Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Batman:
Flight of the robins

       v1.0 Ugly Edition
    A Shadowrun 4th module by
         The Vaudvillian
Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Disclaimer
  This is a non-profit-seeking fan-made production.
Batman and associated characters are owned by DC
 comics. You should buy their products. Also, suing
broke people is not cool. You want to be cool, don't
                         you?

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Contents

  Disclaimer……………………………..…1
  Contents…………………………………2
  Introduction……………………...……3
  summary…………………………….……4
  treatment………………………………4
  Act I……………………………..……………7
  Act II…………………………………….……8
  Act III…………………………………………13
  Act IV………………………...………………15
  Characters………………………..……20
  Credits…………………………………..…52

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Introduction
What up nerds! Thank you for downloading this module. As you are about to find out, it is still
in the early stages of development. You are probably reading this because you:
A. Spend time on reddit and follow /r/RPG or /r/Shadowrun
B. You listen to the One Shot podcast.
        If you are from reddit, thanks for being interested in my post! I have been running this
game for years at Gencon and privately. No one has asked me to share the module before, you
guys are the reason I did this. I wanted to take the time to say thanks. If you listen to One
Shot, thanks for wasting your life by listening to me!
        This game takes place in a hybrid between post and pre-New 52 DC continuity.
Obviously in this world Stephanie and Cassandra are still around. Everything that happened pre-
New 52 is recent memory for the Batfamily. Barbara Gordon is still Oracle, Bruce Wayne "died"
and returned, Stephanie Brown just had an adventure where she fought Clue Master.
Everything you knew and loved about the Bat Brats is still there! There are also certain events
post New 52 that I have decided to integrate. Damian ambushing Jason and stealing his helmet
was too much fun to do without. Also I like Dick as Nightwing so in this world he gave the cowl
back to Bruce after he returned. If there is a moment you liked that is not a death of one of the
team, it happened here.
        I gave each of the sidekicks personalities according to my own observations of the
comics. I took some liberties, and not everything is cannon. Players can obviously impose their
own vision on the characters they play. I just think it is more fun to have some romantic tension
in a role playing party.

What's in this document?
This is version 1.0 of Flight of the Robins. This includes a rough outline of the story, maps, story
flow advice, and character sheets for all of the protagonists. Being version 1.0 there is still a lot
of work to be done.

Ok… What is missing from this
document?
Right now none of the villains have been properly statted. Most of the environment
descriptions are missing, except for critical details, and even those are pretty abridged. There
are no maps for the battles either. If you plan on running this particular version of the module
you'll have to take time to fill in some pretty big gaps. There are also tons of formatting, and
grammatical errors. This module will be updated, but for now it is raw and ugly.
        If nothing else, this will give you the characters to use for your own adventure.

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Summary
       When Batman goes missing his current and former sidekicks band together to locate
and possibly rescue Gotham's Dark Knight. The story features some of Batman and Robin's
deadliest foes. It will challenge each character's skills and dedication to justice. Good luck old
chum!

Treatment (GM ONLY)
         Seriously. This section spoils the entire game if you intend to be a player don't read it.
The game opens on the Bat Family scoping out an abandoned building near Gotham harbor.
Bruce has been missing for three days, and his trail has been cold. Until tonight when a distress
reached the Bat Cave. The kids traced it to the abandoned building they are now surrounding.
There are snipers surrounding the building chattering about who is inside. Players will have a
short combat with the snipers. They discover one way or another that the snipers are working
for Black Mask.
         Once their opponents have been dispatched they will head inside to find the signal is
coming from the basement. In the basement they find a man naked, tied to a chair with a bag
over his head, and a bat carved into his chest. Standing behind him is a person dressed in a
garish red and green carnival-style bird. There is another short combat to subdue the masked
kidnapper. Once he is defeated the kidnapper is revealed as "some random teenager they don't
recognize." The hostage turns out to be an already dead Flamingo. The Flamingo is a Batman
villain famous for shooting Damian Wayne in the spine. He has ironically been killed by a tight
grouping of shots to the back.
         After the kids discover the Flamingo, they receive a red alert from Arkham Asylum. At
this point the party has two leads:
     1. The Black Mask is possibly responsible for whatever happened in the basement.
     2. Holy shit. Red alert at Arkham.
The party should split and head to Arkham and Black Mask's pent house. Tim should go to
Mask's, otherwise the party can spilt up however they feel like it.
     1. When they arrive at Mask's penthouse they find the place shot to hell. Mask is dead his
         body is suspended from the ceiling covered in wounds. The sidekicks find a security
         footage showing that Death Stroke murdered Mask by torturing him with a power drill.
         This is another ironic death, as Mask "killed" Stephanie Brown in the same way. The
         video also reveals that Deathstroke planted a bomb. They have three minutes to disarm
         it or escape.
     2. At Arkham, the Bat Brats are welcomed by the Gotham police and lead to Jim Gordon.
         Gordon explains what is happening. He tells them a few days ago Jervis Tetch, the Mad
         Hatter, started acting strangely (for him.) Gordon shows them footage from Arkhan
         security cameras. Tetch suddenly attacks Arkham guards and frees the Joker. As soon as
         the Joker is out of his cell Jervis attempts to strangle him. Both are subdued and locked
         in isolation. Gordon then tells the team that both were discovered to be missing during
         a random security sweep. The guards responsible for watching the iso-wing are missing.

