"I'm whatever Gotham needs me to be.
"
THE BATMAN (600 pts) (as of the end of Dark Knight *SPOILER ALERT*)
ST 14 (40 pts)
DX 16 (120 pts)
IQ 14 (+6 to recover from surprise/mental stun; 80 pts)
HT 14 (+2 to rolls, +7 to recover from crippling injury/recover lost HP. heals 2 HP/success; 40 pts)
HP 18 (8 pts)
WILL 15 (+3 vs. fright/intimidate; 5 pts)
PER 16 (10 pts)
FP 15 (recover at 2x normal rate, lose at ½ rate; 3 pts)
BLOCK: 13 (Cloak)
PARRY: 13 (Cloak), 15 unarmed (½ penalty to parry 2/turn, +3 to retreating parry)
DODGE: 11
BASIC LIFT: 39 lbs
BASIC SPEED: 7.75 (5 pts)
DAMAGE: 1d+2 thrust, 3d swing, 2d-1 crushing with boots (½ penalty to rapid strike)
BASIC MOVE: 7
ADVANTAGES & PERKS (285 pts)
Allies (1; Alfred- 25% cost ally appears constantly; 4 pts)
Allies (1; the Bat-pod- 25% cost minion appears constantly; 6 pts)
Broken Chinese (2 pts)
Combat Reflexes (15 pts)
Contact (Gordon at skill 19, unreliable; 2 pts)
Cultural Familiarity (Chinese; 1 pt)
Eidetic Memory (5 pts)
Enhanced Defenses (+2 bare hands, +1 dodge; 25 pts)
Fearlessness (2 pts)
Gizmos (1/game session; 5 pts)
Independent Income (trust fund; 1 pt)
Luck (1/hour; 15 pts)
Night Vision 5 (5 pts)
Patron (Wayne Enterprises, provides equipment, secret; 15 pts)
Penetrating Voice (1 pt)
Signature Gear (bat cave; computer, hidden access/exits, laboratory, unusual location, uninterrupted
power supply; 6 pts)
Smooth Operator (+1 reaction from con artists, politicians, salesmen; 15 pts)
Trained by a Master (30 pts)
Very Fit (15 pts)
Very Rapid Healing (15 pts)
Wealth (multimillionaire 2; 100 pts)
DISADVANTAGES & QUIRKS (-110 pts)
Enemies (Gotham City Police appears as a hunter quite often; -40 pts)
It’s All My Fault (includes higher purpose [save Gotham; 5], guilt complex [-5], sense of duty [everyone, -
10], selfless [-5], vow [never kill; -5], workaholic [-5]; -25 pts)
Reputation (worthless playboy/dangerous vigilante; -2 to everyone; -10 pts)
Secret Identity (imprisonment if caught, high status; -30 pts)
Stubborn (-5 pts)
SKILLS/TL8 (100 pts)
Acting 14 (+1 talent; 2 pts)
Aerobatics 15 (1 pt)
Area Knowledge 14 (Gotham; 1 pt)
Broadsword 15 (1 pt)
Carousing 13 (+1 talent; 1 pt)
Climbing 16 (2 pts)
Cloak 16 (2 pts)
Detective! 14 (+1 talent to detect lies, savoir faire [police]; 24 pts)
Driving 16 (automobile; 2 pts)
Driving 15 (motorcycle; 1 pt)
Escape 15 (2 pts)
Explosives 13 (1 pt)
First Aid 14 (1 pt)
Fist! 16 (24 pts)
Gun 16 (pistol; 1 pt)
Hypnotism 14 (4 pts)
Intimidation 16 (+1 talent, +1 to surprise when yelling or roaring; 4 pts)
Invisibility Art 16 (8 pts)
Karate 18 (from Fist!; 8 pts)
Lifting 14 (2 pts)
Pickpocket 14 (1 pt)
Pilot 15 (Glider; 1 pt)
Stealth 16 (2 pts)
Streetwise 14 (from Detective!; +1 talent; 1 pt)
Tactics 13 (ground; 2 pts)
Thrown Weapons 16 (shuriken; 1 pt)
TECHNIQUES (4 pts)
Disarming 19 (2 pts)
Scaling 14 (2 pts)
EQUIPMENT
Bat-pod (ST/HP 33, Hnd/SR +4/2, HT 10f, Move 9/78, Lwt. 0.42, Load 0.2, SM 0, Occ. 1+1, DR 6, Range
150, Locations E2K)
- Gizmos (1/session)
- INNATE ATTACK: machine guns (range 200/2,000; 5d pi, acc 4, rof 15, recoil 2)
- PERK: intimidating design
Titanium Fiber Body Suit (body, limbs; 12/4, 6 lbs, LC 3, Notes [1,2,3])
Memory Cloth Heavy Cloak (DB 2, Weight 5, DR/HP 1/5, cape works as a Para-glider, Notes [1])
Gauntlets (hands; DR 8/2, fires a one use shuriken attack at STR10)
Steel Pot/Radio Headset (skull; 4 DR, 3.5lbs, 1 mile range, encrypted, LC4, 12 hrs)
-Attempting to remove this cowl inflicts damage equal to an Electro-laser pistol at touch range
Utility Harness
Magnetic Grapple Gun (2.5 lbs, x5/7 range, 300 lb weight allowance, uses pistol to hit)
Night Vision Goggles
Spy Camera (36 exposures, microfilm)
Portable Tool Kit (explosives TL5)
Shuriken x10 (1d-1 cut, Acc 1, .1 weight, Rof 1, Shots x10)
Fragmentation Grenade x2 (8d cr ex [10 yd], 2 lbs, Fuse 4, LC2, Notes [2])
REACTIONS
Personality: sense of duty (+2 if sense of duty is known), smooth operator (+1), stubborn (-1), workaholic
(initially a +1, becomes a -1/-2 later)
Status: Rank 3 (+3)
Reputation: worthless playboy/dangerous vigilante (-2) to everybody all the time
notes...
