Where in all of your character write ups will go.
Catman - PL 11
Strength 4, Stamina 4, Agility 6, Dexterity 3, Fighting 14, Intellect 1, Awareness 4, Presence 4
All-out Attack, Animal Empathy, Attractive, Benefit: Cat acceptance, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 6, Evasion, Improved Critical 3: Fighting Claws: Strength-based Damage 2, Improved Critical: Unarmed, Improved Initiative, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 4, Skill Mastery: Perception, Startle, Takedown, Tracking, Ultimate Effort: Tracking
Acrobatics 8 (+14), Athletics 10 (+14), Insight 8 (+12), Intimidation 8 (+12), Investigation 6 (+7), Perception 12 (+16), Persuasion 4 (+8), Ranged Combat: Throw 4 (+7), Sleight of Hand 6 (+9), Stealth 10 (+16), Vehicles 4 (+7)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Fighting Claws: Strength-based Damage 2 (slashing, DC 21)
Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple: Movement 1 (Alternate; Swinging)
Binoculars, Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Boomerang, Camo Clothing, Cell Phone (Smartphone), Commlink, Fighting Claws [Fighting Claws: Strength-based Damage 2, slashing, DC 21], Flashlight, Grapple Gun [Grapple Gun: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards], Knife, Mini-tracer, Rebreather, Restraints
Boomerang, +7 (DC 20)
Fighting Claws: Strength-based Damage 2, +16 (DC 21)
Grab, +16 (DC Spec 14)
Grapple Gun: Move Object 3, +7 (DC 18)
Knife, +16 (DC 20)
Throw, +11 (DC 19)
Unarmed, +16 (DC 19)
Dodge 14, Parry 14, Fortitude 8, Toughness 8/4, Will 10
Abilities 80 + Powers 0 + Advantages 32 + Skills 40 (80 ranks) + Defenses 18 = 170
Thomas Blake is a mercenary and fanatical animal rights warrior. His wealthy father was an avid big game hunter, often traveling the world to shoot all sorts of (often endangered) game. Thomas though grew up disgusted with the deaths of all the animals and resolved to protect them when he became old enough. As a young man he ran off to Africa and spent years living in the bush, working with animals and fighting poachers with other extreme radicals. When his father came to the area he was working and shot some of his favorite big cats he was so enraged he confronted and murdered his own father. Since then he has taken to traveling back to big western cities like Gotham to terrorize such wealthy bastards into giving up their hunting activities. As he is estranged from his family he inherited none of his father's money and so raises the funds he needs by doing mercenary work, often torture and intimidation's. He is adept at finding people who have run off and hidden themselves, such as petty mobsters who have absconded with the boss's money after the temptation proved too great. Other time he delivers punishment maulings to those who have seriously pissed someone else off. Thomas is callous and unfeeling much of the time, quite prepared to string someone up and punch and rake them with his claws. He does have his limits though, he won't torture innocents which includes most women and all children. Any cruelty to animals sends him into a dangerous rage.
Thomas is regarded as a bit crazy by others in the supervillain community, such as it is, but they don't hold that against him. He has been hired as a tracker and muscle by a number of supervillain groups. Some supervillainesses have engaged him simply because they want him personally. Thomas does not regard himself as a supervillain, not really. At times he even tries to fight crime like Batman does, using his formidable tracking skills. His idea of bringing people to justice though is not accumulating evidence against them but mauling them half to death. Blake in some ways thinks of himself as being more a lion than a human. He won't keep lions in captivity, he despises that, the big cats should live free in the wild, but he often goes back to Africa when he has the time and money.
Catwoman - PL 8
Strength 0, Stamina 1, Agility 6, Dexterity 4, Fighting 11, Intellect 2, Awareness 3, Presence 2
Agile Feint, Benefit, Athletics Based on Agility, Defensive Attack, Defensive Roll 2, Equipment 10, Improved Critical: Cat's Claws: Strength-based Damage 2, Improved Grab, Improved Initiative, Improved Trip, Luck, Ranged Attack 2
Acrobatics 8 (+14), Athletics 6 (+12), Deception 4 (+6), Insight 6 (+9), Investigation 4 (+6), Perception 6 (+9), Persuasion 4 (+6), Sleight of Hand 8 (+12), Stealth 6 (+12), Technology 4 (+6), Vehicles 4 (+8)
Whip: Strength-based Damage 2 (DC 17, Advantages: Improved Grab, Improved Trip)
. . Movement: Movement 1 (Alternate; Swinging)
Cat's Eye Goggles: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Cat's Claws: Strength-based Damage 2 (slashing, DC 17)
. . Cat Climbing: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)
Protective suit: Protection 2 (+2 Toughness)
Bullwhip [Whip: Strength-based Damage 2, DC 17, Advantages: Improved Grab, Improved Trip], Camo Clothing, Cat's Eye Goggles [Cat's Eye Goggles: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Catsuit [Cat's Claws: Strength-based Damage 2, slashing, DC 17; Protective suit: Protection 2, +2 Toughness], Cell Phone (Smartphone), Flash Goggles, Flash Grenade, Flashlight, Knife, Mini-tracer, Restraints, Smoke Grenade, Toolkit (Basic)
Cat's Claws: Strength-based Damage 2, +11 (DC 17)
Flash Grenade, +6 (DC Dog/Fort 14)
Grab, +11 (DC Spec 10)
Knife, +11 (DC 16)
Smoke Grenade, +6 (DC 19)
Throw, +6 (DC 15)
Unarmed, +11 (DC 15)
Whip: Strength-based Damage 2, +11 (DC 17)
Dodge 11, Parry 11, Fortitude 4, Toughness 5/1, Will 7
Abilities 58 + Powers 0 + Advantages 20 + Skills 30 (60 ranks) + Defenses 12 = 120
Holly 'Kittyhawk' Robinson is Catwoman's apprentice. She first started training her when she was pregnant with her child Helena and could no longer go out on the streets. Holly is younger than Selina, although at the time that was a relative term as both of them were still in their teens. Unlike Selina Holly is a native of Gotham and has grown up on its mean streets, first as a foster child then on her own. She had gotten into a bit of trouble with petty thieving and burglary when Selina spotted her talent and decided to make something of her, seeing something of herself in her. Holly is a natural acrobat and sneak and rapidly absorbed what Selina had to teach her. For a while she took the original Catwoman's place in her operations, even doing work for Batman. She is not quite as adept as Selina but continues to learn, especially now that her mentor has received very advanced training from Batman. In time her strength, agility and skills may be equal to Selina's own but as she is still in her teens she has some physical and mental development to go.
