View Full Version : CHAR: Batman
Enforcer84
Jan 21st, '06, 08:52 PM
Oh yeah, My take on the BatMAN. This one won't cause any discussion at all. You will all bend to my thurough knowledge and treatment of this icon. :rolleyes:
OddHat
Jan 21st, '06, 09:09 PM
So, 5 point Psych Limit, "Must periodically kick Superman's *** to prove he's the top"?
Enforcer84
Jan 21st, '06, 09:41 PM
Close
Enforcer84
Jan 21st, '06, 09:42 PM
Batman
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
22 CON 24 13-
15 BODY 10 12-
30 INT 20 15- PER Roll 15-
21 EGO 22 13- ECV: 7
35 PRE 25 16- PRE Attack: 7d6
18 COM 4 13-
12/17 PD 7 Total: 12/17 PD (0/5 rPD)
7/12 ED 3 Total: 7/12 ED (0/5 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
10 REC 2
50 END 3
50 STUN 11 Total Characteristic Cost: 218
Movement:
Running: 6"/12"
Leaping: 5"/20"/10"/40"
Swimming: 2"/4"
Swinging: 15"/30"
Cost Powers END
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
5 Iron Will: Mental Defense (19 points total)
30 Utility Belt Basics: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
2u 1) Batrazors: RKA 1d6+1, 16 Recoverable Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (-1), Range Based On Strength (-1/4) [16 rc]
1u 2) Coded Radio Gear: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x4) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4)
1u 3) Darkness: Smoke pellets: Darkness to Sight Group 2" radius, 8 Recoverable Continuing Charges lasting 1 Extra Phase each (+1/4) (25 Active Points); OAF (-1), Limited Power: range based on strength (-1/4) [8 rc]
1m 4) Flexishield: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1)
1u 5) MiniSpotlight: Change Environment 4" radius (15 Active Points); OAF (-1) 1
1u 6) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
1u 7) Swingline Gun & Winch: Superleap +15" (5"/20" forward, 2 1/2"/10" upward) (15 Active Points); OAF (-1), Limited Power: only to go up (-1/2) 1
1m 8) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1
72 Utility Belt Extras: VPP (Gadget Pool), 60 base + 12 control cost, (90 Active Points); OAF (Belt; -1), VPP Can Only Be Changed Between Adventures (-1/2)
Cowl Gear, all slots OIF (-1/2)
3 1) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2)
20 2) Protected Senses: Hearing Group Flash Defense (10 points), Sight Group, Radio Group (30 Active Points); OIF (-1/2)
7 3) Psionic Shielding: +10 Mental Defense (19 points total) (10 Active Points); OIF (-1/2)
8 4) Radio Uplink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
3 5) Thermal Vision Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
Unique Art cobbled from several traditional Styles
Maneuver OCV DCV Notes
20 +5 HTH Damage Class(es)
4 Block +2 +2 Block, Abort
4 Choke -2 +0 Grab One Limb; 4 1/2d6 NND
4 Disarm -1 +1 Disarm; 60 STR to Disarm roll
4 Escape +0 +0 65 STR vs. Grabs
5 Flying Side Kick +1 +0 10d6 +v/5; FMove
3 Grappling Throw +0 +2 12d6 Strike; Target Falls; Must Follow Grab
3 Joint Lock/Hold -1 -1 Grab Two Limbs, 60 STR for holding on
4 Knife/Spear Hand -2 +0 HKA 3d6
3 Legsweep +2 -1 11d6 Strike, Target Falls
4 Nerve Strike -1 +1 4 1/2d6 NND
4 Punch/Elbow Strike +0 +2 12d6 Strike
5 Redirect +1 +3 Block, Abort
5 Side or Spin Kick -2 +1 14d6 Strike
4 Snap Kick/Leopard Strike +2 +0 12d6 Strike
3 Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
3 Takedown +1 +1 10d6 Strike; Target Falls
3 Throw +0 +1 10d6 +v/5, Target Falls
9 Weapon Element: Axes, Maces, Picks, Chain and Rope, Clubs, Garotte, Karate Weapons, Pole Arms, Quarterstaff, Swords, Three-Section Staff, Unarmed Combat
Perks
15 Alfred Pennyworth: Follower
15 Bruce's Billions: Money: Filthy Rich
20 Contributions to Watchtower: Base/Vehicle
Notes: Batman has his hooks in the JLA base of operations.
1 Criminal Thuggery: False Identity
1 He can Travel!: Fringe Benefit: Passport
1 Licensed to ...Drive: Fringe Benefit: International Driver's License
55 The Bat Fleet of Vehicles: Customized vehicles of a combat nature.
Notes: This represents: a Batmobile, a Batplane, a Batboat, a Batsubmersible, and a Batcopter. Alter to suit your Temperment
60 The Batcave: Base of Operations
20 The Homestead: Wayne Manor
8 Watchtower: Access (Hidden (-5 to Skill Rolls))
8 Wayne Enterprises Building: Access (Hidden (-5 to Skill Rolls))
15 Reputation: The Greatest Detective on Earth (A large group) 14-, +5/+5d6
3 Well-Connected
6 1) Where does he get such Marvelous Toys?: Contact: Engineer (Contact has extremely useful Skills or resources, Good relationship with Contact) (7 Active Points) 12-
Notes: This represents someone who helps Batman with his gear and/or vehicles. Keep or discard at will.