Dark Knight was kind of the Empire Strikes Back of the series, because at the end of it our hero has
pretty much lost every thing except his drive to make things right. He's down, but far from being out. At
the End of Dark Knight, Batman has taken a substantial enemy drawback and reduced both the
effectiveness of his ties with Gordon AND his vehicle. In short Batman's back is against the wall, too
many people have died, and surrender is not an option. He now realizes what he has to do in order to
save his city from criminals and the corrupt. Unlike the mainline comics Batman, this Dark Knight is not
nearly as good a martial artist or detective. He isn't as smart or as well equipped either. The comics
Batman is probably at least an 800 point character.
I took many liberties with his equipment. After a while I stopped trying to find equivalents in the
equipment section, costs, and all that and just jotted down word for word what batman had in the films.
I mean there isn't, for example, a piece of personal armor in there worth 300 grand... but batman
actually DOES have one. Bruce Wayne can buy anything... i'm not terribly concerned with little details
like how much a grapple gun would cost.
EDITS: taking suggestions into account i've bumped him up in power. He's now got a very low level of
luck, a higher IQ, and some increased defenses.
“I think you and I are destined to do this forever.”
THE JOKER (300 pts) as of the end of Dark Knight *SPOILERS*
ST 10 (0 pts; -2 vs. knock back)
DX 12 (40 pts)
IQ 17 (+6 to recover from surprise/mental stun; 140 pts)
HT 11 (+2 vs. unconscious, +4 vs. knockdown, stunning, torture, +1 to other rolls; 10 pts)
HP 12 (4 pts)
WILL 17 (+3 vs. pain, +2 fright checks)
PER 15 (-10 pts)
FP 12 (recover 2x rate; 3 pts)
PARRY: 10 unarmed, 9 knife
DODGE: 10
BASIC LIFT: 20 lbs
BASIC SPEED: 6.25 (10 pts)
DAMAGE: Thr 1d-1, Sw 1d+1 brawling (+1 forced entry)
BASIC MOVE: 6
ADVANTAGES & PERKS (118 pts)
Allies (10 25% cost minions appear constantly; 36 pts)
Combat Reflexes (15 pts)
Contact Group (Gotham Underworld; skill 16, quite often, unreliable; 15 pts)
Fashion Sense (5 pts)
Fit (5 pts)
Hard to Subdue (2 pts)
Higher Purpose (destroy Gotham; 5 pts)
High Pain Threshold (10 pts)
Insane (minor legal immunity; 1 pt)
Penetrating Voice (1 pt)
Reputation (clown prince of crime; +3 to the criminally insane; 5 pts)
Serendipity (1/session; 15 pts)
Unusual Background (allows access to certain skills; 5 pts)
Zeroed (10 pts)
DISADVANTAGES & QUIRKS (-81 pts)
Callous (-5 pts)
Dislikes Guns (when engaging in sadism; minor phobia; -1 pt)
Distinctive Features (facial scars; -1 pt)
Disturbing Voice (-10 pts)
Likes Knives (when engaging in sadism; -1 pt)
Odious Personal Habits (-10 pts)
Reputation (terrorist; -2 to everyone; -10 pts)
Sadism (-15 pts)
Skinny (-5 pts)
Trickster (-15 pts)
Trademark (Glasgow Smile, Playing Cards; -10 pt)
Ugly (-8 pts)
SKILLS/TL8 (58 pts)
Area Knowledge 17 (Gotham; 1pt)
