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: 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.
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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 ==
 
== Hindrances ==
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=== Attributes ===
 
=== Attributes ===
  
Agility d10
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'''Agility''' d10
  
Smarts d10
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'''Smarts''' d10
  
Spirit d10
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'''Spirit''' d10
  
Strength d10
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'''Strength''' d10
  
Vigor d10
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'''Vigor''' d10
  
'''Note:''' Free reroll on all Smarts rolls.
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Note: Free reroll on all ''Smarts'' rolls.
  
 
=== Skills ===
 
=== Skills ===
  
Athletics* d10 ''(+2 for climbing and foot chases)''
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'''Athletics*''' d10 ''(+2 for climbing and foot chases)''
  
Common Knowledge* d8 ''(+2 for criminal and upper class info)''
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'''Common Knowledge*''' d8 ''(+2 for criminal and upper class info)''
  
Fighting d10
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'''Fighting''' d10
  
Intimidation d10+2 ''(+2 for criminal and upper class networking)''
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'''Intimidation''' d10+2 ''(+2 for criminal and upper class networking)''
  
Notice* d8 ''(+2 when investigating)''
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'''Notice*''' d8 ''(+2 when investigating)''
  
Persuasion* d6 ''(+2 for criminal and upper class networking)''
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'''Persuasion*''' d6 ''(+2 for criminal and upper class networking)''
  
Research d8 ''(+2 when investigating)''
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'''Research''' d8 ''(+2 when investigating)''
  
Stealth* d10
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'''Stealth*''' d10
  
Thievery d10
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'''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.
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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 ''(vertical or horizontal)''
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'''Pace:''' 6" on foot ''(ignore Difficult Ground)'', 12" when swinging
  
'''Parry:''' 9 ''(7 out of costume)''
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'''Parry:''' 9 ''(-5 to be hit with ranged attacks)''
  
'''Toughness:''' 11 (4)
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'''Toughness:''' 9 (2)
 
 
'''Note:''' -5 to be hit with ranged attacks (-2 out of costume).
 
  
 
== Edges ==
 
== Edges ==
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Streetwise
 
Streetwise
  
Super Powers ''(Power Level III, total 45 + 5 Super Power Points)''
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Super Powers
<!-- ; Prepared
 
: Requirements - Novice, Smarts d8+
 
: Once per encounter the hero may just happen to have at hand a needed item, substance, tool or (mundane) device. The item must be ordinarily available in the setting and small enough for them to have had it on them all along. -->
 
  
== Super Powers ==
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== Super Powers (45 + 5 spp, limit 15) ==  
  
 
Genius 2 + Fast Learner 1 = 3spp
 
Genius 2 + Fast Learner 1 = 3spp
  
Object Reading 2 + Alternate Trait 1 ''(Notice)'' - Requires Touch 2 = 1spp
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; Ninja training
 
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* Dodge 3spp
; Ninja Training
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* Melee Attack ''(+d6)'' 2spp
: Melee Attack 2 ''(Str+d6)'' = 2spp
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* Parry 2spp
: Super Attribute 4 ''(Agility)'' = 4spp
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* Super Attribute ''(Agility)'' 4spp
: Super Attribute 4 ''(Strength)'' = 4spp
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* Super Attribute ''(Strength)'' 4spp
: Super Attribute 4 ''(Vigor)'' = 4spp
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* Super Attribute ''(Vigor)'' 4spp
: Super Edge 12 ''(Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise)'' = 12spp
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* Super Edge ''(Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise)'' 12spp
: Super Skill 12 ''(Athletics 3, Fighting 3, Stealth 3, Thievery 3)'' = 12spp
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* Super Skill ''(Athletics 3, Fighting 3, Stealth 3, Thievery 3)'' 12spp
  
 
; Wonderful Toys
 
; Wonderful Toys
: Armor 2 - Device 1 ''(bat-suit)'' = 1spp
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* Batarangs: Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp
: Dodge 3 - Device 1 ''(bat-suit)'' = 2spp
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* Grappling line: Swinging 2 + Strong Line 1 - Device 2 = 1spp
: Heightened Senses 2 ''(Infravision, Low Light Vision)'' - Device 1 ''(night vision goggles)'' = 1spp
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* Night vision goggles: Heightened Senses ''(infravision, low light vision)'' 2 - Device 1 = 1spp
: Obscure 4 - Limitation 1 ''(not movable)'' - Device 2 ''(smog ampoules)'' = 1spp
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* Smog ampoules: Obscure 4 - Limitation ''(not movable)'' 1 - Device 2 = 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 ==
 
== Gear ==
  
 
; On person
 
; On person
: Batarangs ''(Athletics, 12/24/48", damage 2d6; device)''
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* Batarangs ''(Athletics, 12/24/48", damage 2d6, device)''
: Bat-Suit ''(Armor +4, Parry +2, -3 to be hit with ranged attacks; device)''
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* Batsuit ''(Armor +2, $500, 15lbs)''
: Grappling line ''(move through suitable environments at Pace 12, holds 1500lbs; device)''
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* Grappling line ''(move through suitable environments at Pace 12)''
: Lockpicks ''(1lb, $200)''
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* Lockpicks ''(1lb, $200)''
: Night vision goggles ''(no lighting penalties, optional hellish red glow; device)''
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* Night vision goggles ''(no lighting penalties, optional hellish red glow)''
: Smog ampoules ''(create Dim or Dark lighting in a Large template; device)''
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* Smog ampoules - ''(create Dim or Dark lighting in a Large template)''
  
 
; Townhouse
 
; Townhouse
: Faithful butler
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* Faithful butler
: Hidden sub-basement with hidden access to the hidden Bat-Rail
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* Hidden sub-basement with hidden access to the Bat-rail
: Horse and carriage
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* Horse and carriage
  
Cash at hand $1300
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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
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'''Advances:''' 4
: '''1:''' raised Smarts
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* '''1.''' raise Smarts
: '''2:''' raised Notice, Research
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* '''2.''' raise Notice, Research
: '''3:''' gained Aristocrat
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* '''3.''' gain Aristocrat
: '''4:''' raised Spirit
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* '''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]].

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