Jump to content

The Batman


Eosin

Recommended Posts

The BatmanPlayer:

Val Char Cost
23 STR 13
25 DEX 45
23 CON 26
15 BODY 10
23 INT 13
25 EGO 30
20 PRE 10
20 COM 5
10/21 PD 5
10/21 ED 5
6 SPD 25
10 REC 0
50 END 2
50 STUN 11
7" RUN22" SWIM021 1/2" LEAP2Characteristics Cost: 204
Cost Power END
Super Skills
45 1) Find Weakness 14- with All Attacks 0
10 2) Focus through the pain: Physical Damage Reduction, 50% (20 Active Points); Requires A DEX Roll (-1/2), (Must be aware of attack; -1/4), Not versus objects moving faster than a bullet (-1/4) 0
13 3) Stealthy: Invisibility to Sight Group and Normal Hearing (23 Active Points); Requires A Stealth Roll (-1/2), Only when not observed (-1/4) 2
Bat Gear
12 1) Bat Costume - Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
5 2) Bat Logo - Armor (5 PD/5 ED) (15 Active Points); Protects 11-13 (-2) 0
3 3) Gliding - Bat Cape 7" (7 Active Points); OAF (-1), Restrainable (-1/2) 0
6 4) Caped Leaping +15" (19 1/2" forward, 9 1/2" upward) (Accurate) (20 Active Points); (Only to go down; -1), OAF (-1), Restrainable (-1/2) 2
15 5) Swinging 15" 1
Bat Mask, all slots IIF (-1/4), Nonpersistent (-1/4)
7 1) LS (Self-Contained Breathing), 6 Continuing Charges lasting 1 Minute each (+0) (10 Active Points); IIF (-1/4), Nonpersistent (-1/4) [6 cc]
8 2) HRRP (Radio Group) (12 Active Points); IIF (-1/4), Nonpersistent (-1/4) 0
3 3) Nightvision (5 Active Points); IIF (-1/4), Nonpersistent (-1/4) 0
7 4) Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4), Nonpersistent (-1/4) 0
Fanatical Crime Fighter
3 1) Mental Defense - Disiplined Mind (23 points total) 0
10 2) +15 Mental Defense (23 points total) (15 Active Points); Not Versus Ego Blast (-1/2) 0
5 3) You need to do better than than: Lack Of Weakness (-5) for Normal Defense 0
5 4) You need to do better than that II: Lack Of Weakness (-5) for Resistant Defenses 0
5 5) Unpredictable Tactics: Lack Of Weakness (-5) for Analyze Combat Technique 0
3 6) Combat-Ready: +3 with Noncombat Skills (9 Active Points); Only To Counteract The Combat Conditions Penalty With A Specific Skill (-2)
22 7) Disapearing act: Teleportation 7", Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (49 Active Points); Requires A Stealth Roll (-1/2), Not when observed (-1/4), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) 0
12 8) I can get it out of you: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Cumulative (48 points; Up to a max effect of 50 points; +3/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (65 Active Points); Extra Time (1 Minute, -1 1/2), Eye Contact Required (-1/2), Language Barrier (-1/2), Receive Only (-1/2), Requires A Psychology Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Subject To Range Modifier (-1/4) 0
15 9) Luck 3d6 0
70 Utility Belt: Variable Power Pool (Gadget Pool), 45 base + 25 control cost, all slots No Skill Roll Required (+1) (89 Active Points); all slots VPP Powers Can Be Changed at base (-1/2), IIF (-1/4) [Notes: MPP suffer a huge flaw when modeling Utility Belts - you can generally only use a single slot at a time. This VPP is his Utility Belt/Gadget Pool and allows him to carry a number of predefined gadgets like flashlights, climbing grappels, underwater flipper or whatever else he needs to carry.]
5 Unpredictable Tactics: Lack Of Weakness (-5) for Analyze Combat Technique 0
Powers Cost: 289
Cost Martial Arts Maneuver
Living Weapon
4 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10 1/2d6 Strike
4 2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 10 1/2d6 Strike
5 3) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12 1/2d6 Strike
4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10 1/2d6 Strike, Must Follow Block
4 5) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
5 6) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 8 1/2d6 +v/5; FMove
4 7) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
4 8) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9 1/2d6 Strike, Target Falls
5 10) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 8 1/2d6 +v/5; Target Falls; FMove
3 11) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8 1/2d6 +v/5, Target Falls
3 12) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 53 STR for holding on
4 13) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 58 STR vs. Grabs
5 14) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 53 STR to Disarm; FMove
5 15) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 53 STR to take weapon away
4 16) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 17) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Thrown MA
5 1) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 2) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm
4 3) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
8 Weapon Element: Bat Weapons
16 +4 HTH Damage Class(es)
Martial Arts Cost: 113
Cost Skill
3 Jack of All Trades
4 1) PS: Coporate Tychoon (5 Active Points) 16-
2 2) PS: Playboy (3 Active Points) 13-
2 3) PS: Researcher (3 Active Points) 14-
8 4) PS: World's Greatest Detective (9 Active Points) 20-
3 Scholar
2 1) KS: Coporate World (3 Active Points) 14-
2 2) KS: The Espionage World (3 Active Points) 14-
2 3) KS: The Law Enforcement World (3 Active Points) 14-
2 4) KS: The Military (3 Active Points) 14-
2 5) KS: The Super-heroic World (3 Active Points) 14-
2 6) KS: Villains (3 Active Points) 14-
3 Scientist
2 1) SS: Chemistry 14- (3 Active Points)
2 2) SS: Computer Theory 14- (3 Active Points)
5 3) SS: Criminal Psychology 17- (6 Active Points)
5 4) SS: Forensics 17- (6 Active Points)
2 5) SS: Physics 14- (3 Active Points)
2 6) SS: Psychology 14- (3 Active Points)
25 12-
5 CK: Gotham City 16-
24 +3 with all non-combat Skills
5 Acrobatics 15-
5 Breakfall 15-
3 Bribery 13-
3 Bugging 14-
3 Bureaucratics 13-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 15-
3 Concealment 14-
3 Conversation 13-
5 Cramming
13 Criminology 19-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Disguise 14-
3 Electronics 14-
7 Forensic Medicine 16-
6 Forgery (Art Objects, Commercial Goods, Documents) 14-
3 High Society 13-
3 Inventor 14-
3 Lipreading 14-
3 Mechanics 14-
3 Paramedics 14-
3 Persuasion 13-
3 Security Systems 14-
3 Seduction 13-
3 Stealth 14-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Streetwise 13-
3 Survival 14-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 14-
3 Tactics 14-
3 Teamwork 14-
Combat Skills
7 1) Analyze: Agility Skills 16-
7 2) Analyze: Combat 16-
7 3) Analyze: Style 16-
10 4) Defense Maneuver I-IV
12 5) Penalty Skill Levels: +4 vs. Hit Location modifiers with All Attacks
12 6) Penalty Skill Levels: +4 vs. Range Modifier with All Attacks
16 7) +2 with All Combat
20 8) +2 Overall
Skills Cost: 347
Cost Perk
30 Advanced Tech -JLA
10 Computer Link - NSA Tap
30 Follower - Floating Robin
15 Follower - Alfred
15 Money - GDP more than some nations: Filthy Rich
45 Bat Cave
40 Bat Vehicles
27 Contact: JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-
21 Contact: GCPD - The Commisioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-
11 Contact: Nightwing (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-
15 Reputation: The Batman (A large group) 14-, +5/+5d6
Perks Cost: 259
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
6 Combat Luck (3 PD/3 ED)
18 Combat Sense (Sense) 15-
16 Crippling Blow - He won't Walk Again
22 Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 14-
14 Fearless - I inspire fear
3 Lightsleep
Talents Cost: 82
Val Disadvantages
150 Custom Disadvantage
Disadvantage Points: 150