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
They investigate the crime scene. They have a chance to find the bodies of two men in
        paramilitary gear.
After the kids finish those investigations, they receive an alert from Blackgate. There is some
kind of disturbance. Oracle also says there is some kind of signal that went out from the bomb
when it detonated (or got disabled.) O also tells them that the teen from the basment is
connected to a series of abductions from a Gotham neighborhood called "Robinsville." Once
again, the kids have two leads. Make sure Dick ends up at Blackgate and Tim at the signal.
    1. At Blackgate, the kids discover that there is another teenager dressed as a bird (this one
        blue) attacking the prison. He has been hard to trace. He is apparently tearing through
        the prison looking for something. Let the party put some puzzle pieces together for a
        minute. One way or another the party must narrow it down to Tony Zucco. He is the
        only person to harm a Robin who is currently in custody. Dick will have a head start on
        the party running to Zucco's cell, because he is the only one who knows where it is. The
        rest of the party at Blackgate gets ambushed by a mind controlled teen. Dick has a
        sweet fight with his doppelganger on the roof where make shift trapezes have been set
        up using Bat Lines.
    2. The team who followed the signal will arrive at an abandoned storefront in old Gotham.
        it looks like some serious shit went down here. They find the body of Deathstroke, stuck
        with a large number of drugged Batarangs. Deathstroke drugged Cassandra Cain and
        made her into super villain for a while. It was dumb. There is a message carved into the
        floor around Deathstroke, "It ends at the beginning." Then Captain goddamned
        Boomerang attacks them. Boomerang killed Tim Drake's father. When boomerang is
        defeated he starts turning pale and cackling madly. Tim is the only one with a toxin kit
        that can save him.
Even for people who know nothing about batman "it ends at the beginning," should lead them
to Crime Alley. There they will run out of clues. Let them sweat and theorize for about it for a
minute if they are stumped at all. There is a pretty good chance they will figure out the "map
clue" (shown later) on their own. If they don't, O can just point it out to them.
        The arrow leads to Ace Chemicals. Before they can head
over, O mentions something about someone trying to jam her             Villains (in order of
                                                                       potential death):
signal. She will say "What the hell? The attack is coming from
inside the Clock tower" before the signal cuts out. If Dick is             1. The Flamingo: has been
being role played well. He will head to the Clock Tower. A well                shot through the spine.
played Stephanie Brown may want to go as well. Try to keep                 2. Black Mask: is tortured to
her going to Ace it will be better for RP overall.                             death with a power drill.
    1. At Ace, there will be a dude in a purple suit, white face           3. Slade: Taken out with drug
        paint, and green hair chained up over a vat. A                         laced batarangs.
        silhouetted figure with pointy ears standing on a                  4. Zuko: Is thrown from the
        catwalk over the party. There will be a short dialogue                 tower of Black Gate prison.
        where you will still try to play up the "this is Bruce"            5. Captain Boomerang:
        angle. Let's face it your party probably knows what's up.              Poisoned with Joker
        The lights will flash on and it will turn out to be be a               venom.
        poorly made Batmanikin with a speaker in its chest. It
        will launch canister of Joker toxin to the ground. The

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
remaining mind-controlled-teens will jump out ready to fight. Bruce starts being
        lowered into the vat. All they need to do to take out the kids, is called-shot their mind
        control devices, however once the kids save Bruce he will start to fight them as well. It
        will be basically friggen impossible to disable his device. The need to subdue him or fight
        him until Dick wins his fight in order to deactivate Bruce's mind-control chip.
    2. In the Clock Tower, Dick will find Babs in whatever room he enters. She is without a
        wheelchair and injured. Dick has to defeat the Joker and allow Babs to regain control of
        the Tower. She will deactivate all mind control devices that are still active if any once
        she has the tower.
The day is saved. Warp-up any sweet relationship based denouement and have Bruce tell the
kids he is proud of them.

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Act 1
      Black mask has a team of snipers outside an abandoned apartment building by Gotham
       harbor. There should be one sniper for each member of the team. They should be
       mooks 150-250 BP. They also probably won't even detect the team sneaking up on
       them.
      The team can ask O to hack the sniper's communications .The chatter is all about some
       guy that they have inside:
       -Are we sure he's secured? I'd hate to think what would happen if he broke free. I got
       kids.
       -It ain't like he's got a utility belt.
       -The guy dresses like a fuckin' moron what are you so scared of?
       -You didn't see what this asshole can do.
       -The hard work has been taken care of we're just here to help them finish the job.
      You have the option of putting men inside the building as well if you feel like the team
       one-shotted their snipers and want a little more combat
      The hostage in the basement will be tied to a chair stripped naked with a bat carved into
       his chest.
      The thugs at the bottom are two teenage kids dressed in carnival-style bat costumes.
      They will have to run their faces trough a missing persons database.

Oracle says she can't hack black Mask's security system unless someone puts a decive in his
compound. She calls out Tim and asks him to do it. Suddenly everyone is hit with an red alert
from Arkham. There has been an escape.

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
ACT II
A note on story flow
The party needs to split up to cover ground here. I have split up both scenes so you can get an
idea of how to switch between them while making both groups feel invested. There are
obviously a ton of ways to run this adventure. This is just the way I like to do it.

A. Black Mask
The kids have to decide the best way to break into Black Mask's penthouse.

Once they get inside they find what looks like a war zone. There are bodies of henchmen all
over the place. Some have been killed by high caliber bullets from an automatic weapon.
Judging by the groupings on the kill shots the shooter was professional and quite good a gun.
Others have had limbs severed. There is more than one arm that is no longer attached
to a body which are clutching firearms strewn about the crime scene.

Group Forensics Checks
4: To notice that the shooter's bullets are headed away from mask's office, meaning the
rampage started there.
6: They find hoes in the wall where it looks like some kind of throwing knife has been used.
8: they can tell it is a Batarang.

B. Arkham
The kids arrive at Arkham the place is swarmed with cops. A police procedures roll difficulty
3 will tell the kids that the cops are broken up into search parties. This means that there has
most likely been an escape.

One of the cops runs up to the Batmobile and greets the kids:

      If Steph and Damian are together It will be a male cop. He will hit on Steph. He will also
       make a joke about Damian being Steph's boyfriend. Hilarity to ensue.
      If Jason and Dick are together it will be a lady cop. She will flirt with both Dick and
       Jayson.
      If Cass Jason and Damian go it will be a dude who tries to hit on Cass.

After a short comedy scene they are taken to Gordon. He explains the situation.

This wasn't an escape per say. He tells them he needs them to watch some security footage.
Two weeks ago Jervis Tetch started acting strangely... out of character is actually a much better
way of putting it. He was withdrawn almost vacant. He is usually pretty lively.

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Batman: Flight of the robins - v1.0 Ugly Edition The Vaudvillian
Two days after he started behaving oddly; during an evening recreation period he appeared to
be his normal self. He was having a tea party with Harley Quinn when suddenly he got up and
attacked two orderlies. He stole some keys and headed for the high threat patent wing. He
tazes the guards in jokers block. He uses the keys he stole to authorize fire protocols for the
joker's cell. The door pops open and the joker looks completely bewildered. He gets up and
walks out of his cell. Jarvis is waiting for him at the end of the hallway. The Joker seems happy
to see Tetch. Tetch stars running towards the Joker. The Joker runs towards Tetch arms open
and eyes closed. Tetch jumps at the joker ,grabs his throat and stars strangling him. The two of
them collapse to the ground. The joker is laughing maniacally.

C. Black Mask
The main office is in a state of disarray, similar to the rest of the pent house there are multiple
bodies of guards littering the room. Black Mask is suspended from the ceiling in the center of
the room on handcuffs. He is covered in blood. There are wounds all over his body that look like
bullet holes. from a low caliber weapon.

Group forensics
The Room
4: The person who killed these guards is definitely the same person who caused the damage
out side. They find the same high caliber round wounds on all of the fallen guards. Many of the
guards also have limbs cut off.
5: The computer is unharmed and still functional. You'll have to hack it to get aces to the
security footage.
6: The computer does not look like it fell when the desk was knocked over. The desk has been
knocked over backwards while the computer fell forwards. Either the computer was knocked
off separately or things were carelessly arranged this way.
7: In addition to the injuries which presumably killed them the right hand of each guard is
broken.
8: The hand injuries are consistent with those associated with a Batarang.

