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Published by nikollas84046679, 2024-03-05 02:08:44

BATMAN_GCC_RPG_Core-Book_EN

BATMAN_GCC_RPG_Core-Book_EN

CORE BOOK


Edited par MONOLITH BOARD GAMES SARL 153 Boulevard Haussmann 75008 Paris ISBN n° 978-2-9591195-6-9 BATMAN and all related characters and elements TM & © DC Comics (s23) CORE RULEBOOK THE HEROES OF GOTHAM CITY


CORE RULEBOOK THE HEROES OF GOTHAM CITY


OPEN GAME LICENCE version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark own-ers who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, exten-sion, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to re-produce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written per-mission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforce-able, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.


CREDITS CONCEIVED BY: François Verstraete, Nicolas Texier and François ‘Franz’ Stricher WRITTEN BY: Nicolas Texier, together with Olivier Caïra, François Verstraete, François ‘Franz’ Stricher, Mahyar Shakeri, Alex Nikolavitch et Xavier Fournier COVERT ART: Mathieu Lauffray PROJECT MANAGERS: François ‘Franz’ Stricher, Gilles Plantin, Adnane Badi EDITORIAL MANAGER: Nicolas Texier TRANSLATION: Jason Whittaker COMMUNICATION: Mahyar Shakeri ARTISTIC DIRECTION: François Hercouët, Pierre Bisson GRAPHIC DESIGN: Pierre Bisson, Nadège Calegari PRODUCT MANAGEMENT: Frédéric Henry, Gilles Plantin PRODUCTION MANAGER Benoît Stella (Synergy Games) WARNER BROS. AND DC COMICS VALIDATION: Jonathan Khammanh PROOFREADING: Sébastien Fayede TESTS AND FEEDBACK: Malliga Ambroise, Benoît Bastian, François Bugeja, Arthur Caïra, Lise Caïra, Robin Caïra, Guillaume Gentile, Frédéric Henry, Julien Hermitte, Nicolas Hermlé, Juan Lagrange/Nurthor, Diego Lopes, Floris Pajany, Sébastien Sayede, Romain Taillandier, Emmanuel Texier, Nathalie Zema MANY THANKS TO: Benoît Bastian, Noah Brient, François Bugeja, Olan Bureau, Xavier Cabanne, Patricia Caïra, Christophe Caron, Jean-François Couderc, Lucile Gindre, Emmanuel Jourda, Bruno Lecompte, Jérémie Lemaire, Steve Souquet, Romain Taillandier, Olivier Tessier, Marin Texier


6 SUMMARY CORE RULEBOOK ...................................................................................................................................... 3 The Heroes of Gotham City . ......................................................................................................................................3 Credits ..................................................................................................................................................... 5 Preface . .........................................................................................................................................................................10 How to use this book . ............................................................................................................................................11 What you’ll need in order to play..............................................................................................................................11 Welcome to Gotham City . .....................................................................................................................................12 Batman Gotham City Chronicles, the role-playing game. .................................................................16 What is a role-playing game?..................................................................................................................................16 What is Batman Gotham City Chronicles RPG? ........................................................................................................18 Presentation of the game system ............................................................................................................................18 Part 1: The Heroes. ................................................................................................................................................ 20 Chapter 1: Creating your character...........................................................................................................21 Choose a creation mode ..........................................................................................................................................21 Choosing the Hero profile........................................................................................................................................22 Hero profiles created in “Streets of Gotham City” mode...........................................................................................23 Hero profiles created in “Shadows of Gotham City” mode........................................................................................30 Hero profiles created in “Wonders of Gotham City” mode........................................................................................35 Choose a Trait, receive a Disadvantage ...................................................................................................................37 Determining primary characteristics.......................................................................................................................40 Determining combat characteristics, Exploit Points, and finances...........................................................................42 Choosing the level of experience.............................................................................................................................44 Choosing the Hero’s Ways and capacities ................................................................................................................46 Choosing Ethics ......................................................................................................................................................47 Chapter 2: Common Ways and the ways of Shadows..................................................................................52 Presentation ...........................................................................................................................................................52 List of Ways.............................................................................................................................................................52 The common Ways ..................................................................................................................................................54 The superior common Ways ....................................................................................................................................61 Ways of shadows.....................................................................................................................................................65 The superior Ways of shadows ................................................................................................................................68 Chapter 3: Ways of wonders .....................................................................................................................72 How the Ways of wonders work...............................................................................................................................72 Ways of wonders related to Strength.......................................................................................................................73 Ways of wonders related to Constitution .................................................................................................................75 Ways of wonders related to Dexterity ......................................................................................................................79 Ways of wonders related to Intelligence..................................................................................................................83 Ways of wonders related to Perception ...................................................................................................................85


7 Ways of wonders related to Willpower ....................................................................................................................89 Chapter 4: Experience and progression ....................................................................................................92 Gaining experience .................................................................................................................................................92 The benefits of experience ......................................................................................................................................93 Chapter 5: Equipment...............................................................................................................................96 Initial funds .............................................................................................................................................................96 Choosing equipment when creating a character......................................................................................................96 Weapons .................................................................................................................................................................96 Protection ...............................................................................................................................................................98 Common material....................................................................................................................................................99 Part 2: The game system. ..................................................................................................................................102 Chapter 1: The tests...............................................................................................................................103 When are tests performed? .................................................................................................................................. 103 How are tests performed? .................................................................................................................................... 103 Which characteristic to use ................................................................................................................................... 104 Tests in opposition ................................................................................................................................................ 105 Tests in cooperation.............................................................................................................................................. 105 Series of tests ....................................................................................................................................................... 105 Critical success ..................................................................................................................................................... 106 Critical fail ............................................................................................................................................................ 106 Take a 10 or 20....................................................................................................................................................... 106 Exploit Points ........................................................................................................................................................ 106 Investigating and looking for clues........................................................................................................................ 107 Chapter 2: Combat .................................................................................................................................109 The game round . .................................................................................................................................................. 109 Actions. ................................................................................................................................................................ 109 Handling an attack . .............................................................................................................................................. 110 Special actions . .................................................................................................................................................... 111 Additional actions and endurance . ....................................................................................................................... 114 Prejudicial states. ................................................................................................................................................. 114 Further precisions. ............................................................................................................................................... 115 DD and damage. ................................................................................................................................................... 115 Serious wound . .................................................................................................................................................... 116 Unconsciousness and neutralization. ................................................................................................................... 117 HP healing. ........................................................................................................................................................... 117 The scene of combat: movement, acrobatics, and destruction............................................................................... 118 Chapter 3: Ethics during the game ..........................................................................................................121 Gaining or losing Ethics. ....................................................................................................................................... 121 Using Ethics during the game. .............................................................................................................................. 122 Chapter 4: Vehicles ................................................................................................................................123 The characteristics of a vehicle ............................................................................................................................. 123 Table of vehicles. .................................................................................................................................................. 123 Vehicle weapons . ................................................................................................................................................. 124 Other on-board features . ..................................................................................................................................... 124 Chapter 5: Gadgets ................................................................................................................................126 Gotham City Gadgets . .......................................................................................................................................... 126 Other gadgets . ..................................................................................................................................................... 129 Creating your own gadgets. .................................................................................................................................. 130


8 Part 3: Optional rules. ......................................................................................................................................132 Chapter 1: Teams and headquarters .......................................................................................................133 Forming a team . ................................................................................................................................................... 133 Headquarters. ...................................................................................................................................................... 138 Chapter 2: Madness and danger..............................................................................................................142 Madness ............................................................................................................................................................... 142 The dangers . ........................................................................................................................................................ 144 Chapter 3: Chases ..................................................................................................................................146 Chapter 4: Tailing someone ....................................................................................................................153 Chapter 5: Infiltration ............................................................................................................................155 Chapter 6: Interrogation.........................................................................................................................157 Part 4: Advice for the players and the game master . ....................................................................158 Chapter 1: Following the logic of the comics ...........................................................................................159 Basic principles..................................................................................................................................................... 159 Masks are worn for a reason. ................................................................................................................................ 159 The weather is only there to set the mood. ............................................................................................................ 159 The anonymous die, the famous come back to life ................................................................................................. 160 Stop ‘em, don’t kill ‘em. ......................................................................................................................................... 160 Give vanquished super-criminals a way out. ......................................................................................................... 160 Realism is great, action is better. .......................................................................................................................... 160 We’ll sleep when we’re dead ................................................................................................................................. 160 On the opponents’ side.......................................................................................................................................... 161 On the victims’ side. .............................................................................................................................................. 161 Cutaways . ............................................................................................................................................................ 161 Background noise . ............................................................................................................................................... 161 Chapter 2: Creating a scenario................................................................................................................162 A scenario: story, or toolbox?. .............................................................................................................................. 162 To write, or not to write? That is the question . ...................................................................................................... 163 The elements of a scenario. .................................................................................................................................. 164 Order and link up the scenario, then look for its flaws............................................................................................ 176 Creating a scenario “on the fly”. ............................................................................................................................ 177 Creating an investigation and the steps for resolving it.......................................................................................... 178 The setting and the actors: the ‘sandbox’ approach ............................................................................................... 180 Conclusion. .......................................................................................................................................................... 182 Chapter 2: Conducting a role-playing game session................................................................................183 The moral contract of role-playing games. ........................................................................................................... 183 Who, when, where, how? The ingredients of a good role-playing game session ................................................... 184 Some advice for newbies: the role of the GM . ....................................................................................................... 185 The pace of a game session. ................................................................................................................................. 187 Fights. .................................................................................................................................................................. 190 Urban atmosphere . .............................................................................................................................................. 191 And what about Batman? . .................................................................................................................................... 191 Secret identities and Shadows of Gotham City: what do we know about crimefighters and super-criminals? ........ 193 And what if you don’t really know the world of Batman?........................................................................................ 194 How to handle experts and newbies . .................................................................................................................... 194 Chapter 3: The role of the Heroes - becoming a character in Gotham City.................................................198 Strength is the law . .............................................................................................................................................. 198 Playing a citizen of Gotham City. ........................................................................................................................... 201


9 Playing as an officer in the forces of order . ........................................................................................................... 203 Playing as a crimefighter. ..................................................................................................................................... 206 Playing as a criminal. ............................................................................................................................................ 207 Part 5: Non-player characters and hordes of enemies . ................................................................210 Chapter 1: Non-player characters and hordes of enemies .......................................................................211 Creating an NPC. .................................................................................................................................................. 211 Gallery of generic characters . .............................................................................................................................. 214 Hordes of enemies . .............................................................................................................................................. 221 Chapter 2 - The Batman universe character gallery.................................................................................224


10 PREFACE This role-playing game was born from the desire for two things: to create a game focused on Batman and the fascinating world he inhabits, and to take advantage of the amazing board game elements already produced by Monolith. Very quickly it became clear that the game should take its inspiration from the elements that have made Batman comics so deeply engrossing for the past 80 years: a dark setting comprising both action and investigation, remaining faithful to the stories we love like Batman: The  Long Halloween, Batman: Hush, and Batman: The Court of Owls. It was also obvious that the game shouldn’t be just another rehashed superhero story - players should be able to play as police officers, detectives, lawyers, journalists, or even villains, the whole gamut of characters from this world of vigilantes, law enforcers, everyday citizens, and criminals, all influenced by the fundamental notions of justice, order, crime, and anarchy in a place like Gotham City. The results of all these aspirations is now in your hands, a  portal to the city’s seedy underbelly, old buildings, glass skyscrapers, underground tunnels, factories, and  housing projects, all watched over by the Dark Knight. The freedom of a role-playing game is now yours to enjoy. Welcome to Gotham City!


11 HOW TO USE THIS BOOK The Heroes of Gotham City is an essential companion to the role-playing game featuring the Dark Knight and the world of Gotham City. This book brings together all the rules necessary for playing, plus hints and tips for players new and old who want to get the most out their adventures in the world of Batman. The book is completed by The Guide to Gotham City, which contains everything you’ve ever wanted to know about the city, and The Gotham City Adventures, which includes a large number of ready-to-play scenarios offering dozens of hours of exciting adventures. But let’s get back to this book. Part one looks at creating the characters that you will play as, and offers three Ways to do so, depending on the type of adventure you are looking for. This is also where you’ll find descriptions of the ‘ways’, the skill paths and abilities your character will be able to follow and acquire. This section ends with the rules governing the experience, the equipment, and the forming of teams. Part two describes the game system, which will be familiar to anyone who has ever used D20 dice. It covers tests, combat, and specific situations like chases, infiltration, and gadgets, as well as the characters’ moral codes, which are an essential element in a ruthless environment like Gotham City. Part three is where you’ll find tips on how to create and  play a scenario, and how players can immerse themselves in playing the various characters on offer (everyday citizens, police officers, vigilantes, etc.) Part four details the creation of NPCs (non-player characters) and hordes of enemies that can be included in your game as adversaries or allies. None of these rules and suggestions are set in stone - think of them as pointers, designed to help you experience fascinating adventures in the world of Batman. It’s up to you to decide how much you follow them. WHAT YOU’LL NEED IN ORDER TO PLAY Apart from this book, players, time, a scenario, and the character sheets, what do you need to start playing the role-playing game? The only absolutely essential items perhaps are the special dice (with 4, 6, 8, 10, 12, and 20 sides, easily found in specialist game shops), although there are also smartphone apps that can simulate any kind of dice to roll. However, items like the game master’s screen, miniatures, special dice, and the game boards from this role-playing game or Batman Gotham City Chronicles can make a huge difference to your level of immersion and thus greatly improve your game experience.


12 — Welcome to Gotham city — WELCOME TO GOTHAM CITY Gotham City… Over time, its name has become synonymous with crime and corruption. And yet, there remains a sliver of hope—a guardian who watches over the city, tirelessly challenging all threats to its safety. Gotham City is one the major urban centers on the East Coast of the United States of America. Born from a village founded by puritans in the 17th century, it has grown continuously ever since, becoming a sprawling metropolis, overflowing from the islands it was built upon, swallowing suburbs and vast stretches of the nearby continent. Eight million people call the city home, including dozens of costumed criminals. The unlucky ones find themselves trapped behind the walls of Arkham Asylum, a  unique institution known for housing the world’s most dangerous psychopaths. Those that make front page news each time they escape leave death and chaos in their wake. Their names are known throughout the country and much of the world: the Joker, Harley Quinn, the Penguin, Two-Face, the Mad Hatter, the Riddler, Bane, and many more, all of them adding to the dismal reputation of Gotham City. The city is also home to more traditional criminal circles, like the five mob families who have shared control of the city’s streets and trafficking networks for over a century.


