[glow=red,2,300]
BATMAN
The Dark Knight Detective[/glow]
Theme Song: jp.youtube.com/watch?v=X4ydxgekFlsReal Name: Bruce Wayne
Other aliases: The Dark Knight, The Bat, "Matches" Malone. The Caped Crusader, World's Greatest Detective
Occupation: CEO of Wayne Industries, Crime fighter, Detective, Philanthropist, Adventurer
Height: 6'2"
Weight: 210 lbs
Eye color: Blue
Hair color: Black
Species: Human
ABILITIESInt: 7
Str: 3
Agl: 3
Spd: 3
Dur: 4
HEALTH: 4
ENERGY: 23(i)
REGEN: 7
ACTIONSNinja: 7
(Int.bonus and Wpn.modifier,
or 2 Wpn.modifiers)
-Efficient
-Martial Arts
-Judo
-Hiding
-Concentration
-Stalk
-Move silently
-Batarangs
Acrobatics: 4
(Agl.bonus)
Private Investigating: 10
(Agl.bonus)
-As Thieving
-Efficient
-Criminal Profiling
-Criminal Psychology
-Fingerprints
-Lockpicking
-Forensics/Crime Scene Investigation
-Blend in
-Evasion
-Streetwise
-Interrogate
-Disguise
Technology/Business/Computers: 6
(Int.bonus)
Inventing: 1
(Int.bonus)
General knowledge: 6
(Int.bonus)
-Efficient
-Criminal Underworld
-Gotham City
-Wayne Industries
-The "Big Names"
-Super-powered community
-Objects of value
Iron Will: 6
-Efficient
-Heal White stones (2 at most per day)
-Heal others (6 white stones per day)
Vehicle operations: 6
-Light Vehicles
-Motorcycles
-Boats
-The Batmobile
-The "Batwing"
-Bat-Cycle
Statecraft: 6
-Leadership
-High Society
-Persuade
-Billionaire Playboy
-Intimidate
-Wayne Industries protocol
-Detective protocol
MODIFIERSEnergy battery: 3
Reflexive Dodge +3
Toughness +1
Targeting +2
Mental Defense +6
Unweary (Batman can go several days without sleep without any penalty, easily being able to do so for around a week, sometimes more. He still requires rest every once in a while, though, but reading a book or studying criminal profiles is almost as relaxing to him as sleep for most.)
Wealth: 8
-$10,000,000,000 in properties, companies, vehicles, personnal effects and others, concentrated into a vast industrial empire known as Wayne Industries.
-Gains $100 millions per Issue/Month.
CHALLENGES-Haunted Past (-3; the death of his parents, Thomas and Martha Wayne, still haunts him even to this day, as well as his failure to save Jason Todd froim being murdered by the Joker.)
-Deadly Enemies (-5; though Batman would never kill if he could help it, some of his foes do not share the same kindness. The Joker, Two Faces, the Penguin and several others would gladly put the Dark Knight into an early grave.)
-Disliked and shunned by other heroes (-1; because of his methods and his habits of identifying the weaknesses of both friend and foe alike.)
-Obsession (-3; to his one-man war against crime and bringing criminals to justice. Nothing could shake Wayne's conviction, and make him change his mind; someone has got to do the job, and he's that someone.)
-Refusal to take a life (-1; Batman has some questionable methods, he isn't afraid to hurt criminals badly if it is what it takes to take them down and bring them to justice... But he will never kill if he can help it. Not even psycopathic killers like the Joker. Killing would be too easy... and if he did, it'd lower him to the same level as the criminals he hunts.)