The Body
3: Upon close inspection of the "bullet holes you find there are very few exit wounds. While
many of the wounds penetrate deep almost none of them pass trough.
4: The flesh around the wounds is severely damaged. As though a a jagged object did this.
5: There is no bruising consistent with fluid shock. In other words, whatever made these
wounds wasn't a bullet.
6: The location of the injures is very specific all hitting nerve clusters and avoiding arteries
where possible. This was torture.
7: Checking the restraints confirms your suspicion. Mask was clearly struggling when this
happened.
8: The damaged flesh is consistent with injuries Stephanie Brown once recieved, from a power
drill.

                                                                                                 9
D. Arkham
Jim takes them to interrogate the nurse who was on duty. The guy took a bribe to switch shifts.
That is a common occurrence around here. They assign high threat duty by lottery.Most people
don't want watch the Joker. When he breaks out the nurse on duty usually die. Some nurses
have grudges. They lost family or friends. They want revenge. it is usually not worth it to stand
in their way.

E. Black Mask
Tim gets four tests to decode the video files:
5: They get partial video.
7: They get full video.
9: They get full video and audio.

Full Video Footage
The video starts with the Black Mask sitting in his office with his various gards and advisors. A
worried looking advisor steps in

"sir, I'm sorry I tried to stop him but-"

The door is kicked in sending the man flying forward. Bruce enters with his cape close around
his shoulders in what Steph calls his "Dracula look." He is immediately rushed by two guards. He
easily dodges throwing one into the other. In the same movement he throws Batarangs at the
other guards in the room, disarming them.

Black Mask looks bored "Enough" Everyone backs down.

"You'll have to forgive my men Batman they can get a little jumpy around people in capes"

"Where. Are. They."

"I can assure you I have my best men working on the sitation."

"We had a deal mask."

"I have yet to receive my full payment. As I told you before, I retain ownership of the package
until I receive payment -"

"That only works if you don't lose it" Bruce slams a briefcase on the table "But don't worry
you'll get everything you're owed."

Batman turns out of the room and punches a guard on the way out.

                                                                                                    10
"HEY! THOSE ARE EXPENSIVE! ... Asshole. Ms. Li, get Wilson on the phone. Tell him if he doesn't
deliver the package in two hours I will have Lawton and his band of freaks hunting both of
them! One of you count this money!"

All of the Guards obviously have broken hands. One opens the case but he is moving extremely
slowly.

Damaged video footage

"Jesus Christ, do I have to do everything myself!?"

Mask starts to pull the scraps of cash out of the case. after he has taken out a few...

"What the..."

He hurriedly scoops stacks of bills out of the case.

"What the FUCK is this supposed to be."

Mask pulls a cordless power drill from the case. Suddenly there sounds of screaming and
gunshots outside the door.

"What the fuck is going on out there?"

All the guards draw their guns and point them at the door. After a few minutes the noise settles
and everyone is very tense. The door opens a crack and every guard unloads their guns. They
wait another ten seconds and one of them goes to check outside. As soon as he fully opens the
door Deathstroke cuts his head off. Deathstroke does some crazy acrobatics and mows down
half of the room. Black Mask tries to escape but his panic room won't open. He turns around to
try and fight Deathstroke. The fight does not go well for mask as Deathstroke beats him for a bit
and hand cuffs him. He then suspends Mask from the ceiling. The whole time mask is shouting
threats and trying to negotiate. Deathstorke is silent. Once mask is hung up. Deathsroke
carefully removes the computer from the desk and arranges it on the floor. He also puts a
device in one of the drawers of the desk and kicks the whole thing over. Finally he grabs the
drill and starts torturing mask. After around twenty minutes he finishes up.

He then casually walks out of the office.

F. Arkham
The kids finally see the solitary holding cells. Tetch's cell has no signs of a struggle. The door was
hacked to open the lock without disrupting the time lock. Joker's cell is covered in blood.

Group forensics

                                                                                                    11
5: On the wall there is blood spray that appears to be at about throat level. It extends about
three feet into the room along the wall blood pooled four feet fro the wall and drained into the
drain at the center of the room.
6:One of Mask's men probably opened the door, got stabbed in the throat and dragged into the
room. Where he was dropped onto the floor to bleed out.
7:There is a tranq round buried in the ceiling. Whoever broke in here obviously intended to
subdue the joker not kill him.
8:There is neigh imperceptible trail that leads the kids to the broom closet full of dead para
military folks.

G. Black Mask
When the group flips over the desk and looks in the drawer they discover a bomb. Tim has
three minutes to disarm. He needs a 10 on an extended test he can roll three times for.
Otherwise they need to find a way to escape.

                                                                                             12
ACT 3
O comes back with information:
                                                                    MISSING KIDS
      Of the list of people who went missing in Gotham in              1. Richard Finger
       the last month ten were teens. Seven of that ten were               Throws Zuko off the roof
       all from the same lower income neighborhood in                   2. Barbara Beattey
       old Gotham called "Robinsville." It was just a hunch                Final battle with Joker.
       until she saw their names.                                       3. Jason Timm
      There is an alert coming from black gate. There is                  Final battle with Joker
       some sort of hostage crisis.                                     4. Tim Dini
                                                                           Springs out behind captain
      A signal was transmitted from the bomb at the time
                                                                           boomerang and gasses the m
       of detonation. O is going to run a search on the cell
                                                                           both with joker venom.
       phone towers to see if she can triangulate where it
                                                                        5. Stephanie Q
       went.                                                               Miller
      GCPB found an abandoned Arkham armored                              Lead in Robinsville
       ambulance. Mark it on the map.                                   6. Cassandra Simone
                                                                           Keeps the fight between dick
A note on Combat                                                           and Richard private.
In this section there are combats when the party is split. I find       7. Damian Morrison
it most interesting to run both fights at the same time by                 The kid holding the gun at the
hopping between scenes according to initiative order.                      flamingo murder.

A. Signal
The signal is triangulated back to an abandoned storefront in Old Gotham. There is a dim light
emanating from the inside. Going in the find a hell-scape of bullet riddled walls and broken
furniture. There is a good deal of blood on the ground. There are also tons of shell casings and
discarded partially broken Batarangs.

Group Forensics
4:The can intuit a path of battle through several areas in the store. finally crashing through a
wall.
5: The Batarangs have been modified to introduce poison to the target's blood stream.
8: Hey what's in that closet over there?

B. Blackgate
Someone broke into the prison and had been beating the tar out of the guards. At first they
thought it might be an escape but it appears that whoever broke in is looking for someone.

                                                                                                   13
They need to put it together or do an investigation role to figure it out. the investigation can be
group so I'll call it 7 with Dick getting a bonus.