13 — credits — Other families of more lavish means helped build the city: the Waynes, Cobblepots, Arkhams, Kanes… At one point or another, they have all been featured in the pages of celebrity magazines, and invited into corporate boardrooms and city council meetings. And yet, corruption remains rife at every level. Crime continues to spread like a disease, from vicious attacks on the city streets to the shady decisions made in elegant offices. Assassinations, embezzlement, and large-scale theft are the orders of the day, every day. At least they were until the day Thomas and Martha Wayne were gunned down in the street in front of their son, Bruce. The event shocked the entire city and incited major consequences, even if they weren’t immediately apparent. Many wondered: if two of the city’s most celebrated and adored citizens could fall prey to a petty criminal without the case ever being resolved, how could Gotham City police be trusted to keep the peace? With lives at risk and trust in leaders eroding, Gotham City stood on the brink of chaos. While this wakeup call took time to sink in, one day - or rather one night - a masked avenger dressed as a bat appeared with a clear message: this city is going to change, and it will never be the same again. The Dark Knight not only protects the innocent, he also serves as a delectable challenge for every maniac eager to be “the person who killed Batman”. It is even whispered that some succeeded, only to find that this creature of the


14 — Welcome to Gotham city — night is immortal and always rises again from the ashes in one form or another. And almost every night, Batman continues his eternal crusade, striking anywhere in the city, flying from the shadows for a fleeting moment before returning to them, leaving behind a concussed thief, captured criminal, or terrorized corrupt politician. In a city as huge as this one, he could even be a simple urban myth. Apart from his enemies and allies, very few have seen him up close. City Hall remains mysteriously quiet and refuses to recognize his existence officially. The media is perplexed, the social networks filled with rumors and videos. Batman remains a shadow among the shadows. A legend. Over time, the Dark Knight has found companions willing to help in his fight against crime, such as Batwoman and Batgirl. Other heroes are also dedicated to protecting Gotham City and its inhabitants, some of whom are allies like the many Robins, while others have a more complicated relationship with our hero, for example the Birds of Prey. And yet, Batman maintains a jealous grip on ‘his’ city, often treating anyone he considers an outsider with little pity. Government organizations like Checkmate and the Suicide Squad have often been the object of his righteous ire. Which is not to say that Batman is completely against new heroes coming to Gotham. He might try to discourage them if he thinks they are too reckless, violent, or vulnerable, but he has often taken new arrivals under his wing, like the young Spoiler, or Tim Drake who would go on to become Robin after having discovered the Dark Knight’s secret identity. Wearing his solitude as a badge of honor, sometimes he pushes these newcomers away, frightened he will see them die helping with his crusade, something that has sadly happened more than once. However, one of Batman’s main allies wears neither a costume nor a mask. Commissioner Gordon arrived at the police department at roughly the same time that Batman started fighting crime, quickly understanding how he could use to his advantage a vigilante exempt from justifying his acts to a court of the city’s elite. Efficient and honest, Gordon rose through the ranks and fought corruption in the police force itself. No longer hesitant to call upon the Dark Knight when needed, the Commissioner is now inextricably linked with the BatSignal, the searchlight on the roof of the city’s central police department, used to project the logo of a bat onto the clouds to inform Batman that he needs to come to the rescue. The police already have enough on their hands fighting everyday crime, and are completely helpless when faced with the mind-boggling arsenals of madmen like Mr. Freeze, the military expertise of Ra’s al Ghul or the insane genius of the Joker. With no means to fight back, the GCPD has little choice but to ask Batman to intervene. The Dark Knight has at his disposal an arsenal just as formidable as any well-equipped criminal. What he lacks in superpowers he makes up for in money, allowing him to manufacture some extremely sophisticated gadgets. Batman is, after all, Bruce Wayne, the orphaned heir of Thomas and Martha, assassinated in the street for a pocketful of cash. Rather than letting this tragedy break him, the young man became determined to hone his skills in every domain, and dedicated himself to increasing his physical and mental capacities to a degree higher than any other human before him. Now, from the depths of the Batcave underneath his manor a few kilometers from the city, he wages his eternal battle against crime, aided by his extraordinary talents as a detective. The Batmobile, Batcomputer, and other equipment allow him to be everywhere at once, foiling his enemies’ craziest plans and escaping their most diabolical traps. But is one man enough to clean up all of Gotham City? Are his companions up to the job? Their failures have sometimes caused catastrophe in the city, leaving it cut off from the world, at the mercy of its gangs, or threatened by madmen like Deacon Blackfire. Despite Batman’s best efforts, crime is still rife in Gotham City. Its mayors and judges often fall prey to twisted criminals, and some - like the incorruptible Harvey Dent - have ended up spiraling into murderous madness. In some neighborhoods, the inhabitants still live in fear. Hideous creatures haunt the sewers and basements, any empty warehouses are immediately seized by super-criminals as their hideout, and the city’s huge port is filled with dark corners where evildoers can continue trafficking undisturbed. Despite the efforts of the Wayne Foundation, urban renovation hasn’t managed to eradicate the misery and distress of the city’s most vulnerable inhabitants. Perhaps it’s time Gotham City entrusted its security to a new kind of superhero? Perhaps the city’s brave police officers, crime-fighters, and honest citizens should take matters into their own hands and try to protect their home from the extravagant hoodlums that threaten it? It’s a mission. It’s an adventure. It’s a challenge. Will you have the strength, intelligence, and courage to succeed?


15 — credits —


16 BATMAN GOTHAM CITY CHRONICLES, THE ROLE-PLAYING GAME WHAT IS A ROLE-PLAYING GAME? A role-playing game is a fun cooperative experience. Players control the actions, thoughts, and behavior of what is known as a ‘player character’ (shortened to ‘Hero’ in Batman RPG), in an adventure in which these Heroes are the protagonists. This adventure (or ‘scenario’) is guided by one of the players (called the ‘game master’ or GM) who describes the scenes, encounters, and consequences of the Heroes’ actions, in addition to narrating the story and controlling secondary characters. No-one is competing against anyone else. The aim is for everyone, both the players and game master, to have an enjoyable experience aided by the game elements provided. Using these and their imagination, players become participants in a rich story set in the heady world of Gotham City. In order for players to follow their adventure, the GM has guidelines (the scenario) that they have either created or been given. This scenario contains the story’s intrigue, scenes, main and background characters, map details, etc. It’s a resource with all the necessary tools to help the game master bring the story to life, with many possible variations depending on their own judgement and the reactions of the Heroes (for more details about the roles of the GM, see part 3 which contains advice for players and game masters). A role-playing game naturally also has rules. These allow uncertain situations to be resolved, action sequences to be staged, and globally serve as a backbone to the dark and fascinating stories that the Heroes experience. Don’t be scared by the ‘role-playing’ aspect of the game. Everyone at the table is free to become their character with as much verve and conviction as they are comfortable with. We like to think that after playing a while as detectives or crime-fighters in the steamy atmosphere of a corrupted town like Gotham City, even the most timid players will soon find themselves hooked!


17 EXAMPLE OF A GAME Emily, Aaron, and Julia have gotten together to play their first scenario of Batman RPG. Julia has carefully prepared the session, and the first step is for Aaron and Emily to create their characters: a tough female GCPD detective called Montoya for Emily, and a young idealistic crime-fighter called Signal for Aaron. At the beginning of the adventure, we find Signal perched high on a crane, keeping watch over the warehouses used by the mob for trafficking dangerous, illegal chemicals. Montoya has just arrived by car, following a lead from an informant that the Maronis are about to make a revenge strike on a new gang in the area. After describing the dark piers and torrential rain pouring down from the heavy, dark clouds, Julia starts to talk: “Suddenly, two small vans with tinted windows arrive at the scene, hurtling towards the warehouses at breakneck speed. What do Signal and Montoya do? Emily: “I get on the radio, signal my position, and inform control that I might need backup.” Julia: “You hear the hoarse voice of Lindsay, the dispatcher, who seems a little annoyed and says ‘Roger that, car 38. Can you be more precise? All our cars are busy right now, and have you seen the weather? Listen, if I can keep our guys off the streets…’” Emily: “So that’s like ‘Welcome to Gotham City’! OK, so I reply ‘‘Jesus, Lin, I don’t give a rat’s ass about Greg and Ignacio getting their donuts damp! I need at least two cars right now - this could go south real quick. And tell them to suck their fat guts in so they come correct!’’” Julia: “OK, you hear Lindsay burst out laughing on the radio, and other officers listening in jeering too, before a sergeant abruptly tells them in no uncertain terms to keep it professional or else. Meanwhile, what about Signal? What’s he’s been doing all this time?” Aaron: “Where are the vans now?” Julia: “You see them pulling up just in front of the warehouse…” Aaron: “Right. I jump from the crane to the roof of the nearest warehouse.” Julia: “Do a test of Dexterity for me, difficulty 15.” The die rolls. Aaron: “16, with bonuses - I make a perfect landing! I’m using my power of camouflage, but have the guards seen me?” Julia: “Actually, they are way too busy with the vans - their engines are roaring and the side doors slide open. The guards barely have time to realize what’s happening before the gangsters jump out of the vans and start attacking them with baseball bats. One guard falls to the ground, unconscious!” Emily: “OK, code red! I start the car and put my foot on the gas while screaming into the radio ‘‘Armed robbery attack! I need backup right now! I’m going in!’’” Aaron: “Are the vans far from me?” Julia: “With a screeching of tires, they’ve stopped sharply in front of the warehouse doors, directly below the roof where you are.” Aaron: “OK. I jump onto the roof of the van nearest the warehouse. What difficulty for the test of Dexterity?” Julia: “10!” Aaron: “3 - damn! Oh well, I use an Exploit Point. It’s either that or dishonor!” Julia: “That makes 13: you just about get your balance back, but for a second there you almost finished off face down on the tarmac!” Emily: “Am I still far off?” Julia: “No, you’re arriving at the scene. Did you switch your siren on, by the way?” Emily: “What? Er, yes… Thought it might startle them a little.” Aaron: “And you don’t think they might start fighting back?” Emily: “Ah, yes. Damn…”


18 — Batman Gotham city chronicles, the role-playinG Game — Julia: “Never mind - the lights are flashing and the siren is screaming just as your tires start screeching as you brake. Tell me - where do you stop?” Emily: “Er, I don’t! I try to drive through the warehouse guards and the gangsters to split them up.” Julia: “OK, do a test of driving for me, because you have to get round them while also avoiding getting hit by one of the baseball bats that are smashing your windows. Difficulty 15. I’m also doing a closerange attack test for the criminals. How much do you have in Defense?” Emily: “13… But I’m moving fast. That must hinder them, right?” The dice rolls. Julia: “Yes, that’s a problem for them, and you’re protected by the body of the car anyway. I’ve got 8 and 7. The car is full of dents from the baseball bats, but you escape without a scratch!” Emily: “And I’ve got a… 5. Argh! Oh wow, I really have the worst luck tonight… And I’m not going to burn an Exploit Point for that!” Julia: “As you wish. So Aaron, Signal sees Detective Montoya’s police car about to hit the van you’ve just jumped onto. The van swerves suddenly. Do a test of Dexterity for me, difficulty 15, to see whether you avoid rolling onto the ground.” The die rolls. Aaron: “8… So, looks like I’m going to fall, but at least I’ll do it with class…” Julia: “You hurt yourself as you fall and lose 3 Hit Points. And what about you Emily?” Emily: “I’m still behind the steering wheel of my car, which is half smashed into the van, and I turn to get out on the passenger side…” Julia: “OK, you see the Maroni gangsters starting to fight with the warehouse guards. Others are running in your direction too. What do you do?” Emily: “It looks like they’re after Aaron or me…” Julia: “A tall thin man with a sadistic face is getting ready to hit Signal from behind. He has 14 Defense.” Emily: “I attack him to try and stop him…” The die rolls. Now that you’ve understood how things work, let’s leave Aaron and Emily to battle it out in the middle of this gang battle… WHAT IS BATMAN GOTHAM CITY CHRONICLES RPG? This book is an extension of the boardgame Batman Gotham City Chronicles, whose various seasons have been very well supported over the course of a number of Kickstarter crowdfunding campaigns. Providing everything necessary to expand the fun experience of a board game based in the world of Gotham City, this extension allows you to take advantage of the game boards and miniatures using the freedom and immersiveness that a role-playing game offers. Batman RPG allows you to play as anonymous or wellknown characters from the world of Batman. You can explore the avenues and back-alleys of Gotham City as an officer of the GCPD, a masked vigilante, or even one of the city’s crooks or illustrious criminals. Experience exciting adventures in the city’s seediest neighborhoods and strangest, most perilous places. Steep yourself in the mysteries that give the city its unique, menacing atmosphere. Meet your favorite characters in epic combats and devilishly intriguing mysteries, or become them yourself. The future of Gotham City is now in your hands! PRESENTATION OF THE GAME SYSTEM Batman RPG uses the “D20 system”, based on a 20-sided die (together with others) which we chose because it’s easy to understand and is already well-known by many players around the world. The characters are defined by characteristics that reflect their general qualities (Strength, Dexterity, Perception, etc.) and fighting stats (Attacks, Defense, etc.), as well as their areas of expertise, called Ways. These Ways reflect the extent to which a character masters a certain domain (such as melee combat, investigation, medicine, etc.) and give


19 characters ‘capacities’, adding bonuses and effects that allow them to complete certain types of actions, often to spectacular effect. A few extra parameters complete the portrait of each character, allowing them to face any situation they may encounter during a session of the role-playing game. The mix of these elements varies depending on whether the character is seasoned or a novice, as shown by their ‘experience level’. For the Heroes that participants play as during the scenario, these parameters are defined during the ‘character creation’. Batman RPG offers three different modes for this, depending on the type of scenario and level of threat the Heroes will be encountering. This is where you’ll find the vast range of Ways and their associated skills, aimed at covering all the necessary capacities that a character in Gotham City will need. Superpowers figure in special Ways that have their own system of functioning. This is in order to offer a large array adapted to the type and strength of the superpowers you may need to use during an adventure reproducing the feel of Batman comics. Character creation is completed by rules related to the character’s experience level, the teams of Heroes, your HQ, and all the items that a character may want to equip themselves with. The rules governing the use of all these elements defining the Hero, background characters, allies, and adversaries make up the ‘game system’. This is based on ‘tests’, rolls of the 20-sided die that determine whether the character in question successfully completes an action attempted in the game (or not), depending on the difficulty of said action. There are many factors that influence the chance of success, such as the character’s characteristics and skills, and the circumstances of the action. Particular game situations, like combats, chases, infiltration, questioning, or tailing someone all have detailed specific rules, although these are optional. They are used to determine the Hero’s chances of survival, success, or failure, adding extra depth to the game experience, and helping to reproduce some of the most typical and intense moments from the comics, as if you really were an investigator or vigilante in Gotham City. In addition, all these guiding elements are completed by rules about Ethics and various phenomena such as using a vehicle for driving or combat, the Batman Family gadgets, madness, falling, fires, etc. Don’t be scared by the number of pages in this book. It exists to give you as much help as possible to get the most out of the detailed and intense adventures that await you in Gotham City. It’s up to you to decide whether you use all the resources provided or not. Batman RPG is your game - our aim is just to try and make it go as smoothly and enjoyably as possible!


