200 — part 4: adVice for the players and the Game master — Depending on the seriousness of the offense, and the estimated dangerousness of the suspect, the judge can grant or deny their release on bail. The amount of the bail depends on the suspect’s personal fortune, their prior convictions, their flight risk (particularly when their conviction is practically certain) and the means they have to do so (for example if they own their own yacht or private jet). The amount can be deliberately dissuasive, i.e. well beyond the suspect’s financial means so that they are unable to produce the sum or are required to take out a loan in order to retain their freedom. At the very least, bail represents a sufficiently high amount to incite the suspect to attend the trial in order to recuperate the money. When a suspect is released on bail, they are obliged to stay within the state, cooperate with the judge and investigators, and come to court on the specified date. Suspects who flee are searched for by local or federal officers (FBI or US Marshals), sometimes even bounty hunters if the federal services do not wish to use the means necessary. PRE-TRIAL In the case of a serious crime (the sort of case our Heroes will encounter the most often), the suspect is presented before a grand jury made up of several people (exactly how many is up to the GM to decide for the Gotham City courts). This grand jury has to determine whether the accusations are valid or not, and thus whether a trial should be held. The members of the grand jury are chosen at random and have to give up some of their rights so that they can be questioned by the counsel for the prosecution, aimed at checking that they are not susceptible to being biased during the trial. The grand jury deliberates behind closed doors, in the presence only of the prosecutor, who presents all the witness and elements (including those that would be inadmissible during the trial itself) that they believe justify the suspect being tried. The prosecutor can use the grand jury to call sworn witnesses to the bar. Contrary to the workings of a trial, jurors can directly question witnesses. The attorney only intervenes at the grand jury stage in the event that the prosecutor calls the suspect to testify. The grand jury’s vote is by simple majority, solely based on the credibility of the accusation, not the eventual guilt of the suspect. The decision handed down by the grand jury does not interrupt any searches or witness questioning, which can continue until the trial. THE TRIAL The trial also requires a jury, which this time must decide whether the accused is innocent or guilty (whereas the judge defines the sentence if the accused is deemed guilty). To guarantee their impartiality, the jurors are questioned by the prosecutor and defense about their past, convictions, prejudices, or eventual links with the accused. If a juror’s impartiality is in doubt, they can be revoked and replaced by someone else. Once the jury has been selected, its members are sworn in and the trial can then start. The first stage of the trial intends to present the facts of what happened using the exculpating and incriminating evidence collected, the statements of the various experts and witnesses called by the prosecution and defense, and the examination and cross-examination by the two parties. Once all these elements have been examined, the pleas are heard, generally aimed at proving or disproving the existence of reasonable doubt as to the guilt of the accused. The jurors then retire to deliberate before returning with a unanimous verdict. Guilt cannot pronounced if there is ‘reasonable doubt’. Also, if the jurors are unable to reach a unanimous verdict, the case must be judged again at a later date. Throughout the trial, the attorney and prosecutor can strike a deal with the judge for the accused to make a guilty plea in exchange for a reduced sentence. THE SENTENCE If the suspect is found guilty, the judge decides on a sentence based on the seriousness of the case. For minor offenses, the sentence is announced the same day. In all other cases, the judge takes the time to study several elements before deciding on the sentence, and this is thus handed down at a later date. Both the prosecution and the defense have the right to appeal the judgement once the sentence is announced. These indications regarding criminal prosecutions are obviously not meant to be exhaustive, but instead give players the references necessary for playing their characters more fully. As for GMs, the quantity and quality of movies and series about attorneys and trials proves how much the above can inspire various parts of a scenario, with high drama and surprising twists of fate, when a super-criminal that the Heroes thought they were putting behind bars suddenly finds themselves free because of some unknown jurisprudence, a procedural irregularity, or a jury that is corrupt, intimidated, or influenced by a certain Mad Hatter…
201 — chapter 3: the role of the heroes - BecominG a character in Gotham city — PLAYING A CITIZEN OF GOTHAMCITY Let’s now move on to some specific advice. Before getting into the details regarding the forces of law and order, crimefighters, and criminals, here is some advice for those new to role-playing games who still want to have a good game experience. Experienced role-players may also find inspiration here, particularly about playing characters like cops, criminals, and crimefighters. We generally only see these individuals through their faults or feats, but they can be fleshed-out by adding some or all of the following. THE CHARACTER'S BACKGROUND Batman RPG allows you to play any kind of character you want, including journalists, scientists, scholars, dilettantes, adventurers, students and politicians. None of these, regardless of the Ethics (neutral or polarized) are directly involved in the world of the law and lawbreaking, and will become more rounded characters if they are given a bit of personality. During the creation process, characters are defined by several factors including their profile and characteristics. This stage also involves giving them attributes such as their first name, surname, gender, age, marital status, profession and secret identity if they have one. To develop a character initially based on just a short description, players are free to add background elements such us those listed below. It’s not obligatory, and it could be just a few words if you want. Also, these additions may not have immediate importance during your game sessions, and yet no matter how succinct they are, they can help you get a better idea of your character and enable you to benefit from certain resources (especially regarding relationships with others) that the character may use during the game sessions. GMs may also find these elements useful when guiding the characters' adventures. This approach is even more beneficial when you regularly play a succession of scenarios with the same Hero, but it also has its charm when used in just two or three game sessions. Here are the sorts of things you can define for your character, so long as the GM agrees. Don’t add all of them, just the ones that seem the most pertinent for you: ◊ A few details about the character’s past. Some of these will be suggested by the Ways they possess, but nothing’s stopping you from adding anything your imagination can come up with..., ◊ Physical traits (the color of their eyes, hair, skin) or character traits (a liking for sports, a particular hobby) that fit with the characteristics. A character can have a visible trait (like a physical detail) but also something more secret that the player is free to reveal (or not) during the game, ◊ Their family background (do they live alone far from their family or have a large, loving family they see often, or even an overbearing family that exerts
202 — part 4: adVice for the players and the Game master — pressure and requires proof of solidarity with any family member in difficulty?), ◊ Their circle of friends (are they socially isolated or do they benefit from a vast network of close or distance acquaintances and sincere or self-interested friends?), ◊ The neighborhood they live in, or even their precise address (What is their place like? And the area? Feel free to consult the Guide to Gotham City for help.), ◊ Their professional environment (Do they work in a big or small company? What’s their skillset and how’s the atmosphere at work? Do they have several jobs?). Your character’s behavior will then be defined by: ◊ Their personal interests. These may extend to their family, friends, or even a community, ◊ Their personal moral code or lack of, defined by the character’s Ethics scores, ◊ The character traits you will have chosen for them based on your preferences and the indications above, ◊ The specificities that go with their profile, whether they are in the forces of order, a crimefighter, or criminal. THE CHARACTER’S AGE, APPEARANCE, FRIENDS, AND CONNECTIONS From Tim Drake to James Gordon, every character in Batman RPG is deemed to be as strong as they have ever been, and for reasons of simplicity we have decided not to provide special rules taking into account a character’s age and how youthfulness or the passage of time may affect their characteristics. Batman has barely aged a day in 80 years, and the precise age of characters is rarely mentioned in the comics. Consequently, there’s no point defining it exactly, and it’s sufficient just to have an idea of the vague age range they are in (adolescent, young adult, in their 30s, 40s, etc.) However, you can still try to define some of the most memorable moments of the character’s past in order to flesh out their background a little. None of the following suggestions are obligatory, but they can be a useful tool for both players and the GM if they are coherent with the traits, Ways, and characteristics of the character. APPEARANCE Portly, elegant, repugnant, brooding, seductive, unkempt, worrying, ordinary-looking? Describe your character’s look in a couple of words, the impression they give when you first meet them. This can come from the way they dress or hold themselves, their morphology, or how their intellectual capacities are apparent from their general appearance. One or two adjectives are generally sufficient. ENTOURAGE These are the people close to the character or to whom they are linked, for better or worse. These people really count for the character, and they would be distraught if they weren’t around. Choose between 1 and 5 people. They can be: ◊ Family: parents, children, siblings, uncles and aunts, cousins, etc. ◊ A partner or longtime companion: spouse, fling, mistress, lover, soulmate, etc. ◊ Friends: a sports buddy or someone with a shared hobby, a schoolfriend, colleague, neighbor, barman, etc. ◊ A figure from their past: mentor, memorable encounter, sworn enemy, an ex, former colleague, childhood friend, etc. ◊ An employee: butler, driver, nurse, shrink, specialist, call-girl, etc. ◊ An animal: dog, cat, horse, etc., either a pet or wild. Next, determine the relationship between the character and each friend, acquaintance, or family member. These relationships will always be strong, but can also be very different: friendship, love, hate, trust, jealousy, remorse, revenge, competition, dependance, a debt, a dark secret, etc. The Hero is a private detective called Terry, and is linked to his childhood friend because of a dark secret (the friend is now a gangster with the Calabrese family), his ex-wife because he is still in love with her, his dog Puck because he trusts him, to a barmaid called Sally as they are longtime friends, to a former colleague now corrupted by a desire for revenge, to his uncle because of the large sum of money he owes him….