5 2) Contact: Arkham Asylum (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
4 3) Contact: Dr. Whatshername (Contact has useful Skills or resources) (5 Active Points) 13-
7 4) Contact: James Gordon, Commissioner GCPD (Contact has access to major institutions, Contact has very useful Skills or resources) (8 Active Points) 14-
Talents
3 Can Navigate Well: Bump Of Direction
16 Combat Genius: Combat Sense 16-
3 Cat Napper: Lightsleep
5 Iron Will: Resistance: 5 points
3 Esoteric Knowledge: Simulate Death
6 Trained Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions
4 Prepaired for anything: Environmental Movement (no penalties on Uneven, enclosed, and chaotic surfaces)
18 Rolls with the Punches: Combat Luck (9 PD/9 ED)
Skills
24 +3 with All Combat
10 +2 with Ranged Combat
30 +3 with Overall Level
4 AK: Gotham City 16-
3 Acrobatics 14-
3 Acting 16-
5 Breakfall 15-
3 Bugging 15-
3 Bureaucratics 16-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 15-
3 Concealment 15-
3 Conversation 16-
5 Cramming
5 Cramming
5 Cramming
5 Cramming
13 Criminology 20-
3 Cryptography 15-
13 Deduction 20-
10 Defense Maneuver I-IV
3 Demolitions 15-
3 Disguise 15-
3 Electronics 15-
3 Fast Draw 14-
3 Forensic Medicine 15-
8 Forgery (Art Objects, Commercial Goods, Documents, Money (Counterfeiting)) 15-
3 High Society 16-
3 Interrogation 16-
5 Inventor 16-
3 Linguist
3 1) Language: French (Idiomatic, native accent; Literacy) (5 Active Points)
4 2) Language: Japanese (Completely Fluent, w/Accent; Literacy)
5 3) Language: Spanish (Idiomatic, native accent; Literacy)
3 Lockpicking 14-
3 Mechanics 15-
3 Mimicry 15-
4 Navigation (Air, Land, Marine) 15-
3 Persuasion 16-
5 Riding 15-
3 Scholar
2 1) KS: Gotham Underworld (3 Active Points) 15-
2 2) KS: Helpful Trivia (3 Active Points) 15-
2 3) KS: Martial Arts Styles (General) (3 Active Points) 15-
2 4) KS: Supercriminals (3 Active Points) 15-
2 5) KS: The Martial World (3 Active Points) 15-
2 6) KS: The Military/Mercenary/Terrorist World (3 Active Points) 15-
2 7) KS: The Superhuman World (3 Active Points) 15-
3 Scientist
2 1) SS: Aeronautics 15- (3 Active Points)
2 2) SS: Ballistics 15- (3 Active Points)
2 3) SS: Biology 15- (3 Active Points)
2 4) SS: Chemistry 15- (3 Active Points)
2 5) SS: Genetics 15- (3 Active Points)
2 6) SS: Mathematics 15- (3 Active Points)
2 7) SS: Physics 15- (3 Active Points)
3 Seduction 16-
3 Shadowing 15-
3 Sleight of Hand 14-
3 Stealth 14-
3 Streetwise 16-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 15-
3 Systems Operation 15-
7 Tactics 17-
3 Teamwork 14-
5 Tracking 16-
31 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Bobsleds, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, Rafts, Railed Vehicles, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Sleds, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing
11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand, Staffs, Three-Section Staff
8 Weaponsmith: muscle powered, slug throwers and Energy (Other) 18-
Total Powers & Skill Cost: 933
Total Cost: 1151
600+ Disadvantages
20 Hunted: Batman's Rogues Gallery 11- (Frequently) (As Pow, NCI, Harshly Punish)
15 Hunted: Criminal Underworld 11- (Frequently), Less Powerful, NCI, Harshly Punish
10 Hunted: Rep Seeking Badguy of the Month 8- (Occasionally), As Powerful, Harshly Punish
10 Physical Limitation: Flash backs: when in crime alley Infrequently, Greatly Impairing
Notes: This may have been retconed away.
25 Psychological Limitation: Devoted to Justice Very Common, Total
20 Psychological Limitation: Code vs Killing Common, Total
10 Psychological Limitation: Protective of his "Family" (The so called "Bat-Family ") (Uncommon, Strong)
15 Reputation: Feared Vigilante/Untrustworthy comatriot...?, Almost Always (14-)
10 Rivalry: Professional (Any other costumed crimefighter in Gotham; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multipler Rivals)
15 Social Limitation: Secret Identity: Bruce Wayne Frequently (11-), Major
401 Experience Points
(405 points unspent)
Total Disadvantage Points: 1151
Background/History: blah blah parents killed, blah blah trained to perfecton blah blah criminals are a superstitious, cowardly, lot blah blah, hangs around with young boys in short pants.
Personality/Motivation: To ensure that what happened to him never happens to another child.
Quote: "I'm Batman"
Powers/Tactics: Peerless mind, top flight martial artist, peak conditioning. More toys than the Sharper Image.
Campaign Use:
Appearance: Wears black. Or gray and black. Or gray and blue. You can basically judge how crazy/controlling/badass/sissypantsniceguy he is by the size of his cowl's "Ears" The longer and pointier the ear, the crazier and baddassier the batman. His belt is bright yellow or not.
Log-Man
Jan 21st, '06, 09:46 PM
You have such a way with capturing the characters' essence in their appearance descriptions :D
:thumbup:
Enforcer84
Jan 21st, '06, 09:47 PM
This is an aging Batman. He's not as quick or as tough as he once was, thanks to the constant beatings and periodic back breakings. However, he is far from "Slouch" and has no trouble keeping whippersnappers off his porch.
He may be getting his AARP card soon though...
Pendaran
Jan 21st, '06, 09:50 PM
His ego and mental defense are kinda low if you're doing Grant Morrisson "I endured Desaad's torture for years without breaking, then secretly replaced him" Batgod.
Otherwise looks good.
OddHat
Jan 21st, '06, 09:57 PM
You forgot the 600 Point "The Writers Love Me" VPP. ;)
Good work. Still, I'd give him some kind of massive gadget pool in adition to the vehicles and bases. This is the guy who just happens to have some Kryptonite around here somewhere, next to the Power Suit and etc, etc.
Enforcer84
Jan 21st, '06, 10:03 PM
60 pts isn't good enough?
