Thorpocalypse wrote:We've got one of our best selling items hitting the Aisle 1 shelves!
No, Clark, you're missing the point of the question. Why do I keep that giant penny? Or old costumes, models of the Batmobile? Orphans are collectors, Clark. Losing so much... makes it that much harder to give things up. - Batman
BATMAN (BRUCE WAYNE)
PL: 12 (302 pts) - OPL: 12; DPL: 11; HP: 1
ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 6, DEXTERITY 7, FIGHTING 14, INTELLECT 10, AWARENESS 7, PRESENCE 7
SKILLS: Acrobatics 9 (+15), Athletics 11 (+15), Close Combat [Unarmed] 4 (+20), Deception 8 (+15), Expertise [Criminology] 10 (+20), Expertise [Science] 5 (+15), Expertise [Streetwise] 5 (+15), Insight 8 (+15) [Assessment], Intimidation 11 (+18/+22) [Skill Mastery, Startle], Investigation 12 (+22) [Contacts, Skill Mastery, Well-Informed], Perception 13 (+20), Persuasion 8 (+15) [Connected], Sleight of Hand 12 (+19) [Conceal Efforts, Hide Tampering], Stealth 14 (+20) [Accelerated Stealth, Hide in Plain Sight, Skill Mastery], Technology 5 (+15) [Inventor], Treatment (+10), Vehicles 5 (+12)
ADVANTAGES: Accelerated Stealth*, Assessment, Beginner's Luck, Benefit (6) (Status – Bat God, Wealth 5 [Billionaire]), Close Attack (2), Conceal Efforts*, Connected, Contacts, Defensive Attack, Defensive Roll (3), Eidetic Memory, Equipment (27), Evasion (1), Extraordinary Effort, Hide in Plain Sight, Hide Tampering*, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Inventor, Jack-of-all-Trades, Languages (3) (Japanese, French, Russian, Spanish, 6 others, Base: English), Leadership, Luck (Inspiration) (1), Move-by Action, Power Attack, Precise Attack (2) (Close, Concealment; Ranged, Concealment), Quick Draw, Ranged Attack (7), Redirect, Skill Mastery (3) (Intimidation, Investigation, Stealth), Startle, Takedown (1), Tracking, Trance, Ultimate Effort (1) (Ultimate Will), Uncanny Dodge, Well-Informed
POWERS:
The Batsuit: 19 pts Traits, Removable (-4 pts); 15 pts
Kevlar Weave: Protection 2, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 3 pts
The Cowl: Enhanced Skills 2 (Intimidation 4 ranks), Feature 1 (Batcomputer A.I.), Senses 2 (Low Light Vision, Infravision), Commlink (Communication 3 [Radio, Statewide/Small Nation, Extra: Subtle, Flaw: Limited to Bat Family]); 15 pts
The Cape: Movement 1 (Safe Fall, Flaw: Uncontrolled); 1 pt
Optional Justice League Equipment:
Bat Arsenal: 40 pts Traits, Easily Removable (-16 pts), Extra: Restricted [to those who know the security code or have access to Batman's Utility Belt); 25 pts
Bat Gadgets: Variable 5 (25 pts Traits, Bat Technical Descriptor, Extra: Action [Move]); 40 pts
Optional Justice League Equipment:
Bat Arsenal: 40 pts Traits, Easily Removable (-16 pts), Extra: Restricted [to those who know the security code or have access to Batman's Utility Belt); 25 pts
Bat Gadgets: Variable 5 (25 pts Traits, Bat Technical Descriptor, Extra: Action [Move]); 40 pts
EQUIPMENT:
(135 pts)
Grapple Gun: Movement 1 (Swinging), Ranged Trip; 3 pts
Lockpicks: Feature 2 (Tools, Sleight of Hand/Technology), Concealable; 3 pts
Utility Belt: (35 pts)
Bat Gadgets: Variable 1 (5 pts traits; Any tool or skill equipment, Free Action, Quirk [Limited to 2 equipment points or less]); 6 pts
Bat Flash Bang Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Dimished Range [5/10/25]); 19 pts
Batarang: Ranged Bludgeoning Strength-Based Damage 2; 1 pt
Exploding Batarangs: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius), Flaw: Unreliable (5 uses); 1 pt
Thermite: Burst Area Damage 9, Extra: Burst Area (30 ft radius), Triggered, Flaw: Unreliable (5 uses); 1 pt
Bolo: Ranged Grabbing 4, Flaw: Diminished Range (10/25/50); 1 pt
Bat Tear Gas Grenades: Ranged Cloud Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition, Flaw: Diminished Range [5/10/25]); 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 1; 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicles: (58 pts)
The Batplane: Size - H, Strength - 10, Flight - 11, Def - 8, Tough - 11, Features – Autopilot, Cloaking, Communications 2, Computer, Navigation System 2 [+10], Remote Control, Air-to-Air Missiles: Ranged Burst Area Ballistic Damage 10 (Extra: Burst Area 8 [30 ft radius], Homing 6); 55 pts
The Batmobile: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 11, Features - Alarm 4 [DC35], Autopilot, Caltrops, Communications 2, Computer, Hidden Compartments 2 [DC25], Impervious Toughness 5, Navigation System 2 [+10], Oil Slick, Remote Control, Smokescreen,; 1 pt
The Batboat: Size - L, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features - Alarm 4 [DC35], Autopilot, Communications, Computer, Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1 pt
The Batpod: Size - M, Strength - 2, Speed - 6, Def - 10, Tough - 9, Features - Alarm 4 [DC35], Autopilot, Communications, Computer, Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5; 1 pt
Headquarters: (32 pts)
The Batcave/Wayne Manor: Size – H, Tough – 12, Features - Combat Simulator, Communications, Bat Computer 2 [+5 Intelligence Based Skill Checks], Concealed 3 [+20], Defense Systems, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Power System, Secret, Security System 4 [DC35], Workshop; 31 pts
OFFENSE:
Initiative +10
Close Attack +16
Unarmed +20 [Unarmed +4, Critical 19-20]
Ranged Attack +14 [Batarangs +6; Bat Shuriken +1, Multiattack]
Special Attack [Exploding Batarangs +5, Burst Area; Thermite +9, Burst Area; Bat Flash Bangs Affliction +5, Burst Area; Bat Tear Gas Affliction +5, Cloud Area]
DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8 (+5 without Defensive Roll), Fortitude +8, Will +12 (Ultimate Effort)
COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Bane, Two-Face, Catwoman (sometimes) and a litany of others.
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.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred Pennyworth, Jason Todd, Commissioner Jim Gordon, Lucius Fox, Barbara Gordon, Zatanna, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more from Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either.
Secret Identity: He has a secret identity of Bruce Wayne that he protects fiercely.
Abilities 120 + Skills 70 (140 ranks) + Advantages 81 + Powers 15 + Defenses 16 = 302 / 302
Really been going over my Batman (again), in preparation for a test. I hit the Gadget Guides again, which just seem made for improving Bruce's equipment. I added some Autopilot features to the Bat vehicles among some other adjustments and I'm testing a new mechanic for his Batsuit to add some ranks of Intimidation because of the Cowl. Of course, Bruce is a master of motivation, but once he becomes a Bat, he can take it to a new level.