203 — chapter 3: the role of the heroes - BecominG a character in Gotham city — CONNECTIONS In addition to the advantages granted by the Way of corporations (see the Chapter about common Ways), and depending on their past and above all their profile, the character can have two or three networks or sectors where they have faithful and trustworthy acquaintances. During the game, the GM can determine whether the character can call on one of them for help, in particular if the character spends an Exploit Point. Here are a few examples of networks, but you’re free to invent your own too: ◊ Family, ◊ Old schoolmates, ◊ The people from the neighborhood, building, or orphanage where the character grew up, ◊ Colleagues at work, ◊ The people in the gang the character belongs to, ◊ People in discussion group for veterans, former alcoholics, and the other groups the character attends, ◊ Mates in a poker circle, ◊ People in a fan club (for Harley Quinn, Batman, the local baseball team…) , ◊ A parish, ◊ People from the charity the character is part of that helps homeless people, ◊ Online gaming pals, ◊ People from a gym, boxing club, football club, amateur theater group, yoga class, pottery class… ◊ People from the local section of the political party or union the character is active in. PRECIOUS THINGS The final category that we want to suggest brings together everything (apart from what has already been said) that has importance to a character. Try to be as inventive as possible for this, as it could include: ◊ A particularly fond, strong, or painful memory, ◊ An object of great sentimental value, ◊ A relic from the distant past, ◊ A place of special importance, because of what happened there (the restaurant where the character asked for their partner’s hand in marriage), the alleyway the character's parents were shot in, the house they grew up in, the dojo where they learned everything) or because it is part of their daily life (their home, office, the bar they go to every evening, the court where they play basketball every Saturday, their car, that creepy house they go past every day), ◊ A particularity that the character has developed (a tic, a discrete scar, a hobby, a particular taste, a memorable experience). You can imagine anything as long as you keep in mind that they won’t earn you any in-game bonuses or particular knowledge, unless the GM gives them a function in the adventure they are leading. PLAYING AS AN OFFICER IN THEFORCES OF ORDER Let’s now look at the specificities for agents in the forces of order. Officers, magistrates, members of a federal agency like Checkmate: there are many different possibilities for becoming a member of the forces of order in a place like Gotham City where crime is so prevalent! However, such characters are determined by two factors: belonging to an official body, and having a mission that involves making sure the citizens of Gotham City respect the law. Belonging to an official body essentially means that the Hero (except in the rare case of someone working solo, like a private detective) has a precise role within an organization. Most of the time this will be the GCPD, but it could also be the local office of a federal agency like the FBI, the district attorney’s office, the county sheriff’s office or a firm of attorneys, an agency of private investigators, or a security firm specialized in protecting celebrities or catching wanted criminals. In this organization, the Hero operates within one of the following units: a service, brigade (finance brigade, serious crime brigade, etc. at the GCPD), team, task force, or other, depending on the institution. If this service,
204 — part 4: adVice for the players and the Game master — brigade, or office is sufficiently large, it may have its own specific missions with boundaries that its personnel must not go beyond, although the district attorney or head of the organization can allow them a certain amount of leeway if the advancement of the affair merits it. It is also likely that the Hero will participate in some large-scale operations led by the structure as a whole, if urgency or the situation requires it (such as riots that require action by all members of the forces of order, or a high-profile trial that needs all the means available to the district attorney’s office). Additionally, the Hero must also participate in the daily life of the institution, with its formal and informal rituals, whether regular or exceptional (briefings or morning coffee, work meetings, parades in uniform, the whole team relaxing at a nearby bar after work, birthday meals, homages to colleagues who have died, Thanksgiving, etc.) Belonging to an institution also means that the Hero benefits from: ◊ A title or function within the hierarchy that gives them authority of those of a lesser rank (a GCPD officer is thus supposed to be obeyed by any officer of a lower rank), ◊ One or several levels of hierarchical superiors that they must obey, ◊ Possibly some direct subordinates (NPCs) that they can use to perform minor tasks, ◊ Colleagues of equal rank involved in various different missions, and with whom the Hero may be friendly or not, have a good work relationship, a certain rivalry, trust or mistrust, etc., ◊ The means at their disposal for conducting their missions (outfits, weapons, vehicles, office equipment, a work space, and support services). Feel free to define these elements with the GM; they may turn out to be not only useful resources for your character during the game, but also a good setting and inspiration for the scenario, benefiting everyone taking part, both players and the GM. The Hero’s mission is to make sure the law is respected. This may sound simple, but it includes respecting the rights of the defense, guaranteeing an impartial justice system (see above), and making sure that the Heroes’ actions respect all the applicable laws regarding criminal prosecution. The aim of a GCPD officer is as focused on proving the guilt of a criminal as it is on making sure that the case is supported by the district attorney (allowing for a criminal prosecution to take place), followed by a trial, and a conviction. Generally, comic books takes liberties with these procedural questions, and the GM is of course free to remove as many constraints as they see fit. However, they can turn out to be very useful during your sessions of Batman RPG, from the point of view of the atmosphere they bring, as well as the plot possibilities they can offer. There are several reasons for this: ◊ In addition to a costume and secret identity, respecting the restrictive but essential rules of a criminal procedure is one of the only things that separates the forces of order from self-proclaimed crimefighters, ◊ Understanding these restrictions reinforces the realism of the situations in the eyes of the players, ◊ The difficulty of respecting these restrictions in a city as corrupt as Gotham City highlights the heroism of the few officers who choose to uphold the law, ◊ Any breaking of the law that the Heroes choose to allow (or refuse) themselves in order to incriminate a criminal will mean taking real risks, making them susceptible to being denounced, or even sued by those incriminated. The whole procedure could be invalidated on a technicality, or because the Heroes have obstructed the investigation, or for other criminal offenses. All these threats will add dramatic tension to the game session, especially though the moral dilemmas they present players with, ◊ The rights given to sworn agents of the forces of order come with duties, and the Internal Affairs division, the GCPD department charged with investigating cases involving its agents, represents a tantalizing sword of Damocles hanging over the heads of the Heroes, whether it involves something they themselves have done or a scheme aimed at discrediting them. Most institutions have similar departments, even if it’s just someone higher up the hierarchy if the Hero is in a small organization. ◊ A police officer may have a personal relationship with the mob. It might be an informant, a parent, a lover, or a childhood friend gone bad, a nemesis or a criminal that the characters want to get their revenge on - this link will also pose a risk to the character and can be a great source of inspiration for the scenario or some tragic situations.
205 — chapter 3: the role of the heroes - BecominG a character in Gotham city —
206 — part 4: adVice for the players and the Game master — This means that for the quality of their experience, everyone playing should respect the two following aspects: Belonging to an institution, with its routines, rituals, atmosphere, memorable personalities, but also the resources and support that it brings. Respecting the law, with the associated difficulties, dilemmas, risks and dedication that this implies, as it’s this that makes the character so interesting and different to play as, instead of just a random person with a badge and a gun… Be careful though that the stakes around respecting the law do not take up an excessive amount of room during a game session, and overwhelm the main focus of the scenario. As for the rest, the points above are context, advice, and suggestions: tools for everyone playing to use, and whose aim is to make the game even more interesting. Don’t get bogged down in intense legal debates! PLAYING AS A CRIMEFIGHTER Being a crimefighter is partly defined by how it is different from being a member of the forces of order, including the following elements: A crimefighter works alone, without being officially appointed or authorized by any state-sponsored agency, office, department, or service operating on American soil. The actions of such vigilantes are often excessive, perpetrated by violent or unbalanced individuals motivated by a particular ideology (like Wrath or Reaper) and who try to impose their radical or discriminatory vision of “justice”. A crimefighter works outside the law and (apart from when their actions to counter a crime witnessed in progress are part of a citizen’s duty to intervene) their actions may possibly be in conflict with the rights of defense guaranteed by the Fourth Amendment, and which are the guarantee of a fair trial and democratic functioning of the courts. Even if a lot of supercriminals tend to escape, who knows whether this aspect contributes to the fact that most of the bad guys stopped by Batman are very quickly back on the streets? This constraint no doubt partially explains why the comics often feature archetypal situations where the crimefighter happens to intervene just when the criminals are committing their crime. A crimefighter may sometimes take liberties with the law: Combatting organized crime alone can regularly lead to crimefighters breaking the law, whether through physical violence, violation of property, dangerous behavior, endangering the lives of others, destroying property, surveillance and violation of privacy, or even kidnapping and physical intimidation for the more violent individuals. Having a secret identity is not only a way of protecting yourself and those close to you from any retaliation, but can also discourage any legal recourse from criminals caught by crimefighters breaking the law themselves at the time. Depending on the feel that the GM wants for their game group, they can either insist about the risks and difficulties (i.e. the heroism) inherent in being a Hero, or simply brush over it in order to offer a more relaxed atmosphere. Whatever the choice, they must avoid excessively constricting or impeding the characters’ actions, and be frank with the players by clearly stating the risks (or perhaps freedom) the Heroes are to have. Even if the latter is true, the GM will have to keep justice in mind at all times. This will allow them to curtail any excesses that might arise because the players consider their mask and costume give them free rein to act as they wish, especially as their targets are horrible nasty criminals! A crimefighter acts undercover, and has to use all the same means as the groups or individuals trying to escape the surveillance of the authorities (hideouts; false identities; moving, acting and making transactions in secret; encrypting their messages, etc.) A crimefighter is not part of any structured organization, except informal groups like the Batman Family or Justice League. This often means that they work completely alone and with only their own resources (equipment, finances, base, medical care, etc. which could well explain why the super-rich - like Batman, Green Arrow, and Batwoman - are overrepresented in the select club of crimefighters). Executing missions alone means that the crimefighter has no hierarchy or authority giving them orders or stopping them from going too far. A comic like Batman: White Knight uses this concept well, showing how those close to Batman have to handle the excesses of the Dark Knight. All these elements are useful paradigms to employ in your scenarios, because while the ‘superhero’ genre is sometimes touched upon in role-playing games, the world of Gotham City is closer to a crime novel, with a responsible approach to the questions it raises. The comics often take this approach, with numerous notable
207 — chapter 3: the role of the heroes - BecominG a character in Gotham city — publications like Batman: The Dark Knight Returns. Conscious of the particular conditions under which their characters live, players will be even more invested in the intense missions and life of a crimefighter in Gotham City. A crimefighter often acts in a group: The Batman Family, the Justice League… The comic books often show groups of crimefighters, and this is perfect for a group of characters. The sections entitled ‘Forming a team’ and ‘Headquarters’ give you all the necessary tools for managing this collective aspect of a Gotham City crimefighter’s life! PLAYING AS A CRIMINAL ETHICS, CRIMES, AND LIMITS Batman RPG has chosen to envisage the possibility of players wanting to take on the role of their own creations or one of Gotham City’s colorful criminals like Killer Croc, Poison Ivy, Catwoman, Two-Face, the Riddler, etc. We could have removed this option completely, even though we knew that many players would expect it and, because role-playing games allow players a large amount of freedom, naturally want to take on the role of any kind of character. A large number of games allow you to play as monsters or characters on the wrong side of the law, so we thought it better to allow players and the GM to be criminals, and give some advice for this approach rather than leave players with no reference material for this particularly difficult domain. From an ethical standpoint (that most people will appreciate) the authors of the game naturally refute any glorification of crime or violence that playing as these characters might entail. They also strongly advise against playing a Hero who is hell bent on breaking the law during the game sessions, not only for moral reasons and because this could easily offend other players, but also because from a gaming standpoint it’s completely uninteresting, just a puerile way of breaking the rules and letting off steam. Take your inspiration from the comics if you’re not sure of the limits that should be respected, and make your Hero act as if their adventures were to be published in an edition of Detective Comics. THE COMPLICATED LIFE OF A CRIMINAL That being said, what are the specifics of life as a criminal that players and the GM should take into account? Every criminal has limits and these have several sources: 1. Ones that come naturally and depend on their Ethics. Certain criminals do actually have a code of honor, meaning they refuse to commit certain particularly heinous acts or partake of criminal activities they consider dishonorable. Other criminals, especially if they belong to a structured gang or clan, can be less scrupulous while still respecting the ‘values’ (generally selfish, macho, or violent ones) of the organization they belong to. From the ‘gentleman thief’ who refuses the use of violence to gangsters form an unscrupulous organization, the behavior of criminals can be very different and in the game will depend on the Ethics scores players have chosen for their character. These may even spawn an ‘ideology of disorder’ if the Anarchy value is set to its maximum, something that would apply for characters like the Joker or Harley Quinn. 2. Ones inspired by the risks: This notion is undoubtedly the easiest for players to comprehend, as it means their Hero acts based on the classic equation of “benefit vs. risk” for the action they have in mind. The risk is generally the intervention of the forces of order (immediately or later during an investigation) or the possible jail sentence if they are arrested and tried, but it could also be the reaction of the people wronged by the Hero, like a rival gang. It must be said, in Gotham City this notion is particularly delicious, because in addition to the GCPD and other gangs, criminal Heroes will have to take into account the threat posed by a certain crimefighter and his acolytes in the Batman Family! The GM should encourage players to be cautious, something that usually comes naturally to anyone taking part in a role-playing game, regardless of whether the menace of Batman and his cohorts is part of the scenario, or just used as a dash of spice to increase the dramatic tension of the game. 3. Ones from the world the Hero lives in: Depending on the position the Hero wishes to occupy, stakes based on symbolic power are important. A gang may build its empire thanks to the profits it makes, the number of members it has, and the strength of its weapons, but also thanks to its reputation. It’s a jungle out there for criminals, and while they may be the predators, the
