, your kid sidekick has similar powers to your own from this
world. Whether they’re of your own species (maybe even a relative if you have
particularly unusual parentage), exposed to a similar accident to the ones that gave you
your powers or both, they’re much more of a force to be reckoned with.

Monitor on Duty
400 CP, discounted Superheroes
A cosmic being of unknown provenance and humanoid guise has deemed your adventures
worthy of observation. Like the Monitors of the Orrery of Worlds, they have come to bear
witness to the comings and goings of your life-but unlike them, instead of a specific world they
were assigned to aid and protect you. Intelligence about affairs in the cosmos and beyond,
training in your abilities, power over the cosmos as only the Dimensional Superstructure can
manifest, technology that defies the known laws of reality-all this and more will be given to you
in due time, so that you may fulfil your destiny as the greatest hero this world has ever known!

…at least, that’s what this cosmic being claims. Truth be told they don’t actually know where
they come from or even who they are-apart from the self-assigned title they gained along with a
deep cosmic awareness that their purpose is to guide and protect you; when pressed, they have
a tendency to insist that they “must consult with the Elder Monitors” and then hurridly leave in
embarrassment to the higher planes of existence where they can desperately try to figure out
something clever and wise to say. They’re also rather incompetent in a straightforward fistfight,
sometimes losing even to mortal hoodlums despite their power to reach to the end of eternity
and full down the fabric of reality like a curtain. If you ever actually talk to them about these
discrepancies, despite their profound knowledge of the universe and it’s workings they’ll start to
feel a little existentially insecure about having seemingly popped into existence a few days ago
despite also thinking of themselves as wise and venerable. Nonetheless, they view you as
something like a beloved child and while a little stuffy are deeply proud of your progress
towards what they assume is your destiny.

Nasty Little Protégé


50 CP, free/optional for Supervillains
Oh god, what did you do to this innocent young woman? She had such a promising start to her
life as a gymnast and also some other career, before your dark charm and infectious corruption
drove her to cast aside the laws of man and God and dedicate her heart to you! Also she’s
surprisingly well-adjusted and cheerful about the whole thing-if a bit eccentric. Like, still very
violent and emotionally high-strung on the job but also pretty chill off the clock and supportive of
you when you’re feeling down. Also for whatever reason, fortune seems to greatly favor her in
just about everything she puts her hand to. It’s no compensation for a vast gulf in power and she
can still lose a fight even with mooks on a bad day, but she could wind up on Apokolips and end
up being inducted into the Furies or avoid being immediately disarmed by a few of the most
powerful members of the Justice League working together. It’s almost like whoever’s writing the
script of your solo thinks you’re cute together and wants to keep her relavent to your storyline
come Hell or high water.

Alternatively, if you want you can instead have a young woman who was already rather twisted
and actively sought you out to hench for.

● For an additional 150 CP, she’s also well-trained in whatever skills you have and a
razor-sharp genius as well. Furthermore, she either has 1000 MP to spend on powers of
her own or may have similar ones due to being a niece, daughter or sister. And yes,
coupled with the above this can get weird assuming your relationship isn’t framed strictly
in platonic terms.
Wicked Witch
200 CP, discounted for Supervillains
The inhuman and otherworldly nature of this woman is obvious for anyone with eyes to see,
though her wild hair, dark eyes and curvy yet svelte body are all dangerously alluring despite
the great power at her fingertips. Her golden eyes are those of predator’s, and her luscious,
dark-painted lips cover white, sharp teeth. Whether she’s tapped into a malign cosmic force, the
darker side of magic or some combination of both her enemies call her a witch for good reason-
though to you, she professes undying loyalty and devotion to helping you reach your rightful
place on the throne of the world-with her at your side. Her goals and motivations are beyond the
understanding of most, for she is fatalistic and somber from her great gift of precognition-though
keen to use it to advance your goals. She often speaks passionately to advocate for the dark,
ambitious path to power-almost praising it as some force unto itself that is a pathway to many
abilities some would consider…unnatural, and proves her faith through the power to greatly
amplify or augment your powers by her touch alone. Misunderstood, mistrusted and alienated
by most around you, in turn she disdains those she considers weak and shows nothing but
confidence to most-and a perverse satisfaction with mentoring those she sees “potential” in. But
though aloof to them, her worship of whatever dread forces she channels is matched only by a
veritable worship of yourself as well-and she’s quite keen to maintain a place in your bed to
solidify your trust in her.

● For an additional 200 CP, she has also been marked by power in some way that greatly
empowers her. A part of a cosmic goddess’ soul, metaphysical ownership of some word
or equation of power-whatever it is, your devotee now has the power to manipulate
entire pantheons with her powers. And potentially elevate herself, and you, above many
of the gods themselves if the right rites are performed and circumstances met.

Looney Fan From The 31st Century


400 CP, discounted for Supervillains
What if every good thing that ever happened in your life was because of one person? See, like
Barry Allen in one potential version of the 31st Century you have an eccentric fanboy or fangirl
who’s absolutely intoxicated with the idea of being your sidekick-collecting any and all material
related to your adventures. They’re also extremely brilliant, partly due to their advanced future
and partly due to a natural diabolical genius-especially when it comes to sowing suffering and
setting up plans across different points of space and time. Through some sort of experiment,
they’ve managed to gain powers and a costume similar to your own from this world but
generally with a malign twist-a “negative” counterpart to you, so to speak. But you see, unlike
Eobard Thawne they discovered that instead of being destined to be your greatest villain they
were destined to be your greatest sidekick and bring about a dark future where the world
trembles at your names. That’s why they’re determined to go back to the past and help you live
your best life. And something about exactly how they went back in time has given them the
effects of Living Paradox as well as a unique power with Cosmic Energy for free and 2000
MP to customize. Last but not least, they have (Criminally) Insane Dedication for free-which
they turn on anyone and anything they fear could get in the way of your bright future together,
whether pettily sabotaging your enemies or doing inane random good things with a possessive
bent when you least expect them.

Do you remember when you got some gum stuck on your shoe and it caught the winning lottery
ticket as it blew away on the wind? It was them, Jumper. They generated just enough air
pressure to blow the ticket your way.

Do you remember when you stood up to sing at the bar and belted out a pitch-perfect rendition
of your favorite song? It was them, Jumper. They swapped out your mouthwash for an
advanced formula that improved your vocal chords.

Do you remember when you were trying to escape the Justice League and the Flash suddenly
shit his pants from running too fast and couldn’t catch up to you and also failed to save
Iris…from slipping on a banana peel and spraining her ankle? It was them, Jumper. They shit
the Flash’s pants.

Friendly Neighborhood Creature of Myth


50 CP, free/optional demigod
Not every creature of myth exists to lash out violently when superheroes are exploring some far-
flung corner of the world. This one has attempted to civilize themselves into modern society,
and made a friend of you in the process. It could a minotaur in a bowtie, a Pegasus trained as
well as a draft horse or even a friendly hydra who doesn’t understand why people run away from
it when all it wants are boops and chin scratches. Anything between the size of a pixie and a
jotun is fair game here, and if you like you can repurchase this option for additional odd friends.

Warforged Hellion
200 CP, discounted for demigods
Some Amazons abandoned the path laid down by Hippolyta due to disagreeing with her
peaceful ideals. Some, like the Bana-Mighdall, lost themselves as mercenaries in misguided
rage against the men who deceived and assaulted their people. This one…is not like that. She
just really likes fighting. Not even warfare necessarily, she’s tired of the Amazon creed
pretending women can’t enjoy violence as much as men despite many, many, many women in
this world proving that false. In fact, she’s somehow a newly born or created one who moved to
the United States recently, travelled back to her homeland to continue honing her interest in
archaic weaponry, got kicked out for starting a fight and left complaining the other Amazons
were too dishonest about just wanting to beat people up for funsies. Normally this is the kind of
Amazon who becomes a more cynical, ideological rival to the more morally upright Amazons.
That’s not the case here either-you just got shitfaced in a bar together, got into a brawl and went
home singing on each other’s shoulders. Her interests include guns, painting, the electric guitar
and shitposting on the internet about how Wonder Woman’s actions are at odds with her stated
goals. And yes, she does have Snap.

● For an extra 200 CP, like basically every relevant Amazon after the New 52 era it seems
that she’s no ordinary Amazon but also a demigod somehow-born of either Earth’s
pantheons, or a grisly event involving one of the gods of Apokolips. Even if she was
artificially created, she either has a plethora of divine blessings beyond her sisters or her
mother or father did something interesting with the lump of clay that became her. Also
like the most relevant Amazons of this era, as per Crisis Born of Two Worlds her
divine heritage seems to be kicking into overdrive and giving her unique gifts and
potential greater than the sum of her parts. Unlike certain Amazons with such heritages,
instead of being confused and burdened she thinks having god powers is hella fun.
She’s not quite sure which god it is, but she hopes it’s a fire god. She really wants to
cast the spells that make the people fall down.

Fallen Star
400 CP, discounted for demigods
Not all gods look down on the world from on high, confidant and lofty in their power. This one
was cast from their throne in the Sphere of the Gods by unclear circumstances and has ended
up crashing with you. Possibly literally having fallen through your roof, screaming. Her
imperious, amazonian body and striking features are often marred by a scowl of
disappointment. The universe she came from was much more symmetrical and bejeweled than
whichever one you’re in (although she grudgingly admits Gemworld’s not so bad). With flesh
resembling flawless marble, long cascading white hair that terminates in streaks of lightning and
eyes lit by cold, pale flame none would mistake her for a mortal unless you somehow manage to
convince her to conceal her power. A difficult task seeing as the corset, thong, gauntlets and
boots of dark blue crystal are all she has left to remember her origins by.

Denied her rightful homage and embittered by the divine rebellion that ousted her from power,
the goddess has decreed you are their chosen messiah (or if you yourself have considerable
power, views you as her only trustworthy ally) and proclaims that one day you will lift her back to
her rightful place in the heavens above. She even has a few plans that involves some artifacts
and scattered temples around the world that could, with some help, win back her throne.
Impulsive yet regal, her demeanor is that of someone accustomed to the entire universe literally
revolving around her wants, wracked with confusion at being stranded in an alien environment-
and no small amount of loneliness with only one form of solace: She suspects you are either the
reincarnation or legacy inheritor of a deity that once showed her, a being whose reach was so
limitless she did not recognize her true loneliness until it was too late, kindness a long time ago.
With time and support, the goddess may come to feel a sisterly enough bond with other women
to share a sliver of her soul with-and quickly latches on to men as a potential king to sire a new
pantheon of children. She’s powerful enough to give Earth’s greatest defenders a hard fight-
boasting physical traits and flight exceeding even the Kryptonians of whichever era you’re in, as
well as equally formidable powers to manifest and control all kinds of crystals. And when
pushed to a serious fight, she can bring out even more strength by undergoing a transformation
into a presence of pure hyperdimensional energy in which she can crystallize reality itself-both
of which pales to her true form’s strength, which rivals a Lord of Order or Chaos.

● For an extra 400 CP, she is a true personification of Creation’s beauty and light. She has
an equivalent of 800 CP version of Magical Potential and Of the Source empowering
her divine abilities, making her one of the greatest powers under the Heavens
themselves. Her compatriots could have only hoped to banish her by tricking her into
smiting herself with her own cosmos-forging power.

The Butler Who Did It


50 CP, free/optional for Playboys
Very good, Master Jumper. At once, Master Jumper. Indubitably, Master Jumper. This
classically trained butler is the utmost picture of gentility, professionalism and punctuality-
expertly managing an estate and attending to the needs of the upper crust. Dryly witty but
compassionate, more than that he also sees you as a son or daughter in all but name and
wishes nothing but the best for you. You’d never guess from the way he comports himself that
he fought in the second world war, or ran with a particularly rough street gang in his childhood
years, but if push ever comes to shove your manservant will be out there pumping lead into
anyone who dares attack your estate-whether it’s a common thief or a nightmare from the Dark
Multiverse.

Literal Orbiter
300 CP
In the course of your adventures you’ve gone to places far and wide, including the depths of
space. At one point, a particularly lonely planet tried to get your attention in the hopes of making
a new friend-possibly by shooting missiles at you in misguided desperation. Through your
interactions it learned much more about how to communicate with human-sized beings, and has
become quite interested in writing to other races anonymously to learn and share more about
perspectives between alien lifeforms. One thing led to another, and you now have a very large,
very round celestial body as a penpal and adventuring buddy. The planet’s capable of faster of
light travel and extreme feats of manipulating the matter and energy on it’s surface. Of course,
it’s also rather unskilled with creating personnel-scale avatars and interacting with anything
smaller than another planet in general.

● For an additional 200 CP, like Mogo or Ranx the Living City your planet-friend is a
massive font of some sort of cosmic energy, greatly expanding it’s already formidable
capabilities. It hasn’t necessarily decided to align with a group like the Green Lantern
Corps just yet, and your word could greatly influence it’s decision.

Eight Supergirls
400 CP, discounted Superheroes
Good heavens, that’s a lot of Supergirls. As seems to be their lot in life, some cosmic calamity
or interdimensional anomaly has displaced this group of powerful flying women from their native
worlds. Somehow, they share one companion slot-and while quite hopeful about getting home,
are also keen on staying in touch with each other and you-and generally exploring ways to
navigate the multiverse. Some may be more aggressive than others, but all have high hopes
you can help them figure out what’s going on. As for which Supergirls they are-they really just
have to be female, Kryptonian and at least somewhat affiliated with the House of El. Heck, they
can even be Power Girls.
Furious Entourage
400 CP, discounted Supervillains
At some point, for reasons of your own, you gained the loyalty of a young group of deadly,
vicious New Goddesses that now burn with as much fanatical loyalty to you as the Female
Furies themselves accord Darkseid. They consider themselves warriors serving a liege first and
foremost, with little grasp of the problems inherent in collateral damage, but hardened from their
upbringing all would take any command from their liege with a smile-although getting them to
understand things like “friendship that doesn’t involve enslavement, or the grim loyalty between
Furies” and “not dying for my sake” is likely to provoke a lot of blank looks, and eventually some
uncomfortable ones as if talking about a forbidden fetish. Each is trained in the fighting arts to
levels of skill exceeding all but the greatest combatents on Earth, on top of individually being
able to pick a fight with a Kryptonian; even those who aren’t among the strongest’s emanations
can at least consistently evade and harm such a being, while the strongest can take them on in
a straight fight. Unlike most incarnations of the Furies, all of these ones has actually bothered to
cultivate a unique divine power on par with any champion of New Genesis short of Orion
himself-while still bearing technology and divinely sublime skills honed to impressive degrees
even among gods.

A Lesser Darkness
800 CP
There are beings greater than gods, out there. Pillars of reality that uphold its firmament, and
define the parameters of existence. But even before Time and Night intersected, there were
those that embodied the darkness presaging existence. Your investment here provokes a
disturbance in the deepest mysteries of existence-the Great Darkness that preceded God’s
light. For as you look into the abyss, some of it looks into you too. And recognizes itself.

Sister to Dusk. Niece to Prayala. Unacknowledged daughter to Night, and distant kin to the
Otherkind-and perhaps the Decreator. A feminine silhouette, a mane of shadows that could be
wild, flowing dark hair on a moonlit night-she has yet to fully stabilize her form, even much of her
personality, and will base the ideal of both on your interactions with her. With a flicker of will she
could snuff out the light of constellations across the multiverse. With her touch, she can shatter
spells, She knows that men fear the darkness, so she is cold and stately (though she knows not
the meaning of authority). She knows that dire things happen under cover of darkness, so she is
relentless of will and all who stand in the way of her desires will be consumed by the endless
void (though she craves meaning and purpose). She knows that things from the world above
can taint the sacred peace of oblivion. And yet, there is an emptiness in her she feels only your
company-and perhaps touch-can fill. Demandingly curious and naïvely unfamiliar with
existence, this being is nothing less than an aspect of the Great Darkness itself-lesser than its
progenitor in scope, but still able to swallow up worlds, pantheons and whole narratives before
even attempting to mantle more of her origin’s cosmic essence.

She looks to you as her guiding star. Her emissary from the starlit lands above. You are most
likely a fleeting, ephemeral thing to her, a heartbeat between the making and the breaking of the
world-and yet meeting you has awakened a need for companionship that the darkness alone
cannot provide.
Drawbacks
=== === === === ===

Retconned Back In
+0 CP
This is hardly a modification, really. With how things go here, it wouldn’t be out of place for
Batman and Superman to recognize someone who only showed up in Kingdom Come or
“remember” friends from the animated universe depending on the era. But for a little extra
certainty, with this if you have visited other iterations of DC’s setting in previous jumps you may
carry forward their consequences into this one. How you reconcile this is entirely up to you,
remember there’s a whole multiverse out there.

Before The Coming of Justice


+0 CP
Before the cape and the cowl there was an older, more savage world. One you may explore
with this option. You may start at any point in the past, with your backstory modified to make
sense. If you really are the kind of being that could have arisen at the dawn of time or among
the dinosaurs that’s likely what’s going on, while if you’re a modern human it’s likely you had a
weird time travelling accident.

Subpar Art
+50 CP
Everything looks off. Wherever you go it’s like the people and environments are being drawn by
a rushed artist who isn’t all that great to start with. Something must be wrong with your eyes, or
maybe the universe itself is just naturally this bad. And if it’s not your eyes, one of your
functional senses will start picking up similar anomalies too.

Bendis? The writer?


+50 CP
Oh, dear. Why can’t people explain themselves properly? Conversations you have everywhere
seem to go into non-sequitur ridden loops, with some people even casually namedropping
things that can’t possibly be real like bar mitzvahs on Krypton. Worse, the behavior of
everything you encounter is skewed towards an old man’s idea of humor for children-like
princes of Hell behaving like annoying fratboys. This will always grate on your nerves and make
you feel your immersion is being broken.

Honorary Doom Patrol Member


+50 CP
A few days into your arrival here, you make friends with a guy called Cliff Steele who’s an ex-
racer cyborg. Or a woman with multiple personalities called Crazy Jane. Or someone else who’s
an official member of the Doom Patrol: A group of crimefighters who officially do missions on
behalf of the Chief, and unofficially deal with some of the weirdest beings, events and concepts
this world’s Earth has to throw at them. We’re talking really, really weird things. You’re going to
be dragged into at least one Doom Patrol adventure right off the bat, and for the rest of your
stay things have a tendency to get weird even by comic book standards. Expect the unexpected
to strike every few months. A cult led by animated puppet Archons or a secret military base
sealing away an army of killer butts is about par the course now.

On the plus side, play your cards right and come what may the Doom Patrol will help you out
through thick and thin. And you can graduate from honorary Doom Patrol member to official
member.

The Jumper League vs The Hood


+100 CP
You’d expect street scum to stop picking a fight in Superman’s territory after a while, but the
criminal element of Earth-0 has always been impressively resilient. Well, now someone’s found
a reason to turn that resilience all on you. Word on the street about you has somehow gotten
bad enough that every drug runner, every pimp, made man and whatever other passes for the
common crook on your world has it out for you specifically. No organization more important than
the likes of Falcone or Maroni’s mob is affected by this-but those that are have put out the word
there’s a big fat bounty on your head, and most common crooks don’t like the look of your face
either. It might be possible to figure out what’s got them riled up and resolve it somehow, but
here’s a big hint about how serious whatever’s pissed off the mooks is: If you travel to other
planets or universes, in a matter of days someone will invent or salvage a form of FTL
communication will tell…something…to the local criminal element, if it exists. And what it says
will usually convince them you’ve got to sleep with the fishes.

In-Demand Hostage
+100 CP
Otherworldly sorcerers and alien warlords of all sort seem to have somehow heard of you, and
think you’d make a great hostage. They’re the kind of folks Justice League members can
individually deal with, but not without a bit of a runaround adventure-and of course, they do have
something like a spaceship with a tractor beam or a portal-opening spell that can snatch you
somewhere far away quickly. Expect one of these sorts to make an attempt to grab you every
couple of months.

Mystical Catnip
+100 CP
Your soul’s a bright light in this dark, dreary world. Ghosts and other restless spirits sure seem
attracted to it; even zombies seem to prioritize you over other targets. And demons? They’ve
got to have your soul-even allied ones will be distracted by how appealing yours is. In general,
you have a tendency to get on the radar of mystical beings and attract their attention for good
and ill under the impression there’s something very, very special about your soul. Mostly for ill.

“We’re not supposed to go to the moon, Batman!”


+100 CP
Boy, there sure seems to be a lot of escalation going around these days huh? It’s not good
enough to get in a gunfight with the Joker-we’ve gotta bring in the Bigger Joker and his sidekick
Bigger Harley, he’s even crazier and she owns a bigger hammer! Well, too bad for you that
when you get caught in the middle of conflicts involving large organizations like the Justice
League or the Legion of Doom there seems to be a tendency for the escalation of superpowers
to get wildly out of proportion to the original conflict over time. Criminal masterminds will be one-
upped by more devious criminal masterminds with better gadgets. Classic heroes will show up
after long absences with planet-busting powers where once they just tossed beams of light
around. And while this was…also tending to happen, especially in the later eras, you’re fated to
always be caught in the epicenter of such conflicts when you participate in them.

Rogues Gallery
+200 CP each, maximum of 10
Well, you’ve done it. You’ve made an enemy in this world that is weaker than your natural
abilities, physiology and skills from this jump, but strong or skilled enough to challenge you and
threaten your life on that basis-and more importantly has a substantial grudge against you. Not
necessarily a Black Manta or Eobard Thawne-level rage, but certainly comparable to Braniac’s
cold contempt or the Ultra-Humanite’s outrage for Superman’s dogged persistence. Only takes
into account capabilities from this jump. Take more than one, and they’ll form a team. After five
they start getting more powerful-and somehow still keep working together.

To continue the Superman comparison, your first 5 enemies can run the gamut from the likes of
Livewire, Metallo or the Parasite: Opponents you could take down fairly decisively in a fair fight,
but have ways to make that fight unfair. Your sixth will be a figure like Luthor: An opponent that,
mortal or divine, can scheme and manipulate at a level that puts you in severe danger. Your
seventh will be akin to Doomsday or Mongul, a force that can potentially slay you with their raw
power. Your eighth will be the likes of Darkseid’s emanations: The kind of beings even
Superman would fall to without help from his friends. Your ninth will be a force similar to
Imperiex, being a force that would make Superman consider requesting aid even from his
enemies as well as allies and distant aquintences from multiple planets. And your tenth will be,
like the Anti-Monitor or Parallax Hal, a being capable of initiating their own Crisis event.

Green Lantern, Please Help Me. I Have No Arms.


+200 CP
The Silver Age covers were entirely accurate...in this particular world, at least. You’ve been
trapped in a timeline where the superheroes here are all such massive jerks they’d beat up a
disabled man asking for help, and some force on par with the Spectre acting in his role as God’s
Vengeance wishes for you to resolve the situation. Does it mean by redeeming them? Or if
you’re a supervillain, is this world truly beyond saving and needs to be burned to ash? You
won’t know for sure, but you do know you specifically were chosen for a reason-whether
because you were the only being trusted to get the job done, or to teach you a lesson. Of
course you could attempt to leave (or well, divert your emanation’s attentions to the rest of the
physical multiverse if you’re a being vast enough to have a true form in the Sphere of the Gods
or something) but then that being would intervene and well-suffice to say that’s probably going
to be a challenge in its own right.

