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

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'''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.''
+
''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 ===
 
=== Derived Statistics ===
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: Super Edge ''(Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise)'' 12spp
 
: Super Edge ''(Dodge, Free Runner, Killer Instinct, Menacing, Rabble-Rouser, Streetwise)'' 12spp
 
: Super Skill ''(Athletics 3, Fighting 3, Stealth 3, Thievery 3)'' 12spp
 
: Super Skill ''(Athletics 3, Fighting 3, Stealth 3, Thievery 3)'' 12spp
<!-- : ''Uncanny deduction:'' Object Reading 2 + Alternate Trait ''(Notice)'' 1 - Requires Touch 2 = 1spp -->
 
<!-- : ''Vibrating Palm technique:'' Stun 3 + Strong 2 + Contingent ''(unarmed attack)'' 0 - Requires Touch 2 = 3spp -->
 
  
 
; Wonderful Toys
 
; Wonderful Toys
 
: ''Batarangs:'' Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp
 
: ''Batarangs:'' Ranged Attack ''(Athletics, 2d6)'' 3 - Device 2 = 1spp
<!-- : ''Batsuit:'' Armor 2 - Devise 1 = 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
 
: ''Smog ampoules:'' Obscure 4 - Limitation ''(not movable)'' 1 - Device 2 = 1spp
 
: ''Smog ampoules:'' Obscure 4 - Limitation ''(not movable)'' 1 - Device 2 = 1spp
<!-- : ''Utility belt:'' Super Edge ''(Always Prepared)'' 2 - Device 1 = 1spp
 
 
; Always Prepared
 
: Requirements: Novice, Smarts d8+
 
: Once per encounter the hero may just happen to have some needed item, substance, tool or (mundane) device, provided that it's ordinarily available in the setting and small enough that they could conceivably have had it on them all along. -->
 
  
 
== Gear ==
 
== Gear ==

Revision as of 21:17, 5 September 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 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 (45 + 5 spp, limit 15)

Genius 2 + Fast Learner 1 = 3spp

Ninja training
Dodge 3spp
Melee Attack (Str+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, holds 1,500lbs)
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
1. raised Smarts
2. raised Notice, Research
3. gained Aristocrat
4. raised Spirit

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