One area where she is different to the original Catwoman is that she is not a purring sexpot like Selina, she isn't constantly slinking and flirting. Holly is a lesbian and has a long-term girlfriend who often acts as a nanny to young Helena. Her girlfriend has never been entirely happy with the risky life Holly is embarked upon and would prefer it if she did something more sensible with a longer term future, like coming to work with her in her cafe. Holly though points out that she got that business through what she earned from her work as Catwoman, and secretly the reason it hasn't been shaken down for protection money by Gotham's gangs is that they know it is under the protection of the Cat. This issue is rather pulling the two young women apart and Holly has been spending more time with Selina, and also with members of the Bat-clan. She always used to think Selina was the coolest person on Earth but she recently met Batwoman and is deeply struck by her.
Captain Marvel - PL 15
Strength 20, Stamina 13, Agility 6, Dexterity 2, Fighting 10/2, Intellect 4/2, Awareness 8/4, Presence 5/3
Assessment, Beginner's Luck, Eidetic Memory, Great Endurance, Interpose, Jack-of-all-trades, Move-by Action, Ranged Attack 8
Athletics 4 (+24), Deception 4 (+9), Insight 4 (+12), Investigation 4 (+8), Perception 4 (+12), Stealth 4 (+10)
Courage of Achilles (Advantages: Interpose)
. . Enhanced Trait: Enhanced Trait 28 (Traits: Fighting +8 (+10), Will +4 (+15), Advantages: Ranged Attack 8)
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Impervious Defense: Impervious Will 15
Power of Zeus
. . Lightning Fury: Blast 15 (DC 30; Multiattack)
. . Thunderbolt: Blast 20 (DC 35; Indirect 4: any point, any direction)
. . Thunderflash: Burst Area Blast 15 (DC 30; Burst Area: 30 feet radius sphere, DC 25)
. . Transport to Rock of Eternity: Movement Attack (+self) 1 (Dimensional: Rock of Eternity 1: one dimension, 3200 lbs., DC 11; Attack (+self): Dodge, Increased Mass 6, Increased Range: ranged)
Speed of Mercury (Advantages: Move-by Action)
. . Enhanced Ability: Enhanced Agility 4 (+4 AGL)
. . Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
. . Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
Stamina of Atlas (Advantages: Great Endurance)
. . Enhanced Ability: Enhanced Stamina 12 (+12 STA)
. . Immunity: Immunity 12 (Aging, Life Support, Sleep)
. . Impervious Defense: Impervious Toughness 20
. . Protection: Protection 7 (+7 Toughness)
Strength of Hercules
. . Enhanced Ability: Enhanced Strength 20 (+20 STR)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR; Limited to Lifting)
Wisdom of Solomon
. . Comprehend: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
. . Enhanced Trait: Enhanced Trait 20 (Traits: Intellect +2 (+4), Awareness +4 (+8), Presence +2 (+5), Advantages: Assessment, Beginner's Luck, Eidetic Memory, Jack-of-all-trades)
Grab, +10 (DC Spec 30)
Lightning Fury: Blast 15, +10 (DC 30)
Throw, +10 (DC 35)
Thunderbolt: Blast 20, +10 (DC 35)
Thunderflash: Burst Area Blast 15 (DC 30)
Transport to Rock of Eternity: Movement Attack (+self) 1, +10 (DC Dog 11)
Unarmed, +10 (DC 35)
Dodge 10, Parry 10, Fortitude 15, Toughness 20, Will 15/11
Abilities 32 + Powers 279 + Advantages 0 + Skills 12 (24 ranks) + Defenses 9 = 332
Captain Marvel is the modern name given to the bearer of the power of SHAZAM, William Batson. Billy is just a child, but when he utters the word he becomes an enhanced adult version of himself. As Captain Marvel Billy acts and speaks as a serious adult and is fully aware of all his powers and the tremendous responsibilities they bring. It is his duty to protect the Earth from all those who would misuse magic to harm it. He is aided in this by the ancient mystic the wizard Mamaragan. From his seat in the Rock of Eternity the wizard watches across all of space, time and dimensions and directs Captain Marvel to wherever he is needed. Billy is also free to use his powers to aid those in need and combat villainy. He may never use his powers for evil or personal gain though, if he did he would lose all his powers and they would go to another chosen by the wizard.
The six ancients who empower him speak to him at times, offering advice and encouragement, often conflicting. Billy doesn't always heed their advice, being a strong-willed lad with ideas of his own. Part of the power of SHAZAM is that he can imbue it into others, causing them to transform and acquire the same powers. He can do this to up to six others. Billy has used this ability to empower his friends to aid him, and even a tiger from the zoo.
Batgirl - PL 10
Strength 1, Stamina 2, Agility 7, Dexterity 5, Fighting 13, Intellect 7, Awareness 5, Presence 4
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 3, Connected, Contacts, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 10, Evasion, Improved Critical 3: Gloves: Strength-based Damage 1, Improved Initiative, Improved Trip, Inspire 3, Leadership, Power Attack, Quick Draw, Ranged Attack 10, Redirect, Skill Mastery: Investigation, Takedown 2, Throwing Mastery 2, Well-informed
Acrobatics 10 (+17), Athletics 10 (+17), Deception 8 (+12), Expertise: Science 10 (+17), Insight 8 (+13), Investigation 10 (+17), Perception 10 (+15), Persuasion 6 (+10), Sleight of Hand 6 (+11), Stealth 8 (+15), Technology 10 (+17), Treatment 4 (+11), Vehicles 8 (+13)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Gloves: Strength-based Damage 1 (DC 17)
Grapple: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
Swing Line: Movement 1 (Swinging)
Binoculars, Bolos, Boomerang, Camo Clothing, Cell Phone (Smartphone), Costume [Body Armor: Protection 3, +3 Toughness; Impervious; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Gloves: Strength-based Damage 1, DC 17], Flashlight, Grapple Gun [Grapple: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards; Swing Line: Movement 1, Swinging], Mini-tracer, Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)
Bolos, +15 (DC Dog 15)
Boomerang, +15 (DC 19)
Gloves: Strength-based Damage 1, +16 (DC 17)
Grab, +16 (DC Spec 11)
Grapple: Move Object 3, +15 (DC 18)
Smoke Grenade, +15 (DC 19)
Throw, +15 (DC 18)
Unarmed, +16 (DC 16)
Dodge 13, Parry 13, Fortitude 6, Toughness 7/2, Will 13
Abilities 88 + Powers 0 + Advantages 51 + Skills 54 (108 ranks) + Defenses 18 = 211
After years confined to a wheelchair Barbara Gordon had built up a formidable reputation and capability as the information broker Oracle. Technology marches on at an ever increasing pace however and a new treatment for her condition became available. A cybernetic implant in her spine was able to bridge the gap left by the catastrophic damage to her spinal cord. She regained full control of her body and the use of her legs. Years of intensive physiotherapy she had imposed on herself meant that her legs had not wasted away and she immediately embarked on an intensive program of renewed training and rehabilitation. Before long she was fitter and stronger than ever and chose to don the bat costume again and resume her interrupted career as Batgirl. This rather surprised her friends who had assumed that she was happy as Oracle, running information for the superhero community and doing research into computer science. By now she was in her mid-twenties and was by far the oldest Batgirl there had ever been. At the time Stephanie Brown was Batgirl but other changes in the Bat-clan meant that she was happy to relinquish the name to the original, especially when she was finally let in on the secret of Batgirl's identity and that she had been Oracle all along.