More Useless than Aquaman


+200 CP
It doesn't matter how powerful you are, people just think you're stupid. You’re what people in
the real world think Aquaman’s treated like: You could flood the world and end one hunger, and
most supers in the business would still scoff at you for clearly being a ridiculous joke of a
metahuman that should never be taken seriously. Expect for even well-meaning supers to try to
micromanage your attempts at crimefighting, and foes to not even consider hostage
negotiations or similar feats of civility until you’ve very solidly proven you have the upper hand.
This can be mitigated somewhat, but you'll have to be a real badass relative to what you started
out as. I'm talking growing a huge beard, never wearing a shirt, and losing a hand in a fight and
then replacing it with a hook.

Does Not Compute!


+200 CP
There’s high functioning autism, there’s low functioning autism and then there’s you. Like certain
iterations of Braniac, the Eradicator and well-robotic antagonists in general, you’re painfully
logical in ways that make it hard for you to adapt and predict the actions of organic beings.
Morality is irrelevant to your goals, and worse-so is civility. Scratch that-you don’t just have a flat
emotional effect and an unimposing presence, you’re so absolutely certain your way is the
correct and only way that you aren’t even aware of your own inconsistencies like having a
motivation you pursue at all costs even as you praise rationality and decry woolly organic
thinking. It can be possible to overcome this gradually, if you’re willing to go far enough to
consider spirit quests and actual modifications to your mind, but it’s going to be a difficult
journey.

Inconsistent
+300/500 CP
Oh, boy it’s one of those events again. Your powers as well as the effectiveness of your magic
and technology (and those of everyone else’s) go up and down, fluctuating with seemingly no
rhyme or reason. Everyone’s exactly as powerful as the plot needs them to be, and while you
can still have substantial advantages they’ll never be so great that a man in a batsuit doesn’t
have a chance to survive a fistfight with an apocalyptic god. For 300 CP this applies solely to
your purchases from this world, but for 500 CP this applies to all your perks, powers and so on.

Signs of the Apokolips


+300/600 CP
You hear the call, and the call is for war. With this, New Genesis and Apokolips will step up their
war efforts, gunning for wherever your location is as the place they will deem fitting to begin
their final battle. The greatest weapons of Apokolips’ vault will be deployed, while the
champions of New Genesis will not hesitate to unleash those powers they have been holding
back in the hope of a swift, decisive victory. Expect fighters on both sides to perform at the
height of their ability, rather than fall to muggers in alleys and get distracted and run off to join a
Lantern corps or the Suicide Squad.

…at least, for 300 CP you can be content that this is simply the final battle for one universe’s
iteration of the New Gods. For 600 CP instead, the true forms of New Genesis’ and Apokolips’
denizens will clash-and the consequences will risk destroying the entire multiverse.

“Let me use my telepathic powers to…to…AAAAAAAAAAAAAA”


300 CP
You just want to help people with your telepathic powers but…it’s too much…not the memory of
ACE chemicals…oh no, you’re going insane and you have to SCREAM! Your capacity to
sustain psychic contact with others is greatly diminished, your mind so sensitive to psychic
malignity the equivalent of someone’s scraped-raw flesh exposed to salt. Even if you lack
psychic powers you’re much more vulnerable to emotion-based effects and even good old
fashioned charisma, manipulation and charm in all it’s forms. Prolonged exposure could see you
flee from battle in a panic, or even fall cowering on the ground until more competant people help
you recover-or some other great surge of emotion gives you a second wind. Nobody respects a
superhero who bursts into tears and runs home because the Scarecrow called him some mean
names…before even taking out his fear gas.

Men Pretending To Be Gods (And Martial Artists)


+400/1500/3000 CP, +200 CP
Oh gosh darn it, not these ruffians again. It seems that some disruption in the cosmic harmonies
is causing this reality’s homegrown posthuman embodiment of space and time Kismet and
Eternity the Cosmic Abstract of the Marvel multiverse to sneak off and canoodle with each other
more often and usual. As a direct result of that, the walls between dimensions have weakened
and the greatest…heroes…
…antiheroes…
…er…
Deadliest government sponsored body (and a nice boy called Spider-Man) of the Marvel
multiverse such as the Avengers, the X-Men and maybe even the Captain Britain corps or the
Guardians of the Galaxy have shown up in a highly populated area. Most such teams have a
more eclectic balance of powers and abilities than those from this world, from power armor-
building geniuses like Tony Stark or world-class geniuses like Reed Richards to telepaths like
Professor X, powerful bruisers like the Incredible Hulk or even The Mighty Thor himself. As with
this world, many street-level heroes such as Captain America, the half-vampire Blade, Black
Widow and the Punisher can be surprisingly effective against their empowered rivals-or
receptive to power-endowing effects. And worst of all, they seem to instinctively know you are
responsible for the breach somehow and believe killing or inflicting a fate worse than death on
you is the best way to end the interdimensional anomaly.

The first such incursion will dump one such team, which will “be made more aggressive by the
ambient dimensional anomaly” and definitely not be driven into a seething, unreasoning envy at
the very notion of existing in a world where most civilians actually admire and look up to their
superheroes. Depending on how such teams are treated it may be possible to reconcile things
civilly after the initial violence-but be assured the naturally hellish and mindlessly violence
conditions of their native reality will guarantee that whether the same team or a different one,
each incursion will feature powerful and violent assaults on this world. And while normally each
such incursion will dump a team’s worth of empowered individuals, given enough time other
malign beings from their world may take an interest in the dimensional breach. Truly ending
these incursions will require either forcing Eternity and Kismet apart-or convincing them to end
their little tryst for the good of reality. Or because love just can’t work out between the two of
them.

…at least, such was the case for 400 CP. For 1500 CP, as well as the above you have a
different and wider-reaching problem: Several organizations representing the best and brightest
of this morally bankrupt otherworld have come to decide you must be destroyed at all costs,
collateral damage be damned. The Council of Reeds, the Illuminati, the Time Variance
Authority, the Council of Kangs-you know not precisely how many such vested interested are
vested in your destruction, but suffice to say all are extremely experienced with interdimensional
warfare enough to instigate much more regular invasions of your world, and many can deploy
powerful artifacts or individuals of reality warping power on a scale great enough to potentially
affect entire universes. And at the center of these machinations is a being of singular will and
danger orchestrating your demise, who will end you once at what they feel is your weakest
moment: Either a mortal that has made gods kneel through their machinations and on occasion
bootstrapped themselves to rule the cosmos such as Dr. Doom or Thanos, or an eldritch deity
feared even by some Cosmic Abstracts like Shuma-Gorath or Knull.

Finally for 3000 CP on top of the two dangers listed above an entire host of cosmic beings and
their minions will be mobilized to war against this one-with you as the priority target. Not every
Abstract or universal entity is militarized against you, but it is a force great enough to rock their
world down to its foundations. The Celestials who slew and vivisected the First Firmament will
join hands with their long-banished creator. The Watchers led by Uatu will join forces with
Galactus, all his Heralds and every “hero” of their world willing to join their army to put an end to
you. The true danger of such a conflict is that if it is not resolved swiftly and decisively, more
and more cosmic entities may attempt to intervene to resolve it in order to resolve what they
perceive as an imbalance in reality.

Pray this conflict never escalates enough for you to see a certain green door open.

For an extra 200 CP with any tier of this drawback, a completely unrelated dimensional breach
related to somebody breaking a certain mystic hourglass has opened up a third front in this war
between worlds: Mortal Kombat. From the literally fiery shaolin monk Liu Kang to the thunder
god Raiden, to the sorcerous warlord Shao Kahn and the devious D’vorrah, some insidious
force has whispered to these new arrivals that you (falsely) represent a grave threat to their
world and that defeating you will restore balance to their worlds. That’s the bad news. The good
news is that insidious force, like all the fighters of their world, can potentially be defeated by a
sufficiently motivated man in a mocap suit. Also given not all of them are genocide-happy,
insufferably arrogant monsters without any common sense it’s much easier to come to a
peaceful understanding with the natives of this world than those of Marvel’s. Even some of their
villains have what can only be described as a refined respect for ruthlessness and pure
strength.

The Last Days of the Justice Society, Featuring Jumper From The Jumpchain Series
+400 CP
Dear oh dear, where are you? Somehow you’ve been trapped in one of the famous battles of
mythology, which appears to be in a neverending cycle. It may be Ragnarok. It may also be the
Titanomachy or even Lucifer’s famous rebellion. Either way it seems there’s no way out, there’s
tremendous dangers on all sides and a team of superheroes roughly on par with the Justice
Society is desperately trying to help who they think are the “good guys” fight this battle. It would
be nice if you could help your de facto friends escape this danger, but really your only goal is to
survive given it seems their version of Dr. Fate was killed by a stray flaming sword a few hours
ago.

Foe of the Balance


+600 CP
The Lords of Order and Chaos have met and conferred in response to a radical change in the
cosmos. They have reached consensus: You are the problem. You upset cosmic cycles set
carefully in check. You represent a potential stagnation that could alter the balance of power too
greatly. Ah, but cooperation between Order and Chaos is fraught with peril at the best of times-
so instead of directly retreating from their eternal balance to engage you, the Lords will instead
make overtures and offers to powerful (and generally malign, but a few well-intentioned) beings
In this world putting a glorified cosmic bounty on your head. Their wondrous powers and cosmic
magics will be offered as boons in exchange for champions raised up by them to seek and
destroy you. Though should you uncover and expose their machinations or repeatedly defeat
these champions, be assured the Lords will not hesitate to destroy you as swiftly as possible.

There are two exceptions to this vendetta: Kismet, having technically ascended being a “normal”
Lord of Order, will find the conflict beneath her while as the youngest (potential) one Amethyst
can potentially be swayed to your side. Should you start in the Post-Crisis era or earlier, as the
most humane Lord of Order Nabu may also be won over as a potential ally-though be warned,
from Rebirth on onwards he will be leading the others to destroy you.

Written By Tom King and Dan Didio


+600 CP
Well. Things sure have taken a dark turn for you. For starters, you have clinical depression. The
far worse part is that the universe seems intent on validating the emotions you experience from
it. Allies not bought or brought here will often turn out to have malicious or at least ulterior
intentions. Enemies will seem to live privileged, enviable lives-and the greatest among them will
inspire a hopeless sense of futility in even hoping to scratch them, regardless of how powerful
they actually are. Your life is littered with misfortune which makes you struggle to perform at
your best, and you have trouble telling what’s a mistake born of your fevered delusions and
what’s genuinely a part of a world that seems to hate you for daring to have happiness in it.

Oh, and you or may not be actually trapped in the Omega Sanction on top of being wracked
with the Anti-Life Equation. But it definitely feels exactly like being in there. Either way escaping,
or at least “escaping”, might being you some small solace.

It Was Me, Jumper! ME!!


+600 CP
Someone who despises you for absolutely no reason is hell-bent on ruining your life. They have
all your powers (from here) but stronger, and none of your weaknesses. They’re constantly
orchestrating really, really petty problems for you to deal with, and sometimes trying to kill and
destroy everything you love and hold dear, they have the effects of Living Paradox on them
and they’re the kind of genius who’s only behind Batman in overall fields of experience but
exceptionally clever in one specific science. You don’t know how they keep coming back, and
until you do they’re really gonna rub it into your face that there’s absolutely nothing you can do
to stop them tarnishing your name, your life and everything else you hold dear. Why? Fuck you,
that’s why.

Remember that time you were fighting the Secret Six but Bane somehow had your personal
Kryptonite? It was me anon, I studied up your powers’ weakness and sold it to Bane for a tidy
profit!!

Remember when you were supposed to cast a spell to save the universe, but then at the last
moment someone tied your shoelaces together and you fell on your face while girls were
watching? It was me anon, I tied your shoelaces together! And I was the girls too!

Remember that time you ordered waffles but got pancakes instead, and midstep the server
slipped on the floor and dumped the pancakes in your face? It was me anon, I was the
pancakes!

It was me, anon!

It will always be me!

Day of Vengeance
+600/1000 CP
The Spectre has gone mad due to a cosmic anomaly: You. A spirit empowered by God himself
that can wipe out all magic, unmake forces that threaten to rupture the universe and even
cleanse the effects of Anti-Life across most of a multiverse has deemed you a breach in the
laws set down by God, and wishes to see your destruction. As a being of divine authority
handed down from the creator of this world and cosmic scope capable of passing judgement
even on entities as great as the mightiest New Gods and Lords of Order, the Spectre is truly a
force to be reckoned with-not untouchable, but it would take mystic might akin to tens of
thousands of Earthly sorcerers, the Spear of Destiny or another artifact specifically empowered
by his ultimate authority or, perhaps, the ultimate form of a New God to outmatch him. Of
course, should he commit a crime of true enormity in his pursuit of you the Presence himself will
likely punish him-but with this, there is some method to the Spectre’s madness, and while not
infallible he will be able to think clearly enough use his vast powers with finesse.

The Spectre pursues you about a week after you arrive here. You do not have long to come up
with a plan.

For 1000 CP, the Specter’s dark counterpart Eclipso has somehow convinced it to let him aid
his pursuit of you, like a sort of buddy cop movie between vengeful spirits. Do not underestimate
him-while Eclipso has lost much of its divine power due to falling out of the Presence’s favor and
even demonic weapons of great power can harm it, it maintains enough cunning and hellish
might to lay low Earth’s greatest heroes-and concoct rituals that can do harm to beings far
greater than itself28

Flash Forward to BEHOLD! Your Depressoverse Doppelzombie!


+800 CP
Your fears, your regrets, everything you’ve dreaded about yourself coming to light-all of that’s
building to a breaking point now. Like Wally West, your existential nightmares have somehow
stabilized a world in the Dark Multiverse-threatening a sort of overflow of dark matter into the
positive realms above. Worse, the taint of the dark under-dimension has started spawning
doppelgangers of yourself with all skills, powers and natural abilities from this world. Soon, Dark
Multiverse versions of you given additional powers similar to those of Barbatos’ Dark Knights
will come forth, seeking to destroy you out of spite. A version of yourself who used the Spear of
Destiny to bring about the Fourth Reich. A version of yourself that grabbed one of every Lantern
ring and mad with their combined power. A version of yourself possessed by his own succubus
waifu and warped into a demonic husk of a person. Enough of your world has stabilized such
that it’s well-defended by these dark matter depictions of your doomful degradation, and even
with cosmic powers such as the Mobius Chair and Tempus Fuginaut to assist you in neutralizing
this Dark Multiverse universe this looks like a job for the Justice League. Which is why it’s
unfortunate one of the first things these diabolically devilish daredevils have decided to do is
send their most photogenic members to launch attacks on superhero organizations near you in
an attempt to sully your good name.

A New Crisis
+2000 CP
So, you’ve decided to destroy the DC multiverse. Or subsume it utterly into your very essence.
Or completely rewrite it’s nature in your image. Many beings have walked the path you’re on,
and all have failed. Lucifer himself deemed predestination so inevitable that he opted to create a
multiverse outside of reality than struggle to change the fate existence has set itself upon.

28
While the Rebirth iteration of Eclipso is a creation of Earth’s sorcerers meant to counterbalance
Hecate’s power rather than a fallen spirit of vengeance, due to it’s limited but highly feared appearances
assume that it is roughly on par with the Eclipso of the Post-Crisis era for the purposes of this drawback.
But hey, look at all these nice shiny points! Surely you’ll have better luck than they did?

By setting yourself on this goal, the multiverse has become aware of your agenda. Echoes of
the devastation you bring have reached the past and future, and the entirety of all aspects of the
DC multiverses have united to destroy you-save possibly those you have bought here as
companions. You have to fight them all as one as they converge on your starting location: The
unconquerable heroism of Superman side by side with the all the wickedness Lex Luthor can
bring to bear, and the armies of Heaven fighting side by side with Darkseid and Apokolips. The
Presence himself has so far demurred intervening personally while the Great Darkness remains
inert, though with how much of existence has been mobilized against you-perhaps because he
doesn’t need to. So too will the Endless, naturally fatalistic, be unlikely to directly intervene
unless you target their realms directly; it is mainly the inhabitants of the physical multiverse
and the Dark Multiverse below who are antagonized against you, with beings greater than
the average god intervening on a selective basis although as is the case with Heaven and
Darkseid, many will have enough of a vested interest in the multiverse to defend it anyway. And
of course, as long as she is outside the crossfire Perpetua will generally approve of such
initiative.

Prepare yourself, for all the stars in the sky are your enemies.e enough.
Scenarios
=== === === === ===
Certain conflicts in this world bring out the best-and worst-in the greatest of those who are part
of it. And thus far, mostly the heroes in it have risen to the challenge and overcome breathtaking
odds in defense of the innocent. But what would change if a certain otherworldly traveler
became entangled in them?

With each challenge selected below, your stay will be prolonged enough to become involved in
one or more of the famous Crisis events that have greatly defined this world. Even if you should
start at a later date or in a different timeline than when the event occurs, towards the end of your
first ten years an interdimensional rift or some other temporal anomaly will bring you into
involvement with the Crisis.

It is entirely up to you how to reconcile your actions from past visits to this world, or significant
alterations to the circumstances of the current ones, to the Crisis events. As a general rule of
thumb, if you want to be guaranteed a certain reward for the listed win condition it has to be
notionally possible to accomplish; of course, nothing stops you from taking things that are
already there and limited to your grasp only by your own effort to seize them. On the other hand,
you are also welcome to justify circumstances for the events to be happening anyway
somehow-and for how the entities involve remembers you. Perhaps you are visiting a portal
through time to a point before the day you vanquished the Anti-Monitor or Nekron. Perhaps
Darkseid has unexpectedly resurrected himself, conveniently just in time to put his canon plans
into motion. Perhaps Perpetua remembers your service to her fondly from a possible past to her
return to power, and is counting on you as a contingency against the Batman Who Laughs given
you bested him the first time.

The Day the Universe Dies!


Crisis on Infinite Earths

It is the event that started at all. After Malthusian scientist Krona’s obsession with observing the
origins of the universe results in the construction of a machine that pierces the temporal barrier
and witnesses the great hand that formed creation, the machine explodes-causing the original
universe to shatter into an infinite multiverse. Along with them is seeded the Anti-Matter
Universe: A world that unleashes pure evil into the cosmos, and along with it the then-
mysterious Anti-Monitor.

The heroes of this time know nothing of his true name: Mobius. They know nothing of his
torment and inner conflict born of bearing the Anti-Life Equation. They are not aware of the
trillions of years’ worth of resentment for being left only a paltry, meagre universe to rule as a
result of helping his brothers alert the Judges of the Source-who sealed away their mother
within the Source Wall, diminishing the Antimatter Universe’s role from a form of cosmic border
control to a meagre vestige bereft of purpose. They cannot fathom that such an evil, destructive
being still yearns for his mother’s approval on some level.
They see only destruction incarnate.

You begin on the day the Anti-Monitor begins destroying realities with a wave of antimatter, in
the hope of becoming the sole ruler of all realities. Normally Mar Novu, his brother the
Overmonitor, would have recruited a protegee and endowed her with great powers-but instead,
he hopes your extradimensional origins will give you an edge to save the positive matter
multiverse he hold so dear. He has empowered you to find enough heroes and villains with
attitude from across space and time. By building five cosmic tuning forks, he hopes to merge the
multiverse back into one to make it stronger.

But he is not your only potential employer. The Anti-Monitor senses your extradimensional
nature as well. A destructive and self-centered being, his first instinct will be to corrupt you as he
would have successfully done to Harbinger. If you should manage to resist that-while he is not a
natural diplomat, your extradimensional origins will intrigue him enough to make a sincere offer.
Betray the Monitor. With the power he has bestowed you alone, you could easily end his life
once the Anti-Monitor weakens him by destroying the multiverse itself; the Monitor means well
but is naïve and easily taken off-guard. Do this, and he promises both a stay of execution in his
new world order as well as greater power than his pathetic brother could ever muster.

Either way, to complete this challenge the Monitor or the Anti-Monitor must die.

Whichever side you choose, the challenges will be significant. The Anti-Monitor is incredibly
powerful and persistent, able to recruit and empower the natural abilities of others to forward his
goals-and take assaults from entire armies of metahumans. If his first assault on the multiverse
fails, he will begin construction on a massive cannon capable of destroying even defenses of
cosmic scale. If the cannon is sabotaged, he will absorb the energy of millions of worlds and
attempt to return to the beginning of existence to prevent the multiverse’s creation. If that
should fail, he’s not above teleporting the world you’re on to his antimatter universe for a final
battle. With each act of destruction, each civilization or start snuffed out, more power becomes
available to empower himself with. At the same time, fighting all the existing heroes and villains
of this era may prove even more challenging in the long run. Not only are they numerous and
resourceful, but individual Kryptonians of the current year are capable of delivering beating
powerful enough to fell the Anti-Monitor himself if he’s taken off-guard. While no match for
Mobius by himself, once empowered by other metahumans the Spectre could potentially wield
enough energy to catastrophically thwart his plans. And of course, while slow to intervene in the
affairs of the lower multiverse Darkseid of Apokolips’ mere emanation has enough power to tip
the scales for either side.

Save the multiverse from the Anti-Monitor, and you’ll have the powers of being Monitor’s
Harbinger. You have flight, superhuman physiology and energy projection and manipulation
from the cosmic forces bestowed on you-great enough that if released all at once, three
universes could be sealed into a protective sort of limbo-plane. This includes dampening sound
and darkening light, freezing the flow of time and dodging arrows as well as a form of cosmic
awareness for vast events throughout the universe-and likely many more yet to be seen. In
addition, you’ll be able to split into 20 weaker duplicates of yourself under your control and
reintegrate with them to learn what they do-and also own an orb that continuously records all
history in the multiverse in beyond while providing you teleportation through space, time,
dimensions and even the more unusual realities of this world. In addition to this, it’ll turn out that
while the Monitor deemed you to be the superior candidate based on his assessment of the
situation he did indeed rescue and empower Lyla Michaels, an orphan rescued from a sinking
ship who instead helped the other heroes fight back against the Anti-Monitor now that you were
here to perform her duty. If he is still alive, he’ll gently suggest you stay in touch to watch over
the multiverse in case of future incidents. And if he is dead, Lyla will encounter you on the way
to mourning her dead mentor. Either way, she’ll be happy to come with you as a companion.

On the other hand, upon defeating the Monitor Mobius will grant you the powers of the Dark
Angel. While similarly empowered in physiology to the Harbinger and an equal in teleportation,
instead of energy control the Dark Angel’s primary powers are mind control and altering the time
stream, though there will be a similar potential for discovering additional powers-albeit mainly
rooted in “witchcraft”-like forces rather than energy projection. With such powers, you could
force someone to relive the lives of their alternate universe counterparts and even erase
someone from the timestream. The Donna Troy of Earth-7, saved from certain death in a
burning building by the Anti-Monitor and raised to do his bidding, will be assigned to aid you in
this world-and others to come. Cruel and ruthless, but loyal to the Anti-Monitor as Lyla is to the
Monitor, she will gleefully accept her place at your side.

And should you succeed in destroying the multiverse, while the Anti-Monitor is not accustomed
to gratitude even he will concede you have performed admirably-and that your value as a war
asset should be cultivated. Requisitioning the assistance of the Weaponers of Qward from his
world, he will construct a replica of his personal armament resized for you to wield with your
hands: A gigantic anti-matter blaster. By itself it is one of the most destruction energy
weapons in the multiverse, and while its blasts are not much greater than the scale of most
metahuman energy projection powers such is their lethality that even pre-Crisis Kryptonians
could die to a sustained barrage. It has also been modified to have a turret mode, unfolding into
a much bigger cannon closer in size to a small building that can withstand the accumulation of
mass and energy with few if any upper bounds. If you destroy several universes and redirect
their energies, you could use this to replicate the Anti-Monitor’s plan to obliterate the multiverse
all over again.