EQUIPMENT-The Bat Suit (+3, No AP, No 2x damage from Firearms; bulletproof, lined with lead to protect his identity from meta-humans with the power to see through solid objects [suit is immune to X-Ray vision] and made of highly flexible armor plating made from Carbon composites and lightweight metal polymers. Insulated against Electricity and mildly fire resistant (Energy Defense 5 and 4 respectively against those elements), it is equipped with a full body electric shock delivery system that activates if anyone tries to take the Bat Suit off him without knowing how, and deals a 5 stones Electricity attack against the offender. Recently, Batman has equipped his Suit with a Spinal brace to protect against spinal injuries [2 additional defense against Spinal Cord injury-type attacks]. Batman has over 20 of these only in the Batcave, and can have one made in only a few days should he need it.)
-Batman's Cape (Bulletproof and fire resistant [like the Bat Suit, bonuses do not stack], Batman's cape ends contain lead weight tips that prevent the cape from getting tangled or blowing in his face in windy conditions. The weights can be used for offensive purposes, such as whipping the cape around in a battle [+1 weapon modifier]. Also, an electric current applied to the cape aligh the shape-memory fibers into a semi-rigid form resembling a bat's wings, allowing Batman to glide over streets and rooftops [Flight 2, Glide only].)
-Batman's Gloves (+1, weighted and reinforced gloves adding some might to Bruce's punches. He is used to fighting with them and knows how to hit without using this advantage, and usually refrain to do so when fighting common thugs and low-rank criminals. The scallops serve a defensive purpose and can be used to parry bladed weapons like swords and knives. The gloves are shockproof as the rest of the suit, as well as radiation-resistant [Energy defense: 3 against radiation from hand-held objects]. The gloves are equipped with electrical shockers in the fingertips, which are used to control the structure of the cape.)
-Batman's Cowl (Lined with lead to protect his identity from meta-humans with the power to see through solid objects [cowl is immune to X-Ray vision], it is equipped with special lenses that prevent eye identification and provides Batman with special visions [Enhanced Vision of 6, Infrared, Night Vision and Ultraviolet]. Also equipped with a high-end antenna and internal comm-link [can also scan police radios and communication frequencies within an area of 6], the cowl provides the same protection to Batman's skull than the rest of the suit.)
-Batman's boots (built with a special "slingshot" ankle reinforcement design that acts as both armor and reinforcement for the ankle joint when kicking or landing from high distances [acts as a +2 Wpn.modifier and provides a 2 stones bonus defense when falling on his feet; must jump by himself to benefit from this last bonus; falling does not count. Unlike the gloves, Batman can't really kick without benefitting from the Wpn.modifier, so he usually doesn't kick common thugs or low-rank criminals with as much strength as he does supervillains]. They have steel toes for additional protection, a blow gun with fast-acting anesthetic darts is built in the right boot's heel [+3 Wpn.modifier, Stun damage only, Range: 2, holds 6 darts per mission], an ultrasonic device in the the left [generates an area 6 effect to summon bats, providing a +3 bonus to most escapes. Takes 1 panel to take effect] and they also have built-in underwater propellers [+2 to swimming].
-Utility Belt (equipped with security measures that makes it hard for anyone other than Batman himself to take it off [Str 5 to take Batman's utility belt off if against his will. Also causes the same 5 stones Electrification attack than that of the suit.]. Holds several cylinder cartridges in which Batman carries his numerous special equipment, such as...
-Batarangs (+2 ranged weapons, +3 to disarm, return to thrower's hand if they miss the target. Has a dozen per mission.)
-Grappling hook (40-yard, retractable micro-cord with sure grip, can raise up to 3 stones in weight. Adds +2 to combat or Acrobatics.)
-Smoke bombs (+2 to most escape attempts, may alos be used to add a 2 stones negative situational modifiers for any action that requires sight, such as combat; Area 3, 6 per mission)
-Flash bombs (+2 Wpn.modifier, Stun damage only, Area 3, 6 per mission)
-Explosive Charges (+3, AP; used to open a way when all else fails. 6 per mission, automatically causes collateral damage in area of 5ft. Must be set using Technology action; timer may be set for up to 5 minutes/10 panels.)
