DC COMICS CHARACTER ADAPTATIONS

THE BATMAN
(Bruce Wayne)

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
25	DEX	45	14-	OCV:  8/DCV:  8
23	CON	26	14-
15	BODY	10	12-
23	INT	13	14-	PER Roll 14-
25	EGO	30	14-	ECV:  5
20	PRE	10	13-	PRE Attack:  4d6
20	COM	10	13-

10	PD	5		Total:  19 PD (9 rPD)
10	ED	5		Total:  19 ED (9 rED)
6	SPD	25		Phases:  2, 4, 6, 8, 10, 12
10	REC	0
50	END	0
50	STUN	11		Total Characteristics Cost:  203

Movement:	Gliding:	7"/14"
		Leaping:	19 1/2"/39"
		Running:	7"/14"
		Swimming:	2"/4"
		Swinging:	15"/30"
		Teleport:	7"/7"


Cost	Powers & Skills																											
	Martial Arts:  Living Weapon
	Maneuver		OCV	DCV	Damage
4	Choke Hold		-2	+0	Grab One Limb; 4d6 NND
4	Counterstrike		+2	+2	10 1/2d6 Strike, Must Follow Block
4	Fast Strike		+2	+0	10 1/2d6 Strike
5	Flying Dodge		--	+4	Dodge All Attacks, Abort; FMove
4	Killing Strike		-2	+0	HKA 2 1/2d6
3	Legsweep		+2	-1	9 1/2d6 Strike, Target Falls
4	Martial Block		+2	+2	Block, Abort
4	Martial Escape		+0	+0	58 STR vs. Grabs
3	Martial Grab		-1	-1	Grab Two Limbs, 53 STR for holding on
3	Martial Throw		+0	+1	8 1/2d6 +v/5, Target Falls
4	Martial Strike		+0	+2	10 1/2d6 Strike
4	Nerve Strike		-1	+1	4d6 NND
5	Offensive Strike	-2	+1	12 1/2d6 Strike
5	Passing Disarm		-1	-1	Disarm, 53 STR to Disarm; FMove
5	Passing Strike		+1	+0	8 1/2d6 +v/5; FMove
5	Passing Throw		+0	+0	8 1/2d6 +v/5; Target Falls; FMove
5	Takeaway		+0	+0	Grab Weapon, 53 STR to take weapon 
						away
	Martial Arts:  Thrown Weapons
	Maneuver		OCV	DCV	Damage
4	Basic Shot		+0	+0	Range +2, Strike, +2 DC
5	Far Shot		+1	-1	Range +4, Strike
5	Offensive Ranged Disarm
				+1	-1	Range +2, Disarm, + 10 STR to Disarm
4	Trip			-1	-1	Range +2, v/5, Target Falls
1	Use Art With Bat Weapons
16	+4 HTH Damage Classes (already added in)

70	Utility Belt:  Variable Power Pool (Gadget Pool), 45 Base + 25 Control Cost, No Skill Roll 
	Required (+1); VPP Powers Can Be Changed At Base (-1/2), IIF (-1/4) 
	[Notes:  MPs 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 Grapples, Underwater Flipper Or Whatever Else He 
	Needs To Carry.]