20 PART 1: THE HEROES


21 CHAPTER 1: CREATING YOUR CHARACTER In order to experience the adventures of Gotham City, each player has to create a character that fits the type of scenario that the GM want them to play in. Batman RPG has a host of Heroes on offer to players: police officers, masked crimefighters, ordinary citizens, even criminals. The overarching story, intrigue, and enemy strength can vary a lot, depending on who the scenario is aimed at. Creating a character allows the player to determine the level of physical strength, intelligence, and fighting skills that will define their alter-ego, as well as the skills and abilities that reflect the character’s backstory and training. All this information is noted on the character sheet during creation and will be needed throughout the game. Naturally, all these rules can also apply when creating the enemies that the Heroes will encounter during their adventures. There are also rules for creating non-player characters, with a reduced set of stats. See part 4 for more details. Here are the steps for creating a character: 1. Choose a creation mode, depending on the player’s wishes and the type of adventures they will be taking part in. 2. Choose a profile, either predetermined or generic, from those that correspond with the chosen creation mode. 3. Choose a Trait for the Hero, and possibly add a couple of Disadvantages, as these give extra points to use for buying primary characteristics (see below). 4. Determine the scores of the primary characteristics (Strength, Constitution, Dexterity, Intelligence, Perception, and Willpower) via a system of purchase by points. 5. Determine the other factors - the combat characteristics, Exploit Points, and Hit Points. 6. Determine the experience level the Hero starts with. 7. Choose the Hero’s Ways and abilities, based on their profile and level of experience. 8. Determine their Ethics score (especially important for Heroes created in the “Shadows of Gotham City” mode). 9. Determine which languages the Hero knows how to speak. 10.Think about the Hero’s past, using the advice given in the chapter “The role of the Heroes - becoming a character in Gotham City”. CHOOSE A CREATION MODE To help players become any of the numerous characters on offer in Gotham City, Batman RPG provides three creation modes that correspond not only with three distinct types of Hero, but also three types of adventure. ◊ The “Streets of Gotham City” mode is perfect for creating Heroes for a police investigation-type scenario, or one that takes place in the alleyways and seedy neighborhoods of Gotham City. You can be a police detective, journalist, gangster, attorney, private detective, member of the FBI, burglar, soldier, crook… The profiles on offer are those of simple citizens, members of the force, and even criminals. Ordinary people destined for something extraordinary! ◊ The “Shadows of Gotham City” mode allows you to create Heroes for a heroic scenario, in which colorful characters with extraordinary physical and/or mental capacities will operate on the borderline of what is legal, and face formidable enemies. This is the mode for anyone wanting to play a crime-fighter or supercriminal who does not have supernatural powers, like the members of the Batman Family or characters like the Penguin, Two-Face, The Architect, Hush, Harley Quinn, etc. ◊ The “Wonders of Gotham City” mode is for creating Heroes for epic scenarios in which characters with superpowers have to save Gotham City from major threats. This is the mode for playing characters like Black Canary, Poison Ivy, Killer Croc, Solomon Grundy, and Clayface. Exceptional characters for exceptional adventures!


22 — part 1: the heroes — The differences between the three modes change the character profiles and the Ways that they can access: Heroes created in the “Streets of Gotham City” mode only have access to common Ways and shadow Ways. Heroes created in the “Wonders of Gotham City” mode can access all Ways (common Ways, Ways of shadows, and Ways of wonders). It’s generally best that all the Heroes in a group be created using the same mode in order to avoid having too big a difference in strength between them, resulting in some Heroes becoming weaker spectators of the actions performed by other, stronger players. And because the characters should match the scenario, the mode will more often than not be dictated by the GM. Despite this, a group of players can contain Heroes created via different game modes, as long as the scenario can accommodate it. For example, it’s possible for a scenario to bring together Renee Montoya (“Streets of Gotham City” mode), Batgirl (“Shadows of Gotham City” mode), and Poison Ivy (“Wonders of Gotham City” mode) all looking for the same criminal. In the same vein, a campaign can offer players the chance to move up through the ranks of an underworld gang that includes a crook (“Streets of Gotham City” mode), a specter-like criminal (“Shadows of Gotham City” mode) and a mutant werewolf (“Wonders of Gotham City” mode). These three modes only exist to take into account the specificities of each type of character. The most important thing is to attempt to provide the best game experience possible. This can be achieved by getting together a coherent groups of Heroes all created via the same mode, or a mixed selection, although we only advise this latter technique for more experienced players and GMs. Once each player has chosen a mode, they should choose a profile - either generic or predetermined - that suits their taste and the type of scenario being offered. They will next have to build their character with this profile as a guide, completely ignoring what is commonly found in comics, or keeping faithful to the style, as they wish. You can be an idealistic righter of wrongs, a young but already cynical cop, a criminal genius hell bent on revenge, a millionaire obsessed by tech and justice, a child of the mob disgusted by crime but reluctant to betray his clan, a high-ranked attorney corrupted by money or love, an expert in martial arts ready to defend the weak by legal means or other, a journalist who will stop at nothing in order for the truth to be discovered, or a monster horribly malformed by an experiment that has increased its strength and hairiness tenfold… The only limits are your imagination and the compatibility of your dreams with the adventures devised by the GM! CHOOSING THE HERO PROFILE For each of the aforementioned modes, you’ll find predetermined profiles that offer numerous types of characters. If you don’t find anything to your taste and you want to build a character from scratch, this selection is completed by three generic profiles for each mode (a physical profile for action-based Heroes, a specialist profile for Heroes with a certain expertise, and a multipurpose profile for Heroes with diverse skills). Each profile is described as followed: Name: indicates the name of the profile. Description: gives a summary of the type of characters the profile offers (training, past, personality, etc.). Hit Points die: indicates the type of die (D6, D8, D10 or D12) used to determine the character’s Hit Points (HP). At level 1 the character always starts with a number of HP equal to the maximum possible result of their Hit Points die (10 for a D10, 8 for a D8, 6 for a D6, etc.), plus their Constitution MOD. MA and RA: indicate the Melee Attack (MA) and Ranged Attack (RA) scores when creating the character. These scores also depend on the primary characteristic Modifiers, so the MA and RA can only be completely determined after these MODs are known. Exploit Points (EP): indicates the number of EP the character has when first created, to which is added the Willpower MOD. Capacity Points (CP): indicates the number of Capacity Points available when the character is created. These allow capacity levels to be purchased in the initial Ways of the character. The chapter about Ways explains in detail how to use your CP. Primary characteristic with an Edge: Batman RPG is a game in which the characters have missions or goals to  achieve. Some profiles offer one or sometimes two characteristics with an Edge. When performing a characteristics test with an Edge, 2D20 dice are rolled instead of 1D20, and you pick the result of your choice. Only primary characteristics can have an Edge. Initial Ways: each profile indicates the Ways that the character can acquire for free. These Ways each correspond with a domain of abilities, split over five levels with five capacities gained per way over the course


23 — chapter 1: creatinG your character — of the experience. You’ll find more details about this, including the capacities to be gained in the Ways, in the chapter all about them. Finances: gives an idea of a character’s social level, lifestyle, and disposable income upon their creation. Equipment: indicates, if necessary, the weapons, protection, materials, and other gadgets immediately available to the character. HERO PROFILES CREATED IN “STREETS OF GOTHAM CITY” MODE PREDETERMINED PROFILES This section offers a range of predetermined profiles, suited to adventures that the characters might experience in a place like Gotham City. SPECIALIZED PROFILES BODYGUARD “For the client, you and I are that thin red line that separates life from death. Sometimes, that line also separates good from evil, and the client could be on either side - it’s all the same to us. They just have to get to the end of the day in good health, even if that means you end up at the ER. And if you think you’re not getting paid enough for putting yourself in danger like that, then perhaps it’s just that you’re more or less worthless anyway…” Mary A., employee of Shield Home Security, to one of her young colleagues. Your job is to protect celebrities, politicians, industry bosses, attorneys, members of the mafia… anyone who has good reason to believe that they are in physical danger. In a place like Gotham City, that’s like going into lion territory to bring back a gazelle safe and sound. Plus,  you’ll probably have to turn a blind eye to the dubious things the gazelle did in the first place. It’s a job that’s always in demand, partly because there’s always someone who needs protecting, but also because your fellow bodyguards don’t tend to live that long, what with all the bad guys and masked madmen running round the streets of the city. The only advantage for you in this situation is that prices are on the rise - a simple question of supply and demand, especially if you believe that money has no smell. Risk pays, but how far will you go? Hit Points die: D10 MA and RA: two points to be attributed as desired EP: CP: 2 Primary characteristic with an Edge: choice between Strength and Constitution. Initial Ways: three Ways chosen from the following: the Way of the melee, Way of ranged weapons, Way of physical prowess, and the Way of corporations (underworld). Special rule: the Way of the protector is available to the character with this profile when they reach level 5, regardless of whether the necessary requirements have been met or not. Finances: moderate BOUNTY HUNTER “He said 10,000 alive. He didn’t say unhurt. Even without a left knee, he can still go to trial…” Mary McGail, from the company ‘Wanted’ This is where the private sector meets the law, when the police run out of time and money to track down a suspect or a criminal. You’re a sleuth, used to frequenting hideouts, sleazy hotels, sketchy neighborhoods, and other nefarious places. You work for the money, still proud of the image of a vulture you inherited from the heroic era of the Frontier days. Nowadays though, the Frontier is everywhere. The Wild West has spread as far as the venerable monied cities of the East Coast. You’ve become an expert on crime and savagery, so why not use your predatory instincts to track down petty crooks and gangsters - there are worse ways to earn a living! DON’T FORGET! YOU SHOULD ALWAYS ADD: ◊ the Strength MOD to the MA ◊ the Dexterity MOD to the RA ◊ the Willpower MOD to the number of EP ◊ the Constitution MOD to the number of HP. The number of HP at level 1 is always equal to the maximum possible result of the Hit Points die (6 for a D6, 8 for a D8, 10 for a D10, etc.)


24 — part 1: the heroes — Hit Points die: D10 MA +1 and RA +1 EP: 0 CP: 2 Primary characteristic with an Edge: choice between Dexterity and Constitution. Initial Ways: the Way of investigation and Way of ranged weapons, and one common Way of your choice. Finances: moderate CORPORATE EXECUTIVE “I am still convinced that it’s still possible to lead a normal life, even here in Gotham City. You just have to know how things work here, throw yourself into your job, and respect the hierarchy. Companies like Wayne Industries have some incredible opportunities on offer, plus there’s a huge demand for security-related products in a city like this. It’s a jungle out there, so I often tell myself that having your own desk, mug, and computer can get you the kind of life that anyone should be pleased with.” Said by Bob O.at the coffee machine, the day before he disappeared Your dreams are filled with gleaming glass and steel skyscrapers, meetings, e-mails, work, and opportunities. The Financial District and its jungle of offices, elevators, dark suits, and daring projects are the ecosystem you thrive in. Be mindful though: even if money has no smell, you know who you really work for - all these downtown companies are controlled by the mob or dodgy billionaires like Oswald Cobblepot. Whichever way your moral compass points, you’ll undoubtedly know how to come out on top… Hit Points die: D8 MA +1 and RA 0 or MA 0 and RA +1 EP: CP: 2 Primary characteristic with an Edge: choice between Intelligence and Willpower Initial Ways: three Ways chosen from the following: the Way of silver, Way of speech, Way of corporations (the world of business), Way of science, Way of psychology, and the Way of the Jack of all trades. Finances: well-off CRIMINAL “As my pop used to say: all that glitters is not gold, but steal it anyway - you’ll always find a sucker to sell it to…” Eddy C., convicted of theft multiple times Why pay when you can rob the meek? Living off petty crime, doing a hold-up from time to time, preparing a daring robbery… There are as many ways to live at the expense of others as there are reasons to prefer the life of a burglar or bank robber over that of an honest worker. Some people in this line of work blame a life of misery, others laziness. Some say they love the art of it, or have some ridiculous theories about inequality, bosses, and  anarchy. What they all have in common though is something you also know - the conviction that morals no longer have a place in Gotham City and that it’s only normal to take advantage of the chaos of the place. Hit Points die: D8 MA +1 and RA 0 or MA 0 and RA +1 EP: CP: 2 Primary characteristic with an Edge: Dexterity Initial Ways: three Ways chosen from the following: the Way of escape, Way of physical prowess, Way of stealth, and the Way of the Jack of all trades. Special rule: the Way of the infiltrator is available to the character with this profile when they reach level 5, regardless of whether the necessary requirements have been met or not. Finances: well-off


