Random RPG Stats
Random RPG Stats
Profile: Batman
FASERIP Fighting: Agility: Strength: Endurance: Amazing (50) Incredible (40) Excellent (20) Remarkable (30)
Health: Karma:
140 120
Popularity: Resources:
Batman
Real Name: Bruce Wayne Aliases/Nicks: The Dark Knight, The Caped Crusader, The World's Greatest Detective, The Batman, Matches Malone, The Bat, Bats, Gotham's Dark Avenger, Master Bruce. Identity: Secret Gender: Male Eyes: Blue Height: 6 ft. 2 in. Physical Form: Human (Normal) Weight: 210 lbs. Race: Caucasian
Marital Status: Single Place of Birth: Crest Hill, Bristol Township in Gotham County.
Citizenship: Citizen of the United States, with no criminal record. Base of Operations: Wayne Manor and The Batcave, Gotham City; The Hall of Justice &
The JLA Watchtower. Education: College Graduate (Graduated with top honors), Has Degrees in Criminal Science, Forensics, Computer Science, Chemistry, Engineering, Human Biology, Physics, Advanced Chemistry, and Technology. Trained in various martial arts throughout the world. Origin of Powers: Young Bruce Wayne was traumatized after witnessing the murder of his parents at the hand of a mugger (Joe Chill). Reared by the Wayne's faithful servant, Alfred Pennyworth, Bruce traveled across the globe honing his mind and developing martial arts and combat skills. Returning to Gotham City, Bruce created the persona of Batman to combat the criminal element of the city, that is, to fight his war on crime. Occupation: Adventurer, Owner and Chairman of Wayne Enterprises, Billionaire playboy, Industrialist and Philanthropist, A successful Entrepreneur.
Group Affiliation: The Batman Family, The Justice League of America, Wayne Enterprises.
Known Relatives
Father: Thomas Wayne (father, deceased) Siblings: None Mother: Martha Wayne (mother, deceased) Children: Dick Grayson (adoptive son); Tim Drake-Wayne (adoptive son);
Additional Information Thomas Wayne (father, deceased), Martha Wayne (mother, deceased), Philip Wayne (uncle); Harriet Wayne (aunt); Patrick Wayne (grandfather, deceased); Charles Wayne (great-grandfather, deceased); Alan Wayne (great greatgrandfather, deceased); Joshua Wayne (ancestor, deceased); Solomon Wayne (ancestor, deceased); Darius Wayne (ancestor, deceased), Dick Grayson (adoptive son), Tim Drake-Wayne (adoptive son), Alfred Pennyworth (former legal guardian).
Powers
None.
Talents
Martial Arts: All (Stun/Slam regardless of height; +1CS to unarmed combat; +1CS to grappling, escaping, and dodging; ignore body armor for stuns/slams; +1 initiative in unarmed combat), Weapons Specialist: Batweapons (+2CS to use), Wrestling (+2CS to grappling), Acrobatics (+1CS to dodging, evading, and escaping), Tumbling (Land feet-first after a fall), Weapons Master (+1CS to any Fighting-based weapon), Oriental Weapons, Thrown Weapons, Thrown Objects, Sharp Weapons, Blunt Weapons, Law-Enforcement (Leads to Law and Gun talents), Marksman (+1CS with line-of-sight weapons), Guns (Does not use), Detective/Espionage(+3CS to discovering clues), Thievery, Intimidation/Interrogation, Disguise/Actor, Ventriloquism, Resist Domination, Computers, Forensics, Psychology, Law, Kit Bashing (+1CS to quickly inventing/building stuff), Pilot, Horsemanship, Driver, Motorcycle, Escape Artist (+1CS to escaping grapples/bonds), Leadership (+50 pts. to Karma pool as leader), Stealth (-2CS to be observed), Tracking (+1CS to follow tracks), Medicine (Stabilize dying characters, restore one Endurance rank, +1CS to medical stuff), First-Aid (Same as Medicine), Survival, Demolitions, Criminology, Engineering, Biology, Chemistry, Physics, Biochemistry, Computer Engineer, Electronics, Multi-lingual: English, French, Spanish, Russian, Japanese, Chinese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, Hebrew, Thai, Vietnamese, Kaznian.
Clothing/Uniforms/Costumes
Uniform: The Batman costume is combat armor made of Nomex fire-resistant material and lined with triple-weave Kevlar. His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (Excellent damage). The suit provides Excellent Body Armor vs. physical attacks, Good vs. energy attacks. Cowl: Batman's cowl is a Kevlar-lined helmet with Aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation (benefit of +1CS blunt Strength damage for Headbunts). -Starlite night vision lenses that collects & focuses ambient light, permitting normal vision in any area not completely devoid of light (Remarkable (30) Ultra-vision). -A radio receiver/transceiver. Cape: The cape is made of Nomex fire-resistant material (+1CS vs. heat/fire damage) and lined with triple-weave Kevlar. The points of the cape are weighted for use as an offensive melee weapon which do Strength +1CS blunt damage. The cape can be folded and snapped together to serve as a backpack that can carry Batman's costume and equipment. Gauntlets: Batman's gauntlets are reinforced along the knuckles, metacarpals, fingertips, and palms effectively making them blunt weapons which allow Batman to do Strength +1CS blunt damage in Slugfest combat. On each gauntlet are three bladed scallops which can serve as climbing spikes (anchoring in up to Strength +1CS material surfaces) or sword breakers (when successfully blocking long melee weapons such as swords and staves, Batman may make a Grabbing FEAT to disarm or break the opponent's weapon). Batman's gauntlets can store various small items, such as lockpicking tools or extra pellet-based weaponry. Boots: The basic design of Batman's boots is modeled on tactical boots, but they are made from lightweight rubbers and are much more flexible to allow for full extension when kicking. The boots feature a unique "slingshot" ankle reinforcement design that acts as both armor and as reinforcement for the ankle joint when kicking or landing from high distances. The bottom is a flexible split sole design and is textured for a variety of surfaces. The boots also have steel toes, making them much more effective when on the offensive (Strength +1CS Blunt damage from kicks). Located in a compartment in the left heel of Batman's boot is an Ultrasonic Batcall signaling device capable of attracting live bats to it as a form of protection and cover for Batman during a getaway. The Ultrasonic Batcall functions as a Remarkable (30) Animal Communication and Control power, limited to bats only, and merely summons all bats within a 10 mile range to converge upon the same area as the device. The pulses emitted by the Batcall can be heard by any character with at least Excellent (20) Abnormal Sensitivity or Hyper-Hearing. Batman's boots can store various small item, such as
Personality
-As a young child, Bruce tended to be solitary and withdrawn, a condition only exacerbated by the murder of his parents. This lead to his current state as a loner who would prefer to be on his own rather than rely on others. His difficulty in trusting others is a constant issue for him to overcome, and perhaps his only weakness. -Batman has occasionally been arrogant and untrusting, treating many of his allies with various degrees of disrespect. He often imposes his exacting standards on others as he does himself. He also sometimes overestimates his own abilities. -The Bruce Wayne/playboy aspect of his character is a facade, while the masked and particularly dark, grim vigilante is marked as the "true" man. Usually, Batman is further separated from Bruce Wayne by the raspy and stony bass voice he usually assumes while costumed. -Batman is often treated as a vigilante and is viewed as a dionysian figure, a force for anarchy that imposes an individual order. Dressed as a bat, Batman deliberately cultivates a frightening persona in order to aid him in crime fighting, a fear that originates from the criminals' own guilty conscience. -Batman has a set of ethics, a moral code that he lives by and follows when seeking justice:
Batman will not take a life, he holds life in high regard. He would do anything in his power to rescue an innocent life, including put his own life in jeopardy. Batman has a strong dislike for handguns due to the death of his parents; he will use a handgun if the situation calls for it, but never for lethal force. Batman believes in the ideals of the legal system, the guilty will be tried justly in a court of law. Batmans dealings with other superheroes and metahumans have been complex. Though a long time member of the Justice League, he does not fully trust its members. This, warranted or not, has led to his keeping files on how to defeat allies and friends in case they ever cross the line.