Base Points: 200Experience Required: 944Total Experience Available: 944Experience Unspent: 0Total Character Cost: 1294

Height: 1.88 m Hair: 
Weight: 100.00 kg Eyes: 
Appearance: Personality: Quote:Background: You know the story. Mugging. Bats. Obsession.Powers/Tactics: Campaign Use: 
Link to comment
Share on other sites

Re: The Batman

 

Hmmmm....UBB does not appear to work in the DC forum? I posted another character in Sci-Fi and that worked fine.

 

 

 

THE BATMAN

Val Char Cost

23 STR 13

25 DEX 45

23 CON 26

15 BODY 10

23 INT 13

25 EGO 30

20 PRE 10

20 COM 5

 

10 PD 5

10 ED 5

6 SPD 25

10 REC 0

50 END 2

50 STUN 11 Total Characteristic Cost: 204

 

Movement:

Running: 7"/14"

Gliding: 7"/14"

Leaping: 7"/14"

Swinging: 15"/30"

 

 

Cost Powers END

Super Skills

45 1) Find Weakness 14- with All Attacks

10 2) Focus through the pain: Physical Damage Reduction, 50% (20 Active Points); Requires A DEX Roll (-1/2), (Must be aware of attack; -1/4), Not versus objects moving faster than a bullet (-1/4)

13 3) Stealthy: Invisibility to Sight Group and Normal Hearing (23 Active Points); Requires A Stealth Roll (-1/2), Only when not observed (-1/4) 2

Bat Gear

12 1) Bat Costume - Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

5 2) Bat Logo - Armor (5 PD/5 ED) (15 Active Points); Protects 11-13 (-2)

3 3) Gliding - Bat Cape 7" (7 Active Points); OAF (-1), Restrainable (-1/2)

6 4) Caped Leaping +15" (19 1/2" forward, 9 1/2" upward) (Accurate) (20 Active Points); (Only to go down; -1), OAF (-1), Restrainable (-1/2) 2

