Batman, Year One

Batman Year One
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Dex:   7   Str:   5   Body:    6
Int:  10   Will: 12   Mind:   10
Infl: 10   Aura:  8   Spirit: 10
Initiative: 31  Hero Points: 150

Skills: *linked
Acrobatics: 7*
Artist (Actor):8
Charisma: 12
Detective: 10*
Gadgetry: 10*
Martial Artist: 7*
Military Science: 10*
Scientist: 10*
Thief: 7*
Vehicles: 7*
Weaponry: 7*

Advantages: Area Knowledge (Gotham City); Buddy (Alfred Pennyworth); Connections: Street (High); Connoisseur; Expansive Headquarters (Batcave); Intensive Training; Iron Nerves; Leadership; Lightning Reflexes; Sharp Eye

Drawbacks: Catastrophic Irrational Attraction to Seeking Justice; Mistrust; Secret Identity; Traumatic Flashbacks: Relives the deaths of his parents whenever he is within Crime Alley

Bonus: If given the change to cast his bat-shadow down upon his adversaries before they are aware of his presence, he receives a -1 Column Shift bonus to the OV of the ensuing Intimidation attack.

Alter Ego: Bruce Wayne
Motivation: Seeking Justice
Occupation: Millionaire Playboy
Wealth: 20
Equipment:

Batarang w/Line [Str: 7, Body: 8, Gliding: 2, EV: 3] Line is 4 AP's long

Batcall [Body 4, Animal Summoning: 13, R#: 4] Limitations: Only summons bats from beneath Wayne Manor; Will not function is more than 13 AP's from Wayne Manner

Razorwings (x8) [Body: 6, EV: 2] Bonus: Can thrown up to four in a single phase and adds one to the final die roll for each addition Razorwing thrown after the first.

COWL [Body: 4, Radio Communications: 8, Thermal Vision: 8, Artist (Actor): 16] Limitation: Actor only usable to prevent voice from being recognized as Bruce Wayne's

Cutting Torch [Body: 2, Heat Vision: 9, R#: 5] Limitations:  Range is 0 AP's and if used on another character, the user automatically enters Killing Combat

Miniature Camera and Recorder [Body: 2, Recall: 12, R#: 2] Camera has range of 9 AP's, Recorder has range of 4 AP's

Plastic Explosives (x2) [Body: 1, Bomb: 8] Limitation: If used on another character, the user automatically enters Killing Combat

Rebreather [Body:1, Sealed Systems: 8, R#: 2]

Smoke Pellets (x6) [Body: 1, Fog: 10]

BATMOBILE [Str: 7, Body: 9, Flame Immunity: 8, Fog: 7, Heat Vision: 7, Military Science (Tracking): 10, Radio Communications: 17, Recall: 12, Running: 7, Security Systems: 10, Skin Armor: 5, Thief (Stealth): 8, Vehicles (Land): 5, R#: 2]

10 AP ABCD Omni-Gadget



Source: 3rd Edition Rule Book, page 183
Batman's Equipment Page
Rouges: The Reaper



Ed's Notes: This is the gritty Frank Miller, Year One version, based on the info in the Rulebook that Batman's Dex and Int started out at 7 & 10 respectively. The 2nd Edition of the game noted that he had the Mistrust Drawback (1st Year Only) so I've added that in, and removed the Connections (Superman, the JLA, Gotham PD...) that would appear in conflict with that. I left all of his gadgets, only because I really don't have a non-subjective basis for which ones to remove.

First Appearance: Batman #404 (February, 1987)


Batman Year One Batman Year One

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