Strengths
Batman is a brilliant, virtually peerless, detective, strategist, scientist, tactician, and commander; he is widely regarded as one of the keenest analytical minds on the planet. Given his lack of superpowers, he often uses cunning and planning to outwit his foes, rather than simply "out-fighting" them.
Weaknesses
Although not a true weaknesses Batman has traumatic flashbacks and relives the deaths of his parents while he is within Crime Alley.
Equipment
Utility Belt: As Batman, he never goes into action without his utility belt. Equipped with eight pockets of varying size. Failsafe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The utility belt contains a wide array of devices such as:
De-Cel Monofilament Jump line: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods. Launching Grappling Hook: Fires a Bat-shaped magnetic hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (See Above). Wall Penetrating Grappel: Fires diamond-bit piercing darts that can attach up to a Remarkable material. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.). Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to Batman's cowl by electrostatic clips. Finger Light: Small flashlight that clips onto one finger. Negates all modifiers from darkness. Can project white, red, or infrared light. Nerve Agent-Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in Batman's cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas. Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne noncontact toxins. Normally always carried in magazines of six. Rebreather: Provides oxygen for 2 hrs. Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, and independent detachable video camera. Linked directly to Batman's uniform, the Batmobile, and the Batcave computer. Batcuffs: Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center. Considered to have Remarkable material strength. First Aid Kit: Mini medical kit to treat trauma related injuries. Acetylene Torch: A strong miniaturized laser used as an Amazing (50) cutting tool. Ultrasonic Batcall: Functions as a Remarkable (30) Animal Communication and Control power, limited to bats
only, and merely summons all bats within a 10 mile range to converge upon the same area as the device (See Above).
Incidentals (normally always carried): Keys, money, lock picks, mini-cell phone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
Aerosol Sprays:
Infrared Paint Marker: Contains 8 oz. of paint, virtually invisible unless looked at through infrared optics.
Tracer Devices:
Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range Throwing: Less than an inch in diameter, 3-mile range.
Batarangs:
Folding Batarang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch. Close-Quarters Impact Batarang: Excellent Blunt Throwing damage, half standard throwing range. Hard Impact Edge Batarang: Excellent Blunt Throwing damage. Cutting Edge Batarang: Remarkable Edged Throwing damage. Radio-Controlled Batarang: Excellent Blunt Throwing damage, can be radio-controlled by device on utility belt (+3CS to accuracy Feats).
Capsules:
Knockout Gas: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure. Smoke: Excellent intensity, 1-area radius. All in the affected area at -2CS to performing actions. Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first. Acid: Excellent intensity, takes 1 round to fully melt through 4 inches of metal
The Batmobile: His primary mode of transportation is the sleek and silent Batmobile. The body is an advanced plastic/polymer composite with Amazing damage resistant properties. The windows are all bulletproof, polarized oneway glass, and the mirrors, headlights, and taillights are all bulletproof. The tires are self-sealing (two turns to seal and re-inflate, five to replace completely). The Batmobile has an internal computer that allows for limited voice-activated controls. It also has an internal navigation system with global positioning system hookup, video and radio receivers/transceivers, scanner set to monitor police, fire, medical, and military emergency frequencies at all times, and a satellite hookup to the mainframe in the Batcave. Room for 2 passengers, 6 cubic feet of cargo capacity, Speed 162 mph. The body of the automobile and the dual-bubble windscreen are coated with a unique bulletproof ceramic. The exhaust system allows for smokescreen generation. For quick maneuvers, the Batmobile has side-mounted grappling hook launchers and a central "foot" capable of lifting the car and rotating it 180. A microwave-linked terminal allows Batman access to the Bat-Computer. The Batmobile is also capable of off-road movement. Control Remarkable Speed Incredible Body Remarkable Protection Remarkable
Smokescreen: (from rear exhaust) of Excellent rank and intensity. Portable-Lab (in trunk): Allows for Excellent rank chemical analysis. First Aid kit: Mini medical emergency unit; containing medicial supplies, instruments and equipment. On-board Computer: Excellent information storage/analysis/retrieval with satellite linkup to Batcave mainframe. Radio-Telephone: Excellent range, has direct link-up to Gotham City PD. Ejection Seats: Allows for Remarkable rank leap. Snow Tires: allows Remarkable rank traction in snow and ice. May be self-sealed (security mode) with bands of steel-alloy and wheel-sheaths allowing Amazing rank protection from outside forces.
Self-sealing/inflating Tires: Two rounds to seal and reinflate in case of a blowout. Limited voice-controlled driving either while in car or via remote. GPS system (+2CS to Navigation). Bulletproof windows, headlights, taillights, and mirrors. Multi-band scanner Audio and video transceivers
The Batwing: The current Batwing is the latest in a long line of planes. This one has VTOL capabilities. It is capable of vertical take off and landing and silent running. In addition to its two-man crew, the Batwing can carry 25,000 pounds of ordinance on its wing pylons. The Batwing is armed with various weaponry, making it one of the most formidable aircraft in the skies. An on-board terminal has access to the Bat-Computer via microwave link.
Control Remarkable
Speed Monstrous
Body Remarkable
Protection Excellent
Missiles: 10 missiles ( 5 in each wing), 20-area range, Incredible explosive damage. V/STOL Flight: Vertical and/or Short Take-Off and Landing capability. Countermeasures: The Batwing has full Aerial countermeasures: Electronic countermeasures; Infrared & Radar countermeasures (Flare & Chaff).