15 5) Swinging 15" 1

Bat Mask, all slots IIF (-1/4), Nonpersistent (-1/4)

7 1) LS (Self-Contained Breathing), 6 Continuing Charges lasting 1 Minute each (+0) (10 Active Points); IIF (-1/4), Nonpersistent (-1/4) [6 cc]

8 2) HRRP (Radio Group) (12 Active Points); IIF (-1/4), Nonpersistent (-1/4)

3 3) Nightvision (5 Active Points); IIF (-1/4), Nonpersistent (-1/4)

7 4) Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4), Nonpersistent (-1/4)

Fanatical Crime Fighter

3 1) Mental Defense - Disiplined Mind (23 points total)

10 2) +15 Mental Defense - Indominable Will (23 points total) (15 Active Points); Not Versus Ego Blast (-1/2)

5 3) You need to do better than than: Lack Of Weakness (-5) for Normal Defense

5 4) You need to do better than that II: Lack Of Weakness (-5) for Resistant Defenses

5 5) Unpredictable Tactics: Lack Of Weakness (-5) for Analyze Combat Technique

3 6) Combat-Ready: +3 with Noncombat Skills (9 Active Points); Only To Counteract The Combat Conditions Penalty With A Specific Skill (-2)

22 7) Disapearing act: Teleportation 7", Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (49 Active Points); Requires A Stealth Roll (-1/2), Not when observed (-1/4), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4)

12 8) I can get it out of you: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Cumulative (48 points; Up to a max effect of 50 points; +3/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (65 Active Points); Extra Time (1 Minute, -1 1/2), Eye Contact Required (-1/2), Language Barrier (-1/2), Receive Only (-1/2), Requires A Psychology Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Subject To Range Modifier (-1/4)

15 9) Luck 3d6

70 Utility Belt: Variable Power Pool (Gadget Pool), 45 base + 25 control cost, all slots No Skill Roll Required (+1) (89 Active Points); all slots VPP Powers Can Be Changed at base (-1/2), IIF (-1/4)

Notes: MPP suffer a huge flaw when modeling Utility Belts - you can generally only use a single slot at a time. This VPP is his Utility Belt/Gadget Pool and allows him to carry a number of predefined gadgets like flashlights, climbing grappels, underwater flipper or whatever else he needs to carry.

5 Unpredictable Tactics: Lack Of Weakness (-5) for Analyze Combat Technique

 

Living Weapon

Maneuver OCV DCV Notes

4 Martial Strike +0 +2 10 1/2d6 Strike

4 Fast Strike +2 +0 10 1/2d6 Strike

5 Offensive Strike -2 +1 12 1/2d6 Strike

4 Counterstrike +2 +2 10 1/2d6 Strike, Must Follow Block

4 Killing Strike -2 +0 HKA 2 1/2d6

5 Passing Strike +1 +0 8 1/2d6 +v/5; FMove

4 Nerve Strike -1 +1 4d6 NND

4 Choke Hold -2 +0 Grab One Limb; 4d6 NND

3 Legsweep +2 -1 9 1/2d6 Strike, Target Falls

5 Passing Throw +0 +0 8 1/2d6 +v/5; Target Falls; FMove

3 Martial Throw +0 +1 8 1/2d6 +v/5, Target Falls

3 Martial Grab -1 -1 Grab Two Limbs, 53 STR for holding on

4 Martial Escape +0 +0 58 STR vs. Grabs

5 Passing Disarm -1 -1 Disarm, 53 STR to Disarm; FMove

5 Takeaway +0 +0 Grab Weapon, 53 STR to take weapon away

4 Martial Block +2 +2 Block, Abort

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

Thrown MA

Maneuver OCV DCV Notes

5 Far Shot +1 -1 Strike

5 Offensive Ranged Disarm +1 -1 Disarm, + 10 STR to Disarm

4 Trip -1 -1 v/5, Target Falls

4 Basic Shot +0 +0 Strike, +2 DC

8 Weapon Element: Bat Weapons

16 +4 HTH Damage Class(es)

 

Perks

30 Advanced Tech -JLA

10 Computer Link - NSA Tap

30 Follower - Floating Robin

15 Follower - Alfred

15 Money - GDP more than some nations: Filthy Rich

45 Bat Cave

40 Bat Vehicles

27 Contact: JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-

21 Contact: GCPD - The Commisioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

11 Contact: Nightwing (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

15 Reputation: The Batman (A large group) 14-, +5/+5d6

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

6 Combat Luck (3 PD/3 ED)

18 Combat Sense (Sense) 15-

16 Crippling Blow - He won't Walk Again

22 Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 14-

14 Fearless - I inspire fear

3 Lightsleep

 

