“Batman” HERO SYSTEM Character Sheet

Val















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  266 Total Characteristics Points
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12





Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Swinging
30"
60"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
200
 
Char Cost
266

Dis. Points
150
 
Skill Cost
683

Exp. Points
1075
 
Power Cost
476

Total Points
1425
 
Total Cost
1425



Cost
Name
Roll

146
Martial Arts (Multiple)
 
























































Perks









Talents



683
Total Cost

 

Cost
Power/Equipment
END

60
Utility Belt Variable Power Pool (Gadget Pool), 50 base + 10 control cost, (75 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (At Base Or Workshop; -1/2), OIF (equipment belt worn around waist; -1/2), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4); all slots IIF (equipment on/in belt; -1/4)

0
1) Taser Knuckles
[8]

Drain STUN 3d6, Penetrating (+1/2) (45 Active Points); OAF (-1), Limited Power (Only Usable With HTH Attacks; -1/2), 8 Charges (-1/2), Restrainable (-1/2), Real Weapon (-1/4) Real Cost: 12 vs STUN.

0
2) Shaped EM Pulse Charge
[6]

Dispel Electronic Micro-circuitry 6 1/2d6, Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4) (44 Active Points); OAF (-1), 6 Charges (-3/4), No Range (-1/2) Real Cost: 13 vs Electronic Micro-circuitry.

0
3) Bat Call
[3]

Summon 128 1-point Bats (36 Active Points); 3 Charges (-1 1/4), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), IIF (equipment on/in belt; -1/4) Real Cost: 10
[Note: Placed or Batarang mounted miniature ultrasonic emitter attracts and irritates common bats, causing them to swarm the device]


Utility Belt Standard Equipment, all slots Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)

22
1) Batarangs
0

Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Restrainable (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs PD.
[Note: (x8 number of items) Bat shaped boomerang]

4
2) Throwing Darts
[12]

Killing Attack - Ranged 1d6-1, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Restrainable (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4), 12 Charges (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs PD.
[Note: Bat shaped throwing darts. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]

18
3) Smoke Grenades
[6 cc]

Change Environment 4" radius, -8 to Sight Group PER Rolls (36 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]

19
4) Flash Bang Grenades
[6]

Sight and Hearing Groups Flash 6d6, Area Of Effect (One Hex; +1/2) (52 Active Points); 6 Charges (-3/4), Range Based On Strength (-1/4), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]

24
5) Sleep Gas Grenades
[6 bc]

Energy Blast 4d6+1, Area Of Effect (4" Radius; +1), Two-Dimensional (-1/4), No Normal Defense (Self Contained Breathing OR appropriate LS: Immunity; +1) (60 Active Points); 6 Boostable Charges (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs ED.
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]

11
6) Rebreather
[1 rc]

Life Support (Extended Breathing: 1 END per 20 Minutes; Immunity Nerve Gases; Immunity: Asphyxiants), 1 Recoverable Continuing Fuel Charge lasting 20 Minutes (+0), Usable By Other (+1/4), Persistent (+1/2) (17 Active Points); Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: micro-miniaturized gas/SCUBA mouthpiece]

9
7) Trauma Micro-Kit
[2]

Healing BODY 2d6, Usable By Other (+1/4), Persistent (+1/2) (35 Active Points); 2 Charges (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Various pills, field hypos, instant dressings]

1
8) Universal Anti-Toxin
[6 cc]

Dispel Joker Venom, other neuro-toxins and zootoxins 1d6, Continuous (+1) (6 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; 2d6 STUN Damage; -1 1/2), No Range (-1/2), Extra Time (Extra Segment, -1/2), 6 Continuing Charges lasting 1 Turn each (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs Joker Venom, other neuro-toxins and zootoxins.
[Note: emergency field hypo]

13
9) Bolos
[3 rc]

Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2) (60 Active Points); Set Effect (Hands Only/Feet Only) (-1), 3 Recoverable Charges (-3/4), Restrainable (-1/2), Real Weapon (-1/4), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Range Based On Strength (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: High tech low storage space requirement version of ancient rope weapon]

18
10) Explosive Charges
[6]

Dispel Equipment or Gadget 16d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Impact or Remote Detonation Via Coded Radio Signal; +1/4) (60 Active Points); 6 Charges (-3/4), IAF (-1/2), No Range (-1/2), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs Equipment or Gadget.
[Note: Miniature shaped charge may be placed or Batarang mounted]

13
11) Utility Cutting/Welding Torch
[1 cc]

Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); Real Weapon (-1/4), Limited Range (1"; -1/4), Beam (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs ED.
[Note: Miniature tool for heating or cutting]


Mantle of the Bat

16
1) I’m Batman
0

Lack Of Weakness (-16) for Normal Defense

55
2) Superior Fighter
0

Find Weakness 16- with All Attacks

30
3) Knack for Survival

Combat Luck (15 PD/15 ED)

12
4) World's Greatest Detective
0

+4 PER with all Sense Groups

6
5) Throw Batarang
1

Throw Weapon: Range Based On STR (+1/4), Indirect (Same origin, always fired away from attacker; +1/4) for up to 23 Active Points of STR (11 Active Points); OAF (Weapon Thrown; -1) (Real Cost: 5)
Weapon Returns: Teleportation: Fixed Location: Thower’s Hand (1 Locations), Usable By Other (Thrown Weapon Itself; +1/4), Inherent (+1/4), Persistent (+1/2), Indirect (Any origin, any direction; +3/4) (3 Active Points); Independent (-2), OAF (Returning Weapon; -1), Limited Power (Only When Weapon Misses Target; -1/2), Extra Time (Full Phase, -1/2), Limited Power (Only When Weapon Thrown Half Possible Distance Or Less; -1/4), Must Pass Through Intervening Space (-1/4) (Real Cost: 1)
[Note: Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]

7
6) Throw Darts
1

Autofire (3 shots; +1/4), Difficult To Dispel (x2 Active Points; +1/4) for up to 15 Active Points of Throwing Darts (7 Active Points)

13
7) Dodge Bullets
0

Missile Deflection (Any Ranged Attack), Only To Avoid Being Hit (+0) (20 Active Points); Restrainable (-1/2)

10
8) Through The Skylight!

