DC DnW...

wallshot

First Post
wow, thats odd. never thought that would come from me...i think i own 1 DC comic...oh well, here is my rendition of Batman for use with the DNW system. Let me know what U think.

Batman (Bruce Wayne); Male Human
Playboy 1/ Martial Artist 7/ Sleuth 3/ Tech 4; CR15; Meduim-Sized Humaniod; Init +7; AC: 28 (flatfooted 28, touch 22); Spd 40', 160' (Run); Hit Dice d6+7d8+3d6+4d4+30 (95hp); BaB +11/+6/+1; melee, +14/+9/+4 (1d8+3, unarmed); +14/+9/+4 ranged (Throwing Bats [shurikens], 1d2 each), +14/+9/+4 ranged (Batarang [boomerang] 1d4(VS)); SV Fort +10, Ref +11, Will +15; AL CG; Str 16, Dex 17, Con 14, Int 20, Wis 13, Cha 18.
DR; 3(+2 vs fire/heat, acid/chemical, cold/ice), BDR;3
60 Hero Points; 75 (50) Fame; 75 (50) Reputation; 35 Resources. Batman (Bruce Wayne)
Complications; Foresworn from Firearms, Hero's Code: Loyalty, Hero's Code: Mercy, Nemisis: Villian
Advantages; Arangement w/ Authority (Commisioner Gordon), Wheels (Batmobile), Protected Identity, Wealth, Database (Batcomputer)

Skills; Appraise +9, Balance +13, Bluff +10, Climb +13, Command +10, Computers +18, Concentration +7, Craft/Repair (Electronics) +14, Defeat Security +6, Diplomacy +9, Disguise +7, Drive/Pilot (Batmobile) +13, Drive/Pilot (Batplane) +13, First Aid +9, Gather Info +10, Hide +13, Intimidate +12, Jump +13, Knowledge (Crime) +14, Knowledge (Computers) +14, Listen +11, M. Silent +13, Profession (CEO) +14, Search +7, Shadowing +6, Sense Motive +6, Spot +8, Tumble +13.

Feats; Chemical Genius, Extra Study, Dodge, Exotic Wpn (Boomerang), Exotic Wpn (Shuriken), Exotic Wpn (Bolo), Exotic Wpn (Hand Crossbow[for use with grappling hook gun])Blindfight, Improved Initiative, Cloakfall, Death from Above, Deflect Arrows, Dodge Bullets, Improved Cloakfall, Armor Prof (light), Armor Prof (shield), Wpn Prof (Trauma), Wpn Prof (Improvised), Wpn Prof (Throwing)

Class Abilities; Playboy 1: Comfortable Lifestyle, Starting Perks (Wealth, Manor, Trusted Assistant, Secret Lair, Cultured Upbrining), Fame +5; Martial Artist 7: Improved Unarmed Strike, Unarmed Damage 1d8, Wisdom to AC, Deadly Unarmed Strike, Fastmove, Stun Attack, DR 1, Evasion; Sleuth 3: Investigative Knack +2, Bonus Advantage, Bonus Feat, Connection (Chief of Police), 6th Sense; Tech 4: Kit Bashing, 2x Bonus Feats, Fix Anything, Extreme Genius (-2 DC), Craft/Repair Mastery (Mechanics)
Power Points; 68

Super Powers; None (its Batman.)

Gear; Kevlar Bodysuit (black, with bat emblem); Concealed Kevlar Shirt (black, not that it matters); Armored Bracers (black, for bullet defection effects); Full Cloak w/ cowl and fire-,acid-,cold DR 2 (black); Utility Belt (yellow or black, as the occassion calls for) containing: Lightstick x3 w/Bat-shaped case, Tactical Flashlight, Night Vision Googles, Master Lockpicks, Stainless Steel Handcuffs x2, Heavy Duty Caltrops, Frequencey Grabber, Grappling Hook w/150' 800 test line, Grappling Hook launcher, Smoke Pellets.

