JDRook's Revised DCA Builds - Blaze! Blockbuster(s)! Lady Vic!

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JDRook
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Re: JDRook's Revised DCA Builds - Batgirls! Batgirls! Batgirls!

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Batgirl Template - PL 7

Strength 1, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 1, Awareness 3, Presence 1

Advantages
Agile Feint, Defensive Attack, Defensive Roll, Equipment 5, Hide in Plain Sight, Improved Initiative, Improved Trip

Skills
Acrobatics 6 (+10), Athletics 6 (+7), Insight 4 (+7), Investigation 6 (+7), Perception 5 (+8), Ranged Combat: Batarang 5 (+9), Stealth 6 (+10), Vehicles 4 (+8)

Powers
Martial Arts Training: Strength-based Damage 1 (DC 17)

Equipment
Flashlight
Grapnel Gun: Movement 1 (Swinging)
Mini-tracer

Utility Belt
Batarangs: Strength-based Damage 2 (DC 18; Increased Range: ranged)
Bolos: Affliction 4 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 14; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
Cutting Torch
. . Damage: Damage 1 (DC 16; Linked: Weaken: Weaken 1)
. . Weaken: Weaken 1 (Affects: Toughness, Resisted by: Fortitude, DC 11)
Explosive Batarangs: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)
Flash Bombs: Burst Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Burst Area: 30 feet radius sphere, DC 13, Increased Range: ranged)
Sleep Gas Pellets: Cloud Area Affliction 4 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged)
Smoke Bombs: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Dodge)
Tear Gas Pellets: Cloud Area Affliction 3 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 13; Cloud Area: 15 feet radius sphere, DC 13, Extra Condition, Increased Range: ranged)

Offense
Initiative +8
Batarangs: Strength-based Damage 2, +9 (DC 18)
Bolos: Affliction 4, +9 (DC Dog/Fort/Will 14)
Explosive Batarangs: Burst Area Damage 4 (DC 19)
Flash Bombs: Burst Area Affliction 3 (DC Fort 13)
Grab, +10 (DC Spec 11)
Sleep Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Smoke Bombs: Cloud Area Concealment Attack 4 (DC Dog 14)
Tear Gas Pellets: Cloud Area Affliction 3 (DC Fort 13)
Throw, +4 (DC 16)
Unarmed, +10 (DC 17)

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 3/2, Will 7

Power Points
Abilities 52 + Powers 1 + Advantages 11 + Skills 21 (42 ranks) + Defenses 17 = 102

So this is a "baseline Batgirl" using the minimums from Stephanie, Cassandra and Barbara in the DCA book, which happens to come out a bit below a starter PL7. Half of the points budget is Abilities, although part of that is due to me consolidating all of the close attack and parry bonuses into FGT 10. I also added Damage as Training since that seems to be a consistent need for all 3 BGs, plus it helps break the "NO POWAHS" preconception for these kind of characters. One noticeable omission is no Interaction skill training: Barbara has Deception and Persuasion, Cassandra only has Intimidation, and Stephanie has all three, so any BG should drop ranks into at least one of those. As is, the character is basically a pretty good ninja (better than any listed ninja mook in all traits) with solid detective and driving skills, and of course most of the bat-kit of toys and weapons. Defenses are all at cap, combat is mostly at PL6, and Acrobatics and Stealth are way high* for this PL.

If you wanted to make a starting PL7 Batgirl you have 3 extra points and 2ep to play with, along with possibly buying back some DEX if you don't want to get into Sleight of Hand or Grabbing Finesse, and even FGT if you want to really specialize in unarmed combat or a signature weapon. For something like Stephanie Brown's early Spoiler character you could trade in the Martial Punch and some of the bat-kit equipment for a bo staff, bump her PRE and/or interaction skills and get a few ranks of Tech for lockpicking.

A starting PL8 BG is likely Stephanie earlier in training under Oracle. An armored costume gets her up to defensive PL, she can add some support combat advantages and more people-skills. I'd probably bump her DEX to support SoH, Grabbing Finesse and the rest of the Dex-based traits.

*based on Davies's recommendation, I dropped Acro and Stealth a bit, freeing up a few more points.

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Last edited by JDRook on Mon Nov 02, 2020 7:37 am, edited 2 times in total.
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Re: JDRook's Revised DCA Builds - Batgirls! Batgirls! Batgirls!