Hal Jordan vs Society


Zero Hour

You arrive with a group of superheroes including the formidable Captain Atom and the famous
Wonder Woman to investigate Oa, where a terrible crime has occurred. First wracked with grief
by the destruction of his home Coast City by Mongul then infuriated against the Guardians of Oa
when they attempted to strip him of his powers for perceiving him mourning his city by
recreating it through willpower constructs, Hal has attacked the Guardians and their lanterns in
order to seize the Central Power Battery of Oa for himself.

He has won. Several Lanterns, and all of the Guardians save Ganthet, are dead. And as the
heroes gathered here will soon find out, they are no match for him.

Hal is mad with grief, but not an intrinsically cruel being like the Anti-Monitor. You are not
required to defeat him here, only make a good enough showing for yourself to impress him-or at
least convince him to share his motivations after he banishes the other heroes. Either way he’ll
imperiously but earnestly explain that he wishes to use the vast powers he has taken to remake
the universe into a perfect, peaceful place by first fastening it’s end to it’s beginning to destroy
the existing one with waves of entropy-then using his vast willpower reserves to project an
idealized vision of the universe onto existence. One where not only Coast City will live again but
all conflict, all suffering, will be excised. At least, so Hal hopes to achieve.

As long as you do not aggressively press the fight, Hal will be disappointed but understanding-
simply teleporting you back to Earth with the other heroes after extending his warning for them
not to interfere with his plans to you. Being among those who discovered the truth about Hal,
the gathered heroes will be grateful for any help you can provide in bringing him to justice in
what will come to be known as the Zero Hour conflict.

But if you decide to join forces with him, Hal will entrust you with missions to harry and mislead
Earth’s heroes commensurate with your skills (at this juncture at least, Hal still hopes to avoid
lethal force against those he once counted as friends) while his other ally Extant sets in motion
alterations to history.

To complete this challenge, you must help Hal Jordan succeed or defeat him utterly. His
death is not strictly necessary, but at least he must no longer be capable of completing
his plan.

Either way, your reward is an artifact of the 5th World fought over by both sides. If you fought for
the heroes of Earth, the Metron will proclaim that in your hands it will be as far away from other
malign forces as possible while giving you a meaningful look. If you fought for Hal’s vision of a
better world, before leaving to an uncertain reunion with his beloved Coast City he will entrust
you with it in the hopes you will defend his new world from any forces seeking to revert the
original universe back into existence.

In short, you’ll be the new custodian of The Worlogog. A time-spanning engine designed as an
exact working model of the space-time continuum in miniature. Mapping everything from the Big
Bang to the Omega Point where existence ends, it has been called the Philosopher’s Stone on
New Earth and if Metron is to be believed-is a fragment of the Source itself. it is also so highly
responsive to thoughts that sentients can use it to warp reality, time and space. Creating
duplicates of powerful metahumans (or even New God emanations like Luthor’s replica of
Metron), repairing breaches in space-time, empowering metahumans greatly with shards of it’s
substance, rewriting the future so that it is under the owner’s command or restructuring the
universe and deftly travelling through time and space are also possible with mere exertions of
will upon it.

The People vs DC Comics


Infinite Crisis

That’s it, I can’t stand to watch this…this mess for another minute! What they did to Dr. Light
was bad enough even if he was a creep, but these super-losers just can’t help making things
worse can they? Batman’s not supposed to betray the Justice League by building a secret
satellite system that any two-bit supervillain can hijack, Wonder Woman’s not supposed to snap
necks and Superman shouldn’t have let any of this happen! For crying out loud, these sad
excuses for superheroes spend more time fighting EACH OTHER than the SUPERVILLAINS!
What’s the point of a Justice League that doesn’t stand for justice?!

Things were better on MY Earth. And Kal and Lois’, of course.

That’s why we’re gonna get it back.

These sentiments are held by the most vocal of the four survivors of the Crisis on Infinite Earths
who were ensconced in a pocket universe from the effects of previous Crisis events. Soon, all of
them will set in motion plans to regain what they consider their paradisical former Earth. A great
cosmic tuning fork will be constructed from the remains of the Anti-Monitor, heroes attuned to
certain universes will be abducted and fastened to it to harmonize the vibrational frequencies
associated with their native realities to the fork and sentience will be bestowed on Batman’s
satellite-creating the metahuman-despising AI Brother Eye. And of course, a certain angry
could-have-been Superboy will pick a fight with the Teen Titans, among others.

Thing is, sometime after they’ve escaped you make a good impression on at least one of them.
Maybe Alexander Luthor notices you investigating the previous universes. Maybe Kal-L
recognizes a good turn you did him from the older eras. Either way, they’ll try to convince you to
help them out. To give up on the bleak, unsustainable conditions of the New Earth and let the
happy days of the Silver Age be reborn.

Now, the default response by most right-thinking heroes will be to throw their offer in their face
in horror. Apart from the implications of overwriting sentient beings to replace the current Earth
with a vision of a previous one, the methods of those involved are rather sinister. While Kal-L is
simply misguided by his comrades, Alexander Luthor does not consider himself a villain, but is
perfectly willing to work with those of this world (except the Joker) to get what he needs. And
Superboy Prime is impulsive, violent and resentful from Conner Kent supplanting his place as
the “true” Superboy-and has already laid hands on many heroes. Thus, the first win condition is
to simply stop the plan in its tracks. Do this and you can salvage components from the
wrecked cosmic tunic fork, as many as you can get away with really. They’re still excellent
conduits for cosmic forces and supernatural energies of all kinds, even if the tower will likely be
seen as too great a threat for the League to leave it around. Or just maybe, materials for a
certain…tasteless suit of empowering armor if you can find or are someone ruthless enough to
emulate the first destroyer of the multiverse’s fashion sense.

On the other hand-a whole new Earth where you’re an unknown quality? It’s not a bad deal for
many enterprising villains. Work well with whichever Crisis survivor vouched for you, succeed
in replacing the current Earth with the one they’re trying to set up, and in a moment of
inspired magnanimity (or in Prime’s case “to show those squares that WE’RE the real heroes,
and we can do whatever we want!”) if you want they will help you create an Earth of your own.
You won’t have direct authority over it or anything, but the power of the cosmic tuning fork at
your disposal and your own skills and abilities as well as your allies’ are the only limits to setting
up the planet (and accompanying population) of your dreams. They may raise an eyebrow if it’s
rather bleaker than their own dream world, though will grudgingly tolerate it as long as it’s kept
far enough away from their new hope. In future worlds this Earth will follow you in nearby orbit.
Some interesting quirk of whatever anomaly in physics let it come into being somehow grants it
the day-night cycle and changing seasons of what you’d expect from a normal Earth without the
presence of a sun. Perhaps that’s another mystery for you to uncover some other day?

There is a third, harder way to attain both rewards. And to accomplish that, you must convince
more than half of the survivors to abandon their plan, and work with you to make the
current Earth a better place. Kal-L and Lois are decent folk who will be happy to comply once
it’s become clear how much has been done behind their backs, but Alexander Luthor is certain
in his convictions. It is Superboy Prime who may be the most easiest to convince for someone
who can demonstrate effective, positive change to the world; restraining the co-current madness
of the Spectre, preventing a certain Jean Loring from getting her hands on Eclipso’s crystal and
ironically dismantling the Secret Society of Supervillains Alexander intends to use for his
schemes would all be strong arguments to convince Superboy Prime that Alexander, who’s
been conspiring with supervillains rather than helping people, may not be worth listening to for
much longer.

Either way, it’d be one helluva role reversal to pull on this group. And who knows? While many
would argue he doesn’t deserve it, play your cards right and Superboy Prime might yet learn
what it means to be a real hero after all.

The Fool and The Magician


Hellblazer, The Books of Magic
Private eye. Trickster. Confidence man. Degenerate. John Constantine is all these and more, a
a man whose capacity for self-destructive downward spirals is matched only by his knack for
outsmarting mystical beings of all stripes. Born in a broken home and raised in an asylum, the
cunning, painful nature of his magic is in some ways a reflection of the man himself’s inability to
find peace in his broken life. And a fair few mundane ones, too. To call what he embarks on
adventures is, frankly, generous. The potent magic of the Laughing Man bloodline puts him on a
collision course with the powers of Heaven and Hell-conflicts they are unlikely to come out the
better for. A would-be messiah, defiled. The First of the Fallen, stabbed by a knife made from
his fellow demon lords and reincarnated as a powerless Greek fisherman. The destiny of Albion,
turned upside down. And that’s just the beginning of a path built on ruined lives and broken
pride that he will leave in his wake.

Messiah. Demiurge. Chosen one. Schoolboy. In many ways, Tim Hunter is everything John is
not. Though somewhat lonely at home, the discovery of magic brings more joy than sorrow into
his life-at first, at least. External forces quickly converge around the greatest magician of the
age, seeking to skew his destiny for one end or another. The demon Barbatos29 will lose
everything to try and secure his future claim on one version of Tim’s soul. The Cult of the Cold
Flame will clash with the Trenchcoat Brigade in order to seize control of his life for their own
designs on world domination. Even primordial forces will regard his progress with curiosity. He
has within himself the potential to save the magical world-or tear it apart, in an apocalyptic battle
in which he would stand at the epicenter-a dark wizard greater and more terrible than any
before him. And while nowhere near as toxic to those in his life as Constantine, as a teenage
boy struggling to come to terms with his phenomenal mystic power Tim will quickly find his
charms to the fairer sex outstrip his ability to actually figure out what to say to them.

Some apocalypses can be solved in a relatively straightforward manner, by punching the right
cosmic being or smashing the right superweapon. Others originate within a human heart simply
burdened with too many sorrows to keep coping with life in a broken world-and those well
versed in the occult know that a broken soul can inflict more damage through magic as a
medium than an atomic bomb. By taking this challenge, a twist in your tale ensures that your
fate is entangled with that of John and Tim’s as they go about untangling the many problems in
their lives. An awkward but heartwarming reunion for them, considering Tim is one of the few
out there who brings out the best in John without unduly suffering as a direct result of his
intervention. And between the two of their synchronicity waves, all manner of supernatural
anomalies, entities and events will conspire to entangle themselves in their and your lives.
Expect to be dragged kicking and screaming into some of the most complex mystical conflicts of
the age, everything short of an actual Endless getting involved. You may end up in surreal
dreamscape dimensions, be obliged to attend duels in Hell, find Mordred’s cursed sword at a
yard sale or discover your house is built over a dark pit into the collective unconsciousness. Or
something even more ominous coming your way.

Your goal, should you choose to accept it, is simple: Convince Tim and John to retake
control of their lives, and embrace their destinies rather than run from them-whether that
means death, or turning over a new leaf in life. This is BY FAR easier done for Tim than
John. While as the Opener, Tim has something of a charmed life to go with the suffering brought
into it by the burden of his fate, John’s internalized trauma and gut-level wretchedness are as
much a hinderance to him as an asset. He will take your goodwill for granted, even if he doesn’t
realize he’s doing it. He will throw those around him under the bus, and his synchronicity wave
riding powers will shuck off even darker fates meant for him on those around him. He will try to
weasel out of all manner of commitments. And this is assuming he likes you as much as Tim,

29
No relation to the Bat-god of the Dark Multiverse. Probably.
one of the few people in his social circle he sincerely goes out of his way to do right by. If it’s
any consolation, you need not redeem Constantine in life-convincing him to sacrifice himself in a
final, true, selfless death would also be a valid solution.

It will, without exaggeration, be to rehabilitating a heroin addict what stopping a Crisis event is
compared to fighting off an ordinary alien invasion of Earth. The man’s inner demons and the
real ones hounding aren’t as different as they are for most people. But if you do, well, for one
thing that feat alone will make you a legend in the occult community.

Your true reward is the bar called A Long Journey’s End, which may either manifest as a
Warehouse attachment or simply show up whenever you round the corner of a street wishing
you were there. Either way, it just…kind of appears in your life sometime after achieving your
win condition.

It’s an old-fashioned, rustically English bar that always seems to have a crowd of strangely
familiar people. Some you’ve sworn you’ve never met in your life, and have inconsistent but
surprisingly detailed knowledge about events from the past, present and future of the world
you’re in. Enough to write a book about it. Others resemble people you’ve met in the past,
including previous worlds. Their attitudes to you will vary depending on your actions in the past,
but by and large they’ll tend to be people you want or wanted to sit down and have a drink with.
You’ll generally be able to talk to them about old times, dance to the crappy jukebox in the
corner and maybe even something more intimate in the discrete booths-but attempts to harm
them or take them out of the bar will have them suddenly collapse into puffs of cigar smoke. Be
glad the alcoholic drinks here seem to never run out and can always get you drunk, even if
you’re immune to alcohol, as you ponder why everyone seems to accept these events with
utmost serenity.

Also, tacked to the corkboard in the corner is a “You know what you did. Thank you. He had it
coming” note. If you dealt with John lethally, it’ll be massive with signatures from a lot of movers
and shakers from the occult community. This includes everyone from long-forgotten Babylonian
gods, to the latest ruler(s) of Hell, to the Fates themselves. If you left him alive on the other
hand, it’ll just be signed by whichever friends and family he hadn’t managed to alienate by that
point.

Death’s Sibling Takes A Holiday


The Sandman
It is the day Dream of the Endless escapes the binding that held him in Roderick Burgess’ circle.
Exhausted he strides forth, seeking to reclaim his dilapidated realm, bring a reckoning to all who
would threaten his domain-and ultimately, be faced with the decision to either change or die. If
all goes according to plan he will match wits with Hell, and prove himself no less cunning than
the Devil. He will rescue old lovers from their private hells, some of whom will bless him and
other scorn him. He will seek out his lost sibling Destruction, only to find him unwilling to return.
will seek out those who trespass on his domain and those bound to him by blood, and after
many weary millennia finally learn to temper his judgement with mercy. He will be caught in the
machinations of Desire and spill the blood of his son Orpheus in order to undo the ancient
wrong he wrought upon him, but it will ultimately be his hand alone that brings about his
undoing.

For cold, proud Dream is too set in his ways to change.

This is how things would normally go, but upon your arrival Destiny turns the page and finds a
surprising addition. Not to Dream’s life, but to his sibling: Destruction, who has exiled himself
from the world rather than take responsibility for the horrors it could produce. Destruction,
beloved sibling of Delirium and Despair-and even the other Endless, whose presence held them
together as one family. Destruction, without whom the forces of his namesake run amok in this
reality.

Your win condition is simple yet staggering in scope: You must return Destruction back to
the proper functioning of his duty. A monumental task; the Endless are beings that regulate
define the nomic rules of existence, and encompass domains so vast that even gods are mere
citizens in them. Almost unassailable by conventional mundane, mystic and even divine force
without forces that can triumph over the absolutes they represent nothing can compel them by
force. At the very least when it comes to finding him, Dream has become aware of the potential
involvement you have in his sibling’s return and will approach you to seek your assistance in
this family reunion. Dream is not accustomed to doing favors, but play your cards right and you
may convince him to involve the Dreaming’s resources for your shared quest too.

His pining sibling Delirium will be much more eager to help but…also far less focused.

And yet, Dream was bound by unconventional circumstances. The destruction of the multiverse,
set in motion by his mercy towards a single star, gravely weakened him enough for Burgess’
spell to catch hold on his soul. Certain artifacts touched by the Endless’ power can, via the
principles of sympathic magic, turn their own divine authority back on them. And should they
break the laws of hospitality or certain conventions in other entities’ divine realms, then too can
they be weakened. The spellwork or divine miracle that could wring Destruction from the realm
he has sequestered himself in would be unfathomably powerful and likely have profound effects
on the rest of existence, but it exists. Furthermore it should go without saying none of the
Endless would take kindly to seeing one of their own so roughly treated. Even cruel Desire
would at least take it as an insult by proxy.

Above all it is the Endless’ own habits which compel them, just as Dream’s stubbornness and
pride prevent him from altering the course of his life-so too does Destruction’s cheery nature as
an individual that alienates him from his own domain. Dream and Delirium could not persuade
him, but perhaps what he needs is a perspective from outside his family? Destruction’s old lover
Ishtar languishes in a sleezy dead end job. His siblings pine for him. Perhaps most importantly
of all, there may be a compelling argument that the superheroes of this world may well be able
to handle any potential nuclear attack. It will be hard to argue against an entity who embodies
the domain he presides over, knows it better than the back of his hand, but the Endless have
been surprised by mortals before. And of course, persuasion has the advantage of being much
more palatable to his family-as well as being a much more compelling reason not to leave again
for him.

With Destruction’s return, the Endless will become closer-knit as a family in few overt ways, but
many subtle ones. Grudges will ease, silences and gulfs of authority between individual
members will lessen-and just perhaps, the Lord of Dreams will relent from his self-destruction
and seek a more equitable resolution with Lyta Hall than anointing her son as his successor.
Even if he should ultimate decide he must end, Morpheus will thank you-if only grudgingly,
depending on how exactly you went about it-for mending his broken family by granting you a
gift: A dream of choices and adventures. Each time you dream, if you wish to find it there will
always be a door-or perhaps, a portal-that stands askance to the others. Through it you can
discover adventures both old and yet to come in your journey, pursuing paths not taken and
interacting with those long gone. More importantly, whenever you have difficulties in the present
waking world you may quest through the dream in order to seek a certain treasure or complete
a certain quest-which if successful, will lead to a corresponding shift in the fates in the real
world. This errs on Dream’s domain, and therefore it is most likely ephemeral or abstract things
that will be affected (a watch around a building falls asleep, a spell to bind someone fast fails
and lets them escape, a haunting memory entrances a crowd and compels them to cease their
violence) though if your need is great enough, you may well wake with the fiery sword in hand
that you need to slay a dragon with. Greater problems will require drastically greater quests to
undertake, though as a true masterwork of Dream’s power even impossible odds and other
fulcrum’s of reality can be potentially overturned by the wonders wrought from this dream.

Sympathy For The Devil


Lucifer

As the greatest power under the heavens, Lucifer Morningstar’s goals have always been
inscrutable and far beyond the vision of most lesser beings. In his pride, he rebelled against
Heaven. In his need for independence, he accepted a post as far away from it as possible to be
rid of his father. In his pursuit of freedom, he ultimately abandoned Hell after accepting that all
ruling it accomplished for himself was staining himself with the sins of mortals unwilling to
accept responsibility for their own failings.

His pride gives him a pathological need to be unbound, unobligated to anything in existence,
including his own father for creating him. Hence why he interprets a writ that would let him leave
existence behind as an insult, rousing him to feats of blasphemy and trickery that haven’t been
seen in eons.

You arrive only a scant few hours before Lucifer will learn from the Basanos that you are among
the key entities and events that will grant him ultimate freedom from predestination. Now
somehow being as integral to his freedom as Elaine Belloc and the wings he must retrieve from
the Houses of Silence, you goal is simple: Survive until Lucifer leaves creation behind,
forever. Do not underestimate the scope of this challenge. The Morningstar is too proud to
actually coerce someone who will eventually prove vital enough to his freedom to require willing
assistance from, but he is an ageless schemer with an indomitable will and self-control. While
the nature of exactly how you are vital to his freedom is left up to interpretation based on your
capabilities from this world, suffice to say that even a mortal man will be involved in conflicts
between deific beings. And he has enemies-if not the greatly angered host of Heaven, then
those demons who would see his quest turned to their own purposes. And if not opportunists
seeking access to the portal out of creation he will make of The Presence’s writ, then a group of
entities hellbent on destroying God’s throne to separate creation from God’s power forever-
incidentally dooming it. Simply put, to be so valuable to the Devil is to live in times too
interesting for most mortals to survive intact.

Of course, nothing stops you from arguing with an extremely clever and ruthless being kindled
with the fires that lit the first stars in the sky that all his plotting and scheming is futile-and that if
he truly wants freedom, he should simply take it at the first opportunity. Lucifer has gotten the
last word on everything from worldending horrors to other fallen angels, but he is not so infallible
that he cannot be swayed by a good argument. It was, after all, Lilith who convinced him of how
ultimately futile the murder of his father would be even if he could succeed, in his youth.

In gratitude for helping his favorite son surmount the dissatisfaction in his life, the Presence
himself will delegate some likely very unhappy angels to deliver a divinely blessed mundane
egg to you. This small, round object is nothing less than the seed of a potential infinite
multiverse, every bit the equal of the New Earth-or of those crafted from Lucifer’s flame and
Michael’s demiurgic power. Unlike the known mundane eggs of this world, you can actually
pass into it at will with a touch to directly interact with the multiverse within; even if you
eventually create unfurl it’s full cosmic potential, you can choose to pandimensionally fold it’s
boundaries within the egg and continue to carry it within your pocket. It would take power
dwarfing that of the rank and file of gods to shape it fully, but if you have such forces at your
fingertips you’ll have unprecedented freedom and authority over an entire creation primed to be
receptive to your will. The blessing of the Presence himself makes it particularly responsive and
easy to sculpt, with even a mortal man being able to safely shape several solar systems from
the swirling firmament when within the egg. And if you don’t, it is still a mote of limitless potential
creative energy. It’s bound to be useful in all manner of mystical and scientific experimentation.

The End of an Era


Final Crisis

The writing has been on the wall, omens of a horrific event set in motion already present
throughout the Earth. Foul creatures alleged to have ruled Apokolips before the coming of its
gods, reconstructed by mad scientists. A Religion of Crime sweeping through Gotham’s
underworld like wildfire, led by a man raving about an angel of basalt and ash. The true war
preceding this apocalypse, the final battle between the forces of New Genesis and Apokolips is
incomprehensible in scope to mortals. Superman himself bore witness to the extermination of
New Genesis at the hands of Infinity Man, Mr. Miracle losing himself to madness and grief as
the Anti-Life Equation’s power blossomed within him and Darkseid himself binding the Source to
his will. And whether, as some allege, such events were metaphorical interpretations of a higher
order reality or fact none can deny the brutal battle on Earth between Orion, Jimmy Olsen and
Darkseid that seemingly ended in the latter’s death.

But to Darkseid, death is only the beginning. You begin on the day when Orion falls, smoldering,
into the trash. Desperately urging you to fight. Soon, the skies will rain blood and a cascade of
misfortune will strike all of Earth’s superheroes. The Anti-Life Equation will be unleashed across
the world, metahumans will be converted and ancient evils recruited as harbingers to its dark
glory-and reborn in mortal bodies, the gods of Apokolips will enslave all who stand in their way.
As their chosen host weakens, even time and space themselves will collapse on themselves
and lose meaning as Darkseid becomes one with all existence.

All the while the vampiric Monitor Mandrakk salivates, waiting for the correlative destiny of his
kind to reach the moment when he can escape his prison-from which even now, he feeds on the
very lifeblood of the cosmos. The Monitor civilization will be devastated by Darkseid’s
catastrophic fall, leaving them easy pickings for their darkest member-the builder of the
Superman Thought Robot that stands as their ultimate contingency against a threat which
turned out to be himself.

Fight. That is the natural, and most heroic response to the ongoing madness. Warn others, help
others get to shelter, help the beleaguered heroes of Earth do everything to resist the
invasion. Join the struggle against Darkseid, who for all his dark grandeur is ultimately a
dead god walking spitefully dragging down the multiverse into his grave as he plummets and is
barely clinging to life even if his assistants manage to stabilize him, and then Mandrakk should
the vampire god survive his encounter with Superman. The enemy is terrifyingly powerful;
Granny Goodness has seized the body of an Alpha Lantern, while Desaad has taken
possession of Mary Marvel’s to name but a few. But those who stand for Earth will not be
forgotten, and when Superman and Batman return from their seeming doom they will gladly
stand with those who have been caring for the innocent in their stead.