Brainwashing 15 (1 pts)
Brawling 14 (4 pts)
Disguise 16 (-2 build; 1 pt)
Driving 12 (automobiles; 2 pts)
Driving 11 (heavy wheeled; 1 pts)
Escape 11 (2 pts)
Explosives 20 (demolition; 12 pts)
Fast Draw 12 (+1 combat reflexes; ammo; 1 pt)
Fast Talk 17 (-2 voice; 1 pt)
Forced Entry 14 (4 pts)
Guns 12 (pistols; 1 pt)
Guns 12 (shotguns; 1 pt)
Guns 12 (submachine guns; 1 pt)
Holdout 16 (1 pt)
Interrogation 16 (+1 when using threats or torture; 1 pts)
Intimidation 17 (+1 to surprise by yelling or roaring; 2 pts)
Knife 13 (2 pts)
Leadership 16 (1 pt)
Persuade 15 (1 pt)
Poisons 16 (2 pts)
Psychology 15 (experimental; -3 unless trying to exploit; 1 pt)
Sleight of Hand 12 (4 pts)
Stealth 11 (1 pt)
Streetwise 17 (2 pts)
Sway Emotions 15 (1 pts)
Tactics 15 (1 pts)
Two Handed Axe/Mace 11 (1 pts)
Urban Survival 15 (1 pt)
TECHNIQUES (8 pts)
All the Old Familiar Places 12 (eliminate penalty to strike vitals; knives; 2 pts)
Feint 14 (knives; 2 pts)
Huckster 16 (eliminate voice penalty from fast talking; 1 pts)
Set Trap 20 (3 pts)
EQUIPMENT
Deck of Joker Cards
Formal Wear
Small knives
.38 Revolver
9mm SMG
Pump Shotgun
Cell Phone
(From 20k)
REACTIONS
Personality: callous (-1 mod to people with empathy), odious personal habits (-2), sadist (-3 once people
become aware)
Physical Appearance: fashion sense (+1), ugly appearance (-2)
Reputation: clown prince of crime (+3) to the criminally insane, psychotic terrorist (-2) to everyone else
notes...
Well Heath may not be in the third film, but the Joker is still alive in Nolan's universe. I imagine that after
the Dark Knight, the Joker is probably in Arkham having a good laugh after turning the mob on its head
and scaring Gotham to the brink of insanity. It's not over yet though. He underestimated the Batman
and now has a purpose in this world; to win the war for Gotham's soul. Now there is a war between
Chaos and Order... the irresistable force meets the immovable object. The Joker buys a higher purpose
in exchange for dropping the effectiveness of his mob connections. Now the mob will try to stab Joker in
the back if they get the chance. IF the Joker ever gets out of Arkham he will have to rebuild his power
without them. Whatever the plan of attack will be, the Joker has all the time in the world now to dream
it up. The Joker needs to have his lines ready before he can go on stage and of course in comedy...
timing is everything.
mechanically though, the Joker relies on a team of agressive thugs for muscle. He himself is no slouch,
but Joker's real strength is in sitting behind the front line and scheming... you know... he's a schemer.
The Joker has incredibly good IQ and Will based skills. He can turn the worst reaction rolls imaginable
into gold.
I will include stats for weapons eventually... after sleep. You can look them up if you want :)
"I don't get political points for being an idealist, I have to do the best I can with what I have."