Skills

3 Jack of All Trades4 1) PS: Coporate Tychoon (5 Active Points) 16-

2 2) PS: Playboy (3 Active Points) 13-

2 3) PS: Researcher (3 Active Points) 14-

8 4) PS: World's Greatest Detective (9 Active Points) 20-

3 Scholar

2 1) KS: Coporate World (3 Active Points) 14-

2 2) KS: The Espionage World (3 Active Points) 14-

2 3) KS: The Law Enforcement World (3 Active Points) 14-

2 4) KS: The Military (3 Active Points) 14-

2 5) KS: The Super-heroic World (3 Active Points) 14-

2 6) KS: Villains (3 Active Points) 14-

3 Scientist

2 1) SS: Chemistry 14- (3 Active Points)

2 2) SS: Computer Theory 14- (3 Active Points)

5 3) SS: Criminal Psychology 17- (6 Active Points)

5 4) SS: Forensics 17- (6 Active Points)

2 5) SS: Physics 14- (3 Active Points)

2 6) SS: Psychology 14- (3 Active Points)

25 Universal Scientist: 12-

 

5 CK: Gotham City 16-

 

24 +3 with all non-combat Skills

5 Acrobatics 15-

5 Breakfall 15-

3 Bribery 13-

3 Bugging 14-

3 Bureaucratics 13-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 15-

3 Concealment 14-

3 Conversation 13-

5 Cramming

13 Criminology 19-

3 Cryptography 14-

3 Deduction 14-

3 Demolitions 14-

3 Disguise 14-

3 Electronics 14-

7 Forensic Medicine 16-

6 Forgery (Art Objects, Commercial Goods, Documents) 14-

3 High Society 13-

3 Inventor 14-

3 Lipreading 14-

3 Mechanics 14-

3 Paramedics 14-

3 Persuasion 13-

3 Security Systems 14-

3 Seduction 13-

3 Stealth 14-

3 Shadowing 14-

3 Sleight Of Hand 14-

3 Streetwise 13-

3 Survival 14-

10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 14-

3 Tactics 14-

3 Teamwork 14-

 

Combat Skills

7 1) Analyze: Agility Skills 16-

7 2) Analyze: Combat 16-

7 3) Analyze: Style 16-

10 4) Defense Maneuver I-IV

12 5) Penalty Skill Levels: +4 vs. Hit Location modifiers with All Attacks

12 6) Penalty Skill Levels: +4 vs. Range Modifier with All Attacks

16 7) +2 with All Combat

20 8) +2 Overall

 

Total Powers & Skill Cost: 1090

Total Cost: 1294

 

200+ Disadvantages

150 Custom Disadvantage

944 Experience Points

 

Total Disadvantage Points: 1294

 

Background/History: You know the story. Mugging. Bats. Obsession.

Link to comment
Share on other sites

Re: The Batman

 

Did you know that you cannot report your own thread?

 

Would someone report this for me and let the powers that be know that the UBB HD 2.38 Hero Boards versions are not working?

 

If you were really cool you would try to post another character in this tread as a test to make sure it is not just my machine.

Link to comment
Share on other sites

Re: The Batman

 

I would be filled with glee to have a character on your site.

 

I figure that the lions will point out a few things that need to be cleaned up when they have had a day or two - I will email a text file to you.

 

::::Eosin does a little jig:::::

Link to comment
Share on other sites

Re: The Batman

 

Overall good, but some quick observations:

 

1) You have purchased Lack of Weakness versus Analyze Combat Technique twice.

2) Most conversions from DC Heroes give batman a STR of 25 or 30. Just to avoid dealing with that 1/2 D6 as much as anything else I'd consider that.

3) What does PS:World's Greatest Detective do that his other crime fighting skills do not? I'd say it's more a list header than a skill of its own.

4) If any character in Comics is a good candidate for a Super Skills and Martial Arts VPP, it's the Batman; you may wish to consider that route, or not.

5) In most versions of Batman's history, he travelled the world studying under experts in various fields. A few AKs (Europe, Asia, South America, Monte Carlo, Tibet, China, Japan, London) and languages might be a good idea, though I'm not sure if the current Bats shares that part of the origin story.

6) He could use at least one more level of Combat Luck, and some dedicated levels in DCV. We know that even completely unarmed and unarmored, Batman could laygh at a few gun-toting punks.

7) Self-Healing as a Super Skill might make sense, but that could fit in the SUper-Skill VPP.

8) I'd make his Utility Belt into at least two VPPs; a cosmic 15 point VPP because he always seems to have the right tiny gadget for every occasion, and another 30 points on top that can only be changed in the lab, for those times he has to go back and custom make a gadget. In fact an even bigger gadget pool might be a good idea, for those times he pulls Superman Smashing class powered armor out of his arse.

Link to comment
Share on other sites

Re: The Batman

 

Overall good, but some quick observations:

 

1) You have purchased Lack of Weakness versus Analyze Combat Technique twice.