208 — part 4: adVice for the players and the Game master — slightest sign of weakness can turn them into the prey. This may explain why they react so ferociously at the slightest sign on unfaithfulness, insubordination, and lack of respect. Your players want to become career criminals and claw their way up the hierarchy? Then welcome them to this nightmarish world of violence and paranoia! As far as the game is concerned, this means that the actions of the Heroes will be subjected to a special sort of ‘social pressure’ exerted by the milieu they will are steeped in (the neighborhood, for a street gang; the mob for a clan; the select club of super-criminals and their accomplices…) forcing them to be pitiless, something that will perhaps contradict the Ethics they chose at the beginning. Also, don’t forget that most big criminal organizations in Gotham City think they are at the top of the bad guy food chain, and after seeing the Heroes’ new criminals emerge will be hell bent on dominating or eliminating them - either way, it’ll be brutal and dangerous. 4. Ones that the Hero has set for themself, whether ideological or mercenary, and imply a type of behavior and actions to respect. This naturally applies more to Heroes belonging to a structure that is careful not only to maintain its profits by demanding the Heroes accomplish the necessary tasks, but also not put its security in danger through the Heroes’ risky activities. 5. Ones belonging to the people the Hero collaborates with: The mob is a violent world, where conflict can rapidly go south. This means a criminal character will have to be careful to respect the wishes, whims, codes of honor, and obsessions of their colleagues, or otherwise risk creating hostility that could quickly become a problem. This last aspect is optional however - it can be taken into account or ignored, depending on the players and GM, and could have its comical side (the driver in the gang refuses to drive when the Gotham City baseball team is playing) or dark side (one of the Hero’s colleagues is a little too fond of explosives or razor blades). A criminal is wanted. Unless they have never been identified as a criminal by the forces of law and order, the Heroes will have to live hidden, constantly threatened by the means of surveillance used to surprise criminals by the police or - worse! - Batman. This means that from the get go it’s imperative any detail that could incriminate the Heroes is eliminated (see above for the limits represented by the risks). Then once the Heroes are deemed suspects, this quickly leads to false IDs, anonymous bank accounts, one or several hideouts, being particularly careful about physical contact or digital traces that could lead to them, etc. This can represent a real problem in our modern, hyperconnected society: forget using apps, messaging, playing videogames, ordering products online, and owning the latest smartphone! Instead, get used to the world of forgers, hackers, dropouts, burner phones, and Faraday cages! Many films and TV series show these constraints and the related technical details. Feel free to use them as inspiration! A criminal imposes their will in the name of what they seek. Contrary to ordinary citizens whose freedoms are defined by laws, habits, and the interests of their fellow-citizens, criminals extend their freedoms - often through force - with no regard for laws, habits, and the interests of others. Their most common motivations are
209 — chapter 3: the role of the heroes - BecominG a character in Gotham city — profit, strength, the sating of the senses, or the progress of a certain ideology. With this in mind, it’s advisable for the Hero’s motivations to be well-defined by the player: are they a financial delinquent with no scruples? A crazy megalomaniac? A cruel sociopath? A Robin Hood aiming to rob the rich to feed the poor? A violent hedonist? Are they looking for financial security, or perhaps even a fortune? A life of non-stop pleasure? Do they want to build an empire on the backs of the numerous accomplices and individuals that worship their power? To further the cause they have chosen, the one that defines the values and laws of America? Do they want to be able to express themselves freely through the force of their fists? Or simply do whatever they need, regardless of the victims and collateral damage, to calm their desires or obsessions? As we know, humanity unfortunately seems to have almost boundless imagination when it comes to inventing new crimes to commit. This is one more reason for the authors of this game to incite every player to be careful when choosing which type of character to play as. Playing a simple gang member, for example, will almost certainly guarantee that they will have to steal, murder, use coercion and intimidation, blackmail, deal in substances capable of ruining numerous lives, use physical and mental violence... All this will target innocent victims and the most vulnerable members of society, both adults and children… It’s also one more reason for us to incite GMs to dramatize all the risks and limits that apply to the Heroes, as well as the moral bankruptcy that crime represents. CRIMINALS AND CRIMEFIGHTERS The particularity of Gotham City is that it’s the home turf of a certain number of crimefighters motivated by the sheer scale of crime and corruption in the city. It’s a special kind of place, and being a gangster there doesn’t have the same ‘flavor’ as elsewhere in the United States, so it may be interesting for players to see how this can impact their characters. Is one of the city’s crimefighters a veritable Nemesis who reappears regularly to ruin the plans of criminals? Or just the object of the Heroes’ thirst for vengeance, one of their aims always being to bring to justice a certain crimefighter who once threw them in prison or made them lose the proceeds of a robbery? A criminally-minded character can also have a special relationship with a crimefighter: respect mixed with hate and jealousy, episodic tidbits of information in exchange for an armed peace. It can even be based on a former attachment (family-related, friendly, sentimental, etc.), that poses a problem of conscience for the two parties, or even lead to them both overstepping their boundaries. So feel free, when creating a criminal character, to explore these avenues. They can help anchor the character in the reality of Gotham City and give both players and the GM ideas that you are free to develop or discard.
210 PART 5: NON-PLAYER CHARACTERS AND HORDES OF ENEMIES This section gathers all the rules that allow for the creation and management of generic Non-Player Characters (NPC) such as police officers, henchmen of a super-criminal, etc. In the Gotham City Guide, you will find the characteristics of celebrities of all kinds appearing in the comics.
211 CHAPTER 1: NON-PLAYER CHARACTERS AND HORDES OF ENEMIES CREATING AN NPC Crimefighters, mad scientists, monsters, investigators, sociopaths, gangsters, officers from the forces of order, hitmen, and gang leaders: the world of Gotham City already has a vast gallery of colorful celebrities that we advise you to use as threats, allies, contacts, and even Heroes. However, for the specific needs of a scenario, you may want to create an important character from scratch to your exact specifications. The statistics below will of course only be useful if the interactions the character has with the Heroes are likely to require a roll of the dice (e.g. if there’s a fight, interrogation, chase, or infiltration). You can of course use the rules governing Hero creation to create the characters that will populate your scenarios, but in addition to being a long process, using and keeping in mind all these parameters can become complex while playing the game. It’s for this reason that you’ll find below rules for creating characters with abridged details. The stats are reduced as much as possible in order to speed up creating them and facilitate managing them. NPCs are defined by: 1. A Power Level, reflecting the difficulty they can pose to Heroes during combat. 2. Modifiers (MOD) that are used during tests, like those belonging to the Heroes. 3. Combat characteristics, like those of the Heroes: HP, DEF, DD, Initiative, etc. 4. Attacks and equipment. 5. Ways and capacities, determined depending on the type of extra. THE POWER LEVEL (PL) This level is determined depending on the character type and strength of opposition that they will represent to the Heroes during the scenario. It is equivalent to around two levels of experience for a Hero. However, you should avoid indexing the power of opponents with their levels. If the youngest hoodlum continues to represent a difficult opponent for even an experienced Hero, the gain of experience for the latter may not be interesting any more. The power level does not so much reflect the experience gained by the extra as their position on a scale from small fry to super dangerous and experienced, according to the following table. For characters with superior strength, we recommend you use famous characters from the world of Batman. You’ll find their characteristics in the following Chapter. Extra PL Novice 0 Newbie 1 Established 2 Hardened 3 Experienced 4 Lieutenant 5 Leader 6 Powerful 7 MODIFIERS (MODS) Extras don’t have any Primary characteristics, just MODs for each of them (Strength, Constitution, Dexterity, Intelligence, Perception, Willpower). Define these MODs as you wish, based on what seems logical to you. You may also use the following principle: use as many points for the distribution of MODs as the extra’s Power Level. You can also give negative points to one or several characteristics, and this offers the extra the same number of positive points to add to the others.
212 — part 5: non-player characters and hordes of enemies — I am creating a gang leader’s right-hand man/ woman. As they are at the “experienced” level, I have 4 points that I can attribute as desired to the various MODs, plus 1 extra point received by lowering their Perception MOD (looks like this individual is not the sharpest tool in the shed…), giving the following final result: Strength +2, Constitution +0, Dexterity + 2, Intelligence +0, Perception -1, Willpower +1. If you want, extras can also have one or two characteristics with an Edge (which allows you to roll 2D20 during a test and keep the result of your choice), based on their profiles: Physical extra: Choose one or two from the following: Strength, Constitution, Dexterity, Perception. Expert extra: Choose one or two from the following: Intelligence, Perception, Willpower. Versatile extra: Choose one or two from the following: Strength, Constitution, Dexterity, Intelligence, Perception, Willpower. COMBAT CHARACTERISTICS HIT POINTS These depend on the type of extra and their Power Level (specialized, versatile; physical; Wonder for extras with superpowers) based on the scale below: Level Specialized extra Hit Points die = 6 Versatile extra Hit Points die = D8 Physical extra Hit Points die = D10 Wonder extra Hit Points die = D12 0 3 4 5 6 1 6 8 10 12 2 12 + Constitution MOD 16 + Constitution MOD 20 + Constitution MOD 24 + Constitution MOD 3 15 + (Constitution MOD x 2) 20 + (Constitution MOD x 2) 25 + (Constitution MOD x 2) 30 + (Constitution MOD x 2) 4 18 + (Constitution MOD x 3) 24 + (Constitution MOD x 3) 30 + (Constitution MOD x 3) 36 + (Constitution MOD x 3) 5 21 + (Constitution MOD x 4) 28 + (Constitution MOD x 4) 35 + (Constitution MOD x 4) 42 + (Constitution MOD x 4) 6 24 + (Constitution MOD x 5) 32 + (Constitution MOD x 5) 40 + (Constitution MOD x 5) 48 + (Constitution MOD x 5) 7 27 + (Constitution MOD x 6) 36 + (Constitution MOD x 6) 45 + (Constitution MOD x 6) 54 + (Constitution MOD x 6) INJURY LEVEL (IL) This indicates the number of HP that constitute a serious wound for an NPC. It is equal to half of the HP, rounded up. DEFENSE (DEF) This is always equal to 10 + the extra’s Dexterity MOD. For any extra that you believe to be particularly pugnacious because of their profession, passion, or past (a boxer, student of a school of martial arts, gangster, member of the anti-riot police, bodyguard, soldier, fencer, etc.), you may add their strength level to their DEF. I’m creating an extra, a Thai boxing champ who runs their own club. As they are at the Hardened level, their DEF is 10 + 4 (their Dexterity MOD) + 3 (their level), making a total of 17. Naturally this makes the extra a challenging opponent for any Heroes that have to fight them. DAMAGE BONUS This is equal to the extra’s Strength MOD for MA (RA do not benefit from these bonuses). However, similarly to DEF, for a combative extra you may wish to add their Strength level. Careful though - this should be the exception rather than the rule, so that simple extras do not become over-powerful threats to the Heroes! DO NPCS HAVE EXPLOIT POINTS? Only the main characters in this world (whose characteristics can be found in chapter 2, The Batman universe character gallery) have EP. However, sometimes extras or anonymous opponents can perform out-of-theordinary acts. To reflect this, the GM has a stock of Exploit Points in each scenario (the number of points is equal to the number of Heroes being portrayed by the players), which they may spend as and when they see fit, on any NPC they control, famous or not!
