THE ANIMATED JUSTICE LEAGUE

BATMAN

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" RUN 2
3" SWIM 1
5" LEAP 0

Characteristics Cost: 196

Cost Power END
Cape & Cowl, all slots OIF Durable (-1/2)
6 1) Armor (3 PD/3 ED) (9 Active Points) 0
2 2) +3 PD (3 Active Points)
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), 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) 1
1u 2) Stretching 6" (30 Active Points); 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); 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); 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


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