Barbara's motivations for donning the cape again when it had cost her so much the last time were deeply personal. When the Joker attacked her she had indeed recently hung up the cape but that was because she wanted to concentrate on her studies for a while now that she was in college. She had never wanted to give up being Batgirl forever, she had just intended to take some time away from it rather than let it come to dominate her life. The persona of Oracle and putting together her own operatives and teams had been a substitute for it when she realized that she would likely never walk again. In many ways she worked harder at crimefighting as Oracle than she ever had as Batgirl, despite being confined to a computer desk most of the time. Her first stint as Batgirl had had something of the nature of a lark to it, a chance to run around Gotham and get into adventures while flirting with a cute boy. It was only after her terrible injury that she had fully realized how serious it was and why Batman operated the way he did.
The renewed Barbara Gordon Batgirl combines years of intensive education and experience with a huge amount of pent-up energy. After so long sitting down she just wants to run and jump non-stop. She has rapidly demonstrated her incredible talent, being as intelligent and tech-savvy as Tim Drake and as agile as Dick Grayson. Batman had been considering Batwoman as his true successor but with Barbara Gordon's return he is not so sure. One area from his perspective where Kate does have an advantage over Barbara is her hard-edged ruthlessness. Barbara has always been highly protective of others, which is partly why she has mentored and aided so many in her time as Oracle. Batman is not sure that he could trust Barbara to make the compromises and hard choices necessary as custodian of the inner secrets of the Bat. He also still considers that she failed him when she was careless enough to let the Joker get to her. If she had remembered all he had taught she would not have suffered as she did. Just because you have stopped fighting crime does not mean that crime has stopped fighting you. Being who she is Barbara has a good idea of what Batman is thinking about her on the few occasions he has met with her after her return to the cape and cowl. For her part she does not really want to be Batman's successor, she feels that it would darken her soul to do some of the things he has done. Kate Kane strikes her as being more like Batman than possibly any of his many apprentices, even his closest Tim Drake.
Another thing Barbara hoped to do after returning to action was to rekindle her old relationship with Dick. She had tried to do so one more time before when she had first come back from college, just a few days before the Joker's attack. This had never gotten anywhere though as when she went round to his place the person who answered the door was Koriand'r, Starfire of the Titan's, wearing nothing but one of Dick's favorite old t-shirts (a Haley's circus one, practically a family heirloom). As Dick's voice came from further in the apartment inquiring if that was the pizza delivery she had made her hasty excuses and left. She had been aware of Dick's succession of girlfriends throughout her time as Oracle but had always remained friendly with him. He might have been willing to resume their relationship at a few points during this time but she had always declined to encourage it, feeling within herself that she should not get involved with him now that she was so confined. Inside herself Barbara never accepted her disability and always secretly raged against it, continually looking for viable treatment options. As soon as she regained her mobility she left that period behind as a bad dream from which she had awakened. Perhaps not the healthiest way to think of it, or the most considerate to the many other people who have not had a medical miracle like hers, but it is her life to deal with as she wants. Now that she is restored as she sees it she has been making moves to see Dick again and this time give him the encouragement she denied him before. Unfortunately for her her timing is as lousy as ever, for Kory has just come back into his life in a way that is more serious than before. The two of them are running the Titans and the Teen Titans teams respectively and have renewed and intensified their relationship to the point that they have moved in together. Once again, and in all ignorance and innocence, Kory has spirited Dick away from her. Barbara is currently working her frustrations out on the skulls of luckless villains and wondering when she is going to get even a potential potential boyfriend.
Angel O'Day - PL 6
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 2
Attractive, Connected, Defensive Roll, Equipment 2, Improved Defense, Improved Trip, Ranged Attack 6, Taunt
Acrobatics 4 (+6), Athletics 4 (+4), Deception 6 (+8), Insight 6 (+8), Investigation 8 (+10), Perception 4 (+6), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 4 (+6), Vehicles 4 (+6)
Cell Phone (Smartphone), Heavy Pistol
Grab, +8 (DC Spec 10)
Heavy Pistol, +8 (DC 19)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)
Dodge 8, Parry 8, Fortitude 3, Toughness 2/1, Will 5
Abilities 38 + Powers 0 + Advantages 14 + Skills 25 (50 ranks) + Defenses 11 = 88
Angel O'Day is a private detective in Metropolis. She has connections to the superhero world through her stepmother, the veteran superhero Princess Power, and her half-sister Tough Bunny, but prefers not to use them if she can help it. She has never quite forgiven her father, Professor Theo O'Day, for giving in to temptation and divorcing her mother so he could marry the superheroine he had been working with as scientific adviser. Her younger half-sister Athena Tremor though always tries to be close to her, often turning up at her office to ask for help in puzzling something out. Given what Athena is like this can be as simple as working out how to use the features on her new phone. Angel often has to patiently question her to get her to remember what her superhero team sent her to ask her help with.
Angel is a talented young woman, skilled in detective work and several forms of combat, but has never been interested in a career as a cop, too much paperwork and politics for her tastes. She likes being a free agent, even though much of the work of being a PI is mundane even for her. The superheroes of Metropolis often hire her to do detective leg work that they can't be bothered with, such as lengthy stake-outs of old supervillain hideouts in case they come back to them or long periods of asking around bars to check if the patrons have seen someone lately. When it comes to apprehending most supervillains she and her partner Sam can take down many of them, but if necessary she can call up a superhero to make the collar, this extending even to Superman himself.