2) Most conversions from DC Heroes give batman a STR of 25 or 30. Just to avoid dealing with that 1/2 D6 as much as anything else I'd consider that.

3) What does PS:World's Greatest Detective do that his other crime fighting skills do not? I'd say it's more a list header than a skill of its own.

4) If any character in Comics is a good candidate for a Super Skills and Martial Arts VPP, it's the Batman; you may wish to consider that route, or not.

5) In most versions of Batman's history, he travelled the world studying under experts in various fields. A few AKs (Europe, Asia, South America, Monte Carlo, Tibet, China, Japan, London) and languages might be a good idea, though I'm not sure if the current Bats shares that part of the origin story.

6) He could use at least one more level of Combat Luck, and some dedicated levels in DCV. We know that even completely unarmed and unarmored, Batman could laygh at a few gun-toting punks.

7) Self-Healing as a Super Skill might make sense, but that could fit in the SUper-Skill VPP.

8) I'd make his Utility Belt into at least two VPPs; a cosmic 15 point VPP because he always seems to have the right tiny gadget for every occasion, and another 30 points on top that can only be changed in the lab, for those times he has to go back and custom make a gadget. In fact an even bigger gadget pool might be a good idea, for those times he pulls Superman Smashing class powered armor out of his arse.

 

1. Yeah, noticed that. Thanks.

2. You don't like half dice? Honestly, that one is a hard call - I see Cappy beating down a 25 STR. Could go either way depending on tastes.

3. I use it for complementary skill rolls but it is largely spluriferous as you noted.

4. Hmmmm.....Agreed but I like defining powers. I think you are right, but by my own quirky disregard of VPP's being a lazy way out I will probably just try to define his superskills. Point is well noted however and I might define some slots for him within the pool just to see how it goes.

5. Thanks. I knew I would forget something.

6. I will need to look at that. I initially built him with 2 levels but backed down when I armored his costume. All good points and I will consider.

7. Double hummmm. I could see a "super-paramedics" but I don't recall him healing?

8. Agreed, I might try something like that.

 

 

Thanks for the input - all good suggestions.

Link to comment
Share on other sites

Re: The Batman

 

7. Double hummmm. I could see a "super-paramedics" but I don't recall him healing?

 

Depends on the version you're using. I was thinking of the scene in Darknight where he's nearly dead, takes Robin back to the Bat Cave, strips, wanders off, and returns "healed" a few frames later. I once wrote that up as Healing, requires Ego roll, Extra End, 0 DCV Concentraiton, Extra Time.

Link to comment
Share on other sites

Re: The Batman

 

Eosin,

 

Here's the sample character post you requested. As it turns out, it's my version of Batman, from the various animated series.

 

John H

-----

 

AJL Batman

 

Player:

 

Val Char Cost
25 STR 15
23 DEX 39
23 CON 26
20 BODY 20
23 INT 13
20 EGO 20
35 PRE 25
16 COM 3
10/16 PD 5
10/13 ED 5
5 SPD 17
10 REC 0
46 END 0
50 STUN 5
7" RUN23" SWIM15" LEAP0Characteristics Cost: 196

 

