Batman PL-15

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Batman: PL 15;

Init +8 (Dex, Improved Inititive); Defense 22 (18 flat footed); Spd 30 ft; Atk +11 melee (+5S unarmed), +12 ranged (+2S, shurikens); SV Dmg +6, Fort +4, Ref +4, Will +9; Str 16, Dex 18, Con 18, Int 20, Wis 20, Cha 20

Skills: (synergies and super bonuses counted. +2 to Cha skills in Batsuit) Acrobatics 9, Balance 6, Bluff10, Climb 7, Computer Use 10, Diplomacy 14, Disable Device 10, Disguise 7, Drive 5, Gather Information 9, Hide 8, Intimidate 12, Knowleges (All untrained) 11, Jump 10, Move Silently 10, Open Lock 6, Pilot 5, Repair 10, Search 15, Science (all untrained) 11, Sense Motive 17, Swim 7, Taunt 7

Feats: Assessment, Connected, Expertise, Headquarters, Improved Inititive, Infamy, Photographic Memory, Quickdraw, Sidekicks (Alfred, Oracle, and Robin), Skill Focus (Sense Motive), Startle, Super Vehicles, Suprise Strike, Talented (Move Silently, Search), Toughness

Powers: Training +4 [Super Intelligence; Extras: Super Wisdom, Strike +2, Innate; Source: Training; Cost 5pp]

Equipment: (all devices, all super science) Armor +2 [Stunts: Radio Hearing and Darkvision; Extras: Super Charisma, Intimidating Presence, Immunity +1; Cost 4pp], Gadgets +6 [Cost 1pp], Grapple Gun +8 [Snare Power; Extra: Swinging; Cost 2pp], Shuriken [Weapon +2, Stunts: Obscure, Snare, Stun; Extra: Multifire; Flaw: Uses; Cost 1pp],

Weakness: Quirk (Driven): Batman's lifelong quest to avenge his parents' deaths leaves him without options for a normal life. If he is helplessly or otherwise idle while innocents are put in jeopardy he becomes brooding and dispondent.