Post by Davies »

I'd suggest dropping the Acrobatics by 2 ranks and adding 4 ranks of Technology to represent basic lock-picking skills, also bringing the template up to 105 points in the process.
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Re: JDRook's Revised DCA Builds - Batgirls! Batgirls! Batgirls!

Post by JDRook »

Davies wrote: Sat Oct 17, 2020 5:45 amI'd suggest dropping the Acrobatics by 2 ranks and adding 4 ranks of Technology to represent basic lock-picking skills, also bringing the template up to 105 points in the process.
Good note. Acro 10 is a perfectly decent stopping point, especially for lower PLs like this. Strangely, though, Barbara Gordon is the only BG who has the Tech skill at all, so I left it out of the template.
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Re: JDRook's Revised DCA Builds - Batgirls! Batgirls! Batgirls!

Post by Davies »

Hrm. I can buy Cassandra not having any, she's a kick the door in girl, but Steph should, I think. I'm fairly sure she demonstrated some as Spoiler.
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Re: JDRook's Revised DCA Builds - Batgirls! Batgirls! Batgirls!

Post by JDRook »

Scrollreader wrote: Fri Oct 09, 2020 12:48 am Totally fair. Cass is probably not the Batgirl most comics adjacent people think of. And I agree there are a couple issues. Just curious, since I'm planning on playing a character who is very much inspired by Cassandra in an upcoming game.
If you're curious, I posted my edit of Cass at the end of the original entry here.
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JDRook's Revised DCA Builds - The GDBM & Supporting Cast

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Batman - PL 12

Strength 4, Stamina 4, Agility 7, Dexterity 7, Fighting 14, Intellect 8, Awareness 7, Presence 7

Advantages
Assessment, Benefit, Wealth 5 (billionare), Close Attack 6, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 23, Evasion, Hide in Plain Sight, Improved Initiative, Improvised Tools, Instant Up, Inventor, Jack-of-all-trades, Languages 4, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Redirect, Seize Initiative, Set-up, Skill Mastery: Intimidation, Skill Mastery: Investigation, Startle, Takedown, Tracking, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 8 (+15), Athletics 11 (+15), Deception 8 (+15), Expertise: Criminology 13 (+21), Expertise: Streetwise 13 (+21), Insight 10 (+17), Intimidation 15 (+22), Investigation 14 (+22), Perception 13 (+20), Persuasion 5 (+12), Sleight of Hand 8 (+15), Stealth 13 (+20), Technology 8 (+16), Treatment 5 (+13), Vehicles 8 (+15)

Equipment
Flashlight
Grapnel Gun: Movement 1 (Swinging)
Mini-tracer
Rebreather

Utility Belt
Batarangs: Strength-based Damage 2 (DC 18; Increased Range: ranged)
Bolos: Affliction 4 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 14; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
Cutting Torch
. . Damage: Damage 1 (DC 16; Linked: Weaken: Weaken 1)
. . Weaken: Weaken 1 (Affects: Toughness, Resisted by: Fortitude, DC 11)
Explosive Batarangs: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)
Flash Bombs: Burst Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Burst Area: 30 feet radius sphere, DC 13, Increased Range: ranged)
Sleep Gas Pellets: Cloud Area Affliction 4 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged)
Smoke Bombs: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Dodge)
Tear Gas Pellets: Cloud Area Affliction 3 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 13; Cloud Area: 15 feet radius sphere, DC 13, Extra Condition, Increased Range: ranged)
The Batcave

Tou 10, Size Huge
Features: Communications, Computer, Concealed 1, Defense System, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Workshop. Totals: Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
The Batplane

STR 10, Def -4, Tou 10, Size Huge
Powers: Air-to-Air Missiles 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21 [8 ranks only], Homing 6: 6 extra attempts, Increased Range: ranged), Flight 12 (Speed: 8000 miles/hour, 16 miles/round). Features: Remote Control. Offense: Air-to-Air Missiles: Burst Area Damage 11 (DC 26). Totals: Abilities 4 + Powers 60 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 66
The Batmobile (Alternate of The Batplane)

STR 8, Def -2, Tou 10, Size Huge
Powers: Armored Chassis 8, Speed 6 (Speed: 120 miles/hour, 1800 feet/round). Features: Alarm 3, Caltrops, Hidden Compartments 1, Navigation System 2, Oil Slick, Remote Control. Totals: Abilities 2 + Powers 14 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 28
The Batboat (Alternate of The Batplane)