-Signal devices for his various vehicles
-Tracking Devices
-Flashlight
-Forensics kit (+1 to several uses of Private Investigating)
-Disguise Kit (+1 to P.I action for Disguise attempts)
-Lockpicks (+2 to Lockpicking attempts)
-First-Aid Kit (Heals 1 white stone of Health, once per mission)
-Gas mask
-Miniaturized Scuba Gear (1 hour air supply)
-Handcuffs (difficulty: 4, resistance: 6)
-Toolkits (+1 to most uses of Technology)
-Antidotes to common poisons
-Green Kryptonite (kept in a small lead box to protect Bruce from the radiations of the stone, which are dangerous in the long run)
SPECIAL VEHICLES AND ADDITIONAL GEAR (Will add more data later)
Bat-Boat: Watercraft capable of submerged travel, equipped with a wide variety of crime fighting accessories.
Batcave: Subterranean headquarters containing a vast array of scientific and crime fighting equipment. Also contains teleportation device for transportation from the Justice League Moon Base and back.
Batcomputer: Computer containing a vast criminal database. Provides a +3 bonus to General Knowledge action and some uses of Private Investigating when used to find data on criminals, fingerprints, medical reports, police reports, etc. Also generally grants a +2 bonus on Computer action for all other uses. The computer has a Difficulty of 7 and a resistance of 3000 to being hacked through its incredible security protocols, similar to the various Bat-Vehicles (vocal recognition, retinal scanner, etc.)
Bat-Wing: Jet aircraft equipped with a wide variety of crime fighting accessories.
Batmobile: Automobile equipped with a wide variety of crime fighting accessories.
Batsignal: High powered beacon with the shape of a bat in the center of the light to project an image on low clouds or buildings.
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[glow=red,2,300]The Batmobile[/glow]
Crew: 1
Passengers: 3 (one of which can be used as a gunner seat for the various weapon systems.)
Difficulty to operate: 4 to drive only, 5 to use the other systems.
Resistance to operate: 10/2[for Batman, though Nightwing or Robin can use it as well unless Batman changes the primary security codes](many security methods in place to make sure no one but Batman operates it, including retinal scanner, voice recognition system, etc. If all security measures are not met Bat Mobile will go into lockdown mode and eject the person in the seat.)
Defense modifier: 8 (No AP, No 2x damage; reinforced defensive plating. Also provides full cover for the passengers and driver.)
Vehicle damage: 30
Maneuver Modifier: +4
Speed: 5
Weight: 6
Equipment:
-Grapple gun to improve turns and for quick stops (included in the Maneuver modifier; can also be used for other purposes.)
-2 Machine guns (+3, 2x damage, Stun damage only; shoots non lethal rubber bullets)
-Hydraulics for jumps (allows the vehicle to jump obstacles as if it had Acrobatics 4; 50 ft at most)
-Small missile launcher for “obstacle removal” +4 (2x damage, AP; holds 10 missiles)
-Crusher-Truck Tires (mostly created to ignore situational modifiers from bad-quality or damaged roads; provides a +5 bonus to collisions against other vehicles or objects, and also grants the Batmobile an additional 5 stones of defense against collision damage, as colliding with such a "tank" is as little healthy as it is to be collided by it.)
-Link to Bat Computer
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[glow=red,2,300]The Bat-Wing[/glow]
Crew: 1-2
Difficulty to operate: 5 to pilot only, 6 to use the other systems.
Resistance to operate: 12/3[for Batman, though Nightwing or Robin can use it as well unless Batman changes the primary security codes](many security methods in place to make sure no one but Batman operates it, including retinal scanner, voice recognition system, etc. If all security measures are not met, the Bat-Wing will go into lockdown mode and eject the person in the seat. If further intrusion attempts ensue, the Bat-Wing will activate autopilot and take off, and Batman will be alerted of the problem through his Bat-Wing signal device.)
Defense modifier: 4 (No AP, No 2x damage; provides full cover for the passengers and driver.)