45	Find Weakness 14- With All Attacks
12	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); 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)
12	Bat Costume:  Armor (6 PD/6 ED); OIF (-1/2)
5	Bat Logo:  Armor (5 PD/5 ED); Protects 11-13 (-2)
10	Focus Through The Pain:  Physical Damage Reduction, 50%; Requires A DEX Roll (-1/2), Must 
	Be Aware Of Attack (-1/4), Not Versus Objects Moving Faster Than A Bullet (-1/4)
5	You Need To Do Better Than Than:  Lack Of Weakness (-5) For Normal Defense
5	You Need To Do Better Than That II:  Lack Of Weakness (-5) For Resistant Defenses
5	Unpredictable Tactics:  Lack Of Weakness (-5) For Analyze Combat Technique
3	Disciplined Mind:  Mental Defense (8 Points Total)
10	Disciplined Mind:  +15 Mental Defense (23 Points Total); Not Versus Ego Blast (-1/2)
3	Bat Cape:  Gliding 7"; OAF (-1), Restrainable (-1/2)
6	Bat Cape:  Leaping +15" (19 1/2" Forward, 9 1/2" Upward), Accurate; Only To Go Down (-1), 
	OAF (-1), Restrainable (-1/2), END 2
2	Running +1" (7" total), END 1
15	Swinging 15", END 1
22	Disappearing Act:  Teleportation 7", Reduced Endurance (0 End; +1/2), Invisible Power Effects, 
	Hide Effects Of Power (Fully Invisible; +2); Requires A Stealth Roll (-1/2), Not When Observed (-1/4), 
	Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4)
13	Stealthy:  Invisibility To Sight Group And Normal Hearing; Requires A Stealth Roll (-1/2), 
	Only When Not Observed (-1/4), END 2
7	Bat Mask:  Life Support (Self-Contained Breathing), 6 Continuing Charges Lasting 1 Minute 
	Each (+0); IIF (-1/4), Nonpersistent (-1/4)[6 Cc]
15	Luck 3d6
8	Bat Mask:  HRRP (Radio Group); IIF (-1/4), Nonpersistent (-1/4)
3	Bat Mask:  Nightvision; IIF (-1/4), Nonpersistent (-1/4)
7	Bat Mask:  Radio Perception/Transmission (Radio Group); IIF (-1/4), Nonpersistent (-1/4)

	Perks
30	Advanced Tech:  JLA
45	Base:  Bat Cave
21	Contact:  GCPD - The Commissioner (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) 12-
7	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) 12- 
11	Contact:  Nightwing (Contact has extremely useful Skills or resources, Contact has significant 
	Contacts of his own, Very Good relationship with Contact) 14-
10	Computer Link:  NSA Tap
15	Follower:  Alfred
15	GDP More Than Some Nations:  Money:  Filthy Rich
15	Reputation:  The Batman (A large group) 14-, +5/+5d6
30	Follower - Floating Robin
40	Vehicles:  Bat Vehicles

	Talents
3	Ambidexterity (-2 Off Hand penalty)
6	Combat Luck (3 PD/3 ED)
18	Combat Sense (Sense) 15-
16	He Won't Walk Again:  Crippling Blow
22	Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 14-
14	I Inspire Fear:  Fearless
3	Lightsleep

	Skills
20	Skill Levels:  +2 Overall
16	Combat Skill Levels:  +2 with All Combat
12	Penalty Skill Levels: +4 vs. Hit Location modifiers with All Attacks
12	Penalty Skill Levels: +4 vs. Range Modifier with All Attacks
4	Skill Levels:  +3 with Noncombat Skills
3	Combat-Ready:  Skill Levels:  +3 With Noncombat Skills; Only To Counteract The 
	Combat Conditions Penalty With A Specific Skill (-2)

5	Acrobatics 15-
7	Analyze:  Agility Skills 16-
7	Analyze:  Combat 16-
7	Analyze:  Style 16-
5	Breakfall 15-
3	Bribery 13-
3	Bugging 14-
3	Bureaucratics 13-
5	CK: Gotham City 16-
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-
10	Defense Maneuver I-IV 
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	Lip-reading 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-
3	Jack of All Trades
4	1) PS: Corporate Tycoon 16-
2	2) PS: Playboy 13-
2	3) PS: Researcher 14-
8	4) PS: World's Greatest Detective 20-
3	Scholar
2	1) KS: Corporate World 14-
2	2) KS: The Espionage World 14-
2	3) KS: The Law Enforcement World 14-
2	4) KS: The Military 14-
2	5) KS: The Super-heroic World 14-
2	6) KS: Villains 14-
3	Scientist
2	1) SS: Chemistry 14-
2	2) SS: Computer Theory 14-
5	3) SS: Criminal Psychology 17-
5	4) SS: Forensics 17-
2	5) SS: Physics 14-
2	6) SS: Psychology 14-
25	7) Science Skills at 12-
1041	Total Powers & Skills Cost
1244	Total Character Cost

200+	Disadvantages
	Experience
1244	Total Disadvantage Points

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

(Batman created by Bob Kane, character sheet created by Eosin the Red [Randy])


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