On Bats I always fear I have short changed his skills or perks.
He could easily have Find Weakness with all attacks as well and probably should
Hitting the Gadgets & Gear book he should at least have two or three of the Cape powers too... but I figure those gadgets can all fit in the VPP.
BTB for those who are wondering, my Captain America is physically superior to Bats in all ways including SPD. Bats has a greater variety of Martial Arts maneuvers and they do similar damage in HTH. They both have relatively equal levels though Cap's more skilled with his one item (shield) than Bruce is with his toys, in general. I think a fight with no gear would go either way depending on the die rolls, everything else kinda evens out.
Bloodstone
Jan 22nd, '06, 01:47 AM
No ranged martial arts for his batarang fu?
L. Marcus
Jan 22nd, '06, 02:02 AM
. . . Sweet Bobby Malone! Beautiful! :eek:
Consider my Rep previously to be for this instead! :love:
OddHat
Jan 22nd, '06, 03:43 AM
60 pts isn't good enough?
That one can only be changed between adventures. He needs to be able to get smacked around, head back to the cave, get a new toy, and come back slugging. May if you upped it to 80 points, Only Changed in Cave?
Manchine
Jan 22nd, '06, 06:51 AM
Looks good.
Vigil
Jan 22nd, '06, 12:29 PM
I don't know. The write up seems kinda vague and sketchy, especially when it comes to skill and perks, etc., lol. Maybe those could be fleshed out more.
Actually, great write up. I think it shows admirable restraint in evaluating the character, although his PD and ED seem low. I remember way way way way back when Different Worlds did a Champs write up of the X-Men (which is as close to official as Champs has come) that Wolverine had 22 PD and 15 ED so I think his PD/ED may be a bit low. I'd put Cap at about 18 PD and 15 Ed so Bats may be about 15/13 or so. I'm kinda surprised, too at the low CON (again in the article Wovie had 30 CON) and DEX (Wolvie's was 26 also so I'd probably put Bat's at 27 (same as Nightcrawler) or 28). His STR seems right, though.
Great work.
Speaking of Cap...let' see the write up!
Enforcer84
Jan 22nd, '06, 01:00 PM
That one can only be changed between adventures. He needs to be able to get smacked around, head back to the cave, get a new toy, and come back slugging. May if you upped it to 80 points, Only Changed in Cave?
SOunds good.
Enforcer84
Jan 22nd, '06, 01:01 PM
I don't know. The write up seems kinda vague and sketchy, especially when it comes to skill and perks, etc., lol. Maybe those could be fleshed out more.
Actually, great write up. I think it shows admirable restraint in evaluating the character, although his PD and ED seem low. I remember way way way way back when Different Worlds did a Champs write up of the X-Men (which is as close to official as Champs has come) that Wolverine had 22 PD and 15 ED so I think his PD/ED may be a bit low. I'd put Cap at about 18 PD and 15 Ed so Bats may be about 15/13 or so. I'm kinda surprised, too at the low CON (again in the article Wovie had 30 CON) and DEX (Wolvie's was 26 also so I'd probably put Bat's at 27 (same as Nightcrawler) or 28). His STR seems right, though.
Great work.
Speaking of Cap...let' see the write up!
The charateristics are gonna stay and yes, his DEX and his CON are lower than I would have for Bat's in his physical Prime. This write up is about where I see him now. He's been beaten down and beaten up. He uses his mind and skill now where once he could have simply shrugged it off and relied on physical greatness. And the combat Luck isn't included in the PD/ED totals so he's generally 26PD and 22 ED though I am probably going to increase his armored suit to +8 PD/ED just beacause.
Enforcer84
Jan 22nd, '06, 01:02 PM
No ranged martial arts for his batarang fu?
Hmmm....Perhaps that can be arranged.
Vigil
Jan 22nd, '06, 04:28 PM
I guess the difficulty in writing up any character in this range (ie, Bats, cap, daredevil Wolverine, etc) is just how one defines "human" and especially maximum human.
It seems there's a lot more consensus on clearly superhuman characters than there is on the mx human types. Even our beloved Champions is of litle help in sorting things out as it states (or did) that max human is 20 for primary characteristics but 30 for the more heroically inclined. I kinda see a mix of the two as being more in line with what's seen in comics, generally 30 for the physical stats and 20 for the mental/intellectual ones.
But once that's sorted out and everyone agress it should be a piece of cake.
Vigil
Metaphysician
Jan 22nd, '06, 05:41 PM
I'd be inclined to stick on some Damage Reduction, either the Stun Only pain resistance kind, or with the combat luck limitations.
Other than that, nice job.
casualplayer
Jan 23rd, '06, 09:47 AM
Just in time for DC to get rid of Bruce Wayne, and the Bat Force for that matter (whoa, deja vu.)
Pretty darn cool. I have to chuckle to myself that your Batman couldn't beat Chuckg's Batgirl.
Hawksmoor
Jan 23rd, '06, 10:04 AM
Well ya know "No one can beat Batgirl." it is her schtick. Open up on her from max range with a AE 1 hex NRM Energy Blast and she falls really well.
Hawksmoor
Kenn
Jun 1st, '06, 11:25 AM
I don't know. I think I have a problem with a Batman who can run a mile in 2 minutes 14 seconds, can use two Bat-cycles (or Bruce Wayne's 'Vette) for weight lifting purposes, and well, ...
"Holy Sandwich! Batman, the walls are closing in!"
"Don't worry, old chum, I'll just kick the moving walls down."
It don't feel right.
input.jack
Jun 1st, '06, 04:01 PM
Different game groups have different "scales" for characters. The write-up Enforcer did looks dead-on for a CHampions game run on the scale that the villains and heroes of the published material are written on.
