Difference between revisions of "Victorian Justice League: Bat-Man"

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(Super Powers (45 + 5 spp, limit 15))
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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 philanthropist and dabbler in various things, well-read, 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 ==

Revision as of 14:30, 28 August 2022

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

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

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