Cost Power END
Cape & Cowl, all slots OIF Durable (-1/2)
6 1) Armor (3 PD/3 ED) (9 Active Points); OIF Durable (-1/2) 0
2 2) +3 PD (3 Active Points); OIF Durable (-1/2)
2 3) Gliding 6" (6 Active Points); Must lose 6" of altitude each phase and max horizontal distance per phase is equal to altitude lost (-1), OIF Durable (-1/2), no Noncombat movement (-1/4), Gestures (-1/4) 0
15 Utility Belt: Grapple and Line: Multipower, 30-point reserve, (30 Active Points); all slots OAF Durable (-1) [Notes: Limited Range on those slots to which that Limitation applies is 20".]
1u 1) Swinging 20", Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (30 Active Points); OAF Durable (-1) 1
1u 2) Stretching 6" (30 Active Points); OAF Durable (-1), Cannot Do Damage (-1/2), No Velocity Damage (-1/4), Limited Manipulation (-1/4), Always Direct (-1/4) 3
1u 3) Entangle 2d6, 2 DEF, 16 Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); OAF Durable (-1), Cannot Form Barriers (-1/4), Limited Range (-1/4), Can Be Missile Deflected (-1/4) [16]
1u 4) Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4) (30 Active Points); OAF Durable (-1), Limited Range (-1/4) 1
60 Utility Belt: Multipower, 90-point reserve, (90 Active Points); OIF Durable (-1/2)
3u 1) Anti-Tamper Tech: Energy Blast (ED) 6d6+1, STUN Only (+0), 8 Continuing Charges lasting 1 Turn each (+0), Trigger (When any attempt is made to access powers by unauthorized person; +1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (88 Active Points); OAF Durable (-1), No Range (-1/2) [8 cc]
1u 2) Self-Destruct: Killing Attack - Ranged 3d6+1, Trigger (When Anti-Tamper Tech is expended or bypassed and another attempt is made to use the utility belt by an unauthorized person; +1/4), Explosion (+1/2) (87 Active Points); 1 Charge which Never Recovers (-4), OAF Durable (-1), No Range (-1/2) [Notes: For the sake of simplicity, assume the utility belt has a Defense of 10 and a Body of 1 for purposes of resisting this attack. If its Body is reduced to 0 by this attack, then it and all its contents are too damaged to function. If its Body is reduced to -1 by this attack, it and all its contents are destroyed beyond recognition or repair.] [1 nr]
4u 3) Batarang: Energy Blast (PD) 12d6, 8 Recoverable Charges (+0), Invisible to Hearing Group (+1/4), Autofire (3 shots; +1/4) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), No Knockback (-1/4) [8 rc]
3u 4) Entangling Batarang: Entangle 4d6, 8 DEF, Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); OAF (-1), 8 Charges (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) [8]
4u 5) Explosive Batarang: Energy Blast (PD) 12d6, 16 Charges (+0), Explosion (+1/2) (90 Active Points); OAF (-1), Range Based On Strength (-1/4) [16]
2u 6) Batcuffs: Entangle 4d6, 8 DEF (standard effect: 4 BODY, 8 DEF), 8 Recoverable Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF Durable (-1), No Range (-1/2), Must follow a successul Grab (-1/2), Cannot Form Barriers (-1/4) [8 rc]
2u 7) Mini-Laser: Killing Attack - Ranged (ED) 4d6, Armor Piercing (+1/2) (90 Active Points); OAF Durable (-1), -2 Decreased STUN Multiplier (-1/2), Limited Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), 12 Charges (-1/4) [12]
2u 8) Bat Explosives: Killing Attack - Ranged (PD) 3d6+1, Trigger (When timer reaches zero or remote detonator is used; +1/4), Explosion (+1/2) (87 Active Points); OAF Durable (-1), 4 Charges (-1), No Range (-1/2) [4]
2u 9) Bat-Flash Grenade: Sight Group Flash 10d6, Area Of Effect Nonselective (5" Radius; +3/4) (87 Active Points); 3 Charges (-1 1/4), OAF Durable (-1), Range Based On Strength (-1/4) [3]
3u 10) Bat-Smoke Bomb and Bat-Goggles: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Uncontrolled (+1/2), Conforming (+1/2) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: Gradual Effect: The target hex will be filled immediately, then every third subsequent segment the radius will increase by 1" until the maximum radius is reached.] [4 cc]
3u 11) Bat-Gas Grenade and Bat-Filter: Energy Blast (PD) 3d6+1, Personal Immunity (+1/4), Uncontrolled (+1/2), No Normal Defense (Self-Contained Breathing; +1), Continuous (+1), Area Of Effect (6" Radius; +1), Conforming (+1/2) (89 Active Points); OAF Durable (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Range Based On Strength (-1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: Gradual Effect: The target hex will be filled immediately, then every second subsequent segment the radius will increase by 1" until the maximum radius is reached.] [4 cc]
37 Utility Belt: I think I have one of those: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); OIF Durable (Utility Belt; -1/2), Jammed (-1/4), Activation Roll 15- (-1/4), Only objects he can build or find (-1/4) [Notes: Batman is a master planner and strategist and usually has on hand exactly what he needs. The Activation Roll is needed only to rearrange the VPP and is not a required limitation on powers built with it. If he fails an Activation Roll, Jammed means that he cannot use the VPP to create that specific effect, object, or device for the rest of the adventure (unless there's a "darned good reason" such as being handed what he's looking for by another character or going back to the Batcave or Watchtower) because he just doesn't have it with him. Since Jammed does not apply to the powers created with the VPP, it was given a Limitation value of only -1/4. Out of combat and for fairly typical equipment, such as Bat-binoculars or a Bat-camcorder, don't bother rolling for Activation.]
6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4) 0
Powers Cost: 161

 

Cost Martial Arts Maneuver
Results of Obsessive Training
12 1) +3 HTH Damage Class(es)
4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove
3 3) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike
5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
5 7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls
3 8) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
4 9) Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs
5 10) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 11) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Batarang Ballistics
4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
5 2) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm
5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
Martial Arts Cost: 65

 