C. Signal
Following the path of the fight will lead everyone through the hole where the find
Deathstroke's body covered in lacerations with dozens of Batarangs sticking out of it. Behind
him, carved into the floor is the message "It ends at the beginning." Unless they manage to
make the role to randomly look in the closet Captain Boomerang jumps out and fights them.

D. Blackgate
They rush to Zucco's cell block. No matter how the roles go, dick is the first to figure out what is
happening. The others will be ambushed by the "Cass" mind controlled teen. Dick has to face
his own doppelganger alone of the roof. There will be two tall towers where someone has set
up grapple lines and attached a trapeze between the two. Zucco is hanging from a trapeze that
has been suspended between them. The fight is nutz ballz.

                                                                                                  14
ACT 4
It should take your players like 2 seconds to figure out "it ends at the beginning" has something
to do with Crime Alley. When they go there, don't immediately mark it off. Once they feel that
the must have missed something mark the x on the map. This should draw their attention to
the map.

By this time your map will be fully filled out it should look something like this:

                                                                       This is pretty fucking
                                                                       blatant. I have had some
                                                                       groups be stumped wham
                                                                       the map is B&W. Relax, if
                                                                       they don't get the answer
                                                                       right away let your players
                                                                       have time to figure it out.
                                                                       Once people start getting
                                                                       antsy you can cave Oracle
                                                                       connect the dots for them.

                                                                                                15
Like I said, this is pretty blatant. But your players should feel pretty good about figuring it out. if
you are worried about them solving things too quickly remember to do the marks for the
Robinsville abductions in a cluster. Also hold off on marking Crime Alley. Without crime alley it
looks like a weird "T."

                                                                                                    16
This is a "by the numbers" version so you know which scenes and events correspond to which
marks.

                                                                                         17
Just before the entire party sets out to go to Ace, O will radio in saying someone is trying to jam
her signal. Before she cuts out she'll say something like "What the hell, the attack is coming
from the clock tower-"

Try to get Dick to go alone. It puts a wrench in the RP if Damian and Stephanie are not together
in the final scene. Damian's story goal will come out of nowhere for most of the players and it
can be a really fun moment. It also lets you have TWO romance plots during the final act. Well
one romantic and one kid with a crush on an older girl, still, that is just too cool for school. It
matters way less if your Damian is not into the idea of RPing the romance, but I think Dick going
after Babs alone and trusting the rest of the team to save Bruce is a cool gesture.

Final fights
The team can decide how they want to break into Ace. This scene works best when they charge
in the front door, but I have only had one party do that. Try to get at least one person to go in
the front if you can.
         Inside Ace is partially lit by the front entrance the rest of the lights are out. There is
someone suspended over one of the chemical vats tied up in chains. A perception check will
reveal that it is the Joker. An exceptional perception check, like 8 hits, shows that there is
something off about the Joker. He is looks too big, he is normally thinner. There is a figure on
the catwalk which looks like the silhouette of Batman. The players can yell at him for a bit once
they try to move in on him all the lights turn on it turns out the silhouetted figure is just a
Batmanikin. It launches a gas bomb of joker venom at the largest group of Robins and everyone
rolls for initiative. Like all the other combats, everyone rolls for initiative and you cut between
scenes in initiative order.

Clock tower
Dick arrives at the tower to find Babs injured and out of her wheel chair. She explains that Joker
is in the building with them. He has somehow overridden her security system. Joker now
controls the Clock Tower's defense systems. Dick's first task will be to get Babs her back-up
chair. To do that he will need to maneuver his way around a portion of the Clock tower's
security system. This will introduce him to what his final encounter will be, dealing with many
deathtraps. For this portion of the game it is 100% ok to give Dick an additional initiative pass,
maybe two. It will help keep the pace even. The map is a series of lethal and non-lethal traps
that are designed to give Dick as many wound penalties as possible. He and Babs are fighting
their way to the main server room in the basement of the clock tower. There, they will confront
the Joker together. The Joker does not have a great BOD and basically no armor. He does have
a gun, and they will need to find him or lure him out. Dick should be pretty injured so he may
need to use Edge to win at all. It should feel pretty tense.

                                                                                                18
Ace chemicals

When combat starts, the remaining mind-control-teens appear. The players can actually take
them out pretty easily. All they need to do is called-shot the mind control devices on their
heads. Once the device is destroyed the teens go down. The teens should be fully built 400 BP
characters. Give them guns if you want. The point is to beat up the party while they are trying
to free Bruce.
        When they manage to get Bruce down he wakes up and starts fighting the party. His
mind control device is on under his cowl (which has a green wig on top of it.) They will need to
beat him in combat and pin him to remove it. Bruce is 500 BP with tons of martial arts
advantages. My advice is to avoid taking the damage advantages, that will make Bruce take out
party members too quickly. In all likelihood the party will wake up Bruce while your mind-
control-teens are still active. Bruce should have a variable number of initiative passes
depending on how many teens are left.
        Ace is full of ways to mess with the party. Remember you have vats of chemicals. Old
electrical circuits, and unstable catwalks. If it looks like the party is winning too quickly you can
always fuck with the environment to even the odds. This goes the other way too. If the kids are
struggling, you can always short a brain control microchip with the environment somehow. Just
play the drama until the fight is ready to be won.

Denouement
With that fight won the game is over! Wrap up any plotlines that popped up during the game.
This is where I am planning a teaser for the sequel. I just haven't thought of it yet.

                                                                                                  19
Dick Grayson
       Alias: NightWIng

       Bod 3
       Agi 6
       Rea 4
       Str 4
       Cha 4
       Int 4
       Log 3
       Will 2
       Edge 2

Bio
You are Dick Grayson, the original Boy Wonder. Your
parents were murdered when gangsters cut the rope to
their trapeze seventeen years ago. A young Bruce                               -1
Wayne was in the audience that night. He managed to
help you find justice and peace- saving you from the                           -2
darkness that haunts him. You were the youngest
superhero ever and have more experience in the field                           -3
than almost anyone alive. When Bruce isn't around you
are in charge.

