Victorian Justice League: Bat-Man: Difference between revisions
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* Batarangs: Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp | * Batarangs: Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp | ||
<!-- * Grappling line: Entangle 3 + Alternate Trait ''(Athletics)'' 1 - Limitation ''(can't cause Bound)'' 1 - Device 2 = 1spp --> | |||
* Grappling line: Swinging 2 + Strong Line 1 - Device 2 = 1spp | * Grappling line: Swinging 2 + Strong Line 1 - Device 2 = 1spp | ||
* Night vision goggles: Heightened Senses ''(infravision, low light vision)'' 2 - Device 1 = 1spp | * Night vision goggles: Heightened Senses ''(infravision, low light vision)'' 2 - Device 1 = 1spp |
Revision as of 00:18, 31 August 2022
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
Bad Luck (major)
Grim (minor)
Pacifist (minor)
Secret Identity (major)
Traits
Attributes
Agility d10
Smarts d10
Spirit d10
Strength d10
Vigor d10
Note: Free reroll on all Smarts rolls.
Skills
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 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
Pace: 6" on foot (ignore Difficult Ground), 12" when swinging
Parry: 9 (-5 to be hit with ranged attacks)
Toughness: 9 (2)
Edges
Aristocrat
Dodge
Free Runner
Investigator
Killer Instinct
Menacing
Rabble-Rouser
Rich
Streetwise
Super Powers
Super Powers (45 + 5 spp, limit 15)
Genius 2 + Fast Learner 1 = 3spp
- Ninja training
- Dodge 3spp
- 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
- Batarangs: Ranged Attack (Athletics, 2d6) 3 - Device 2 = 1spp
- Grappling line: Swinging 2 + Strong Line 1 - Device 2 = 1spp
- Night vision goggles: Heightened Senses (infravision, low light vision) 2 - Device 1 = 1spp
- Smog ampoules: Obscure 4 - Limitation (not movable) 1 - Device 2 = 1spp
Gear
- 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
- Faithful butler
- Hidden sub-basement with hidden access to the Bat-rail
- Horse and carriage
Cash at hand $800
Annual income equivalent to modern day $150,000
Experience
Rank: Seasoned
Advances: 4
- 1. raise Smarts
- 2. raise Notice, Research
- 3. gain Aristocrat
- 4. raise Spirit