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Input Jacks Write-ups (Kryptonians, Batman update)

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Postby input.jack » Fri Mar 20, 2009 10:52 am

MorningKnight wrote:You have good players!


The best! :D
My fingers and my brain work at different speeds. Please forgive my typoes

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Postby input.jack » Fri Mar 20, 2009 8:12 pm

Image

BANE (PL 11, 160 total pp)
Bodycast: None

Height: 7'2"
Weight: 450#

Occupation:Mercenary, Assassin
Affiliation:Villain
Base of Operations: Mobile. (Mostly the Western Hemisphere)

Ability Scores
STR 33 (28 ) (+11 /+9), DEX 18 (+4), CON 29 (24) (+9 /+7)
INT 18 (+4), WIS 16 (+3), CHA 12 (+1)

Combat
Attack +5 (+11 Unarmed), Damage +9 unarmed (+11 with Venom)
Defense +11 (+6 Base, +5 Dodge)
Grapple +18 (+20 with Venom), Initiative +8

Saves
TGH +7 (+11 with Venom), Fort +10 (+12), Ref +11, Will +6

Skills
Acrobatics 4 (+8 ), Craft: Mechanical 4 (+8 ), Escape Artist 12 (+16), Gather Information 4 (+5), Intimidate 12 (+13), Knowledge: Art 3 (+7), Knowledge: History 2 (+6), Knowledge: Streetwise 8 (+12), Knowledge: Tactics 8 (+12), Knowledge: Technology 2 (+6), Language: 6 (English, Farsi, Latin, Portuguese, Russian, [Spanish is native],Urdu), Medicine 2 (+5), Notice 4 (+7), Profession: Mercenary 8 (+11), Search 2 (+6), Sense Motive 8 (+11), Stealth 3 (+7), Survival 7 (+10)

Feats
All-Out Attack, Attack Specialization (Unarmed) 3, Benefit: Wealth 3, Chokehold, Die Hard, Dodge Focus 5, Eidetic Memory, Endurance 2, Fearsome Presence 4 [20’, DC 14], Improved Critical (unarmed) 2, Improved Grab, Improved Pin, Improved Grapple, Improved Initiative, Improved Sunder, Jack-of-all-Trades, Master Plan, Power Attack, Startle, Takedown Attack 2

Powers
(7) Growth 2 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1])

(12) Device 3 (Venom Dispenser; hard to remove)

VENOM DISPENSER
[13] Boost Constitution and Strength 5 (Power Feat: Slow Fade 3 [20 minutes], Flaw: Self Only [-1])
[2] Protection 2 (Linked: Boost +0)

Equipment
--

Drawbacks
--

Abilities 52, Skills 20, Feats 34, Powers 19, Combat 22, Saves 13, - Drawbacks 0 = 160

Background:
The man later known as Bane was an inmate of Pena Duro, a Cuban prison meant to contain the hardest, most dangerous convicts. He had been given a life sentence for crushing a policeman’s spine and killing him, in an argument over a woman.

He was chosen as a test subject for "Project Gilgamesh," a Cuban government project, inspired by the Terminator, to create super-soldiers with a new "super-steroid", Venom. The experiment was too successful - Bane escaped Cuba and hired out his services as a freelance assassin. Eventually he built his reputation to the point where he could demand five million dollars per job.

The Gilgamesh treatment increased his mental as well as his physical faculties. He now fancies himself an intellectual, and has read voraciously in an attempt to give himself a “classical education”. He has studied Sun Tsu, read extensively about art history and philosophy, and done everything he can to become a man of culture. Unfortunately, despite his insistence that he be regarded as a gentleman, Bane’s inner nature is that of a brutish bully. He is easily angered, opinionated, a misogynist, and a boor. He just hires himself servants and buys nice things.

Bane never removes his mask. Ever. The treatments that elevated him above “street criminal” also altered and mutated his face. His eyes are red-on-black, and his teeth are oversized and jagged. Apparently his naked face is repulsive even to him.