Personality and role-playing
Dick is the most well adjusted member of the Bat family. Dick is always grinning and making jokes during
life or death situations. It is because he truly loves and believes in what he does. He cares about the other
members of his team like brothers, sisters, and in some cases more. He knows many of them are mentally
scarred by the traumas they have faced in their lives. He believes he can help them grow into the people
they are meant to be.
The best way to play Dick is to be nice and have fun. Dick has a few special social actions:
Distraction
Dick can use a free action in combat to give an opponent a penalty to their attack or defense roll.
Discipline
Dick can spend a complex action to remove any negative modifiers from one of his team members for one
round. If these are social then the characters who gave them negatives receive -1 dice to all actions.
Pep-talk
 Dick can spend a simple action to give a team member +1 as an interrupt.
Relationships
   Tim
   Tim is Dick's little brother. Dick is generally proud of the person Tim has become; although at times he
   worries that Tim faces many of Bruce's struggles. It makes Dick frustrated when Tim exhibits Bruce's
   coldness. Dick thinks Tim needs to show more compassion to those around him.
   Steph
   Steph is the cool little sister that Dick never had. He can tell she has as much fun with what they do as he
   does. He is very aware that she lacks the experience of the rest of the Bat-family and likes to pair her with
   people he knows can take care of themselves like Tim or Damian.
   Barbara
   She is the girl that got away- sort of. Dick cares deeply about Babs and he knows he would be very happy if
   they could make a relationship work. However, they have hurt each other in the past. There are a lot of sore
   spots, especially about Dick's almost marriage to Starfire.
   Damian Wayne
   Dick feels very ambivalent about Damian. He cannot decide whether he thinks of the boy as a brother or a
   son. He recognizes many of the demons he sees in Bruce and Tim plaguing the boy. He is certainly mature
   for his age but he still has a lot to learn. Especially if he is going to overcome his past and become the man
   Dick knows he can be. Dick's first priority is usually Damian's feelings over the others. When you see Damien
   cross a line, fear may drive you to be harsh with him. Mostly you are supportive and encouraging.
   -Dick gets a -1 to all of his skills and +1 to damage when Damian is injured two boxes or more
   -Dynamic duo: Dick and Damian can fight back to back, granting you +1 initiative passes.
   Cass
   Cassie reminds Dick of Bruce in a lot of ways. Seeing her transformation from a feral creature who could
   only communicate trough violence into one of his trusted friends was inspiring. While He recognizes that she
   has come a long way, her past saddens him. Dick is committed to giving Cass the happy moments in life she
   missed in childhood, and watching her grow into a well adjusted person.
   Jason Todd
   You have some very mixed feelings about Jason. You don't like him. Everyone has their issues with Bruce,
   but he is the only one who deals with those issues by murdering people. Also, Jason is kind of an ass.

 Skills
Active                               Knowledge                                Defense
                                                                              Close
  Athetics Group 10                     Gotham lore 9
   -Gymnastics 12                                                                    Passive 12
                                         Mob politics 5
                                                                                     Active 20
  Stealth Group 9
                                         Police procedures 3
                                                                              Ranged
  Perception 6
                                         Gymnatics 3                                Passive 4
   -Forensic 8
                                         Bat Protocol 10                            Active 12
  Leadership 8
   -Batfamily                            Batvillians 10                      Armor
                                                                              5 Ballistic / 3 Impact
  Intimidation 5                        Teen Titans Lore 5                  Total soak: 7 Bal / 6 Imp
   -Banter 7
Combat
 Close Combat                                        Ranged
 Unarmed                                             Batarangs
 Attack: 13                                          Attack: 8 / 6 for disarm
 DV: 3+Net hits                                      DV: 3+net hits / 5+net hits for
                                                     Disarm
 Escrima Stick
 Attack: 11                                          initiative
 DV: 4+Net hits
                                                     8

   Martial Arts
   -Escrima
   -Wushu                                   BONUS
   -Capoeira                                -Dick has +1 Gymnastic Doge (included)
                                            -Dick gets +1 on called shots to disarm

Maneuvers                                   -Dick can damage an opponent when he disarms them

 Evasion
 You are used to flipping and jumping around the battle field- which makes you a very
 difficult target, even if you gets close. You get +2 dice to defend against attacks of
 opportunity.

 Off-Hand Training
 Bruce spent hours training you to do things you did not think were possible or
 necessary. Now you can write with both hands. And you can use two Escrima sticks with
 no penalty.

 Two-Weapon Style
 Two sticks are better than one. You may choose to apply a parry with one hand and
 attack with the other. Meaning you don't give up an action to full block.

 Multi Strike
 You find yourself surrounded a lot. You never saw why this would be a reason to give
 up. You get +1 to your dice pool when you split it to attack more than one opponent.

 Sweep
 "Sweep the leg" is not just the mantra of bad guys. It is a sensible way to win fights. You
 can perform a knock down and deal damage at the same time.
Tactics
     You get +2 to attacking prone targets. Because Dick can deal damage when
      knocking down there is no wasted turn when simply performing the maneuver.
      You can help your allies by knocking down their opponents or just make things
      easier on yourself. To perform a knock down call it out before the attack. Add your
      strength score to your net hits on a successful attack and if that number is greater
      than your opponent's Body they are on the ground.
     Dick has +1 to disarming called shots. Since the penalty is normally -4. Dick's
      penalty is really just -3.
     Dick can also deal damage on a disarm attack when using his Escrima sticks.
      Because he has no penalty to Knockdown you can do a called shot to disarm and a
      knock down in the same attack.
     Splitting your dice pool to attack two opponents is tricky. It means you have fewer
      dice to hit over all. Use this when you have to take out multiple enemies and
      spread your base damage around. Or better yet use it to knock some people down
      and take away weapons. Since wounds take a big toll in this game (and there are
      no healing potions) your ability to control the battle is critical.

Equipment
  Weapons                                           Gadgets
         Batarangs………………………………..…….10                  Smart mask
                                                         -Thermal vision
         Escrima Sticks…………………………..…..…2                -Comlink
                                                         -Vitals/team info
         Smoke bombs……………….…………….…2
                                                         -Batcomputer access
         Tranquilizer Darts……………………….…..1
                                                        Re-usable grapple: Needs one minute
                                                         of reset after use.

                                                        Disposable Grapple: In emergencies
  Vehicles
                                                         you have a grapple you can throw
  Honestly I don't plan on vehicle combat. But if        away.
  you want to use the Whirly-bat, go for it. You
  know where Bruce hides the keys.                      Trauma patch: Will stop the bleeding if
                                                         someone gets shot.
  No, you may not use Batarang X. No matter
  how desperate the situation gets                      Gas Mask: (5) You have learned it
                                                         never hurts to carry extra.
Jason Todd
       Alias: red Hood

       Bod 5
       Agi 5
       Rea 4
       Str 4
       Cha 1
       Int 3
       Log 3
       Will 2
       Edge 4
Bio
You are Jason Todd, the second Robin and the black sheep
of the Batfamily by a long shot. Bruce brought you on as a
partner to replace Dick Grayson after he became
Nightwing. Apart from a few anger issues you were a                                -1
                                                                                                                   -1
pretty good sidekick. That was all cut short by the Joker,
who beat you to death with a crow bar. Ra's Al Ghul used a                         -2
Lazarus pit to restore you to life. You have been using your                                                       -2
second chance to clean up Gotham your way as The Red                               -3
Hood. You know Bruce doesn't like it, but he has yet to put
                                                                                                                   -3
you behind bars.

