Victorian Justice League: Bat-Man

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Cover of the first of a series of lurid dime novels based on only somewhat less lurid newspaper reports of the mysterious masked avenger.

A player character in Victorian Justice League: A Tale of Two Cities.

When young Bruce Wayne's parents were brutally murdered in front of him, he swore vengeance on evildoers. After many years abroad training his mind and body to the peak of human ability, developing the skills and tools for his life's mission, he has returned to resume control of his inheritance by day and to strike terror in the hearts of thieves and killers by night.

The identity of the Bat-Man is known only to his butler and lifelong friend, Alfred Pennyworth. Most of the world only knows Bruce Wayne as the wealthy inheritor of Wayne Industries: a noted philanthropist and superficial dabbler in various things, well-read and widely travelled, an undistinguished but sporting fellow with a decent head for most things.

Hindrances[edit]

Bad Luck (major)

Grim (minor)

Pacifist (minor)

Secret Identity (major)

Traits[edit]

Attributes[edit]

Agility d10

Smarts d10

Spirit d10

Strength d10

Vigor d10

Note: Free reroll on all Smarts rolls.

Skills[edit]

Athletics* d10 (+2 for climbing and foot chases)

Common Knowledge* d8 (+2 for criminal and upper class info)

Fighting d10

Intimidation d10+2 (+2 for criminal and upper class networking)

Notice* d8 (+2 when investigating)

Persuasion* d6 (+2 for criminal and upper class networking)

Research d8 (+2 when investigating)

Stealth* d10

Thievery d10

Note: No unskilled penalty on Smarts-based skill rolls; free reroll on Smarts-based skill rolls. Free reroll on skill rolls in Tests initiated by me.

Derived Statistics[edit]

Pace: 6" on foot (ignore Difficult Ground), 12" when swinging (vertical or horizontal)

Parry: 9 (7 out of costume)

Toughness: 11 (4)

Note: -5 to be hit with ranged attacks (-2 out of costume).

Edges[edit]

Aristocrat

Dodge

Free Runner

Investigator

Killer Instinct

Menacing

Rabble-Rouser

Rich

Streetwise

Super Powers (Power Level III, total 45 + 5 Super Power Points)

Super Powers[edit]

Genius 2 + Fast Learner 1 = 3spp

Object Reading 2 + Alternate Trait 1 (Notice) - Requires Touch 2 = 1spp

Ninja Training
Melee Attack 2 (Str+d6) = 2spp
Super Attribute 4 (Agility) = 4spp
Super Attribute 4 (Strength) = 4spp
Super Attribute 4 (Vigor) = 4spp
Super Edge 12 (Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise) = 12spp
Super Skill 12 (Athletics 3, Fighting 3, Stealth 3, Thievery 3) = 12spp
Wonderful Toys
Armor 2 - Device 1 (bat-suit) = 1spp
Dodge 3 - Device 1 (bat-suit) = 2spp
Heightened Senses 2 (Infravision, Low Light Vision) - Device 1 (night vision goggles) = 1spp
Obscure 4 - Limitation 1 (not movable) - Device 2 (smog ampoules) = 1spp
Parry 2 - Device 1 (bat-suit) = 1spp
Ranged Attack 3 (Athletics, 2d6) - Device 2 (batarangs) = 1spp
Swinging 2 + Strong Line 1 - Device 2 (grappling line) = 1spp

Gear[edit]

On person
Batarangs (Athletics, 12/24/48", damage 2d6; device)
Bat-Suit (Armor +4, Parry +2, -3 to be hit with ranged attacks; device)
Grappling line (move through suitable environments at Pace 12, holds 1500lbs; device)
Lockpicks (1lb, $200)
Night vision goggles (no lighting penalties, optional hellish red glow; device)
Smog ampoules (create Dim or Dark lighting in a Large template; device)
Townhouse
Faithful butler
Hidden sub-basement with hidden access to the hidden Bat-Rail
Horse and carriage

Cash at hand $1300

Annual income equivalent to modern day $150,000

Experience[edit]

Rank: Seasoned

Advances
1: raised Smarts
2: raised Notice, Research
3: gained Aristocrat
4: raised Spirit

Back to Victorian Justice League: A Tale of Two Cities.