Sam Simeon - PL 7
Strength 5, Stamina 5, Agility 2, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 1
Agile Feint, Benefit, Ambidexterity, Chokehold, Equipment 2, Fast Grab, Improved Initiative, Ranged Attack 4, Skill Mastery: Perception
Acrobatics 6 (+8), Athletics 8 (+13), Expertise (DEX): Art 8 (+10), Insight 6 (+8), Intimidation 4 (+6), Investigation 4 (+5), Perception 8 (+10), Sleight of Hand 6 (+8), Stealth 4 (+4)
Big Gorilla: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Gorilla Telepathy: Mental Communication 1
Senses: Senses 1 (Acute: Scent)
Cell Phone (Smartphone), Heavy Pistol
Grab, +8 (DC Spec 15)
Heavy Pistol, +6 (DC 19)
Throw, +6 (DC 20)
Unarmed, +8 (DC 20)
Dodge 7, Parry 7, Fortitude 8, Toughness 5, Will 5
Abilities 44 + Powers 10 + Advantages 12 + Skills 27 (54 ranks) + Defenses 12 = 105
Sam Simeon (Angel's name for him, his real name is nearly unpronounceable by humans) is a refugee from Gorilla City who was rehoused in Metropolis through the connections of Superman. Gorilla City has had periods of civil strife in its history, often stemming from conflicts between its people and their founder and sometime tyrannical leader Gorilla Grodd, and this has led to a number of the intelligent gorillas being forced into exile. Sam works mostly as a comic book artist, but supplements his income from that by doing work for Angel as her backup muscle. A big gorilla with a .45 is strange and intimidating enough that most petty crooks do not give them trouble. Being a woman Angel has difficulties with people taking her seriously when she comes to take them in. She can deal with that but taking the time to kick their asses becomes tedious after a while. As well for a lot of detective work you really do need a partner to cover the angles and relieve you at stake-outs.
Like most gorillas Sam has enormous patience and stillness when he wants, being capable of remaining perfectly motionless for hours while still being acutely observant of everything that is going on. He generally wears adapted human clothes rather than just going around in only his natural fur and takes pride in his immaculate sharp suits. Grodd may give the impression that the gorillas of Gorilla City are savage but he is very much the exception. Like most of them Sam is calm and quiet with an analytical mind. He cannot vocalize human speech as he has the voicebox of a gorilla which cannot speak like a human does. Instead he communicates with the low-level telepathy common to all the gorillas of the city. He is no psychic superpower like Grodd though, the most he can do is send mental messages over short distances. He cannot read minds, if you do not have telepathy he has to be spoken to directly. He is fluent and literate in English and several other languages and he and Angel sometimes communicate in languages other than English for the fun of it or to baffle nearby listeners.
The woman and the ape are close enough friends that they share an apartment, which doubles as Sam's artist studio. Angel will often walk around the place in her underwear or naked, modesty around Sam is unnecessary as he is a gorilla and naked humans mean as much to him as a naked gorilla would mean to us. As an artist he is unsurprisingly the master at drawing gorillas and much of his work features them, often as heroes rather than villains. Angel's sister adores him but does tend to treat him as a giant cuddly toy, always wanting to wrestle with him. Sam does not have super-strength, physiologically he is just a gorilla (though with much greater manual dexterity than a true natural gorilla) and so finds her a bit overwhelming. Like Angel he is very nice to her, but always tries to get her back out of their life as fast as is politely possible.
Tough Bunny - PL 9
Strength 12/0, Stamina 10/1, Agility 2, Dexterity 0, Fighting 6, Intellect -1, Awareness 0, Presence 0
All-out Attack, Attractive, Fearless, Interpose, Ranged Attack 2, Takedown
Acrobatics 6 (+8), Athletics 4 (+16), Persuasion 6 (+6)
Enhanced Trait: Enhanced Trait 42 (Traits: Strength +12 (+12), Stamina +9 (+10))
Immunity: Immunity 5 (Environmental Conditions (All))
Protection: Protection 2 (+2 Toughness; Impervious [10 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
Grab, +6 (DC Spec 22)
Throw, +2 (DC 27)
Unarmed, +6 (DC 27)
Dodge 6, Parry 6, Fortitude 13, Toughness 12, Will 2
Abilities 16 + Powers 69 + Advantages 7 + Skills 8 (16 ranks) + Defenses 9 = 109
Tough Bunny is Athena Tremor, daughter of Princess Power and paternal half-sister of Angel O'Day. From her mother she has inherited her immense superstrength and indestructibility. From her father she has completely failed to inherit his keen intelligence. Athena is a total sweetheart, but even her mother has to admit that the lass is thicker than a Smallville milkshake. She goes through life in a sort of blissful daze, rarely aware of what is going on around her. She doesn't even seem to be aware that she isn't very bright, making little effort to think about things. About the only time she does come out of her happy daydream is when she perceives a villain to fight, at which she promptly turns into a ferocious warrior, spouting cliches before leaping into action. Her teammates often have to prompt her on this though, left to herself she is often quite incapable of recognizing even notorious supervillains.
She and her friends have gotten into all sorts of mishaps, being lost in the far reaches of the multiverse or stranded a thousand years in the future with the Legion of Superheroes. Bunny though is unworried by any of it, she trusts absolutely in her powers to protect her and allow her to overcome any foe. She has a thing for rabbits and indeed anything cuddly and can be distracted (even more than usual) by encountering something that strikes her as cute. She can be a bit embarrassing with this, as she will pet and cuddle someone without asking their permission first, and has had to be prised off a number of animal-themed people (one time this resulted in her team having to apologize to Cheetah of all people, and them being mortifyingly humiliated in front of Wonder Woman who had to interrupt her climactic showdown with the villains in order to calm Athena down).
Her Awareness is too high. Right now, she has an Insight of 0, and for someone as thick as she is, that's too high.
I've learned to live every day like I was dying; every night I stick a catheter in me and scream for morphine.
In my builds I don't like giving out heavily negative ability scores as that gives the character a points break for a disadvantage, which goes against M&M3E design principles. Her dimness is probably better handled by a complication as that gives an incentive for a player to play up her lack of intelligence to earn hero points. Players in RPG's are notorious for ignoring their characters drawbacks such as low intelligence or charisma, having only been interested in treating them as dump stats so they get more points for their strength or special powers.
Whatever my issues with some of these builds (Batman impregnating teenage Catwoman to control her? Sheesh!) you get all the points lost back by incorporating the Inferior Five and the Foglio's interpretation of Angel & The Ape.