So, Enforcer, I say to you "Good job!" :D
However, some campaigns are run on different scales. In the group I game with, the "scale" for characters begins at normal people and works upward. Thus, a "typical" superhero has between a 15 and 18 Dex, and a 4 Speed. In our games, Batman would have a 20 Strength, a Dex of 21, a Con of 20, and a Speed of 5. His PD and ED would be 6 (tough for a normal Human, but not the doubling point where you start to look like youre made of leather) (Im talking to you Scott Glenn and Chuck Norris). His costume isnt typically made of anything special, that I can tell. There is some light armoring of his chest and head (locational armor, about 3 Def). Mostly he relies on his DCV and his massive amounts of skill levels to avoid getting hit. And he has a couple of levels with DCV when hes wearing the cape, because he can "hide" in it, making it hard to tell where he really is.
I say what his stats would be in my group with confidence, because Batman is one of my favorite characters, and a "yardstick" by which we measure where peoples stats should be. (For reference purposes, consider the Batman I refer to as being the Batman from the JLA and JLU animated series).
Now, Ive gotten into arguements and flame-wars on this topic before, and I dont want to start one here. All Im trying to do is illustrate how a character can be perfectly scaled for one campaign (as Enforcer's Batman is perfectly scaled for the mainstream, printed Champions scale), but not for another campaign (like mine, or, I suspect, youre, Kenn). There are other campaigns where this write-up would be completely -underpowered-! (Ive been in game where if you didnt have a 30 Dex and an 8 Speed you might as well stay home. All on 250 points. The limitations people put on their characters were insane! I didnt play that game more than once).
It makes putting up a character write-up difficult. As Casualplayer said, Enforcer's Batman couldnt defeat Chuckg's Batgirl.
I suspect that this is because Chuckg plays on a more "out-there" scale than Enforcer does.
Still, I love seeing how people write characters Im familiar with up, because I always get new ideas about how to fine-tune my own write-ups better, steali-.... using their ideas and innovations :D
Mike W
Jun 1st, '06, 10:57 PM
Batman
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
22 CON 24 13-
15 BODY 10 12-
30 INT 20 15- PER Roll 15-
21 EGO 22 13- ECV: 7
35 PRE 25 16- PRE Attack: 7d6
18 COM 4 13-
12/17 PD 7 Total: 12/17 PD (0/5 rPD)
7/12 ED 3 Total: 7/12 ED (0/5 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
10 REC 2
50 END 3
50 STUN 11 Total Characteristic Cost: 218
Movement:
Running: 6"/12"
Leaping: 5"/20"/10"/40"
Swimming: 2"/4"
Swinging: 15"/30"
Cost Powers END
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
5 Iron Will: Mental Defense (19 points total)
30 Utility Belt Basics: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
2u 1) Batrazors: RKA 1d6+1, 16 Recoverable Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (-1), Range Based On Strength (-1/4) [16 rc]
1u 2) Coded Radio Gear: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x4) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4)
1u 3) Darkness: Smoke pellets: Darkness to Sight Group 2" radius, 8 Recoverable Continuing Charges lasting 1 Extra Phase each (+1/4) (25 Active Points); OAF (-1), Limited Power: range based on strength (-1/4) [8 rc]
1m 4) Flexishield: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1)
1u 5) MiniSpotlight: Change Environment 4" radius (15 Active Points); OAF (-1) 1
1u 6) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
1u 7) Swingline Gun & Winch: Superleap +15" (5"/20" forward, 2 1/2"/10" upward) (15 Active Points); OAF (-1), Limited Power: only to go up (-1/2) 1
1m 8) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1
72 Utility Belt Extras: VPP (Gadget Pool), 60 base + 12 control cost, (90 Active Points); OAF (Belt; -1), VPP Can Only Be Changed Between Adventures (-1/2)
Cowl Gear, all slots OIF (-1/2)
3 1) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2)
20 2) Protected Senses: Hearing Group Flash Defense (10 points), Sight Group, Radio Group (30 Active Points); OIF (-1/2)
7 3) Psionic Shielding: +10 Mental Defense (19 points total) (10 Active Points); OIF (-1/2)
8 4) Radio Uplink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
3 5) Thermal Vision Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
Unique Art cobbled from several traditional Styles
Maneuver OCV DCV Notes
20 +5 HTH Damage Class(es)
4 Block +2 +2 Block, Abort
4 Choke -2 +0 Grab One Limb; 4 1/2d6 NND
4 Disarm -1 +1 Disarm; 60 STR to Disarm roll
4 Escape +0 +0 65 STR vs. Grabs
5 Flying Side Kick +1 +0 10d6 +v/5; FMove
3 Grappling Throw +0 +2 12d6 Strike; Target Falls; Must Follow Grab
3 Joint Lock/Hold -1 -1 Grab Two Limbs, 60 STR for holding on
4 Knife/Spear Hand -2 +0 HKA 3d6
3 Legsweep +2 -1 11d6 Strike, Target Falls
4 Nerve Strike -1 +1 4 1/2d6 NND
4 Punch/Elbow Strike +0 +2 12d6 Strike
5 Redirect +1 +3 Block, Abort
5 Side or Spin Kick -2 +1 14d6 Strike
4 Snap Kick/Leopard Strike +2 +0 12d6 Strike
3 Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
3 Takedown +1 +1 10d6 Strike; Target Falls
3 Throw +0 +1 10d6 +v/5, Target Falls
9 Weapon Element: Axes, Maces, Picks, Chain and Rope, Clubs, Garotte, Karate Weapons, Pole Arms, Quarterstaff, Swords, Three-Section Staff, Unarmed Combat
Perks
15 Alfred Pennyworth: Follower
15 Bruce's Billions: Money: Filthy Rich
20 Contributions to Watchtower: Base/Vehicle
Notes: Batman has his hooks in the JLA base of operations.
