This is the first of what I hope to be an on going process of creation of DC and Marvel Heroes for the roleplaying game of Modern/Supers20. I am very new with the system, but my players really want a world that has all their favorite Toons running around in. I would love any feedback on facts and numbers of the Supers that will be posted. And so...onto the Supers!
I start with one of my favorite Super Heroes - with no super human powers, so he is mainly a high lvl Modern20's NPC - The Batman.
Batman
There is something out there in the darkness, something terrifying, something that will not stop until it gets revenge... Me
Batman (Powerhouse 18, Speed Freak 2, Brainiac 2): HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26/26/22/17 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11;
Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb
Background: Dilettante
Occupation: Philanthropist-Vigilante: Perks (Weapons- Precision Strike)
Hobby: Martial Arts 4
Skills: Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32)
Feats: Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Blind Fight, Cleave, Combat Martial Arts, Crippling Strike, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Quick Draw, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle
Wealth Access/Contacts/Followers: Confidential Access, 9th Level Robin, 5th Level Follower Alfred
Wealth: 46
Character Disadvantages: Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5)
Possessions: Bat Suit - Modified Nomex Survival Suit DR 5, Cape and Cowl: Extra Long Cape (Cat's Landing Feat), Utility Belt: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer
Headquarters: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop
Vehicles: Batmobile (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen
Batwing (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar)
2 comments:
first!
lol nerd!
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