The Batboat: The Batboat, a modified two seat hydrofoil, is one of the world's fastest small warships, capable of speeds over 100 MPH. Its radar/sonar system is state-of-the-art. lt is coated with the same bulletproof ceramic that protects the Batmobile. It also shares the microwave link to the Bat-Computer.
Control Excellent
Speed Remarkable
Body Excellent
Protection Excellent
Bat-Torpedoes: 10-area range, Remarkable rank sonar/radar tracking, Incredible explosive damage. Radar/Sonar: Remarkable rank and range. Ejection Seat: allows a Remarkable rank leap. The Batboat also has full scuba and underwater gear onboard and full submarine capabilities. Countermeasures: The Batboat has full Naval countermeasure as well as smoke-screens that can disrupt laser ranging, infrared detection, laser weapons, and visual observation.
The Batcycle: A modified heavy-duty motorcycle capable of high speeds. It also has a microwave link to the BatComputer. Batman sometimes uses this silent-running bike in his missions.
Control Excellent
Speed Remarkable
Body Excellent
Protection Good
Snow Tires: allows Remarkable rank traction in snow and ice. Batman also wears a helmet when riding this cycle that lessens the damage from impacts by -1CS.
The Bat-Computer: The Bat-Computer, perhaps one of Batman's most useful tools in investigation, is centrally located in the Batcave. It is a highly advanced computer network system built upon seven linked Cray T932 supercomputer mainframes. It can upload information from various external databases including the GCPD's crime files, networks owned by Wayne Enterprises, and link to Martian/Thanagarian hybrid computers based on the JLA satellite. Batman carries a miniature PDA which can interface directly with the Bat-Computer. He can also connect to the Bat-Computer via the digital systems installed in all Bat-Vehicles (See Below).
Reason
Incredible
Inutition
Excellent
Psyche
Feeble
Programmed with a rudimentary A.I. based on Alfred Pennyworth's personality, the Bat-Computer is fairly user friendly, and can collate vast amounts of information on any subject quickly and efficiently. Users enjoy a +1CS to Reason FEATs when using the Bat-Computer to research or process information.
_The Batcave_ The Batcave is Batman's secret headquarters, consisting of a series of subterranean caves beneath his mansion, Wayne Manor. It serves as his command center for both local and global surveillance, as well as housing his vehicles and equipment for his war on crime. It also is a storeroom for Batman's memorabilia. The cave was discovered by Wayne's ancestors and was used as a storehouse as well as a means of transporting escaped slaves during the Civil War era as part of the Underground Railroad.
The cave's centerpiece is a supercomputer (Bat-Computer) whose specs are on par with any of those used by leading national security agencies; it permits global surveillance and also connects to a massive information network as well as storing vast amounts of information, both on Batman's foes and his allies. A series of satellite link-ups allows easy access to Batman's information network anywhere in the globe. The systems are protected against unauthorized access, and any attempt to breach this security immediately sends an alert to Batman or Oracle. Additionally, the cave contains state of the art facilities such as a crime lab, various specialized laboratories, mechanized workshops, personal gymnasium, a vast library, parking, docking and hangar space (as appropriate) for his various vehicles as well as separate exits for the various types, trophies of past cases, a large bat colony, and a Justice League teleporter. It also has medical facilities as well as various areas used in training exercises for Batman and his allies. The cave houses Batman's vast array of specialized vehicles, foremost being the famous Batmobile in all its incarnations (mostly for nostalgia as well as for contingencies, as all are serviceable and in excellent working condition). Batman keeps a fleet of regular cars of various models and utility vehicles such as an ambulance as well when the Batmobile would be too conspicuous for a mission. Other vehicles within the complex include various motorcycles, and various air and watercraft such as the Bat-Wing. The Batcave is powered by a hydro-electric generator made possible by an underground river. Batman has incorporated safeguards against earthquakes and even a potential nuclear catastrophe; outfitting the cave as a virtual bomb shelter or an enhanced panic room. The city's earthquake redesigned the caverns of the Batcave, with eight new levels now making up Batman's secret refuge of high-tech laboratory, library, training areas, storage areas, and vehicle accesses. It also includes an "island" computer platform with seven linked Cray T932 mainframes and a state-of-the-art hologram projector. There's also a selection of retractable glass maps within the computer platform. Kevlar shieldings are prepared to protect the cave's computer systems from its seismic activity. With the cave's various facilities spread amid limestone stalactites and stalagmites, Batman built retractable multi-walkway bridges, stairs, elevators, and poles to access its facilities.
Security Measures
The Batcave is rigged with the most sophisticated security system in the world in order to prevent all measure of infiltration. The security measures include motion sensors, silent alarms, steel and lead mechanical doors which could lock a person in or out, and a security mode which is specifically designed to stop if not eliminate all Justice League members in the event that any of them go rogue.
Memorabilia
The cave stores various memorabilia items, such as Two-Face's coin, the Ventriloquists Dummy, and the Freeze Gun.
Contacts
Alfred Pennyworth, Lucius Fox, Commissioner James Jim Gordon, Barbara Gordon ( Batgirl), Gotham City P.D./Prison/University, Richard Grayson (Nightwing), Tim Drake (Robin), Superman, The Justice League of America, Arkham Asylum.
Special Notes
-Bruce Wayne was driven to fight crime after his parents, the physician Dr. Thomas Wayne and his wife Martha Wayne, were murdered before his eyes at the age of eight by Joe Chill in what is now called Crime Ally. The killer was later
arrested after fleeing the scene. Fortunately, medical doctor and social worker Leslie Thompkins was there to give loving comfort to the traumatized Bruce. He was then raised on the Wayne Manor along with the wise and loyal butler, Alfred Pennyworth. -Wayne Enterprises is one of the oldest corporations in the world, established in the 17th Century. As owner and CEO of Wayne Enterprises, Bruce Wayne has access to well paid leading researchers in a variety of specialized fields, which generally accelerate Batman's research and investigations into newly encountered technologies and also provide him with innovative designs to modify or adapt to his crimefighting arsenal. Wayne Enterprises is split into the following subsidiaries, giving Bruce Wayne a net worth of 6.5 Billion USD: WayneTech Enterprises - Research conglomerate and engineering firm, with access to several extraterrestrial technologies acquired over the years of alien invasions of DC Earth. Batman can turn over unknown technological devices to WayneTech for analysis and reverse-engineering. Wayne Biomedical Labs - One of the world's leading medical research firms and the research backbone of the Gotham City health care system, researching cures for various terminal diseases such as cancer and AIDS. Batman may access and search the medical records and profiles of virtually any patient that has sought medical care through a hospital that shares its database with Wayne Biotech. This database is programmed with a secret "backdoor" access root accessible by the Batcave's computers and Batman's ally Oracle. Wayne Aerospace - Manufacturer of aircraft, spacecraft, rocketry, satellites, avionics and aeronautical equipment, with contracts with the US military and NASA. Bruce Wayne can go to Wayne Aerospace for all his aircraft and spacecraft related needs. Wayne Foundation - Bruce Wayne's umbrella of charitable organizations, financing scientific and artistic pursuits and scholarship grants, as well as providing alternatives to children who may fall into a life of crime. Wayne Charities Bruce Waynes specialized charity organization. Wayne Industries - Manufacturer of heavy machinery and equipment. Wayne Medical - Umbrella organization with runs hospitals in several cities, including Gotham City. Where Wayne Biotech is geared towards research, Wayne Medical is geared towards treatment. Wayne Motors- One of the world's leading automobile manufacturers. Wayne Gardens - Conservations of endangered/rare plants.