Personality and role-playing
You are kind of a wildcard. You are prone to a little teasing, a little flirting, and indulging in some harmless
rivalry.
         You are used to being a lone wolf but you have also lead a team, you were even a drug lord at one
point. The big thing to remember is you have no real animosity towards any of the Robins, they just happen
to follow Bruce's orders. You can't blame them for that, Bruce is really pushy. You'd really like to show some
of them that Bruce doesn't always know best. Sometimes the choices he makes for everyone are pig-headed
and selfish. You hope that every child who passes through Bruce's care learns to prioritize their personal
safety over "the mission." If that means they need to learn how to crack a few bad eggs, then so be it.
         The best way to play Jason is break the rules and do it with a wink. Jason has a special social action:

-Devil may care (but he probably doesn't): Dick is literally the only person who could possibly insult you and
have it mean something. If people use a social action to insult you take no penalty.
Special abilities
Saved your life
You can give up your next action to prevent an ally from dying by taking
some of the damage for them. If you are close to an ally being attacked roll
dodge. every success is a box of damage you remove from them and put on
yourself.
Lazarus Rage
 If you drop dead and burn an edge to not die you also heal 2 boxes and
regain consciousness regardless of your stun status. You wake up in a rage.
All of your mental stats go down by -1 and all your physical stats go up by
+1. In this state you are unable to deal subdual damage.
Sweet knife
When you went knife shopping you looked for something that could cut
Bat line, Bat armor, or just about anything Bruce's crazy ass could slap a bat
on. Seriously what is his deal? You can use your knife to damage an
opponent's armor. Before rolling you can elect to forgo damage to you
opponent and just hit the armor instead. You may only do this once per
opponent

Skills                   ]
Active                       Knowledge                Defense
                                                      Close
      Athletics 8             Gotham Drug Trade 9          Passive 8
      Disguise 7
                               Gotham Villains 5            Active 12
      Stealth 8                                      Ranged
       -Infiltration 9         Gotham Weapons
                                Trade 4                      Passive 8
       -Palming 9
       -Gymnastics 9                                         Active 12
                               Mob tactics 4
      Con 2                                          Armor
                               Bat Protocol 3        10 Ballistic / 9 Impact
      Intimidate 4                                   Total soak: 15 Bal / 14 Imp

      Perception 4
Combat
 Close Combat                           Ranged
                                        Pistols
 Unarmed                                Attack: 15 (18 w/ 3 aim)
 Attack: 9
                                        DV: 5+net hits
 DV: 2+Net hits
                                        SMG
 Pistol                                 Attack: 13 (16 w/ 3 aim)
 Attack: 9
 DV: 4+Net Hits                         DV: 5+net hits or 7+net hits in burst

                                        Batarangs
 Knife
                                        Attack: 8 / 7 (to disarm)
 Attack: 10
 DV: 5+Net Hit                          DV: 3+net hits

                                        Assault rifle
 initiative
                                        Attack: 8
 7                                      DV:7+net 9+net in burst

  Martial Arts
  -Krav Maga
  -Kali                        BONUS
  -Ninjutsu                    -Jason can draw weapons as a free action.
                               -Jason can aim as a free action

Maneuvers                      -Jason only has a -1 penalty for shooting in melee

 Dance you filthy animal
 Guns have more uses than putting holes in things. One of them
 is making people run where you want them. You can opt to
 make a shot to heard folks into position. You won't deal
 damage but every success forces them to dodge 5ft.
 Shoot to wound
 Bruce gets his tights in a bunch about killing people. You are
 smart enough to know that it is not a good idea to piss off
 Bruce or his lap dogs. That Damian kid punches like a train. So
 you got good a not killing people with your shots. A called shot
 to not kill is only a -2 for you.
Tactics
   You have two guns. It only takes a simple action to shoot.
    This means you can attack four different targets in a
    round. You can clear a room real fast.
   You are great with support, your herding ability allows
    you to control the flow of combat. You can free up allies
    who are pinned down.
   Jason has a death wish. He is great at taking damage but
    not wonderful at avoiding damage.

Equipment
  Weapons                                                Gadgets
        Desert Eagle………………………..…….2                         Smart mask
                                                              -Thermal vision
        Uzi..........................………………..….2
                                                              -Comlink
        Assault Rifle……………….……….….…1                         -Vitals/team info
                                                              -Batcomputer access
        Frag grenade................................1
                                                             Re-usable grapple: Needs one minute
                                                              of reset after use.

  Vehicles                                                   Disposable Grapple: In emergencies
                                                              you have a grapple you can throw
  Honestly I don't plan on vehicle combat. But                away.
  you have a motorcycle. Sometimes you use it
  to impress ladies.                                         Trauma patch: Will stop the bleeding if
                                                              someone gets shot.

                                                             Tazer Suit: If you should fall
                                                              unconscious you armor automatically
                                                              releases 8 Electric damage if your
                                                              body is struck. Hit that with a crowbar.
Jason todd relationships

Dick Grayson
Will there ever be a time when you are not being compared to Dick? You could feel it silently
with every mistake you made as Robin. You can still hear Bruce growling "Dick would never do
that," even if he never actually said it. Dick boy scout and needs to be taken down a peg. You
used to think he was so cool. You guess he still is. You just wish he would be cool to you.

Barbara Gordon
Yet another person who used to be so cool when you were younger. You almost never talk to
her because she is always busy. When you do talk, she is lecturing you. You are not normally a
romantic, but you have to admit Barbara and Dick are perfect for each other. Her domineering
bitchiness really matches his desire to be a stuck up lapdog. They can suck together forever.

Tim Drake
Tim is surprisingly cool. Growing up he was a total wiener. I guess you can't grow up basically
only hanging out with Bruce and Dick without being a bit of a wiener. These days though, he is
his own man. Being pushed out of the nest really suited him. You bet he is getting all kinds of
laid. You know he at least slept with Wonder Girl, the scary Batgirl, and Stephanie. Nice.

Cass
There are not many things in the world which scare you. You were murdered pretty brutally by
the Joker. That really puts shit in perspective. However this girl gives you chills. You feel like she
can see your soul.

Stephanie Brown
You have not interacted with this girl much, You know she was hot and heavy with Tim back in
the day. You swear she is giving you the eye. You know she used to be pretty wild back in the
day. Not "take off her shirt at a party wild," (though probably that too) but "start a massive
gang war" in Gotham wild. Your kind of wild. Barbara is watching over her though so you have
to tread lightly.