Other Possesions: Stately Wayne Manor (Estate house, upgraded to Mansion), the Batcave (Lair, upgraded to Base) w/ Hanger, Gym, Garage, Labratory, Database(Batcomputer), Generator, Ventilation System, Fuel Depo and Command Center, Batmobile and Batplane.
 
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B-b-b-b-Batman! Darling!

I have a version of Batman that I cooked up while writing DNW, but he uses a slightly older version of the system and I need to tweak it before I post it.

Curiously enough, my version of Batman packs him with 10 levels of Vigilante-- overall, he's a 17th level character, human origin, Playboy 1/Tech 1/Martial Artist 3/Sleuth 2/Vigilante 10.

I'm using the Neal Adams/Frank Miller Batman as my model, the hardcore street-fighter who can wade into a gang of thirty toughs (or cops, for that matter) and put 'em all down cold. Martial arts are, IMHO, the lesser part of Batman's fighting style... they're just the foundation for a totally efficient infighting style sharpened by literally thousands of combat encounters. Batman is foresworn from killing, but he's happy to put his opponents in traction for months if that's what it takes to bring them down. It's that low-down, mad-grinning, dirty-fighting style that enables him to routinely hold his own against faster, stronger, and younger opponents, even those with super-powers.

His Complications are: Sinister, Foresworn from Firearms, Hero's Code: Mercy, Nemesis: Joker, Lone Wolf

For his level and class combination, with some purchases thanks to Complications, he would have 22 feats. His Advantages at 1st level would have been: Arrangement with Authority, Wealth, and Cultured Upbringing.

Another possibility with Bats would be to build him as listed above, and then run him with a Feats-Only Experience Tithe, so you could heap on 10-20 extra feats and have the real, penultimate, go-anywhere do-anything Batman of legend. I would happily pit a Batman with 40+ feats against strongly super-powered characters with every expectation that he'd whip the crap out of them.

Cheers and best,

SL
 

Dammit, Corinth!

Corinth wrote:

Sorry, but I'm busy adapting real life to fit my personal cosmology.

Oh, is THAT why giant squid are slowly conquering the deep and overtaking human beings in terms of sheer biomass? Or is that just some sort of experiment before you make the real changes?

Just curious... should I eat the calamari, or pledge fealty to it?

Cheers,

SL
 
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Perhaps I missed them in your writeup but I had Batman pegged for the Plot Device feats.

Good thing I had my Bat Anti-Shark Repellant with me today! :D
 

Re: Dammit, Corinth!

Scott Lynch said:
Oh, is THAT why giant squid are slowly conquering the deep and overtaking human beings in terms of sheer biomass? Or is that just some sort of experiment before you make the real changes?
No, that's the work of my arch-enemy: Redalen the Mad. I'm off to get the Pentagon to send their prototype HK drones into the deep to slaughter them. I will have giant robots, dammit.
Just curious... should I eat the calamari, or pledge fealty to it?
Eat it early, often and repeatedly. Just make certain that it's dead first. I recommend a good barbeque.
 

The Joker: A 17th level DNW Villain

Let's see some big smiles, everyone!

The Joker is, of course, Copyright 2002 DC Comics, a division of Warner Bros., an AOL/Time-Warner Entertainment Company.