Personal History
Gotham City was founded in 1697 by the estuary of the Gotham River in what later became New York State. It had its own university by 1898. After its founding, Gotham grew as a major industrial center, making it a leading financial center in North America and the ideal home for Wayne Enterprises. By the 20th century, however, a slide of corruption and crime slowly began to overtake the citizens of Gotham. Crime lords began to move in and take over the city. Once prosperous areas fell into decline and the slum of Crime Ally was created. The entire city was in a state of decay, with no hope or future out of the cycle of unending crime. Young Bruce Wayne, born in 1962, was the only son of prominent Gotham City doctor Thomas Wayne and his wife Martha Wayne. Two events in his childhood forever scarred the future of Bruce. The first was when he accidentally fell through a hole in the grounds of his ancestral home Wayne Manor and found himself in a cave system that ran under the house full of bats. The second and more tragic event happened Bruce was eight years old. The family had left the 30th Anniversary showing of the classic film, The Mark of Zorro, at the cinema and was walking back to their home. They were confronted by a mugger named Joe Chill who demanded that they hand over their valuables. Thomas Wayne put up a struggle and in the process he and his wife were shot dead. The mugger ran off leaving the shocked Bruce alone with the bodies of his dead parents. First on the scene was physician Leslie Thompkins who sought to look after Bruce. With the help of Thompkins, the family butler Alfred Pennyworth, who was named Bruces legal guardian, raised the boy as best he could. For days after the funeral Bruce was unsettled. It came to a head one night when he ran to his parents graves and swore his vengeance on the criminal world. On that night Bruce Wayne died and the Batman was born. Bruce put his utmost into his schoolwork and upon graduation he left the US to travel the world learning from the brightest and the best in each field of specialty. For example, he learned escape artistry from Zatara, whose daughter Zatanna became very close to Bruce. He also traveled to remote schools on the far east and studied for years under the masters of the various martial arts, including Yoru Sensei and The Master. Upon returning to the United States in 1982, after 12 years traveling abroad, Bruce very nearly quit becoming a vigilante in order to pursue a doomed relationship with Andrea Beaumont, but he threw himself back onto his planned course when Andrea left him and Gotham behind. Bruce realized he needed something else before taking to the streets to fight crime. The local criminals would not fear him as a plain common man on the street, yet his father always maintained that criminals were a superstitious and cowardly lot. He needed to make them fear but how? It was then, at that instance, that a large bat flew in through the window and the answer became obvious. Then, the true idea of the Batman formed in Bruce's mind. With the help of Alfred, Bruce made a path from the house down to the massive caverns beneath, from there he began planning and designing the weaponry and costume that would give him the edge against the criminals and would instill terror upon sight. He also received aid from mechanic Earl Cooper, who designed and built the Batmobile. Before long the Gotham Police Force began to receive reports of a large bat-shaped creature attacking and harrying the local hoods and criminals. Within a year, Batman had grown into a more professional and competent vigilante, and he became the focus of the fight against crime in Gotham. That year proved to be a turning point in the Batman's career when he teamed up with the orphaned circus acrobat named Dick Grayson, who became the first Robin and the sidekick of Batman. Graysons parents had been killed by mobster Tony Zucco, who Batman pursued almost obsessively, even invading crime boss Arnold Stromwells home to find
Zucco. Meanwhile, Bruce adopted Dick and, after Dick was nearly killed while following Zucco, showed him the Batcave, revealing his true identity and making Dick his partner, Robin. 1992, when Bruce was 30 years old, was the year Batmans war on crime changed. After bringing Zucco and his gang to justice with Robins help, Batman ended a gang war between Stromwell and Rubert Thorne by convincing Stromwell to turn himself in and tear down his criminal empire. However, shortly afterward, Batman faced the Mad Hatter, a mindcontroller who was the first of many costumed supervillains that sprouted up in Gotham. Before long, villains like the Clock King, Batmans archenemy the Joker, Scarface and the Ventriloquist, the Red Claw, Poison Ivy, Man-Bat, the Penguin, Batman also helped exonerate his old lover, Zatanna, after she was framed by magic debunker Montague Kane. Shortly after, he had his first of many encounters with Catwoman, a vigilante who towed the line between hero and villain. Additionally, another figure from his past, long-time rival Kyodai Ken, came back after swearing revenge against Bruce but died in battle against Bruce after discovering his secret identity.
