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Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: The Dark Knight; The Caped Crusader; The Masked Manhunter; Matches Malone.
Place of Birth: Gotham City.
Marital Status: Single.
Known Relatives: Dick Grayson and Jason Todd (wards); “Thomas” (biological son with Talia Al Ghul); Thomas and Martha Wayne (parents, deceased).
Group Affiliation: The Bat-Family; The Justice League; The Outsiders.
Base of Operations: Gotham City; Worldwide.
First Appearance: Detective Comics, vol 1, #27 (May 1939)
History: Bruce Wayne is the only son of Thomas and Martha Wayne, two of Gotham City’s most well-known philanthropists. One night, as the family was leaving a movie theatre after a screening of The Mark of Zorro, Thomas and Martha were shot and killed by a mugger. Eight-year-old Bruce witnessed the murder. Soon after, the young boy vowed to dedicate his life to fighting crime. After traveling the world to study and train, he returned to Gotham City as an adult and adopted the costumed identity of Batman.
Height: 6’2”
Weight: 210 lbs
Eyes: Blue.
Hair: Black.
Uniform: Stylized “bat-suit” of various designs, including a cowl, cape, gloves, boots, and utility belt.
Strength Level: Batman possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Despite having no superhuman abilities, Batman has proven to be one of the most effective crimefighters and superheroes to ever live. Since his parents’ deaths, Wayne has ceaselessly trained for his war on crime, honing his body and mind to the pinnacle of human achievement. He has mastered a multitude of fighting styles and weapons skills, synergizing his expertise into a unique martial form that sees him regarded as one of the most dangerous combatants alive. His deductive abilities and command of criminology and forensics are unparalleled, earning him his reputation as “the World’s Greatest Detective”. He is a tactical genius, a gifted scientist and engineer, and a world-class disguise artist. His infiltration, stealth, and escapology skills seem almost supernatural, and his ability to inspire fear is legendary. He compliments his personal skills and training with an arsenal of cutting-edge weapons, tools, and vehicles.
1423 points
TL: 8
Languages: English (Native) [0]; Spanish (Native) [6]; French (Native) [6]; Arabic (Accented) [4]; Japanese (Native) [6]; Mandarin (Accented) [4]; Portuguese (Accented) [4]; American Sign Language (Native) [3]; International Sign Language (Accented) [2];
Cultural Familiarities: Western (Native) [0]; East Asian [1]; Muslim [1];
Power Modifier:
Talent:
Advantages:
Those Wonderful Toys: Utility Belt Weapons and Other Gear:
Affliction (Gas Attacks) 1 (HT; Area Effect, 4 yards, +100%; Respiratory, +50%; Alternate Enhancements, Various Incapacitating Conditions, +240%‡‡; Reduced Range, Divisor 2, -10%; Takes Extra Time 1, -10%; AA to Obscure, x1/5) [10];
Burning Attack (Laser Torch) 1d (Armor Divisor 2, +50%; Cyclic, Once per second, three cycles, +200%; Gadget: Utility Belt, - 20%‡‡‡; Melee Attack, C, -30%; Underwater, +20%; AA to Obscure, x1/5) [9];
Crushing Attack (Shaped Explosives) 4d (Blockable, -10%; ROF 3, +50%; Double Knockback, +20%; Delay, Variable, 0-10 secs, +10%; Underwater, +20%; Reduced Range, Divisor 2, -10%; Takes Extra Time 1, -10%; AA to Obscure, x1/5) [7];