25 — chapter 1: creatinG your character — CROOK “The difference between me and an honest trader? My criminal record.” Janet S. during her trial for embezzlement and breach of trust Swindler, shyster, white-collar thief… You deal with schmucks and shamelessly burn them for everything you can get. It can happen anywhere from a dive bar with clandestine betting, to the cold, designer offices of the corrupt banks ready to take the mob money you pass through their accounts, no questions asked. For you, money is a way of life, an obsession. And whether it’s a bunch of crumpled notes from the depths of a drunk’s pocket or all the zeros flashing by on your smartphone when you’re buying and selling shares, there’s always the same thrill, the same shot of intoxicating adrenaline when the sucker realizes they’ve been had. You might not have your own gold toilet just yet, but you never pay for anything unless it’s to show off. And perhaps the reason you love scams, lies, and duping those jackasses so much, is because you’re always one step ahead - nah, ten steps ahead. They deserved it and so do you. Hit Points die: D6 MA 0 and RA 0 EP: 0 CP: 4 Primary characteristic with an Edge: choice between Intelligence and Willpower. Initial Ways: the Way of silver, Way of speech, Way of psychology, and one common Way to be chosen from either the Way of the Jack of all trades or the Way of stealth. Finances: moderate EXPERT “For a very long time I thought that knowledge, together with faith, was what separated us from the animals. But that’s not true: look at all the costumed crazies with their murderous inventions! Truth is, knowledge just makes us a little less dumb and forgettable. Take it from me - with things the way they are, I think we just have to put up with it…” Prof. Walters, dean of the university Doctor, attorney, writer, researcher, scientist, professor, artist, engineer… You’re part of that small elite of specialists whose expertise is recognized, and who, in a city like Gotham City, represent beacons of light for culture and knowledge in the midst of a violent storm of darkness. Only you know just how many ancient, dark mysteries there are in Gotham City, way beyond those lunatic narcissists who love to dress up in disguises and force their overblown ego’s vision on everyone. In reality, this city is like a dead star, slowly collapsing in on itself to become a black hole, and that’s a fascinating scientific, ethical, and cultural challenge! When creating the character, the player chooses a specialty like law, economy, literature, art, languages, the  hard sciences (chemistr y/physics, biology, biochemistry, mathematics, medicine, etc.) or social sciences (history, sociology, philosophy, etc.) If the GM agrees, this specialty gives the character the corresponding profession: doctor, researcher, professor, archeologist, attorney, judge, economist, etc. Hit Points die: D6 MA +0 and RA +0 EP: 0 CP: 4 Primary characteristic with an Edge: Intelligence Initial Ways: four Ways chosen from the following: the Way of science (specialty to be decided), Way of the arts, Way of silver, Way of medicine, and the Way of the mechanic. Way of science can be chosen several times with a different specialty each time. Finances: well-off GANGSTER “You know what he used to say, old Reacher? He used to say, guys like us, we’re like predators in the swamp: it’s  our job to get rid of the weak and prosper at the expense of the herd. And at other times, we’re like, y’know, doin’ the Almighty’s work, punishing the sinners and keeping the flock on the straight ‘n’ narrow. But guess what, old Reacher ain’t ‘ere no more to spout all his nonsense! What I says is that we’ve got the good life, innit. Free as a bird, answering to no-one, just raking in the dollars. It would be a real paradise if there weren’t so much competition and those crazies in bat costumes! Listen, this city’s become like a rollercoaster: looks scary but it’s worth it for the thrills!” Inmate n°584851 in Blackgate


26 — part 1: the heroes — Evil, misery, laziness, stupidity, bad luck… No-one really knows how you came to join a gang, and to tell the truth no-one could care less really - just know your place, keep your mouth shut, bow down to the bosses, respect your fellow gang members, fight to defend your clan and every inch of your territory, and above all treat the city’s honest citizens with violence and panache. Gotham City is the perfect city for you and your kind, a jungle where it’s always better to be a predator than the prey. And you, you’re part of the pack, a clan, a gang, call it what you will. And make sure you respect the same rules as the coyotes, the hyenas, and the wolves: there’s a chief, and then there’s the henchmen, and it’s a good life for all! At least, as long as it lasts. As long as a rival gang doesn’t come and try to get revenge. As long as the shadow of a cape doesn’t transform the party into a nightmare. As long as you can stand all this violence and what it does to its victims. Hit Points die: D10 MA + 1 and RA +1 EP: 0 CP: 2 Primary characteristic with an Edge: choice between Dexterity and Strength. Initial Ways: the Way of ranged weapons, Way of the melee, and a common Way chosen from either the Way of physical prowess or the Way of danger. Finances: moderate GCPD OFFICER “Detective Eddy Worth was one of those partners you like to have by your side when things start going south. And some people dare to judge his previous actions by today’s standards! They have no idea what old Gotham City was like, when Worth and his team had a limitless tab at the Maronis’ restaurants. A lot of business deals were worked out there, over a bowl of cannelloni. A lot of tragedies were averted too. Things were done civil like. And when a show of strength was needed, Eddy never held back. The list of thugs and petty criminals he got off the streets - permanently - is a long one. A lot of those around us who frown on his methods owe him their life, or at least a little tranquility. It’s ironic though, no-one was able to save his life the day he crossed paths with one of those costumed crazies! Where were you guys when Eddy needed you? Who’s gonna have your back when push comes to shove?” Speech given by Detective Harvey Bullock at a colleague’s funeral Being a police officer in Gotham City requires blind dedication. Whatever unit you join, you’ll be with women and men who have to fight relentlessly, down in the dirt, against crime, corruption, and misery. On a bad day, your job is a fiery hell with bureaucracy and insane statistics pouring gasoline on the fire. On a good day, it’s a manhunt where the role of hunter and hunted changes constantly. Or sometimes perhaps it’s more like being in a boxing ring with no escape, or perpetually on the brink of chaos, or wading through the sewers of humanity. How do you manage to keep going? How can you take the pressure?


27 — chapter 1: creatinG your character — How do you put up with the stupidity and cruelty of your colleagues? How can you turn a blind eye to their swift judgements and dubious decisions? You  deserve a medal! Fat chance, but if you’re lucky they’ll get you an oak coffin, a flag, and a bagpipe player… Hit Points die: D10 MA +1 and RA +1 EP: 0 CP: 2 Primary characteristic with an Edge: choice between Strength and Perception. Initial Ways: the Way of ranged weapons, Way of investigation, and one more - either the Way of the melee or the Way of corporations (police). Finances: moderate JOURNALIST “I was always told the media are the fifth power. D’you still believe that bullcrap? Where was that ‘power’ when the Falcones were threatening me? When Mayor Hady closed the paper’s new offices for being ‘a health hazard? When the liars up high said it was the media who were lying? When even Joe Public preferred to watch videos of Harley Quinn and believe Oscar Cobblepot’s lies on the social networks, rather than the proof we were publishing?” Interview with investigative journalist Vicki Vale Networking is essential, and you know a lot of people in your line of work. Some are nice but dumb, others brilliant but cowardly. Gossipmongers flitting from cocktail party to cocktail party, and bums that scour the alleyways of Gotham City until they find some info on the worrying disappearance of yet another young girl who lost her way. Squeaky-clean, good-looking men who read the news on TV, and unknown journalists who frequent the bars for inside info and just one more whiskey. Colleagues who prefer to print lies and call them ‘alternative facts’, and others who will gladly dredge the gutter as long as it gets them the likes. And still a few dreamers who think they’ll get a Pulitzer for revealing who’s behind Batman’s mask. In the era of internet, truth no longer has any value. Whereas a scoop… Hit Points die: D8 MA +1 and RA 0 or MA 0 and RA +1 EP: CP: 2 Primary characteristic with an Edge: choice between Intelligence and Willpower. Initial Ways: three Ways chosen from the following: the Way of investigation, Way of stealth, Way of speech, Way of psychology, and the Way of corporations (depending on the specialty: world of politics, world of sport, world of science, courts of justice, world of the forces of order, the world of business, etc.) Finances: moderate PRIVATE DETECTIVE “I’ve always loved Gotham City, both its shine and its shadows, the bitterness of it, the gentle pain it inflicts on a person. The city makes you feel like she’s a friend, an ally, and you know that one day, for sure, that friend will crush you one way or another, cruelly and brutally if she can.” Private detective Gary E., who disappeared on his way to Arkham Asylum Far from the image of the private in a trench coat and hat, your profession is actually filled with very diverse people: ordinary-looking men and women hired to find poor payers, photographers specialized in divorce cases, former police detectives forced to leave the service that reopen old GCPD cold cases, henchmen paid to intimidate opponents, hackers specializing in tracking and spying via the web… The profiles of your ‘colleagues’ are as varied as the attitudes each of them has with regard to the law. Sometimes it’s a thin line between crime and justice. Which side will you be on? Hit Points die: D10 MA +1 and RA +1 EP: 0 CP: 2 Primary characteristic with an Edge: choice between Dexterity and Perception. Initial Ways: the Way of ranged weapons, Way of investigation, and one common Way to be chosen from the Way of stealth or the Way of psychology. Finances: moderate


28 — part 1: the heroes — SERVICEMAN “Colonel, I am honored to present you with my candidature for the Condor mission planned for Gotham City by the Special Strengths unit. As my city of birth, I know the theater of operations well, and the ruses of the opponents we will have to face. Fighting under the flag of the United States against the enemy within will be a challenge I am proud to face.” Excerpt from a letter sent to his commanding officers by soldier Franz S., who was seriously injured during an operation led by Homeland Security. Whether they are in active duty, foreign, a veteran, or retired, you recognize a fellow soldier when you see one. They have that certain assurance, a slightly rigid gait from being in uniform, the keen eye for scoping their surroundings. Sometimes, there’s also a telltale anxiousness. You have buddies who have been mutilated, either bodily or mentally, but also memories - the sand and the smell of danger, that moment when time seems to stand still while you rush to get your brother in arms to safety. These are the things that are important, right? Friendship. The flag. The Bible. And the weapon in your hands. Hit Points die: D10 MA and RA: two points to be attributed as desired EP: CP: 2 Primary characteristic with an Edge: choice between Dexterity and Strength. Initial Ways: the Way of the melee and Way of ranged weapons, and one common Way to be chosen from the Way of physical prowess, Way of danger, and the Way of corporations (army). Finances: moderate TRAFFICKER “There’s three things you need in this line of work - solid contacts, a knack for business, and a gift for begging in case things get ugly.” Quote supposedly from trafficker Bob B. Weapons, contraband, stolen cars, works of art… You’re always thinking about profit, suppliers, transporting, clients, territory, competition. You consider Gotham City both a warzone and a giant mall filled with several million potential customers. The police isn’t doing its job. Batman is emptying the river of its slime with a bat-teaspoon. But he’s not your biggest problem - yours are called the Falcones and the Maronis, and the world of trafficking is like the world of fashion: things change quickly, the profits are huge, and the falls are fatal. Succeeding longterm means being clever, being wary, being careful, and having the right friends. You have to seize opportunities and not be frightened of getting your fists dirty. Be a strategist, and a shark. Hit Points die: D8 MA +1 and RA 0 or MA 0 and RA +1 EP: CP: 2 Primary characteristic with an Edge: choice between Dexterity and Strength. Initial Ways: the Way of ranged weapons, Way of the melee, and one more Way to be chosen from either the Way of physical prowess or the Way of danger. Finances: moderate OTHER PROFILES Apart from the profiles given above, you might want to create atypical characters for Gotham City. To do so, we have prepared a few quick profiles, and if you want even more leeway, you can use the three generic profiles and adapt them as you please. Artist: Hit Points die D6; MA and RA 0, EP 0 and CP 4; Primary characteristic with an Edge: choice between Willpower and Intelligence; Ways of the arts, of speech, of psychology and one common Way of your choice; Finances: moderate. Acrobat: Hit Points die D10; MA and RA: two points to be attributed as desired; EP 0 and CP 2; Primary characteristic with an Edge: choice between Strength and Dexterity; Ways of the arts, of danger, and physical prowess; Finances: poor. Secret services agent:Hit Points die D8; MA or RA +1, EP 2 and CP 2; Primary characteristic with an Edge: Strength, Intelligence, choice between Dexterity and Willpower; Ways of stealth, of investigation, and of corporations (federal security agencies); Finances: well-off.