Khuffash - PL 10
Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 12, Intellect 6, Awareness 6, Presence 6
Agile Feint, Assessment, Attractive, Benefit, Cipher 2, Benefit, Wealth (well-off), Chokehold, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Extraordinary Effort, Great Endurance, Hide in Plain Sight, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Inspire 2, Instant Up, Leadership, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Quick Draw, Ranged Attack 8, Skill Mastery: Investigation, Startle, Takedown, Tracking, Trance, Well-informed
Acrobatics 8 (+14), Athletics 10 (+13), Deception 8 (+14), Insight 10 (+16), Intimidation 10 (+16), Investigation 10 (+16), Perception 10 (+16), Sleight of Hand 8 (+14), Stealth 10 (+16), Technology 6 (+12), Treatment 4 (+10), Vehicles 6 (+12)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 20)
Grapnel: Movement 1 (Swinging)
Cell Phone (Smartphone), Combat Suit [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 20], Commlink, Concealable Microphone, Flashlight, Grapnel [Grapnel: Movement 1, Swinging], Knife, Mini-tracer, Sword, Toolkit (Basic)
Gauntlets: Strength-based Damage 2, +14 (DC 20)
Grab, +14 (DC Spec 13)
Knife, +14 (DC 19)
Sword, +14 (DC 21)
Throw, +14 (DC 18)
Unarmed, +14 (DC 18)
Dodge 12, Parry 12, Fortitude 7, Toughness 8/3, Will 13
Abilities 96 + Powers 0 + Advantages 50 + Skills 50 (100 ranks) + Defenses 17 = 213
Khuffash was the man in the desert who may have become Batman. Who he was and who he was working for, if anybody, is still unknown. Most people, even other members of the Bat-clan and the Justice League, are not even aware that Batman has the civilian identity of Bruce Wayne. Some of them, such as Superman or the Martian Manhunter, have the resources that they could probably find out the truth but if they have done so they have not admitted it to anybody. In the superhero community secret identities are sacrosanct, you never reveal those belonging to other people as it could place them and their people in severe danger.
A few people knew of Khuffash and met him on a number of occasions. These include Kate Kane and Oliver Queen, and maybe also Slade Wilson. The daughter of the demon, Talia Al Ghul, also seems to have known him from this period, though she was a girl at the time. Khuffash had a mysterious agenda that seemed to involve manipulating the League of Assassins, regional governments and terrorist groups, various intelligence agencies and other adventurers like him. Rather than encouraging violence though his plans worked to achieve resolutions with less conflict, sometimes by arranging deals, or by blackmail, intimidation or controlling funding. Despite being apparently a lone individual he wielded enormous influence, being constantly visited by many powerful and dangerous men and women. During her time working with him Kate Kane is positive that he had meetings with Ra'S Al Ghul on a number of occasions. Some of the most wanted terrorists in the world may have been captured because he learned of their location and was able to have them betrayed. Kate remembers that she never once saw him holding any kind of firearm, he always regarded gunfights as a crude and unpredictable way of resolving situations. If he wanted someone taken down he preferred to do it hand-to-hand with fist, sword or knife.
Batman quite possibly not being who he says he is, even to those he has supposedly revealed his secret identity, does not bother the few who suspect it. They are all ruthless and duplicitous people themselves who understand the importance of lies in the dangerous world they live in. The truth is for fools. The woman who is practically his wife, Selina Kyle, does not care, after all she is not who she says she is either (she does not even know herself, at least he has that). This man's true inner thoughts and motivations are unknown to all, even those who have worked closely with him for years will admit that they know really almost nothing of his character. Whether he truly cares about anybody is uncertain, he almost never displays emotion other than disappointment when somebody has failed him and themselves, or approval when they meet his exacting standards. Even the serious injury or death of those you would think are close to him leaves him apparently unmoved. No matter what heinous thing the supervillains of Gotham do he regards it impassively, never getting angry and just studying the scene for clues. He is never rash or reckless, as a normal human being he cannot just wildly charge in and trust in superpowers making him invincible. One shot or blow he doesn't see coming could easily be the end of him. He makes great efforts to impart this utter self-control to his apprentices, as every time they have let it slip it has had disastrous consequences for them.
Circe - PL 13
Strength 15, Stamina 10, Agility 4, Dexterity 5, Fighting 10, Intellect 5, Awareness 4, Presence 5
Artificer, Attractive, Connected, Fascinate (Deception), Favored Foe: Ancient Greek warriors, Leadership, Luck, Ranged Attack 4, Ritualist, Taunt
Acrobatics 4 (+8), Athletics 4 (+19), Deception 10 (+15), Expertise: Magic 10 (+15), Insight 8 (+12), Intimidation 6 (+11), Investigation 6 (+11), Perception 6 (+10), Persuasion 8 (+13), Ranged Combat: Divine Magic 4 (+9), Sleight of Hand 6 (+11)
Air Walking: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
Animal Mistress: Comprehend 2 (Animals - Speak To, Animals - Understand)
. . Amazon Strength
. . . . Enhanced Ability: Enhanced Stamina 7 (Linked; +7 STA)
. . . . Enhanced Ability: Enhanced Strength 13 (Linked; +13 STR)
. . . . Protection: Protection 6 (Linked; +6 Toughness; Impervious)
. . Appear: Teleport 13 (Carry 50 lbs.; Accurate, Easy, Extended: 8000 miles in 2 move actions; Limited to Extended)
. . Disenchant: Nullify 13 (Counters: Magic, DC 23; Broad, Effortless, Simultaneous)
. . Enchantment of Sleep: Progressive Burst Area Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Progressive, Triggered: 1 use - Eating)
. . Illusions: Illusion 10 (Affects: All Sense Types, Area: 1000 cft., DC 20; Precise)
. . Magic Bolts: Damage 13 (DC 28; Increased Range: ranged, Multiattack, Secondary Effect)
. . Restore: Healing 10 (Increased Range: ranged, Persistent, Restorative, Resurrection, Stabilize)
. . Scry: Remote Sensing 26 (Affects: Visual Senses - Visual, Range: 250000 miles)
. . Spell Turning: Deflect 13 (Increased Range: perception, Redirection, Reflect)
. . Summon Beastiamorphs: Summon 5 (Horde, Multiple Minions 3: 8 minions, Sacrifice, Type (General): Beastiamorphs)
. . Transform into Beastiamorph: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 20; Increased Range 2: perception, Progressive, Triggered: 1 use - Eating)
. . Will into being: Create 16 (Volume: 65000 cft., DC 26; Increased Duration: continuous, Innate, Precise, Subtle: look natural)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 7 (Aging, Alteration Effects, Disease)
Disenchant: Nullify 13, +13 (DC Will 23)
Enchantment of Sleep: Progressive Burst Area Affliction 10 (DC Will 20)
Grab, +10 (DC Spec 25)
Magic Bolts: Damage 13, +13 (DC 28)
Throw, +9 (DC 30)
Transform into Beastiamorph: Progressive Affliction 10 (DC Will 20)
Unarmed, +10 (DC 30)
Dodge 10, Parry 10, Fortitude 13, Toughness 16, Will 13
Abilities 76 + Powers 78 + Advantages 13 + Skills 36 (72 ranks) + Defenses 18 = 221
Circe is an ancient Greek sorceress, the daughter of the Titan Helios and the nymph Perse. She was the apprentice of the goddess of withcraft, Hecate, from whom she learned her sorcery. In mythical times she was exiled by the gods from mainland Greece to the remote island of Aeaea for murdering her husband, the prince of the kingdom of Colchis at the eastern end of the Black Sea. Embittered by this she came to hate those who had the favor of the gods. Whenever travelers landed on her island she would often trick and enchant them, turning them into animals that she would keep as livestock or pets. She can work her enchantments on her victims by feeding them food and wine laced with her herbs and potions and often fed men the flesh of those who had been earlier transformed.