Allies aware of true identity (DCAU): Alfred Pennyworth, Amanda Waller, Batgirl, Superman, Nightwing, Martian Manhunter, Jason Blood/Etrigan, Green Lantern (John Stewart), Kairi Tanaga, Leslie Thompkins, Lois Lane, Maxine Gibson, Hawkgirl, Terry McGinnis, Robin (Tim Drake), Static, Flash, Wonder Woman, Zatanna, Commisioner James Gordon Enemies aware of true identity (DCAU): Andrea Beaumont/The Phantasm, H.A.R.D.A.C., Dr. Hugo Strange, Ian Peek, the Joker, Kyodai Ken, Ras al Ghul, Randa Duane, Talia al Ghul Total: 28 Batman Victories: 22 Batman Defeats: 7 Win-to-Loss Ratio: Allies aware of true identity: The JLA (Aquaman, The Flash, Green Lantern, Martian Manhunter, Plastic Man, Superman and Wonder Woman), Azrael, Batgirl, Sasha Bordeaux (Bruce Wayne's bodyguard), Catwoman, Henri Ducard (Bruce Wayne's arms dealer), Green Arrow, Carleton LeHah, Man-Bat, Nightwing, Nomoz, Oracle, The Outsiders ( Black Lightning, Geo Force, Halo, Katana, Metamorpho), Alfred Pennyworth (Bruce Wayne's butler), Robin, Sentinel (original Green Lantern, Alan Scott), Leslie Thompkins (friend and mentor to Bruce Wayne), Waverider, Wildcat. Enemies aware of true identity: Bane, Bird (Bane's minion), David Cain (Batgirl's father), Deathstroke, Hush, Lady Shiva, Nyssa, Ra's Al Ghul, the Riddler, Talia, Trogg (Bane's minion), Ubu (Ra's Al Ghul's servant), Zombie (Bane's minion) Total: 43
Clark Kent (Smallville Season One) Primary Stats Fighting: Good Agility: Remarkable Strength: Incredible Endurance: Incredible Reason: Excellent Intuition: Good Psyche: Good
Secondary Stats Powers Super Speed: Remarkable o Substitute for Fighting for multiple attacks o Substitute for Agility for dodging and catching projectiles o Substitute for Intuition for initiative o May reach maximum ground speed in one round and receives no penalties for highspeed maneuvers or starting/stopping suddenly Invulnerabilities: Class 1000 resistance to Heat, Cold, and Disease True Invulnerability: Excellent Health: 120 Karma: 40 Resources: Typical Popularity: 10 (4 outside of Smallville)
Limitation Green Kryptonite: Clark loses all powers and loses one rank of Strength and Endurance (including health score) per round until death at Shift-0; removal of the kryptonite ends the effects and returns ranks at one per round
The Dread Pirate Roberts IV (Westley) Fighting: Remarkable Agility: Remarkable Strength: Typical Endurance: Good Reason: Good Intuition: Good
Psyche: Excellent Health: 76 Karma: 40 Resources: Excellent Popularity: -30 (as the Dread Pirate Roberts)/4 (as Westley)Charisma (15) Powers: Poison Resistance (Iocane Powder): Incredible Equipment: Rapier: Good Edged Damage, Excellent Material Strength
Talents: Intimidation (+1CS to Popularity when intimidating others) Climbing (+1CS to Agility for all climbing FEATS) Acrobatics (+1CS to Agility when dodging, evading, or escaping) Fencing (+1CS to Fighting when fencing) Weapons Specialist: Rapier (+2CS to Fighting when using a rapier, +1CS to initiative when using a rapier)
Contacts: Buttercup, Crew of The Revenge, Dread Pirate Roberts (Ryan), Fezzik the Giant, Inigo Montoya Background: Westley was a farm boy who fell in love with a maiden named Buttercup. He set out to sea to earn enough money to marry her, but the Dread Pirate Roberts attacked the ship and reportedly killed all aboard. However, Westley was kept alive and trained to become the next Dread Pirate Roberts. After three years, he replaced the Dread Pirate Roberts and rescued Buttercup (now a princess) from the Sicilian mastermind named Vizzini and his two accomplices. Eventually, he teamed up with the accomplices (Inigo Montoya and Fezzik the Giant) and saved Buttercup from Prince Humperdinck.
Inigo Montoya Fighting: Remarkable Agility: Excellent Strength: Typical Endurance: Good Reason: Typical Intuition: Good Psyche: Excellent Health: 66
Karma: 36 Resources: Poor Popularity: Typical Powers: None Equipment: Rapier: Damage 10, Excellent Material Strength
Talents: Acrobatics (+1CS to Agility when dodging, evading, or escaping) Fencing (+1CS to Fighting when fencing) Weapons Specialist: Rapier (+2CS to Fighting when using a rapier, +1CS to initiative when using a rapier)
Contacts: Fezzik the Giant, Dread Pirate Roberts (Westley) Background: Inigos father was killed by a six-fingered man who tried to cheat his way to a low price for a beautiful, matchless, custom-made rapier perfect for his extra-fingered grip. Inigo vowed revenge and spent the next twenty years becoming the best swordsman in the world. Unfortunately, he fell into alcoholism after being unable to find his fathers killer and was hired by the Sicilian criminal Vizzini to help kidnap Princess Buttercup. After being bested in combat by the Dread Pirate Roberts, Inigo once again turned to the bottle but was redirected to his original purpose by his friend Fezzik the Giant, who had discovered that Inigos quarry was the princes right-hand man, Count Rugen. Inigo convinced the Dread Pirate Roberts to help him storm the castle. As Roberts rescued Buttercup, Inigo found and killed his fathers murderer and left the castle wondering what to do with the rest of his life. Fezzik the Giant Fighting: Remarkable Agility: Good Strength: Excellent Endurance: Remarkable Reason: Poor Intuition: Typical Psyche: Typical Health: 90 Karma: 16 Resources: Poor
Popularity: Typical Powers: None Equipment: None Talents: Intimidation (+1CS to Popularity when intimidating others) Wrestling (+1CS to Strength for grappling attacks but not damage)
Contacts: Inigo Montoya, Dread Pirate Roberts (Westley) Background: Fezzik the Giants past is largely unknown, but it is known that he fought gangs for charities before meeting Vizzini and helping to kidnap Princess Buttercup to avoid being an unemployed Greenlander. He voiced inhibitions about killing the noblewoman but was silenced by Vizzini. Later, he was defeated in hand-to-hand combat by the Dread Pirate Roberts, who he later helped to rescue Princess Buttercup from the real villain, Prince Humperdinck. http://www.darkshire.net/jhkim/rpg/lordoftherings/fellowship.html Joes Secret Wars Team Deadpool, Nightcrawler, Iron Man, Doctor Strange, Captain America, Blade, Daredevil
Mary Jane Watson-Parker Kaine Venom Eddie Brock Felicia Hardy Black Cat Daredevil Matt Murdock Wolverine James "Logan"
Since behind the scenes in Amazing Fantasy #15 as revealed in the Parallel Lives graphic novel, revealed she knew in Amazing SpiderMan #257. Has Peter's memories Since the second story in Amazing Annual #26, takes place between Spectacular #110 and Web #18, currently has amnesia Since Spectacular Spider-Man #87 Since Spectacular Spider-Man #107 Since Spider-Man vs. Wolverine #1
Howlett Thor Angel Warren Worthington III Puma Thomas Fireheart Chakra Mephisto The Watcher Chief Examiner X-Man Nate Grey Judas Traveller The Gwen Clone Thanos Dr. Strange Stephen Strange Nightmare Jeannine Goodbe Andrew "Paunch" Pauncholito Stunner Angelina Brancale Spindrifter Marandi "Mandi" Sjrokker Green Goblin I Norman Osborn Kind of knows Since Marvel Team-Up #130 Since Amazing Spider-Man #397 Since Marvel Team-Up Annual #5 Since Spectacular Spider-Man Annual #8 Sees Everything Since Questprobe #2 Since Amazing Spider-Man #420 Since Marvel Team-Up #7 Since Marvel Fanfare Vol. 1 #2
Doctor Octopus I Otto Octavius Madam Web Cassandra Webb Gaunt/Robot Master Mendel Stromm Bounty Sentry Ezekiel Sims Charlie Clemmens Aunt May May Reilly Parker Kraven the Hunter II Alyosha "Al" Kravinov Nick Fury Mr. Fantastic Reed Richards Luke Cage
Since Amazing Spider-Man #397, currently has amnesia Since Amazing Spider-Man #210 Currently has amnesia
As revealed in Amazing Spider-Man vol. 2 #30 As revealed in Tangled Web #7-#9 Since Amazing Spider-Man (Vol. 2) #35 As revealed in Spider-Man: Get Kraven #1
As revealed in Spider-Man & Wolverine #1 Found a camera with Spidey when he separated the symbiote in Amazing #258. Also, smart enough to figure it out any time he really wanted to. First actually shown to know in Daredevil (Vol. 2) #56. First shown in Daredevil (Vol. 2) #56. Presumably learned at some time during New Avengers while he, Spider-Man and the rest of the team shared an apartment.