Crushing Attack (Batarang) 2d (Area Effect 1, +50%; Overhead, +30%; Reduced Range, Divisor 2, -10%; Selectivity, +10%) [16];
Obscure (Smoke Grenades/Flash Pellets) 8 (Sight; Area Effect, 8 yards, +100%; Defensive, +50%; Gadget: Utility Belt, -20%‡‡‡; Ranged +50%; Extended Duration, 3x, +20%; Persistent, +40%; Reduced Range, Divisor 2, -10%) [53];
Bat-Arsenal: Gizmo 3 (Small items carried in utility belt, -20%; Advantages only, -10%; Reconfiguration takes an hour between adventures, -50%) [3];^
Tools: Gizmo 4 (Small items carried in utility belt, -20%; Accessory perks only, -50%) Mundane tools always carried in belt/suit [6];
Batsuit and Cape: Signature Gear, Costume and gear (standard personal loadout, each point worth $10k in equipment) [2];
Night Vision Lenses: Night Vision 8 (Gadget: Helmet; SM -4, -10%; Gadget Can Be Forcibly Removed, -15%) [6];
Cape Gliding: Flight (Gliding, -50%; Winged: Cape, -25%) [10];
Waiting in the Wings: Ally (Alfred, <25%, always – in constant contact through cowl comm systems) [4];
Good Soldiers, Better Family: Ally Group (Batfamily: Sidekicks, trainees, and affiliates; 75%, 6-10, roll of 15 or less) [36];
One Good Cop in Gotham: Ally (Commissioner Gordon, <25%; Quite often; Special Abilities, +50%) [3];
The Classic Wayne Profile: Appearance: Handsome [12];
Trained His Body to Physical Perfection:
Brachiator [5];
Breath Holding 2 [4];
Catfall [10];
Hard to Subdue 1 [2];
High Pain Threshold [10];
Less Sleep 4 [8];
Metabolism Control 2 (Yogic training techniques) [10];
Perfect Balance [15];
Striking Strength 3 [15];
Very Fit [15];
Genius for Combat :
Combat Reflexes [15];
Danger Sense [15];
Enhanced Defense 1 (All) [30];
Extra Attack 1 [25];
Trained by a Master [30];
Knows Gotham: Contact Group, Underworld contacts (15 skill, Somewhat reliable, appearance roll of 9-) [10];
Always Prepared:
Foresight 2 [20];
Gadgeteer [25];
Luck [15];
“I swear, by the spirits of my parents…”: Higher Purpose (Prevent anyone from suffering as he or his parents suffered) [5];
Scion of the Wayne Family:
Independent Income 5 (5% of starting Wealth each month, $10,000,000) [5];
Reputation, Bruce Wayne, Billionaire Playboy, +2 Reaction Bonus, Almost Everyone (People who follow news or celebrity culture), x1 [10];
Status 3 [0]¥;
Wealth, Multimillionaire 2 (x10,000 starting wealth, $200,000,000) [100];
Shadow of the Bat: Reputation, (Crimefighter, +3 Reaction Bonus; Large Class, those who approve of superheroes, x1/2) [7];
A Mind Like No Other:
Eidetic Memory [5];
Modular Abilities: Super-Memorization 2 (5, 10) [85]; ^^
World’s Greatest Detective: Psychometry (Hypersensory, -50%) [10];
“Criminals are a superstitious, cowardly lot”:
Rapier Wit (provoke fear, anger, or humiliation) [5];
Terror (Selective Effect, +20%) [36];
The Cave : Signature Gear: Headquarters, Status 3 (Underground, +50%; Special Abilities. +100%) [38];^^^
Tactician: Visualization (Cursing, +100%; Reduced Time 7: Instant +140%) A combination of tactical genius, observational prowess, and experience allowing him to use situational advantages and battlefield conditions to hamper his opponents, [34];
Gotham’s Ghost: Zeroed (Cosmic, extra utility, +50%) [15];¥¥