Bane was hired by Rupert Thorne to eliminate the Batman. Bane had heard of the Dark Knight, but had believed the stories of his abilities to have been exaggerated. Bane came to Gotham confident that he could defeat the Batman in single combat. He almost succeeded, but Batman defeated him by a slim margin. Since that time he has become fascinated by Batman, and has studied him extensively, never wanting to underestimate his foe again. He eagerly awaits the opportunity to match himself against his most worthy opponent once more!


:arrow: This is Bane as he appears in my campaign. I LOATHE the "official" comics background for Bane. No prison on EARTH holds a child to "serve out the life sentence of his father"; thats the most ludicrous thing Ive ever heard. So to the Devil's cousin with that!

:arrow: Similarly, Bane in my campaign is not a sophisticated gentleman who is also super-strong and a criminal mastermind. Hes a revved-up thug. Now, hes a -rich- revved-up thug. But thats all he is, at his core.

:arrow: I havent built in a game mechanic for Batman cranking Bane's venom injector to overload. Thats what Hero Points and good storytelling are for! If a PC tries it, Im likely to let it succeed, but it wont be easy!

:arrow: Dont ask me about his languages. I besed this write-up on some groundwork that my good friend Prodigy Duck had done, and languiages like Urdu were already in there. I added Portuguese and Russian cause Bane has been around a while and likes to talk to the people hiring him. And he works for people all over the world.

:arrow: I have a lot of personal animosity toward Bane, as he appears in mainstream DC comics. Like Doomsday, he was a third-rate character, hastily thrown together with a minimal background, to "kill" one of DC's main superheroes, back in the 90s. When Bane broke Bruce Wayne's back, it was intended to be permanent, and I lost a lot of faith in comics at that time. (Dont get me started on the schlock travesty that was the "Death of Superman!). But as a member of Batman's "rogues gallery", who is a formidable opponent, but not insurmountable, Bane has his place.
In the DCAU, Bane never did break Bruce's back. Just like Barbara was never crippled by the Joker.

:twisted: And by the way, in the mainstream DC comics continuity, after Bane broke Bruce's back, Bruce was able to acquire the medical treatments and technology to not only walk again, but to reclaim the mantle of Batman from that poser Azrael. So why in the flaming blue blazes hasnt Bruce sprung to get Barbara back up on her feet? Penny-pinching jerk.) ;)
Last edited by input.jack on Wed May 06, 2009 10:55 am, edited 2 times in total.
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Postby input.jack » Fri Mar 20, 2009 8:48 pm

Image

NIGHTWING / Dick Grayson (age 21) (PL 11, 183 total pp)
Bodycast: Tom Cruise (age 21)

Height: 5'10"
Weight: 175#

Occupation:Adventurer (former circus acrobat)
Affiliation:Gotham Knights (former Teen Titan)
Base of Operations:Gotham City

Ability Scores
STR 18 (+4), DEX 24 (+7), CON 20 (+5)
INT 18 (+4), WIS 20 (+5), CHA 18 (+4)

Combat
Attack +11, Damage +4 (unarmed), +6 (escrima stick)
Defense +14 (+8 base, +6 dodge focus)
Grapple +18, Initiative +11

Saves
TGH +8 (Base 5, Roll 2, Costume 1), Fort +8, Ref +14, Will +8

Skills
Acrobatics 16 (+23), Bluff 5 (+9), Climb 5 (+9), Computers 5 (+9), Disable Device 10 (+14), Disguise 5 (+9), Drive 5 (+12), Escape Artist 5 (+12), Gather Information 10 (+14), Intimidate 5 (+9), Investigate 5 (+9), Knowledge: Current Events 5 (+9), Knowledge: Streetwise 5 (+9), Language: 9 (Cantonese, French, Japanese, Mandarin, Romany, Russian, Spanish, Swahili, Tamaran [English is native]), Medicine 5 (+10), Notice 5 (+10), Pilot 5 (+12), Search 10 (+14), Sense Motive 10 (+15), Sleight of Hand 5 (+12), Stealth 15 (+22), Survival 5 (+10)