Cost Skill
3 Acrobatics 14-
3 Acting 16-
9 Animal Handler (Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors, Ursines) 16-
3 Breakfall 14-
3 Bribery 16-
3 Bugging 14-
3 Bureaucratics 16-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 14-
3 Concealment 14-
3 Contortionist 14-
3 Conversation 16-
3 Criminology 14-
3 Cryptography 14-
13 Deduction 19-
3 Demolitions 14-
3 Disguise 14-
3 Electronics 14-
3 Forensic Medicine 14-
3 High Society 16-
3 Interrogation 16-
3 Inventor 14-
3 Jack of All Trades
1 1) PS: Appraiser (2 Active Points) 11-
1 2) PS: Chairman/CEO (2 Active Points) 11-
1 3) PS: Cook (2 Active Points) 11-
1 4) PS: Inventor (2 Active Points) 11-
1 5) PS: Investor (2 Active Points) 11-
1 6) PS: Performer (2 Active Points) 11-
1 7) PS: Scientist (2 Active Points) 11-
3 Linguist
3 1) Language: Arabic (completely fluent; literate) (4 Active Points)
3 2) Language: Chinese (completely fluent; literate) (4 Active Points)
3 3) Language: French (idiomatic) (4 Active Points)
3 4) Language: German (idiomatic) (4 Active Points)
3 5) Language: Japanese (completely fluent; literate) (4 Active Points)
4 6) Language: Russian (idiomatic; literate) (5 Active Points)
3 7) Language: Spanish (idiomatic) (4 Active Points)
3 Lipreading 14-
3 Lockpicking 14-
3 Mechanics 14-
3 Mimicry 14-
5 Navigation (Air, Land, Marine, Underground) 14-
3 Paramedics 14-
3 Persuasion 16-
3 Power: Gadgeteering 11- [Notes: This is for making minor modifications to equipment, for instance changing a force field projector to a force beam gun, a microscope into a telescope, or smoke grenades from Darkness (Sight Group) to Darkness (Smell/Taste Group).]
3 Riding 14-
3 Scholar
1 1) KS: Business (2 Active Points) 11-
1 2) KS: Film (2 Active Points) 11-
1 3) KS: General Knowledge (2 Active Points) 11-
1 4) KS: History (2 Active Points) 11-
1 5) KS: Literature (2 Active Points) 11-
1 6) KS: Martial Arts (2 Active Points) 11-
1 7) KS: Organized Crime (2 Active Points) 11-
1 8) KS: Poisons and Antidotes (2 Active Points) 11-
1 9) KS: Superheroes (2 Active Points) 11-
1 10) KS: Supervillains (2 Active Points) 11-
3 Scientist
1 1) SS: Archeology 11- (2 Active Points)
1 2) SS: Biology 11- (2 Active Points)
1 3) SS: Botany 11- (2 Active Points)
1 4) SS: Chemistry 11- (2 Active Points)
1 5) SS: Pharmocology 11- (2 Active Points)
1 6) SS: Physics 11- (2 Active Points)
1 7) SS: Psychology 11- (2 Active Points)
1 8) SS: Sociology 11- (2 Active Points)
3 Security Systems 14-
3 Seduction 16-
3 Shadowing 14-
60 +6 Overall
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 16-
15 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Marine Surface, Mountain, Underground, Urban) 14-
3 Systems Operation 14-
3 Tactics 14-
3 Tracking 14-
21 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Two-Wheeled Motorized Ground Vehicles
3 Traveler
1 1) AK: Gotham City (2 Active Points) 11-
1 2) AK: Major Cities of the East Coast (2 Active Points) 11-
1 3) AK: Major Cities of the World (2 Active Points) 11-
1 4) AK: North America (2 Active Points) 11-
1 5) AK: Planet Earth (2 Active Points) 11-
18 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Grenade Launchers, Nets, Off Hand, Staffs, Three-Section Staff, Vehicle Weapons
9 Weaponsmith ("Bat" Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-
Skills Cost: 334

 

Cost Perk
3 Computer Link: Gotham PD
4 Computer Link: FBI
5 Fringe Benefit: Membership in the JL
15 Money: Filthy Rich
3 Reputation: The Batman, Scourge of the Underworld (A large group) 14-, +1/+1d6
20 8 Assorted Vehicles (50 Base, 50 Disad)
10 The Batcave (50 Base, 50 Disad)
3 Well-Connected
5 1) Contact: Commisioner Gordon (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-
4 2) Contact: Contact 2 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-
4 3) Contact: Contact 3 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-
5 4) Contact: Contact 4 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 8-
Perks Cost: 81

 

Cost Talent
3 Lightsleep
5 Resistance (5 points)
Talents Cost: 8

 

 

Total Character Cost: 845

 

Val Disadvantages
5 Dependent NPC: Robin 8- (Slightly Less Powerful than the PC)
10 Hunted: Organized Crime 11- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Hunted: Batman Rogues Gallery 11- (As Pow, Harshly Punish)
15 Hunted: The Joker 11- (As Pow, Harshly Punish)
20 Psychological Limitation: Justice Above Law (Common, Total)
20 Psychological Limitation: Driven to eradicate crime and protect the innocent (Common, Total)
5 Reputation: Violent Vigilante, 8-
5 Reputation: Billionaire Playboy, 8-
0 Rivalry: Professional (Harvey Bullock; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Social Limitation: Has many demands on his time (Occasionally, Minor)

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 530

Total Experience Available: 530

Experience Unspent: 0

Link to comment
Share on other sites

Re: The Batman

 

Depends on the version you're using. I was thinking of the scene in Darknight where he's nearly dead' date=' takes Robin back to the Bat Cave, strips, wanders off, and returns "healed" a few frames later. I once wrote that up as Healing, requires Ego roll, Extra End, 0 DCV Concentraiton, Extra Time.[/quote']

 

John McClane had this power in the Die Hard films. Especially part III.