Damian Wayne
You definitely got off on the wrong foot with this kid. That was your fault. Dressing up as the his
father and shooting him was over the line. You are big enough to admit that. Also you slept
with his Mom. Not cool. Well it actually was cool and you are pretty sure no one else knows
about that one. Maybe it is because he came to your hideout and beat the living shit out of you,
but you feel like it would be wise to not stay on this kid's bad side. You never know when he
might decide to give you another ass kicking. You know both of that kid's parents- he is
probably made of ass kickings. You see a lot of yourself in the kid. Besides he needs a better
role model than Boyscout McManslut. You are pretty sure you can set Little D straight.
Tim Drake
       Alias: red Robin

       Bod 3
       Agi 3
       Rea 4
       Str 4
       Cha 3
       Int 3
       Log 5
       Will 3
       Edge 1
Bio
You are Tim Drake, the third Robin. After Jason Todd you
convinced Bruce that Batman needs a robin. Convincing
Bruce of ANYTHING is no small feat but you are something
special in being a totally self-made Robin. Not long after
                                                                                 -1                        -1
you became Robin your father was murdered by Captain                             -2
Boomerang, making you an orphan like the others. After a                                                   -2
long tenure as Robin you have been replaced by Damian                            -3
Wayne. This along with Bruce's "death" caused a great deal
                                                                                                           -3
of stress. You took on a new name, Tim Wayne, and a new
identity, Red Robin.

Personality and role-playing
Of The robins Tim is the brains. He is intelligent and calculating like Bruce but also recognizes the need to
maintain relationships. He has a close bond with almost everyone in the Bat Family and he is protective of
them and their legacies. He is not the strongest combatant but makes up for it with his intellect. More often
than not he thinks through problems and overcomes opponents with a plan. Tim has grown to resemble
Bruce more and more throughout his career. You often make the same moves Bruce would in a given
situation. Ironically (or perhaps not so ironically) the similarity has coincided with an increased need for
secrecy and lack of trust for the people around you.
        The best way to play Tim is to be smart and look for a better way. Tim has a few special social actions:

-WWBD?: You approach situations with careful planning if there is a way to get an advantage over your
opponents. In most situations you can roll your Logic or Intuition to add to a roll so long as you the player can
justify how it helps.
Hacking
 Tim is the only person in the field who can use computers. He has the skill group
 Cracking which has three skills within it. They are described below.

 Hacking 7
 This is the ability to infiltrate and exploit computer systems. When you need to login
 and don't know the password you use this skill the test is often extended, meaning
 you are not making one roll and hoping for success. You are making multiple rolls to
 see how quickly you succeed.

 Cyber Combat 7
 You use this skill when there is another person or entity on the system trying to keep
 you out. You are both trying to lock one another out of vital areas of the system.

 Electronic warfare 7
 You can use this to actually shut enemy systems down once you are inside. Cameras
 over there? Gone. Automatic turrets firing at you? No more. Coordinated enemy
 communications? I don't think so.

Skills                     ]
  Active                       Knowledge                    Defense
                                                            Close
       Athletics 5
                                   Fighting Styles 10              Passive 9
       Electronics 7
                                   Weaponry 10                     Active 14
       Cracking 7
                                                            Ranged
       Stealth 6
                                   Assassination 10
                                                                    Passive 6
        -Shadowing 8
                                                                    Active 9
       Demolitions 10
                                                            Armor
       Perception 6                                        7 Ballistic / 6 Impact
        -Investigative 8                                    Total soak: 10 Bal / 9 Imp

       Tracking 7
Combat
 Close Combat                               Ranged
 Unarmed                                    Batarangs
 Attack: 13 (14 w/ crane strike)            Attack: 8 / 7 (to disarm)
 DV: 6+Net hits                             DV: 3+net hits

 Staff                                      initiative
 Attack: 14 / 11 (to disarm)                7
 DV: 6+Net Hits

  Martial Arts
  -Krav Maga
  -Kali                            BONUS
  -Ninjutsu                        -Tim can draw weapons as a free action.
                                   -Tim gets +1 on called shots to disarm.

Maneuvers                          -Tim gets +1 to stealth.

 Evasion
 Tim is used to being a target. He get a +2 static bonus to
 dodging firearms.

 Multi strike
 You don't sweat being surrounded. You can split your
 dice pool to attack two separate opponents. Add an
 additional die to either pool.
Tactics
   Everyone on the team is good at what they do, even
    Damian. But skills alone don't win battles. It takes brains
    and strategy. WWBD will help you use the environment,
    and your opponent's weaknesses to your advantage.
    When you are fighting think and be creative. You will be
    rewarded.
   You are tougher than most of the others. Steph is the
    only other one with enough armor to really take hits. You
    will be responsible for protecting your team.

Equipment
  Weapons                                           Gadgets
        Batarangs………………………………..…….10                   Smart mask
                                                         -Thermal vision
        Thermal Smoke bomb………………..….1                   -Comlink
                                                         -Vitals/team info
        Smoke bombs……………….…………….…2
                                                         -Batcomputer access

                                                        Re-usable grapple: Needs one minute
                                                         of reset after use.

                                                        Disposable Grapple: In emergencies
  Vehicles
                                                         you have a grapple you can throw
  Honestly I don't plan on vehicle combat. But if        away.
  you want to use the Whirly-bat, go for it. You
  know where Bruce hides the keys.                      Trauma patch: Will stop the bleeding if
                                                         someone gets shot.
  No, you may not use Batarang X. No matter
  how desperate the situation gets                      Poison Kit: This city is full of crazy
                                                         people and a lot of them are fond of
                                                         poison. It's always a good idea to have
                                                         an antidote.
Tim Drake Relationships
Dick Grayson
You have always looked up to Dick. Before you even knew him. He has always been a source of
inspiration and a helping hand when you most needed it. He is your big brother and best friend
(a close tie with Conner.) You've had a rough go of things lately. Between losing Bruce (again
now), that nonsense with Ra's Al Ghul, and your never ending list of lady problems you are
tiered. It is comforting to know you have at least one person whom you can always count on.
-Titans Together: You are used to fighting on a team with people you care about. In combat, if
you are next to dick you can spend a free action to fight back to back, you each gain +1 to
dodge and damage as well as an additional initiative pass.

Barbara Gordon
Oracle has been another friend and mentor to you over the years. She always watched out for
you as batgirl; now as Oracle she watches out for everyone. She is still the same person you
knew but as Oracle she seems more serious and tiered. You do your best to take the pressure
off of her when you can by hacking and taking care of technology needs in the field. It's nice to
see her relax. When Dick isn't around you two like to make Damian jokes.

