Victorian Justice League: Bat-Man
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 Smarts-based skill rolls; free reroll on Smarts-based skill rolls. Free reroll on skill rolls in Tests initiated by me.
Derived Statistics
Pace: 6" on foot (ignore Difficult Ground), 12" when swinging (vertical or horizontal)
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 (Level III)
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 (batsuit) = 1spp
- Dodge 3 - Device 1 (batsuit) = 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 - Devise 1 (batsuit) = 1spp
- Ranged Attack 3 (Athletics, 2d6) - Device 2 (batarangs) = 1spp
- Swinging 2 + Strong Line 1 - Device 2 (grappling line) = 1spp
Gear
- On person
- Batarangs (Athletics, 12/24/48", damage 2d6, device)
- Batsuit (Armor +2, Parry +2, dodge -3, device)
- Grappling line (move through suitable environments at Pace 12, holds 1,500lbs, 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 Bat-rail
- Horse and carriage
Cash at hand $1300
Annual income equivalent to modern day $150,000
Experience
Rank: Seasoned
- Advances
- 1. raised Smarts
- 2. raised Notice, Research
- 3. gained Aristocrat
- 4. raised Spirit