The Burglar Mr. Carridine Green Goblin III Bart Hamilton Chameleon Dmitri Smerdyakov Kravinov Seward Trainer Harry Osborn Capt. George Stacy Scrier Carrion I The Beyonder Tanya Anderssen Jackal Prof. Miles Warren Spidercide/Freakface The Robots of His Parents Thousands of Spider-Clones Aunt May actress/ genetic construct Ranger The Stalker The Thousand Carl King Shathra, the Spider-Wasp Sharon Keller
Those Who Might Know
Since Amazing Spider-Man #135 Since Amazing Annual 1996, takes place b/w Amazing #87 and #88 The original
Has Peter's memories Since Amazing Spider-Man #387 Have Peter's memories From Amazing #400
Since between Spectacular #263 and Spider-Man #98 Since behind the scenes in Amazing Fantasy #15 As revealed in Amazing Spider-Man (Vol. 2) #46
Desiree Winthrop Joseph "Joe" "Robbie" Robertson Crow Other Scriers Debra Whitman Norman Osborn Jr. Phoenix III Rachel Summers Carrion II Malcolm McBride Probably were told Knows in her dreams Might have heard in Spectacular #200, although was very young Comes from alternate future where Spider-Man's I.D. was public knowledge Since Spectacular #149, though knowledge might have been lost when Carrion virus was purged from his body in ASM #393. Seems confused now
Spider-Man #17 Peter Parker (Vol. 1) #71 Amazing Spider-Man #398 Friendly Neighborhood SpiderMan #3
Death at the Hands of Thanos. You will believe a man CAN die! Return of The Powers storyline. Peter Parker is taken to hospital, perhaps with Clone Degeneration Syndrome. He flat lines, but then gets better, and his powers return. Web of Death storyline. Spidey was killed by the Owl with a poison. He flat lined, then got better - thanks to Doctor Octopus (who also died and then got better). The Other. Defeated by Morlun and taken to hospital. Uses the last of his strength to kill Morlun in order to save Mary Jane. Dies. Wakes up later feeling much better.
Crucified by Kulan Gath. Dr. Strange and Illyana combine powers to turn back time. Dr. Doom kills everybody! But Doom is then tricked into bringing them back to life. Spidey was killed by Terraxia, but he got better.
ASM Annual
tank. Killed Drom the Backwards Man. Spidey and Iron Fist take on Drom, and smash his mirror on him. This causes Drom to rapidly reverse-age into nothing, effectively killing him. In the narration, Spidey regrets doing this. Accidentally killed Charlemagne (Charlie). She committed suicide by attacking Spider-Man during his fight with Wolverine. Kills Whisper-3, member of the Foreigner's Death Squad. Uses Whisper-3 to block Pulse-2's energy attack. Pulse-2 then aborted the mission and commited suicide. Note that the Death Squad was founded on the assumption that the agents were expendable, and would be replaced, e.g. by Whisper-4 and Pulse-3. Even so, Spidey could have simply dodged the energy blast, and showed no remorse for the death. Apparently killed Shade while in the Astral Plane, by tossing him against his own energy-storage cocoon, hoping to cause a loophole. Accidentally killed two members of the Latverian Liberation Front. Diverted a missile shot by one of their partners to the only place it wouldn't cause any casualties, a hole in the ceiling. Unbeknownst to him, the two guys were arriving to join the fray, and decided to use the hole to enter. Lose-lose scenario, not his fault.
Killed Gog, an incredibly powerful quasi-human alien creature in the Savage Land. Spider-Man could not overcome the scaly-skinned behemoth, who was strong enough to kill a Tyranosaurus Rex. The web-slinger traps the creature in quicksand, an option which sickens him, but to which he can see no alternative.
Amazing Spider-Man #122 Amazing Spider-Man #348 Peter Parker: SpiderMan #75
Tried to kill Norman Osborn over the murder of Gwen Stacy, came to his senses. Tried to kill Carnage's symbiote with a sonic burst. It survived. Tried to kill Norman Osborn, over the murder of Ben Reilly and his daughter, Norman survived.
Fantasy Five-Man Band w/ 5-season show (use Star Wars stats/rules for characters?) Regular (The Hero) Me Character: Player: Classes: Race: Religion: Hit Points: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Money:
Fighter 5/Paladin 2 Human Other
43
+7
13 13
+1 +1
7 2
=
1
9 4
+1+ + + + +
0 0 1
1
=
1 1 0
0 12
14 11 10
9
+2 +0 +0
-1 0 6
1 1 7
7 1
= = + +
= = =
8
8 23
pp -
sp -
Armor Class:
+ 10 +
Equipment: Skills: concentration 4 + 2 = 6 climb 6 + 1 = 7 handle animal 3 + -1 = 2 intimidate 2 + -1 =1 jump 3 + 1 = 4 knowledge local 1 + 0 = 1 ride 4 + 1 = 5 Sword of Good, 1d10 (Light) Invincible Armor +7 (Light) Shield of Protection +5 (Light) Backpack 2lb (1) *Bedroll 5lb (1) *Candle (10) (1) *Rations 1lb (1) *Rope (50ft) 5lb (1) Peasant's outfit 2lb (1) *=Carried in Backpack
Feats/Specials:
armor proficiency light armor proficiency medium armor proficiency heavy aura of good +1 blind fight combat reflexes (+ attacks of opportunity=Dex. bonus) detect evil divine grace endurance lay on hands lightning reflexes (+2 to Reflex checks) martial weapon proficiency power attack shield proficiency smite evil (+1) 1/day simple weapon proficiency toughness tower shield proficiency weapon focus (long sword, +1 to attacks)
Languages: Common
Character: Classes: Race: Religion: Hit Points: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Money:
Me
