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

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(Super Powers (45 + 5 spp, limit 15))
Line 67: Line 67:
  
 
Genius 2 + Fast Learner 1 = 3spp
 
Genius 2 + Fast Learner 1 = 3spp
<!-- Object Reading 2 + Alternate Trait 1 ''(Notice)'' - Requires Touch 2 = 1spp -->
+
 
 +
Object Reading 2 + Alternate Trait 1 ''(Notice)'' - Requires Touch 2 = 1spp
  
 
; Ninja training
 
; Ninja training
: Dodge 3 = 3spp
 
 
: Melee Attack 2 ''(Str+d6)'' = 2spp
 
: Melee Attack 2 ''(Str+d6)'' = 2spp
: Parry 2 = 2spp
 
 
: Super Attribute 4 ''(Agility)'' = 4spp
 
: Super Attribute 4 ''(Agility)'' = 4spp
 
: Super Attribute 4 ''(Strength)'' = 4spp
 
: Super Attribute 4 ''(Strength)'' = 4spp
Line 80: Line 79:
  
 
; Wonderful Toys
 
; Wonderful Toys
<!-- : Armor 2 - Device 1 ''(batsuit)'' = 1spp
+
: Armor 2 - Device 1 ''(batsuit)'' = 1spp
Dodge 3 - Device 1 ''(batsuit)'' = 2spp -->
+
: Dodge 3 - Device 1 ''(batsuit)'' = 2spp
 
: Heightened Senses 2 ''(Infravision, Low Light Vision)'' - Device 1 ''(night vision goggles)'' = 1spp
 
: Heightened Senses 2 ''(Infravision, Low Light Vision)'' - Device 1 ''(night vision goggles)'' = 1spp
 
: Obscure 4 - Limitation 1 ''(not movable)'' - Device 2 ''(smog ampoules)'' = 1spp
 
: Obscure 4 - Limitation 1 ''(not movable)'' - Device 2 ''(smog ampoules)'' = 1spp
<!-- : Parry 2 - Devise 1 ''(batsuit)'' = 1spp -->
+
: Parry 2 - Devise 1 ''(batsuit)'' = 1spp
 
: Ranged Attack 3 ''(Athletics, 2d6)'' - Device 2 ''(batarangs)'' = 1spp
 
: Ranged Attack 3 ''(Athletics, 2d6)'' - Device 2 ''(batarangs)'' = 1spp
 
: Swinging 2 + Strong Line 1 - Device 2 ''(grappling line)'' = 1spp
 
: Swinging 2 + Strong Line 1 - Device 2 ''(grappling line)'' = 1spp
Line 92: Line 91:
 
; On person
 
; On person
 
: Batarangs ''(Athletics, 12/24/48", damage 2d6, device)''
 
: Batarangs ''(Athletics, 12/24/48", damage 2d6, device)''
: Batsuit ''(Armor +2, $500, 15lbs)''
+
: Batsuit ''(Armor +2, Parry +2, dodge -3, device)''
 
: Grappling line ''(move through suitable environments at Pace 12, holds 1,500lbs, device)''
 
: Grappling line ''(move through suitable environments at Pace 12, holds 1,500lbs, device)''
 
: Lockpicks ''(1lb, $200)''
 
: Lockpicks ''(1lb, $200)''
Line 103: Line 102:
 
: Horse and carriage
 
: Horse and carriage
  
Cash at hand $800
+
Cash at hand $1300
  
 
Annual income equivalent to modern day $150,000
 
Annual income equivalent to modern day $150,000

Revision as of 15:46, 7 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

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

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