Editing Victorian Justice League: Bat-Man
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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. | 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 | + | 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 philanthropist and dabbler in various things, well-read, widely travelled, an undistinguished but sporting fellow with a decent head for most things. |
== Hindrances == | == Hindrances == | ||
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=== Attributes === | === Attributes === | ||
− | Agility d10 | + | '''Agility''' d10 |
− | Smarts d10 | + | '''Smarts''' d10 |
− | Spirit d10 | + | '''Spirit''' d10 |
− | Strength d10 | + | '''Strength''' d10 |
− | Vigor d10 | + | '''Vigor''' d10 |
− | + | Note: Free reroll on all ''Smarts'' rolls. | |
=== Skills === | === Skills === | ||
− | Athletics* d10 ''(+2 for climbing and foot chases)'' | + | '''Athletics*''' d10 ''(+2 for climbing and foot chases)'' |
− | Common Knowledge* d8 ''(+2 for criminal and upper class info)'' | + | '''Common Knowledge*''' d8 ''(+2 for criminal and upper class info)'' |
− | Fighting d10 | + | '''Fighting''' d10 |
− | Intimidation d10+2 ''(+2 for criminal and upper class networking)'' | + | '''Intimidation''' d10+2 ''(+2 for criminal and upper class networking)'' |
− | Notice* d8 ''(+2 when investigating)'' | + | '''Notice*''' d8 ''(+2 when investigating)'' |
− | Persuasion* d6 ''(+2 for criminal and upper class networking)'' | + | '''Persuasion*''' d6 ''(+2 for criminal and upper class networking)'' |
− | Research d8 ''(+2 when investigating)'' | + | '''Research''' d8 ''(+2 when investigating)'' |
− | Stealth* d10 | + | '''Stealth*''' d10 |
− | Thievery d10 | + | '''Thievery''' d10 |
− | + | Note: No unskilled penalty on any ''Smarts''-based skill rolls; free reroll on all ''Smarts''-based skill rolls. Free reroll on all skill rolls in Tests initiated by me. | |
=== Derived Statistics === | === Derived Statistics === | ||
− | '''Pace:''' 6" on foot ''(ignore Difficult Ground)'', 12" when swinging | + | '''Pace:''' 6" on foot ''(ignore Difficult Ground)'', 12" when swinging |
− | '''Parry:''' 9 ''( | + | '''Parry:''' 9 ''(-5 to be hit with ranged attacks)'' |
− | '''Toughness:''' | + | '''Toughness:''' 9 (2) |
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== Edges == | == Edges == | ||
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Streetwise | Streetwise | ||
− | Super Powers | + | Super Powers |
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− | == Super Powers == | + | == Super Powers (45 + 5 spp, limit 15) == |
Genius 2 + Fast Learner 1 = 3spp | Genius 2 + Fast Learner 1 = 3spp | ||
− | + | ; Ninja training | |
− | + | * Dodge 3spp | |
− | ; Ninja | + | * Melee Attack ''(+d6)'' 2spp |
− | + | * Parry 2spp | |
− | + | * Super Attribute ''(Agility)'' 4spp | |
− | + | * Super Attribute ''(Strength)'' 4spp | |
− | + | * Super Attribute ''(Vigor)'' 4spp | |
− | + | * Super Edge ''(Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise)'' 12spp | |
− | + | * Super Skill ''(Athletics 3, Fighting 3, Stealth 3, Thievery 3)'' 12spp | |
; Wonderful Toys | ; Wonderful Toys | ||
− | : | + | * Batarangs: Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp |
− | : | + | * Grappling line: Swinging 2 + Strong Line 1 - Device 2 = 1spp |
− | : Heightened Senses | + | * Night vision goggles: Heightened Senses ''(infravision, low light vision)'' 2 - Device 1 = 1spp |
− | : Obscure 4 - Limitation | + | * Smog ampoules: Obscure 4 - Limitation ''(not movable)'' 1 - Device 2 = 1spp |
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== Gear == | == Gear == | ||
; On person | ; On person | ||
− | + | * Batarangs ''(Athletics, 12/24/48", damage 2d6, device)'' | |
− | + | * Batsuit ''(Armor +2, $500, 15lbs)'' | |
− | + | * Grappling line ''(move through suitable environments at Pace 12)'' | |
− | + | * Lockpicks ''(1lb, $200)'' | |
− | + | * Night vision goggles ''(no lighting penalties, optional hellish red glow)'' | |
− | + | * Smog ampoules - ''(create Dim or Dark lighting in a Large template)'' | |
; Townhouse | ; Townhouse | ||
− | + | * Faithful butler | |
− | + | * Hidden sub-basement with hidden access to the Bat-rail | |
− | + | * Horse and carriage | |
− | Cash at hand $ | + | Cash at hand $800 |
Annual income equivalent to modern day $150,000 | Annual income equivalent to modern day $150,000 | ||
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'''Rank:''' Seasoned | '''Rank:''' Seasoned | ||
− | + | '''Advances:''' 4 | |
− | + | * '''1.''' raise Smarts | |
− | + | * '''2.''' raise Notice, Research | |
− | + | * '''3.''' gain Aristocrat | |
− | + | * '''4.''' raise Spirit | |
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Back to [[Victorian Justice League: A Tale of Two Cities]]. | Back to [[Victorian Justice League: A Tale of Two Cities]]. |