16 Law ful Good 105,000 +16
16 13 16 12 14 13
+3 +1 +3 +1 +2 +1 2,000 1,700 3
12 7 7 1 16 16 1
+ + + + + +
3 1 2 4 3 1
= = = = + +
4
15 8 9 5 0 0 19 17 15
= = =
pp -
+ 10 +
Equipment: Skills: bluff 3 + 1 = 4 climb 5 + 3 = 8 gather information 3 + 1 = 4 handle animal 4 + 1 = 5 hide 2 + 1 = 3 intimidate 7 + 1 = 8 jump 4 + 3 = 7 knowledge history 5 + 1 = 6 knowlege nobilty 3 + 1 = 4 listen 5 + 2 = 7 move silently 4 + 1 = 5 ride 4 + 1 = 5 speak language 2 + spot 2 + 2 = 4 survival 4 + 2 = 6 swim 6 + 3 = 9 Dagger 1d4 (1) Longsword 1d8 (1) Chain shirt +4 (1) *Bedroll 5lb (1) *Blanket 3lb (1) *Candle (10) (1) *Manacles 2lb (1) *Rope (50ft) 5lb (1) Signal whistle (1) *Spyglass 1lb (1) *Tent 20lb (1) Traveler's outfit 5lb (1) Bit and Bridle 1lb (1) *Feed per day 10lb (1) Horse, light (1) Pack saddle 15lb (1) Saddlebags 8lb (1) *=Stored in saddlebags
Feats/Specials: alertness armor proficiency light armor proficiency medium armor proficiency heavy athletic combat reflexes dodge great fortitude greater weapon focus improved critical improved initiative iron will lightning reflexes martial weapon proficiency power attack quick draw shield proficiency simple weapon proficiency stealthy
Character: Classes: Race: Religion: Hit Points: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Money: Skills:
Me 5
Half Elf
Other 27
11 16 12 12 13
+0 +3 +1 +1 +1
4 4 1 2 5
+ + + + + +
1 2 1 0 0
= = = = + +
2
5 6 2 2 0 5
= = =
11
+0 7 2
5 2
5 14
pp -
sp -
+ 10 +
climb 5 + 0 = 5 handle animal 4 + 0 = 4 heal 3 + 1 = 4 hide 2 + 2 = 4 jump 4 + 0 = 4 knowledge dungeoneering 6 + 1 = 7 knowledge geography 5 + 1 = 6 knowlege nature 5 + 1 = 6 listen 4 + 1 = 5 move silently 2 + 2 = 4 ride 6 + 2 = 8 search 4 + 1 = 5 spot 3 + 1 = 4 survival 6 + 1 = 7
Sword, short 1d6 (1) Longbow, composite 1d8 (1) Arrows (20) (2) Leather +2 (1) Grappling hook 4lb (1) Rope (50ft) 5lb (1) Signal whistle (1) Vial filled w/ sense-enhancing tonic(1) Traveler's outfit 5lb (1) Bit and Bridle 1lb (1) Horse, light (companion) Riding saddle 25lb (1)
Feats/Specials: animal companion (light horse) armor proficiency light combat style (archery) endurance far shot (+50% range) favored enemy (Human), (Dragon) martial weapon proficiency point blank shot precise shot shield proficiency simple weapon proficiency Favored enemy Track wild empathy
Character: Classes: Race: Religion: Hit Points: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Money: Skills:
Me 4
Human
Other 22
11 14 10 16 16 13
+0 +2 +0 +3 +3 +1
4 4 1 2 4 4
+ + + + + +
0 2 2 0 0 2
= = = = + +
1
4 6 3 2 0 0 4 6
= = =
pp -
sp -
Armor Class:
+ 10 +
13
Equipment: Dagger 1d4 (1) Sword, short 1d6 (1) Padded armor +1 (1)
heal 21 + 3 + 3 = 27 knowlege nature 4 + 3 = 7 listen 5 + 2 = 7 move silently 5 + 2 = 7 profession (doctor) 9 + 2 = 11 ride 4 + 2 = 6 search 2 + 3 = 5 speak language 1 survival 6 + 2 = 8
Backpack 2lb (1) *Bedroll 5lb (1) *Blanket 3lb (1) *Candle (10) (1) Pouch, belt 3lb (1) *Soap 1lb (1) *Vial (2) *Healer's kit 1lb (1) Traveler's outfit 5lb (1) *=In Backpack or Belt Pouch
Feats/Specials: animal companion (hawk) armor proficiency light endurance investigator martial weapon proficiency self-sufficient shield proficiency simple weapon proficiency skill focus (healing) Favored enemy (Plant) Track Two Weapon Fighting Wild empathy (Diplomacy for animals)
Christian Bale
20 Law ful Good 190,000 +14
18 28 18
+4 +9 +4
10 14 12
+ + +
1 9 9
= = =
14 23 21
27 28 22
+8 +9 +6 8,000 9700, 0
9 14 14 9
+ + +
0 4 9
= + +
5
9 0 0 18 23 24
= = =
pp -
+ 10 +
appraise 4 + 8 = 12 balance 9 + 9 = 18 bluff 7 + 6 = 13 climb 11 + 4 = 15 concentration 10 + 4 = 14 decipher script 5 + 8 = 13 diplomacy 3 + 6 = 9 disable device 8 + 8 = 16 disguise 8 + 6 = 14 escape artist 10 + 9 = 19 gather information 9 + 6 = 15 handle animal 4 + 6 = 10 heal 7 + 9 = 16 hide 10 + 9 = 19 intimidate 12 + 6 = 18 jump 10 + 4 = 14 knowledge dungeoneering 4 + 8 = 12 knowledge geography 2 + 8 = 10 knowledge history 5 + 8 = 13 knowledge local 7 + 8 = 15 knowlege nature 4 + 8 = 12 knowlege nobilty 7 + 8 = 15 knowledge religion 3 + 8 = 11 knowledge planes 2 + 8 = 10 listen 9 + 9 = 18 move silently 12 + 9 = 21 open lock 10 + 9 = 19 perform 4 + 6 = 10 profession (scientist) 6 + 9 = 15 ride 5 + 9 = 14 search 9 + 8 = 17 sense motive 8 + 9 = 17 sleight of hand 4 + 9 = 13 speak language 11 + spot 7 + 9 = 16 survival 8 + 9 = 17 swim 8 + 4 = 12
Equipment: Gauntlet, spiked 1d4 (2) Batarang 1d6 (8) Chainmail +5 (1) Grappling hook 4lb (1) Manacles 2lb (1) Rope (50ft) 5lb (1) Spyglass 1lb (1) Signal whistle (1) Vial (6) Healer's kit 1lb (1) Magnifying glass (1) Thieves' tools 1lb (1) Monk's outfit 2lb (1) Bit and Bridle 1lb (1) Warhorse, heavy (1) Military saddle 30lb (1)
Feats/Specials: armor proficiency light combat reflexes exotic weapon proficiency improved critical improved grapple improved unarmed strike iron will point blank shot simple weapon proficiency weapon finesse weapon focus Improved evasion Wholeness of body Purity of body Ki strike Still mind Evasion Flurry of blows, unarmed strike Special ability Improved uncanny dodge Uncanny dodge Trap sense Evasion Sneak attack Trapfinding stunning fist deflect arrows improved disarm
Languages: Abyssal Aquan Auran Celestial Common Draconic Druidic Dwarven Elven Gnome Goblin Giant Gnoll Halfling Ignan Infernal Orc Sylvan Terran Undercommon