The Amazons earned the eternal enmity of Circe when they invaded her island and broke the enchantments on all those she had entrapped over the years, and then sent them home while the queen of the Amazons forbade her from transforming and enslaving any more people. For her crimes of kidnapping, murder and cannibalism only her status as a divinity saved her from death. In her pique over this she destroyed her island, sinking it below the waves, and migrated to the Italian peninsula. After that she faded from history as new faiths replaced the old myths.
The rise of the fantastic in the world and the emergence of the Amazons from their long isolation has brought her back to the mortal world. She takes a malicious delight in interfering with Wonder Woman's efforts to protect the mortals, particularly targeting her friends who do not have superpowers. She is a duplicitous witch who often uses her spells of illusion to appear as other people, especially Wonder Woman herself. In this guise she attempts to seduce those romantically interested in Diana, or gets involved in events where she misrepresents the Amazons intentions. Those of strong will can see through her lies though and she has been caught out a number of times.
She is usually accompanied by her transformed servants, the beastiamorphs, humanoid animals made from enchanted men and women. Disturbingly many of them are not her victims but rather her worshipers, people who have pledged themselves to her service in return for her patronage. They regard her as a goddess who grants them magical powers and bodies. They charge into battle crying her name and often boast of all the gifts she has bestowed on them. Many of them can revert to human form at will and form a network of agents dedicated to her evil ends. To further get at Wonder Woman and the Amazons she often makes common cause with other supervillains. She actually gets along with the Joker, finding him an amusing jester with his capering and gags. She has also engaged with Lex Luthor, despite his normal distaste for magic, as she can supply knowledge of the supernatural, something normally utterly beyond even his comprehension. When a consortium of supervillains formed the Legion of Doom in opposition to and in mockery of the Justice League she was a founding member, and even managed to refrain from turning more than a few of them into animals.
Clayface - PL 9
Strength 6, Stamina 6, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 1, Presence 2
All-out Attack, Diehard, Fast Grab, Favored Environment: Mud, Improved Grab, Improved Hold, Power Attack, Ranged Attack 6, Startle
Athletics 4 (+10), Deception 6 (+8), Expertise: Geology 8 (+11), Intimidation 6 (+10), Investigation 6 (+9), Perception 4 (+5), Sleight of Hand 4 (+6), Stealth 4 (+2), Technology 6 (+9), Vehicles 6 (+8)
Clay Body (Activation: Move Action)
. . Clay Spray (Burst Area: 30 feet radius sphere, DC 16)
. . . . Clay Bomb (Alternate; Increased Range: ranged)
. . . . Clay Mace: Strength-based Damage 3 (Alternate; DC 24; Reach (melee) 3: 15 ft.)
. . Clayface engulf: Progressive Affliction 10 (1st degree: Hindered, Dazed, 2nd degree: Immobile, Stunned, 3rd degree: Paralyzed, Incapacitated, Resisted by: Fortitude, DC 20; Extra Condition, Progressive; Grab-based)
. . . . Clayface minions: Summon 3 (Alternate; Controlled, Horde, Multiple Minions 3: 8 minions)
. . . . Clayface transform: Progressive Affliction 10 (Alternate; 1st degree: Hindered, Dazed, 2nd degree: Immobile, Stunned, 3rd degree: Paralyzed, Transformed, Resisted by: Fortitude, DC 20; Extra Condition, Progressive; Grab-based)
. . Elongation: Elongation 2 (Elongation: 60 feet, +2 to grab, Advantages: Fast Grab, Improved Hold)
. . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Quirk: requires clays)
. . Immunity: Immunity 9 (Critical Hits, Disease, Environmental Condition: High Pressure, Environmental Condition: Radiation, Environmental Condition: Heat, Poison, Suffocation (All))
. . Malleable: Insubstantial 1 (Fluid; Precise)
. . . . Hardened: Impervious Toughness 6
. . Morph: Morph 4 (+20 Deception checks to disguise; Any form)
. . Movement: Movement 3 (Slithering, Wall-crawling 2: full speed)
. . Movement: Movement 3 (Permeate 3: full speed; Limited: to soils)
. . Reform: Regeneration 10 (Every 1 round, Advantages: Diehard)
Clay Mace: Strength-based Damage 3, +8 (DC 24)
Clayface engulf: Progressive Affliction 10, +8 (DC Fort 20)
Clayface transform: Progressive Affliction 10, +8 (DC Fort 20)
Grab, +10 (DC Spec 18)
Throw, +8 (DC 21)
Unarmed, +8 (DC 21)
Dodge 6, Parry 6, Fortitude 9, Toughness 6, Will 5
Abilities 44 + Powers 110 + Advantages 10 + Skills 27 (54 ranks) + Defenses 13 = 204
Matthew Hagen was part of an expedition to find a hidden world in a huge cavern deep beneath the Earth. His party found the cavern, but were there as robbers rather than investigators. Hagen was already a supervillain, using tunneling machines to pirate mines and bypass security measures on vaults and other secure locations. While investigating a pool of radioactive clay Hagen and his party were attacked by subterrainoids. He fell in, while the rest of his party perished. He arose from the pool transformed, now a shapeshifting clay creature. Initially horrified at his new form, Hagen found that he could mimic any form he encountered. Since then he has become a prominent supervillain, employing his powers principally for thievery.
Clayface has many powers, but his nastiest is his ability to transform others into clay creatures like him. Over time he has done this to quite a few people, creating a plague of clayfaces for the superheroes to contend with. Since these new clayfaces can transform others in turn, matters can rapidly spiral out of control. Fortunately if a person with clayface powers does not bathe in a pool of the radioactive clay every 48 hours their powers fade away and they return to normal. Only Hagen himself has a pool of the clay and he guards it jealously.