1 Criminal Thuggery: False Identity
1 He can Travel!: Fringe Benefit: Passport
1 Licensed to ...Drive: Fringe Benefit: International Driver's License
55 The Bat Fleet of Vehicles: Customized vehicles of a combat nature.
Notes: This represents: a Batmobile, a Batplane, a Batboat, a Batsubmersible, and a Batcopter. Alter to suit your Temperment
60 The Batcave: Base of Operations
20 The Homestead: Wayne Manor
8 Watchtower: Access (Hidden (-5 to Skill Rolls))
8 Wayne Enterprises Building: Access (Hidden (-5 to Skill Rolls))
15 Reputation: The Greatest Detective on Earth (A large group) 14-, +5/+5d6
3 Well-Connected
6 1) Where does he get such Marvelous Toys?: Contact: Engineer (Contact has extremely useful Skills or resources, Good relationship with Contact) (7 Active Points) 12-
Notes: This represents someone who helps Batman with his gear and/or vehicles. Keep or discard at will.
5 2) Contact: Arkham Asylum (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
4 3) Contact: Dr. Whatshername (Contact has useful Skills or resources) (5 Active Points) 13-
7 4) Contact: James Gordon, Commissioner GCPD (Contact has access to major institutions, Contact has very useful Skills or resources) (8 Active Points) 14-
Talents
3 Can Navigate Well: Bump Of Direction
16 Combat Genius: Combat Sense 16-
3 Cat Napper: Lightsleep
5 Iron Will: Resistance: 5 points
3 Esoteric Knowledge: Simulate Death
6 Trained Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions
4 Prepaired for anything: Environmental Movement (no penalties on Uneven, enclosed, and chaotic surfaces)
18 Rolls with the Punches: Combat Luck (9 PD/9 ED)
Skills
24 +3 with All Combat
10 +2 with Ranged Combat
30 +3 with Overall Level
4 AK: Gotham City 16-
3 Acrobatics 14-
3 Acting 16-
5 Breakfall 15-
3 Bugging 15-
3 Bureaucratics 16-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 15-
3 Concealment 15-
3 Conversation 16-
5 Cramming
5 Cramming
5 Cramming
5 Cramming
13 Criminology 20-
3 Cryptography 15-
13 Deduction 20-
10 Defense Maneuver I-IV
3 Demolitions 15-
3 Disguise 15-
3 Electronics 15-
3 Fast Draw 14-
3 Forensic Medicine 15-
8 Forgery (Art Objects, Commercial Goods, Documents, Money (Counterfeiting)) 15-
3 High Society 16-
3 Interrogation 16-
5 Inventor 16-
3 Linguist
3 1) Language: French (Idiomatic, native accent; Literacy) (5 Active Points)
4 2) Language: Japanese (Completely Fluent, w/Accent; Literacy)
5 3) Language: Spanish (Idiomatic, native accent; Literacy)
3 Lockpicking 14-
3 Mechanics 15-
3 Mimicry 15-
4 Navigation (Air, Land, Marine) 15-
3 Persuasion 16-
5 Riding 15-
3 Scholar
2 1) KS: Gotham Underworld (3 Active Points) 15-
2 2) KS: Helpful Trivia (3 Active Points) 15-
2 3) KS: Martial Arts Styles (General) (3 Active Points) 15-
2 4) KS: Supercriminals (3 Active Points) 15-
2 5) KS: The Martial World (3 Active Points) 15-
2 6) KS: The Military/Mercenary/Terrorist World (3 Active Points) 15-
2 7) KS: The Superhuman World (3 Active Points) 15-
3 Scientist
2 1) SS: Aeronautics 15- (3 Active Points)
2 2) SS: Ballistics 15- (3 Active Points)
2 3) SS: Biology 15- (3 Active Points)
2 4) SS: Chemistry 15- (3 Active Points)
2 5) SS: Genetics 15- (3 Active Points)
2 6) SS: Mathematics 15- (3 Active Points)
2 7) SS: Physics 15- (3 Active Points)
3 Seduction 16-
3 Shadowing 15-
3 Sleight of Hand 14-
3 Stealth 14-
3 Streetwise 16-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 15-
3 Systems Operation 15-
7 Tactics 17-
3 Teamwork 14-
5 Tracking 16-
31 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Bobsleds, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, Rafts, Railed Vehicles, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Sleds, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing
11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand, Staffs, Three-Section Staff
8 Weaponsmith: muscle powered, slug throwers and Energy (Other) 18-
Total Powers & Skill Cost: 933
Total Cost: 1151
600+ Disadvantages
20 Hunted: Batman's Rogues Gallery 11- (Frequently) (As Pow, NCI, Harshly Punish)
15 Hunted: Criminal Underworld 11- (Frequently), Less Powerful, NCI, Harshly Punish
10 Hunted: Rep Seeking Badguy of the Month 8- (Occasionally), As Powerful, Harshly Punish
10 Physical Limitation: Flash backs: when in crime alley Infrequently, Greatly Impairing
Notes: This may have been retconed away.
25 Psychological Limitation: Devoted to Justice Very Common, Total
20 Psychological Limitation: Code vs Killing Common, Total
10 Psychological Limitation: Protective of his "Family" (The so called "Bat-Family ") (Uncommon, Strong)
15 Reputation: Feared Vigilante/Untrustworthy comatriot...?, Almost Always (14-)
10 Rivalry: Professional (Any other costumed crimefighter in Gotham; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multipler Rivals)
15 Social Limitation: Secret Identity: Bruce Wayne Frequently (11-), Major
401 Experience Points
(405 points unspent)
Total Disadvantage Points: 1151
Background/History: blah blah parents killed, blah blah trained to perfecton blah blah criminals are a superstitious, cowardly, lot blah blah, hangs around with young boys in short pants.
Personality/Motivation: To ensure that what happened to him never happens to another child.
Quote: "I'm Batman"
Powers/Tactics: Peerless mind, top flight martial artist, peak conditioning. More toys than the Sharper Image.