Feats
Acrobatic Bluff, Assessment, Attractive, Benefit (Batman Family Member), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Endurance, Equipment 10, Evasion, Grappling Finesse, Hide in Plain Sight, Improved Defense, Improved Initiative, Improved Throw, Leadership, Quick Draw, Second Chance (Acrobatics), Set-Up, Skill Focus (Acrobatics, Escape Artist, Investigate, Stealth), Sneak Attack 4, Takedown Attack, Teamwork, Track

Powers
--

Equipment
(6) Costume (Commlink, GPS Receiver, Protection 1 [subtle], Ultra-Vision)

(18 ) Utility Belt Array – Tear Gas Pellets (Visual Dazzle 3 + Nauseate 3, Explosion)
(1) AP – Boomerang (Blast 2, Mighty 3, Ricochet, Thrown)
(1) AP – Escrima Sticks (Strike 2, Mighty, Improved Block, Thrown)
(1) AP – Flash-Bang Pellets (Visual and Hearing Dazzle 4)
(1) AP – Shuriken (Blast 1, Autofire)
(1) AP – Sleep Gas Pellets (Fatigue Explosion 4)
(1) AP – Smoke Pellets (Visual Obscure 2)
(1) AP – Stun Gun (Stun 5)

(8 ) Gear: Cell Phone, Flashlight, Mini-Tracer, PDA, Rebreather, Signal Flare, Swingline (Super-Movement 1 [Swinging])

(11) Vehicle – Nightbird (Strength: 25; Speed: 5; Defense: 9; Toughness: 9; Size: Large; Features: Alarm, Navigation System; Powers: Morph 1 [exchangeable exterior])

Drawbacks
--

Character Points: Abilities 58, Skills 31, Feats 43, Powers 0, Combat 38, Saves 13, - Drawbacks 0 = 183

Background:
Dick Grayson was the youngest member of the Flying Graysons, the premiere act of the Haly Circus. One day, while the circus was visiting Gotham City, Dick overheard the manager of the circus being threatened by Tony Zucco. Zucco promised that accidents might happen in the circus if he did not get protection money. The manager refused. That night, Dick’s parents fell to their death after Zucco’s men sabotaged their trapeze ropes. Dick felt guilty for his parents’ death, believing it was his fault for not warning them about Zucco’s threat.
Dick was adopted by Bruce Wayne as his ward. After a couple of days, upset at the death of his parents and feeling neglected by a foster parent who was never around, Dick stole into Gotham City to find his parents’ killer. Dick was discovered by Batman, who took the young boy to his secret lair and revealed himself to be Bruce Wayne. Bruce felt a kinship with Dick, who had also lost his parents to criminal greed. Bruce offered Dick the chance to be his partner in fighting crime. The young boy agreed, taking the name of Robin.
Bruce taught Dick fighting techniques and detective skills for a grueling 6 months. Finally, Dick had to pass a final test: "the Gauntlet". Dick had to elude the Dark Knight on the streets of Gotham for one night – from sundown to sunset – without any outside help. Dick succeeded, simultaneously bringing Gotham gangster Joe Minette to justice. Dick took to the streets as Batman's full-fledged partner in crime-fighting: Robin, the Boy Wonder.
Dick continued his adventures with Batman, and began attending college at Hudson University. Robin started to take on solo missions as well, and found himself to be a capable crime-fighter in his own right. Shortly afterward, the mysterious Raven summoned Dick Grayson, and several other young heroes, to form a new group of Titans.
Dick rediscovered his self-worth among the Teen Titans. He was also beginning to have disagreements with Bruce regarding how their crime-fighting should be performed. Dick sought to balance his life as a normal young man with his secret life as a crime-fighting adventurer, while Bruce seemed to live only for his role as Batman. Dick left Wayne Manor after this fallout. Helping him through this difficult time were his fellow Titans, including Starfire, a beautiful alien Dick had fallen in love with. When Dick left the shadow of the Bat, he decided to leave his Robin identity behind. Instead, Dick formed a new identity for himself: Nightwing.

:arrow: The Teen Titans have recently disbanded, and since Dick has now graduated college, he has returned to Gotham City.