STR 8, Def -2, Tou 10, Size Huge
Powers: Armored Chassis 8, Swimming 6 (Speed: 30 miles/hour, 500 feet/round). Features: Alarm 3, Hidden Compartments 1, Navigation System 2, Remote Control. Totals: Abilities 2 + Powers 14 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 26

Offense
Initiative +11
Batarangs: Strength-based Damage 2, +14 (DC 21)
Bolos: Affliction 4, +14 (DC Dog/Fort/Will 14)
Explosive Batarangs: Burst Area Damage 4 (DC 19)
Flash Bombs: Burst Area Affliction 3 (DC Fort 13)
Grab, +20 (DC Spec 14)
Sleep Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Smoke Bombs: Cloud Area Concealment Attack 4 (DC Dog 14)
Tear Gas Pellets: Cloud Area Affliction 3 (DC Fort 13)
Throw, +14 (DC 19)
Unarmed, +20 (DC 19)

Complications
Enemy: Batman has a number of recurring foes, but the Joker is the most dangerous of all.
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Identity: Bruce Wayne.
Obsession: Crime fighting.
Relationship: Although he may appear to be a loner, Batman has a number of important people in his life, including Nightwing, Robin, Oracle, Alfred Pennyworth (the faithful Wayne family butler) and Police Commissioner James Gordon.
Responsibility: Batman considers Gotham his city, and his responsibility.

Languages
Choose any 8 languages, Native English

Defense
Dodge 14, Parry 14, Fortitude 9, Toughness 8/4, Will 13

Power Points
Abilities 116 + Powers 0 + Advantages 76 + Skills 76 (152 ranks) + Defenses 18 = 286

Ladles and gentlespoons, a bat that needs no introduction, so I'll keep the bio short. I will just say that "Bat-Man" has been around since 1939, has had hundreds if not thousands of stories written about him, is basically a mythological figure of the 20th century along with the Big Blue Boyscout, and it's a toss-up which of them has a bigger footprint in popular culture.

With all that in mind, it's a little more understandable that Bats is so hard to jam into a RtP build. There is even a sidebar in the DCA book that states "No one blows past the point limit . . . more than Batman." I've crunched the numbers (thanks to FuzzyBoots turning my HeroLab output into readable spreadsheets) and Bruce is barely in the top 20. He is the most overpointed character without powers, so I'll give him that. At PL12 he works out to about 23p/PL, so he's essentially a whole starting character and a half.

I suspect the choice to set Batman at PL12 was contentious. His stories range from street level stuff that would be in the PL8-10 range, all the way up to Justice League global+ threats that would be PL12-15. Mechanically, his only offense that hits caps is his unarmed attack with a whopping +20 to hit for his STR 4 damage; yet another case where a little Martial Damage would help a character, since even this Batman can't get full functionality out of his Power Attack. He also Grabs at PL11. The Batarangs are PL10 (and can use full PA), bolos PL9, and most of his belt toys are PL4 or less, with only the Smoke Bombs being effective against high level foes since they can't be resisted. Defensively he's PL11 across the boards, with high Defense at 14 and high Will at 13.

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Batman's Abilities are peak human along with an incredibly high FGT and near-superhuman INT. Arguably these numbers helped define what "peak human" meant mechanically for players, with much debate on his capacity to throw a human 120'.

There are surprisingly few errors on the build considering how much is packed into it; most are in the HQ and vehicles, with the costs not matching for the cave or the Batplane. (Incidentally, the Air-to-Air missiles end up pushing Bats to PL12.5 when using them.)

Batman is of course the original skills-monkey, and it shows in his skills section with almost all of skills in the 15-22 rank range and hitting caps with Intimidation and Investigation, both of which also have matching Skill Masteries. His lowest noncom skills are Persuasion 12 and Treatment 13 (which may be a misprint along with his Tech total), which would still make him the best and most charming doctor you're likely to meet. Ironically, because he has training in everything he gets no advantage from having Jack of All Trades.