Commissioner James Worthington "Jim" Gordon (200 pts) (as of the end of Dark Knight)
ST 10
DX 11 (20 pts)
IQ 13 (60 pts)
HT 11 (10 pts)
HP 11 (2 pts)
WILL 14 (5 pts)
PER 13
FP 11
BASIC LIFT: 20 lbs
BASIC SPEED: 5.75 (5 pts)
DAMAGE: Thr: 1d-2, Sw: 1d-1
BASIC MOVE: 5
ADVANTAGES & PERKS (161 pts)
Allies (special unit; 20 50% pts allies, appear quite often; 32 pts)
Contact Group (Police; skill 21, appears constantly, somewhat reliable; 80 pts)
Favor (saved the mayor's life; patron appears quite often with minimal intervention; 3 pts)
Good Cop Routine (may grant a +2 to interrogation attempts; 1 pt)
Honest Face (1 pt)
Legal Enforcement Powers (local; 5 pts)
Police Rank 5 (commissioner; 25 pts)
Single Minded (5 pts)
Social Regard +1 (GCPD; feared; 5 pts)
Tenure (5 pts)
DISADVANTAGES & QUIRKS (-110 pts)
Bad Sight (nearsighted; mitigation; -10 pts)
Code of Honor (personal, professional; -10 pts)
Dependants (wife and kids; 0 or fewer points, appear quite often, loved ones; -60 pts)
Duty (almost all the time, hazardous; -20 pts)
Reputation (honest cop; -2 to criminals and the corrupt; -5 pts)
Reputation (scandalized; -1 to everyone; -5 pts)
SKILLS/TL8 (50 pts)
Acting 12 (+1 to act innocent; 1 pt)
Area Knowledge 13 (Gotham; 1 pt)
Criminology 14 (4 pts)
Diplomacy 13 (4 pts)
Drive 11 (automobile; 2 pts)
Fast Draw 11 (ammo; 1 pt)
First Aid 13 (1 pt)
Forced Entry 11 (1 pt)
Guns 12 (pistol; 2 pts)
Guns 11 (shotgun; 1 pt)
Guns 11 (submachine gun; 1 pt)
Housekeeping 13 (1 pt)
Intelligence Analysis 13 (4 pt)
Interrogation 12 (1 pt)
Law 15 (US criminal; 12 pts)
Leadership 13 (2 pts)
Savoir Faire 14 (police; 2 pt)
Search 13 (2 pts)
Streetwise 14 (4 pts)
Tactics 12 (2 pts)
Wrestling 11 (2 pts)
TECHNIQUES (2 pts)
Arm Lock 13 (2 pts)
EQUIPMENT
Ballistic Vest
Cell Phone
Ordinary Suit
Service Revolver
Shoulder Holster
REPUTATION
Appearance: average
Status: ruling class
Reputation: honest cop (-2) to crooked cops and criminals. Considered scandalized (-1) to everyone else
notes...
Gordon ends Dark Knight entrenched in scandal and once again responsible for bringing down the
Batman. Once it's officially revealed that Gordon and Batman were working together, Gordon trades in
his secret for a negative reaction from the general public. He is balancing on the razor's edge
professionally as he goes after Batman even though he knows the Dark Knight is innocent. Escalation is
becoming out of control in Gotham as Gordon wearily awaits what's next in the wake of the Joker's reign
of terror...
mechanically Gordon is a very capable cop and leader. His strengths lie in connections and in using his
special unit to handle special projects (like fighting the mob). Unfortunately the cops in Gotham are still
pretty rotten and on a critical failure Gordon may actually end up personally in danger. Good thing he
always wears a vest. He's also likeable and has very good willpower.
Gordon is, incidently, one of my all time favorite comic characters and I am a huge fan of the job Gary
Oldman does with him.
"We don't want you doing anything with your hands other than holding on for dear life!"
The Joker's Thugs (26/75 pts)
ST 10
DX 10
IQ 10
HT 11 (10 pts)
HP 10
WILL 10
PER 10
FP 11
BASIC LIFT 24 lbs
BASIC SPEED 5.50 (5 pts)
DAMAGE Thr: 1d-2, Sw: 1d
BASIC MOVE 5
ADVANTAGES & PERKS (1 pts)
Shtick (1 pt)
DISADVANTAGES & QUIRKS (-5 pt)
Reputation (criminal; -1 to everyone; -5 pts)
SKILLS/TL8 (15 pts)
Brawling DX (1 pt)
Driving DX (automobiles; 2 pts)
Fast Draw DX (ammo; 1 pt)
Forced Entry DX+2 (4 pt)
Intimidation Will+1 (4 pts)
Pistol DX (1 pt)
Shotgun DX (1 pt)
Streetwise IQ (2 pts)
Submachine Gun DX (1 pt)
EQUIPMENT
.45 auto pistol
clown mask
ordinary clothes
Appearance: average
Status: ruling class
Reputation: criminal (-1)
notes...
pretty basic. here are the beginning of Joker's henchmen. Some are wheel guys with high dexteritys and
drive skills while some are really good with guns. Some are safe crackers. Some are greedy and some are
callous. Some blend well into crowds while wearing simple disguises. The Joker has a motley crew of 10
thugs. He treats them as minions so... for instance... if one of them stoops over to take Batman's cowl
off and ends up blasted by an electro shock, none of them mind with the Joker laughs at him and spits in
his face.
I love that scene by the way.
"You either die a hero or you live long enough to see yourself become the villain."