+20 PD (20 Active Points); Limited Power (Only Against Damage From Falls/Jumps; -1)


15
Rooftop Travel Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2), OIF (grapple launcher swingline; -1/2)

1u
1) Rooftop Travel
3

Swinging 30" (30 Active Points); Instant (-1/2), OIF (grapple launcher swingline OR anchorable climbing rope; -1/2), Restrainable (-1/2)

1u
2) Grapple Line Ascent
0

Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Levitation (-1/2), OIF (grapple launcher with swingline; -1/2), Restrainable (-1/2), Instant (-1/2), Only In Contact With A Surface (-1/4)


Batsuit

11
1) IT’S THE BATMAN!!!

+17 PRE (17 Active Points); Only In Heroic Identity (-1/4), Nonpersistent (-1/4)
[Note: PRE skill roll/attack in costume of 15- / 6d6]

20
2) ComLink
0

Radio Perception/Transmission (Radio Group), Targeting, Tracking (25 Active Points); IIF (-1/4)
[Note: Concealed in costume cowl or other clothing]

25
3) Kevlar But Better
0

Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only In Heroic Identity (-1/4), Real Armor (-1/4)
[Note: Bodysuit and cape of costume]

13
4) Cloak Obscures
0

Lack Of Weakness (-16) for Resistant Defenses (16 Active Points); Real Armor (-1/4)

3
5) Night Vision Lenses
0

Nightvision (5 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]

13
6) Eye Protection
0

Sight Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]

13
7) Ear Protection
0

Hearing Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]


476
Total Powers and Equipment Points











Batman




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Atemi Strike/Tien-hsueh Strike (4 pts)
1/2
-1
+1
 
4d6 NND

Block (5 pts)
1/2
+1
+3
 
Block, Abort

Breaking Throw (5 pts)
1/2
-2
-2
 
Grab One Limb; HKA 1d6 +1 , Disable; Target Falls

Choke Hold (4 pts)
1/2
-2
+0
 
Grab One Limb; 4d6 NND

Disarm (4 pts)
1/2
-1
+1
 
Disarm; 55 STR to Disarm roll

Dodge (4 pts)
1/2
--
+5
 
Dodge, Affects All Attacks, Abort

Escape (4 pts)
1/2
+0
+0
 
60 STR vs. Grabs

Flying Dodge (5 pts)
1/2
--
+4
 
Dodge All Attacks, Abort; FMove

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 55 STR for holding on; FMove

Flying Kick (5 pts)
1/2
+1
-2
 
13d6 Strike

Flying Tackle (3 pts)
1/2
+0
-1
 
9d6 +v/5 Strike; You Fall, Target Falls; FMove

Joint Lock/Grab (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 55 STR for holding on

Joint Lock/Throw (4 pts)
1/2
+1
+0
 
Grab One Limb; 3d6 NND ; Target Falls

Joint Lock (3 pts)
1/2
+0
-1
 
Grab One Limb; 30 STR for holding on

Kick (5 pts)
1/2
-2
+1
 
13d6 Strike

Knife Hand (4 pts)
1/2
-2
+0
 
HKA 2 1/2d6

Legsweep (3 pts)
1/2
+2
-1
 
10d6 Strike, Target Falls

Reversal (4 pts)
var
-1
-2
 
60 STR to Escape; Grab Two Limbs

Sacrifice Throw (3 pts)
1/2
+2
+1
 
9d6 Strike; You Fall, Target Falls

Shime (4 pts)
1/2
-2
+0
 
Grab One Limb; 4d6 NND

Slam (3 pts)
1/2
+0
+1
 
9d6 +v/5, Target Falls

Strike/Punch (4 pts)
1/2
+0
+2
 
11d6 Strike

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 55 STR to take weapon away

Takedown (3 pts)
1/2
+1
+1
 
9d6 Strike; Target Falls

Throw (3 pts)
1/2
+0
+1
 
9d6 +v/5, Target Falls

Tiger/Dragon Claw (4 pts)
1/2
+0
+0
 
13d6 Crush, Must Follow Grab

Uproot/Sand Palm (4 pts)
1/2
+0
+0
 
60 STR to Shove

Distance Shot (5 pts)
1+1
+0
-2
 
Strike , +1 Segment

Offensive Ranged Disarm (5 pts)
1/2
+1
-1
 
Disarm, +2 DC to Disarm

+4 HTH Damage Class(es)

Weapon Element: Blades

Weapon Element: Boomerangs and Throwing Clubs

Weapon Element: Chain & Rope Weapons

Weapon Element: Fist-Loads

Weapon Element: Karate Weapons

Weapon Element: Nets

Weapon Element: Staffs

Weapon Element: Three-Section Staff

Weapon Element: Thrown Chain & Rope Weapons

Weapon Element: Thrown Knives, Axes, and Darts

Weapon Element: War Fan

Weapon Element: Whips

Weapon Element: Wind and Fire Wheels




Cost
Name

150
[Disadvantages]


150
Total Disadvantage Points