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I've seen a few variants on how to pack all that BM into a 150p bag. I think it was Baron who came up with the idea of actually splitting Batman into Alternate Forms to cover his identities as the Dark Knight, billionaire Bruce Wayne, and even his underworld cover "Matches" Malone, allowing the player to essentially have a combat form, a charismatic face form, and crimimal network form each built to PL10. I have a Batgirl III build of a PL10 Batman in my HL archives, although the equipment is way too specialized (if awesome) to really be equipment. Ultimately it comes down to trimming out stuff that doesn't interest you about the character, or that you won't use often. Fortunately, with all of Batman's Complications it should be easy to burn HP for a Batsub or a specialized gadget.

I'm on the fence to make another PL10 Bats since I've already got these Batgirls set up in the 8-10 range, so it might be more appropriate to make a starting PL11 or 12 version. I'll circle back to this after I finish off a few more bat-entries.
Last edited by JDRook on Sun Oct 25, 2020 3:11 am, edited 1 time in total.
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Re: JDRook's Revised DCA Builds - The GDBM & Supporting Cast

Post by Davies »

JDRook wrote: Thu Oct 22, 2020 1:44 am Ironically, because he has training in everything he gets no advantage from having Jack of All Trades.
Except for all the Expertises.
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Re: JDRook's Revised DCA Builds - The GDBM & Supporting Cast

Post by RainOnTheSun »

JDRook wrote: Thu Oct 22, 2020 1:44 am I suspect the choice to set Batman at PL12 was contentious. His stories range from street level stuff that would be in the PL8-10 range, all the way up to Justice League global+ threats that would be PL12-15.
The problem with setting the PL 12 Batgod as the "default" Batman is that everything in Gotham City has to be dragged upscale to match. Then you get a Killer Croc with the same toughness save as a battleship and a Riddler with a higher attack bonus than Wonder Woman.
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Re: JDRook's Revised DCA Builds - The GDBM & Supporting Cast

Post by Davies »

Skillwise and maybe defense-wise, Batman works as a PL 12 character. (But I think most "four-color" superheroes should have a higher defensive PL than their offensive PL.) In terms of offense, he probably shouldn't be more than PL 10, and there's a good argument for PL 9, which is also where I'd put the Joker and Two-Face. I strongly suspect that his Close Attack total of +20 was demanded by DC.
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Re: JDRook's Revised DCA Builds - The GDBM & Supporting Cast

Post by JDRook »

Davies wrote: Thu Oct 22, 2020 2:50 am
JDRook wrote: Thu Oct 22, 2020 1:44 am Ironically, because he has training in everything he gets no advantage from having Jack of All Trades.
Except for all the Expertises.
Oh yeah, I keep forgetting that. I recall Eidetic Memory lets you have Expertise knowledge checks, so I keep thinking that doesn't overlap with JoaT, but I guess Eidetic is the information and JoaT is the practical knowledge.
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JDRook's Revised DCA Builds - Alfred! Lucius! Dr. Leslie!

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Alfred Pennyworth - PL 5

Strength 0, Stamina 1, Agility 0, Dexterity 1, Fighting 3, Intellect 3, Awareness 3, Presence 2

Advantages
Connected, Equipment 2, Improvised Tools, Languages 2

Skills
Close Combat: Unarmed 2 (+5), Deception 5 (+7), Expertise: Butler 6 (+9), Insight 6 (+9), Investigation 3 (+6), Perception 4 (+7), Persuasion 4 (+6), Ranged Combat: Guns 4 (+5), Sleight of Hand 3 (+4), Stealth 4 (+4), Treatment 5 (+8)

Equipment
Shotgun

Offense
Initiative +0
Grab, +3 (DC Spec 10)
Shotgun, +5 (DC 20 )
Throw, +1 (DC 15)
Unarmed, +5 (DC 15)

Languages
Choose any 2 languages, Native English

Defense
Dodge 3, Parry 3, Fortitude 4, Toughness 1, Will 6

Power Points
Abilities 26 + Powers 0 + Advantages 6 + Skills 23 (46 ranks) + Defenses 9 = 64

Alfred is Bruce's butler, former guardian and lifelong confidant. There are tales of his time before butling for the Waynes, like being a stage actor at the Globe or some form of military training, but this version of him is a man who keeps his mind sharp but is certainly not as combat-worthy as the rest of the bat-fam. The only error in his build was the mention of a shotgun in his offense but no equipment, although I suppose it might be considered property of Wayne Manor. He only hits PL5 with the gun and his F/W defenses, but is otherwise in the PL2-3 range in everything else.
Last edited by JDRook on Sun Oct 25, 2020 4:15 am, edited 1 time in total.
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JDRook's Revised DCA Builds - Alfred! Lucius! Dr. Leslie!