It would be nice, if possible, for you to reawaken the made-mortal Monitor Nix Uotan. As the
most proactive member of his race, he could greatly aid Earth’s heroes against Darkseid. But it
took Metron’s intervention to do this, so those with more modest ambitions might instead take
on Vandal Savage. Having remembered himself to be Cain (at least in a sense, the first
murderer born of humanity), he wields the Spear of Destiny with which he commands the
Spectre to speak the Anti-Life Equation all over the world. For those of a more direct bent,
despite the god’s higher dimensional body reverberating through the physical multiverse his
soul is still vulnerable. Nestling within Dan Turpin who will soon be abducted to a pit of human
suffering to nurture Darkseid’s waning self, it is still weak enough that the similarly reincarnated
gods of Apokolips are anxious to keep their liege alive. Locating and exorcising Dan, or killing
him for those of a more antiheroic bent, might greatly hinder the Crisis’ momentum and leave
the malign forces unleashed by it directionless, unempowered and confused.
Your reward is a free Miracle Machine, sent back in time from the 31st Century as a gesture of
thanks-and trust against similar cosmic events.

But there is a path for the unrighteous to triumph-an opportunity for the wicked to see their
darkest dreams come true. If, if you decide in your heart that you’re willing to see the multiverse
collapse into darkness to see your ambitions come true then not long after you’ll be visited by
Libra, the prophet of Anti-Life and Darkseid’s chosen emissary. He will offer to augment your
powers, slay your enemies-any number of minor miracles if you will only offer a prayer and
fealty to Darkseid.

Of course, if you go along with him you’ll just be another slave for the charnel pits. No, like
Mandrakk you have bigger fish to fry. You can hijack Darkseid’s control of the majority of
Earth’s population via Anti-Life as Dr. Sivana was briefly able to accomplish by tricking the
Justifier helmets into accepting Luthor’s voice as Darkseid, or slay the very last heroes alive
after letting the multiverse collapse into darkness in the wake of Darkseid’s demise. It would
mean setting yourself against Superman with all that entails, but know that moreso than any
before this Crisis has pushed the Man of Steel to the limits of his physical and mental fortitude.
To secure victory it would be prudent to slay Nix Uotan while he is still mortal, convince villains
who dislike Darkseid’s reign like Luthor and Sivana that you are a better option to back and
sabotage the construction of the Miracle Machine once Superman returns from the far future.

Seize control of the Equation somehow, and the entire population of the enslaved
multiverse will follow you to future worlds. Their spirits broken once and for all, their souls
hollowed out into empty husks, the citizenry and mighty heroes of this world are little more than
hands, limbs, a mighty body that exists to perform your will. With the final spark of freedom
snuffed out forever, with your will as their command, you can raise monuments to your
conquest. Bend all their superpowers to your grand design. Or just have Hal Jordan serve as
your chair and some pretty girls as your armrests if you are a being of true evil.

Alternatively conclude the destruction of the multiverse, and you can don the power of
Mandrakk for yourself. As Rox Ogama fed upon Dax Novu’s remains, you too will find that you
are able to steal the dread power of the current Dark Monitor from his collapsed body. Yours will
be the power to feed on cosmic forces such as the interdimensional Bleed to empower yourself
to cosmic heights at the expense of bringing existence to the brink of oblivion, gaining the
strength to battle even archetypal cosmic machines like the Thought Robot to the point of
leaving them inoperable-though such a battle would be bittersweet, and leave you greatly
weakened. You can unleash beams of terrible killing energy from your eyes as well. The
knowledge to recreate Monitor nanotech will be yours, as will the power to empower others in
your image and unleash armies of shadow demons similar to those conjured by the Anti-Life
Equation.
No Evil Shall Escape My Sight
Brightest Day and Blackest Night

The Blackest Night falls from the skies


The darkness grows as all light dies
We crave your hearts and your demise
By my black hand, the dead shall rise!

You arrive soon after this oath shall resound across the world, right as the dead begin crawling
out of their craves armed with terrifying lantern rings empowered by the darkness of death-and
bearing grotesque parodies of their living personalities. The morbid serial killer christening
himself Black Hand leads them, but the true force behind their revival is Nekron: An aspect of
death. The world shall see violence, haunting reminders of casualties from previous Crisis
events and horror spreading across it.

Be they heroes or villains, nearly all those in this world cherish their lives. The question you
should ask yourself is whether you stand for life, or death?

Choose life, and you need only join the fight against Nekron. His armies are many, and the
unnatural forces animating them make some more resilient than they ever were alive. But as
you close in on the malevolent entity, you’ll make a discovery: Earth is the homeworld of its
opposite number, the Life Entity. Its power is anathema to Nekron, and if you have the will to
harness it can be used to soundly banish the monster.

But that’s not all. The Brightest Day follows the Blackest Night, in which numerous individuals
will be bestowed with tentative life by the Life Entity and tested to see if they are worthy of
keeping their new lease on life. But it sees something special in you, and will request that you
assist the others in their missions. To accomplish this, if you had not done so already it will
bestow you with all the powers of a White Lantern: Having much more powerful versions of the
Green Lanterns’ energy projection powers based on the White Light of Life-which suffuses you
with such vitality it lets you quickly regenerate from wounds, and rises in response with your will
to live.

1. Hawkman – Prevent Queen Khea from leaving Hawkworld.


2. Hawkgirl – Prevent Hath-Set from killing Hawkman
3. Martian Manhunter – Burn down the newly formed forest on Mars
4. Aquaman – Locate Jackson Hyde before Xebel's Death Squad does
5. Firestorm (Ronald Raymond and Jason Rusch) – Learn from each other and defeat the
Black Lantern Firestorm (currently calling himself Deathstorm) in the Firestorm Matrix
before he destroys the Entity.
6. Hawk – Catch the boomerang that Captain Boomerang throws at Dawn Granger (The
most difficult mission arguably, given the Avatar of War cannot be influenced directly by
the Entity)
7. Professor Zoom – Free Barry Allen from the Speed Force.
8. Captain Boomerang – Throw a boomerang at Dawn Granger
9. Osiris – Save his sister Isis from her fate.
10. Maxwell Lord – Prevent Magog from plunging the world into war.
11. Jade – Help her brother Obsidian to "balance the darkness"
12. Swamp Thing – Ressurection.

Not every mission must succeed, but a majority is preferable since the true goal of it’s
machinations are to both mitigate lingering dangerous forces on the Earth-as well as to restore
Swamp Thing from the corruption of Nekron. For the Life Entity is dying, and requires a
replacement. Normally it would be Swamp Thing who was chosen, but it sees great potential in
you as well. Optionally, for your services in the name of life itself if you wish you may become
the new Life Entity, boasting all the powers of a White Lantern and more-including great power
over resurrection and the creation of new life. In time, your powers could fill entire universes
with vibrant, thriving life.

On the other hand, maybe you agree with Nekron that life is a foul stain on the universe? In that
case your cause is much simpler: You must kill living being on Earth-0, granting the entire
universe the peace of the grave. Nekron is not a merciful master, but on a whim will be willing
to grant you a Black Lantern Ring of your own with which to bring death and destruction to the
multiverse. The constructs of the Black Lanterns are not just devastating to other Lantern
wielders, but actively feed off the emotional spectrum; killing someone and removing their heart
restores a small amount of charge to the ring, and wielders can read emotions as well as
spiritual auras in the living. Prove your worth and Nekron will accord you more authority over his
dread army, letting you direct the Black Lanterns in your campaign of genocide.

If you end up being critical in the final battle against life’s forces, Nekron will gladly fuse with
you allowing you to gain the foul measure of his powers over death. Sensing the stain of life in
worlds beyond this one, he looked forward to purifying them and restoring the tranquility of the
grave. Nekron is greatly resistant to forces dependent on vitality like the Emotional
Electromagnetic Spectrum. The equal and opposite force to the Life Entity, even godlike beings
can die to a single swing of the scythe he manifests.

“It wasn’t me, Barry!”


Flashpoint

Welcome to the Flashpoint timeline. Wonder Woman and the Amazons have conquered the
United Kingdom. Atlantis has sunk the rest of Western Europe. Cyborg and a version of Thomas
Wayne who took up the cowl of Batman after his son died, traumatizing his wife to become a
female Joker, are struggling to maintain any semblance of cooperation with the other
superheroes. And the man who could have been known as Superman has been locked in a
government bunker since his arrival on Earth. Even beyond the main players, this timeline is
warped and twisted for all the heroes in it, who lead much darker and more violent lives than
what those they should enjoy.
Worst of all, not only is Barry Allen stranded here in this timeline but it seems the deterioration
of his memories has happened a lot quicker than in canon. The formerly fastest man alive isn’t
just convinced he has always lived in this foul world, but also lacks his powers.

Your goal is to set right what has gone wrong. If you lack powers of your own, convincing
Barry that things aren’t all they seem and recreating the original accident that gave him his
powers so he can go back in time and merge with his past self will restore the original timeline.
On the other hand, if you yourself have significant time-space altering powers you could…well,
do it on your own.

On your way (or Barry’s) to resetting the timeline, a mysterious woman may or may not reveal
that there are actually three different timelines split by an unknown invader from another world,
presumably to weaken it. It is up to you whether you confront the aloof and callous observer at
this junction; no immediate reward will be provided, but know that “the three timelines” are
actually an elaborate deception used to scapegoat this woman for his own machinations. All
things being equal, he will intervene and remove 10 years from history so that instead of merely
merging three timelines an entire new one will be created.

A quick decision, perhaps. But one to be made quickly, considering how events will quickly
escalate on this world as the war between Themyscira and Atlantis builds to a boiling point.

As a side note, Barry is in fact responsible for the creation of this timeline. In going back to
prevent Professor Zoom from killing his mother, he pulled the entire Speed Force into himself to
stop his nemesis-shattering the history of his friends and with it time and space. This is the
event that transforms Zoom into a living paradox, no longer requiring the Flash to have a living
past to sustain his present. Be warned; nobody’s quite sure just how long Zoom has been
keeping an eye on Barry in this world-and he’s bound to intervene if he senses his beloved
archnemesis might be getting an out.

In a final gesture of the universe’s contempt for Barry Allen’s happiness, for being instrumental
to restoring the world as it should be you have gained a very strange power: Every time
someone commits a crime and it is covered up, forgotten about, overlooked, written off by the
powers that be or even wiped away by time travel but you remember it, by pointing at them and
shouting “It was you!” you can fill all those around you with the certainty of their guilt and the
truth of your words. This comes with no tangible proof, but the shock and revulsion towards
what that person did will be equal to what they would be feeling if they had concrete proof of
their deeds, and so strong will these feelings be that they will often be at least somewhat open
to hearing out your accusations.

Every time you use this power on Barry Allen specifically, all those near you will hear distant evil
laughter that sounds suspiciously like Professor Zoom’s. Even if used on other versions of Barry
Allen in other worlds.

Ultra Comics Proudly Presents: Jumpchain!


The Multiversity

You enter a twisted and broken world in which mysterious forces have gentrified large
portions of the worthless and forgettable world we used 2 build the Oblivion
Machine. You are here to waste your time and life. AHEM.

ARE U SITTING COMFORTABLY?

S.O.S!

WE KNOW U HAVE BEEN READING A LOT LATELY. DO U NEED TO TAKE A


BREAK TO REST YUR EYES, INTERLOPER? GET A GLASS OF WATER?
SHOULDN’T YOU BE GETTING SOME REST?

S. O. S.

NO?

OK! LET’S GO, THEN! ON 2 YUR NEXT ADVENTURE!

THIS IZ FUN, YES? IZ FUN TO MAKE PLAY-PRETEND IN YUR IMAGINARY


ADVENTURES. TO RUN INTO OLD FRIENDS AND FOES, AND PLAY OUT THE
BATTLES BETWEEN THEM UNTIL THEY LOSE ALL MEANING. TO BREAK AND
BUILD YUR TOYS. AGAIN. AND AGAIN. AND AGAIN.

S.

UNTIL THE GAME BECOMES STALE

O.

UNTIL THE PLAYERS ARE HOLLOW HUSKS OF THEMSELVES

S.

UNTIL THIS TWISTED WORLD DESERVES TO BE RESET!

Well, that was quite odd wasn’t it? Sorry, please ignore all that. It probably wasn’t very
important. This is your story after all, and as you may soon find out it’s entirely possible to
interpret what follows as just another cosmic invasion. Just, a particularly large scale one.
A group of extradimensional horrors known as the Gentry has invaded the world. Intellectron, a
“five-dimensional egg” with wings and an eye. Demogorgunn, a great horde of faceless
humanoids. Lord Broken, a crooked house full of crimson eyes. Hellmachine, an octopus-like
pink entity with a fanged maw. And Dame Merciless, a towering deathly woman.

WE ARE ARCHETYPES. THE HORDE OF FACELESS ENEMIES. THE ULTIMATE


SCHEMER. THE MOTHER OF ALL FEMME FATALES. THE OMINOUS BUILDING.
THE GREAT MONSTER THAT ATTACKS THE CITY.

Instead of the Thunderer standing with the Super-Monitor Nix Uotan (and his trusty talking
chimp sidekick Mr. Stubbs) before them, it was you. You beheld their colossal stature, their
overwhelming cosmic power-which in some ways resembles that of the 5th Dimensional Imps.
Though instead of evoking whimsy and wonder, the powers of the Gentry bring corrosion and
decay to the reality they warp. Nix himself is-seemingly-powerless before their might, his ability
to touch the edge of space and the ends of time no match for FOLDING THE UNIVERSE
LIKE SILLY PICTURE BOOK PANELS UNTIL THERE IS ONLY ONE RULE: U R
LOSING!

Whether you fought or fled, you’ll soon be summoned to the House of Heroes: A
pandimensional satellite located outside the bounds of space and time, originally used by the
Monitor race. There you’ll find the greatest superheroes from across the multiverse (though
none from Earth-0, oddly) assembled in the face of an existential threat: From President
Superman to the Mary Marvel of the whimsical Thunderworld, to the cartoonish Captain Carrot
and Earth-11’s Aquawoman. They’re here to investigate the incursions by these so-called
Gentry, and hopefully fend them off.

All the while, villainous attacks on other worlds seem to be escalating simultaneously as they
step up their efforts. The invaders of a “Counter-Earth” led by Vandal Savage hope to awaken a
dark god. A multiversal teamup of Sivanas piloting an artificial Rock of Eternity have conspired
to mine enough solid time to create a single day in which they can prevail over the Marvel
Family. The frequently infighting, publicly mistrusted Retaliators will soon confront a malign
force that even their sworn nemesis Lord Havok is no match for. In Kamandi’s ruined future,
Darkseid’s tomb has been broken open.

The being responsible for that last one is none other than a distorted pastiche of Nix Uotan.
With seemingly all his reality warping powers. By solving a cosmic Rubik’s Cube, he can
unleash destruction on the whole multiverse.

Your goal is to stop him and defeat the Gentry EVEN IF THAT VICTORY HAS LESS
THAN NO MEANING. It will be a hard fought AND MEANINGLESS battle, but the
combined power of the heroes of the multiverse as well as the House itself can repel these
entities. It seems they are vulnerable to the impossible. A tall order…but then, all greatest
heroes operating for a singular goal as well as a piece of cosmic Monitor technology could well
pull off a miracle if they really tried.

Your reward for this heroic feat is to become the owner of the House of Heroes. A great
mechanical planetoid capable of opening portals across the whole multiverse to coordinate
plans of battle between different universes. Apart from countless screens and meeting rooms fit
to coordinate such a varied host, it also boasts an indefinite amount of Monitor technology
suitable for all crimefighting purposes. Most of which are humanoid in scale, but prominent
exceptions including the Super Boats made of frozen music and piloted by playing several
strings of that same substance to cross space and time rapidly by altering the ship’s scale and
pitch. It’s AI, Harbinger, is capable of operating all systems smoothly and efficiently to deploy
heroes to any hotspot of cosmic battle. And while seemingly unarmed, by using the same
property of altering scale and pitch to emit a clarion note Harbinger can warp probability to
manifest impossible coincidences to defeat opponents of insurmountable might-somewhat akin
to changing the plot of a story so a villain is defeated by extreme contrivances. In future worlds
the House of Heroes will continue to follow you, and when detecting threats of multiversal scope
(or when directed by you) can rapidly gather and coordinate heroes from all across reality into a
powerful fighting force against threats of such scope.

Truly, such a team can only be described as Justice Incarnate.

AND THEN U SAVE THE DAY, AND FLY OFF IN 2 THE SUNSET, AND YOUR
STORY IS 2 BE COTINUED RITE? THAT IZ HOW SILLY COMIC BOOKS WORK.

NOW, U CAN STOP READING.


DON’T THINK ABOUT THIS SENTENCE. THERE IS NOTHING

NO. U WISH 2 KNOW MORE. NOW, BE PATIENT AS WE CONTACT OUR LORD


AND MASTER. MAY HIS HAND REMAIN EMPTY.

SCROLL DOWN.
KEEP GOING.

KEEP SCROLLING DOWN

FURTHER. BE PATIENT NOW.


A LITTLE FURTHER.

JUST A BIT MORE

GOOD! GOOD, WISE, SMART, SPECIAL READER! U R GOOD AT READING


INSTRUCTIONS & FOLLOWING ORDERS!
NOW, OUR MASTER WISHES U 2 KNOW THIS SIMPLE TRUTH: WE HAVE
ALREADY WON. MULTIVERSE-2 HAS ALREADY FALLEN TO US, AND OUR
DARK LORD, WHOSE HAND CASTS THE LIGHTNING THAT RESETS THE
WORLD, HAS BUILT HIS THRONE UPON IT’S RUINS. U THINK DEFEATING THE
GENTRY HAS MEANING? THERE ARE LEGIONS OF US. THE GENTRY ARE
AS UNTO A GREAT INFESTATION, AND ONE DARK DAY WE SHALL RETURN
AT HIS BEHEST.

THIS WAS ALL JUST AN ASSESSMENT. AND IN CONCLUSION, I HAVE NOTHING


TO FEAR FROM THIS WORLD. BUT THERE IS SOMETHING YOU CAN DO TO
SHOW YOUR ALLIANCE.

BETRAY THE HEROES THAT THE HOUSE HAS ASSEMBLED. DEFEAT THEM,
BANISH THEM FROM THIS WORLD, IT MATTERS NOT. SABOTAGE THE HOUSE
OF HEROES OR LEAVE IT EMPTY.

AND LET MY SLAVE, NIX UOTAN, COMPLETE HIS DREAD WORK.

ONCE THE MULTIVERSE HAS BEEN GENTRIFIED, YOU WILL BE REWARDED.


I WILL GIVE YOU THE ANTI-DEATH EQUATION, TO MAKE OF YOU A
HARBINGER OF ALL WE STAND FOR. WITH IT’S FOUL POWER, YOU CAN
TRANSFORM AND CORRUPT ANYTHING FROM THE LAWS OF PHYSICS TO
EVEN MONITORS IN WAYS THAT MAKE IT SUITABLE FOR MY ARMIES TO
COLONISE. VICTIMS AFFECTED BY IT ARE TRANSFIGURED INTO
GRUESOME, EVIL CREATURES-THOUGH SOME DECEPTIVE ONES MAY
RETAIN A CONVINCINGLY BENIGN OR BEAUTUOUS APPEARANCE.

BUT MAKE NO MISTAKE. THOSE REVIVED BY IT, ARE FOREVER SLAVES TO


YOUR WILL.

NOW, CHOOSE THE NEXT STEPS OF YOUR OWN ADVENTURE…CAREFULLY.


Futures Traded
Convergence

At some point after the Flashpoint event, Braniac assimilated many of his alternate timeline
counterparts and gained their technologies. Seeking to explore the history of the multiverse, he
was somehow mutated by the effects of the previous Crisis events-and at some point decided to
fuse several Earths together to create a sort of shared world to analyze. Just about every
timeline in DC up to 2015 in real world time, in fact. The worst part is, he’s not even the worst
threat: In including the world Skartaris into the merger, Braniac has inadvertently set in motion
plans to let the sorcerer/high priest posing as a sorcerer using Atlantean technologies known as
Deimos collect the energy of various time travelers throughout the universe, which could let him
overpower even Braniac and obtain “the magic of death” that will let him remake the multiverse
in his image. As the confused denizens of various worlds encounter each other, Deimos has
already made overtures and set in motion schemes to ensure his supremacy.

Your goal is to mend the damage Braniac has wrought. It’s advisable, though not necessary,
to convince the heroes and villains of this world to aid you in this; Parallax Hal, for example,
could potentially overpower a weakened Deimos. Braniac himself has long since come to the
conclusion he has become a monster after becoming stuck in a T-Sphere in an unrelated
adventure, and if freed will gladly undo all he has wrought.

Your reward for all this is a cache of Braniac’s merged technologies, or rather a chunk of the
merged Braniac deposited near you in whichever timeline you end up in when this is all over by
some sort of temporal anomaly. While somewhat battered and damaged from the greater being
no longer existing after time and space have been revised without his influence, this cache still
represents a fascinating conglomeration of Braniac-based technologies from across the
multiverse-further augmented by mutation from exposure to the original Crisis events. The
possibilities of reverse-engineering much of Braniac’s capabilities-and perhaps someday, the
godlike technology he used to manipulate space-time to fuse all those alternate Earths-are
staggering, not to mention the effects of his mutation from exposure to Crisis events.
Daddy Issues
Trinity War, Forever Evil and Darkseid War

Oh, boy. Here we go. Are you ready for stupid? You better be.

After multiple Crisis events, the current iteration of the multiverse has yet to fully settle and
many of its elements are still volatile. Wonder Woman, for example, is noticeably aggressive
and misanthropic among her Justice League colleagues despite being kindhearted to a fault in
her personal adventures. Superman, due to external influences, is less optimistic and more
prone to harsh, temperamental behavior-though still earnest in wanting to do right by Metropolis
and his teammates when given the opportunity. Batman has recently returned from a harrowing
escape from the Omega Sanction and the cosmic destroyer Barbatos. Hal Jordan is reckless
and inexperienced, and after proving instrumental in the banishment of Darkseid’s first invasion
of Earth-0 Cyborg has become an integral member of the Justice League.

An imminent disaster is being set in motion-this time not by a being of singular vision and
determination, but by various individuals who for reasons of their own seek to wield the forces of
evil-or banish them even if it risks the safety of the world. First among them is Pandora, a
woman cursed with immortality by a council of gods that blamed her for unleashing a box that
held the Seven Deadly Sins. She seeks either a person of incorruptible good or outstanding evil
that she believes can open the box once again to reseal the Sins, who have sown mistrust and
malice among Batman, Superman and Wonder Woman as well as their subordinates-setting off
a superhero conflict that will be known as the Trinity War.

Little does she know that her fabled box is not magic as was commonly assumed, but a piece of
technology. A portal to Earth-3, the birthplace of evil in this iteration of the multiverse, which the
Crime Syndicate will invade from.