213 — chapter 1: non-player characters and hordes of enemies — INITIATIVE This is equal to 10 + the Dexterity MOD. For extras you believe would be especially deft (a kid from the streets, a juggler, magician, sprinter, parkour specialist, etc.), you may add the Strength level to their Initiative. ATTACKS AND SPECIAL EQUIPMENT The number of points to be attributed freely as desired between the MA and RA scores (and even SA for extras with superpowers) depends on their Strength level and profile, according to the following scale. This table is only valid for “combative” extras, who have used or still regularly use their martial arts skills. Whatever their level of Strength, there is no reason for an extra like the deputy of Gotham City’s mayor to have MA or RA scores above +1 or +2, unless of course they train at a boxing club, fencing club, etc. or were previously a police officer, soldier, or black belt in karate. Level Specialized Versatile Physical and Wonder 0 0 0 1 1 0 1 2 2 1 2 3 3 2 3 4 4 3 4 5 5 4 5 6 6 5 6 7 7 6 7 8 WAYS AND CAPACITIES To make things simpler while playing, it’s best that most extras do not have capacities to manage during action scenes. Capacities are also useless if the Heroes’ interaction with the extra is likely to be limited to making them confess or face up to their failures. However, you need to define the main capacities the extras will have if they serve a particular function in the scenario, or if you want to endow an extra with a particular skill. In this case, you can either: 1. Define the special capacities as you wish, taking inspiration from the Ways and Common, Shadow, and Wonders capacities, as well as the NPC characteristics indicated elsewhere; or, 2. Choose 1 Way per Strength level, depending on the function of the type of extra, following the indications below (this means that “novice” extras will not have any). The extras’ level in the Ways is equal to half of their Strength level, rounded down (with 1 as the minimum). The table includes the superior Ways (Common Ways and Ways of shadow), for which extras do not have to have the prerequisites, as long as their Strength level is above 3.
214 — part 5: non-player characters and hordes of enemies — Common Ways Ways of shadows Ways of wonders Physical extra Ways of ranged weapons, melee, danger, investigation, physical prowess, mechanic, piloting, survival Ways of martial arts, courage, target, justice, order, command, weapons master, vigilante Ways of wonders related to Strength, Dexterity, Perception, or Constitution Specialized extra Ways of silver, arts, corporations, speech, investigation, medicine, piloting, psychology, science Ways of invention, investigation, anarchy, crime, agent of chaos, criminal genius, visionary Ways of wonders related to Intelligence, Perception, or Willpower Versatile extra Ways of ranged weapons, corporations, danger, investigation, escape, physical prowess, stealth, Jack of all trades Ways of martial arts, target, courage, invention, investigation, anarchy, crime, justice, order, agent of chaos, command, criminal genius, weapons master, vigilante, visionary Ways linked with one or several characteristics Once the Ways have been determined, for each Way you have to choose the capacities you believe are necessary for any interaction the extra may have with the Heroes. GALLERY OF GENERIC CHARACTERS These characters’ equipment (costumes, protection, weapons if applicable, etc.) depend on the situation and their role in the scenario. These elements are thus left up to you to decide as you see fit, and the protection and DD indicated below are for the standard equipment of these extras. This gallery details the characters that exist in the Batman ™ : Gotham City Chronicles board game, and with nearly thirty profiles, they should provide everything you need to populate your scenarios or serve as a source inspiration. Feel free to adapt them to your liking. How to interpret these stats. Asterisks marks characteristics that benefit from an Edge. DR (Damage Reduction) relates to protective equipment. The DD indicated correspond with the favorite weapons used by the extras, and can be adapted if the extra loses their weapon during combat, if you prefer to give them different equipment, etc. Zero DD means that the extra doesn’t usually use that type of attack. The capacity bonuses mentioned figure in the scores indicated, except when a capacity does not apply to a score (e.g. night vision, invulnerability to gas, bonuses to tests of discretion, etc.) MEMBER OF ROBIN’S GANG PL: HP: 8 IL: 4 Strength: +1 Constitution: +0 Dexterity: +2* Intelligence: +0 Perception: +1 Willpower: +0 DEF: DD bonus: +1 Initiative: 13 MA: +2, DD 1D4 (temporary) RA: +0, DD 0 Capacities: 30 meters of movement per movement action. Can move over vertical, slippery, or sloped surfaces without incurring a penalty. SWAT AGENT PL: HP: 21 IL: 11 Strength: Constitution: +1 Dexterity: Intelligence: +0 Perception: +0 Willpower: +0 DEF: DD bonus: 0 Initiative: 11 MA: +1, DD 1D6 (temporary) RA: +4, DD 2D8 Capacities: RA bonus.
215 — chapter 1: non-player characters and hordes of enemies — GCPD OFFICER PL: HP: 8 IL: 4 Strength: Constitution: +0 Dexterity: Intelligence: +0 Perception: +0 Willpower: +1* DEF: DD bonus: +1 Initiative: 10 MA: +1, DD 1D6 (temporary) RA: +1, DD 1D8 Capacities: +2 bonus for actions performed while stressed; +5 bonus for all actions related to the GCPD (knowledge regarding an institution or agent, obtaining aid, etc.) CRAZY INMATES PL: HP: 6 IL: 6 Strength: Constitution: +0 Dexterity: Intelligence: +0 Perception: +0 Willpower: +1 DEF: DD bonus: 0 Initiative: 11 MA: +1, 1D4 (temporary) + Slowed RA: +0, DD 0 Capacities: IL score × 2. Harassment (inflicts Slowed). ASSASSINS OF THE LEAGUE PL: HP: 17 IL: 9 Strength: +1 Constitution: +1 Dexterity: +1* Intelligence: +0 Perception: +1 Willpower: -1 DEF: DD bonus: +3 Initiative: 11 MA: +4, DD 1D6 RA: +1, 1D12 Capacities: +3 bonus for tests of discretion (Dexterity). Bonus to DD and for MA. 30 meters of movement per movement action. BAT-ROBOTS PL: HP: 20 IL: 10 Strength: Constitution: +0 Dexterity: Intelligence: -3 Perception: +3 Willpower: +0 DEF: DD bonus: +3 Initiative: 10 MA: +2, DD 1D8 (temporary) RA: +2, DD 1D6 Capacities: infrared vision. Invulnerable to gas, poison, viruses, etc.
216 — part 5: non-player characters and hordes of enemies — BRUTES PL: HP: 22 IL: 11 Strength: +3* Constitution: +2 Dexterity: +1 Intelligence: -1 Perception: -1 Willpower: -1 DEF: DD bonus: +3 Initiative: 11 MA: +3, DD 1D6 (temporary) RA: +1, DD 1D10 Capacities: MA DD may not be temporary. Charge: requires a movement action to be performed (run of at least 5 meters) to benefit from +1D6 to the MA DD. ANONYMOUS CITIZENS PL: HP: 4 IL: 2 Strength: Constitution: +0 Dexterity: Intelligence: +1 Perception: +0 Willpower: +1 DEF: DD bonus: -1 Initiative: 9 MA: +0, DD 1D4 (temporary) RA: +0, DD 0 Capacities: none PRISONERS PL: HP: 8 IL: 5 Strength: Constitution: +1 Dexterity: +0 Intelligence: +0 Perception: -1 Willpower: -1 DEF: DD bonus: +2 Initiative: 10 MA: +1, DD 1D6 (temporary) RA: +0, DD 0 Capacities: +5 bonus for all actions related to the mob (knowledge regarding a criminal or gang, getting aid or some information, etc.) Outnumber (if the number of adversaries is lower than those rallied by the prisoner for combat, the prisoner gains a +2 bonus to their MA score). DEVGRU PL: HP: 21 IL: 11 Strength: Constitution: +1 Dexterity: Intelligence: +0 Perception: +0 Willpower: +0* DEF: DD bonus: +2 Initiative: 9 MA: +1, DD 1D4 RA: +2, DD 2D8 Capacities: night vision and radio contact. COMBAT DRONES PL: HP: 8 IL: 8 Strength: Constitution: -3 Dexterity: Intelligence: - Perception: +2 Willpower: - DEF: DD bonus: 0 Initiative: 13 MA: RA: +2, DD 1D6 Capacities: movement through the air (30 meters per movement action). Infrared vision.
217 — chapter 1: non-player characters and hordes of enemies — BLOOM’S GANG PL: HP: 8 IL: 8 Strength: Constitution: +0 Dexterity: Intelligence: -2 Perception: +1 Willpower: +2 DEF: DD bonus: +3 Initiative: 8 MA: +2, DD 1D8 RA: +0, DD 0 Capacities: Strength bonus. Non-temporary MA DD. IL score doubled. Terrifying (inflicts Surprise on opponents during the first round of combat). HARLEY QUINN’S GANG PL: HP: 10 IL: 5 Strength: Constitution: +0 Dexterity: Intelligence: +0 Perception: +1 Willpower: +0 DEF: DD bonus: 0 Initiative: 12 MA: +1, DD 1D4 (temporary) RA: +3, DD 2D6 Capacities: RA bonus. THE JOKER’S GANG PL: HP: 8 IL: 4 Strength: Constitution: +0 Dexterity: +0 Intelligence: -1 Perception: +1 Willpower: +2* DEF: DD bonus: +1 Initiative: 10 MA: +2, DD 1D8 (temporary) RA: +2, DD 1D10 Capacities: DEF bonus, bonus for attacks and Willpower. THE PENGUIN’S GANG PL: HP: 16 IL: 8 Strength: Constitution: +1 Dexterity: Intelligence: +1 Perception: +1* Willpower: +0 DEF: DD bonus: 0 Initiative: 10 MA: +0, DD 1D4 (temporary) RA: +2, DD 1D6 + Immobilized. Capacities: net-thrower.