Cluemaster - PL 7
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 2, Presence 2
Connected, Defensive Attack, Defensive Roll, Equipment 12, Evasion, Improved Initiative, Inspire, Quick Draw, Ranged Attack 8, Second Chance: Leaving a clue, Taunt
Acrobatics 4 (+6), Athletics 6 (+8), Deception 8 (+10), Insight 6 (+8), Investigation 8 (+11), Perception 6 (+8), Persuasion 4 (+6), Sleight of Hand 6 (+8), Stealth 6 (+8), Technology 4 (+7), Vehicles 4 (+6)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Clue Goggles: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Cell Phone (Smartphone), Club, Clue Goggles [Clue Goggles: Senses 7, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Commlink, Concealable Microphone, Flash Goggles, Flash Grenade, Flashlight, Gas Mask, Heavy Pistol, Knife, Mini-tracer, Restraints, Smoke Grenade, Stun Ammo, Toolkit (Basic)
Club, +8 (DC 19)
Flash Grenade, +10 (DC Dog/Fort 14)
Grab, +8 (DC Spec 12)
Heavy Pistol, +10 (DC 19)
Knife, +8 (DC 18)
Smoke Grenade, +10 (DC 19)
Throw, +10 (DC 17)
Unarmed, +8 (DC 17)
Dodge 8, Parry 8, Fortitude 5, Toughness 6/2, Will 6
Abilities 46 + Powers 0 + Advantages 29 + Skills 31 (62 ranks) + Defenses 13 = 119
The Cluemaster is a Gotham villain who fancies himself rather smarter and self-controlled than the rest of the lunatics running amok in the city. He does not have the sadistic and obsessive tendencies crooks in the city are infamous for, with their bizarre themes and penchant for torture. Where others are stringing up mangled corpses he concentrates on carefully planned heists that have money as their object. He brings in other villains for these crimes who are also a bit more rational and not as cripplingly stupid as most of them are.
The Cluemaster is the opposite of the Riddler, he leaves either no clues or false ones intended to mislead investigators. While not a genius like Nigma he is still highly intelligent and his methods were highly effective at throwing off the GCPD. Batman though is a higher order of investigator again and was soon able to see through his deceptions, or pick up the clues he unwittingly did leave. For a basically petty crook though he was still hard to track and so Batman could not spare the time for a while to run him down. When his daughter Stephanie Brown secretly betrayed him though it resulted in first the foiling of his heists, and then his arrest. This did serve to save him though from the other crooks who thought he had been ripping them off. Currently Arthur is serving out a sentence, but has had it rather reduced through cooperating with the authorities by spilling all he knows about criminal operations in Gotham. Honor among thieves is a tenuous concept at the best of times, and in Gotham is it is nonexistent where many of the crooks do deals with the police and often wage savage wars among themselves. When he gets out Brown is considering whether he can become an agent of Batman, using his knowledge of the city underworld to act as an informant. The Bat seems well-funded, and surely he'd appreciate the talents of a smart guy like him? The way he figures it the Bat owes him anyway for the other more wanted criminals his downfall resulted in being captured.
Robin Damian Wayne - PL 9
Strength 0, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 6, Awareness 3, Presence 3
Agile Feint, Assessment, Benefit, Status: Prince of the League of Assassins, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 13, Evasion, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Critical 2: Sword, Improved Disarm, Improved Initiative, Inspire 2, Power Attack, Quick Draw, Ranged Attack 8, Takedown, Taunt, Tracking
Acrobatics 8 (+14), Athletics 8 (+8), Deception 8 (+11), Insight 8 (+11), Investigation 8 (+14), Perception 8 (+11), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 8 (+14), Treatment 4 (+10), Vehicles 8 (+12)
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Movement: Movement 1 (Swinging)
Gauntlets: Strength-based Damage 2 (DC 17)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Boomerang, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Grapple Gun [Grapple Gun], Handcuffs, Mini-tracer, Rebreather, Robin costume [Gauntlets: Strength-based Damage 2, DC 17; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Shuriken, Smoke Grenade, Sword, Toolkit (Basic)
Boomerang, +12 (DC 16)
Flash Grenade, +12 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +15 (DC 17)
Grab, +15 (DC Spec 10)
Grapple Gun: Move Object 3, +12 (DC 18)
Shuriken, +12 (DC 16)
Smoke Grenade, +12 (DC 19)
Sword, +15 (DC 18)
Throw, +12 (DC 15)
Unarmed, +15 (DC 15)
Dodge 12, Parry 12, Fortitude 5, Toughness 6/2, Will 8
Abilities 72 + Powers 0 + Advantages 44 + Skills 42 (84 ranks) + Defenses 14 = 172
Damian Wayne is the latest Robin, after a brief gap in the role when Stephanie Brown was Batgirl and Tim Drake was Red Robin. He is Batman's son by Talia Al Ghul, the two of them have been raising the boy in secret all this time. His childhood has been a mix of that of a privileged rich American kid, and the intensive training of an elite operative of the League of Assassins. He himself has wanted to be Robin ever since his father told him of who he really was and what he did. His focus on his training for such a young child is frightening, he seems to be interested in nothing else. His parents never have to compel him to attend to his studies, he instead constantly seeks to learn all he can. From an early age he has been breaking into the Bat-cave to gain access to the advanced facilities there, or going off to League training camps in the mountains. This means that he is already more expert than any previous Robin despite still being younger than any of them ever were. As he reaches his thirteenth birthday he considers that he is now ready to become a full agent of the Bat-clan and go out with his father on missions. As yet Batman is still reluctant to take him up against his most dangerous foes, but has to admit that the boy is the most competent Robin he has had yet.
Damian's determination to be the best Robin ever also means that he considers he should be a member of the Teen Titans. More, that he should be the leader of the team as he is clearly the most intelligent and best-trained of them. Since the team already has a leader in the mature and experienced Starfire this has caused a bit of furor as he attempts to give orders to adults. Kory constantly has to tell him off, which is something he is not used to with his indulged upbringing. At the same time his undeniable brilliance means that his suggestions are often worth acting on. His role on the team is thus similar in a more childish way to that of Batman on the Justice League, a condescending and arrogant person coming up with plans for people who do not like or trust him. Damian is even less diplomatic than his father though, being a cocky little snit.
While Batman is reluctant to become the leader of the League of Assassins, his mother and grandfather are clearly grooming Damian for the role. As he gets older though it is his father that Damian is choosing to emulate more, though he does hold Ra'S Al Ghul in great reverence. As far as he is concerned he will be Batman one day, the current incumbents of the title, Dick Grayson and Tim Drake, are mere placeholders while he finishes his maturation and training. Even Damian acknowledges that he will need to be a bit taller before he can pull off the Batsuit. Running the League of Assassins is not something he particularly aspires to, it sounds like a desk job to him and he can do all his own assassin work himself thank you very much, he doesn't need minions who are probably just a bunch of dumb kids really. He gets quite enough dumb kids with the Teen Titans and the Bat-clan.