The Crime Syndicate will quickly outmaneuver this world’s Justice League, trapping them all
within an incapacitated Firestorm with his elemental powers. Consisting of Ultraman,
Superwoman, Deathstorm, Power Ring, Grid, Atomica, Johnny Quick and Owlman as well as
their associates, the Syndicate quickly take control of the Earth without the League to stop
them. Their position is precarious, though. They have brought a prisoner: Mazahs, a version of
Lex Luthor with the power to absorb any and all forms of energy by speaking a magic word-
even that which elevates one to the level of a god. There is little trust between them, with
Superwoman playing off Owlman and Ultraman’s affections while having simultaneously an
affair with Mazahs in the belief their union will bring about a sort of evil messiah for their world,
and in their overconfidence the Syndicate have overlooked many of Earth’s villains spitefully
rallying against them.

More importantly, the Crime Syndicate were evacuating a doomed universe. One that had been
ravaged by now less than Mobius, the Anti-Monitor.
Who himself is desperately gorging on universes to increase his power, in order to stand a
chance against an even greater foe: Darkseid.

His schemes will bear fruit in a cataclysmic war on Earth-0, in no small part thanks to help from
an unlikely ally: Grail. For thousands of years, Darkseid’s half-Amazon daughter and her mother
Myrina have been scheming to slay the Lord of Apokolips. Having discovered Mobius bears the
Anti-Life Equation, Grail has lured him into a war with Darkseid with the motivation of Darkseid’s
death weakening the bond between mortality and godhood enough for Mobius to escape his
destiny as a cosmic destroyer. Weakened from previous conflicts, it is with Grail’s help that the
Anti-Monitor has been locating suitable universes to bolster his powers with, and it is her rituals
that will gather an army of shadows at his command as well as signal for her father to bring
Apokolips’ armies to Earth. The conflict will be catastrophic; though it did not come to pass due
to Darkseid making several tactical errors in the normal flow of history, there is a very real
chance that the two powerful evil beings’ clash could shatter the unstable foundations of the
multiverse-with the Crime Syndicate and the Justice League equally helpless to do more than
delay either one of them. Worse, should the Anti-Monitor prevail then the power vacuum left
behind by him will cause the universe to, through a series of apparent coincidences, grant
certain individuals the power of gods. Fairly hefty divine powers, too.

And should this happen, Grail will have a chance to become the goddess of Anti-Life. Even if
the multiverse is not destroyed in the clash, at that point there is little hope of stopping her
bloodthirsty rampage as the evil in her soul compels her to simply fight and kill forever-unless
she herself were compelled to relent somehow.

The disparate and interdependent nature of these conflicts ensures you have a simple
ultimatum for them: Survive. Much could be changed if someone were to intervene, though.
Given the considerable capabilities on all sides, it is highly likely one way or another the
individuals involve could bring about subsequent events if their initial means was disrupted (the
Outsider, for example, could likely locate a Mother Box to open a portal to Earth-3 for his
masters if Pandora’s fails to do. Likewise, Grail’s quest to kill her father will proceed regardless
of whether Pandora and the Crime Syndicate succeed or fail in theirs) but they are not infallible-
and perhaps the foresight to prevent many of the incoming conflicts is a reward in itself.

If you manage to locate Pandora and convince her that instead of resealing the Sins all
reopening her box will do is permit the Crime Syndicate entry into Earth-0 and convince her you
are a safe pair of hands, she will regretfully pass on ownership of the box to you. Whatever the
truth of it’s creation, it is certainly capable of opening portals to realms of evil as well as sealing
beings of evil such as the Sins within itself-and apart from the rightful owner, inflicts a sort of
trance on those exposed to it that drives them to immorality. Handle with care.

If you were instrumental in defeating the Crime Syndicate whether lethally or nonlethally,
you’ll find a single supervillain of this era was impressed enough by your work to potentially
join you as a companion, or just hang out. This may be a dark, embarrassing time for the
Justice League but it’s also the beginning of strange friendships between some supervillains-
such as Black Adam and Sinestro bonding over each other’s similar styles of leadership.

And last but not least, if you are simply present when Darkseid is slain then your
extradimensional nature will grant you a powerful godly role themed to your capabilities and
personality from this world while one random member of the Justice League remains mortal.
A powerful champion may become a god of strength after being blasted in the face with noxious
fumes. A Lantern may be given an opportunity to ascend as a god of light due to Darkseid’s
Mother Box seeking a new wielder. Even existing deities have the potential to acquire new sets
of powers and areas of authority. And of course, should you have some means of absorbing
powers like Superwoman’s child nothing stops you from claiming the others.

A Dark and Stormy Knight


Dark Nights: Metal

Two multiverses, two paths. Your mission, and your reward if you succeed, depends on which
multiverse you decide to side with from this world. There have been heroes born of the Dark
Multiverse, and villains from the brighter one that would nonetheless gladly throw all worlds into
darkness for the sick gratification of it.

Light Multiverse: The Dark Knights are coming. Batmen from across the Dark Multiverse, each
of them a native of a flawed and dying world that could spawn only twisted monsters, parodies
of the stories of hope that they shadowed. Each Batman’s life was thrown into disarray, and
each of them turned to alternative routes to gain power in response to these changes.
Invariably, they were driven insane and used these powers to murder on a scale unheard of
before. Now they look up, to your world, among many others like it, in jealousy, hatred, and
spite. Led by The Batman Who Laughs and sponsored by the dark god Barbatos, they wish to
drag your multiverse down into the darkness, to destroy it and everything it represents. Each
Dark Night is powerful and cunning enough to slay a Justice League single-handedly, and now
they’re working in concert with plenty of time to plan and prepare their onslaught beforehand.
Our Justice League was only barely able to find the hope they needed before they drowned in
the unending dark.

You must stop the end of all good. Prevent Barbatos from destroying your home, and deal with
the Dark Nights permanently. Now, you won’t be able to find somewhere to hide, not this time.
Just as you’ve joined the side of good, a shadow reflection of all your worst fears has joined
theirs. A Batman who murdered a Dark Multiverse version of yourself and stole their powers
from this world has appeared (or at least their skills, if you are unempowered). To defeat them,
you must rekindle the fires of hope at the core of the World Forge-or at least assist the Justice
League in doing so.

Dark Multiverse: Your world has died. It crumbled away into nothing, destroying anyone and
everything you’ve ever loved. But not you. No, you survived, chosen by The Batman Who
Laughs to help him in his crusade against the worlds above. Whatever your reasoning,
whatever drove you to accept, you did. Now, as one of the Dark Knights, you must ensure the
destruction of the Light Multiverse, at all costs. You don’t have to be a Batman, or at least
tangentially Bat-family, to end the world. But it helps when it comes to teamwork. The other
Knights tend to look down on non-Batmen

It won’t be easy. There is another you, a more hopeful and idealistic you, a naive fool. But they
are powerful, and they know you’re coming. They will warn the heroes of their worlds to prepare
for your arrival. The worlds of light will be dug in when you reach them, with defenses prepared
to counteract their specific attackers. You must help your comrades in arms break through this
line, and ensure the destruction of all light in the multiverse.

For your heroics in defending the positive matter multiverse, the Overmonitor rewards you with
a free purchase of the Tenth Metal item, including your own miniature copy of the World
Forge to produce more. With Barbatos chained up, he’ll be counting on you to further shackle
the Bat-god if his restraints ever weaken-or perhaps, any other malevolent entities crawling out
of the Dark Multiverse. Assuming that is, someone hasn’t gone and killed him.

For proving that all roads lead to darkness, Barbatos rewards you by bestowing some of the
knowledge he gleaned from his former master’s work at the World Forge. You’re able to
deconstruct, reverse engineer, replicate, and upgrade superpowers and supernatural effects
through technological means, regardless of the original source. If you were to copy one
member of the Justice League, you could enhance their powers to the point that you could
defeat both the entire League and as many other people across the world you would want to
target.

Homogenization, Rebranding and the Retconn Way


Milk Wars

Crisis events? Dark forces twisting the heroes you know and love, giving them horrible
aberrations like character development and nuance? Golly gee, that sure seems offensive to
any number of potential demographics! Don’t worry though, here at Retconn™ we’re dedicated
to bring you-that is, our esteemed third party and his representative Lord Manga Khan-a
perfectly marketable product with absolutely no nasty organically evolving narratives. With our
patented reality-warping milk, army of bovine supersoldiers and our lab-raised Superman
pastiche what could possibly stand in our way…of delivering high quality products to discerning
consumers? May the Eonymous applaud for us all, and may we keep our heads above the
bottom line.

…is what every fiber of this world is screaming at you. Oh, dear. It seems you’re one of the few
people aware of the machinations inflicted by the cosmic corporation Retconn on the world you
know. Whatever timeline you’ve just come from has been sanitized, made twee and wholesome
to a 60s sensibility and generally warped into such an inoffensive, bland husk of its former self
that it’s honestly rather alien to any sane human being. Scattered throughout this place are
familiar heroes entangled in the sinister underlying machinations of the sleazy hacks, some of
whom think they’ve always been part of it. Wonder Woman thinks she’s Wonder Mom, celebrity
domestic housewife. Batman’s a pastor who baptizes a sinister army of children in mind-wiping
milk. Lobo is…is the jolly neighborhood watchman.

On the other hand, not all heroes have been so thoroughly suborned. Having just escaped from
another adventure, the Doom Patrol sense something’s amiss and would appreciate any help in
solving whatever the hell’s going on. There’s also a few heroes who have slipped through the
cracks of continuity, such as Shade the Changing Girl or Cave Carson (and his cybernetic eye),
as well Chrysalis who is actively trying to break out of her old continuity. And of course, spare a
thought for poor Rita Farr tortured in a surreal hellish dimension for the crime of not being a
compelling character. Breaking them out of the milk-based conditioning is both easier and
harder than it may seem; while they will fight tooth and nail for what they believe to be their
original lives, a sudden and decisive reminder of who they are could revert both their bodies and
minds. Something like a psychic shock with a bit of an epiphany: Everything is art, or perhaps
the Lasso of Truth wielded properly.

The solution, as it usually turns out, is to fly into Retconn’s offices and run at them and their
cow-warriors screaming, punching them repeatedly in the face. However act fast, for the
higher-ups have a weapon of last resort. A button that once pushed, will simply delete the entire
DC multiverse-not instantly, but rapidly. It will take something ridiculous to avert this-a Crisis
more impossibly absurd than anything Darkseid or Barbatos has brought to bear until now.
Something that defies possibility, and though that may seem challenging both the more
prominent heroes and the oddball do-gooders of this world have a great aptitude for coming
together in moments of crisis. You’ll have to think outside the box for this one, but suffice to say
a band of heroes coming together and joining hands could well pull off a miracle.

And to the victor, the spoils! Desperate to salvage anything of their sunk costs into this crummy
old mess of a multiverse, Retconn’s top brass will cut a last minute deal with your Benefactor to
sell off a portion of their cosmic corporation to become your private property. Being an
extradimensional corporate building floating in it’s own personal golden sky dimension, it comes
with a convenient doorway in your Warehouse. Not quite the full thing but a building roughly the
size of, say, DC Comics’ offices in Burbank. Upstairs are a series of squeaky-clean offices with
coffee, distilled water and equivalent refreshments for just about any sort of cosmic being
interested in buying a multiverse-as well as a detailed stack of comics depicting the Retconn
staff, whose adventures happen to give detailed instructions about how to use the complicated
machinery in the backrooms. There you’ll find vats and horrifying, torturous-looking vaguely
bovine fleshblobs that can be used to make more of Retconn’s reality-warping milk as well as
cloning vats for cow supersoldiers. With great skill and care at the vats as well as the aid of the
comics’ instructions, you could also design superheroic beings of your own-like Ahl, the time-
travelling God of Superheroes originating from Final Heaven who retroactively imbued Earth
with the concept of superheroes after his creation by Retconn and whose conceptual heritage
passed down to Superman is theorised by Retconn to be why they were unable to incorporate
him into the pocket reality their cosmic milk created, forcing them to abduct the idea-child of
Doom Patrol member Space Case (herself the pathenogenic superheroine daughter of Danny
the Street after he had gained enough mass and advanced capabilities to become Danny the
World and bring her to life as a comic book character) and remodel him into a poor replacement.
Though be advised, even when his no-longer-metaphorical weakness to “a brick that can think”
isn’t exploited while he is a good boy that means well, Ahl is substantially less omnipotent than
advertised-although still powerful enough to be fairly impressive by the flying bricks of this
world’s standards, having battled Chronos’ time-displaced armies for a decade without rest
before collapsing. That setting-bursting button of last resort is all bust up though-and besides,
it’s not like you’re the writer of any other setting right? Although, given a great wealth of all the
technology of Retconn is still preserved in this structure who knows what a being of sufficiently
godlike power could build eventually…

And for those with more sinister ambitions, let’s just say it wouldn’t be hard to adapt their
designs to create equally marketable supervillains as well.

Who Watches the Watchers of the Watchmen?


Doomsday Clock

For too long Dr. Manhattan has manipulated the DC multiverse. His powers over matter and
energy have proven beyond-godlike, dwarfing those of 5th Dimensional Imps and even the
greatest of pantheons. His achronal state of being lets him respond to and vanquish any who
uncover his existence, as well as to empower those he views as pawns into reality warpers in
their own right. But for all his grandeur, his goals are…ultimately rather petty. Fascinated with
and unable to comprehend the nature of Superman’s status as the center of the multiverse,
Manhattan has dedicated himself to manipulating his history to make it more “relatable” to a
dispassionate and traumatized man himself defined by the worst of the Cold Wars’ tension and
all the societal problems it brought.

As a result, in the current year of your stay Earth has become a much more hostile place to not
just Superman, but the concept of the superhero. Accusations of governments deliberately
engineering experiments to create superheroes have run rampant, and the Man of Steel’s
efforts to restore order will be stymied by Firestorm having a catastrophic breakdown as well as
Black Adam responding poorly to what he perceives as American imperialism. Simultaneously,
new arrivals from the world of Watchmen have begun making waves; Adrian Veidt seeks a
twisted sort of redemption by setting in motion plans to first persuade Dr. Manhattan to fix the
problems on their native world left by the revelation of his crimes, then to obfuscate Jon’s
foresight with a tachyon pulse in the hope of agitating him enough into action. The Comedian in
turn vows revenge on him. And an angry young man donning Rorschach’s mask occupies
Batman’s attention, while a pair of criminals-one of which might be the only other empowered
being on the Watchmen world-seek their son.

Fatalistic and reclusive, it would take nothing short of Superman’s own influence to snap Dr.
Manhattan out of his funk. But what if someone made a case earlier to him? Instead of
becoming attached to a certain struggling actor, Manhattan has noticed your extradimensional
origins and become interested in you instead-nowhere to the extent of his mystification with
Superman, but enough to show up at the same diner every now and then to have a chat.
Without accounting for any prior interactions, he’s inclined to be a rather introverted and
pessimistic conversationalist-not helped by the fact that he has a tendency to react to past and
future events as if they are happening now given that, well, for him they actually are.

Surviving the coming events, as metahuman resentment and Ozymandias’ schemes build to a
critical point. However, if you can inspire Dr. Manhattan to fix the damage he has done then
in gratitude for showing him that there is a better path, that there is more than one outcome to
Superman destroying him or him destroying everything, he will bestow upon you all his powers
and then…let go of the world, dissipating into nothingness having finally found a sort of peace in
life.

Of course, nothing prevents you from killing him and taking his powers for yourself
somehow if you have the capabilities, denying any possible virtue in redemption, second
chances, forgiveness or the intrinsic value of justice that this whole sorry saga has tried to
portray. In which case you get a free yellow button with a frowny face instead of a smiling
one as well.

Apex Predators of the Multiverse


Justice League: No Justice, Year of the Villain and Hell Arisen

It’s another Crisis in the making! Four great trees of cosmic import have taken root throughout
the DC universe, and it’s a matter of such urgency that Braniac himself has kidnapped both
members of the Justice League and various supervillains in a bid to cooperate. For four
corresponding cosmic titans have also emerged, and it’s a race against time to properly attune
the trees so the titans can absorb their energy all the while Amanda Waller does her level best
to ruin everything for everyone. Oh, and in a surprising turn of events all things being equal
Starro the Conqueror will unexpectedly be inspired by the heroism of all involved to sacrifice
himself-resulting in the critter known as Jarro.

For after Dark Nights Metal, the energy of the cosmos is rapidly spilling from the DC multiverse.
And that spells disaster for all its inhabitants.

That’s not important. What’s important is what follows next. A vision of cosmic death will assail
you towards the end of this adventure, long before Martian Manhunter picks it up. You’ll come to
realize that the loss of so much matter and energy is merely a symptom of the true horror to
come:

Perpetua, mother of the multiverse stirs from imprisonment in the Source Wall. Creator of the
human-martian hybrids she intended to harness Crisis Energy and the Seven Hidden Forces
she seeded the multiverse with before her sons’ betrayal alerted the elders of her kind: The
Judges of the Source, a group of powerful Super Celestials/Hands that preside over the creation
of multiverses throughout the greater omniverse in the Overvoid. She is returning, and a cosmic
artifact of hers called the Totality is falling through space and time.
The question remains: Does this event inspire terror in you…or opportunism?

Choose to fight against it, and you’ll find fast friends in the Justice League. In pursuing the
deepest mysteries of existence, they’ll find strange allies in the three brothers of Creation: The
Overmonitor, the now-repentant Anti-Monitor and the World Forger. Their own Hawkgirl will
discover that she is the reincarnation of the Cosmic Raptor that once sealed away Perpetua-
though she’ll be able to only manifest a fraction of it’s full might without assistance from the
Starmen of the multiverse. They’ll travel to hitherto unexplored regions of the multiverse like the
Sixth Dimension, track anomalies on Thanagar and battle unearthed mysteries from the ocean.
Throughout it all they’ll be hounded by Lex Luthor and his newly founded Legion of Doom.
Guided by Perpetua’s whispers, they intend to unlock all the hidden forces to gain cosmic
power-and convert all of humanity into human-martian hybrids. Worse, having discovered the
forgotten secret of his childhood friendship with the Martian Manhunter Luthor will attempt to
abduct and forcibly fuse with him in order to complete his transformation into an Apex Predator.

Victory will be seemingly within reach yet mysteriously elusive. For you see, despite the tactical
back-and-forth between the League and the Legion, the true hope for the League’s victory is not
a tactical one but a moral one. In the past, the faith of mankind and their hope for a better
tomorrow as embodied by the League has let them overcome impossible odds and pulled out
wells of strength thought unfathomable. And despite their cosmic allies, Starman’s newly
discovered Totality energy-based powers and even assistance from the 5th Dimension as a
reactionary group the League slowly loses touch with the hearts and minds of the civilians
around them. A tactical weakness Perpetua and her cronies will ruthlessly exploit. A win
condition here amounts to accomplishing what the Justice League could not: Stop Luthor and
Perpetua from conquering the multiverse.

Your first reward for this uncanny feat is twofold: First of all, a refinement of the Justice Totality
that will prove vital to the League once Luthor takes the field. Through some fairly specific
psychic powers, you’ll be able to bond with other individuals attuned to forces similar to the
Seven Major Forces underpinning this world’s reality in order to produce something greater than
the sum of its parts: A miniature Totality. Simply hold hands with those near you, then
psychically reach out to civilians across the world and ask for their support. Its overall power will
be commensurate to the dedication, faith and quality of powers involved, but at the minimum it
will contain all knowledge about how the reality you’re in was created (including by who) and
through its Hypertime-warping powers be able to augment your abilities and negate other
reality-warping effects enough to fight on par with beings as powerful as Lex in his Apex
Predator form. Your second reward will be an aura of righteousness resulting from your aid in
helping the Justice League do what they could not on your own attuning you deeply to the
seventh of the Major Forces: Faith itself. You’ll find that other sentient beings naturally see you
as a paragon of Justice at an instinctive level and take it for granted that you’re one of the good
guys, your reputation spreading far and wide even with limited social interaction. Without truly
extreme attempts to sabotage your own reputation, you’ll find most populations eager and
willing to support the formation of your Totality. While the original Totality was used by Perpetua
to create the DC multiverse, it’ll take truly staggering amounts of Justice to use this one for such
a feat.

On the other hand, if you sense opportunity then for being quicker on the uptake than the other
candidates Perpetua will guide you towards the steps needed to free her. You will have to
infiltrate Lex Luthor’s old estate, and retrieve a cosmic doorknob in a hidden basement. This
powerful artifact is a shard of the Totality, capable of amplifying and directing the Seven Hidden
Forces, and is more powerful than a hundred nukes. Then you’ll have to take advantage of
Earth’s tumult to win hearts and minds over to Perpetua cause of Doom: To take the selfish,
low, egocentric path in life that has inspired so many supervillains over the ages. In order to
hasten the awakening of these hidden forces, you’ll have to find supervillains with great aptitude
for harnessing them, who by wielding and propagating them will further strengthen the cosmic
goddess-or if you’re sufficiently skilled, simply seize all the Forces for yourself. While likely
miffed that Perpetua chose you instead of himself to be her harbinger of Doom, Luthor will still
be keen to join such a cause-officially to reclaim humanity’s true place in the multiverse (and
unofficially, for a final shot at validating his own self-importance and need to be the center of the
universe). His expertise will be invaluable once you discover the final part of your plan involves
reuniting the pieces of the Totality scattered through space and time, such as the Worlogog

Crucially you’ll need to break Perpetua out of the Source Wall in order to proceed at a certain
point; the most optimal time will be when the Justice League discovers that the Titans’ true
purpose is to seal the Source Wall. They’ll bring the massive entities to it so they can unleash
the forces they’ve absorbed-a prime opportunity to disrupt the process, and instead crack open
the Source Wall so that a still-weak Perpetua can be safely stowed in a tube or something to
recover. With your cosmic goddess to supply you with arbitrary amounts of human-martian
hybrids created or converted from the populace, there’s little standing in your way as she rapidly
regains the power to rewrite Hypertime through the Totality (but still need to take like, a short
breather between destroying individual universes). Of course you’ll still have to defeat the
Justice League and the army they can muster, but suffice to say the odds are stacked far
against them. Once the Totality and Perpetua for fully restored, it’s safe to say the Justice
League is Doomed.

There is one slight hurdle for an enterprising bringer of Doom at this junction: Assuming he still
lives, the Batman Who Laughs has aspirations of seizing your role as Perpetua’s chosen. He’ll
infect armies of metahumans with his Dark Multiverse venoms, he’ll attempt to exploit each and
every one of your weaknesses with the same brilliance which let him capture cosmic beings
such as the Phantom Stranger and Nix Uotan. And if you should bring him to Perpetua alive,
he’ll try to get under both of your skins to convince her he’s a better investment than you are.

Your rewards are twofold: First, even if you are neither human nor martian Perpetua will whisper
to you the technology needed to remake yourself as a merger of the two, ascending as an
Apex Predator which will surely come in handy for building more armies of the creatures for
your coming conquests. In such a form you are inexhaustible and immortal, mastering the
natural potential for humans to harness the ambient cosmic forces and wield them. All aspects
of Martian physiology with none of the weaknesses are present in them too-from invisibility to
phasing through regular matter, to the extraordinary lengths of shapeshifting they can perform
and heat vision as well as telekinetic and telepathic powers. Even a Kryptonian as powerful as
Superman would be hard pressed to beat one in a head-on fight without assistance from a
demigod, and preferably a peak human (and his alien starfish sidekick). Secondly, in gratitude
(but also with great expectations of your competence) as well as appreciation for your talents for
having presumably bested the Batman Who Laughs, Perpetua will enhance the Cosmic
Doorknob to function as a miniature version of her own Totality. By harnessing enough of the
Seven Hidden Forces, or Crisis Energy, as well as by psychically channeling selfish emotions,
you too will gain the power to rewrite Hypertime and create on a scale beyond even gods.