218 — part 5: non-player characters and hordes of enemies — PROF. PYG‘S GANG PL: HP: 27 IL: 14 Strength: Constitution: +1 Dexterity: Intelligence: -3 Perception: -2 Willpower: -2 DEF: DD bonus: +4 Initiative: 10 MA: +4, DD 1D10 RA: +0, DD 0 Capacities: Terrifying (inflicts Surprise on opponents during the first round of combat). RED HOOD’S GANG PL: HP: 10 IL: 5 Strength: Constitution: +0 Dexterity: Intelligence: +0 Perception: -1 Willpower: +1* DEF: DD bonus: 0 Initiative: 12 MA: +0, DD 1D4 (temporary) RA: +2, DD 1D10 +2 Capacities: bonus to the RA DD. THE RIDDLER’S GANG PL: HP: 14 IL: 7 Strength: Constitution: +2 Dexterity: Intelligence: +2* Perception: +0 Willpower: +0 DEF: DD bonus: +1 Initiative: 11 MA: +1, DD 1D6 (temporary) RA: +1, DD 1D8 Capacities: characteristics bonus. BELLE REVE SANITORIUM GUARDS PL: HP: 16 IL: 8 Strength: +1* Constitution: +0 Dexterity: +0 Intelligence: +0 Perception: +1 Willpower: +1 DEF: DD bonus: +1 Initiative: 10 MA: +2, DD 1D6 (temporary) RA: +0, DD 1D10 Capacities: +5 bonus for actions performed while Stressed. GUARDS PL: HP: 12 IL: 6 Strength: Constitution: +2 Dexterity: Intelligence: +0 Perception: +1* Willpower: +0 DEF: DD bonus: +1 Initiative: 9 MA: +2, DD 1D6 (temporary) + Stunned and Knocked over RA: +0, DD 1D10 Capacities: +2 bonus for all tests performed while stressed. Bonus of +2 for all tests of knowledge about the mob (gangs, organizations, individuals, etc.)
219 — chapter 1: non-player characters and hordes of enemies — GHOST DRAGONS PL: HP: 20 IL: 10 Strength: +2 Constitution: +0 Dexterity: +2* Intelligence: +0 Perception: +1 Willpower: +0 DEF: DD bonus: +2 Initiative: 16 MA: +2, DD 1D10+3 RA: +1, DD 1D6 Capacities: sword of fire. Initiative bonus. Bonus of +5 for all tests concerning Ghost Dragons (knowledge of, obtaining aid, etc.) OWLS PL: HP: 18 IL: 9 Strength: Constitution: +2* Dexterity: Intelligence: +1 Perception: +1 Willpower: +1 DEF: DD bonus: 0 Initiative: 12 MA: +3, DD 1D10 RA: +1, DD 1D8 Capacities: regeneration (regains 2 HP per round). Vulnerability to cold (HP score -2 per degree below 0°C). Outnumber (if the number of adversaries is lower than those rallied by the Owl for combat, the Owl gains a +2 bonus to their MA score).
220 — part 5: non-player characters and hordes of enemies — MAN-BAT ULTRA COMMANDO PL: HP: 24 IL: 12 Strength: +3* Constitution: +2 Dexterity: -3 Intelligence: -2 Perception: +2 Willpower: +0 DEF: DD bonus: +3 Initiative: 12 MA: +3, DD 1D10 RA: +0, DD 0 Capacities: Initiative bonus. Movement through the air (40 meters per movement action). Terrifying (inflicts Surprise on opponents during the first round of combat). Sonar (vision in total or partial darkness). MEMBERS OF THE GCPD ANTI-RIOT TEAM PL: HP: 11 IL: 6 Strength: +1* Constitution: +1 Dexterity: +0 Intelligence: +0 Perception: +0 Willpower: +0 DEF: DD bonus: +1 Initiative: 10 MA: +2, DD 1D6 (temporary) RA: +1, DD 1D6 (temporary) Capacities: MA bonus. Invulnerable to gas. HOUNDS PL: HP: IL: 8 Strength: Constitution: +3 Dexterity: Intelligence: - Perception: +5* Willpower: - DEF: DD bonus: +2 Initiative: 12 MA: +4, DD 1D6 RA: - Capacities: bonus to MA, characteristics, and IL. 30 meters of movement per movement action. Keen sense of smell (act in partial darkness without penalty). CARNIVOROUS PLANTS PL: HP: 8 IL: 4 Strength: +0* Constitution: +2 Dexterity: -3 Intelligence: - Perception: -3 Willpower: - DEF: DD bonus: 0 Initiative: 7 MA: +2, DD 1D6 + Immobilized RA: - Capacities: movement impossible. Inflicts Immobilized (test of Strength in opposition to cancel). CARNIVOROUS PLANTS REX PL: HP: 18 IL: 9 Strength: +4* Constitution: +2 Dexterity: +0 Intelligence: - Perception: +1 Willpower: - DEF: DD bonus: +4 Initiative: 10 MA: +3, DD 1D8 + Paralyzed RA: - Capacities: movement impossible. Inflicts Paralyzed (test of Strength in opposition to cancel).
221 — chapter 1: non-player characters and hordes of enemies — THUGS PL: HP: 10 IL: 5 Strength: Constitution: +2 Dexterity: Intelligence: -1 Perception: +1 Willpower: -2 DEF: DD bonus: +1 Initiative: 11 MA: +1, DD 1D6 (temporary) RA: +1, DD 2D6 Capacities: +5 bonus for all actions related to the mob (knowledge about a thug or gang, obtaining aid or information, etc.) Bonus of +3 to tests of discretion (Dexterity). HAZMAT THUGS PL: HP: 13 IL: 7 Strength: Constitution: +1 Dexterity: Intelligence: +2 Perception: -1 Willpower: -1 DEF: DD bonus: +0 Initiative: 10 MA: +0, DD 1D4 (temporary) RA: +2, DD 2D8 Capacities: Invulnerable to gas. HORDES OF ENEMIES When players come up against particularly large groups of enemies, the GM can use the Horde rules which allow for more fluid confrontations between Heroes and petty criminals. These resemble what is seen in the comics, for example when Bruce Wayne confronts a pack of Sicilians sent by the Court of Owls. Of course, you are free to use the Horde rules for groups of different sizes, but we advise you to do so only when the number of opponents is 4 or more. To make calculations easier, the number of opponents in a Horde is always even. Also, above all, the Horde rules are made for lowlevel thugs. We would advise you not to create Hordes with members whose level is above 5. If you want to increase the difficulty level, just increase the number of members. Just be aware that a Horde can quickly become dangerous, even for powerful Heroes. Opponents are considered a sole enemy, with all the members sharing the same level, profile, characteristics, attack scores, Ways and capacities, equipment, etc. HORDE HP AND DAMAGE The HP for a Horde depends on the number of members and their level of experience, as defined in the table below: Level of the members HP per member (you choose the exact figure) 0 3 or 4 1 5 or 6 2 7 or 8 3 9 or 10 4 11 or 12 5 13 or 14 Etc. +1 or 2 per level A Horde fights collectively and loses one member per amount of damage equal to their HP (rounded down). Batman is fighting a Horde of level 2 gangsters, and inflicts 22 damage with a skillful circular kick (after obtaining a critical success and doubling his DD). As the number of HP per member is 7, Batman manages to knock out 3 gangsters (22 / 7 = 3, rounded down). HORDE ATTACK For their Initiative score, the Horde attacks just one character (MA, RA, or SA depending on the weapon used), and has one extra attack per 4 members in the Horde (rounded down). For example, when it is their turn, a Horde of 10 characters can attack three times (1 attack + 2 extra attacks per group of 4 members).
222 — part 5: non-player characters and hordes of enemies — For their test of attack, they benefit from one +1 bonus per two members of the Horde (rounded down). This means a Horde of 10 characters benefits from a +5 bonus for their MA, RA, or SA test. This bonus is added to the attack scores belonging to each member of the Horde. These can be defined as you see fit, taking inspiration from the generic character profiles. The DD for a Horde’s successful attack are equal to the DD of the weapon used, to which is added, per two members of the Horde, 1 die of the DD of the weapon used (rounded down). For example, a Horde of 10 characters equipped with weapons inflicts 1D10 damage, to which is added 5D10, as there are five times two opponents in the Horde. At the end of a round, if a Horde has lost half of its remaining members during that round or a previous one, it has to perform a successful difficulty 15 test of Willpower (representing the courage of the fighters) or give up fighting and flee. GALLERY OF HORDES The following Hordes all have ten members. You can gauge the danger of each horde by the number of hit points its members have. SWAT AGENTS HP: HP per member: 6 DEF: Initiative: 11 MA: +6, DD 6D6 (temporary) RA: +9, DD 7D8, range 50 meters. Capacities: tactical squad (the Horde gains a +2 bonus to its RA score as long it still has at least 6 members). ASSASSINS OF THE LEAGUE HP: HP per member: 7 DEF: Initiative: 11 MA: +9, DD 6D6+3 RA: +6, DD 6D12, range 40 meters. Capacities: rapidity (30 meters of movement per movement action et a +4 bonus to Initiative for the first round of combat). BRUTES HP: HP per member: 7 DEF: Initiative: 11 MA: +8, DD 6D6 (temporary)+3 RA: +6, DD 6D10 Capacities: violence (MA DD may not be temporary), charge (requires a movement action to be perform a run of at least 5 meters in order to benefit from +3D6 to the MA DD). ANONYMOUS CITIZENS HP: HP per member: 4 DEF: Initiative: 9 MA: +5, DD 5D4 (temporary) RA: +0, DD 0 Capacities: none PRISONERS HP: HP per member: 5 DEF: Initiative: 10 MA: +6, DD 6D6 (temporary)+2 RA: +0, DD 0 Capacities: outnumber (in combat, if the number of adversaries is lower than those in the Horde of prisoners, the latter gains a +2 bonus to its MA score). COMBAT DRONES HP: HP per member: 5 DEF: Initiative: 13
223 — chapter 1: non-player characters and hordes of enemies — MA: +0, DD 0 RA: +7, DD 6D6 (range 50 meters) Capacities: movement through the air (30 meters per movement action), targeting (the Horde gains a +2 bonus to its RA when attacking a target situated less than 30 meters away). TALONS OF THE COURT OF OWLS HP: HP per member: 8 DEF: Initiative: 13 MA: +9, DD 6D6+3 RA: +6, DD 6D6, range 10 meters. Capacities: regeneration (at the end of each round, 1 Talon regains the totality of their HP), sensitivity to cold (each degree below 0°C reduces the HP per member by 1 point; when they reach 0 HP, all Talons are neutralized) MEMBERS OF THE GCPD ANTI-RIOT TEAM HP: HP per member: 6 DEF: 14, DR 4 Initiative: 11 MA: +7, DD 6D6 (temporary) RA: +6, DD 6D6 (temporary) Capacities: gas mask (invulnerable to the effects of gas), nerves of steel (when the Horde is outnumbered, it receives a +2 bonus for MA and to its DEF). THE JOKER’S GANG HP: HP per member: 6 DEF: Initiative: 10 MA: +7, DD 6D8 (temporary)+1 RA: +7, DD 6D10, range 20 meters. Capacities: reinforcements (at the end of each round, as long as the Horde still has at least four members, 1D4 new members join it). SANITORIUM GUARDS PL: HP: 70 HP/member: 7 DEF: Initiative: 10 MA: +7, DD 6D6 (temporary)+1 RA: +5, DD 6D10 Capacities: adaptation (when the number of members in the Horde is greater than its opponents, it benefits from a +2 MA bonus; with fewer members than its adversaries, it benefits from a +2 DEF bonus). THUGS HP: HP per member: 5 DEF: Initiative: 11 MA: +6, DD 6D6 (temporary)+1 RA: +6, DD 7D6 Capacities: reinforcements (at the end of each round, as long as the Horde still has at least four members, 1D4 new members join it).