The Joker (Identity Unknown) Male Human, 6'1", 160 Lb.
Miscreant-4, Rogue-10, Tech-3; TR 17; Medium-size humanoid;
Init +8 (+4 Dex, +4 Feat); AC 22 (+4 Dex, +8 Class,);
Fort Save +10; Ref Save +17; Will Save +11;
Speed: 35
Hit Dice: 10d6 + 3d4 + 4d8 + 34 + 3 (99 HP)
Power Dice: 10d6 + 3d4 + 4d8 + 85 (150 PP)
Villain Points: 20
Fame: 90; Reputation: -120; Resources: 20-40 (Depending on circumstances)
Base Attack Bonus +10/+5; Melee +11/+6; Ranged +14/+9;
Preferred Attacks: Joker Venom Darts (+14/+9, Critical Range 20 x2, Range Increment 5 feet, Damage 1d2 + Poison)
.38 Revolver (+14/+9, Critical Range 20 x3, Range Increment 30 feet, Damage 1d8)
Fists (+11/+6, Damage 1d3+1 Subdual)
Alignment: NE, verging on CE
Str 12 (+1)
Dex 18 (+4)
Con 14 (+2)
Int 20 (+5)
Wis 13 (+1)
Cha 16 (+3)
Feats: Great Fortitude, Toughness, Hard to Kill, Cheat Death, One-Liner, Plot Devices, Lightning Reflexes, Daring Escape, Chemical Genius, Improved Unarmed Strike, Dodge, Dirty Fighting, Home Turf Advantage (Gotham City), Point-Blank Shot, Improved Dodge, Beat the Odds, Iron Will, Improved Initiative, Mechanical Genius;
Languages: English (S/R)
Skills: Appraise +10, Bluff +18, Climb +6, Command +10, Computers +12, Craft/Repair: Electronics +12, Craft/Repair: Gunsmithing +10, Craft/Repair: Mechanics +12, Defeat Security +19, Demolitions +13, Disguise +18, Drive Auto +9, Escape Artist +14, Forgery +15, Gather Information +11, Hide +19, Interrogation +10, Intimidate +18, Jump +8, Knowledge: Chemistry +20, Knowledge: Psychology +10, Knowledge: Toxicology +14, Listen +10, Move Silently +10, Perform +11, Pilot Helicopter +10, Search +10, Sense Motive +10, Shadowing +9, Spot +10, Streetwise +10, Swim +6, Tumble +10
Class Abilities: Bonus Feats (3), Sneak Attack +5d6, Traps Specialty, Evasion, Uncanny Dodge (II), Nimbleness, Field Experience, Jack-of-All-Trades, Infernal Luck 1/Session, Miscreant's Shrewdness, Lucky Shtick (Stand-Up Comedy), Kit-Bashing, Fix Anything, Extraordinary Genius
Complications: Nemesis (Batman), Villain's Code: Overcomplexity, Mental Imbalance (2), Deformity, Villain's Code: Disposable Henchmen, Villain's Code: Preferred Target (Batman)

Joker Venom: Neurotoxin, Fort Save DC 18, damage 1d8+1 Dex/1d8+1 Dex, Bizarre Permanent Cosmetic Side Effect (Victim's mouth curls into a rictus grin, lips turn bright red, victim laughs horribly until death) Creation DC 32, Cost per dose $460, generally delivered via injection or inhalation.

Gag Joker Venom: Paralysant rather than Neurotoxin, Temporary Cosmetic Side Effect rather than Permanent, Creation DC 29, Cost per dose $630

Gear: Miniature smoke grenades, Joker Venom darts, Joker Venom-coated faux playing card, Joker Venom miniature gas grenade, Acid-squirting lapel flower (Range: 5 feet, Ranged attack at -2, 1d6 acid damage first round/1d3 acid damage next round), .38 revolver, various knives, deck of playing cards, sword cane, miniature walkie-talkie, handheld electric joy-buzzer ( 1d6 electricity damage, requires touch attack), lockpick set, juggling balls, handcuffs, handkerchiefs, custom-tailored purple-and-green outfit.

Notes: My version of Batman is 17th level, so I created a Joker worthy of opposing him. This is an amalgamation of Alan Moore's *Killing Joke* Joker, Frank Miller's *Dark Knight Returns* Joker, and the *Mask of the Phantasm* animated Joker. Though he falls far short of Batman's physical strength and hitting power, he's dangerously fast and thoroughly equipped with lethal toys.

The Miscreant class is a villain NPC class I've been working on-- it's almost totally analogous to the Adventurer. The "Villain's Code" complications are also NPC-only complications I'm working on for a future DNW sourcebook. No harm in letting a few out of the bag now.

Cheers,

SL
 

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