Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 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 PD 7 Total: 26 PD (14 rPD) 7 ED 3 Total: 21 ED (14 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 & Skills 9 Martial Arts: Unique Art Cobbled From Several Traditional Styles; Use Art With Axes, Maces, Picks, Chain and Rope, Clubs, Garrote, Karate Weapons, Pole Arms, Quarterstaff, Swords, Three-Section Staff, Unarmed Combat Maneuver OCV DCV Notes 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 20 +5 Damage Classes 30 Utility Belt Basics: Multipower, 45-point reserve; all slots OIF (-1/2) 2u 1) Batrazors: RKA 1d6+1, 16 Recoverable Charges (+1/2), Autofire (5 shots; +1/2); 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); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4) 1u 3) Smoke Pellets: Darkness to Sight Group 2" radius, 8 Recoverable Continuing Charges lasting 1 Extra Phase each (+1/4); OAF (-1), Range Based On Strength (-1/4), [8 rc] 1m 4) Flexishield: Missile Deflection (Bullets & Shrapnel); OAF (-1) 1u 5) Mini-Spotlight: Change Environment 4" radius; OAF (-1), END 1 1u 6) Rebreather: Life Support (Self-Contained Breathing); OAF (-1), 1 Continuing Charge lasting 1 Hour (-1/4), [1 cc] 1u 7) Swingline Gun & Winch: Leaping +15" (5"/20" forward, 2 1/2"/10" upward); OAF (-1), Only To Go Up (-1/2), END 1 1m 8) Swingline: Swinging 15" (15 Active Points); OAF (-1), END 1 72 Utility Belt Extras: VPP (Gadget Pool), 60 base + 12 control cost; 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; OIF (-1/2) 20 2) Protected Senses: Hearing Group Flash Defense (10 points), Sight Group, Radio Group; OIF (-1/2) 7 3) Psionic Shielding: +10 Mental Defense (19 points total); OIF (-1/2) 8 4) Radio Uplink: High Range Radio Perception (Radio Group); OIF (-1/2) 3 5) Thermal Vision Lenses: Infrared Perception (Sight Group); OIF (-1/2) 50 Combat Genius: Find Weakness 15- with All Attacks 10 Armored Costume: Armor (5 PD/5 ED); OIF (-1/2) 5 Iron Will: Mental Defense (19 points total) Perks 8 Watchtower: Access (Hidden (-5 to Skill Rolls)) 8 Wayne Enterprises Building: Access (Hidden (-5 to Skill Rolls)) 20 Contribution to Watchtower: Base/Vehicle Notes: Batman has his hooks in the JLA base of operations. 60 The Batcave: Base of Operations 20 The Homestead: Wayne Manor 15 Alfred Pennyworth: Follower 1 Criminal Thuggery: False Identity 1 Licensed to .... Drive: Fringe Benefit: International Driver's License 1 He Can Travel!: Fringe Benefit: Passport 15 Bruce's Billions: Money: Filthy Rich 15 Reputation: The Greatest Detective on Earth (A large group) 14-, +5/+5d6 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 Temperament 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) 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) 8- 4 3) Contact: Dr. Whatshername (Contact has useful Skills or resources) 13- 7 4) Contact: James Gordon, Commissioner GCPD (Contact has access to major institutions, Contact has very useful Skills or resources) 14- Talents 3 Can Navigate Well: Bump Of Direction 18 Rolls with the Punches: Combat Luck (9 PD/9 ED) 16 Combat Genius: Combat Sense 16- 4 Prepared For Anything: Environmental Movement (no penalties on Uneven, enclosed, and chaotic surfaces) 6 Trained Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions 3 Cat Napper: Lightsleep 5 Iron Will: Resistance: 5 points 3 Esoteric Knowledge: Simulate Death Skills 30 +3 with Overall Level 24 +3 with All Combat 10 +2 with Ranged Combat 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 Lockpicking 14- 3 Mechanics 15- 3 Mimicry 15- 4 Navigation (Air, Land, Marine) 15- 3 Persuasion 16- 5 Riding 15- 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 (ice-skating or roller-skating), 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- 3 Linguist 3 1) Language: French (Idiomatic, native accent; Literacy) 4 2) Language: Japanese (Completely Fluent, w/Accent; Literacy) 5 3) Language: Spanish (Idiomatic, native accent; Literacy) 3 Scholar 2 1) KS: Gotham Underworld 15- 2 2) KS: Helpful Trivia 15- 2 3) KS: Martial Arts Styles (General) 15- 2 4) KS: Supercriminals 15- 2 5) KS: The Martial World 15- 2 6) KS: The Military/Mercenary/Terrorist World 15- 2 7) KS: The Superhuman World 15- 3 Scientist 2 1) SS: Aeronautics 15- 2 2) SS: Ballistics 15- 2 3) SS: Biology 15- 2 4) SS: Chemistry 15- 2 5) SS: Genetics 15- 2 6) SS: Mathematics 15- 2 7) SS: Physics 15- Total Powers & Skill Cost: 983 Total Cost: 1201 550+ 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 retconned 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 compatriot...?, 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; Multiple Rivals) 15 Social Limitation: Secret Identity: Bruce Wayne Frequently (11-), Major 521 Experience Points Total Disadvantage Points: 1201
Background/History: blah blah parents killed, blah blah trained to perfection 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.
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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