He has recently formed a partnership with Superman's son Jon Kent, despite some disapproval from his father over his son associating with someone like Damian. His training and intelligence serves to guide the naive enthusiasm and raw power of Superboy, though the two of them bicker constantly. Damian is a cunning fox and has even weaponized this perpetual argumentation, using it to distract foes and make them think they aren't cooperating when they are actually putting a move into play he has worked out for them ahead of time. Jon has had an upbringing very different to that of Damian, not in the sense of being the sons of two virtual opposite superheroes, but rather in their social backgrounds. Jon goes to a regular public school, not an exclusive private Gotham academy, and is not used to there being unlimited money for everything (his parents have the resources to live however they want, but for personal reasons and to maintain their cover live as two moderately successful journalists). Damian doesn't like Supergirl, Superman's daughter Linda Kent, as she teases him mercilessly as to how cute he is in his Robin costume. She often hugs and kisses him, which at his age is still annoying while at the same time being rather flustering. Damian absolutely hates being reminded that he is still a child despite all his training and being allowed to run around fighting crime by parents who in many ways spoil him rotten.
Robin - PL 4
Strength -1, Stamina 0, Agility 4, Dexterity 3, Fighting 6, Intellect 3, Awareness 2, Presence 1
Defensive Roll 2, Equipment 4, Improved Initiative, Luck 2, Ranged Attack 3
Acrobatics 4 (+8), Athletics 4 (+3), Deception 4 (+5), Insight 4 (+6), Perception 4 (+6), Sleight of Hand 4 (+7), Stealth 4 (+8), Technology 4 (+7)
Catapult: Damage 1 (DC 16; Increased Range: ranged)
Cricket Bat: Strength-based Damage 2 (DC 16)
Firecrackers: Burst Area Affliction 4 (1st degree: Dazed, Impaired, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, DC 14, Extra Condition, Increased Range: ranged, Triggered: 1 use - Timed; Diminished Range 3, Limited Degree 2)
Catapult [Catapult: Damage 1, DC 16; Increased Range: ranged], Cell Phone (Smartphone), Cricket Bat [Cricket Bat: Strength-based Damage 2, DC 16], Firecrackers [Firecrackers: Burst Area Affliction 4, 1st degree: Dazed, Impaired, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, DC 14, Extra Condition, Increased Range: ranged, Triggered: 1 use - Timed; Diminished Range 3, Limited Degree 2], Flash Goggles, Flashlight, Multi-tool, Restraints
Catapult: Damage 1, +6 (DC 16)
Cricket Bat: Strength-based Damage 2, +6 (DC 16)
Firecrackers: Burst Area Affliction 4 (DC Fort 14)
Grab, +6 (DC Spec 9)
Throw, +6 (DC 14)
Unarmed, +6 (DC 14)
Dodge 6, Parry 6, Fortitude 2, Toughness 2/0, Will 5
Abilities 36 + Powers 0 + Advantages 12 + Skills 16 (32 ranks) + Defenses 7 = 71
Carrie Kelly was the last person to assume the mantle of Robin. In her time the original Batman was retired after many years of punishing crimefighting. He had come back to Gotham alone after years away, having separated himself from the many other people he had once known. He partially renovated the mothballed and half-demolished Wayne Manor and lived there in isolation. During this time most of Gotham had become a glittering technological marvel under the protection of the reigning Batman. Neighborhoods that had been sinks of crime and despair had been cleaned out and rebuilt into avenues of gleaming skyscrapers and apartment blocks. By contrast the once swanky areas of the city near to Wayne Manor had fallen into disrepute, being abandoned and run-down as old and outdated. Once elegant townhouses were now broken-windowed derelicts inhabited only by squatters. Much of the city's poor who had not been able to keep up with the transformation of Gotham had been shuffled out to this area where they suffered from continued high levels of crime. The only time the affluent came down to their area was to show off by running temporary social outreach programs that were mostly for the benefit of the cameras and did nothing to address the real problems of the absence of policing and jobs.
Carrie is not actually from this poor region of the city, instead she lives on the margins of it, in a cheaper and less prestigious apartment complex. Her bedroom window has a splendid vista of rotting twentieth-century housing, and the sound of screams and gunshots is carried across on the prevailing winds. When Bruce Wayne put on the batsuit again and set out to start clearing out the area around his home she saw some reports of it on the various news feeds. Most people though just ignored this appearance of the Batman, since as far as they were concerned Batman was still around and highly active in protecting their city. He could be seen nightly on the vids holding up some miscreant he had just caught while sternly warning all others who might threaten the peace of the city that he would get them too. What happened out in the poor areas Gotham citizens did not hear about and did not care to be told. Carrie though was excited at the apparent return of the original Batman and hunted out every report of his activities that she could find on the net, which wasn't much. Not even the seemingly ubiquitous city Bat-drones apparently spent much time out in the old neighborhoods. She noticed though that there wasn't any mention of a Robin.
In a display of youthful bravado reckless even for a Robin Carrie one night put together an improvised Robin costume and climbed out of her bedroom window and down the side of her apartment block and took her bicycle out to the old neighborhoods to seek out the Batman. She knew the margins of the area from visits to some of her poorer friends from school, but had never been deeply into this forbidden zone of the city. She kept off the streets as she moved into the really rough areas, instead clambering across the close-together rooftops. Hearing the sounds of mayhem, with cars careening through the street and many gunshots she headed towards the noise. There she witnessed the Batman taking out an entire gang. He disappeared before she could contact him, so she spent the next few nights hanging around on rooftops, occasionally throwing firecrackers at muggers or stuffing them down the backs of their clothes, or dropping on them and beating them over the head with a cricket bat. This low-level crimefighting led to her getting involved in a major confrontation when she overheard a major gang meetup at the 'dump', a region of demolished housing that had never been redeveloped because the funding got pulled by investors worried about the high crime rates in the area. Sneaking along to it she was in time to see Batman take out several hundred heavily-armed gang members using a Batmobile like a tank, then descend to demonstrate his superiority by beating up the biggest, toughest gang-member present. At this point though Batman's age let him down, he turned out to be outmatched by the huge thug and though he took him down with some underhanded moves it left him badly beaten and exposed as more gang members closed in. At this point Carrie got him out by running in and throwing around her firecrackers and helping to drag him back to the Batmobile.
Returning to the caverns beneath Wayne Manor where the half-collapsed Batcave was located she helped patch him up under his mumbled direction. As he lapsed into unconsciousness since there was no one else around she stayed with him (Alfred was long gone by this point). Once Batman had recovered, it taking him rather longer than in his youth, he told her at first to go home. She insisted though that she was his new sidekick, and that as recent events showed he needed someone to back him up. Since no one else had come forth and she had already shown her chops he wearily conceded and set to train her as he had done so many before. She could hardly get by with the homemade gear she had on, which was in tatters already.
Last edited by Gamebook on Sat Feb 17, 2018 9:09 am, edited 1 time in total.