Harvey Two Face (178 pts) (as of the end of Dark Knight)
ST 11 (10 pts)
DX 11 (20 pts)
IQ 13 (60 pts)
HT 11 (10 pts)
HP 11
WILL 14 (5 pts)
PER 13
FP 12 (3 pts)
BASIC LIFT: 24 lbs
BASIC SPEED: 6.0 (5 pts)
DAMAGE: Thr 1d, Sw 1d+2 brawling
BASIC: MOVE 5
ADVANTAGES & PERKS (61 pts)
Charisma (5 pts)
Contact Group (district attorney’s office; skill 16, appears quite rarely, unreliable; 5 pts)
Intuition (15 pts)
Reputation (Gotham‘s White Knight; +2 to everybody; 10 pts)
Single Minded (5 pts)
Smooth Operator (15 pts)
Shtick (let the coin decide; 1 pt)
Unusual Background (one time DA of Gotham; 5 pts)
DISADVANTAGES & QUIRKS (-60 pts)
Bad Temper (-10 pts)
Callous (-5 pts)
Obsession (with chance; minor; -1 pt)
Hideous (-16 pts)
Indecisive (easy to lose mitigator; -4 pts)
On the Edge (-15 pts)
Reputation (honest; -1 to criminals and the corrupt; -3 pts)
Vow (avenge Rachel; -5 pts)
SKILLS (63 pts)
Area Knowledge 13 (Gotham; 1 pt)
Brawling 12 (2 pts)
Detect Lies 13 (+1 talent, from Detective!)
Detective! 13 (24 pts)
Diplomacy 13 (+1 talent; 4 pts)
Drive 11 (automobile; 2 pts)
Expert Skill 11 (conspiracy theory; 1 pt)
Fast Draw 11 (1 pt)
Fast Talk 13 (+1 talent; 1 pt)
History 11 (civic history; 1 pt)
Law 15 (US criminal; 12 pts)
Persuade 15 (8 pts)
Guns 11 (pistols; 1 pt)
Politics 12 (+1 talent; 1 pt)
Public Speaking 13 (+1 charisma; 2 pts)
Savoir Faire 13 (+1 talent; mafia; 1 pt)
Savoir Faire 13 (police; +1 talent, from Detective!)
Sports 10 (golf; 1 pt)
Streetwise 13 (+1 talent, from Detective!)
EQUIPMENT
Burnt Clothing
Coin
Snub Revolver
REACTIONS
Personality: callous (-1 from those with empathy), smooth operator (+1)
Appearance: hideous (-4)
Status: ruling class
Reputation: Gotham’s white knight (+2) to everybody, honest (-1) to criminals and the corrupt
NOTES...
If you believe that interview, then Harvey is in fact dead. I still wanted to stat him. You never know. They
might just leak something fake to throw us off. This Two Face is very VERY different from the comics or
cartoons. There is no split persona here. This is simply a man who has given up on himself because of
bitterness and frustration. He's not a particularly good fighter either... mainly he pulls a gun on you and
decides to shoot you with a coin flip. In the comics, Harvey Dent was in amazing shape and is very
deadly with a pair of pistols. Movie Dent? Not so much... he's got a good right cross. He is a pretty good
detective though.
mechanically when he goes crazy, he trades in a dependant and a beserk disadvantage for a litany of
very scary hubrises and deformities. He also scatters his advantages from his job around to make him
better in a fight.
"Know your limits, Master Wayne."
Alfred Pennyworth (150 pts) (as of the end of Dark Knight)
ST 10
DX 10
IQ 12 (40 pts)
HT 10
HP 9 (-2 pts)
WILL 13 (immune to fright, reaction checks; 5 pts)
PER 14 (10 pts)
FP 10
BASIC LIFT: 20 lbs
BASIC SPEED: 4.50 (-10 pts)
DAMAGE: Thr 1d-2, Sw 1d
BASIC MOVE: 4
ADVANTAGES & PERKS (49 pts)
Cultural Familiarity (Burma; 1 pt)
Empathy (15 pts)
Honest Face (1 pt)
Reputation (A real character; +3 to the Wayne social circle; 5 pts)
Social Chameleon (5 pts)
Tenure (5 pts)
Un-faze-able (15 pts)
Unusual Background (jack of all trades gives Alfred access to a variety of restricted skills; 2 pts)
DISADVANTAGES & QUIRKS (-31 pts)
Code of Honor (professional; -5 pts)
Duty (all the time, nonhazardous; -10 pts)
Sarcastic (-1 pt)
Secret (appears quite rarely, imprisonment; -10 pts)
Social Stigma (servant; -5 pts)
SKILLS (57 pts)
Acting 12 (+1 when acting innocent; 2 pts)
Area Knowledge 12 (Gotham; 1 pt)
Area Knowledge 12 (London; 1 pt)
Computer Operation 12 (1 pt)
Cooking 13 (4 pts)
Detect Lies 10 (+3 from empathy; 1 pts)
Diplomacy 13 (8 pts)
Driving 10 (2 pt)
Fast Talk 12 (1 pt)
First Aid 12 (1 pt)
Gardening 12 (1 pt)
Guns 10 (rifle; 1 pt)
History 11 (Wayne family; 1 pt)
Housekeeping 14 (4 pts)
Mechanic 11 (1 pts)
Observation 14 (2 pts)
Psychology 6 (+3 from empathy)
Research 12 (2 pts)
Savoir-Faire 14 (Servant; 4 pts)
Sewing 13 (2 pt)
Soldier 11 (1 pt)
Streetwise 11 (1 pt)
Survival 13 (1 pt)
TECHNIQUES (1 pt)
Snide 12 (eliminates sarcasm penalty to diplomacy; 1 pt)
EQUIPMENT
Formal Wear
REACTIONS
Personality: Sarcastic (may incur a -2 to diplomacy)
Appearance: honest face
Status: ruling class, servant (-1)
Reputation: A real character (+3) to the Wayne social circle
Notes...
