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CHAR: Batman


Enforcer84

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Re: CHAR: Batman

 

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.

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Re: CHAR: Batman

 

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...

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Re: CHAR: Batman

 

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.

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Re: CHAR: Batman

 

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.

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Re: CHAR: Batman

 

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!

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Re: CHAR: Batman

 

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.

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Re: CHAR: Batman

 

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

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  • 4 months later...

Re: CHAR: Batman

 

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.

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Re: CHAR: Batman

 

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

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Re: CHAR: Batman

 

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).

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Re: CHAR: Batman

 

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).

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