29 — chapter 1: creatinG your character — Adventurer: Hit Points die D10; MA and RA: two points to be attributed as desired, EP 0 and CP 2; Primary characteristic with an Edge: choice between Strength, Willpower, and  Constitution ; Ways of survival, of the Jack of all trades, and of piloting; Finances: moderate. Chauffeur: Hit Points die D10; MA and RA: two points to be attributed as desired; EP 0 and CP 2; Primary characteristic with an Edge: choice between Dexterity and Perception; Ways of danger, of the mechanic, and of piloting; Finances: moderate. Dilettante: Hit Points die D6; MA and RA 0; EP 0 and CP 4; Primary characteristic with an Edge: choice between Intelligence and Willpower; Ways of silver, of the arts, of speech, and one common way of your choice; Finances: well-off. Butler: Hit Points die D6; MA and RA 0, EP 0 and CP 4; Primary characteristic with an Edge: choice between Dexterity and Willpower ; Ways of speech, of stealth, of psychology, and one common Way of your choice; Finances: well-off. SWAT team member: Hit Points die D10; MA and RA: two points to be attributed as desired, EP 0 and CP 2; Primary characteristic with an Edge: choice between Strength and Dexterity ; Ways of ranged weapons, of the melee, and of survival; Finances: moderate. Worker: Hit Points die D8; MA +1; EP 2 and CP 2; Primary characteristic with an Edge: choice between Strength, Constitution, and Dexterity ; Ways of corporations (unions), physical prowess, and the mechanic; Finances: poor. Firefighter: Hit Points die D10; MA +2; EP 0 and CP 2; Primary characteristic with an Edge: choice between Strength and Constitution ; Ways of physical prowess, of medicine and of the melee; Finances: moderate. Homeless: Hit Points die D8; MA +2; EP 2 and CP 2; Primary characteristic with an Edge: choice between Dexterity and Constitution; Ways of corporations (underworld), of stealth, and of survival; Finances: destitute. Waiter: Hit Points die D8; MA +1, EP 2 and CP 2; Primary characteristic with an Edge: choice between Perception and Willpower ; Ways of the melee, of psychology, and of the Jack of all trades; Finances: poor. Professional sportsperson: Hit Points die D10; MA or RA +2; EP 0 and CP 2; Primary characteristic with an Edge: choice between Strength and Dexterity; Ways of silver, of the melee, and of physical prowess; Finances: well-off. Academic: Hit Points die D6; MA and RA 0; EP 0 and CP 4; Primary characteristic with an Edge: choice between Intelligence and Willpower; Ways of corporations (universities), of speech, of science, and one common Way of your choice; Finances: well-off. GENERIC CHARACTER PROFILES FOR THE “STREETS OF GOTHAM CITY” MODE PHYSICAL CHARACTER Hit Points die: D10 MA and RA: two points to be attributed as desired EP: CP: 2 Primary characteristic with an Edge: one to be chosen from the following: Strength, Constitution, Dexterity, and Perception. Initial Ways: three Ways chosen from the following: the Way of ranged weapons, Way of the melee, Way of danger, Way of investigation, Way of physical prowess, Way of the mechanic, Way of piloting, and the Way of survival. Finances: moderate SPECIALIZED CHARACTER Hit Points die: D6 MA +0 RA +0 EP: 0 CP: 4 Primary characteristic with an Edge: one to be chosen from the following: Intelligence, Perception, and Willpower. Initial Ways: four Ways to be chosen from the following: the Way of silver, Way of the arts, Way of corporations , Way of speech, Way of investigation, Way of medicine, Way of piloting, Way of psychology, and the Way of science. Finances: well-off


30 — part 1: the heroes — FLEXIBLE CHARACTER Hit Points die: D8 MA or RA +1 EP: 2 CP: 2 Primary characteristic with an Edge: one to be chosen from the following: Strength, Constitution, Dexterity, Intelligence, Perception, and Willpower. Initial Ways: three Ways to be chosen from the following: the Way of ranged weapons, Way of corporations, Way of danger, Way of investigation, Way of escape, Way of physical prowess, Way of stealth, and the Way of the Jack of all trades. Finances: moderate HERO PROFILES CREATED IN “SHADOWS OF GOTHAM CITY” MODE PREDETERMINED PROFILES As with the “Streets of Gotham City” mode, this mode offers several predetermined profiles. You’ll also find some generic profiles after them. Four of these profiles are linked with the scores of the Ethics chosen for the character (see the section entitled “Choose your Ethics”, and Chapter 3 entitled “Ethics during the game” in the section about the game system). In addition to these profiles there are five others not influenced by the Ethics scores, for those who prefer to have more freedom or play as more neutral characters that still have as much talent. For these Heroes, who rarely act unmasked, the player can freely choose the profession or job that they have in their everyday lives, making sure that it remains coherent with their social standing and finances. PROFILES LINKED WITH ETHICS CLOWN “Ha! Ha! Ha! Ha!” The Joker They’re all so serious! So deathly dull! So attached to their stupid rules, their small-minded norms, their little habits, their absurd codes! To their pitiful routines! To their ridiculous, uptight restrictions that drain the life from any attempt at creativity! It’s all so damn predictable, so stuffed with clichés, so prudishly benevolent and gray! With you, we’d all die of boredom… In this world of skyscrapers, straight avenues, police officers, and office workers, you are the spark, the happening, the life, the confusion, the unexpected! The whisper of chaos without which the world would be sinister, inoffensive, and cold. You are the clown character that used to be indispensable to remind the powerful of their human condition, a cruel joker from ancient mythology, without whom the gods would not have known peril, discovery, or achievements. You are the costumed clown without whom the fanatical guardians of order such as Batman would be nothing, just furious individuals obsessed with order and profit. You are the other side of the coin, the  one that brings light, fire, chaos, creativity! He who disrupts the sad alienation of people’s daily life with a  little disorder, risk, and adventure. But wait a minute - isn’t it because of troublemakers like you that the laws are made more draconian? Aren’t you why the police gets more money for surveillance, more support from the authorities, and are treated more leniently by judges? Indeed, what would you do if society actually collapsed and there was no longer an established order to defy? What are you, deep down? A real agent of chaos? Or just an excuse to reinforce the current order and provide a reason for people like Batman to exist? Or perhaps we are all - you, me, masked crimefighters, the police, and Gotham City - just a vast, bloated joke? Hit Points die: D10 MA +1 and RA 0 or MA 0 and RA + 1 EP: CP: 4 DON’T FORGET! YOU SHOULD ALWAYS ADD: ◊ the Strength MOD to the MA ◊ the Dexterity MOD to the RA ◊ the Willpower MOD to the number of EP ◊ the Constitution MOD to the number of HP. The number of HP at level 1 is always equal to the maximum possible result of the Hit Points die (6 for a D6, 8 for a D8, 10 for a D10, etc.)


31 — chapter 1: creatinG your character — Primary characteristics with an Edge: Dexterity and Willpower. Initial Ways: the Way of anarchy, one common Way of your choice, and two additional Ways to be chosen from the following: the Way of the melee, Way of ranged weapons, Way of danger, Way of escape, Way of physical prowess, Way of stealth, and the Way of psychology. Finances: moderate CRIMINAL GENIUS “Just like art, superior intelligence is above morals, laws, or justice. They are unbearable restraints to the accomplishment of the superhuman.” Quote supposedly from Dr X. before being locked up in Arkham Asylum This isn’t just some megalomaniacal madness - you really are the elite of society, probably the precursor of the next stage of evolution, as long as humans accept that their destiny be entrusted to people like you. Laws, justice, norms… it’s all twaddle, peddled by the stupid and the weak to protect themselves from others. These things alienate us all, but are an even greater obstacle to the more exceptional beings amongst us, such as you. People who think fast, who understand before others catch on, who are worth so much more than the ungainly, absurd rules that the authorities - a bunch of frightened, egotistical idiots - hope to force upon all citizens. You deserve to have the power that they guard so jealously. You have a vision, while they stumble around in the dark, stupidly happy to just follow their base instincts day to day. But this era of imbeciles is soon to end. A new dawn approaches, and Gotham City is the perfect place for it to rise, finally. Hit Points die: D8 MA 0 and RA 0 EP: 2 CP: 6 Primary characteristics with an Edge: Intelligence and Willpower. Initial Ways: the Way of crime, one common Way of your choice, and two additional Ways to be chosen from the following: the Way of silver, Way of corporations (criminal), Way of science, Way of psychology, Way of


32 — part 1: the heroes — speech, and the Way of medicine. Way of science can be chosen several times with a different specialty each time. Finances: well-off Equipment: gadget with creation difficulty level 20. GUARDIAN “The Law. All the law. Nothing but the law. And in that order!” Quote attributed by several criminals to the costumed do-gooder who caught them and turned them over to the GCPD Law and order are the two foundations of a tranquil society. In these troubled times, nothing else counts. Law. Order. Ending the chaos of this town, the rioting and the hoodlums. Getting rid of celebrity deviant criminals like Harley Quinn, Spoiler, and the Joker, people who terrorize honest folk, have no regard for the law, and no respect for the fundamental values of America. So when the police are overrun, when justice no longer does its job, when crooked attorneys get criminals off scot free, when a curfew is needed, people like you have no choice but to stand and take up arms. Defend the homeland and the Constitution while respecting the law of the country, the right of its citizens to live in peace, and their duty to remain peaceful. And if everyone followed your example, we would finally be able to get out of the muddy swamp that Gotham City has become, with its corruption, plummeting standards, and anarchy! But you are one of few to have the necessary courage and abilities. You must sacrifice yourself and head for the frontline, just in front of your apartment building, in the hope that this night once again sees you victorious! Hit Points die: D12 MA and RA: two points to be attributed as desired EP: CP: 4 Primary characteristics with an Edge: choice between Perception, Strength, and Dexterity. Initial Ways: the Way of order, one common Way of your choice, and one common Way to be chosen from the following: the Way of ranged weapons, Way of the melee, Way of corporations (forces of order), Way of danger, and the Way of piloting. Finances: moderate RIGHTER OF WRONGS “Perhaps that’s what he is, Batman. Not winning, but  falling and getting back up. Knowing that he’ll fail, failing hundreds of times, but never giving up, despite everything.” Batman: Zero Year Something in you needs justice to reign so badly that you feel obliged to make sure it does, even if that means resorting to a certain amount of reasonable violence. Even if that means going beyond your rights and obligations as a citizen, or getting punched, or risking your life every night, or putting on a combat suit designed to instill fear in criminals and thugs. So, if you do all that, it must mean that Gotham City needs it, right? That it’s not just some sort of narcissistic madness, like some have said. Or planet-saver syndrome that actually hides a weakness, a secret, a sin, or a vendetta. You know it, right, when you put on the suit? When you spend a cold, rainy November night patrolling in vain as Gotham City oozes the same old petty trafficking, the same old sordid crimes, like a leprosy you could try to fight in vain for 100 years, because it’s secreted by the stupidity, evil, and misery, and there’s nothing you can do about that. You can’t fight human nature, you can’t fight man’s instincts, his thirst for domination, and his greed. So why do you continue to do what you do? Is it for the grateful looks from the family you just saved from their attackers? For the tears of relief of a victim whose life you just saved? Is that what’s most important for you? Compassion? Helping your fellow man? Or is it the pleasure you get from hitting underworld thugs and costumed criminals? The satisfaction of cleaning up a street corner, a building, a neighborhood, even when you know you’ll have to go back and do it all over again? Even when you know that lone knights like yourself are fighting a war against evil, and it will never end? Hit Points die: D12 MA and RA: two points to be attributed as desired EP: CP: 4 Primary characteristics with an Edge: Constitution, and either Strength or Dexterity. Initial Ways: the Way of justice, one common Way of your choice and two common Ways to be chosen from the following: the Way of ranged weapons, Way of the melee, Way of physical prowess, Way of stealth, Way of investigation, Way of danger, and the Way of piloting. Finances: well-off


33 — chapter 1: creatinG your character — NEUTRAL PROFILES FIGHT MASTER “Fighting isn’t like life. It is life.” Proverb of the League of Assassins Your body is a weapon. Whether you’re a boxer stumbling from fight to fight, or a highly-trained master of martial arts, your existence is both a quest and a challenge. You know that a simple breath separates victory from defeat, and that dishonor goes with the latter. That’s why you train so hard, always looking for the perfect movement, a state of mind as sharp and cold as a blade. Whether you call it rage or budō, you follow the way of the warrior, and that means the streets. It’s there that you’ll find your challenges. There, you can express all your destructive power, whether you serve justice or crime. There, you can really become what you were meant to be. Hit Points die: D12 MA + 2 and RA +0 EP: 2 CP: 4 Primary characteristics with an Edge: Strength and Dexterity. Initial Ways: one common Way of your choice and three Ways to be chosen from the following: the Way of martial arts, Way of the melee, Way of danger, and the Way of physical prowess. Finances: moderate INVENTOR “God made men both big and small. I’ve made them equal.” Samuel Colt We think that the biggest technical progress in history was made during the wars, and that some people reveal their ingeniousness when their backs are against the wall. However, Gotham City is also the sort of place that can inspire some to be inventive. It’s a question of money, but also a question of survival - the freedom to create and experiment with very risky technology in real life situations. You have the ideas, you have the means to bring them to life. You have an entire city drowning in chaos as your playground. Weapons, armor, gadgets: the world is yours, regardless of the cause you wish to defend. Hit Points die: D8 MA +0 and RA +0 EP: 2 CP: 6 Primary characteristics with an Edge: Intelligence and Perception. Initial Ways: the Way of invention, choice of any two common Ways, and one additional Way to be chosen from either the Way of the mechanic or the Way of science. Finances: well-off Equipment: supercomputer, a gadget created thanks to level 1 of the Way of invention. LOOKOUT “A target is always a target, regardless of its size, its strength, or its identity. It’s something to aim for, a challenge of my abilities.” Slade Wilson aka Deathstroke The eyes of an eagle and a steady hand: these are your two qualities, and they’re pretty useful in a place like Gotham City. In a variety of ways, this city offers you numerous opportunities to showcase your talents. It’s not simply about hitting your target - it’s practically a way of life, a philosophy. The flight of the arrow to its target is like a form of wisdom, merciless. A metaphor for life itself. Hit Points die: D10 MA +0 and RA +1 EP: CP: 4 Primary characteristics with an Edge: Dexterity and Perception. Initial Ways: the Way of the target, one common Way of your choice, and two additional common Ways to be chosen from the following: the Way of ranged weapons, Way of escape, Way of stealth, and the Way of survival. Finances: well-off


34 — part 1: the heroes — VIRTUOSO “I’ve got talent. Seems kind of a shame not to use it. Even if it makes some people jealous.” Catwoman You knew very early on that you had a little extra something compared to most people. Later, you weren’t quite sure what path you should take, what you could do with such exceptional abilities. Then, you had to choose - serve society, your convictions, or just your own interests. Most of the time, you’re convinced you made the right choice, one that allows your talents all the space they need to express themselves. But there are also moments of doubt, quickly erased by the adrenaline, the taste of competition, and victory. All of which has associated risks of course. Ever consider that the talents that have served you so well up until now, might one day make you go too far? Hit Points die: D10 MA +0 and RA +1 or MA +1 and RA +0 EP: CP: 4 Primary characteristics with an Edge: two to be chosen from the following: Dexterity, Perception, Strength, and Willpower. Initial Ways: one Way of shadows of your choice, one common Way of your choice, and two common Ways to be chosen from the following: the Way of the melee, Way of danger, Way of escape, Way of investigation, Way of physical prowess, and the Way of stealth. Finances: well-off GENERIC CHARACTER PROFILES FOR THE “SHADOWS OF GOTHAM CITY” MODE PHYSICAL CHARACTER Hit Points die: D12 MA and RA: two points to be attributed as desired EP: CP: 4 Primary characteristics with an Edge: one to be chosen from the following: Strength, Dexterity, Perception, and Constitution. Initial Ways: one Way of shadows to be chosen from the Way of martial arts, Way of courage, Way of the target, Way of justice, and the Way of order, one common Way of your choice, and two common Ways to be chosen from the following: the Way of ranged weapons, Way of the melee, Way of danger, Way of physical prowess, Way of investigation, Way of the mechanic, Way of piloting, and the Way of survival. Finances: well-off SPECIALIZED CHARACTER Hit Points die: D8 MA +0 and RA +0 EP: 2 CP: 6 Primary characteristic with an Edge: one to be chosen from the following: Intelligence, Perception, and Willpower. Initial Ways: one Way of shadows to be chosen from the Way of invention, Way of investigation, Way of anarchy, and the Way of crime; one common Way of your choice, one common Way to be chosen from the following: the Way of science, Way of silver, Way of the mechanic, and the Way of speech; two common Ways chosen from the following: the Way of silver, Way of the arts, Way of corporations , Way of speech, Way of investigation, Way of medicine, Way of piloting, and the Way of psychology. Finances: well-off