224 — part 5: non-player characters and hordes of enemies — CHAPTER 2 - THE BATMAN UNIVERSE CHARACTER GALLERY There a huge number of characters in the world of Batman. Although giving exhaustive details of them all would be impossible, below you’ll find over a hundred crimefighters, police officers, citizens, and gangsters that haunt the streets of Gotham City. Whether crimefighters or super-criminals, you should find all the best-known characters from Batman here, as well some recent creations and others from specific comics. All these characters are subject to the rules of creation, apart from the most atypical characters like Batman himself, Damian Wayne, and Ra’s al Ghul. Those known for belonging to a group (like the Batman Family or League of Assassins) are grouped together based in their allegiance, keeping in mind that characters like Batgirl (Barbara Gordon) belong to both the Batman Family and the Birds of Prey, but are only listed once. Many characters have had alternative storylines depending on the comic, and for our listings we’ve chosen to give just the most common elements that allow you to get an idea of the character, leaving you a maximum amount of freedom for your interpretation of the roles they will play during your session. These details are only for guidance and of course we encourage you to modify them depending on the level of experience of your characters. However, it’s best to keep in mind the overall coherence of the world and the strength and experience of certain celebrities like Batman and his traditional opponents. HOW TO INTERPRET THE PROFILES ◊ A MOD followed by an asterisk means that the tests of the characteristic are made with an Edge (roll 2D20 for a test and choose one of the results). ◊ The bonuses or penalties given by capacities often depend on the circumstances and when applicable should be added to the scores indicated for MA, RA, DEF, etc. If these bonuses and penalties are permanent, they have already been added to the scores in question. ◊ The effects of capacities and equipment can be found in the Chapters about them. ◊ The score for MA using natural weapons (fists, feet, etc.) is only indicated if it is different from the character’s MA score. ◊ Certain Disadvantages are very specific to a character and are not shown in the list of Disadvantages available at the character creation stage. You can still, however, assign them to your own characters if you so wish. ◊ The acronym APC (Augmented Power Capacity) indicates that the capacity in question has increased strength. BATMAN (BRUCE WAYNE) His parents having been murdered before his eyes, young Bruce Wayne suddenly becomes an orphan and a billionaire. But if he uses his heritage to serve his revenge and his war on crime, he must nevertheless maintain a facade of respectability. And if Batman is a worrying, cold, methodical and efficient being, the public face of Bruce Wayne must be more affable. The merciless vigilante therefore plays the comedy of the reveling playboy, clumsy, lazy, devoid of the slightest sporting talent and whose escapades make the headlines in society. Yet the man is also a philanthropist leading urban rehabilitation projects, funding clinics for the poor and running Wayne companies with astonishing skill. Playing Bruce Wayne is a constant effort for Batman. Because this mask, this shell, must not crack under any circumstances... Profile: Righter of wrongs Traits: Thinker Disadvantages: Secret identity, Trauma
225 — chapter 2 - the Batman uniVerse character Gallery — Finances: Billionaire Strength: 20 / +5 Constitution:* 20 / +5 Dexterity:* 20 / +5 Intelligence: 20 / +8 Perception:* 20 / +8 Willpower: 18 / +7 Level: Defense: 19 Hit Points: 87 Hit Points die: D12 Exploit Points: 9 Order: Anarchy: 3 Justice: Crime: 1 Permanent bonus for tests: Intelligence, +1 Ways and Capacities Way of justice (5 levels) : First-rate fighter, Out of nowhere, Hidden in the shadows, Just in time, Last-ditch attempt (Willpower MOD+3) Way of investigation (3 levels) : Analytical mind, Expertise (Criminology), Quick search Way of corporations (5 levels) : Corporatism (Wayne Industries), Call a friend, 50/50, Stroke of luck, Mandarin Way of martial arts (5 levels) : The art of combat, Iron fist, Dodge a projectile, Rain down blows, Healthy body, Healthy mind (Intelligence MOD+3) Way of the vigilante (5 levels) : Heroic perception, Superhuman block, Hand of steel, Blatant superiority, Worthy of the Dark Knight (Perception MOD+3) MA +13 Weapon MA DD Critical Natural weapons +13 1D10+10 temporary or not (your choice) 19-20 RA +11 Weapon Range RA DD Critical Batarang 10 +11 1D4+5 19-20 Perforating Batarangs 10 +11 1D4+5, ignore DR <6 19-20 Weapon Range RA DD Critical Exploding Batarangs 10 +11 DM 1D4+5 (+2D6 Explosion) 19-20 Remotecontrolled Batarangs 10 +16 1D4+5 19-20 Protection DR DEF Penalty Composite armor 6 (RA), 3 (MA) +5 0 The Batman Family cape 5 (RA on the back or legs), 8 (DD fire) 0 0 Equipment Utility Belt, Batarangs, Perforating Batarangs, Exploding Batarangs, Remote-controlled Batarangs, Cold grenades, Paralyzing grenades, Explosive gel, Explosive expert’s gel, Portable Batcomputer, Interactive armband, Grappling hook gun, Batmobile, Batcave.
226 — part 5: non-player characters and hordes of enemies — RED ROBIN (TIM DRAKE) A fan of the family of acrobats called the Flying Graysons when he was a child, Tim discovers, by seeing Dick Grayson performing under Robin's costume, that he practices acrobatic figures that only the survivor of the Graysons was likely to know. Noticing that Dick lives at Wayne Manor, Tim quickly deduces the civilian identities of Batman and Robin. However, it was only after the death of Jason Todd that Tim became the new Robin in the space of a few months. More cerebral, a computer prodigy, Tim however had to step aside after the entry of Damian Wayne into the life of his father Bruce. Tim then opted for the Red Robin costume and alias. He now fights crime within the Batman Family, where he also found love in Stephanie Brown aka Spoiler. Profile: Righter of wrongs Traits: Supple Finances: Well-off Strength: 14 / +2 Constitution:* 14 / +2 Dexterity:* 18 / +7 Intelligence: 16 / +3 Perception: 16 / +3 Willpower: 14 / +2 Level: 13 Initiative: 18 Defense: 19 Hit Points: 58 Hit Points die: D12 Exploit Points: 4 Order: Anarchy: 2 Justice: Crime: 0 Permanent bonus for tests: Dexterity, +1 Ways and Capacities Way of justice (5 levels): First-rate fighter, Out of nowhere, Hidden in the shadows, Just in time, Last-ditch attempt (Willpower MOD+3) Way of the melee (5 levels): Martial arts, Favorite weapon (Baton), Follow-up, Double attack, Weapon master Way of investigation (3 levels): Analytical mind, Expertise (Criminology), Quick search Way of the Jack of all trades (3 levels): Versatile (Accomplished athlete), Self-taught (Computing), Fast learner Way of silver (1 level): Life level MA +7 Weapon MA DD Critical Natural weapons +12 1D8+2 temporary or not (your choice) 19-20 Fighting stick (2-handed) +13 1D10+2 19-20 RA +12 Weapon Range RA DD Critical Batarang 10 +12 1D4+7 19-20 Perforating Batarangs 10 +12 1D4+7, ignore DR <6 19-20 Exploding Batarangs 10 +12 DM 1D4+7 (+2D6 Explosion) 19-20 Protection DR DEF Penalty Composite armor 6 (RA), 3 (MA) +5 0 The Batman Family cape 5 (RA on the back or legs), 8 (DD fire) 0 0
227 — chapter 2 - the Batman uniVerse character Gallery — Equipment Utility Belt, Batarangs, Perforating Batarangs, Exploding Batarangs, Remote-controlled Batarangs, Cold grenades, Paralyzing grenades, Explosive gel, Explosive expert’s gel, Portable Batcomputer, Interactive armband, Grappling hook gun, Fighting stick (2-handed). BATGIRL (BARBARA GORDON) Daughter (biological or adopted, according to rumors) of Commissioner Gordon, Barbara first began studying law and criminology, while working as a librarian. She indeed enjoys a phenomenal memory and a keen intelligence, combined with athletic abilities and a taste for risk which lead her to join Batman and Robin's crusade under the identity of Batgirl. She thus fought crime for several years, while developing an ongoing relationship with Dick Grayson. Then, while she has reduced her activities within the Batman Family thanks to the results obtained against the underworld, the Joker comes to attack her at her father's house. Her spine damaged by the attack of the murderous clown, Barbara despairs of ever walking again. Confined to a wheelchair, she then threw herself headlong into IT, while training in combat sports such as fencing, likely to teach her to defend herself despite her handicap. Under the new identity of Oracle, she then becomes a privileged informant of groups fighting against super-criminals. It also appears as an urban legend on the networks: all the hackers in the world would like to discover what is hidden behind this digital vigilante. A surgical reconstruction then allows her to regain the use of her legs and resume the Batgirl costume, to the great dismay of her father, who constantly fears for his life. Profile: Righter of wrongs Traits: Cyberneticist Disadvantages: Secret identity Finances: Well-off Strength: 12 / +1 Constitution:* 14 / +2 Dexterity:* 16 / +3 Intelligence:* 20 / +5 Perception: 14 / +2 Willpower: 14 / +2 Level: Defense: 15 Hit Points: 54 Hit Points die: D12 Exploit Points: 4 Order: Anarchy: 2 Justice: Crime: 1 Ways and Capacities Way of justice (3 levels) : First-rate fighter, Out of nowhere, Hidden in the shadows Way of the melee (3 levels) : Martial arts, Favorite weapon (Baton (1-handed)), Follow-up Way of investigation (3 levels) :Analytical mind, Expertise (Computing), Quick search Way of science (5 levels) :Scientific training (Computing), Egghead, Strategist, Hobbyist (Modern systems), Heroic intelligence Way of physical prowess (1 level) : Accomplished athlete MA +6