:arrow: Nightwing is the Player Character of my roomate and good friend, Prodigy Duck, whose bestiary and characters thread inspired me to create this thread. P-Duck is a great player, and has really gotten into Nightwing's head during the games! :)
Last edited by input.jack on Mon Apr 20, 2009 4:16 pm, edited 1 time in total.
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Postby input.jack » Sat Mar 21, 2009 12:39 am

Image

ARROWETTE / Francis "Cissie" King (PL "10", 115 total pp)
Bodycast: Kristen Stewart (age 13)

Height: 4'10"
Weight: 77#

Occupation:Truant
Affiliation:Gotham Knights
Base of Operations:Gotham City

Ability Scores
STR 10 (+0), DEX 16 (+3), CON 14 (+2)
INT 12 (+1), WIS 10 (+0), CHA 16 (+3)

Combat
Attack +0 (+4 Ranged, +12 Bow), Damage +0 (unarmed), +3 (bow)
Defense +10 (Base 0, Dodge Focus 10)
Grapple +0, Initiative +7

Saves
TGH +6 (base 2, roll 4), Fort +2, Ref +8, Will +0

Skills
Acrobatics 7 (+10), Bluff 7 (+10), Climb 10 (+10), Craft: Artistic 1 (+2), Disable Device 4 (+5), Knowledge: Streetwise 10 (+11), Knowledge: Popular Culture 10 (+11), Notice 8 (+8 ), Perform: Dance 8 (+11), Search 4 (+5), Sense Motive 2 (+2), Sleight of Hand 7 (+10), Stealth 7 (+10)

Feats
Acrobatic Bluff, All-Out Attack, Attack Focus (Ranged) 4, Attack Specialization (Bow) 4, Attractive, Blindfighting, Defensive Attack, Defensive Roll 4, Dodge Focus 10, Endurance, Equipment 2, Evasion, Favored Environment (Difficult Terrain) 4, Favored Opponent (Minions) 5 [Limited: Bow only], Improved Aim, Improved Concealment, Improved Critical (Bow) 5 [crits on 15-20], Improved Defense, Improved Disarm 4, Improved Initiative, Improved Ranged Disarm, Luck 1, Move-By Action, Precise Shot 2, Quick Draw 2, Ranged Pin, Split Attack (for Bow), Second Chance (Falling, Failing Acrobatics checks), Skill Mastery (Acrobatics, Climb, Sleight of Hand, Stealth), Set-Up, Taunt, Teamwork 3, Throwing Mastery 1, Ultimate Aim

Powers
Freerunner
(4) Super Movement 2 (Sure Footed)
(1) Leaping 1
(3) Immunity 5 (Falling [Flaw: Limited: Half Effect])

Equipment
(6) Bow (Blast 3)

Drawbacks
(2) Wealth +0

Abilities 16, Skills 17, Feats 72, Powers 8, Combat 0, Saves 5, - Drawbacks 2 = 116