My interpretation of Alfred from Dark Knight. What was he doing in Burma? Well I did a little research
and Alfred likely would have gone to Burma AFTER it had been given up as a British Colony; a time when
the government was in its infancy and rocked by turmoil. My guess is that he did this as a young man
and that he was doing it out of personal political convictions OR he was part of some kind of minor
military advisory. The fact that he said he was with "friends" suggests it was the former. Nothing in the
Nolanverse suggests that Alfred is any kind of field medic, which is a shame because i could have just
said he was there as a medic (which would be consistent with the comics). No, but Alfred does hint at
having had connections in south east asia. I have him with some basic training, cultural familiarity, and
sharp wits. I figure he was there to back his friends up (similar to how he works with Bruce). I don't think
he was up front and doing the talking or going gung ho into a fire fight. That's not Alfred's style.
Mechanically Alfred is rather good with reaction rolls and speaking. He is the face of Bruce Wayne's
charade and with both empathy and unfazeable, he is also a very good personal advisor to his master.
The sarcasm/snide feature is just silly and fun. Alfred gets away with a lot of trash talking.
"Would you like to see my mask? ."
Dr. Jonathan Crane (282 pts) (as of the beginning of Dark Knight)
ST 10 (-2 to knockback)
DX 11 (20 pts)
IQ 13 (60 pts)
HT 10
HP 10
WILL 15 (10 pts)
PER 13
FP 10
BASIC LIFT: 20 lbs
BASIC SPEED: 5.50 (5 pts)
DAMAGE: Thr 1d-2, Sw 1d
BASIC MOVE: 5
ADVANTAGES & PERKS (149 pts)
Allies (thugs; 10 25% cost allies appear constantly; 24 pts)
Contact Group (street; skill 12, usually reliable; 10 pts)
Insane (minor legal immunity; 1 pt)
Signature Equipment (fear gas; 114 pts)
DISADVANTAGES & QUIRKS (-33 pts)
Callous (-5 pts)
Effeminate (minor social stigma; -1 pt)
Nightmares (-5 pts)
Reputation (mad scientist; -1 to everyone; -5 pts)
Sadism (-15 pts)
Skinny (-5 pts)
Uncongenial (minor loner; -1 pt)
Wears reading glasses (minor bad eyesight; -1 pt)
SKILLS (53 pts)
Acting 12 (1 pt)
Area Knowledge 13 (Gotham; 1 pt)
Chemistry 12 (1 pt)
Diagnosis 13 (4 pts)
Drive 11 (2 pts)
Intimidate 15 (2 pts)
Leadership 12 (1 pt)
Liquid Projector 12 (2 pts)
Merchant 12 (1 pt)
Pharmacy 15 (synthetic; 12 pts)
Physician 14 (8 pts)
Poisons 11 (1 pt)
Psychology 15 (applied; 12 pts)
Research 13 (2 pts)
Streetwise 12 (1 pt)
Teaching 12 (-3 callous; 1 pts)
EQUIPMENT
Burlap Mask
Business Suit
Fear Gas
-Affliction 7 (creates seizure & phobia; May be removed by a quick contest of DX, Breakable DR 15,
Machine, -4 SM, Reduced Range/10, 10 uses, Onset 1 hour delay before a follow up causes coma; 114
pts)
REACTIONS
Personality: Callous (-1) to empathic people, Sadist (-3), Uncongenial
Status: ruling class
Reputation: mad scientist (-1) to everyone
Notes...
When we meet the Scarecrow in Dark Knight he is dealing drugs to the streets of Gotham in the form of
his fear toxin. He is probably doing this to make a living and to get his kicks. Batman is ruining his fun.