Vehicle damage: 20
Maneuver Modifier: +6
Speed: 7
Weight: 6
Equipment:
-2 Combat Machine guns (+4, 2x damage, Stun damage only; shoots non lethal rubber bullets)
-2 Air to Ground/Air Missile Launchers +6 (2x damage, AP; holds 5 missiles each); includes tactical aiming system bonus.
-5 Missile decoy flares (may be dropped from the Bat-Wing to attract Missiles, providing a 5 stones defensive sitmod against enemy missiles for 2 panels)
-Link to Bat Computer
-Auto-pilot system (Vehicle operations 6; may not assign stones for anything else than general piloting of the Bat-Wing and may not attempt complex maneuvers.)
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[glow=red,2,300]The Batboat[/glow]
Crew: 1-2
Difficulty to operate: 3 to pilot only, 4 to use the other systems.
Resistance to operate: 10/2[for Batman, though Nightwing or Robin can use it as well unless Batman changes the primary security codes](many security methods in place to make sure no one but Batman operates it, including retinal scanner, voice recognition system, etc. If all security measures are not met, the Batboat will go into lockdown mode and eject the person in the seat.)
Defense modifier: 3 (No AP, No 2x damage; provides full cover for the passengers and driver.)
Vehicle damage: 18
Maneuver Modifier: +3
Speed: 4 (on or underwater only)
Weight: 4
Equipment:
-2 Ground to Air Missile Launchers +5 (2x damage, AP; holds 5 missiles each); includes tactical aiming system bonus. May only be activated when not underwater.)
-5 Torpedo decoy flares (may be dropped from the Batboat to attract torpedoes, providing a 5 stones defensive sitmod against enemy torpedoes for 2 panels)
-Link to Bat Computer
-Capable of underwater travel
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STORY: As a child Bruce Wayne witnessed the murder of his parents, Thomas & Martha Wayne in Crime Alley by a two-bit thug named Joe Chill. That night the young Wayne vowed to become an avenger against crime.
After years of study and training, Wayne was attempting to develop an identity to exploit the fear and cowardice of criminals. As if in answer - a huge bat flies through an open window of his study. Inspired, Wayne becomes a creature of the night - black, terrible, a weird figure in the dark, an avenger of evil known as the Batman. Assisted in his work by his butler and lifetime friend, Alfred Pennyworth, and his right hand man in WayneTech Industries, Lucius Fox, he created the costume and the equipment that would become the very face of fear in the minds of the scum of Gotham.
In the following years, merely mentionning Batman's name filled the hearts of the criminals of Gotham City with fear, incomfort and sometimes even terror. The truth remained unknown about this creature of the night, and tales abounded about the Batman's inhuman powers. It was told that he drank the blood of its victims, that it could render them mad with but a glare of its sinister eyes, that it could even steal their soul. And of course, Wayne himself did nothing to deny such claims.
In time, he met and befriended commissionner James W. Gordon, and came to be accepted and tolerated by most of the Gotham City Police Department, sometimes relying on some of their agents for information or help, often with detectives Renee Montoya, Harvey Bullock or commissioner Gordon himself (mostly Gordon, in fact). Batman also gave them the Bat-Signal, a high powered beacon with the shape of a bat in the center of the light to project an image on low clouds or buildings, in order to summon the Dark Knight when they faced opponents that the police couldn't defeat by themselves.
Today, the Caped Crusader still patrols the streets of Gotham City, protecting the helpless, capturing villains and saving lives. But he's not alone anymore. Dick Grayson, alias Nightwing, hunts criminals by himself in the City of Darkness, and Timothy Drake has replaced Grayson as the Boy Wonder, Robin. As if that wasn't enough... a former foe of the Dark Knight, the beauteous Selina Kyle, also known as the cat burglar Catwoman, has joined forces with the trio. With those four watching over Gotham City and its residents, crime does not pay... but criminals will.