Background:
Cissie King’s mother, Bonnie, had been an Olympic archery medalist. She also had an undiagnosed schizoaffective disorder, the symptoms of which were misinterpreted as the “stress” of a young girl thrust into celebrity too fast, and who had fallen into the lifestyle of drugs, alcohol, and a series of “boyfriends”, and whose own parents had recently been lost in a tragic car accident. Even Bonnie didn’t know she was ill.
Bonnie came to the attention of social services when she gave birth to Francis “Cissie” King. She got some help, and her daughter was placed in foster care. She was misdiagnosed as having suffered a “nervous breakdown”, and was given treatment under that assumption. Once she was “better”, she was released, with a prescription for anti-depressants. She would take them for a while, but eventually lapse, and this kept her from getting custody of her child for several years.
During a post-rehab stint, when she was trying to quit the anti-depressants cold turkey, she suffered a full-blown psychotic break. She “realized” that it was her “destiny” to become a superhero, like the ones that had recently started popping up across the nation and the world. One of them, a young man calling himself Green Arrow, became the object of her obsession. In her deluded state, she managed to convince herself that if she became Green Arrow’s sidekick, that he would fal in love with her, and marry her. And then she could finally get her child back for good. Life would be perfect. So she spent her remaining life savings on a flashy costume and a custom bow with some simple trick arrows.
Because she was a phenomenal shot with a bow, she actually managed to assist Green Arrow in a small way, on one or two cases. At first, Green Arrow was flattered by the attention, and her plan seemed to be working. But as time went on, Green Arrow came to realize that not only was “Miss Arrowette” not really suited for the stresses of live as a costumed adventurer, she was also somewhat unstable. Having no real training in psychology, Green Arrow was unable to deduce that her obsession with being his sidekick and her “need” to help him masked a deeper disorder. Instead he simply thought that she wasn’t cut out for this. Then she mentioned that she had an infant daughter, and as gently as he could, Green Arrow convinced her to put down the bow and focus her attention on her child. He let her down easy, sending her home with a few photos of herself with other heroes (such as Green Arrows friend, Green Lantern), and posing with some minor criminals whom she had helped capture.
Bonnie King went home, took off her costume, moved to Gotham City, got a job, and settled down. Maybe Green Arrows words had had some effect; maybe her delusions just had run their course. She won custody of her daughter just after Cissie had started school. Cissies time in foster care had been difficult, but her life with her mother wasn’t much better.
Bonnie stayed away from illegal drugs. But she still had a weakness for alcohol. And her schizoaffective disorder was still in place. She would be fine for a stretch, and then lapse into bouts of paranoia and erratic mood swings. And there were tiems when she was so disconnected that her behavior was truly bizarre. She tried using alcohol to divert her behavior when she felt herself “losing control”, not so much because it worked, but because afterwards she could blame whatever she did on the booze. Bonnie voluntarily switched jobs frequently, and dodged social services by moving fairly often. She kept a rotating cast of boyfriends who could loan her money and run interference for her when she was feeling “out of sorts”. These men were less than ideal; most took pity on her. Some took full advantage. None stayed long; her condition made her hard to stay around.
Cissie was stuck with her mother. When they moved, or when the last “boyfriend” left and a new one came home, Cissie was still there. Cissie learned to deal with her mother’s erratic moods. She avoided her when she was drunk or “having a bad day” whenver possible. But sometimes her mother would be not only lucid, but affectionate and loving. She would often take the tips she was earning as a cocktail waitress and take Cissie to an archery range just outside Gotham, ad show her how to shoot a bow. Cissie had a natural aptitude for archery, and she loved how proud of her Bonnie was. For every good day, though, there was at least one really bad day. Bonnie would lose touh with reality and lash out at Cissie, or her boyfriend-du-jour, or lock herself in the bathroom and scream through the door that Superman had told her to do it.
Cissie “knew” her mother had been a superhero years before. She had been shown actual photographs of her mother in costume, with other, famous superheroes. Bonnie talked of her “superhero days” often, the tales growing larger every time until Cissie was convinced that before retiring, her mother must have been well-known and popular in the superhero community. Cissie stopped bragging to her schoolmates about this after she got beat up for it a few times by kids who didn’t believe her. But she never stopped reading everything she could about superheroes, whether real or imaginary. At first, Cissie kept waiting for the other superheroes to come and “save” her mother; she thought that the “bad guys” must have somehow made her mother sick. But as she grew older she began to realize that no one was going to come. Either theyd forgotten about Bonnie, or they hadn’t been able to find a cure.
When she was ten, she met a GCPD cop who was nice to her. He would tell her stories about being a cop, and protected her from local bullies. She listend avidly to stories about chasing and catching criminals. She created a fantasy life in which her cop friend was secretly a superhero, who would one day tell her about his heroic identity. The she would be his sidekick, and life would be perfect. She would spend hours in the local library, looking at blurry newspaper photographs of superheroes and trying to figure out which one he was. But eventually he got transferred to another precinct, and they lost contact.
Not long after that, Bonnie married a two-bit hoodlum named Louis B, who had a fifteen year old son named Jack Thomas, or JT. He was a free-runner. He taught Cissie how to free-run, flitting like a wraith across the Gotham skyline. It was a way to escape the poverty and misery of “the Narrows”. Over the next two years, the two of them would sneak away to run and leap and climb their way over to something else; something better. They even saw some of Gotham’s costumed defenders. Once when leaping from rooftop to rooftop, they had come so close to Batman and Robin that they could almost have reached out and touched their capes. Cissie was sure that the Batman had smiled at her; she did look like her mother. He must have recognized her!
But JT was drawn into the life of petty crime that seemed to offer a quick exit from the slums of Gotham City. He was arrested, and eventually convicted and given the choice of jail time, or serving his country in the armed forces. JT went into the army, and still writes Cissie occasionally, but he was a world away now, and often couldn’t write for months at a time.
Then the White Martians came.
Louis B handled the invasion with the sangfroid of the deeply foolish, eagerly looting and sadly getting away with it. Bonnie, however, had a very different reaction. She somehow convinced herself that she was personally responsible for the failure of the superheroes to react to the alien menace. She could not know that as she was raving and screaming and sobbing and shouting, the seven mighty heroes who would soon become known as the Justice League were even then valiantly fighting to save the Earth. But Bonnie did not know this, and convinced herself that because she was not with them, all of the Earth’s heroes had been killed. The outburst was more dramatic than usual, but all of her outburst were dramatic, and hardly uncommon. So when she locked herself in the bathroom and refused to come out, Cissie and Louis B both thought it best to back away and let Bonnie calm down.
By morning they realized theyd made a mistake. But it was too late by then. As the paramedics wheeled her mother out with a sheet over her face, Cissie saw with crystal clarity that there was going to be no one to protect her. She would have to protect herself. She took pieces of her mother’s old costume, and her bow, and began to train herself to become Arrowette.
A year later Arrowette was “patrolling” at the edges of her neighborhood, and saw the Bat-signal in the night sky. Determined to meet her destiny, she raced to where the signal emanated, and spied on Batgirl, Robin, and Nightwing talking to Commissioner Gordon. She was startled by Catwoman on the fire escape, but the raven-haired vigilante simply winked at her and placed a shushing finger over her lips. Then she leaped away. Arrowette followed the trio of heroes to Arkham Asylum, shere she got caught up in the scheme by the Joker to kidnap Robin and Batgirl, with Clayface’s help. After Clayface had been electrified and the Joker subdued, Batgirl took Arrowette to the Batcave in the actual Batmobile, where Batgirl, a mysterious girl named Annie, Robin, Nightwing, and Catwoman all thanked Arrowette for her help. Robin suggested that since Batman was spending more and more time out of Gotham on League business, perhaps they should form an alliance to defend Gotham City. And Arrowette went down the path of the superhero….wherever that will lead her.