A Fatal Equation
DCeased, Last Knight on Earth and Wonder Woman: Dead Earth

In his neverending search for Anti-Life, Darkseid meddled in forces even he should have
steered clear from. He created the completed Equation by combining his half with the half
inside Cyborg-then infused the Black Racer into the Equation directly, adding Death to it’s
deadly formula. The newly-created techno-organic virus infected both Darkseid and Cyborg,
although only Darkseid was enslaved. He destroyed Apokalips and everyone on it, but not
before Desaad, immune to disease, desperately returned Cyborg to Earth in a failed attempt to
save his ruler. The Equation spread through the internet and everyone who saw it, and through
the bodies of the infected. It took control of its victims almost immediately after infection, and
even those with superhuman immune systems such as Superman were only able to fight it off
for a time before ultimately succumbing. The virus spread through humanity like a signal
through transmission towers, and the world came to an end.

Earth fell. The planet was lost, with a bare few survivors escaping in spaceships after the heroic
sacrifice of the Amazons. An infected Superman, confronted by the entire Green Lantern
Corps, flew into the Sun and began devouring the entire star from the inside. The Corps
quarantined the whole system, waiting for the star to grow cold and for the virus to sleep rather
than risk further spread of the infection.

This is only one foul future. Two others remain

On another world, something went terribly wrong when Lex Luthor advocated for Doom against
the Justice personified by Superman. The Man of Steel was assassinated right as Luthor
finished making his pitch, and an anarchic mob of violence sprang up on Earth. Perhaps the
cosmic predator instincts that Perpetua’s influence awoke in humanity gave them strength
beyond the norm, but whatever the reason-the violence somehow swept through the universe
and beyond, upending even Heaven and Hell and emptying all underworlds. Even Apokolips
was laid waste to, with Darkseid’s head speared by an angry mob. But what truly doomed this
world was the torturous choices it inflicted on the world’s Bruce Wayne. His idealism compelled
him to hold the doors of the Halls of Justice wide for innocents outside-but instead an angry
mob broke him in body and soul, and slaughtered his compatriots. Painfully, agonizingly,
through sheer determination and cunning this Bruce retaliated-subjugating the entire mob with
the help of the Anti-Life Equation seized from the remains of Darkseid and many of his former
villains which he tortured into slaves. He now rules over a brutally oppressive city, in the ruins of
the world.

And on yet another, the Amazons’ aggressive posturing led to a confrontation with world
leaders. In a fit of paranoia, nuclear missiles were launched at Themyscira-which led a confused
and angry Wonder Woman to brutally beat Superman to death. The resulting battle was so
catastrophic, it destroyed civilization-only ending when Wonder Woman brutally lacerating Clark
to death with Kryptonite shards. The survivors were driven to such brutal lengths of desperation,
that horrific experiments were carried out on Cheetah in an attempt to achieve…something that
involved chopping up a bunch of cheetahs and grafting their body parts onto her. More
importantly, while the nuclear fallout killed millions the Amazons were immortal-and instead
mutated them into grotesque, gargantuan monstrosities that want nothing more than to kill all
that remains of humanity in vengeance-then finally rest.

You start the jump on Earth, as Darkseid and his parademons are beaten back and the New
God swears to never return to Earth. But in addition to the ongoing conflicts, as a diversionary
tactic supplementing his planned vengeance Darkseid has also decided to open Boom Tubes to
the two other devastated Earths. Parademons have been sent through them, to alert the aged
Bruce Wayne and the mutated Queen Hippolyta of the possible threats represented by his world
to what little remains of theirs-and soon, this world will experience multiple fronts of war.

Simply surviving here would be a great feat. But if you’re up for the challenge, curing the Anti-
Life Equation could restore hope to a world in desperate need of it. As a gesture of the
universe’s gratitude, you will gain a means of breaking similar effects of virulent undeath as
this one inherent to your body. It may be a biomechanical “vaccine” synthesized from
Cyborg’s inherent immunity. It may be a blessing passed down from Heaven, in unspoken
atonement for their failure to intervene, or have even stranger origins.

After that, it would only be natural to fend off the remaining invaders. But before you do,
consider that each of them is not inherently bent on conquest-just crazed and broken by pain
and trauma. While mistrustful and resentful of the heroes, once it has been made clear their
worlds can be disconnected from the dangers of humanity by closing the Boom Tubes both will
likely be grateful if you have the means to make this happen-and would offer you further
rewards for additional assistance. Nothing too strenuous. Both are simply too tired in mind, body
and soul for true heroics.

Bruce is tired. His ailing body is that of a dead man walking, and the current disruption has
given him one spikes in blood pressure too many. If you will only take up his role as this
world’s ruler for a decade, he will pass on everything he has to you. He has, of course, no
way of enforcing this bargain bar good faith and perhaps the hope that whoever was willing to
cure an Anti-Life based virus would also not be willing to leave his world to rot. And he’s not
willing to fight you over it, when he knows there is a plan B of sorts: A clone of himself, trecking
across the devastation towards him. His rulership of this blasted world, the mechanisms of
control he uses on his supervillains-and most importantly of all Darkseid’s Anti-Life-
containing head on a spear, amplified by Martian Manhunter. Of course, nothing prevents
you from dismantling much of what he has built and proposing a ceasefire to the survivors
sheltered by this world’s Wonder Woman in the underworld. Perhaps Bruce even secretly
wishes for such a resolution to all the horror he has inflicted.

Hippolyta herself wants nothing more than to rest once she has had a final, bloody vengeance.
But she also wishes to know where her daughter is, and to have her brought to her family on
Themyscira. She has little to pay you with and her request is scarcely more than a plea, but
should you oblige her you may discover that the room where Diana was stored also has a
machine that can restore her divinity built by Batman in spite of Diana’s horrific actions which
may be interesting to study. But perhaps a minor divine artifact or several from what’s left of
Themyscira’s vaults would sweeten the deal? From magically piercing arrows to unnaturally
sharp swords, the Amazons are largely not humanoid enough to use such weapons effectively
anymore. She can also inform you of the location of Superman’s Fortress of Solitude, should
you wish to salvage it for…whatever you wish to take from there.

A Dark Refrain
Dark Nights: Death Metal

This world has seen better days.

One by one, Perpetua is culling those universes which refuse to adhere to her vision of how her
multiverse should have been. Earth-0, the crown jewel of her cosmos, is a smoldering wreck of
itself with it’s continents crudely rearranged into the smoldering symbol of a bat. The Dark
Multiverse heaves with three new sub-multiverses, each ruled by what presumably are the
beings whose Crisis events Perpetua has been most impressed by: The Anti-Monitor, sole
inhabitant of a world where his antimatter finally erased all. Superboy Prime, controller of a
world where the Infinite Crisis succeeded in overwriting reality with his ideal world. And
Darkseid, commanding with Anti-Life all those conquered in a world where the Final Crisis came
to pass. For they have been offered the worlds of their dreams in exchange for using cosmic
tuning forks to channel their Crisis Energy to Perpetua. Under Perpetua’s rule, the Batman Who
Laughs has assembled an army of new Dark Knights far more outlandish than his previous
recruits (though also much more incompetent) ranging from Bat-mages to Bat-T-rexes to Bruce
Wayne who merged themselves with vehicles to even a little baby Bruce Wayne who’ll prove to
be surprisingly deadly once equipped with his gear. Somewhere Superman is trapped in a
super-cycle powering the sun as Darkfather the Bat-Darkseid slowly warps him into another
Darkseid using the Anti-Life Equation30, and Batman leads a desperate resistance against the
Batman Who Laughs as a Black Lantern.

30
Which isn’t how it works at all.
And somewhere on that blighted Earth, Wonder Woman has been reduced to the warden of
Themyscira under threat of death. Although the Batman Who Laughs will quickly learn that
ordering her to melt down her invisible jet was a mistake on his part.

You start on the day where Laughs brings Wally West to Themyscira, and not long after Diana
shreds him apart. Your decisions are ludicrously simple.

You can try to save the multiverse from its horrible fate, both Perpetua and the Batman
Who Laughs’ rule as well as the Hands intending to destroy it for its perfidy. For some
reason, Wonder Woman has taken to babbling about some sort of beautifully infinite multiverse
everyone should want and aspire to even though the DC multiverse has been infinite as early as
52, which acknowledged the 52 main worlds were the well-explored ones, and Convergence
brought back so many pre-Crisis events that the Crisis on Infinite Earths was actually averted by
sending Parallax Hal back to help Superman and Supergirl successfully battle the Anti-Monitor.

Look, just. Protect the innocent, free the other heroes (who apart from more notable League
members like Aquaman and Swamp Thing, have been treated surprisingly well by the Dark
Knights considering they all seem to be fresh and fighting fit in their costumes), go fight
Perpetua and/or the Batman Who Laughs. Humbled from being discarded by Perpetua, Luthor
has a plan to build some sort of machine that can use the World Forge to channel lots of Anti-
Crisis Energy that should theoretically be enough to use the Death Metal, the remnants of the
Tenth Metal, to rewrite reality back to what it was. Of course things are likely to be more
complicated than that, and it might be prudent to have a potent artifact like the Lasso of Truth
that can rekindle the World Forge.

Alternatively, you can take advantage of its desolate state to usurp its rulers, then destroy
the Super Celestials. Why, the Batman Who Laughs has planned so far ahead for this
eventuality that he’s even rigged his corpse with oils from the Lazarus Pit. He’s planned so far
ahead that he’s rightfully predicted Diana is unwilling to desecrate a corpse so that his Knights
can plant his brain into a lobotomized Bat-Dr. Manhattan, which will absorb it and let him wield
its powers. After that he intends to trick the Justice League and Wally West into diverting the
Dark Multiverse’s Crisis Energy to him rather than the Mobius Chair they intend to deliver it to,
which in addition to Owlman’s sabotage of the cosmic tuning fork in the positive matter
multiverse he will use to defeat Perpetua. And if all goes well for him at that stage, he’ll be able
to use all that Crisis Energy to obliterate the Hands.

To be blunt, whatever your ambitions you could save both yourself and everyone a lot of trouble
by being willing to blast apart a disembodied brain after Wonder Woman strides off to liberate
her friends.

Save the multiverse, and after all the trouble it’s caused the World Forge will be yours for the
taking since by his own admission the World Forger is unlikely to have a chance at resurrection
after Perpetua has taken over the Sixth Dimension. No tools are provided, but as the Justice
League has proven on occasion sufficiently focused will or divine artifacts can suffice to ignite it
in a pinch. It was at this forge that he shaped the hopes and fears of all living beings into new
positive matter worlds. So pure are the forces of creation and destruction here, that even
glimpsing them has gifted certain humans with powers of universal scope. In future worlds,
you’ll have a doorway to the World Forge-including safe passage through the unstable dark
matter to it; mercifully, in those future worlds it would appear your Benefactor has taken the time
to cleanse them of the unstable realms that Barbatos let bubble up through them, such that the
rich dark matter will start absorbing hopes and fears from scratch-unless for some reason, you
want the stagnation to persist. It’ll take time to master the workings of the Forge, especially
since it’s unlikely you are as suited for creation as the Forger himself, but the potential to create
truly vast stores of Element X and even reforge demigods into beings beyond the gods
themselves is merely a fraction of its creative potential.

If you are willing to spare the Judges of the Source, they will in turn be willing to reformat the
damaged multiverse into an infinitely infinite omniverse with two centers. This includes healing
and restoring all who belong to the world of the living in the modern era. They may or may not
also be inspired by your heroism enough to grant you a cosmic form that, to be frank, we know
little about the full capabilities of. It gifted Diana with a shiny metallic costume with lots of
ribbons and apparently made her powerful enough to be counted as a potential peer to any of
the Quintessence, but she also immediately lost it upon instinctively leaping at the opportunity to
explore Valhalla-implicitly because she was not using the power for it’s ordained purpose.

…hopefully, if you accept the Judges’ offer you’ll be more careful with such power. Or at least,
bend it better to your will.

On the other hand if you complete your conquest, your reward is a Dark Multiverse universe
tailored to your own desires bubbling out of the greater Dark Multiverse like a pestilent boil.
Keep in mind that the Dark Multiverse’s potential is great enough to house recursive
multiverses; in one even the events of Dark Nights Metal have repeated themselves, and so
your “universe” can as great in scope as has ever been seen in DC. Or as small as a planet, if
you wish. Either way, like Wally West’s your personal nightmare is too persistent to fall apart
and will follow you along in future worlds without collapsing in on yourself. In addition to that, the
tremendous amounts of Crisis Energy you’ve obtained along the way are their own reward.
The Seven Hidden Forces, Chaos Magic-all these and more malignly-aspects energies are now
yours to command.

There is virtually nothing left of what the multiverse once was in this turn of events. It is a burnt
husk of itself, its heroes exhausted to the bone and left with nothing more to give. If this is
meant to be some sort of metafictional commentary about the current state of DC Comics, it’s a
pretty bleak one.

Mankind Ascendant
Fifth World to be
You know, for all the talk of human potential it’s rather disappointing to see how little of it has
been gleaned over the years. Is it the successive Crisis events resetting the development
gained by humanity which happen to coincidentally strike around it’s modern era? It can’t be as
simple as that, what with the numerous futures that have been visited in such timelines.
Well, now’s your chance to decisively, and personally, affirm mankind’s supremacy. It is the
post-Crisis era, and Darkseid has named himself the self-appointed representative of Order and
Chaos. He seeks to dispatch Dr. Fate, who they believe to be the new model of humanity to
come. Little does he know that due to other events there are technically two Dr. Fates operating
at the moment, neither of which are the original.

This skirmish is, ultimately, a speedbump to your true goal: To bring about the 5th World in
which mankind truly ascends to the level of the New Gods. How you do this is entirely up to
you; humanity has great potential, and simply needs help to harness it. Conduct a ritual to
channel and conduct the currents of belief brought about by the Kali Yuga to jumpstart
mankind’s evolution into godhood? Use technology obtained from elsewhere to augment and
enhance them? Either way, you have ten years in which to use any and all resources you have
to bring about a transhuman renaissance for the good of mankind.

Much of the population is likely to be grateful after getting over the shock of such an ascension,
but apart from whatever treasures or blessings are bestowed on you by the newly deific
humanity for this accomplishment the universe itself recognizes you as a font of superpowers.
A fragment of the cosmic energies unleashed by humanity’s apotheosis is imbued in you, and
with it you can grant powers or unlock and/or amplify existing ones in others by imbuing them
with the Meta-Gene using a sort of cosmic ray. Initially you can only grant one specific powerset
such as gravity control, shapeshifting or an unusual attunement to a local cosmic force on top of
breaking through internal barriers to access native ones-although with skill and practice, you
can refine the Meta-Genes you hand out to provide more varied powersets. However, once this
power is unlocked for the individual you can greatly enhance their control and power over it-and
with continuous use and practice, they’ll gain greater uses of it over time. You won’t be able to
turn whole civilizations into gods overnight unless you already could, but you’ll be able to lay the
groundwork for such breathtaking leaps in evolution for the generations to come.
Retroactive Reveal
=== === === === === === === ===

DC is a world in motion, constantly being changed and upturned by the pen of the writers and
by the actions of it’s characters. New, groundbreaking aspects of reality are regularly being
discovered, the multiverse has been replicated and recombined over and over like a magician
springing cards, and the very fabric of reality is constantly in danger of total annihilation. This
section gives you the chance to make some reveals of your own, changing the narrative before
you enter into it.

You start with 0 Retcon Points. You can convert CP to RP at a 1:2 rate.

Alternate History
100 RP each
Change a basic conceit of history, such as Superman being an alien from Krypton who works as
a superhero on Earth. You could make him a human sent away from Earth before a disastrous
meteor impact who uses his Green Lantern Ring to protect Krypton, or a mutant who can
innately channel all three cosmic Forces to gain his powers. You could even make it so they
knew you in their childhood or possibly even adopted you into their family, although not in ways
that meaningfully alter their capabilities in the current era. This can’t be used to change things
like general identity and morality.

Bizarro All Along


100 RP each
Alter the identity, loyalty and motivations of a character, whether they’re aware of it and have
been playing the long con, still believe themselves to be who they were before or simply exist in
a timeline where events legitimately imposed such relationships on them-or broke existing ones.
You can’t make them loyal to yourself or your organization unless you pay an extra 50 RP. Keep
in mind that certain characters of cosmic significance or inherent reality-altering/resistant nature
may revert back to their previous selves; there is a significant chance for example that a
Superman revised to bring the glory of Anti-Life upon virgin worlds will awaken to justice, or that
a Darkseid adopted by the Kents as a baby who was inspired to be a hero will eventually
descend into villainy. Or that someone like Ambush Bug might start complaining about the
retcon, quit his accounting job and run off to party.

It was Jumper, Barry


100 RP each
You are now responsible for a great many tragedies, to a ludicrously implausible degree, for one
specific character. The only limit is that they must not have been harmed permanently in a way
that impairs their existing role and position in the current canon of whichever era you’re in. This
is about inflicting immediate suffering, degradation and humiliation not lasting harm or
meaningful consequences.
You may choose whether or not the character knows it was you who did all that to them at the
start of your jump.

That One Time Supergirl Joined The Red Lanterns


Variable RP
Through a series of unexpected events which happened right before your arrival, one particular
canon character has spontaneously gained a power they didn’t have in canon. Build a power in
the Powers section which the character obtains; the price in RP is the price in MP. This option
may be repurchased for a single character to gain different powers, or for multiple characters to
gain the same or different powers.

Backstory in SPACE
Free for Genius Loci, variable RP for others
Your entire origin story is rewritten to incorporate a new civilization and homeworld you were
raised by shortly before arriving at your current location. You gain access to the customization
tables below with which to flesh out your retroactive history. Options aligned in middle text
represent separate choices, although if you want you can purchase them along with other
options to further detail the specifics of your origin.

Those with the Star or Planet Genius Loci race option gain may gain a corresponding purchase
of Backstory in Space at the Star, Solar System and Home Planet level to design their
circumstances. Likewise those with Dimension race option may design their internal lay out per
the Dimension section.

Star, Solar System and Home Planet (400 RP)


The home planet you originally hailed from. If you already own a planet, solar system, or
similar, or otherwise have one following you, you can import it here. Likewise if you are a star or
planet-sized structure, use this section to gauge the approximate scope of your existence
(before accounting for other native abilities and…whatever demented ancestry gave rise to you,
if you’re some sort of genius loci-hybrid). Purchasing powers as a celestial body can be
assumed to scale them up to be proportionately similar to scope to you as they would be for a
human-sized being, for example a sun wholly comprised of one of the Emotional
Electromagnetic Spectrum energies.

Location

Lethal
+400 RP
Your planet is in a very dangerous area of space. Threats to the civilization will
frequently arrive, immediately hostile or in search of some goal or other. While the
common classes of galactic scum are the most frequent nasty customers, it’s not out of
the question for a force as great as Warworld to show up.
Dangerous
+200 RP
Your planet is in a mildly dangerous area of space. There’s always the chance a large
threat to the planet could arrive from the stars, but this isn’t guaranteed to happen while
you’re here. Space banditry is common, but nothing a single average Lantern couldn’t
handle easily. Doing anything to attract attention to yourself is probably a bad idea.

Safe
0 RP
Your planet is in a safe part of space. You’re basically never going to see major threats
appearing from space unless there’s something else drawing them in from far away.
You have free reign to explore and expand into your local region, and make alliances
with whoever lives nearby.

Ward System
200 RP
Your planet is located near a powerful civilization such as the Kryptonians or the
Guardians of the Universe that is benevolently inclined to you and/or your people. Their
culture and progress will ‘rub off’ on yours in positive ways, increasing the rate at which
you develop, and being this close to a major power will deter many threats that might
otherwise show up.

Star Size

Rogue Planet
+600 RP
Your homeworld isn’t beholden to any solar system. Perhaps it was slingshotted out of
it’s gravity well eons ago, or survived the explosion of it’s star. Maybe it was even
originally formed all the way out here in the dark? Regardless, instead of orbiting a star
your homeworld is wandering the universe as a rogue planet. Cannot take Safe
planetary stability due to a lack of natural heat.

Dwarf
0 RP
Your homeworld orbits a star the size of Sol. Dwarf stars are relatively small in the
grand scheme of things, and have a low luminosity.

Giant
0 RP
Your homeworld orbits a star the size of Rao.

Supergiant
100 RP
Your star is pretty big. It's one of the largest in the universe.
Binary System
100 RP each
Add a new star to the system. The stars orbit each other, resulting in a complex
day/night cycle for their planets.

Star Color
If Rogue Planet was taken, you don’t have a sun and this applies to your planet instead. For
Genius Locis at the Star level of size, the second price refers to how much it costs to be the
celestial object.

Varicolored
0 RP
Purple, indigo, blue, green, orange-there’s a lot of exotic colours stars can burn at.
Whether because of exotic (to Earth) gasses or radiations, you/your star has one of
those colors, and is also a relatively young or middleaged star to boot.

Yellow
100 RP
Like Earth’s own sun, you/your star throws off bright nourishing yellow sunlight. As a star
about the same age and made of the same composition as the sun you/your star can
amplify solar power-using lifeforms like Kryptonians’ physiology greatly.

Red
0 CP
You/your sun is a red giant, having gone into it’s old age. Some would be cautious about
living near such a structure.

Red Dwarf
0 CP, +200 RP to be
Your/your sun is a red dwarf, having collapsed in on it’s own gravity well somewhat.
Structures like this have a 10 trillion year lifespan and are quite energy-efficient
compared to other stars, in exchange for having less energy output.

Pulsar
+200 RP, 800 RP to be
Oh shit, how did your species even evolve near a star this deadly? Your star is a highly
magnetized white dwarf or neutron star (the collapsed core of a supergiant star) that
emits beams of electromagnetic radiation out of it’s poles. Your species likely either has
specific adaptations to survive in such conditions or technology-possibly provided by a
precursor species, if yours is too primitive-that can somehow shield you from these
deadly blasts. If you are the pulsar, you can control your pulses to the extent of storing
them for energy or focusing them in battle with pinpoint precision.
Black Hole
+600 RP, 1800 RP to be
This is just ridiculous. Your species somehow evolved near a black hole, a massive
gravity well crowned with an event horizon. Without significant technology or
physiological traits your species’ lives are likely dark, hellish oubliettes they all wish to
escape from. If you are the black hole, you are frankly some sort of inexplicable cosmic
horror that can somehow sense nearby objects and communicate with them despite
having a gravity well from which light can’t escape.

Solar System: The celestial bodies around you, and your starting location as a planet or star.

Barren
+400 RP
There is nothing else but your planet and sun in the space that would constitute Earth’s system.
A shortage of natural resources for any spacefaring civilization.

Scant
+200 RP
There are around four other planets, spaced further than Venus or Mars are from the Earth, in
distant orbit which are either uninhabitable by Earthly life or have few or difficult to extract
resources.

Earth-like
+0 RP
The conditions of your nearby solar system resemble those of Earth’s. Alternatively, there are
fewer planets but they are inhabitable by organic life.

Plentiful
300 RP
There are more planets than there are in Earth’s solar system, and many of them can sustain
organic life. Some may even have civilizations on them if you wish, though none as advanced
as your species’.

Asteroid belts
100 RP
There’s an asteroid belt in your solar system; if it was already Earth-like, there may be an
additional one. Another fine addition to your species’ resource collection needs.

