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A BATMAN RPG Has Just Been Announced
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<blockquote data-quote="Philippe Tromeur1" data-source="post: 8092666" data-attributes="member: 6885489"><p>Here's the (WIP) Batman from the "Roi de Gotham" adventure</p><p>(the French preview adventure that was published a few months ago)</p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Bruce Wayne aka Batman, vigilante level 20</span></strong></p><p><span style="color: rgb(41, 105, 176)"><strong>Feature:</strong> thoughtful</span></p><p><span style="color: rgb(41, 105, 176)">STR 18 / +4, CON 18 / +4, DEX 20 / +5*, INT 22 / +6, PER 18 / +4*, CHA 18 / +4</span></p><p><span style="color: rgb(41, 105, 176)">HP 82, luck 6</span></p><p><span style="color: rgb(41, 105, 176)">melee +10, range +9, DEF 19 (Batman) / 15 (Bruce Wayne), INIT 20</span></p><p><span style="color: rgb(41, 105, 176)">DM bare hands 1D10 +4</span></p><p><span style="color: rgb(41, 105, 176)"><strong>Paths and capacities :</strong></span></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Masked vigilante rank 5</u>: alone against all, appearing out of nowhere, bodyguard, at the last moment, last chance</span></li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Sensei rank 5</u>: the art of combat, iron hands, parade of projectiles, rain of blows, purity of body and mind</span></li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Infiltration rank 5</u>: code breaker, bluff, on guard, low profile, superhuman discretion</span></li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Investigation rank 5</u>: analytical mind, expertise (detective), quick research, eidetic memory, infallible flair</span></li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Wealth rank 5</u>: standard of living, influence, luxury vehicle, relationships, down-to-earth</span></li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><u>Danger rank 1</u>: not even afraid</span></li> </ul><p><strong><span style="color: rgb(0, 168, 133)">Equipment :</span></strong></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Bulletproof suit</u> : DEF +4 (no DEX malus) RD 5</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Batarangs</u> : range 10 m ; DM 1D4+5</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Explosive batarangs</u> : range : 10 m on an area of effect of 2 m² ; DM 1d6</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Grapple gun</u>: +15 bonus on climbing tests (FOR) and moving in the air over a distance of about 30 m.</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Bolas</u>: range: 10 m; immobilizes the target if the ATD is successful. The target can perform a FOR test or of DEX diff. 10 to be free (limited action)</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Blinding grenades</u>: range: 20 m on a 5 m² effect area; characters in the effect area must succeed a test of CON diff. 15 or be blinded for 2 turns</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Smoke grenades</u>: range 50 m on an area of effect of 10 m²; releases a cloud of opaque smoke inflicting a malus of -5 to PER tests (inside the effect area or across) and giving a +5 bonus to stealth (DEX) tests (inside the effect area or across).</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Tear gas grenades</u>: see rulebook</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Beacons</u>: must be placed on a character or vehicle (melee vs. target defense or melee + stealth roll, DEX opposite to the target's PER). The beacon then appears on the Batmobile's radar and has a range of 15 km approximately.</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Flashlight</u></span></li> </ul><p></p><p><span style="color: rgb(0, 168, 133)"><strong>Batmobile</strong></span></p><p><span style="color: rgb(0, 168, 133)">STR +4, AGI +5</span></p><p><span style="color: rgb(0, 168, 133)">DEF 18, HP 40, RD 15</span></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)"><u>Radar</u>: +10 in observation and localization tests</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">4 anti-tank missiles</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">2 heavy machine guns</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">Alarm system (hook diff. 25)</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">Self-destruction system (DM 6D6 in a 50 m² area; DEX diff. 15 test to dodge)</span></li> </ul><p></p><p><span style="color: rgb(0, 168, 133)"><strong>Bat-Plane</strong></span></p><p><span style="color: rgb(0, 168, 133)">AGI +10</span></p><p><span style="color: rgb(0, 168, 133)">DEF 18, HP 30, RD 5</span></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">4 air-to-air missiles DM 4D10</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">4 ground-to-air missiles DM 4D10</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 168, 133)">1 gun DM 4D8</span></li> </ul><p>Note : the asterisks after "DEX 20 / +5*" "PER 18 / +4*" mean that rolls involving those attributes have advantage (that is, roll two d20, keep the better one)</p><p></p><p>As you can see, all skills/powers/spells/whatever are abilities earned thanks to 5-level "Paths".