:arrow: Arrowette's background is very different in this campaign than in the DCAU or mainstream comics. This is largely because she is a Player Character, and this is the background the Player wants. The whole point is to interpret the characters as -we- would have written them after all!

:arrow: Arrowette is built on 150 points, but ahs not spent them all. The rest are being held in reserve, generally to match her XPs on a 1 for 1 or 2 for 1 basis, to simulate "rapid development". Especially now that she's met real heroes, and is going to be getting real training.

:arrow: Likewise, she is not PL capped for combat. Her defensive stats are Toughness +6, Defense Bonus +10 normally, and her offensive stats are +12 Attack, +3 Damage with her bow. Against Minions (and Toughs), she is PL capped, and can reach her defensive PL caps in difficult terrain. Once she starts training, addisions to her basic Attack score and Defensive Roll (and perhaps a protective costume) should bring her Toughness save up to PL caps.
My fingers and my brain work at different speeds. Please forgive my typoes

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Postby input.jack » Sat Mar 21, 2009 1:21 am

Image

ROBIN (II)/ Tim Drake (PL 9, 151 total pp)
Bodycast: Frankie Muniz (as in the Cody Banks movies)

Height: 5' 2"
Weight: 117#

Occupation:Student, Adventurer
Affiliation: Gotham Knights
Base of Operations:Gotham City; the Batcave

Ability Scores
STR 12 (+1), DEX 20 (+5), CON 16 (+3)
INT 22 (+6), WIS 16 (+3), CHA 18 (+4)