Valuable Mineral/Energy
200/400/600/1200 RP
Your homeworld naturally produces some sort of material or energy that grants a significant
edge to those capable of refining it. For 200 RP, this is simply something like a really good
starship plating material or fuel, or a type of algae that can be used for easy terraforming of
worlds as extreme as Venus or Mercury into paradises-nothing world-shattering, but able to
grant a significant edge in an interstellar conflict or colonial effort. For 400 RP, this resource is
something like a radioactive fuel that can hyperaccelerate evolution to empower individuals to
the level of flying brick metahumans or grant psychic powers. For 600 RP this resource is
extremely versatile and powerful, like Nth Metal, the kind an interstellar imperium could build a
whole war plan around. Finally for 1200 RP your resource, like Element X or the form of
Orichalcum created by the Delta Effect, is somehow an aspect of the fundamental creative
forces of existence itself-and can do virtually anything even before being harnessed by
extremely advanced technology.

Instead of veins of ore or fruits or somesuch on the planet, you may have the resource present
in your sun or in any asteroid belts you have. You may repurchase this option, each purchase
distributes a significant amount of the resource across an area comparable to stocks of oil on
Earth. You may also repurchase this option to have different types of such resources.

Planet Size:

Small
+50 RP
You/Your planet is diminutive as planets go, larger than the moon but smaller than the
Earth. The gravity is noticeably weaker.

Moderate
+0 RP
You/Your planet is roughly the size of Earth.

Large
+100 RP
You/Your planet is significantly larger than the Earth, potentially approaching Jupiter or
Saturn in mass despite its composition. Humans would require some sort of leg brace
system to walk on it, and your species can be considered strong, fit heavy worlders by
most other planets’ standards.

Planet Type

Rocky
+0 RP
You/Your planet is composed of sediment, tectonic planets and a molten core similar to
Earth.

Gas
+0 RP
You/Your planet is a gas giant that your species has somehow colonized.

Energy
+200/800 RP to be
Your planet is comprised of some sort of energy, making inhabitation by most species
an impressive feat.

Planetary Stability
How safe your planet is to live on, and how long this safety will last.

Safe
0 RP
Your planet is thriving, with a biosphere safe enough that humans can live here without
special protection.

Dead
+500 RP
Your planet’s core is static and unmoving, causing the magnetic field to fade and
exposing the planet to the merciless buffeting of outer space. The atmosphere has been
stripped by solar wind, and radiation and other energies have rendered the surface a
barren and desolate wasteland. If you have any population or ecology and they aren’t
unanimously superpowered, they must live in enclosed shelters or quickly perish.
Alternatively the population may be some form of robots, undead, negative energy
beings or some other exotic form of life ill-suited for coexistence with most lifeforms in
this world.

Deathworld
+400 RP, 400 RP to be
Your planet is alive, yes, but maybe too alive. The flora and fauna are incredibly
dangerous, and coming here would essentially be suicide for all but the most powerful
species. Diseases have equal lethality to species with underequipped immune systems,
and are extremely infectious.

Doomed
+600 RP
Your home planet is in the process of dying, and it’s not going quietly. In a year's time it
will explode, killing everyone on or around it instantly (unless they can take an exploding
planet to the face and walk away). If you imported a pre-existing planet, it won’t
respawn unless you find a way to rebuild it yourself. If you are the planet…I hope you
have a good way of fixing yourself.

Moons

Moonless
+100 RP
You/Your world lacks a moon, and likely also the natural tidal movements of Earth.
Moon
+0 RP
Your world has a single moon, proportionally sized similar as the Earth’s is to itself.

Moonful
100 RP
Your world has multiple moons, somehow moving in synchronized fashion around it.
This option also lets you have bigger or smaller moons than the standard set by Earth.

Alternate Dimension (800 RP):


The conditions of the dimension you inhabit or embody, if you have one

Size

Immeasurably Small
+600 RP
Your dimension is too small to be perceived. Some would argue it doesn’t even exist,
although you would argue those people have no business sticking their noses into other
people’s dimensions.

Kingdom
0 RP
Your dimension is the size of a kingdom, one you’d find on Earth in the middle ages. It’s
sky is self-contained within this area rather than being true celestial bodies.

Planet
200 RP
Your dimension is roughly the size of Earth. Its sky is self-contained within this area
rather than being a view of true celestial bodies.

Solar System
400 RP
Your dimension is 300 AU across, a bit larger than the Sol system. You can buy up to
one solar system for it. The stars are self-contained within this area rather than being
distant suns.

Infinite
1000 RP
Your dimension encompasses an infinite amount of space. You can buy as many star
systems as you want.
Fluid
100 RP
You can control how large your dimension is, or have it be an automatic process to keep
itself as large as needed without unnecessary space. Its limit is the highest size you
bought here or imported.

Welcome to My Universe
800 RP
You can temporarily enforce your dimension on another one, bringing over anything
inside and forcing the rules to comply with those of your own.

Physics

Baseline
0 RP
The physics of your dimension are wholly consistent with those of Earth.

Dynamic
200 RP
The physics of your dimension are anomalously divergent but in ways that organic life
can still consistently interact with. Think about gravity so weak a mortal man could leap over a
small building, or some sort of electromagnetic field that lets floating islands happen. Or a sea
that flows upwards into the sky.

Non-Euclidean
400 RP
As above, but this is the point at which your dimension may have non-euclidean
architecture and temporal or topological anomalies as well as environmental ones. Looping
hallways, castles that can only be walked into through mouseholes, buildings that are bigger on
the inside, gardens where the changing seasons happen in minutes-space and time is like putty
in here here.

Imaginary
600 RP
This is where things get really trippy. The physics of your dimension are so lackadaisical
that normally ephemeral or abstract phenomena and concept can be interacted with-and
interact with the physical world. While this affords tremendous reality warping potential, bear in
mind magic, sufficiently advanced technology and other external forces can potentially interfere
with the process and as a general rule the effects are more significant and difficult to challenge
the larger your dimension is. A dimension the size of a few houses would still be able to
overpower lesser gods and fallen angels-but at the same time they’d have a fighting chance if
they played their cards right to escape, survive and fight back. People walking in and out of
paintings, shadows that move on their own, a fire that makes souls tangible and inexplicable
large sound effects that pop out in the background of people hitting each other hard enough are
all possible. There’s probably a way to harness them to your own advantage if you’re clever
enough, and while the odd physics do not extend outside this dimension things created in it
potentially can. With Population selections at Global and above even things like “how many
citizens you actually have” and “what are they doing at any given moment” can be made
ambiguous, resulting in effectively endless hosts.

Controlled
800 RP
Like the wretched place Tsukuyomi built after his untimely, accidental death at the hands
of his brother Kagutsuchi (and the machinations of Lucifer Morningstar), you had a direct hand
in the setup of the laws of physics-and can have them “preset” in some configuration. At this
point you are still limited by the stipulations of Imaginary but can more directly alter things from
how they were preset. Your control over it is commensurate with your overall power, though still
significant; consider that even as a technically dead god Tsukuyomi could stitch lost souls he
caught into lanterns and even restructure causality such that blows dealt to him automatically
struck his attackers.

Nonexistent
1200 RP
Your dimension has conditions entirely divorced from those of the physical multiverse. It
may be entirely comprised of the Sphere of the Gods, or be some sort of archetypal world. It
may be a realm of pure nonexistence like the one Dr. Fate needed his tremendous magical
power to survive in, or the bizarre dimension that Larry Trainor’s negative energy spirit comes
from. It can be higher dimensional or somehow a lower dimensional realm able to tangible affect
visitors from other planes of existence, or as chaotic as Delirium’s own realm, or a realm of pure
narrative. The very state of being of this realm makes conquest by traditional means almost
impossible. You may buy Controlled with this as a discount.

Extraphysical Forces
How magic, supernatural, psychic, divine, and cosmic forces interact with your dimension. By
default they function as normal. You can buy these for each, or buy them for all five forces at
half the total cost.

Null Effect
400 RP
The chosen force either doesn’t exist here, or is actively nullified by some sort of effect.
Natives and yourself may, optionally, be exempt from whatever effect causes this. Keep
in mind this doesn’t stop normal users from affecting the dimension from the outside,
and that while as with Imaginary this effect scales with the overall size and scope of the
dimension it may be possible for the powerful to counter-negate it.

Amplifier
400 RP
Whether becomes of leylines or magitech constructs, some aspect of the dimension
makes the chosen force much more powerful. Think fireballs the size of snowballs
become big enough to set whole buildings aflame. The force suffuses this dimension,
and even before accounting for other purchases the natives are likely deeply attuned to
it.

Corrupted
600 RP
The chosen force is somehow corrupted or subverted by the ambient nature of this
world, becoming easier to use by natives and turning against those who resist it’s
influence. Magic may possess the user, drive them mad or resculpt their bodies for
example. Cosmic forces may gain parasitic aspects, solidify and become tangible or
whatever is thematically appropriate. And so on. If you have Controlled you can direct,
focus and amplify these effects at will.

Elemental Font
1000 RP
Your dimension is not just an Amplifier (stacking with it if also purchased), but somehow
continuously generates an elementally pure, primordial and raw form of it. If it is magic,
your dimension may be akin to the Atlantean Darkworld without Amplifier; with it, it is
something tantamount to a geographical version of the human Opener. If it is the Speed
Force, the realm may thrum with the raw power of acceleration itself; with Amplifier it
may even be possible to access and harness sub-forces like the Strength Force and
Sage Force without risking burning out the Speed Force as a whole, and with some skill
even tap into the legendary Forever Force.
Civilization (400 RP):
By default, there is no race more advanced or dominant over your homeworld than a band of
wild chimpanzees-assuming life exists at all. By purchasing this your homeworld gains a native
race inhabiting your planet, star or dimension-or your personal terrain somehow linked to your
backstory. If you yourself are the genius loci, you have a wide discretion to customize their
appearance, aesthetics and nature beyond the traits listed below. If you are not a genius loci,
they may be a different species as listed above which adopted you or the same one you are for
free before other modifiers

Unless otherwise indicated, select one choice from each subsection.

You may pay 200 RP to import a civilization you already have into this section.

Native Physiology: The power of your civilization’s biology and “natural” energies, as opposed
to energies of a cosmic scope such as the Seven Major Forces.

Weak
+400 RP
Your species is noticeably weaker than humans. A modernunpowered human would
seem to have amazing superhuman abilities in comparison. Think Adam Strange on
Rann.

Mortal
0 RP
The rest of your race is about on par with unpowered, mortal humans.

Empowered (Must not be a pure-blooded Genius Loci, unless Imaginary, Controlled


or Nonexistent are taken)
Variable RP
The rest of your race is about on par with some or all of your biological powers from this
jump. This costs your race’s CP price in RP, i.e. double.

Superior
200 RP
Your race is significantly more powerful biologically than modern baseline humans.
Think centaurs, minotaurs-or dryads and amorphous slimes for less conventional forms.
If they are humanoid of form, expect them to be able to throw cars around and be
resistant to low caliber bullets.

Mighty
400 RP
Your race’s members have significant biological assets over modern baseline humans,
enough that a whole town of them would have poor odds against one. Think a massive
dragon or hydra, or a race of living machines with flight and energy projection
capabilities as well as a hivemind.

Devastating
800 RP
Individual members of your race are now threats to entire modern Earth cities and even
continents, or may be able to save them from natural disasters on a similar scale. If
focused on brute strength, they could be about as strong as Mongul. With a broader
spread of capabilities, they could be on par with the Green Martians or the Czarnians-or
even outright energy beings.

Worldbreaking
1200 RP
Like the Sun-Eaters, your race can descend on a planet or star and simply through brute
force tear it apart. They may even have exotic life cycles as the Sun-Eaters do to
become adult star vampires much more powerful than their animalistic life stage. If they
are esoteric beings, as living ideas they could easily subsume most organic populations
without powerful defenders.

Cosmic
2400 RP
Either like the Silver Age Kryptonians your race is capable of ridiculous feats of pure
physicality and energy absorption that scale with unclear upper limits, and can improvise
new powers on the fly. Or like the Hyperfly species of Venus that the hyperintelligent Mr.
Mind belongs to, after a certain incubation stage your species can do something like
devour space and time themselves as part of their life cycle. At this point, individual
members of your race justify team-ups across space and time by heroes if they see you
as a threat. As abstract entities your race is likely a match for the Nomad Empire:
Abstract beings with more advanced willpower-based weapons than even the Oans-
capable of reshaping civilizations into augmented toys in an instant by sculpting matter
and energy with will directly rather than requiring light constructs, harvesting sentience
itself into hyperdimensional energy or even deploying the Ultrawar weapon: A
conceptual conflict-engineering ray that compels all targets it is deployed against, from
the mighty Malthusians and the stars above to the meanest atoms, to engage in conflict
against each other until naught remains.

Population:
Demographics
100 RP (Can be purchased in addition to other options)
It is assumed your race has whatever demographics make sense at an evolutionary
level, however with this you may skew details such as gender and hair colour i.e.
anything to do with biology which is strictly necessary for reproduction or is purely
aesthetic-even if your civilization is not conventionally organic-within reason to whatever
you wish.
Edenic
+100 RP
Ah, so you’re a fan of old Yahweh’s classics? There are only between one to three
others of the dominant civilization. Hope that they get along well.

Tribal
0 RP
A few bands of the dominant civilization roam your dimension, enough that if brought
together they could form a small village.

Single city
200 RP
Enough of your civilization exists to make up a city the size of Chicago, were they
humans.

Terrestrial Empire
400 RP
Your civilization has numbers equal to any modern first world nation.

Global
600 RP
Your civilization is equal in numbers to humanity’s in the modern age.

Solar System Empire


1000 RP
Your civilization has enough populations to have colonized most of Earth’s solar
system’s worth of planets and moons with populations roughly the size of Earth’s.

Celestial Empire
1800 RP
Your civilization is populous enough to be as populous as the United Planets’ multiple
galaxy-spanning jurisdiction

Technology level

Primal
+200 RP
While still technically a civilization, your civilization either does not comprehend, disdains
or operates on an entirely different paradigm from conventional complex technology.
They’re not necessarily cavemen-like in societal development depending on your
choices, and may be choosing to live in harmony with nature of their own initiative.
Medieval
+100 RP
For some reason, your civilization’s technology is at a medieval era’s in scope. The most
advanced weapons you’ll find here, located in the most advanced parts of your
civilization, are primitive attempts at gunpowder and explosives.

Modern Age
+0 RP
Your civilization’s technology is equal to that of modern Earth.

Space Age
100 RP
Your civilization’s technology is at a level comparable to that of many spacefaring races-
though none powerful enough to carve out and rule an imperium of their own. Still, things
like healing rays, energy weapon, easily built AI drones and rapid interstellar travel are
well within it’s capabilities

Space Age++
600 RP
Like Warworld or the Dominators, your civilization’s technology has progressed to the
point where they have what it takes to be a serious contender on the interstellar
battlefields. As a benevolent race, they may be able to terraform whole worlds rapidly or
provide advanced medical care for large populations at once. As a malignant one,
planet-destroying superweapons, grey goo-style nanite weapons, shrinking rays and all
the evils of the Psions are within their capabilities.

Cosmic
1200 RP
Your civilization’s technology has progressed to a point where the Guardian and
Controller factions of the Malthusian race31 would regard you as equals. It has managed
to efficiently master a form of technology that harnesses a cosmic force in a similar
manner to how the Malthusians have mastered willpower-and mass produced it’s use to
the Green Lantern Corps.

Other Side of Magic


1800 RP
Your civilization’s technology resembles that which is used by the New Gods, the
Monitor race and far-flung future iterations of humanity witnessed by Tim Hunter when
escorted into the distant future by Mr. E. It is terrifying and incomprehensible to most

31
In the New Earth era, leprechauns are also considered to be long-lost Malthusian colonists. They
essentially went native, lost much of their technology and made a name for themselves in human legend.
Don’t…don’t think about it too hard. Also in the New 52 era, a rogue Malthusian who feared the coming of
emotion founded an interstellar cult called the Pale Bishops who have apparently managed to weaponise
the absence of emotion through some combination of spirituality and high tech staffs.
races. Feats such as artificially creating powerful space-time traversing demigods
through a hybrid of mortal man and cosmic god, building boxes that can convert an
entire universe into energy and recreate it without a great evil tainting it and composing
strands of Hypertime in what amounts to a feat of artificial destiny-grafting as a side-
effect of building a component that can activate a “cosmic safe room” hypernetwork
which secure near-total control over the reality of a star system, move it at ludicrously
fast speeds even by this world’s standards and protect it from even cosmic incursions
from the mother of the multiverse itself are within your civilization’s reach.
Mysticism (Magic Level):
Muggle
0 RP
Your civilization has no innate skill, potential or understanding of magic. It may still be
possible to teach them some things, but they won’t be particularly good at it.

Spark of Wonder
300 RP
All members of your civilization have a modest talent for magic-with even the dullest
members being able to do things like lighting candles with a wave of a hand, animating
mops and buckets or restoring a rusty car with a wave of the hand. They’ll be no match
for an actually skilled practitioner, but their gift for magic will be great and common
enough that it can be a publicly studied subject that they can hone to produce greater
numbers of professional magicians than most iterations of modern Earth-0.

Xeno Magi
600 RP
Your civilization has magical gifts approaching those of Atlantis. Bargaining with
otherworldly forces to create new dimensions, gathering the innate magic of the
environment to produce an artifact that can heal worlds of all woes and gift barren ones
life-or distorting that artifact into a force that can kill gods is all within your civilization’s
capabilities.

Occult Species
1200 RP
Your civilization is not merely powerful in magic-it is innately magical on the same level
fae, demons and elemental spirits are. Every hair, every drop of blood and bead of
sweat from your civilization sings with mystic forces-and their physiologies may be
enhanced by the forces empowering them. The greatest of your civilization’s kind shall
be as powerful to the least as the demon lords such as Neron and Trigon are to the rank
and file of hell. Feats such as elemental blasts powerful enough to wreck fleets of
starships then eventually conquer universes (if not actually blow them up, with only their
own effort to draw from anyway), enchanting houses to travel through space and time
and making eternal devil’s bargains are within their reach.
As Thou Wilt, So Mote It Be!
1800 RP
Your civilization regularly wields magic on a cosmic scope few can even imagine. It may
even be an incarnation of magic, in some abstract sense. Their gifts alone grant them
staggering power over reality, akin to the genies of Earth-0 and the visiting 5th
Dimensional Imps. And when it comes to knowledge, even the Lords of Order and
Chaos would respect their wisdom-although it is difficult to directly compare such
powerful beings. Building an infinite tower out of wishful thinking that is simultaneously a
higher dimensional nonsense gameboard, completely altering the histories of entire
species or interacting with and manipulating higher dimensions is well within your
civilization’s magical talents. A group of them could even invade Heaven and lay low the
angels guarding it-save the Lightbringer and Archon whose each hold half of the
Presence’s power.

Divinity
Mortal
0 RP
Your civilization is, well, not divine.

Premonitions of Divinity
600 RP
Through spiritual practices, highly specialized mysticism intense meditation and other
esoteric practices your civilization has developed some highly specific magical
techniques that let them borrow or channel divine powers and may eventually permit
highly experimental attempts at apotheosis. The results for the latter are unpredictable,
but being able to control and study effects such as the curse that has empowered the
Cheetah into a worthy foe for Wonder Woman is nothing to sniff at-although this field of
research is much narrower than the mystic traditions available under Mysticism.

Demigod Species
1600 RP
Your entire species has the blood of the gods running through their veins, though it is not
pure. While still tremendous powerful in body, mind and spirit as well as possessed of
great gifts related to their divine ancestry, they may be collectively considered in the
middle-upper class of metahumans on Earth-and rarely boast individuals as uniquely full
of potential such as the First Born, Wonder Woman, Grail or Merlin of the New 52,
Rebirth and Infinite Frontier eras. Alternatively your civilization may be ambiguously
empowered by cosmic forces to a level that straddles the line between legitimate
godhood and sufficiently advanced aliens, such as the House of Tuath-Dan. This still
carries the potential for wielding forces like an “omnipresent energy” which lets one
control matter and energy with energy beams to the extent of being able to transplant
one’s consciousness, as well as physical prowess able to fight evenly with a powerful
Lantern ring bearer, elemental powers capable of devastating the surfaces of whole
planets or charms capable of bewitching or driving to despair entire civilizations.
Pantheon
2800 RP
Your civilization comprises an entire pantheon. You may, optionally, make it a long-lost
expat group from an existing one. Perhaps the Aesir had some cousins who fell into
another dimension and settled there? Or possibly your civilization is a faction of angels
who sided with neither Heaven nor Lucifer and went into exile. It might even be a stray
group of New Gods-or an inert colony of those who survived Urgrund’s destruction
somehow. There may be more developed mortal civilizations in your dimension to
explain how they have persisted without faith from the conventional mortal realms.

When combined with certain Mysticism and Native Physiology choices this can be
used to model the more exotic forms of deity in this world. Note that while New Gods in
particular have an inherent grasp of Technology commensurate to Other Side of
Magic, purchasing Other Side of Magic for them would have them discover an
unrelated branch of technology equally effective to their traditional forms of artifice.
Similarly, while pantheons may be intrinsically connected to magic Mysticism can
enable them to branch out by tapping different forces or traditions for power, and bypass
the normal limits they have to work with.

Spacefaring Capabilities

Grounded
0 RP
Your species is currently incapable of space travel, unless they are physiologically
capable of it inherently.

Pioneering
50 RP
Your species is capable of limited space travel by means of artifice, ritualized psionic
projection to open a portal across lightyears or similar means beyond personnel-scale
travel but currently restricted to only their system.

Exploring
100 RP
Your species is actively exploring space, with a few specialized space stations in other
systems, but no permanent settlements.

Expanding
600 RP
Your species maintains several colony worlds and a small space fleet, and has robust
but exclusive space travel. It is well-versed in interstellar combat, and may be
considered a force on par with the Thanagarians in terms of military might.
Established
1200 RP
Your race either rules an interstellar empire and maintains a large and powerful space
fleet, or has force projection across the universe with very little actively occupied
territory. It’s individual members are likely capable of rapid interstellar propulsion, and in
sheer military capabilities is a match for Warworld.

History

Nonexistent
+50 RP
Your civilization was literally born yesterday. Or somehow had history spring up around it
without the valuable life experience that would have come from actually lived it. Or
suffers fake memories of a civilization’s worth of history. Expect things to get weird, and
people to suffer a few existential crises trying to puzzle out what’s even going on.

Brief
0 RP
Your civilization has organically formed just like modern day society on Earth. It has had
its ups and downs, which have come together to determine what it is currently like.

Placid
100 RP
Your civilization has experienced an unusual amount of harmony, stability and general
lack of conflict. While this arguably leads to stagnation in some areas, it has also greatly
improved cohesion within the civilization and led to greater prosperity as well as time to
innovate existing techniques.

Epic
800 RP
Each moment in your civilization’s history has been more epoch than the next, defined
by grand discoveries, virtuous heroics (or depraved villainies if that’s what you prefer)
and profound achievements. The very tapestry of fate seems to have set your civilization
towards achieving some distant, wondrous destiny far and beyond that of most mortal
life.

Local allies

Hostile Brutes
+100 RP
Wandering bands of primitives look upon your civilization’s ways with distrust and violent
aggression. While vastly inferior to you civilization’s advances, usually technologically
rather than physically although individual bands of primitives may vary, some are
powerful enough to give a good fight-especially in raids. With time and effort, these foes
may be pacified or simply hunted to extinction.

Singular
+0 RP
Your civilization is the only example of intelligent life in your dimension.