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Lucius Fox - PL 4

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 2, Presence 2

Advantages
Benefit 3: CEO of Wayne Enterprises

Skills
Expertise: Business 6 (+10), Insight 4 (+6), Perception 3 (+5), Persuasion 5 (+7), Technology 2 (+6)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 2, Parry 2, Fortitude 2, Toughness 0, Will 5

Power Points
Abilities 16 + Powers 0 + Advantages 3 + Skills 10 (20 ranks) + Defenses 9 = 38

Lucius Fox basically keeps the wheels from falling off of Wayne Enterprises while Bruce is gallivanting around; the cover story is that he's just an irresponsible playboy, but of course the secret is his crimefighting. Fox is apparently quite gifted at turning around failing companies, but has been staying with Wayne Enterprises because Bruce trusts him and gives him unprecedented latitude in how to run WE. It's not clear if this version is aware that Bruce Wayne is Batman, but in most stories Fox at least suspects that Bruce is more than some jet-setting trust fund baby.

Mechanically there's not a lot to get wrong, although Fox was listed at PL5 but only comes in at PL4 due to his F/W saves, and that only barely. Considering his business acumen, maybe his Expertise should be higher (+15 would get him up to PL5), or he could have an Advantage to represent his "Midas Touch" with Second Chance or Ultimate Effort.

One possibility, if one wanted to make a lower-pointed, more focused Batman, could be to offload some of Bruce's gadgeteering skills to Fox, essentially making him Bruce's "Q".
Last edited by JDRook on Sun Oct 25, 2020 9:29 pm, edited 2 times in total.
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JDRook's Revised DCA Builds - Alfred! Lucius! Dr. Leslie!

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Dr. Leslie Thompkins - PL 3

Strength -1, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 1

Skills
Expertise: Physician 8 (+10), Insight 6 (+8), Perception 4 (+6), Persuasion 4 (+5), Treatment 8 (+10)

Offense
Initiative +0
Grab, +0 (DC Spec 9)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Defense
Dodge 2, Parry 1, Fortitude 2, Toughness 0, Will 4

Power Points
Abilities 12 + Powers 0 + Advantages 0 + Skills 15 (30 ranks) + Defenses 7 = 34

Dr. Leslie Thompkins is a physician at a free medical clinic near Crime Alley anonymously funded by the Wayne Foundation. She's also practically part of the Wayne family, having gone to med school with (and even briefly dated) Thomas Wayne, was a bridesmaid at the Waynes' wedding, and is Bruce's godmother. She even helped Alfred raise young Bruce after his parents were murdered. Due to this bond, Bruce did eventually reveal to her that he is Batman, and occasionally requires her expertise when his injuries are too much for Alfred. She is philosophically opposed to his one-man war on crime, but still supports him and stitches him up when he needs it, along with a good talking to.

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Like Fox's build, Thompkins is listed at PL5 but is only PL3. Also like Fox, it might be worth upping her medical skills and lowering Bruce's to make her a little more necessary; her Treatment +10 is lower than Batman's +13 and not much higher than Alfred's +8. With Batman's JoaT, he has Treatment at a base +8, equal to Alfred.
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Re: JDRook's Revised DCA Builds - Alfred! Lucius! Dr. Leslie!

Post by Davies »

I'd say drop Batman's Treatment, and give Leslie the full +13 her PL allows her by RAW. Possibly boost her Intellect a few ranks too.
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Re: JDRook's Revised DCA Builds - Alfred! Lucius! Dr. Leslie!

Post by catsi563 »

Davies wrote: Sun Oct 25, 2020 9:18 am I'd say drop Batman's Treatment, and give Leslie the full +13 her PL allows her by RAW. Possibly boost her Intellect a few ranks too.
id disagree with that entirely. For one Batman would have at least an EMTs level of skill which 5 ranks given above is. his advanced intellect means he has a lot more knowledge to draw on and theres no way he doesnt patch himself up on the field form time to time

alfred and leslie provide for the one thing you CANT do even with a doctors level of skill and medical tools

perform surgery on yourself

Theyre still needed to reach places he cant and dig inside him for stuff he cant see
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