35 — chapter 1: creatinG your character — FLEXIBLE CHARACTER Hit Points die: D10 MA +0 and RA +1 or MA +1 and RA +0 EP: CP: 4 Primary characteristics with an Edge: one to be chosen from the following: Strength, Constitution, Dexterity, Intelligence, Perception, and Willpower. Initial Ways: one Way of shadows of your choice, one common Way of your choice, and two common Ways to be chosen from the following: the Way of ranged weapons, Way of corporations , Way of danger, Way of investigation, Way of escape, Way of physical prowess, Way of stealth, and the Way of the Jack of all trades. Finances: well-off HERO PROFILES CREATED IN “WONDERS OF GOTHAM CITY” MODE Like the two other modes, this offers several predetermined profiles, as well as some generic profiles. The  Ways of wonders each depend on a primar y characteristic (Strength, Constitution, Dexterity, Intelligence, Perception, or Willpower - see the section later on entitled “Determining your Primary characteristics”) and the predetermined profiles follow these. If you prefer more atypical characters, it’s best to choose a generic profile. As for the characters created in the other modes, players are free to choose the Hero’s profession or job, making sure that it remains coherent with their social standing and finances. SUPER-STRENGTH Hit Points die: D12 MA +3, RA +0 and SA +0 EP: 2 CP: 4 Primary characteristic with an Edge: Strength Initial Ways: one Way of wonders to be chosen from those related to Strength, one common Way of your choice, and one common Way to be chosen from the following: the Way of the melee, Way of danger, and the Way of physical prowess. Finances: moderate SUPER-CONSTITUTION Hit Points die: D12 MA, RA and SA: 3 points to be attributed as desired EP: CP: 4 Primary characteristic with an Edge: Constitution Initial Ways: one Way of wonders to be chosen from those related to Constitution, one common Way of your choice, and one common Way to be chosen from the following: the Way of the melee, Way of danger, Way of escape, and the Way of survival. Finances: moderate SUPER-DEXTERITY Hit Points die: D10 MA, RA and SA: 2 points to be attributed as desired EP: CP: 4 Primary characteristic with an Edge: Dexterity Initial Ways: one Way of wonders to be chosen from those related to Dexterity, one common Way of your choice, and one common Way to be chosen from the following; the Way of ranged weapons, Way of danger, Way of escape, Way of physical prowess, Way of stealth, and the Way of the Jack of all trades. Finances: moderate DON’T FORGET! YOU SHOULD ALWAYS ADD: ◊ the Strength MOD to the MA ◊ the Dexterity MOD to the RA ◊ the Willpower MOD to the number of EP ◊ the Constitution MOD to the number of HP. The number of HP at level 1 is always equal to the maximum possible result of the Hit Points die (6 for a D6, 8 for a D8, 10 for a D10, etc.)


36 — part 1: the heroes — SUPER-INTELLIGENCE Hit Points die: D8 MA, RA and SA: 1 point to attribute EP: CP: 6 Primary characteristic with an Edge: Intelligence Initial Ways: one Way of wonders to be chosen from those related to Intelligence, one common Way of your choice, and two common Ways to be chosen from the following: the Way of silver, Way of the arts, Way of corporations , Way of speech, Way of investigation, Way of medicine, Way of piloting, Way of psychology, and the Way of sciences. Finances: well-off SUPER-PERCEPTION Hit Points die: D10 MA, RA and SA: 2 points to be attributed as desired EP: CP: 4 Primary characteristic with an Edge: Perception Initial Ways: one Way of wonders to be chosen from those related to Perception, one common Way of your choice, and one common Way to be chosen from the following; the Way of ranged weapons, Way of danger, Way of investigation, Way of stealth, and the Way of the Jack of all trades. Finances: moderate SUPER-WILLPOWER Hit Points die: D8 MA, RA and SA: 1 point to attribute EP: CP: 6 Primary characteristic with an Edge: Willpower Initial Ways: one Way of wonders to be chosen from those related to Willpower, one common Way of your choice, and three common Ways to be chosen from the following: the Way of silver, Way of the arts, Way of corporations , Way of speech, and the Way of psychology. Finances: well-off GENERIC CHARACTER PROFILES IN “WONDERS OF GOTHAM CITY” MODE PHYSICAL CHARACTER Hit Points die: D12 MA, RA and SA: 3 points to be attributed as desired EP: CP: 4 Primary characteristic with an Edge: one to be chosen from the following: Strength, Dexterity, Perception, and Constitution. Initial Ways: one Way of wonders to be chosen from those related to Strength, Dexterity, Perception,


37 — chapter 1: creatinG your character — and Constitution, one common Way of your choice, and one common Way to be chosen from the following: the Way of ranged weapons, Way of the melee, Way of danger, Way of investigation, Way of physical prowess, Way of the mechanic, Way of piloting, and the Way of survival. Finances: well-off SPECIALIZED CHARACTER Hit Points die: D8 MA, RA and SA: 1 point to attribute EP: CP: 6 Primary characteristic with an Edge: one to be chosen from the following: Intelligence, Perception or Willpower. Initial Ways: one Way of wonders to be chosen from those related to Intelligence, Perception, and Willpower, one common Way of your choice, and two common Ways chosen from the following: the Way of silver, Way of the arts, Way of corporations , Way of speech, Way of investigation, Way of medicine, Way of piloting, Way of psychology, and the Way of science; one Way chosen from the following: the Way of science, Way of silver, Way of the mechanic, and the Way of speech. Finances: moderate FLEXIBLE CHARACTER Hit Points die: D10 MA, RA and SA: 2 points to be attributed as desired EP: CP: 6 Primary characteristics with an Edge: one to be chosen from the following: Strength, Constitution, Dexterity, Intelligence, Perception, and Willpower. Initial Ways: one Way of wonders of your choice, one common Way of your choice, and one common Way chosen from the following: the Way of ranged weapons, Way of the melee, Way of corporations , Way of danger, Way of investigation, Way of escape, Way of physical prowess, Way of stealth, and the Way of the Jack of all trades. Finances: moderate CHOOSE A TRAIT, RECEIVE A DISADVANTAGE Every citizen of Gotham City that players embody has one thing out of the ordinary: their contacts, natural aptitudes, a skill gained from experience, etc. When creating their characters, players choose one of the Traits below, simply making sure that it fits with the Hero’s past and profile. One, or even two Disadvantages may be added to this Trait, and while these are extra handicaps they also provide more points for buying Primary characteristics. While choosing a Trait is obligator y, adding Disadvantages is totally optional. For example - When creating his character, in addition the to “Solid” Trait, young master Bruce chooses two Disadvantages for his masked crimefighter Hero: “Secret identity”, as he will have to intervene incognito, and “Traumatism”, as his crimefighter has been strongly affected by a dramatic event that happened in his childhood. These two Disadvantages are completely optional but give him 2+2 extra points that young Bruce will undoubtedly use to improve his extraordinary Hero’s Strength and Dexterity scores! TRAITS Ambidextrous: The character is equally at ease using weapons with either hand. None of their attacks is subject to the penalty (D12 rather than D20) generally associated with an attack made with the less-favored hand or foot. Attentive: The character has a +1 bonus for tests requiring the use of the Perception MOD. Adventurer: The character obtains 2 extra Capacity Points. Charmer: The character has a +1 bonus for all Willpower tests that aim to convince the person they are talking to using personal charm. Corporatist: To be determined with the GM. The character has worked for an institution (army, District Attorney’s office, etc.), a federal administration (FBI, Department of Justice, Pentagon, State Department, etc.), a private organization (charitable, political, religious, etc.), a


38 — part 1: the heroes — private company (law firm, corporation, laboratory, lobbying company, etc.), or a criminal organization (international cartel, local gang, etc.). They receive a +5 bonus for all tests of knowledge related to this corporation and for all social interaction with it (asking for favors, information, etc.) Cyberneticist: The character receives a +5 bonus for all tests related to computing or understanding new technology. Discrete: The character benefits from a +5 bonus for all tests for hiding or moving stealthily. Heir/Heiress: The character’s finances status rises two levels (but no higher than ‘millionaire’ level). Wrestler: The character benefits from a +1 bonus to their MA rolls. Leader: The character receives a +3 bonus for all tests related to commanding a group, or a +5 bonus for commanding a single character. Night Sight: as long as there’s a dim source of light from somewhere, the character sees well in the dark (up to 30  meters) and is not subject to the penalties that usually apply. Psychologist: The character receives a +5 bonus for understanding the psychological profile of the person they are interacting with, and even their emotions and next course of action. They also receive a +5 bonus for any attempt at persuasion, as long as the subject’s psychological profile has been successfully established. Strong: The character benefits from a +1 bonus for all tests of Strength. Thinker: The character benefits from a +1 bonus for all tests of Intelligence. Robust: The character gains 2 additional HP at each level up to and including level 10. Solid: The character benefits from a +1 bonus for all tests of Constitution. Supple: The character benefits from a +1 bonus for all tests of Dexterity. Technician: The character receives a +5 bonus for repairing or creating any mechanical or technological object. Tenacious: The character gains a +5 bonus for their tests of Constitution, to resist pain and the penalties it incurs. Shooter: The character benefits from a +1 bonus on their RA rolls. Quick: The character benefits from a +3 bonus to their Initiative score. Determined: The character gains a +5 bonus for their tests of Willpower, to resist intimidation and physical / psychological pressure. DISADVANTAGES When creating their character, the player may choose to give them one or two of the Disadvantages listed below. Each Disadvantage grants them 2 additional points to use for buying Primary characteristics. Troubling appearance (reserved for Heroes with a Way of wonders): The character has difficulty hiding their superpowers (stockiness, extreme speed, etc., to be decided in agreement with the GM and dependent on the Way of wonders chosen by the Hero). When they approach or talk to an unknown person, the Hero has to successfully roll for Willpower (difficulty 15). If they fail, the person they are interacting with is too ill at ease for the Hero to start up a conversation with them or have any type of social interaction. Addiction: The character suffers from a form of addiction (to food, substances, a person, an activity, etc.) determined in agreement with the GM. After each combat, or each time they fail an interaction test with an NPC, the character has to make a difficulty 15 Willpower test. If they do not succeed, the object of their addiction fills their mind, and they are subject to Weakened for their next three tests. If they are already in this state, they can think of nothing else except that to which they are addicted, and their next three dice rolls are automatically failures. Repugnant appearance: The character has a frightening appearance (like that of the Joker, Two-Face, or Killer Croc). All tests that attempt to seduce or persuade the person being spoken to receive a penalty of -5. However, tests regarding the intimidation of someone being spoken to receive a bonus of +5. Emotionally dependent: the equilibrium of the character depends on their emotional link with a family member, friend, or lover. Each time there is a threat to the person the character is attached to, or that person is at risk


39 — chapter 1: creatinG your character — (because they are separated, for example), the character must perform a difficulty 15 Willpower test. If they fail this test, they are subject to a penalty of -2 for all their tests for as long as the person is threatened. Weakness: The character suffers from a specific physical weakness, and definitively loses 2 points in the characteristic of their choice, taken from the following: Strength (muscular atrophy), Constitution (fragile body), or Dexterity (slight physical incapacity). Secret identity: a masked crusader, police officer gone undercover with the mob, a double agent working for the security services… the character must keep their other identity a secret. When asked about their real identity or ordered to explain a suspicious action or piece of evidence, they have to perform a successful difficulty 15  Willpower test in order for no-one to find out the truth. If they fail the test, the person they are talking to becomes convinced that the character is not what they pretend to be. The GM must then decide the complications that happen after this secret is discovered or maliciously revealed. Boldness: foolhardiness, a need to prove something, perhaps even recklessness… The character can’t help but act rashly when fighting enemies. During combat, each time that the character makes an unsuccessful attack, they become impatient and their next action can only be an attack or movement toward the enemy. To come back to their senses, they must perform a successful difficulty 15 Willpower test at the end of their round, or otherwise continue to perform attacks while ignoring everything around them, including wounded friends, innocent people in danger, or some other imminent peril. Obsession: The character has developed an obsession for a person, an object, an activity, or something else to be decided with the GM. Every time they find themselves in the vicinity of the object of their obsession, or able to satisfy it, they must cease all actions and concentrate on their obsession, unless they perform a successful difficulty 15 Willpower test. This Disadvantage must concern a probable annoyance, so avoid choosing something that the character has almost no chance of encountering in Gotham City (like a desert, a nose flute orchestra, or golden relics from a Mayan tomb). Phobias: The character goes into a complete panic when in the presence of an object, animal, situation, or something else. The nature of their phobia is determined in accordance with the GM, and must by realistic, coherent with the past and profile of the character, and represent a real handicap in an environment like Gotham