</p><p>IIRC, PC's earn 2 ranks per level, except 4th and 5th ranks cost cost double, as do advanced paths.</p><p></p><p>Here are two of the Batman's paths (WIP, they are new ones not to be found in Chroniques Oubliées - Contemporain rulebook)</p><p></p><p><strong><span style="color: rgb(85, 57, 130)">Path of the Masked Vigilante</span></strong></p><p><span style="color: rgb(85, 57, 130)">1. <u>Alone against all</u> : When the character fights alone against several opponents or when his team is outnumbered (at least double), he earns a +2 bonus to his defense per rank acquired in this path.</span></p><p><span style="color: rgb(85, 57, 130)">2. <u>Appearing out of nowhere</u>: The character benefits from an INIT bonus of +1 per rank acquired in this path, in the first round of the fight, provided he passes a stealth test beforehand.</span></p><p><span style="color: rgb(85, 57, 130)">3. <u>Bodyguard</u>: Once per combat, if he has not yet acted in this round, the character can receive an attack aimed at another character. He must declare the action before the Game Master makes the attack roll. The attack takes place as if the character had been targeted.</span></p><p><span style="color: rgb(85, 57, 130)">4. <u>At the last moment...</u>: once per battle, if an attack should inflict DMs on the character, the character can spend a luck point to cancel the attack.</span></p><p><span style="color: rgb(85, 57, 130)">5. <u>Last chance</u>: once per game, if the character is unconscious or at 0 HP, he can get up for 2 rounds during which he will act normally before falling unconscious again at the end of the second round.</span></p><p><span style="color: rgb(85, 57, 130)"></span></p><p><span style="color: rgb(85, 57, 130)"><strong>Path of the Sensei</strong></span></p><p><span style="color: rgb(85, 57, 130)">1. <u>The art of combat</u>: At the beginning of each round of fighting, the character chooses DEF or melee. At the end of the round, he earns a +1 bonus per rank gained in this path to his melee or DEF against contact attacks.</span></p><p><span style="color: rgb(85, 57, 130)">2. <u>Iron hand</u>: The character's bare-handed melee inflict 1D6 DM (plus STR Mod), 1D8 from rank 3 acquired in this path, then 1D10 to rank 5 acquired in this path.</span></p><p><span style="color: rgb(85, 57, 130)">3. <u>Projectile parry</u>: Once per turn, and if he is able to see his attacker, the character can try to parry a slow projectile (knife, shuriken, etc.) or seize it in flight. The action is successful thanks to a DEX test (bonus of +1 per rank acquired in this path) whose difficulty is equal to the range score reached per attacker (all bonuses and MOD included).</span></p><p><span style="color: rgb(85, 57, 130)">4. <u>Rain of blows</u>: Instead of performing his classic attack, the character can choose to carry on a single target a number of melee attacks equal to the number of ranks acquired in this path. Attack rolls are then made with a D12 ; each successful melee attack inflicts DMs reduced by half, rounded down.</span></p><p><span style="color: rgb(85, 57, 130)">5. <u>Purity of mind and body</u>: The character permanently acquires +2 in two of the following characteristics: STR, DEX, CON or CHA.</span></p><p></p><p>(translated bt DeepL and superrficially edited, sorry for the style)</p></blockquote><p></p>
[QUOTE="Philippe Tromeur1, post: 8092666, member: 6885489"] Here's the (WIP) Batman from the "Roi de Gotham" adventure (the French preview adventure that was published a few months ago) [B][COLOR=rgb(41, 105, 176)]Bruce Wayne aka Batman, vigilante level 20[/COLOR][/B] [COLOR=rgb(41, 105, 176)][B]Feature:[/B] thoughtful STR 18 / +4, CON 18 / +4, DEX 20 / +5*, INT 22 / +6, PER 18 / +4*, CHA 18 / +4 HP 82, luck 6 melee +10, range +9, DEF 19 (Batman) / 15 (Bruce Wayne), INIT 20 DM bare hands 1D10 +4 [B]Paths and capacities :[/B][/COLOR] [LIST] [*][COLOR=rgb(41, 105, 176)][U]Masked vigilante rank 5[/U]: alone against all, appearing out of nowhere, bodyguard, at the last moment, last chance[/COLOR] [*][COLOR=rgb(41, 105, 176)][U]Sensei rank 5[/U]: the art of combat, iron hands, parade of projectiles, rain of blows, purity of body and mind[/COLOR] [*][COLOR=rgb(41, 105, 176)][U]Infiltration rank 5[/U]: code breaker, bluff, on guard, low profile, superhuman discretion[/COLOR] [*][COLOR=rgb(41, 105, 176)][U]Investigation rank 5[/U]: analytical mind, expertise (detective), quick research, eidetic memory, infallible flair[/COLOR] [*][COLOR=rgb(41, 105, 176)][U]Wealth rank 5[/U]: standard of living, influence, luxury vehicle, relationships, down-to-earth[/COLOR] [*][COLOR=rgb(41, 105, 176)][U]Danger rank 1[/U]: not even afraid[/COLOR] [/LIST] [B][COLOR=rgb(0, 168, 133)]Equipment :[/COLOR][/B] [LIST] [*][COLOR=rgb(0, 168, 133)][U]Bulletproof suit[/U] : DEF +4 (no DEX malus) RD 5[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Batarangs[/U] : range 10 m ; DM 1D4+5[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Explosive batarangs[/U] : range : 10 m on an area of effect of 2 m² ; DM 1d6[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Grapple gun[/U]: +15 bonus on climbing tests (FOR) and moving in the air over a distance of about 30 m.