Campaign Use:
Appearance: Wears black. Or gray and black. Or gray and blue. You can basically judge how crazy/controlling/badass/sissypantsniceguy he is by the size of his cowl's "Ears" The longer and pointier the ear, the crazier and baddassier the batman. His belt is bright yellow or not.
Well, not bad, though the build is a higher power level than my campaign(he really doesn't need that much DEX), but the biggest quibble I would have is his PRE. He doesn't need 35. For offense, Batman doesn't scare good costumes, for other guys, he gets huge bonuses. His standard "leap out of the shadows and surpise someone" move gets him at least +7D6 which is enough to turn most people to Jell-o with a 20 PRE. You might buy him a bit more PRE with -1, only for DEF, but that's about it. It also helps balance the fact that Bruce Wayne doesn't have a 35 PRE.
I'd also drop several of his DCs and give him Find Weakness instead. Technically, Bruce should severely hospitalize every normal thug he hits with that package. And he just doesn't do that in the comics(and I dont' see a need for him to be pulling his punches constantly).
Mike W
Jun 1st, '06, 10:58 PM
Batman
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
22 CON 24 13-
15 BODY 10 12-
30 INT 20 15- PER Roll 15-
21 EGO 22 13- ECV: 7
35 PRE 25 16- PRE Attack: 7d6
18 COM 4 13-
12/17 PD 7 Total: 12/17 PD (0/5 rPD)
7/12 ED 3 Total: 7/12 ED (0/5 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
10 REC 2
50 END 3
50 STUN 11 Total Characteristic Cost: 218
Movement:
Running: 6"/12"
Leaping: 5"/20"/10"/40"
Swimming: 2"/4"
Swinging: 15"/30"
Cost Powers END
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
5 Iron Will: Mental Defense (19 points total)
30 Utility Belt Basics: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
2u 1) Batrazors: RKA 1d6+1, 16 Recoverable Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (-1), Range Based On Strength (-1/4) [16 rc]
1u 2) Coded Radio Gear: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x4) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4)
1u 3) Darkness: Smoke pellets: Darkness to Sight Group 2" radius, 8 Recoverable Continuing Charges lasting 1 Extra Phase each (+1/4) (25 Active Points); OAF (-1), Limited Power: range based on strength (-1/4) [8 rc]
1m 4) Flexishield: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1)
1u 5) MiniSpotlight: Change Environment 4" radius (15 Active Points); OAF (-1) 1
1u 6) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
1u 7) Swingline Gun & Winch: Superleap +15" (5"/20" forward, 2 1/2"/10" upward) (15 Active Points); OAF (-1), Limited Power: only to go up (-1/2) 1
1m 8) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1
72 Utility Belt Extras: VPP (Gadget Pool), 60 base + 12 control cost, (90 Active Points); OAF (Belt; -1), VPP Can Only Be Changed Between Adventures (-1/2)
Cowl Gear, all slots OIF (-1/2)
3 1) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2)
20 2) Protected Senses: Hearing Group Flash Defense (10 points), Sight Group, Radio Group (30 Active Points); OIF (-1/2)
7 3) Psionic Shielding: +10 Mental Defense (19 points total) (10 Active Points); OIF (-1/2)
8 4) Radio Uplink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
3 5) Thermal Vision Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
Unique Art cobbled from several traditional Styles
Maneuver OCV DCV Notes
20 +5 HTH Damage Class(es)
4 Block +2 +2 Block, Abort
4 Choke -2 +0 Grab One Limb; 4 1/2d6 NND
4 Disarm -1 +1 Disarm; 60 STR to Disarm roll
4 Escape +0 +0 65 STR vs. Grabs
5 Flying Side Kick +1 +0 10d6 +v/5; FMove
3 Grappling Throw +0 +2 12d6 Strike; Target Falls; Must Follow Grab
3 Joint Lock/Hold -1 -1 Grab Two Limbs, 60 STR for holding on
4 Knife/Spear Hand -2 +0 HKA 3d6
3 Legsweep +2 -1 11d6 Strike, Target Falls
4 Nerve Strike -1 +1 4 1/2d6 NND
4 Punch/Elbow Strike +0 +2 12d6 Strike
5 Redirect +1 +3 Block, Abort
5 Side or Spin Kick -2 +1 14d6 Strike
4 Snap Kick/Leopard Strike +2 +0 12d6 Strike
3 Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
3 Takedown +1 +1 10d6 Strike; Target Falls
3 Throw +0 +1 10d6 +v/5, Target Falls
9 Weapon Element: Axes, Maces, Picks, Chain and Rope, Clubs, Garotte, Karate Weapons, Pole Arms, Quarterstaff, Swords, Three-Section Staff, Unarmed Combat
Perks
15 Alfred Pennyworth: Follower
15 Bruce's Billions: Money: Filthy Rich
20 Contributions to Watchtower: Base/Vehicle
Notes: Batman has his hooks in the JLA base of operations.
1 Criminal Thuggery: False Identity
1 He can Travel!: Fringe Benefit: Passport
1 Licensed to ...Drive: Fringe Benefit: International Driver's License
55 The Bat Fleet of Vehicles: Customized vehicles of a combat nature.
Notes: This represents: a Batmobile, a Batplane, a Batboat, a Batsubmersible, and a Batcopter. Alter to suit your Temperment
60 The Batcave: Base of Operations
20 The Homestead: Wayne Manor
8 Watchtower: Access (Hidden (-5 to Skill Rolls))
8 Wayne Enterprises Building: Access (Hidden (-5 to Skill Rolls))
15 Reputation: The Greatest Detective on Earth (A large group) 14-, +5/+5d6
3 Well-Connected
6 1) Where does he get such Marvelous Toys?: Contact: Engineer (Contact has extremely useful Skills or resources, Good relationship with Contact) (7 Active Points) 12-
Notes: This represents someone who helps Batman with his gear and/or vehicles. Keep or discard at will.