40 — part 1: the heroes — City (for example, avoid choosing a fear of being in outer space, fear of koalas, fear of deep sea diving…) When faced with their phobia, the character must perform a successful difficulty 15 Willpower test. If they fail, they must use a D12 for all their rolls over the next four turns. If they were already using a D12, they are not allowed to start any action requiring a dice roll for their next four turns. They can, however, regain their calm by performing a successful Willpower test at the end of each of their turns (still with difficulty 15). This test is performed using a D20 and can be attempted even if the character is not supposed to be able to perform tests that require a dice roll. If they succeed, they manage to deal with their phobia and the penalty disappears. If they don’t, they continue to use D12 for their rolls or are unable to perform the necessary test requiring dice rolls, depending on the situation. Mental imbalance: The character suffers from some form of psychological problem to be decided with the GM. Depending on its nature, this psychological problem affects their reactions, perception of reality, and social interactions. Their worrying behavior influences any test of Willpower destined to charm, reassure, or cajole the person they are interacting with, as the test is performed with a penalty of -5. Ruined: The character is assigned the “poor” level of finances. Solitude (only for Heroes with a Way of wonders): The feeling that they are unlike other people haunts the Hero, to such a point that they are quite happy to isolate themselves. Their tests of social interaction are performed with a penalty of -3, and the Hero cannot possess the Way of corporations . Stupidity: The character has a severe problem with abstract concepts and learning. They definitively lose 2 points from their Intelligence score, are illiterate, and cannot interact with complex systems. Achille’s heel: This could be a severe allergy to some substance, a particular vulnerability to a certain state, material, food, situation… The character suffers from a weak spot, to be decided with the GM (fire, cold, kryptonite… Once again, avoid choosing something that the Hero has little chance of encountering in Gotham City, like tropical illnesses, underwater pressure, or the venom of an extremely rare snake). When exposed to the source of their weakness, the character is subject to the state Paralyzed and loses 1D10 HP per round while exposed to this source. Trauma: A tragic event happened in the character’s past (someone close to them assassinated before their eyes, a terrorist bombing, they were violently attacked, etc.) Every time they obtain a critical fail during a test, are under intense pressure, or find themselves faced with a situation similar to the one that caused their trauma (in the opinion of the GM), they must perform a difficulty 15  Willpower test. If they fail, they become subject to the state Stunned (no action possible and DEF-5 for one round). Old wound: The character has an old wound, whose effects come back at the worst moments. Each time they obtain a critical fail or receive damage of more than 7, they must perform a test of Constitution difficulty 15. If they fail, they receive a penalty of -5 for tests of Strength, Dexterity, and MA for two rounds. DETERMINING PRIMARY CHARACTERISTICS The physical and intellectual qualities of characters (both players and non-players) are defined by six  primary characteristics, each represented by a value, generally between 3 and 18, although Gotham City is home to some exceptional beings whose stats are much higher. The higher the value, the more the particular characteristic is developed with the character. Below 6, the character is below average in the domain. Scores around 9 are more or less average for human beings in good physical and mental health. Around 12, the character is good in that domain. Any score over 15 means the character is really talented, and anything around 18 means that the character is among the best in that category. Strength: This reflects physical strength and athletic qualities. It’s important for melee combat and any situation that requires muscular strength. Constitution: Evaluates endurance, hardiness, and health. It’s important each time the character’s body is severely stressed, whether because of physical effort, a shock, being hit or hurt, or even a reaction to a toxic substance. Dexterity: Measures physical agility, manual skill, balance, reflexes, and the character’s bodily coordination. It’s important for ranged combat, and each time that the character tries to execute quick or complicated actions like defusing a bomb, dodging an attack, grabbing the ledge of a skyscraper at the last possible moment when falling, quickly hiding, etc.


41 — chapter 1: creatinG your character — Intelligence: Evaluates the character’s proficiency for analysis, logic, abstraction, and memorization, as well as their ease for learning new mechanisms and concepts. It’s important when the character is trying to deduce or analyze a situation, recall something from memory, solve a puzzle, hack a computer system, or make a complex unfamiliar machine work. Perception: Measures the character’s attention span, intuition, sense of observation, and acuity of the senses. It is used each time the character examines or watches something or someone, or when they are supposed to notice a detail, detect a particular smell, hear a distant sound, or realize that that something is not right in a situation. Willpower: Measures the character’s natural authority, dominance, strength of character, self-confidence, or even their charm. It’s important for social interaction and when the character’s force of will or resilience is required. DETERMINING PRIMARY CHARACTERISTICS SCORES Whatever mode they use, characters start with a value of 8 for each characteristic. Later they can have 14-18  points (“Streets of Gotham City” mode) or 18-24 points (“Shadows” and “Wonders of Gotham City” modes) in order to purchase a final higher value for each characteristic, according to the amounts shown below. The number of these points should be adapted to the intensity of the dangers that Heroes will face. At this stage, no characteristic value can be more than 18 for characters created in the “Streets of Gotham City” mode, and no more than 20 for the others. Final value desired MOD Cost 8 -1 0 10 0 1 12 +1 2 14 +2 3 16 +3 5 18 +4 10 20 +5 15 It should be noted that you are not obliged to choose these characteristics based on the image one might generally have of the profile (a tough cop, a smart journalist, a highly-trained soldier, a cunning thief, etc.) On the contrary, you are free to have an approach that brings atypical attributes to the character (a tough expert, a journalist good at combat sports, an intellectual soldier, an annoying young police officer who is astonishingly smart, etc.) and make these characteristics fit with the image you have of the character’s particularities. And of course, you are free to optimize the characteristics based on the Ways you wish to follow, or in order to make the character less specialized. For example, Aaron and Emily each decide to create a character for the adventure that Julia is offering for them to play. This adventure is for GCPD officers, so Aaron chooses to play a tough inspector from the serious crime unit, while Emily prefers to play as a coroner carefully hiding that she is a medium and receives visions of the tragic circumstances surrounding the victims’ death. Aaron’s character Ruben Machado is created following the “Streets Gotham City” mode, while Ally Clarke, played by Emily, is to be created using the “Wonders of Gotham City” mode. Aaron has 16 points, and decides to give Ruben high Strength and Willpower scores, spending 5 points on each. To make sure his Constitution and Perception aren’t too weak, he invests 3 points in each. Ruben won’t be the most agile or intellectual character, as he starts with the following scores: Strength: 16; Constitution: 14; Dexterity: 8; Intelligence: 8; Perception: 14; Willpower: 16 Emily has 20 points to use, and decides that her character will be more balanced. She raises all of what she considers her non-essentials scores to 12, which requires 8 points (4 × 2). With her remaining 12 points, she ups her Perception and Dexterity to 16, leaving two points unused and lost. So Ally Clarke starts with the following scores: Strength: 12; Constitution: 12; Dexterity: 16; Intelligence: 12; Perception: 16; Willpower: 12 THE CHARACTERISTIC MODIFIER In the game, each characteristic acts as a modifier (shortened to “MOD”). When a character performs a characteristics test, the player rolls one D20 and adds the MOD that corresponds to that characteristic in order


42 — part 1: the heroes — to get the final result of their test (you’ll find all the info about tests in the chapter about the game system). Batgirl is patrolling from the rooftops of Gotham. The GM asks her to perform a roll for Perception, as Spoiler is hiding behind a water tower in the hope of ambushing her. Batgirl rolls 1D20 and the result is 12, to which we add her Perception MOD (+3). The final result of the test is thus 15, which means it’s successful. Something in the calm of the night alerts Batgirl’s senses - she’s not going to be surprised by anyone! This MOD is also used in a number of ways with the capacities of common Ways, Ways of the Shadows, and Ways of wonders. You’ll learn more about this as we continue through the rules. CHARACTERISTICS AND MODIFIERS Characteristics values determine the MOD according to the following table. Make sure you write down this number on the Hero sheet - you’ll need to refer to it more often than the characteristics scores themselves. Value Modifier (MOD) 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20-21 +5 22-23 +6 24-25 +7 26-27 +8 28-29 +9 Etc. +1 for every 2 points in the characteristic DETERMINING COMBAT CHARACTERISTICS, EXPLOIT POINTS, AND FINANCES Several factors complete the character: ◊ The combat characteristics, which depend on their Primary characteristics, but are modified by the chosen profile and level of experience. ◊ The Exploit Points, which allow the Hero to accomplish exploits during their adventures. ◊ Finances, which determine their level of wealth. COMBAT CHARACTERISTICS In order to measure the characters’ combat qualities, seven  combat characteristics are added to their six Primary characteristics. Melee Attack (MA): Reflects the character’s capacity to land hits during hand-to-hand combat. The character’s MA is determined by their profile, to which is added their Strength MOD. NB: an Edge in Strength does not confer an Edge to MA tests. Ranged Attack (RA): Reflects the character’s capacity to perform attacks from a distance, whether with weapons or improvised projectiles. A character’s RA is determined by a score that depends on their profile, to which is added their Dexterity MOD. NB: an Edge in Dexterity does not confer an Edge to RA tests. Special Attack (SA): Measures the character’s capacity to use a special attack, generally a superpower (Black Canary’s cry) or special piece of equipment (Scarecrow’s Fear Toxin) which is neither a hand-to-hand combat attack, nor a ranged attack, but a capacity from a Way of wonders. It’s determined by the SA bonus offered by the character profile, to which is added the MOD of the Primary characteristic being used for the SA and which defines the type of attack being used (for more info, see the chapter about the Ways of wonders). Damage Dice (DD): This is the number and type of die used to determine the damage received by an enemy


43 — chapter 1: creatinG your character — from a successful attack. The number and type of these dice depend on the weapon used (including natural weapons like fists, feet, claws, etc.) to which is added the MA Strength MOD (Don’t forget - the Dexterity MOD does not apply to RA, or the MOD for the characteristic used for an SA). To determine damage, roll the dice used as DD and add the results together, adding the Strength MOD for MA, and any other relevant bonuses. This damage is then deducted from the total Hit Points of the enemy being attacked (for more details, see the chapter about combat). Initiative: This determines the order in which the characters act during a round of combat. Its value is equal to the Dexterity score, from which the Defense armor MOD is deducted, if the character has armor equipped. Defense (DEF): Evaluates the character’s capacity to not take damage from an attack, by dodging and/or parrying. The DEF value is 10, to which we add the Dexterity MOD and any bonuses granted by a capacity or protection (helmet, jacket, or other) that the character might be wearing. Hit Points (HP): These quantify the character’s capacity to take hits and resist damage dealt to them. Losing HP does not necessarily mean the character has been injured - it could be due to physical pressure applied to the character that reduces HP little by little during combat until the character eventually becomes unable to fight anymore. When a new character is created, (level 1, see below), their HP are determined by the maximum result of their ‘Hit Points die’ (6 for a D6, 8 for a D8, 10 for a D10, etc.), to which is added the Constitution MOD. The ‘Hit Points die’ is determined by the profile you have chosen for your Hero (D6-D12). EXPLOIT POINTS (EP) EP represent a small number of points that players can use during the game in order for their characters to accomplish exploits (by performing a successful crucial test, for example). The number of EP is determined by the profile you have chosen for your Hero, to which is added the Willpower MOD. The chapter about the game system gives more details about how EP are used. FINANCES Depending on the chosen profile, each character has a certain level of finances, a rough indicator of their social standing and lifestyle:


44 — part 1: the heroes — Destitute: The character is homeless, lives by begging, and receives their clothes, temporar y housing, healthcare, and food from charitable organizations. Poor: The character has trouble finding enough money for their basic needs, and may receive some social benefits if their situation qualifies for them. They live in a filthy hostel and have to work difficult or dangerous jobs to ensure they get by. Moderate: The character belongs to the middle class or lower class. They live correctly, probably working several jobs to earn a minimum wage and live in decent housing, and only have limited resources for leisure activities and consumer goods. Comfortable: The character is upper middle class. They have a spacious home and a lifestyle that allows them to purchase quality products and services, a decent car, and holidays. Well-off: The character benefits from extensive finances and spends without counting. They have several houses, luxury cars, the latest gadgets, and employees to provide various personal services. Millionaire: The character has personal wealth of several million dollars (in real estate, cash, and stocks and shares). They frequent society’s elite, live in luxury, have a lavish lifestyle, and always have the most expensive services, products, houses, vehicles, etc. Billionaire: The character has more money than they could ever spend, runs a financial and real estate empire, has one of the biggest fortunes in the country, etc. This category is not accessible to freshly-created Heroes. Your finances are determined by the profile that you have chosen for your Hero. However, you can still try your luck by rolling a D6: ◊ If you roll a 6, the character has a stroke of luck and is moved up to the level of finances just above what they were supposed to have. ◊ If you roll a 1, the character suffers a setback (debts, medical bills, or something else), and is demoted to the level of finances just below what they would otherwise have been assigned. To learn more about finance levels and managing money, see the chapter about Equipment. CHOOSING THE LEVEL OF EXPERIENCE The character’s level of experience reflects the experience they have acquired over time. Level 1 is a character just starting out, whereas level 20 is so high that only exceptional characters (like Batman or Ra’s al Ghul) can reach it, maximizing their experience, powers, characteristics, and abilities. The level of experience of a Hero or NPC doesn’t reflect their age, but their acquired capacity to survive in a place like Gotham City. A character who has just joined the GCPD after living in a quiet town, or someone who has decided to become a vigilante late in life, will be considered a ‘newbie’, whatever their age. Similarly, an adolescent who has lived in the roughest neighborhoods of the city before becoming the sidekick of a dark vigilante will be considered ‘hardened’ even if they are still in their teens. Whatever their starting level, characters gain experience over the course of their adventures, and this evolution is reflected on their character sheet - they will move up levels, receive more Hit Points, Ways, abilities, and combat characteristics (see the chapter about experience for more details). CHOOSING A LEVEL OF EXPERIENCE Depending on the type of characters that the players and GM want to become, a character can start at different experience levels, even if they have just been created: Newbie (level 1), Established (level 4), Hardened (level 7), and Experienced (level 10). The four degrees of experience are as follows. Newbie, level 1: Someone who has only just started their career, or just arrived in Gotham City. For example, a police officer straight out of college; a  vigilante trying on their reinforced costume for the first time; an accountant doing their first grifts; a trafficker just about to finish their first illegal transaction; a failed actress who has decided to bring an old criminal back to life as a character and rob her first bank dressed in her dazzling outfit… Established, level 4: Someone new but who seems more experienced, has already been through quite a lot, and knows how to survive in Gotham City.