Link to comment
Share on other sites

Re: The Batman

 

Huh- There's something wrong with the boards' date=' because posting characters from Hero Designer (Hero Boards) export has been working fine for me up to this point.[/quote']

 

I'd love to host this as well, if you don't mind. Send me the html file and I can post it directly.

Link to comment
Share on other sites

Re: The Batman

 

Can't disagree with the point total (I always guessed at about 1500)

 

I would raise

Str 25

Dex 26

Int 28

Pre 30

 

The Str is just to avoid 1/2 dice, INT, part of the whole world's greatest Detective, and the Dex is purley meta gaming

 

Ohh and He is one SCARY guy

 

 

Foccus through the pain: I would make just "Combat luck Based -3/4" personaly

 

Bat Equipment: I hate sectional defences, so I would just combind them with out a Activation roll, maybe not realistic, but more playable

 

 

Caped Leaping is pointless, with gliding. Swinglines should be in the UT Belt

 

 

You have two radio's in the cowl (Just keep HRRP)

 

To save points some of his non powers can be MP (Superskills) together (maybe, have not ran the math)

 

The VPP I would make into a 30 point Cosmic pool personaly, with a -1/4 must predefine X number of gadgets carried, only changes at base, OIF: UT Belt (-1/2)

 

 

His MA is to broad, creating repitition: Simplify and buy skill levels (for instance no reason to have a fast and a martial strike)

 

You are using some Star Hero skill options: Might not be appropriate for a super setting/Dark Champions setting

 

Combine the followers in one line, buy multiples (Remember Oracle, Batgirl, Robin, Alfred, Spoiler, Huntress, Night wing)

 

Vehicles should be upped

 

Cave should be upped

 

Remove Nightwing as a contant

 

Would add to costume +20 PRE Only to cause Fear

Link to comment
Share on other sites

Re: The Batman

 

I would consider either raising the Dex a little higher or giving him lightning reflexes up to about a 29 Dex since he is arguably one of the best normal human HTH combatants in the world. This of course depends a LOT on what era and medium this writeup is intended to represent: (Animated JLU, Golden Age, Current DCU).

 

Can't disagree with the point total (I always guessed at about 1500)

 

I would raise

Str 25

Dex 26

Int 28

Pre 30

 

The Str is just to avoid 1/2 dice, INT, part of the whole world's greatest Detective, and the Dex is purley meta gaming

 

Ohh and He is one SCARY guy

 

 

Foccus through the pain: I would make just "Combat luck Based -3/4" personaly

 

Bat Equipment: I hate sectional defences, so I would just combind them with out a Activation roll, maybe not realistic, but more playable

 

 

Caped Leaping is pointless, with gliding. Swinglines should be in the UT Belt

 

 

You have two radio's in the cowl (Just keep HRRP)

 

To save points some of his non powers can be MP (Superskills) together (maybe, have not ran the math)

 

The VPP I would make into a 30 point Cosmic pool personaly, with a -1/4 must predefine X number of gadgets carried, only changes at base, OIF: UT Belt (-1/2)

 

 

His MA is to broad, creating repitition: Simplify and buy skill levels (for instance no reason to have a fast and a martial strike)

 

You are using some Star Hero skill options: Might not be appropriate for a super setting/Dark Champions setting

 

Combine the followers in one line, buy multiples (Remember Oracle, Batgirl, Robin, Alfred, Spoiler, Huntress, Night wing)

 

Vehicles should be upped

 

Cave should be upped

 

Remove Nightwing as a contant

 

Would add to costume +20 PRE Only to cause Fear

Link to comment
Share on other sites

Re: The Batman

 

Well on the dex: I consider 30 a hard limit for humans, this includes Lightning Reflexes

 

Having said that there are faster than him, Including iMO Nightwing (who I peg at 27). After him you have a few of the best MA around, Including Batgirl, Shiva, Richard Dragon, etc...

 

Most of them I would give 28-30 to, this is just my rough estimat, with a 26 he might be slower, but he can also take a better beating than most can

 

All would have speed 6 BTW (My max speed for humans)

Link to comment
Share on other sites

Re: The Batman

 

Batgirl' date=' Lady Shiva, and probably Richard Dragon should be above the human limit in that regard, due to having what amounts to superhuman reflexes.[/quote']

 

As I said: I consider Dex 30 a hard limit for humans, so no one goes over it with out a superpower

 

Before I hear it Ch'i manipulation is considered a form of magic in my campeign, certain limitations must be met for it...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...