5 2) Contact: Arkham Asylum (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
4 3) Contact: Dr. Whatshername (Contact has useful Skills or resources) (5 Active Points) 13-
7 4) Contact: James Gordon, Commissioner GCPD (Contact has access to major institutions, Contact has very useful Skills or resources) (8 Active Points) 14-
Talents
3 Can Navigate Well: Bump Of Direction
16 Combat Genius: Combat Sense 16-
3 Cat Napper: Lightsleep
5 Iron Will: Resistance: 5 points
3 Esoteric Knowledge: Simulate Death
6 Trained Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions
4 Prepaired for anything: Environmental Movement (no penalties on Uneven, enclosed, and chaotic surfaces)
18 Rolls with the Punches: Combat Luck (9 PD/9 ED)
Skills
24 +3 with All Combat
10 +2 with Ranged Combat
30 +3 with Overall Level
4 AK: Gotham City 16-
3 Acrobatics 14-
3 Acting 16-
5 Breakfall 15-
3 Bugging 15-
3 Bureaucratics 16-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 15-
3 Concealment 15-
3 Conversation 16-
5 Cramming
5 Cramming
5 Cramming
5 Cramming
13 Criminology 20-
3 Cryptography 15-
13 Deduction 20-
10 Defense Maneuver I-IV
3 Demolitions 15-
3 Disguise 15-
3 Electronics 15-
3 Fast Draw 14-
3 Forensic Medicine 15-
8 Forgery (Art Objects, Commercial Goods, Documents, Money (Counterfeiting)) 15-
3 High Society 16-
3 Interrogation 16-
5 Inventor 16-
3 Linguist
3 1) Language: French (Idiomatic, native accent; Literacy) (5 Active Points)
4 2) Language: Japanese (Completely Fluent, w/Accent; Literacy)
5 3) Language: Spanish (Idiomatic, native accent; Literacy)
3 Lockpicking 14-
3 Mechanics 15-
3 Mimicry 15-
4 Navigation (Air, Land, Marine) 15-
3 Persuasion 16-
5 Riding 15-
3 Scholar
2 1) KS: Gotham Underworld (3 Active Points) 15-
2 2) KS: Helpful Trivia (3 Active Points) 15-
2 3) KS: Martial Arts Styles (General) (3 Active Points) 15-
2 4) KS: Supercriminals (3 Active Points) 15-
2 5) KS: The Martial World (3 Active Points) 15-
2 6) KS: The Military/Mercenary/Terrorist World (3 Active Points) 15-
2 7) KS: The Superhuman World (3 Active Points) 15-
3 Scientist
2 1) SS: Aeronautics 15- (3 Active Points)
2 2) SS: Ballistics 15- (3 Active Points)
2 3) SS: Biology 15- (3 Active Points)
2 4) SS: Chemistry 15- (3 Active Points)
2 5) SS: Genetics 15- (3 Active Points)
2 6) SS: Mathematics 15- (3 Active Points)
2 7) SS: Physics 15- (3 Active Points)
3 Seduction 16-
3 Shadowing 15-
3 Sleight of Hand 14-
3 Stealth 14-
3 Streetwise 16-
16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 15-
3 Systems Operation 15-
7 Tactics 17-
3 Teamwork 14-
5 Tracking 16-
31 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Bobsleds, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, Rafts, Railed Vehicles, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Sleds, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing
11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand, Staffs, Three-Section Staff
8 Weaponsmith: muscle powered, slug throwers and Energy (Other) 18-
Total Powers & Skill Cost: 933
Total Cost: 1151
600+ Disadvantages
20 Hunted: Batman's Rogues Gallery 11- (Frequently) (As Pow, NCI, Harshly Punish)
15 Hunted: Criminal Underworld 11- (Frequently), Less Powerful, NCI, Harshly Punish
10 Hunted: Rep Seeking Badguy of the Month 8- (Occasionally), As Powerful, Harshly Punish
10 Physical Limitation: Flash backs: when in crime alley Infrequently, Greatly Impairing
Notes: This may have been retconed away.
25 Psychological Limitation: Devoted to Justice Very Common, Total
20 Psychological Limitation: Code vs Killing Common, Total
10 Psychological Limitation: Protective of his "Family" (The so called "Bat-Family ") (Uncommon, Strong)
15 Reputation: Feared Vigilante/Untrustworthy comatriot...?, Almost Always (14-)
10 Rivalry: Professional (Any other costumed crimefighter in Gotham; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multipler Rivals)
15 Social Limitation: Secret Identity: Bruce Wayne Frequently (11-), Major
401 Experience Points
(405 points unspent)
Total Disadvantage Points: 1151
Background/History: blah blah parents killed, blah blah trained to perfecton blah blah criminals are a superstitious, cowardly, lot blah blah, hangs around with young boys in short pants.
Personality/Motivation: To ensure that what happened to him never happens to another child.
Quote: "I'm Batman"
Powers/Tactics: Peerless mind, top flight martial artist, peak conditioning. More toys than the Sharper Image.
Campaign Use:
Appearance: Wears black. Or gray and black. Or gray and blue. You can basically judge how crazy/controlling/badass/sissypantsniceguy he is by the size of his cowl's "Ears" The longer and pointier the ear, the crazier and baddassier the batman. His belt is bright yellow or not.
Well, not bad, though the build is a higher power level than my campaign(he really doesn't need that much DEX), but the biggest quibble I would have is his PRE. He doesn't need 35. For offense, Batman doesn't scare good costumes, for other guys, he gets huge bonuses. His standard "leap out of the shadows and surpise someone" move gets him at least +7D6 which is enough to turn most people to Jell-o with a 20 PRE. You might buy him a bit more PRE with -1, only for DEF, but that's about it. It also helps balance the fact that Bruce Wayne doesn't have a 35 PRE.
