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

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(Derived Statistics)
(Gear)
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; On person
 
; On person
 
: Batarangs ''(Athletics, 12/24/48", damage 2d6, device)''
 
: Batarangs ''(Athletics, 12/24/48", damage 2d6, device)''
: Batsuit ''(Armor +2, Parry +2, dodge -3, device)''
+
: Batsuit ''(Armor +2, Parry +2, -3 to be hit with ranged attacks, 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)''

Revision as of 16:03, 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 (7 out of costume)
Toughness: 9 (2)

Note: -5 to be hit with ranged attacks (-2 out of costume).

Edges

Aristocrat
Dodge
Free Runner
Investigator
Killer Instinct
Menacing
Rabble-Rouser
Rich
Streetwise
Super Powers

Super Powers

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, -3 to be hit with ranged attacks, 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.