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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