I'd also drop several of his DCs and give him Find Weakness instead. Technically, Bruce should severely hospitalize every normal thug he hits with that package. And he just doesn't do that in the comics(and I dont' see a need for him to be pulling his punches constantly).
Theron
Jun 2nd, '06, 05:25 PM
He needs a 3d6 Int Drain useable only on Kryptonians... ;)
Enforcer84
Jun 2nd, '06, 06:28 PM
Well he is -5 to all attributes and 1/2 DC's vs normals, It's only against superhumans that he's this tough..
:)
austenandrews
Jun 2nd, '06, 11:37 PM
Cap could take him. You know, axiomatically.
Wolf
Jul 15th, '06, 11:33 AM
hey enforcer I was wondering if you I could pm you with my email and you could send me the hero files for your characters DC and marvel that you have written up?
I got your aqaman, and this is the second thread I've seen, so you may have more, I'd just like to grab them all at once without looking around for them... I think your doing not only a great job, but very... concise....
one of the problems I have with the netbook of real heros is that they are from diffrent "scales" like what was talked about earlier in this thread... if I can get a ton (already in HD) to one scale, then I can tweak if need bee, and have a good "published sale" version of all the classics... so Again I think we all appriciate the work your doing...
Rep from me:)
Woof
Derek Hiemforth
Jul 15th, '06, 11:56 AM
the biggest quibble I would have is his PRE. He doesn't need 35. For offense, Batman doesn't scare good costumes, for other guys, he gets huge bonuses.:nonp: "He doesn't scare good costumes?" You're kidding, right? He scares the crap out of them when he wants to. The classic example is Bats vs. Guy Gardner in one of the early Giffen/DeMatteis Justice League issues...
"Sit. Down."
Derek Hiemforth
Jul 15th, '06, 11:58 AM
Great writeup, Chad! :thumbup:
I'm not sure I'd give him both a 26 DEX and +4 Lightning Reflexes, personally. I'd probably either stick with just the higher DEX and drop the Lightning Reflexes, or drop the DEX down to 23 or so, and keep the Lightning Reflexes...
Enforcer84
Jul 15th, '06, 12:41 PM
I used the combo because I figure, at this point in his career (back issues he's had in the past) that while he still acts quickly, he's had to compensate for his lower physical attributes with skill...My bat's writeup used to have a 30 Dex.
Oh and....
bwdemon
Jul 15th, '06, 04:59 PM
I like it, especially in light of normal characters of his sort in Champions and Dark Champions. I always want him to have NCM, so that tends to bring his power level down significantly. Both methods are certainly valid, yours being more valid for the typical game.
All in all, a very good interpretation. :)
Enforcer84
Oct 17th, '06, 06:40 PM
I don't know. I think I have a problem with a Batman who can run a mile in 2 minutes 14 seconds, can use two Bat-cycles (or Bruce Wayne's 'Vette) for weight lifting purposes, and well, ...
"Holy Sandwich! Batman, the walls are closing in!"
"Don't worry, old chum, I'll just kick the moving walls down."
It don't feel right.
You should see the point creep walls get in my DCU campaign!
Spidey88
Oct 17th, '06, 07:33 PM
My two cents:
Personally, I'm fine with his PRE how it is. In my mind, if there's any (well-known) DC hero that can justify a ridiculous PRE other than Supes, it's Bats.
Superman just tends to use his a little more passively!
Sure, a 20 PRE might be technically sufficient for the job (with interaction skill rolls, favorable circumstances, etc.), but I feel like Batman should be near the top of the pack. Just part of his schtick, IMHO. Sure, The Flash could lurk in alleys and sneak up on muggers undetected - but it just wouldn't be the same, would it?
For the nay-sayers: maybe reduce the base PRE for Bruce Wayne a bit, with +10 OIHID?
"Holy @#$%! It's the b-b-b-bat!"
Enforcer84
Oct 17th, '06, 07:40 PM
That's always a possibility.
I tend to think of Bruce as the "alternate" identity, It's been mentioned in the past. I just assumed he never "lets the Bat out" when he's being "Bruce"
Spidey88
Oct 17th, '06, 10:34 PM
I wholeheartedly agree there, Enforcer84. Even if he did "let the bat out" as Bruce Wayne for some reason, I still think it'd make a bit of difference not having the costume. Of course, you could chalk that up to Reputation (OIHID), and not Presence.
(WHO LET THE BATS OUT? Who, who who-who...)
Enforcer84
Oct 17th, '06, 10:56 PM
Well he does have a rep too. It could be overkill, i dunno. :)
Spidey88
Oct 18th, '06, 12:24 AM
Overkill?
Well, to say "your Batman's too intimidating" would be like saying "your Superman is too strong".
Both are at the top of their fields in those departments, so it's harder to set a benchmark - it's all relative to the other characters.
eg. I can create a good writeup of Spider-Man with a DEX somewhere between 30 (the bare minimum, as far as I'm concerned) and 45-ish. Where the actual value falls within that range depends entirely on who he'll be compared against - Spider-Man should be without peer in terms of agility and acrobatic prowess in my book (though others may come very close, such as Nightcrawler). If precedents are set, it sort of becomes a matter of one-upmanship. eg. NC has 33 DEX, so I'll give Spidey 35; NC has 42 DEX, I'll give Spidey 43 or 44; ad nauseum. Much higher, and it seems excessive - and as I said, 30 seems to be the absolute minimum and still feel acceptable to me. So, I've got a fair range to play with.
Working in a vacuum, it's harder to quantify (I'd settle for a middle-of-the-road 38 for this example) - so, kudos to you for entering the great unknown!
So, in a nutshell - overkill? Nah. Set the bar where you like. Any other character will be lagging behind in that category anyway - it's just a question of scale.
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