He'd like to see the Dark Knight dead, but that has proven to be easier said than done. Judging by the
way Cillian played it, I think Batman has had Crane thrown into Arkham before. His reaction was more of
a serial comic villain than of someone about to go to jail for the first time. The Scarecrow knows he'll be
back on the streets.
I like the way Crane came out. His fear gas ended up very accurate (unless i messed up... ha i am kind of
new to GURPS). It's a big time fear effect that will cause seizure and later a deep coma. He himself is a
light weight. He needs his men around him; much moreso than the joker. The only chance he has is to
jump out of nowhere and throw his gas into your face.
"Now, if you'll excuse me, I have a city to destroy."
Ra's al Ghul (500 pts) (as of the end of Batman Begins)
ST 14 (40 pts)
DX 14 (80 pts)
IQ 14 (80 pts)
HT 14 (40 pts)
HP 17 (6 pts)
WILL 16 (10 pts)
PER 15 (5 pts)
FP 15 (3 pts)
PARRY: 13 (unarmed), 12 (sword)
BASIC LIFT: 20 lbs
BASIC SPEED: 7.00 (5 pts)
DAMAGE: Thr 1d+2, Sw 2d+2 karate, Thr 2d imp, Swng 3d cutting ninja ken
BASIC MOVE: 7
ADVANTAGES & PERKS (257 pts)
Accented Dzongkha (4 pts)
Allies (20 25% cost minions appear almost all the time; 36 pts)
Auto-trance (1 pt)
Combat Reflexes (15 pts)
Contact Group (Gotham police; skill 12 appears quite rarely, usually reliable; 5 pts)
Cultural Familiarity (Bhutan; 1 pt)
Enhanced Defenses 2 (all parry +2; 20 pts)
Extra Attacks (25 pts)
Filthy Rich (50 pts)
Fit (5 pts)
Social Regard 1 (league of assassins; feared in Bhutan; 5 pts)
Trained by a Master (30 pts)
Unfazeable (15 pts)
Weapon Master (ninja weapons; 35 pts)
Zeroed (10 pts)
DISADVANTAGES & QUIRKS (-26 pts)
Callous (-5 pts)
Code of Honor (league; -5 pt)
Fanaticism (-15 pts)
Obsession (justice; -1 pt)
SKILLS (53 pts)
Acting 16 (8 pts)
Area Knowledge 13 (the mountains of Bhutan; 1 pt)
Drive 14 (automobiles; 1 pt)
Esoteric Medicine 13 (2 pts)
First Aid 14 (1 pt)
Fist! 14 (24 pts)
Hiking 14 (2 pts)
History 14 (League of Shadows; 4 pts)
Intimidation 17 (4 pts)
Karate 16 (from Fist!; 8 pts)
Leadership 14 (2 pts)
Meditation 15 (2 pts)
Melee 15 (broadsword; 4 pts)
Philosophy 15 (8 pts)
Stealth 14 (2 pts)
Survival 15 (4 pts)
Teaching 14 (2 pts)
EQUIPMENT
Business Suit
Gas Mask
Ninja Ken (concealed as a walking cane)
REACTIONS
Personality: Callous (-1 empathy)
Status: ruling class, social regard (bhutan)
Reputation: none
Notes...
Ra's in film one is a good match for the early Bruce Wayne. I'll be working on him more tomorrow.
This is Ra's just as he sprang his trap in film one. He is a renaissance man and a stone cold killer. He does
an awful lot of damage with that sword. With his bare hands he can bruise you pretty badly. Look at all
those advantages. His men are built on a respectable 120 pts. I think after Crane is taken out, Ra's
switches his contact out for a lower level contact group.
"It's not who you are underneath. It's what you DO that defines you..."
Rachel Dawes (89 pts) (as of the beginning of Dark Knight)
ST 9 (-10 pts)
DX 10
IQ 13 (60 pts)
HT 10
HP 9
WILL 14 (5 pts)
PER 13
FP 10
ADVANTAGES & PERKS (34 pts)
Attractive (4 pts)
Comfortable (10 pts)
Contact Group (Police; skill 15, somewhat reliable, appears fairly often; 10 pts)
Legal Enforcement Powers (local; 5 pts)
Eidetic Memory (5 pts)
DISADVANTAGES & QUIRKS (-30 pts)
Code of Honor (personal, professional; -10 pts)
Duty (almost all the time, not hazardous; -10 pts)
Secret (knows batman is Bruce Wayne; serious embarrassment; -5 pts)
Stubborn (-5 pts)
SKILLS/TL8 (35 pts)
Area Knowledge 13 (Gotham; 1 pt)
Criminology 12 (1 pt)
Driving 10 (2 pts)
Persuade 15 (8 pts)
Housekeeping 13 (1 pt)
Interrogation 12 (1 pt)
Law 15 (US, Criminal; 12 pts)
Public Speaking 12 (1 pt)
Research 14 (4 pts)
Savoir Faire 13 (high society; 1 pt)
Speed Reading 13 (2 pts)
Typing 10 (1 pt)
REPUTATION
Personality: stubborn (-1)
Appearance: attractive (+1)
Status: ruling class
Reputation: none
notes...