Luke Skywalker Male Human Fighter 2 / Paladin 7 Lawful Good Representing Mark Hamill Strength 15 (+2) Dexterity 16 (+3) Constitution 13 (+1) Intelligence 14 (+2) Wisdom 13 (+1) Size: Medium Height: 5' 8" Weight: 170 lb Skin: Light Eyes: Blue
Charisma
12 (+1)
Hair:
Total Hit Points: 56 [includes toughness x1] Speed: 30 feet Armor Class: 14 = 10 +1 [padded] +3 [dexterity] Touch AC: 13 Flat-footed: 11 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +10 = 8 [base] +1 [constitution] +1 [paladin charisma] Reflex save: +6 = 2 [base] +3 [dexterity] +1 [paladin charisma] Will save: +4 = 2 [base] +1 [wisdom] +1 [paladin charisma] Attack (handheld): +11/+6 = 9 [base] +2 [strength] Attack (lightsaber): +12/+7 =9 [base] +2 [strength] +1 [weapon focus] Attack (unarmed): +11/+6 = 9 [base] +2 [strength] Attack (missile): +12/+7 = 9 [base] +3 [dexterity] Grapple check: +11/+6 = 9 [base] +2 [strength] Light load: 66 lb. or less Medium load: 67-133 lb. Heavy load: 134-200 lb. Lift over head: 200 lb. Lift off ground: 400 lb. Push or drag: 1000 lb. Languages: Common, Huttese, Jawa Trade Language, Shyriiwook Short Sword [1d6, 1 lb, light, piercing] Padded armor [light; +1 AC; max dex +8; check penalty 0; 10 lb.] Lightsaber [4d6, crit. 19-20, light, damage reductions dont apply] Feats: Combat Reflexes Exotic Weapon Proficiency Weapon: Lightsaber Improved Critical x1 Weapon: Lightsaber Skill Focus (Ride) Toughness x1 Fame Weapon Focus x1 Weapon: Lightsaber Traits: Key Skill Ability Misc. Skill Name Ranks Ability Modifier Modifier Modifier Appraise Int 2= +2 Balance Dex* 3 = +3 Bluff Cha 1 = +1 * Climb Str 9= +2 +7 Concentration Con 1 = +1
Craft (Lightsaber) Int 7= +2 +5 Craft_2 Int 2= +2 Craft_3 Int 2= +2 Diplomacy Cha 1 = +1 Disguise Cha 1 = +1 * Escape Artist Dex 3 = +3 Forgery Int 2= +2 Gather Information Cha 1 = +1 Heal Wis 1 = +1 * Hide Dex 3 = +3 Intimidate Cha 5 = +1 +4 * Jump Str 11 = +2 +9 Knowledge (local) Int 6= +2 +4 Knowledge (religion) Int 5= +2 +3 Listen Wis 1 = +1 * Move Silently Dex 3 = +3 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Profession Wis 1 = +1 Ride Dex 10 = +3 +4 +3 [skill focus] Search Int 5= +2 +3 Sense Motive Wis 1 = +1 Spot Wis 1 = +1 Survival Wis 1 = +1 ** Swim Str 2= +2 * Tumble Dex 8 = +3 +3 +2 [jump] Use Rope Dex 3 = +3 * = check penalty for wearing armor This character also has 4 ranks in Speak Languages. Craft_1 >=5 ranks gives +2 on related appraise checks. First-level Paladin spells: 2 (1+1) per day Human:
Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included)
Fighter:
Paladin:
Aura of Good Detect Evil Smite Evil (2x/day; add +1 to melee attack roll, paladin levels to damage) Divine Grace (level 2) Lay on Hands (level 2) Aura of Courage (level 3) Divine Health (level 3) Turn Undead (level 4) (4x/day) Special Mount (level 5) Remove Disease (level 6) Code of Conduct / Association High wisdom gains bonus spells daily
Class HP rolled Level 1: Fighter 10 Level 2: Fighter 1 Level 3: Paladin 2 Level 4: Paladin 6 +1 to wisdom Level 5: Paladin 8 Level 6: Paladin 5 Level 7: Paladin 1 Level 8: Paladin 8 +1 to charisma Level 9: Paladin 3
Luke Skywalker's Equipment: 11 lb Weapons / Armor / Shield (from above) 1 lb Pouch x1 Signal whistle 2 lb Tools (miscellaneous) x1 _____
14 lb Total Mount: Warhorse (light) Large Animal Hit dice 5d8+15 (37 hit points) Initiative +1 (Dex) Speed 60 feet AC: 18 ( -1 large +1 Dex +8 natural) Attacks: 2 Hooves +5 melee; Bite +0 melee; Damage 1d4+3 (2 hooves); 1d3+1 (bite); Special Qualities: Scent Saves: Fort +11; Ref +5; Will +3 Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Skills: Listen +7; Spot +7; The mount is entitled to distribute an additional 2 skill points. Empathic link; Improved evasion; Share spells; Share saving throws
Sherlock Holmes (FASERIP) Primary Abilities Fighting: Remarkable Agility: Excellent Strength: Good Endurance: Excellent Reason: Incredible Intuition: Amazing Psyche: Incredible Secondary Abilities Health: 80 Karma: 130 Resources: Good Popularity: 40 Powers None
Talents Blunt Weapons Sharp Weapons Fencing Weapons Specialist: Walking Stick Martial Arts A Martial Arts B Martial Arts C Wrestling Medicine Law Engineering Criminology Psychiatry Detective/Espionage (+2CS bonus) Chemistry Biology Geology Archaeology Physics Sleight of Hand Languages: German, French, Latin First Aid Performer (Actor/Violinist) Equipment Walking Stick: Good Blunt damage Revolver: Typical Shooting damage Forensics Equipment: +1CS to finding clues at crime scenes Contacts Dr. James Watson Inspector Lestrade Scotland Yard Mrs. Hudson The Baker Street Irregulars Indiana Jones (Dr. Henry Walton Jones, Junior) Primary Abilities Fighting: Remarkable Agility: Excellent Strength: Good Endurance: Remarkable
Reason: Good Intuition: Remarkable Psyche: Excellent Secondary Abilities Health: 90 Karma: 60 Resources: Good Popularity: 30 Powers None Talents Archaeology Detective/Espionage Geology Guns Languages: French, German, Italian, Spanish, Russian, Swedish, Greek, Arabic, Turkish, Vietnamese, Swahili, Latin, Nepalese and Chinese, Sign Language, Hindi, Mayan, Quechua Marksman Martial Arts B Martial Arts E Occult Lore Sleight of Hand Wrestling Equipment Bullwhip: Grappling Ability Revolver: Good Shooting Damage Contacts Marcus Brody Marion Ravenwood