45 — chapter 1: creatinG your character — For example, an assassin from the League; a police inspector who transferred a few months ago to the serious crime unit of the GCPD; a vigilante who already has a few successes under their belt; a Falcone or Maroni lieutenant… Hardened, level 7: Someone who has started to have a bit of experience, knows which strings to pull, and can boast of already going through the sort of challenges that Gotham City presents to its citizens. For example, Harvey Bullock, Lucius Fox, Renee Montoya, Killer Moth, Pr. Pyg. Experienced, level 10: A character who belongs to the city’s elite crowd of really tough individuals, someone who has survived numerous crises, and can be proud of what they have achieved. For example, Signal, Batman (Beyond), Robin (Tim Drake and Damian Wayne), commissioner Jim Gordon, Carmine Falcone, Batgirl, Deadshot, Victor Zsasz. THE ADVANTAGES OF EXPERIENCE Depending on the degree of experience chosen (and subject to the GM’s approval), the Hero benefits from the following advantages (which correspond with the advantages granted by the system of experience, summarized simply below). 1. Newbie ◊ No change. 2. Established ◊ The character’s level of experience is raised to 4. ◊ Their HP increase by a number of points equal to the Hero’s Constitution MOD, to which is added the maximum on their Hit Points Die (6 for a D6, 8 for a D8, 10 for a D10, etc.). ◊ Either their MA or RA score (or SA for characters created in the “Wonders of Gotham City” mode) decided by the player increases by 1 point. ◊ They can acquire one new common or superior Way (as long as the necessary prerequisites are met). Rather than acquire one common Way, a character created in the “Shadows of Gotham City” mode may acquire a new Way of shadows. Rather than acquire one common Way, a character created in the “Wonders of Gotham City” mode may acquire a new Way of shadows or a new Way of wonders. ◊ They have 6 additional Capacity Points to spend in order to acquire levels in the Ways they already possess or have just purchased. It is required that you spend points to acquire a level one capacity (or the obligatory capacity for characters created in the “Wonders of Gotham City” mode) for the newlyacquired Way, as a Way cannot remain without at least one capacity. ◊ They have 1 extra Ethics point to attribute as desired. 3. Hardened ◊ The character’s experience level rises to 7. ◊ Their HP increase by a number of points equal to triple the Hero’s Constitution MOD, to which is added the maximum on their Hit Points Die multiplied by 1.5 (9 for a D6, 12 for a D8, 15 for a D10, etc.).


46 — part 1: the heroes — ◊ They may distribute 3 additional points to their MA and RA scores as desired (or to their SA for characters created in the “Wonders of Gotham City” mode). ◊ They may acquire three new common or superior Ways (as long as the necessary prerequisites are met; note that a character can possess a maximum of seven  Ways in total). Rather than acquire one common Way, a character created in the “Shadows of Gotham City” mode may acquire a new Way of shadows (or higher, if the prerequisites are met). Rather than acquire one common Way, a character created in the “Wonders of Gotham City” may acquire one Way of shadows or one new Way of wonders. ◊ They have 12 additional Capacity Points to spend in order to acquire levels in the Ways they already possess or have just purchased. It is required that you spend points to acquire a level one capacity (or the obligatory capacity for characters created in the “Wonders of Gotham City” mode) for the newlyacquired Way, as a Way cannot remain without at least one capacity. ◊ They have 2 extra Ethics points to attribute as desired. 4. Experienced ◊ The character’s level of experience rises to 10. ◊ Their HP increase by a number equal to 4 times their Constitution MOD, to which is added 2.5 times the maximum of their Hit Points Die (15 for a D6, 20 for a D8, 25 for a D10, etc.). ◊ They may distribute 4 additional points to their MA and RA scores as desired (or to their SA for characters created in the “Wonders of Gotham City” mode). ◊ They may acquire four new common or superior Ways (as long as the necessary prerequisites are met; note that a character can possess a maximum of seven Ways in total). Rather than acquire one common Way, a character created in the “Shadows of Gotham City” mode may acquire a new Way of shadows (or a superior Way, if the prerequisites are met). Rather than acquire one common Way, a character created in the “Wonders of Gotham City” may acquire one Way of shadows or one new Way of wonders. ◊ They have 18 additional Capacity Points to spend in order to acquire levels in the Ways they already possess or have just purchased. It is required that you spend points to acquire a level one capacity (or the obligatory capacity for characters created in the “Wonders of Gotham City” mode) for the newlyacquired Way, as a Way cannot remain without at least one capacity. ◊ They have 3 extra Ethics points to attribute as desired. CHOOSING THE HERO’S WAYS AND CAPACITIES Once the profile has been chosen and the level of experience determined, you will have to choose the Ways preferred by the character (the description of the capacities of common Ways, the Ways of shadows, and Ways of wonders are all to be found in the chapters specifically about them). Reminder: Heroes created in the "Streets of Gotham City" mode can only choose from the common Ways. Heroes created in the "Shadows of Gotham City" mode can only choose from the common Ways and the Ways of shadows. Heroes created in the "Wonders of Gotham City" mode can choose from all the Ways (common, shadows and wonders). The number of these Ways varies depending on the modes, profiles, and level of experience. Choosing a way requires spending Capacity Points (CP) in order to purchase one or more capacities for this way, costing: ◊ 1 CP for a level 1 or level 2 capacity for a common Way comprised in the initial character profile. ◊ 2 CP for any other capacity, i.e. 1) level 3, 4, and 5 capacities for the common Ways comprised in the initial character profile; 2) level 1-5 capacities of Ways not comprised in the initial character profile; 3) all the Ways of shadows; 4) all the Ways of wonders. Only capacities allow a character to gain new effects and increase the bonus of capacities whose strength is dependent on the number of levels gained in the corresponding Way. This means that buying at least one capacity is obligatory when acquiring a new Way. When creating a Hero, the player must thus spend their CP to buy capacities in the character’s initial Ways. Apart from the Ways of Wonder, capacities have to be acquired in the order of the levels. This means that acquiring a level 3 capacity involves first spending the necessary CP to purchase the level 1 capacity, and then the level 2 capacity.


47 — chapter 1: creatinG your character — Note that for Ways, a character cannot acquire a capacity with a level higher than their level of experience (for example, it’s impossible for a level 3 character to buy a level 4 capacity). SPECIAL CASES FOR THE “WONDERS OF GOTHAM CITY” Ways of wonders have a particular way of working (see the chapter specifically about them for more details), with the following consequences at this stage of character creation: 1. Each capacity acquired in a Way of wonders (including the obligatory capacity and the Augmented Power Capacity) offers 1 extra point to the characteristic associated with the Way. 2. Apart from the obligatory capacity (which has to be bought when the character acquires the Way), Way of wonders capacities can be acquired in any order. 3. Levels of strength can be bought independently of a capacity. For example, spending 2 CP allows you to buy: ◊ An extra capacity (and thus 1 level and 1 characteristic point automatically associated with this new capacity). ◊ Or 1 level (without a new capacity) and 2 additional points in the characteristic associated with the Way in question. ◊ Or an “Augmented Power Capacity” for a Way in which the character already has 5 levels. For example, thanks to their experience, my character has just obtained 2 Capacity Points. They have the Way of the fist, with just the obligatory capacity for the moment. Their 2 CP allow them to acquire another capacity of the Way of the fist (this will raise their Strength by one point, and the level associated with this Way will increase the effects of the two capacities they now own), or simply acquire 1 extra level (which will increase the effects of the obligatory capacity that they possess in the Way of the fist, and those they obtain in the future), which will not offer any extra capacity, but allow them to increase their Strength score by 2 points. CHOOSING ETHICS The following rules aim to take into account the importance that the values of justice, crime, order, and anarchy have had in Batman comics for the past 80 years. They do not represent a philosophy, a belief, or any particular way of seeing things - they are simply a means of reinforcing the game experience by reflecting the seriousness of what is at stake, a common theme in the adventures of Batman. This is generally manifested through bonuses, obtained by the Heroes under certain circumstances. Using Ethics during a game is reserved for Heroes only; you’ll find all the details in the section of the chapter about the game system. The Heroes and their main adversaries are characterized by an ethical position, represented by a score from 0-5 in each of the four corresponding values (see the table below), indicating where they stand in the grand scheme of good and evil. Note that only one value can be given a score of 5. Score Attitude of the character with regard to this value 0 Total indifference. 1 The character is aware of this value. 2 The character is attached to this value. 3 The character is very attached to this value. 4 This value is extremely important for the character. 5 This value means absolutely everything to the character and determines most of their actions.


48 — part 1: the heroes — THE ETHICS VALUES ORDER Order shows how attached an individual is to public and social order, as well as their capacity to follow rules, regulations, and social norms on a daily basis in their environment (whether it be Gotham City, a training center, the League of Assassins, or a mafia family watching over the order that reigns within its troops). This Order can be used to aid crime (when it benefits a criminal organization) or justice (when, for example, it concerns agents from the forces of law and order). A score of 0 indicates the character’s total indifference or even disdain for order. They willingly try to bend or ignore the rules (including those governing polite society) whenever this serves their own interests or those of someone they favor. A score of 1 corresponds to a character with a mild interest in order: Hawkfire, Scarecrow, Black Canary. A score of 2 or 3 reflects a growing respect for laws, rules, regulations, norms, etc.: Batgirl, Bane, Renee Montoya, Alfred Pennyworth, Talia al Ghul. A score of 4 or 5 is for individuals whose respect of order (especially public order) is primordial, whether this order serves criminal activities (e.g. for a member of a mafia organization or someone working for a totalitarian organization, both of which would have high Crime scores) or justice: Jim Gordon, Ra’s al Ghul. ANARCHY Anarchy measures the individual’s taste for disorder and defiance. It is more than simple disdain for the established laws, regulations, and rules. The higher a character’s Anarchy score, the less they are able to obey elementary rules, and the more they will be inclined to spread chaos around them. A score of 0 indicates a character who has no particular taste for disorder or chaos, even in art. A score of 1 in Anarchy indicates that the character has a certain proclivity for disorder and chaos, and that they would not shy away from certain minor subversive acts in order to create, have fun, highlight the absurdity of the system, or serve their own interests: Batwoman, Robin (Tim Drake), Hugo Strange. A score of 2 or 3 indicates a pronounced taste for disorder. This can come from a certain ideology or just be the result of the character’s natural desire for defiance, chaos, and provocation: Azrael, Harvey Bullock, Nightwing, Two-Face. A score of 4 or 5 applies to a character for whom almost every action is aimed at provoking chaos and breaking the system and established order, which they see as harmful, unjust, absurd, or simply boring: Anarky, the Joker, Clayface. JUSTICE The Justice value indicates the respect of morals, good, rights, and virtue. In a city like Gotham City filled with crime, it’s about defending victims and protecting the weak from the violence and abuse they are subjected to by those who unjustly use their power at the expense of others. The Justice value does not always mean that the law is applied: sometimes, when cleverly used by sly law experts, laws and verdicts can turn out to be unfair or result in judgments that go against standard morals or punish the weakest…


49 — chapter 1: creatinG your character — A score of 0 indicates a character who has no particular taste for justice in any form, someone who only pursues their own selfish goals and is completely indifferent to the suffering caused by injustice. A score of 1 indicates someone who has a certain code of honor and who is easy appalled by the most extreme forms of crime and injustice: Poison Ivy, Mr. Freeze, Carmine Falcone, Hugo Strange. A score of 2 or 3 applies to characters for whom justice is a very important value, and who are revolted by injustice, so much so that they may even choose a profession or join an organization that allows them to fight injustice: Renee Montoya, Batwoman, Hawkfire, Spoiler. A score of 4 or 5 indicates someone ready to sacrifice everything in the fight for justice, even if it proves dangerous of life-threatening for them: Batman and the members of the Batman Family. CRIME Here, Crime quantifies how the character manifests their desires or personal interests without regard for laws or their victims. The higher the score, the more likely the character will be to commit serious crimes and heinous acts, generally with the aim of acquiring riches and power. A score of 0 is for a character who would never think of breaking the law. A score of 1 is for a character who might break a law from time to time when it is justified by the circumstances: Harvey Bullock, Nightwing. A score of 2 or 3 denotes a character for whom laws no longer have a moral connotation, but are simply impediments to them satisfying their desires: Catwoman, Clayface, Hush, Killer Moth. A score of 4 or 5 is for characters who commit crimes habitually in their daily life without even thinking. These people have lost count of all their victims and commit serious crimes just for the fun of it, with a certain pleasure even, and without any hesitation whatsoever: Anarky, Bane, Lady Shiva, Deadshot, the Joker. HERO ETHICS When creating their Heroes, players distribute their points as they wish for four values (Order, Anarchy, Justice, and Crime - see the chapter about Ethics for more details). The number of these points varies depending on the level of experience chosen during character creation, following this scale: Level Points 1 2 points 4 3 points 7 4 points 10 5 points Players may choose Ethics that fits their Hero’s profile (a  trustworthy cop, a gangster mixed up in crime) or  something unexpected instead, like the examples below. A GCPD officer with the scores Order 0, Anarchy 1, Justice 1, and Crime 0 will be a police officer very aware of the notion of justice, and who has problems respecting procedure, public order, and his superiors. A GCPD officer with the scores Order 1, Anarchy 0, Justice 0, and Crime 1 will be a police officer ready to bend the law a little to their advantage or to impose order. A vigilante with the scores Order 0, Anarchy 1, Justice 1, and Crime 0 will be ready to defy the forces of order in order to impose justice. A vigilante with the scores Order 0, Anarchy 0, Justice 2, and Crime 0 will always have justice uppermost in their minds, but be careful not to break the law. A gangster with the scores Order 1, Anarchy 0, Justice 0, and Crime 1 will be a lawbreaker who has high regard for public order (even if it means imposing it in their neighborhood through violence in order to conduct business properly) and order within their gang. A gangster with the scores Order 0, Anarchy 0, Justice 1, and Crime 1 is a criminal with a ‘code of honor’. These scores do not change with experience, but rather through the adventures and actions of the characters, and are decided by the GM. They also have their uses during the game (see the sections about the game system) and are a condition for acquiring levels in some Ways of shadows.


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