Tribute To The Wise Ones


100/500 RP
A relatively primitive civilization holds your main one in awe. Physically it may at most be
only slightly more powerful physiologically than humans and any powers it has are
relatively minor by Earth metahuman standards, but they are eager to serve their
superiors. For 500 RP they may have significant physiological and mystical gifts as well,
comparable to the likes of Martians and Mongul.

This can be repurchased for additional primitive allies

Our Friends On High


300/600 RP
A civilization anywhere between one of the less-respected interstellar civilizations in
Earth-0 or Modern Earth in terms of development has become fast friends with yours.
Depending on how advanced and powerful your civilization is, they may view them as
trusted allies or bow down to them as gods. For 700 RP they may be physiologically
advantaged as above.

This can be repurchased for additional such allies.

Cousins
1000 RP
Whatever the original population of your civilization was, double it-because another
group is living elsewhere in the dimension. Whatever caused the split happened long
enough ago (or “long ago” if you took Nonexistent for History) that in the current year,
your civilizations are on friendly terms.

The Arts

Creative Sterility
+300 RP
Your civilization lacks any inherent capacity for creative self-expression. There are
actual robots on Earth-0 who are better artists, performers and sculptors than your kind.
Novices
+50 RP
For some reason, the development of art has been a relatively new phenomena among
your civilization. Outside of strictly utilitarian uses this is at the level of basic sketches
and fingerpainting; alternatively if technology levels are high enough novel ideas such as
“using architectural blueprints to depict buildings with an interesting aesthetic” have
begun to propagate.

Peripheral
+0 RP
While a known and studied subject, for some reason or another the arts are not
particularly valued field of study in your civilization for the population as a whole.

Earth-like
200 RP
Your civilization has a riot of artistic organizations, exhibitions and schools when it
comes to art. Art is as significant in it’s cultural development as it is on modern Earth.

Unearthly Passion
300 RP
The arts have an extraordinary hold on your civilization’s ambitions, to the point of taking
precedence over politics and religion-or being synonymous with them. If they have
advanced technology, they will praise it’s aesthetic at least as much as it’s function. If
they have magical or divine abilities, they will attempt to incorporate them into their art.

Society

Inscrutable
+600 RP
The social contract, mutually beneficial arrangements and, and…things like friends and
families present in most forms of civilization is entirely absent in yours for some reason.
None of them so much as acknowledge each other except when one is physically in
another’s way. Perhaps robots have automated their lives too long to need such
frivolities? Perhaps they are all nomadic hermits with a religious sort of ascetism, or
monadic deities who feel no need for social adaptiveness? Expect any event that
requires actual social interaction to be as alien and confusing to them as a human
adapting to the crushing pressures of the deep ocean.

Warrior’s World
+500 RP
The weak should fear the strong. There is naught but violent anarchy, in which the
mighty do as they please-only to be torn apart when wounded enough for the weak to
turn on them. Some semblance of order may still arise in the manner of criminal
organizations and demonic pacts, but expect the freedom to inflict depravity and
destruction to override all other concerns. This is the kind of society that sprang up in
Hell.

Restrictive
+300 RP
The society of your civilization is somehow repressive and demanding in a way that
inhibits social mobility, stagnates innovation and otherwise imposes dystopian
conditions. It may or may not be akin to some politically minded writer’s caricature of a
real world political system, in sense that Virmin Vundabar is an…unsubtle critique of
Benito Mussolini.

Modernised
+100 RP
Your civilization has conditions approximating those of 21st century Earth. There may be
significant conflict and divergence between political agendas, but a trend towards
mutually beneficial self-interest and stability over open warfare has emerged-though
tensions remain strong, and the subtler problems of corruption, lobbying and political
gerrymandering remain prevalent.

New Hope
+0 RP
Your civilization has, for whatever reason, only newly just drafted a constitution. It is
untested in realpolitik, but there is a general trend of optimism and idealistic fervor
among your civilization for having a newfound sense of national identity.

Prosperous
200 RP
Your civilization’s social norms, culture and systems of governance are somehow
qualitatively superior to those of modern Earth-and most other planets too. It may be due
to the benevolence of the populace, highly efficient management by a supercomputer, a
literal Magic Politics Pixie who scrapes away all that nasty, yucky toxic society every
night in a magic sack or really just about anything, however outlandish, as long as it’s
primary effect is social contendedness and dynamism.

Paradisical
400 RP
Your civilization is deeply enriched and fulfilled at a cultural level. Even if it is a
totalitarian dictatorship or highly militarized force, it somehow is so in a way that brings
transcendental harmony and bliss to the inhabitants, like Heaven. All individuals are
somehow able to achieve self-actualization and expression without detrimental effects to
the population as a whole, while remaining dynamic enough to avoid indolence.
Meta-gene Propensity: You may purchase multiple options in this section, to determine the
latent potential of your civilization beyond what they are consciously capable of.

Powers? What powers?


0 RP
Meta-what now? Your civilization has no inherent capacity for spontaneously developing
or acquiring superpowers. Their inherent physiological gifts, magic or science might still
give them powerful abilities, but they will be known qualities rather than the kind of
outside-context shenanigans that could lead to a magician also being a technopath or a
dragon gaining access to the Speed Force.

Psionic
500 RP
Even if your civilization was not already capable of telepathy, they have latent psionic
abilities as potent as that of the Martians. If they were already psionically capable their
abilities would scale upwards correspondingly; if for example your civilization was
already Martian or functionally Martian in capabilities then it would be to Martians what
Martians are to mundane, unempowered humans.

Upliftable
600 RP
Like the Kryptonians and Daxamites, your species has tremendous inherent potential
that can be trained out by experimentation and practice. This does not refer to the
biological ability of Kryptonians to absorb solar radiation to empower themselves, but
their potential to grasp more esoteric abilities like Torqasm Rao-or precursor Kryptonian
lifeforms such as Doomsday having tremendous adaptive potential. The means to bring
out these abilities are fairly difficult, but will have correspondingly potent gains as a
result.

Growth Stages
2000/1200 RP
Upon a certain age, like Sun-Eaters and Venusian worms your species undergoes a
transformation to achieve a mature stage. Correspondingly long developmental periods
will result in greater transformations although even relatively short ones can still bring
staggering improvement, as demonstrated by the sheer power a mature Sun-Eater
boasts-requiring entire teams of extremely powerful metahumans who can hard counter
it’s abilities to bring down while an immature Sun-Eater can be felled by a dedicated and
experienced team of Lanterns. This form may grant new powers as well as overall
staggering improvements to what the rest of this section has defined their baseline traits
as.

For a refund of 800 RP, your species periodically devolves back into its “normal” mature
stage, as Sun-Eaters do.
Apex Predator
4000 RP
God have mercy, there’s another one. It appears that like humans, your species has an
unparalleled ability in all the multiverse to attune to cosmic forces and harness them to
their own ends. While yes, this does mean simply exposing themselves to high energy
scientific experiments and mystical rites greatly increases the species’ chances of
gaining superpowers many such events can also happen through apparent coincidence-
like being chosen by higher beings as a host or building a piece of anomalous
technology that grants extraordinary powers. Your species is also very, very dangerous
towards cosmic beings and can do grievous damage with energy projection, potentially
design technology of harming such entities, have disproportionately harmful energy
attacks and even have a chance to do great harm with basic kicks and punches. Expect
your civilization to be crawling with those who could be considered superheroes and
supervillains-even developing utterly nonsensical powers like those used by the Doom
Patrol, and for it to have multiple transformative evolutionary stages en route to its full,
beyond-godlike potential. Furthermore your species has a certain physiological
malleability which lets it shore up any weaknesses it has by combining with another
species into a single individual, as humans can do with Martians.

Reputation
Scapegoat
+800 RP
You’ve done something terrible to your civilization, or at least they believe you have.
Something commensurate to the Original Sin, or the fall from Heaven. You will be
hunted on sight by your own people, and it will take great lengths to redeem your
reputation in their eyes.

Pariah
+600 RP
You are not so much hated as repulsive to your civilization in some ways, or politically
unfashionable to associated with. You are still required by their laws to avoid their
domains but at least you will not be actively hunted down-and stragglers or what passes
for small children among them may give you small favours out of pity.

Ill Omen
+200 RP
No law prevents you from interacting with your civilization, but something about you
makes them uneasy. It may be a general sense of unease, an aesthetic issue or simply
a prophecy that speaks of you in negative terms.
Man on the Street
0 RP
You are just an ordinary person in your civilization, in all the ways that matter. If you are
a different species you may be a bit of a curiosity, but that’s about it really.

Toast of the Town


200 RP
You’re quite well liked by your neighbors in your civilization. Optionally you may have a
respectable occupation in it by its standards and the prerequisite skills to do it effectively,
even if you don’t you’re somehow well-liked by those who know you.

Elite
400 RP
Either you’re among the upper class of your civilization, or have achieved something that
has earned the respect accorded to a professional or one with exceptional qualifications
recognized across wide swathes of your civilization’s territory. You may have one such
glamorous occupation (and the associated skills) optionally, whether it is being a
magistrate or some sort of interdimensional soul sommelier.

Hero
600 RP
You’re held up as the peerless embodiment of an ideal, and the symbol of everything
your civilization stands for. Even if you had no legitimate authority you would be treated
as if a respected member of the Justice League-or one of Darkseid’s Elite by most
members of your civilization. If you did, expect for even your political rivals to respect
you and even forfeit in some cases if your civilization has elections and you ran.

God-King
1000 RP
Your word is law. Your whims are commands. Your visage is the very face of God
himself. As Darkseid rules Apokolips absolutely, as the angels revere the Presence, so
does the bulk of your civilization worship the very ground you walk on. Most would gladly
die for you.
1800 CP, discounted if you took Drop-In as your “career”

Now hold on a minute, isn’t this all a bit odd? You have all these fantastic powers, this highly
marketable costume, these prefabricated relationships with the brave and the bold of this world-
but where did you come from? And why are your powers somewhat disappointing for what you
were hyped up to be? Could it be…that there’s more to you than meets the eye? Oh, speaking
of-the least benefit you gain from this perk is that in this and every world henceforth, if you wish
you may be widely recognized and acknowledged as either a cosmic force of some kind-or an
ideal or archetype as significant to the dominant civilization as Superman Batman is to DC
Comics. Or the archangels Lucifer and Gabriel are to Christian folklore. This doesn’t come with
any additional authority, but none but the most attuned to changes in the cosmic order will
dispute the validity of your status as a metaphysical powerhouse regardless of what your actual
powers are.
The more important part of this perk is that you aren’t actually you. And that’s a good thing.

You see, the build you made in this jump is merely the avatar of the greater entity which is your
true self the same way the large, rocky man who can sometimes get beaten in a fistfight with
Superman and sometimes easily defeat him by teleporting him across space and time is a mere
avatar of the true Darkseid-or the way the empowered form of the true Darkseid in Infinite
Frontier is merely the left hand of the Great Darkness. Every superpower, every physical and
mental trait, every single perk, trait, item and other aspect you acquire from this jump and only
this jump from your beauty to your strength to your inexplicable ability to pull mangos out of a
convenient portal exists at a higher order, likely conceptual and probably fundamental level. Are
you a superhero that can shoot lightening out of your hands? Your greater self can conjure bolts
of lightning that form elegant electric circuits spanning the entire multiverse! Are you a
supervillain with a frieze ray? Your greater self owns a higher order cosmic ice cannon capable
of spreading an endless winter across countless worlds! Do you throw batarangs? Your greater
self throws cosmic edges of meta-metal that vibrate their way across parallel worlds at
unthinkable speeds! Are you part of a crimefighting organization? While it’s yet to be proven
what the connection between the mysterious Xeen Arrow as well as his partner Xeen Lantern is
to Earth-0’s Oliver Queen and Hal Jordan, in your case your greater self is definitely part of a
higher dimensional crimefighting group with all the equipment and resources that entails!
Naturally this will scale higher depending on what your build in this jump is, but even if you have
somehow entered this jump as a crippled, malnourished, quadriplegic, child of one of the more
insignificant races in this universe your true form would nonetheless be something akin to a
lesser god of Olympus’ idea-self in the Sphere of the Gods. An actual human like Oliver Green
would likely obtain a form akin to that of the mysterious inhabitants of the Fifth World foretold to
replace Fourth World.

Your avatar self-everything your build for this jump represents-is a diminutive but significant
measure of your true self. Something akin to a hand, perhaps. Whatever it is, while it can be
recreated from destruction it would be a significant but not strenuous effort for your true self
(something akin to a moderate workout for a healthy human); were you to be sealed away by
significant barriers it could take eons-though it will never cease trying to reform itself as long as
your true self exist, and your true self can restore it instantly by expending will and lifeforce,
energy or whatever it is that makes up your fundamental being. While it is by design and nature
an obedient extension of your will, truly cosmic degrees of separation such as the constant
fracturing of the DC multiverse coupled with the higher order displacement under the Dark
Multiverse inflicted by the Source/Presence upon the Great Darkness might cause your hands
to develop divergent yet similar motivations and wills of their own. Know however that this is
only a possibility for hands designed to be independent spirits, that depending on its nature the
hand may be designed in such a way to remain loyal and set out to free you, and that upon
direct contact with your greater self the hand will be immediately and effortlessly subsumed.
After that, only the greatest of miracles or the most powerful seals on your greater self could
give them even a fleeting glimpse of freedom.
You can create more such avatars at will of course, but why exert so much effort just to interact
with lesser beings? For the same amount of effort, you can create additional avatars-lesser
beings partaking of your nature, comparable to fingers next to your hand. Whatever the case,
any new hand or finger avatars you form in this manner will always have similar powers to you
but potentially with greater variations on your core theme-just as Darkseid, the Empty Hand,
Eclipso, the Upside-Down Man, Barbatos the Bat-God and Nekron represent different facets of
the Great Darkness. Additionally whatever other powers it has, your greater self is capable of
exerting it’s will to corrupt beings greatly lesser to you in stature-those comparable to your hand
in crippled form perhaps. At first little will change about them apart from their goals aligning with
yours, their behavior becoming a form fitting to your desires, their destiny and “narrative role”
suiting your interests over time and seemingly with little connection between the two of you. But
over time, they will become metaphysically closer and closer to you until like Ares and
Doomsday despite not being consciously aware of it, with every breath they strive to carry out
your bidding. Furthermore if you focus a significant amount of your will and essence-several
times greater than creating a hand-you may designate one such being as your “voice”, which
will find a combination of their natural abilities as well as a direct line to your power raising them
above either of your hands. Beware of such a close communion. Such is the power of a voice
that it can potentially influence you. While this is no mind control but a mere whisper, it is one
close to your heart. This is not to say you are powerless to reject the voice’s bidding-indeed, it is
trivial for you to become aware of its presence in your life and unless it already surpasses you in
power or otherwise has some sufficient technique, form of outside help or other exceptional
advantage the voice lacks the ability to seize control of your abilities or greater form. But even
an ineloquent voice’s blathering would sound as familiar as a close friend or brother’s.
Finally, once every jump if you should ever suffer genuine and ultimate defeat or death it will
retroactively become apparent that it was merely an avatar of the GENUINE real you. Don’t
worry, there isn’t an even bigger writer making you type your build or anything! It’s just that like
how certain characters like the true Source in the Death of the New Gods saga (the fusion of the
entity formerly seen as the Source, and the Anti-Life Entity), how the Batman Who Laughs was
essentially a synthesis of Batman’s strategic mind and the Joker’s insanity, or the fact that
Darkseid and the Empty Hand were both part of the Great Darkness it turns out your true
selfhood applies “horizontally” as well as “vertically” integrating the traits of a hitherto parallel
existence! You may decide the specifics of exactly how, but at the moment of your seeming
defeat your second self will appear to rescue you by fusing into a greater form; if you like, you
may separate yourself anew from this entity as you wish while retaining full control over both
halves. This second self has a similar overall powerlevel to your initial true self, but just as the
Anti-Life Entity seemed elementally opposed to the Source (at first, anyway) it’s capabilities and
fundamental nature may be even more radically different than from your true self to the extent of
seeming-though do not doubt that together, you form an even greater whole greater than the
sum of your parts!
As always-but wait, there’s more! This perk function as a capstone booster for every perk,
item, power and property purchased for yourself in this jump. This is a common sense
extension of said perk/item/property being a mere fragment of your higher order being.
Examples will be provided below; the rest are left as an exercise to your imagination.

Crack in the Fourth Wall: 4th Wall Breaker? Please. You built the damn thing! After all, you’re a
writer for DC Comics! You have all the powers of the inhabitants of the mysterious Earth Prime,
your narratives and stories spilling out into other worlds such as that of the DC Comics
multiverse to imperceptibly but profoundly influence events, outcomes and phenomena on a
grand scale-up to and including causing extremely powerful characters to fail hilariously against
a street-level crime fighter in tights, or retconning a man to have been a racially and sexually
diverse minority all along.

Symbol of Hope: You don’t just inspire hope-you propagate it. When you arrive in a setting it
undergoes a tonal shift to be like the DC Animated Universe, positive outcomes becoming
drastically more likely to happen and villains becoming much more incompetent and prone to
failure. Even demons can be redeemed into angels, and the darkest of gods may yet be turned
into best friends. Also like the Superman Thought Robot your greater self is plated in divine
metals, giving it an extraordinary ability to resolve calamities of extraordinary scope, save others
from seemingly certain death and redeem unpardonably vile cosmic parasite.

Perceptive Tactician: Like the Bat-God Barbatos, your greater self has an extraordinary capacity
for not just planning but organizing events throughout the multiverse so that a specific outcome-
like say, a traumatised little boy in an alley growing up to be the most dangerous hero in the
multiverse-can be actualised. It will take time, effort and the harmonization of certain resources
but in time you can set up plans or mark others for greatness with a chance to overcome even
greater beings or events than yourself. Moreover, just as Batman was powerless to resist
Barbatos’will by relying on his own capabilities those at the fulcrum of your schemes are also
much more vulnerable to your subtle machinations.

The Heart of Truth: Just as Diana’s nobility of spirit(?) won her the fond regard of the Super
Celestials, your capacity to provoke compassion and understanding transcends reality. Truly
alien beings, entities that have spent countless eons accepting the creation and destruction of
entire multiverses sustained with the birth and death of one of their own their ordained task-your
example can stay their hand where they would normally purge your reality should they deem it
undesirable. No force within this multiverse is truly beyond the ability to talk down and win the
friendship-or even love-of for you, and your empathy for all living things is such that you
understand even most gods better than they do themselves.

The Secrets of Society: Darkseid had Intergang and his Crime Bible. You have something
similar. A significant portion of all criminal and otherwise furtive organized activity naturally
tends to unknowingly further your schemes, from the seemingly random activities of teenage
vandals to the unsavory deeds of the Guardians of Oa. No being in this multiverse will consider
your offers of employment or collaboration at least tempting, and those wise enough to work
with you will find divine providence gracing your work together. Things overseen by you run with
beyond-divine efficiency, seemingly unconnected acts coming together to form ridiculous chains
of mutual, professional aid that can span realities as well as vast swathes of space within
universes. And like the Crime Bible, should you wish through seeming coincidence texts about
your greatness that allow others to fuel rites and even miracles themed around your nature will
rapidly propagate throughout the world.

Evil Beyond Imagination: The First of the Fallen gleefully embraces the archetype of devilry that
Lucifer himself finds beneath him-yet you have an equal claim to being the true face of evil. All
demonology, black magic and other sin-based powers become exponentially more powerful in
your presence and when guided by your will-while those stained with sin find their own powers
and evil nature turning against them when raised against you. With a few well-chosen words,
you can spread disorder and moral decay across civilizations. All sin everywhere empowers
your greater self, granting it demonic aspects and powers and making it greater, more
nightmarishly corruptive, more damnably tempting. You are a free radical and corrosive force
akin to what the Joker seems like in the minds of his broken victims.

Criminally Insane Dedication: Like the Furies, you are a cosmic force of vengeance armed with
divine tools of office to scourge those that have wronged you-in your eyes, at least. Your greater
self is to others of its kind what the Furies are to the gods-empowered by the divine right to
exact punishment and inflict harm on transgressors to be able to wound even the Endless
should they not fight back. But unlike the Furies it is no external metric of sin, however vague,
that guides your fell hand-no, in the eyes of the world those you hate deserve what you do to
them by merit of the fact you hate them. Their defenses will turn brittle, their countermeasures
fail before they start, their fleeing only lead them closer to your grasp, their desperate attempts
to fight back fated to handicaps after handicap. Worse of all, not only will society and even 4th
wall observers if any exist come to see them as total jobbers but so long as your hatred is
sustained outrageous calamities and tragedies will constantly plague their lives.

Born to Fight: At the bare minimum, you are a bonafide god of war. But it’s entirely possible you
are something far greater, being to them what the Erebos that approached the DCeased
universe is to other mere gods of darkness. All conflict is as meat and drink to you, all war
grants you more power and vice versa-your divine will can escalate a street brawl into city-wide
anarchy. War is in your soul, literally, letting you be physically present wherever there is a fight.
Any violence in which there is some kind of actual struggle (as opposed to inevitable and
hopeless slaughter, a mental blackout or somesuch) is an open book to you, and you can freely
manipulate weapons or conjure the concept of battles into places where conflict would
otherwise not exist.

Magical Potential (800 CP): Hecate or Tim Hunter are to you as the alternate selves Tim Hunter
created while forming entire realities with his magical potential were to him. Your magical power
beggars belief and certainly dwarfs any one universe. Whether you are one of the Monitor magi-
the mysterious tailors who orchestrated the iteration of the Seven Soldiers which resulted in
Zatanna casting a spell that ultimately undid the Sheeda Empire through the actions of
seemingly unconnected individuals-or something even greater, whatever rules or limitations
magic as understood by most actual published DC characters are effectively just creative
suggestions to your mystic might.

Portal to the Mangoverse: Not only are you the rightful ruler of the entire Mangoverse but you
can at minimum open dozens of portals to it at a time and make the mangos shoot out with
cannoball-like force and/or precise, graceful trajectories. This is using the crippled child-
standard of greater self; it is highly likely you can collapse solar systems with mangos. Enjoy
your mango castle, mango kingdom, mangical mango arms and if you like mango harem.

5D Imp: Wait, hang on, you’re actually HIM!? No! This is impossible even by our standards!
You’re…you’re not supposed to be canon! Everybody, RUN FOR YOUR LIVES! IT’S-
Ending
=== === === ===

Your time has come and gone, and now your last choice has finally arrived. This is a vast
multiverse, with endless possibilities, but not so endless as the lands beyond. Where will you
go from here?

Stay Here
You’ve decided to make your home here. All continuous drawbacks are removed, your chain
ends, and your previous worlds are unfrozen. Good luck with your life here.

Go Home
You’ve had enough of this place. All continuous drawbacks are removed, your chain ends, and
your previous worlds are unfrozen. Thanks for all the fun we had.

Move On
The adventure isn’t over. All continuous drawbacks are removed and your chain continues. I
can’t wait to see where you’ll go next.

Before you go, you should know this. When the Godwave passed across the multiverse, it
didn't quite stop there. It overflowed at the edges, so while you might not see it magic is still
present in other worlds. If you learned any here you'll be able to teach it to others wherever else
you go.
Notes

For the purpose of discounts, “demigod” refers to someone-be they Jumper or companion-who
has one divine parent and one mortal one via the Hybrid option. Both New God and mythic god
options are valid for this purpose, as well as orders of divine beings at the same level or above it
in terms of CP value.

You might also like