Perks: Combat Shtick: Follow Through (Attack from Above) [1]; Climbing Line [1]; Cloaked [1]; Deputized [1]€; Masked [1]; Skintight [1]; Swinging [1]; Technique Adaptation (Throwing for grenade IA’s) [1]; Technique Adaptation (Thrown Weapons for Batarang IA) [1];
Disadvantages: Charitable (15-) [-8]; Code of Honor (Dark Knight) [-5]; Enemies (Rogue’s Gallery, scope: mid-sized group with special abilities, -30; Hunted, x1; FoA: Quite often, 12-, x2) [-60]; Flashback (Minor, Death of parents) [-5]; Guilt Complex (Risk to friends and family) [-5]; Overconfident (12-) [-5]; Pacifism (Cannot Kill) [-15]; Reputation, Batman, Dangerous Vigilante, -4 Reaction Bonus, Large Class (Criminals and those opposed to vigilantes.), x1/2 [-10]; Sense of Duty (Gotham) [-10]; Secret (Batman identity, Possible death, value increased for Status 3, but challenge roll is on 7 or less) [-40]; Vow (Minor, War on crime) [-5]; Vow (Minor, Loyalty to Batfamily) [-5];
Quirks: “Curiouser and curiouser” [-1]; Forgets to eat when concentrating [-1]; Trademark (Bat theme) [-1]; Attracted to dangerous women [-1];
Skills: Acting (A) IQ+1 [4] – 17; Area Knowledge (Gotham City) (E) IQ+3 [8] – 19; Armoury (Bat arsenal) (A) IQ [2] – 16; Autohypnosis (H) Will-2 [1] – 16; Body Control (VH) HT [8] – 15; Bow (A) DX-1 [1] – 15; Breaking Blow (H) IQ [4] – 16; Breath Control (H) HT [4] – 15; Broadsword (A) DX [2] – 16; Cloak (A) DX-1 [1] – 15; Computer Hacking (VH) IQ-1 [4] – 15; Disguise (A) IQ-1 [1] – 15; Fast Draw (grenades) (E) DX + Combat Reflexes [1] – 17; Fast Draw (Batarang) (E) DX + Combat Reflexes [1] – 17; Gun (Pistol) (E) DX [1] – 16; Intimidation (A) Will-1 [1] – 17; Interrogation (A) IQ+2 [8] – 18; Invisibility Art (VH) IQ+1 [12] – 17; Hidden Lore (The metahuman world) (A) IQ+1 [4] – 17; Knot-Tying (E) DX [1] – 16; Lasso (A) DX [2] – 16; Leadership (A) IQ+2 [8] – 16; Lifting (A) HT [2] – 15; Lip Reading (A) Per [2] – 18; Mental Strength (E) Will+1 [2] – 19; Mind Block (A) Will [2] – 18; Power Blow (H) Will-1 [2] – 17; Pressure Points (H) IQ-1 [2] – 15; Pressure Secrets (VH) IQ-1 [4] – 15; Tactics (H) IQ+1 [8] – 17; Throwing (Used for grenade-based Innate Attacks) (A) DX+1 A [2] – 17; Throwing Art (H) DX [4] – 16; Thrown Weapons (Shuriken, used for Batarang IA) (E) DX+2 [4] – 18; Tracking (A) Per [2] – 18;
Wildcard Skills: Businessman! (VH) IQ-3 [3] – 13; Detective! (VH) IQ+3 [60] – 19; Move! (VH) DX-1 [12] – 15; Scholar! (VH) IQ [24] – 16; Taijutsu! (renamed from Fist!) (VH) DX+4 [72] – 19; Thief! (VH) DX+2 [48] – 18; Wheel Man! (VH) DX-1 [12] – 15;
Techniques: Aggressive Parry (Taijutsu!-4) [4] – 15; Attack from Above (Taijutsu!+0) [2] – 19; Back Kick (Taijutsu!-2) [3] – 17; Choke Hold (Taijutsu!+0) [3] – 19; Counterattack (Taijutsu!-2) [4] – 17; Disarming (Taijutsu!+1) [2] – 20; Targeted Attack (Taijutsu! Punch/Face) [4] – 17;
Cinematic Techniques: Pressure Point Strike (Taijutsu!-1) [2] – 18; Whirlwind Attack (Taijutsu!-2) [4] – 17;
Starting Spending Money: $200,000,000; $10,000,000 per month from Independent Income 5
Equipment: The Batsuit (customized to include storage space for tools and weapons) DR 10/5 over all hit locations and large cape (heavy cloak, DB 2, DR 1, HP 5) $20,000, paid for as Signature Gear [2]; The Bat Fleet (vehicles): Batmobiles (Smart Car and Light Battle Tank), Batwing, The Bat, Batboat, Batsub, Batpod, Batgyro, and others: Bought, maintained, and replaced with money.