228 — part 5: non-player characters and hordes of enemies — Weapon MA DD Critical Natural weapons +8 1D6+1 temporary or not (your choice) 19-20 Electrified nightstick +9 1D8+1, Stunned and Knocked over 19-20 RA +7 Weapon Range RA DD Critical Batarang 10 +7 1D4+3 19-20 Perforating Batarangs 10 +7 1D4+3, ignore DR <6 19-20 Protection DR DEF Penalty Composite armor 6 (RA), 3 (MA) +5 0 The Batman Family cape 5 (RA on the back or legs), 8 (DD fire) 0 0 Equipment Utility Belt, Batarangs, Perforating Batarangs, Cold grenades, Paralyzing grenades, Grappling hook gun, Ocular lenses: thermal and night vision, Electrified nightstick. JAMES « JIM » GORDON When he arrives in Gotham, Jim Gordon already has experience and a past. Wanting to remain honest in a police force that has never been, he quickly makes enemies among his colleagues. He nevertheless manages, with the help of Harvey Dent and Batman, to purge the police of its most harmful elements and take control of it. A relationship of trust has developed over time between the police officer, who became a commissioner, and the masked vigilante. But one question remains: Does Gordon know that Bruce Wayne is Batman? He knows them both and is too good an investigator not to have understood. Is he deliberately blinding himself? Is he playing the comedy of ignorance to protect his most precious ally? Gordon's tireless activity cost him dearly over time. In addition to the many enemies he made, both among his colleagues and among the city's criminals, he also left his marriage there. The Joker preyed on his daughter, and his son became an incredibly malicious killer. Profile: GCPD Officer Traits: Leader Finances: Moderate Strength: 12 / +1 Constitution: 14 / +2 Dexterity: 14 / +2 Intelligence: 14 / +2 Perception:* 14 / +2 Willpower: 18 / +4 Level: Defense: 12 Hit Points: 49 Hit Points die: D10 Exploit Points: 4 Order: Anarchy: 1 Justice: Crime: 1 Ways and Capacities Way of ranged weapons (2 levels) : Adjust, Nice shot! Way of investigation (2 levels) :Analytical mind, Expertise (Criminology) Voie des corporations (5 rangs) : Corporatisme (GCPD), Appel à un ami, 50/50, Coup de chance, Mandarin Way of the melee (2 levels) : Martial arts, Favorite weapon (Baton) Way of the leader (4 levels) : The providential man, Warlord, Local scour, Extra help
229 — chapter 2 - the Batman uniVerse character Gallery — MA +4 Weapon MA DD Critical Natural weapons +5 1D4+1 Temporary or not (your choice) – Telescopic baton +6 1D6+1 – RA +6 Weapon Range RA DD Critical Small mediumrange weapon 20 +6 1D8 – Equipment Telescopic baton, Small medium-range weapon, Handcuffs ALFRED PENNYWORTH Alfred Pennyworth appears to be part of the furniture at Wayne Manor. However, he was not always this middle-aged Englishman serving as distinguished and sometimes sarcastic butler to Bruce Wayne, but also as assistant and nurse to Batman. Not initially wishing to become a servant of a large family like his ancestors had been, he joined the army and later had the opportunity to work for the secret services of his country. He then became an actor, but the death of his father led him to finally assume his family heritage and enter the service of the Waynes. The deaths of Thomas and Martha, his employers, did not end his loyalty to the family, and he served as guardian to their young son Bruce, whom he guided through his grief and then his youth. And now that Bruce has become Batman, Alfred not only ensures the upkeep of the mansion, but also all the logistics required for his crusade against crime, when he does not put at the service of it the skills gleaned from the time of his crazy youth: treating gunshot and stab wounds, putting on a brave face in the face of embarrassing questions, even dressing up on occasion to infiltrate more or less shady environments. And even bring brats like Dick Grayson or Damian Wayne to heel! Profile: Butler Traits: Determined Disadvantages: Finances: Well-off Strength: 10 / 0 Constitution: 10 / 0 Dexterity: 14 / +2 Intelligence: 12 / +1 Perception: 16 / +3 Willpower:* 14 / +2 Level: Defense: 12 Hit Points: 15 Hit Points die: D6 Exploit Points: 2 Order: Anarchy: 2 Justice: Crime: 0 Permanent bonus for tests: Perception, +3 Ways and Capacities Way of speech (3 levels) : Sweet-talker, Provocation, Impostor Way of stealth (3 levels) : Discretion, Sharpened senses, Sneak attack Way of psychology (2 levels) : Good listener, Mind of steel Way of medicine (2 levels) : First-aider, Doctor Way of ranged weapons (2 levels) : Adjust, Nice shot! MA +1 Weapon MA DD Critical Natural weapons +1 1D4 temporary – RA +4
230 — part 5: non-player characters and hordes of enemies — RENÉE MONTOYA Daughter of a family of Hispanic grocers, Renee Montoya joined the police very early. Alongside her teammate Harvey Bullock, she is closely confronted with the very particular crime of Gotham City. With experience helping, she joined and soon became one of the pillars of the Major Crimes unit, specialized in tracking down the most dangerous criminals. But she ends up attracting the attention of one of her adversaries. Two-Face becomes infatuated with her and tries to destroy her life to push her towards marginality, and therefore towards him. This attempt fails when Renee reveals her homosexuality. Facing the hostility of a corrupt colleague, however, she prefers to leave the police. Contacted by the costumed vigilante called The Question, she becomes his assistant, and even ends up replacing him, adopting his faceless mask. Profile: Virtuoso Traits: Wrestler Disadvantages: Finances: Moderate Strength: 12 / +1 Constitution: 14 / +2 Dexterity: 14 / +2 Intelligence: 12 / +1 Perception:* 14 / +2 Willpower:* 16 / +3 Level: Defense: 13 Hit Points: 38 Hit Points die: D10 Exploit Points: 7 Order: Anarchy: 1 Justice: Crime: 0 Ways and Capacities Way of investigation (4 levels) :Analytical mind, Expertise (Criminology), Quick search, Nothing stays secret Way of the melee (4 levels) : Martial arts, Favorite weapon (Nunchaku), Follow-up, Double attack Way of physical prowess (2 levels) : Accomplished athlete, Specialty (Gymnastic/Dexterity) Way of escape (2 levels) : Sharp, Contortionist MA +4 Weapon MA DD Critical Natural weapons +5 1D6+1 Temporary or not (your choice) – Nunchaku +6 1D6+2 – RA +4 Weapon Range RA DD Critical Small mediumrange weapon 20 +4 1D8 – Equipment Nunchaku, Small medium-range weapon CATWOMAN (SELINA KYLE) At age 13, Selina escapes from a detention center and goes to Gotham City, where she lives on swindles and petty theft. His talents for discretion and aerobatics allow him to enjoy, a few years later, relative comfort in the ill-famed East End neighborhood riddled with crime. It is there that she meets Holly Robinson, whom she helps when she is in the grip of violence. In order to better protect the girls in the neighborhood, Selina soon takes on the costume of Catwoman, under which she undertakes several high-profile burglaries and regularly confronts Batman and the city's other super-criminals. Taking refuge with Selina's sister, Holly comes off the streets and soon supports Catwoman in her career as a masked vigilante. Catwoman then gradually moves into the fight against crime, which materializes when she joins the Birds of Prey. Recently discovered, her relationship with the Calabrese mafia gang led her to lead the criminal organization for a time, before she gave way to her cousin Antonia Calabrese. There are many rumors about Catwoman, about the nature of her relationship with Batman or a relationship with Carmine Falcone. But like cats, Catwoman knows how to keep her secrets.
231 — chapter 2 - the Batman uniVerse character Gallery — Profile: Virtuoso Traits: Supple Disadvantages: Finances: Well-off Strength: 12 / +1 Constitution: 14 / +2 Dexterity:* 22 / +6 Intelligence: 12 / +1 Perception:* 16 / +3 Willpower:* 16 / +3 Level: Defense: 16 Hit Points: 59 Hit Points die: D10 Exploit Points: 10 Order: Anarchy: 4 Justice: Crime: 3 Permanent bonus for tests: Dexterity, +1 Perception, +5 Ways and Capacities Way of anarchy (3 levels) : All gone pear-shaped, Like catching smoke, Incredible luck Way of the melee (3 levels) : Martial arts, Favorite weapon (Whip), Follow-up Way of escape (3 levels) : Sharp, Contortionist, Way out, Dodge, Snake-like agility Way of stealth (5 levels) : Discretion, Sharpened senses, Sneak attack, Ambush, Heroic perception Way of the infiltrator (2 levels) : Codebreaker, Bluff, Alert, Low profile, Superhuman discretion MA +8 Weapon MA DD Critical Natural weapons +13 1D6+1 Temporary or not (your choice) – Claws +13 1D6+1 – Whip +14 1D6+1 – RA +8 Equipment Picking material, Expertise magnifying glass, Whip THE JOKER The only certainty with the capricious Joker is that he lives only to sow chaos and to push Batman to his limits. Cruel, lucky, unpredictable, he can be a dangerous psychopath one moment, and an inveterate clown the next. But in both cases, he leaves traumatized victims behind. Its origins are as complex as its criminal operations. Was he the Red Hood, a criminal immersed in toxic chemicals that gave him his white skin? Or is he a simple innocent driven mad by a dark personal tragedy? Don't try to understand or follow the Joker's twisted reasoning, you risk losing your mind... Profile: Clown Traits: Thinker Disadvantages: Mental imbalance, Old wound Finances: Millionnaire Strength: 14 / +2 Constitution: 14 / +2 Dexterity:* 16 / +6 Intelligence: 18 / +7 Perception: 18 / +4 Willpower:* 18 / +7 Level: Defense: 16 Hit Points: 61 Hit Points die: D10 Exploit Points: 16 Order: Anarchy: 5 Justice: Crime: 5
232 — part 5: non-player characters and hordes of enemies — Permanent bonus for tests: Intelligence, +1 Ways and Capacities Way of anarchy (5 levels) : All gone pear-shaped, Like catching smoke, Incredible luck, Everywhere and nowhere, Boom! (Willpower MOD+3) Way of the melee (2 levels) : Martial arts, Favorite weapon (Knife) Way of escape (3 levels) : Sharp, Contortionist, Way out Way of the mechanic (2 levels) : Mechanic, Modern systems Way of crime (5 levels) : Master planner, Master manipulator, Master recruiter, Escape route, Total supremacy (Willpower MOD+3) Way of the agent of chaos (5 levels): Hacked, Surprise!, Tough, Fans, Pow! (Willpower MOD+3) MA +8 Weapon MA DD Critical Natural weapons +12 1D4+2 Temporary or not (your choice) – Knife "The dagger" +13 1D10+2 18-20 Joy Buzzer +12 1D8 Electricity, Constitution test (Diff 15)or Stunned – RA +9 Weapon Range RA DD Critical Medium-size short-range weapon 30 +9 2D6 – Equipment Knife "The Dagger", Medium-size short-range weapon. Joy Buzzer, Joker Venom: Poison (Constitution Test (Diff 20)): DD 1D10 per round for 5 rounds, Joker Venom: Paralyzed (Constitution Test (Diff 20)): Paralyzed and/or Blinded for 10 minutes. HARLEY QUINN (HARLEEN FRANCES QUINZEL) An ambitious young psychiatrist, Harleen Quinzel chooses to work with the most disturbed criminals interned at Arkham Asylum. She then falls under the charm and influence of the Joker. The latter uses her to escape, and they maintain a toxic and passionate relationship, until a stormy separation. Since then, the young woman has put her talents as a fighter and psychologist to good use for a career as a high-flying robber under the costume of Harley Quinn, but also as an occasional agent of the Suicide Squad, the Secret Six and other dubious organizations which have allowed us to build a small network, if not of friends, at least of comrades. Her weapon of choice is a huge mallet, but she also knows how to fire anything and handle any weapon that comes into her hands. Because what makes it most formidable is its unpredictability.