Rachel Dawes is a competant lawyer with perks based on her looks and high willpower. She has a very
clear memory and a personal axe to grind reflected in her code of honor.
next is killer croc!
Killer Croc (135 pts) (as of Gotham Knight)
ST 18 (80 pts)
DX 11 (20 pts)
IQ 9 (-20 pts)
HT 13 (30 pts)
HP 18 (4 pts)
WILL 12 (15 pts)
PER 10 (5 pts)
FP 12
Unarmed Damage: 2d-1 brawling, 1d+1 teeth (cutting)
ADVANTAGES & PERKS (26 pts)
Damage Resistance 4 (20 pts)
Pitiable (5 pts)
Teeth (sharp; 1 pt)
DISADVANTAGES & QUIRKS (-45 pts)
Bestial (eats humans; -15 pts)
Monstrous (-20 pts)
Phobia (bats; -5 pts)
Semi-Literacy (-2 pts)
Unnatural Features (skin disease; -1 pt)
SKILLS/TL8 (25 pts)
Brawling 14 (4 pts)
Intimidation 14 (8 pts)
Lifting 13 (2 pts)
Stealth 11 (2 pts)
Urban Survival 10 (4 pts)
Swimming 11 (1 pt)
Wrestling 13 (4 pts)
REPUTATION
Appearance: monstrous (-5), pitiable (+3 when helpless)
Personality: bestial (eats humans; -3 pts)
notes...
Croc in Gotham Knight is last seen maimed by a grenade in the sewers. He copes with a fear of bats and
a horrible reaction modifier. Similarly to the comics he is afflicted by a skin disease and he's a cannibal.
Croc ends up being a very one dimensional baddie. He's just a wall with average skills and a natural DR.
Deadshot (300 pts) (as of Gotham Knight)
ST 10
DX 16 (120 pts)
IQ 12 (40 pts)
HT 12 (20 pts)
HP 12 (4 pts)
WILL 13 (5 pts)
PER 14 (10 pts)
FP 13 (3 pts)
Unarmed Damage: 1d-2 brawling
Gun Damage: 2d+1 pi+ wrist blaster, 2d+1 pi+ pistol, 9d+1 pi sniper rifle
ADVANTAGES & PERKS (105 pts)
Combat Reflexes (15 pts)
Gunslinger (25 pts)
Smooth Operator (15 pts)
Wealth (filthy rich; 50 pts)
DISADVANTAGES & QUIRKS (-47 pts)
Chauvinistic (-1 pt)
Foppish (-1 pt)
Overconfidence (-5 pts)
Sadism (-15 pts)
Secret Identity (imprisonment; -20 pts)
Trademark (leaves a bullet at each kill; -5 pts)
SKILLS/TL8 (40 pts)
Brawling 16 (1 pt)
Carousing 12 (+1 talent; 1 pt)
Diplomacy 11 (+1 talent; 2 pts)
Disguise 11 (1 pt)
Gambling 13 (4 pts)
Gun! 16 (24 pts)
Intimidation 13 (+1 talent; 2 pts)
Observation 14 (2 pts)
Savoire Faire 12 (High Society; +1 talent; 1 pt)
Shadowing 15 (1 pt)
Stealth 15 (1 pt)
EQUIPMENT
.45 cal wrist mounted SMG (can be removed with quick contest of DX)
.45 pistol
sniper rifle
Ballistic Vest
Frag Helmet (+visor)
Targeting Monocle (treat as binoculars/nightvision)
Trenchcoat
REPUTATION
Personality: chauvinistic, foppish, overconfidence (+2/-2 depending on whether or not target is
experienced), sadism (-3 if known), smooth operator (+1 from politicians, salesmen)
notes...
Deadshot was redesigned for the gotham knight cartoon as a sort of negative version of bruce wayne.
He kills for money and for pleasure using guns... the last we see of him, batman has taken him out after
an attempt to assassinate jim gordon.
Deadshot is an elite assassin with ability to deal very high amounts of damage. He has high social
interaction skills and vast resources. He's not terribly hard to put down.