Chars: 375
Ads: 856
Disads: -182
Skills: 374
Total: 1423
Notes:
*+6 recover from surprise/mental stun
**+2 vs. unconscious, +4 vs. knockdown, stunning, torture, +1 to other rolls (Very fit)
***+3 vs pain, +2 fright checks
****recover 2x rate, lose at ½x rate
† includes from +1 Combat Reflexes and +1 from Enhanced Defense
‡ includes from +1 Combat Reflexes, +1 from Enhanced Defense, and +2 DB from heavy cloak
‡‡ Alternate Enhancements choices include Unconscious 200%, Hallucinating 50%, Retching 50%, or Agony 100%, one at a time
‡‡‡ Utility Belt -20% is a Gadget limitation: Breakable, DR 8, -10%; SM -2, -20%; Must be forcibly removed, - 10%; Not immediately usable, x/2
^Array of weapons and tools carried in his utility belt. Effects based on 10 points (from crushing dice of swing damage for his strength, 2d at 5 points per die)
^^5 per slot, 5 per point. Modified from Super-Memorization in Characters according to Power rules to not require reference materials to change abilities. Drawing on his knowledge, experience, and natural genius, he can add/utilize any mental Advantages or Skills (including Techniques) given a few moments (a second per point) to focus. Used primarily for Advantages, knowledge skills (especially sciences), cinematic skills, and combat techniques.
^^^Paid for as Status 3
¥ From Wealth. +3 relative reaction bonus as Bruce Wayne
¥¥ The official legal and medical records for Wayne (and the rest of the Batfamily) have been doctored to prevent identification and tracking from physical evidence (blood type, fingerprints, DNA, etc.). Records exist, they are simply incorrect, preventing a positive, identifying match between the hero(es) and his or her true identity. If any discrepancy in the records is discovered, the Cosmic enhancement “resets” the Zeroed status by automatically reestablishing the altered records.
€This is a perk level of Legal Immunity. It operates at the 5 point level of LI, and includes all the limitations of Informal (-50%), based solely on Commissioner Gordon’s cooperation. It is further prone to the possible influence and interference of people in authority over Gordon (typically the Mayor of Gotham) and the whims of the public or media. There is also an expectation of Batman being effective and uniquely competent in his war on crime, regularly capturing criminals, foiling their plots, and stemming any lose of life; doing so is necessary for maintaining the good will of the public and police that Gordon partially relies on to justify allowing Batman to operate. Finally, if Batman is ever credibly believed to have broken the law egregiously (eg. endangering citizens, falsifying evidence, or murder), arresting him will almost certainly become priority number one for the GCPD.
Mechanics Notes:
Brachiator: +2 to Climbing skill and can swing at half Basic Move
Breath Control: x4 length of time he can hold his breath
Catfall: Subtract 5 yds from any fall; successful DX roll halves fall damage
Combat Reflexes: +1 to active defenses, +1 to Fast Draw, +2 to Fright Check, +6 to IQ to wake up or recover from surprise or mental "stun" and +1 or 2 to his side's initiative to avoid a surprise attack
Very Fit: +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc). Recover FP at 2x rate. Lose FP at 1/2x rate
Flashback: On a roll of 6- on 3d6; lasts 2d seconds; -2 to all skills
Other possible traits:
The Most Dangerous Man on Earth: Wild Talent 1 [20];
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