Stephanie Brown
Steph is definitely in the "it's complicated" category. You two have known each other quite a
while, and over the years you have both said and done things you regret. You have always
wanted Steph to be strong and happy. Now she is, but it's not because of you. She did it herself
and you are so proud of her. All you know for sure is that she is important to you.
Hero complex
If Steph is taking a -2 or more in wound penalties you get -1 to active skills and +2 to damage.
Defensive
If Steph insults or chastises you in any significant way you take a -1 to all actives for two rounds
and you must make a will check difficulty 2 not to comeback with an insult that goes too far.
One round afterwards you take a -3 to one check out of gilt (I'd recommend using a free action
to apologize badly.)
Damian Wayne
There is no getting around it, this kid pisses you off. This kid is another Jason Todd waiting to
happen. To top it off he is a little jerk! All he ever does is insult you and Dick and Steph and
everyone else in the world. Who seriously says "unwashed masses?" He needs his ass kicked.
Seeing him as robin just feels wrong and some day he might even be… NO. Not on your watch.
Just SHUT UP
Whenever the little monster says anything insulting to anyone make a will save difficulty 1. If
you fail you must attack him verbally. If you glitch you have to hit him.
I'm the favorite
 At a crime scene you can't help but feel competitive. If you find a clue before Damian you get
+1 to your next skill check. If Damian out detectives you take a -1 on your next check.

Jason
At first you were not sure what to make of Jason. Dick never liked him so the two of you
clashed with him when you were younger. Now that you are older, more mature, you can see
why Bruce allows Jason to operate. There are a number of criminals Bruce has yet to talk down
simply because they are easier to control than the power vacuum that would be created if they
were deposed. Jason may be into the "bad boy" shtick right now but Bruce's training is in there.
It is best to remain diplomatic with him while he is useful. How does that saying go? Keep your
friends close and train wrecks moving in the right direction. Besides, he is actually pretty funny.
Steph Brown
        Alias: Batgirl

        Bod 5
        Agi 4
        Rea 5
        Str 4
        Cha 3
        Int 3
        Log 2
        Will 2
        Edge 2

Bio
You are the daughter of Cluemaster, a third rate bat-
villain. It would be generous to say you had a rough
childhood. As a teenager you made some face-palm
worthy decisions. You also masqueraded as The Spoiler,
                                                                      -1                       -1
an alter ego you created to disrupt your father's plans.
This led you to a short stint as Robin where you made                 -2
                                                                                               -2
more poor choices which led to your "death" at the
hands of Black Mask. You have been given a second                     -3
chance as Batgirl. Now you are cleaning up the streets
of Gotham and your reputation in style.

 Personality and role-playing
 Steph is a scrapper and a survivor. It is impossible to make as many mistakes as she has and
 not learn anything. Considering all she has been through, she is amazingly well adjusted.
 She likes to joke, banter and do her best to make the cape and cowl game fun. She also
 cares about every member of the team. She trades a few quips every now and then but it is
 all in good fun.
         The best way to play Steph is to smile through the pain. Steph has a few special social
 actions:
 -Distraction: Steph can use a simple action in combat to give an opponent a penalty to their
 attack or defense rolls
 -Heart to heart: Out of combat Steph can take away any lingering negative social modifiers a
 teammate might have.
Special abilities
         The Grayson maneuver
         Steph likes to talk during combat, and she seems to
         have a natural ability for getting on people's nerves.
         While this is generally not a desirable skill Steph makes
         it work. Taunting is a free action. Roll your Charisma +
         Con against your opponents' will if you win they are
         compelled to attack you.

         You call that a punch?
         You were personally tortured by Black Mask, with a
         power drill. You are still standing. It takes a lot to keep
         you down. Once per game, if you die you can get back
         up the next round with shiny new two boxes... and a
         grudge.
 Skills
   ]
 Active                             Knowledge                      Defense
                                                                   Close
     Batgrapple 8                      Gotham lore 5
      -Catching falling people 10                                         Passive 10
                                        Mob politics 4
     Disguise 8                                                          Active 16
                                        Horror movies 3
     Perception 7                                                 Ranged
                                        Kung-fu Films 3
     Drive 7
                                                                          Passive 4
                                        Bad Kung-fu Films 7
     Escape 6
                                                                          Active 12
                                        Gotham fast food places
     Stealth 8
                                         open after 11:00pm 10     Armor
      -Infiltrate 9
      -Shadoing 9                                                  6 Ballistic / 6 Impact
                                        Bat Protocol 4            Total soak: 11 Bal / 11 Imp
     Locksmith 4
Combat
 Close Combat                                Ranged
 Unarmed                                     Batarangs
 Attack: 13                                  Attack: 8 / 6 for disarm
 DV: 3+Net hits                              DV: 3+net hits / 5+net hits for
                                             Disarm
 Staff
 Attack: 11                                  initiative
 DV: 4+Net hits
                                             8

  Martial Arts
  -Boxing
  -Kick Boxing                      BONUS
  -Judo                             -Steph has +1 DV on Unarmed Attacks (included)
                                    -Steph gets +1 to passive Dodge (included)

Maneuvers                           -Steph has an additional +1 on full dodge (included)

 Throw
 You are the eye of the storm. Calm, serene, surrounded by chaos. If you
 manage to successfully block or parry an attack you can try to throw
 your opponent. You must beat your attacker in a Strength + Unarmed
 Combat test. This attack does DV 3+1 for every net success. When the
 target lands they are prone. You can choose to throw your opponent
 into something for additional damage if you can justify it.

 Watchful Guard
 Steph is used to being a target. All you have to do to stay out of trouble
 is bob and weave. You do not take a penalty for dodging multiple
 opponents in a single round.
Tactics
   You are a brawler. You don't have years of secret ninja training or super powers.
    What you do have is a ton of endurance, high pain tolerance, and a never-say-die
    attitude. This combination helps you kick a surprising amount of ass. When
    everyone else is in the shadows waiting to pounce like a lion (or a bat I guess) you
    are in the melee. You can take the hits most of the team can't. Without you they
    are squishy targets wrapped in sexy spandex.

   You are just dangerous guarding as you are fighting. Your ability to deal damage
    while taking a full defense really makes you versatile. You are at your best when
    you are on the defensive. Remember this does not really work when you are
    fighting people with guns.

   You can taunt your enemies into coming after you.

Equipment
  Weapons                                           Gadgets
        Batarangs………………………………..…….10                   Smart mask
                                                         -Thermal vision
        Staff………………………………………..…..…2                     -Comlink
                                                         -Vitals/team info
        Smoke bombs……………….…………….…2
                                                         -Batcomputer access
        Freeze Pellets…………………………….…..1
                                                        Re-usable grapple: Needs one minute
                                                         of reset after use.

                                                        Disposable Grapple: In emergencies
  Vehicles
                                                         you have a grapple you can throw
  Honestly I don't plan on vehicle combat. But if        away.
  you want to use the Whirly-bat, go for it. You
  know where Bruce hides the keys.                      Trauma patch: Will stop the bleeding if
                                                         someone gets shot.
  No, you may not use Batarang X. No matter
  how desperate the situation gets                      Glider cape: You can use you crazy
                                                         Wayne tech cape to glide around. It
                                                         pays to look fabulous.
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