233 — chapter 2 - the Batman uniVerse character Gallery — Profile: Clown Traits: Psychologist Disadvantages: Mental imbalance, Emotionally dependent (The Joker) Finances: Well-off Strength: 12 / +1 Constitution: 14 / +2 Dexterity:* 18 / +4 Intelligence: 16 / +3 Perception:* 16 / +3 Willpower:* 18 / +4 Level: Defense: 15 Hit Points: 55 Hit Points die: D10 Exploit Points: 11 Order: Anarchy: 4 Justice: Crime: 3 Ways and Capacities Way of anarchy (3 levels) : All gone pear-shaped, Like catching smoke, Incredible luck Way of psychology (5 levels) : Good listener, Mind of steel, Psychological intervention, Psych exam, Heroic intuition Way of physical prowess (5 levels) : Accomplished athlete, Specialty (Gymnastic / Dexterity), Push the limits, A perfect move, Professional training Way of the melee (4 levels) : Martial arts, Favorite weapon (Mallet), Follow-up, Double attack Way of medicine (2 levels) : First-aider, Doctor MA +7 Weapon MA DD Critical Natural weapons +10 1D6+1 Temporary or not (your choice) – Circus mallet "Handsome" (2-handed) +11 1D8+1, Dexterity test (Diff 15) or Knocked over – RA +6 Weapon Range RA DD Critical Medium-size short-range weapon 30 +6 2D6 – Equipment Circus mallet "Handsome" (2-handed), Medium-size short-range weapon THE PENGUIN (OSWALD COBBLEPOT) Here is a crime boss who doesn't look like much. With his big belly, his big nose and his ham-fisted clothing, Oswald Cobblepot has something profoundly ridiculous about him. But it's better not to be mistaken, the one nicknamed the Penguin is a formidable businessman, the heir to an old and powerful Gotham City family, but also a ruthless thug, who knows how to play games. his appearance to destabilize those who could attack him. From his lair, he has his finger on all kinds of traffic, on the most juicy information, and hardly needs to leave it. But when he goes on the field, it is accompanied by henchmen, and his faithful umbrella-gadgets which have put more than one opponent out of action.. Profile: Criminal genius Traits: Leader Disadvantages: Old wound, Obsession (Pole Bird) Finances: Billionaire Strength: 10 / 0 Constitution: 14 / +2 Dexterity: 14 / +2 Intelligence:* 18 / +4 Perception: 16 / +3 Willpower:* 18 / +7 Level: Defense: 12 Hit Points: 45 Hit Points die: D8 Exploit Points: 9
234 — part 5: non-player characters and hordes of enemies — Order: Anarchy: 4 Justice: Crime: 4 Ways and Capacities Way of crime (5 levels) : Master planner, Master manipulator, Master recruiter, Escape route, Total supremacy (Willpower MOD+3) Way of silver (5 levels) : Life level, Influence, Luxury vehicle, Favor, Home from home Way of corporations (5 levels) : Corporatism (Underworld), Call a friend, 50/50, Stroke of luck, Mandarin Way of speech (2 levels) : Sweet-talker, Provocation Way of the leader (3 levels) : The providential man, Warlord, Local scour Way of the criminal genius (2 levels): Horrific discovery, Aim true MA +5 Weapon MA DD Critical Natural weapons +5 1D4 Temporary or not (your choice) – Multifunction umbrella +5 1D6 – RA +5 Weapon Range RA DD Critical Multifunction umbrella 30 +5 1D8 – Weapon Range RA DD Critical Multifunction umbrella (Flames) 30 +5 1D6 Fire – Multifunction umbrella (Sleeping gas) 30 +5 DM 0, Stunned – Equipment Multifunction umbrella TWO-FACE (HARVEY DENT) Harvey Dent was the handsome young prosecutor who would finally bring crime in Gotham City to its knees. Then a mafia thug's grudge and a bottle of acid thrown in his face revealed a much darker side to his personality. Disfigured on half of his face, the monstrous Two-Face is now obsessed with duality. His crimes always reveal a dual motive, whether they concern twins, duplicate objects, sums of two million dollars... This need for duality does not, however, apply to his henchmen, who are sometimes more numerous, or even more numerous. odd. If, after his transformation, Harvey cut ties with his wife Gina, Two-Face fell in love with Inspector Renee Montoya, who does not return his feelings. Profile: Gangster Traits: Wrestler Disadvantages: Repugnant appearance, Obsession (Heads or Tails) Finances: Well-off
235 — chapter 2 - the Batman uniVerse character Gallery — Strength: 12 / +1 Constitution: 14 / +2 Dexterity:* 16 / +3 Intelligence: 16 / +3 Perception: 14 / +2 Willpower: 12 / +1 Level: Defense: 13 Hit Points: 53 Hit Points die: D10 Exploit Points: 1 Order: Anarchy: 3 Justice: Crime: 4 Ways and Capacities Way of ranged weapons (5 levels) : Adjust, Nice shot!, Precision attack, Fast attack, Finding the weak spot Way of the melee (3 levels) : Martial arts, Favorite weapon (Knife), Follow-up Way of science (4 levels) : Scientific training (Law), Egghead, Strategist, Hobbyist (Sweet-talker) Way of the leader (4 levels) : The providential man, Warlord, Local scour, Extra help MA +5 Weapon MA DD Critical Natural weapons +7 1D6+1 Temporary or not (your choice) – RA +8 Weapon Range RA DD Critical "The Judge" 20 +8 1D8 DM x 3 Protection DR DEF Penalty Heavy protective vest 8 (against RA) +4 -4 Equipment "The Judge", Coin "The Juror" POISON IVY (PAMELA LILLIAN ISLEY) Pamela Isley is a botanist specializing in poisonous plants when her mentor encourages her to try experiments on herself. These tests fail to kill her, but offer her a powerful empathy with plants, as well as the power to generate toxins, hormones and various poisons, with which she is as capable of bewitching as of destroying her opponents. Since this accident, she has alternated between moments of freedom (she briefly made Robinson Park, in the center of Gotham, her headquarters) and seclusion in Arkham Asylum. Her partially inhuman nature makes her refractory to treatment. She frequently teams up with Harley Quinn and today they seem more than friends. Profile: Super-Willpower Traits: Charmer Disadvantages: Obsession (preserve plants and natural spaces) Finances: Moderate Strength: 10 / 0 Constitution: 12 / +1 Dexterity: 14 / +2 Intelligence:* 20 / +5 Perception: 16 / +3 Willpower:* 27 / +8 Level: Defense: 12 Hit Points: 37 Hit Points die: D8 Exploit Points: 10
236 — part 5: non-player characters and hordes of enemies — Order: Anarchy: 1 Justice: Crime: 4 Ways and Capacities Way of nature (Willpower) (5 levels): Listen to nature (APC), One with nature (APC), Natural defense (APC), Vital flux, Friend of nature (APC) Way of science (5 levels) : Scientific training (Botanic), Egghead, Strategist, Hobbyist (Martial arts), Heroic intelligence Way of speech (2 levels) : Sweet-talker, Provocation Way of mental control (Willpower) (2 levels):Convincing, Under the influence MA +2 Weapon MA DD Critical Natural weapons +2 1D4 temporary – RA +2 KILLER CROC (WAYLON JONES) As a child, Waylon Jones suffered the mockery of his little friends: the victim of a congenital disease, he had scaly skin like a crocodile. Alone and rejected, as he grew up he ended up assuming the nickname with which he had been given, and was exhibited in circuses and fairs, gradually acquiring all the characteristics of the carnivorous reptile. He now lives in the sewers of Gotham, when he is not interned in Arkham Asylum, and has become increasingly antisocial, increasingly physically strong, and increasingly unstable. Atrocious rumors are circulating about him. But who really knows what's going on in the dark depths of Gotham City's basement? Profile: Super-Strength Traits: Wrestler Disadvantages: Repugnant appearance, Stupidity Finances: Destitute Strength:* 27 / +8 Constitution: 31 / +10 Dexterity: 14 / +2 Intelligence: 6 / -2 Perception: 21 / +5 Willpower: 6 / -2 Level: Defense: 15 Hit Points: 104 Hit Points die: D12 Exploit Points: 0 Order: Anarchy: 3 Justice: Crime: 4 Permanent bonus for tests: Constitution, +15 Ways and Capacities Way of the animal (Strength) (5 levels): Zoomorph, Animal power, Claws and fangs, Leap, Agile and robust, Animal power Way of water (Constitution) (1 level): Gills Way of the melee (3 levels) : Martial arts, Favorite weapon (Improvised weapons), Follow-up
237 — chapter 2 - the Batman uniVerse character Gallery — Way of invulnerability (Constitution) (5 levels) : Steel skin (APC), Major endurance (APC), Major resilience Way of observation (Perception) (3 levels) : Increased perception (vision), Extended senses (smell) Way of healing (Constitution) (2 levels): Quick recovery, Accelerated regeneration MA +17 Weapon MA DD Critical Natural weapons +22 1D6+13 Temporary or not (your choice) – RA +4 Protection DR DEF Penalty Steel skin 10 – –
238 ETHICS MELEE WEAPONS MA DD + MOD RANGED WEAPONS RA Range DD Minimal strength Order Justice Anarchy Crime Initial Way 1 Initial Way 2 Initial Way 3 1 2 3 4 5 CARAC. VALUE MOD. STR CON DEX INT PER WIL SECONDARY CHARACTERISTICS Hit Points Initiative Hit Die Defense Exploit Points Damage Reduction Temporary DD ATTACKS Melee Attack Ranged Attack Special Attack GENERAL First Name/Last Name: Secret Identity: Mode: Life Level: Profile: Experience: TRAITS EFFECT DISADVANTAGES EFFECT
239 BACKGROUND Way 3 Way 4 EQUIPMENT 1 2 3 4 5 Way 1 Way 2 1 2 3 4 5
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