[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Bolas[/U]: range: 10 m; immobilizes the target if the ATD is successful. The target can perform a FOR test or of DEX diff. 10 to be free (limited action)[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Blinding grenades[/U]: range: 20 m on a 5 m² effect area; characters in the effect area must succeed a test of CON diff. 15 or be blinded for 2 turns[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Smoke grenades[/U]: range 50 m on an area of effect of 10 m²; releases a cloud of opaque smoke inflicting a malus of -5 to PER tests (inside the effect area or across) and giving a +5 bonus to stealth (DEX) tests (inside the effect area or across).[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Tear gas grenades[/U]: see rulebook[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Beacons[/U]: must be placed on a character or vehicle (melee vs. target defense or melee + stealth roll, DEX opposite to the target's PER). The beacon then appears on the Batmobile's radar and has a range of 15 km approximately.[/COLOR] [*][COLOR=rgb(0, 168, 133)][U]Flashlight[/U][/COLOR] [/LIST] [COLOR=rgb(0, 168, 133)][B]Batmobile[/B] STR +4, AGI +5 DEF 18, HP 40, RD 15[/COLOR] [LIST] [*][COLOR=rgb(0, 168, 133)][U]Radar[/U]: +10 in observation and localization tests[/COLOR] [*][COLOR=rgb(0, 168, 133)]4 anti-tank missiles[/COLOR] [*][COLOR=rgb(0, 168, 133)]2 heavy machine guns[/COLOR] [*][COLOR=rgb(0, 168, 133)]Alarm system (hook diff. 25)[/COLOR] [*][COLOR=rgb(0, 168, 133)]Self-destruction system (DM 6D6 in a 50 m² area; DEX diff. 15 test to dodge)[/COLOR] [/LIST] [COLOR=rgb(0, 168, 133)][B]Bat-Plane[/B] AGI +10 DEF 18, HP 30, RD 5[/COLOR] [LIST] [*][COLOR=rgb(0, 168, 133)]4 air-to-air missiles DM 4D10[/COLOR] [*][COLOR=rgb(0, 168, 133)]4 ground-to-air missiles DM 4D10[/COLOR] [*][COLOR=rgb(0, 168, 133)]1 gun DM 4D8[/COLOR] [/LIST] Note : the asterisks after "DEX 20 / +5*" "PER 18 / +4*" mean that rolls involving those attributes have advantage (that is, roll two d20, keep the better one) As you can see, all skills/powers/spells/whatever are abilities earned thanks to 5-level "Paths". IIRC, PC's earn 2 ranks per level, except 4th and 5th ranks cost cost double, as do advanced paths. Here are two of the Batman's paths (WIP, they are new ones not to be found in Chroniques Oubliées - Contemporain rulebook) [B][COLOR=rgb(85, 57, 130)]Path of the Masked Vigilante[/COLOR][/B] [COLOR=rgb(85, 57, 130)]1. [U]Alone against all[/U] : When the character fights alone against several opponents or when his team is outnumbered (at least double), he earns a +2 bonus to his defense per rank acquired in this path. 2. [U]Appearing out of nowhere[/U]: The character benefits from an INIT bonus of +1 per rank acquired in this path, in the first round of the fight, provided he passes a stealth test beforehand. 3. [U]Bodyguard[/U]: Once per combat, if he has not yet acted in this round, the character can receive an attack aimed at another character. He must declare the action before the Game Master makes the attack roll. The attack takes place as if the character had been targeted. 4. [U]At the last moment...[/U]: once per battle, if an attack should inflict DMs on the character, the character can spend a luck point to cancel the attack. 5. [U]Last chance[/U]: once per game, if the character is unconscious or at 0 HP, he can get up for 2 rounds during which he will act normally before falling unconscious again at the end of the second round. [B]Path of the Sensei[/B] 1. [U]The art of combat[/U]: At the beginning of each round of fighting, the character chooses DEF or melee. At the end of the round, he earns a +1 bonus per rank gained in this path to his melee or DEF against contact attacks. 2. [U]Iron hand[/U]: The character's bare-handed melee inflict 1D6 DM (plus STR Mod), 1D8 from rank 3 acquired in this path, then 1D10 to rank 5 acquired in this path. 3. [U]Projectile parry[/U]: Once per turn, and if he is able to see his attacker, the character can try to parry a slow projectile (knife, shuriken, etc.) or seize it in flight. The action is successful thanks to a DEX test (bonus of +1 per rank acquired in this path) whose difficulty is equal to the range score reached per attacker (all bonuses and MOD included). 4. [U]Rain of blows[/U]: Instead of performing his classic attack, the character can choose to carry on a single target a number of melee attacks equal to the number of ranks acquired in this path. Attack rolls are then made with a D12 ; each successful melee attack inflicts DMs reduced by half, rounded down. 5. [U]Purity of mind and body[/U]: The character permanently acquires +2 in two of the following characteristics: STR, DEX, CON or CHA.[/COLOR] (translated bt DeepL and superrficially edited, sorry for the style) [/QUOTE]
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