Combat
Attack +6 (+12 Unarmed, +12 Batarang), Damage +4 (+3 without gauntlets Unarmed), +5 (Batarang)
Defense +12 (Base 6, Dodge 6)
Grapple +13, Initiative +5

Saves
TGH +6 (Base 3, Roll 2, Costume 1), Fort +6, Ref +11, Will +6

Skills
Acrobatics 5 (+10), Bluff 6 (+10), Climb 9 (+10), Computers 4 (+10), Concentration 2 (+5), Disable Device 4 (+10), Disguise 6 (+10), Drive 3 (+8 ), Escape Artist 5 (+10), Gather Information 6 (+10), Investigate 12 (+18 ), Knowledge: Behavioral Sciences 4 (+10), Knowledge: Business 2 (+8 ), Knowledge: Streetwise 2 (+8 ), Language: 5 (Cantonese, English, German, Japanese, Latin, Spanish), Medicine 2 (+5), Notice 6 (+9), Pilot 1 (+6), Search 2 (+8 ), Sense Motive 5 (+8 ), Sleight of Hand 3 (+8 ), Stealth 5 (+10), Survival 2 (+5), Swim 4 (+5)

Feats
Assessment, Attractive 1, All-Out Attack, Attack Specialization (Batarang) 3, Attack Specialization (Unarmed) 3, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Elusive Target, Equipment 15, Evasion, Hide in Plain Sight, Improved Throw, Jack of All Trades, Luck 2, Master Plan, Move By Action, Power Attack, Precise Shot, Quick Draw 1, Skill Focus 1 (Acrobatics, Climbing, Investigation, Stealth), Takedown Attack 1, Track

Powers
(3) “Martial Prowess” Strike 2 (PF: Mighty)

Equipment
(12) “Red Robin Costume”: (2) Strike 1 (Mighty), (2) Protection 1 (PF: Subtle), (1) Flight 1 (Gliding), (2) Super-Senses 2 (Radio, Low Light Vision), (3) Immunity 6 (Dazzle Effects, Cold [Flaw: Limited – Half Effect]), (2) Features 2 ( Commlink, GPS)

(25) “Utility Belt Array”
* [18] Tear Gas Pellets (Visual Dazzle 3 + Nauseate 3, Explosion)
* [1] AP – (5) Batarang (Strike 2, Mighty, Ricochet, Thrown)
* [1] AP – (3) Cutting Torch (Blast 1 + Drain 1 [Toughness])
* [1] AP – (17) Detonite (Blast 5, Explosion, PF: Triggered 2 [variable])
* [1] AP – (8 ) Flash-Bang Pellets (Dazzle 4 Visual and Hearing)
* [1] AP – (4) Grapple Gun (Super Movement 3 (Swinging, Speed 2 [Flaw: Limited- Only when swinging]))
* [1] AP – (3) Shuriken (Blast 1, Autofire)
* [1] AP – (12) Sleep Gas Pellets (Fatigue 4, Explosion)
* [1] AP – (10) Smoke Pellets (Obscure 2 Visual)

(15) Utility Belt Gear
Binoculars + Nightvision (2), Camera, Cell Phone, Fire Extinguisher[Puts out two 10x10 foot areas of flame; takes a Move Action each], Flashlight, Gas Mask, Handcuffs, Mini-Tracers, Multi-Tool, Parabolic Microphone, PDA, Rebreather, Signal Flare; First Aid Kit (+0), Lockpicks (+0) [These have a cost of 0 but eliminate the “no tools” penalty]

(21) Vehicle - “Batcycle” (Strength: 20, Defense: 10, Toughness: 10, Size: Medium (7 pp); Speed 5 [250 mph] (5 pp),]; Features 11: Alarm 2 (DC 25), Ejector/Launcher Seats, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smokescreen; Powers: (1) Super-Senses 1 (Communication Link [The Bat Computer])

Drawbacks
--

Abilities 42, Skills 21, Feats 49, Powers 3, Combat 24, Saves 12, - Drawbacks 0 = 151

Background:
Tim Drake was the son of Gotham City criminal “Shifty Steve” Drake, who often worked as a thug for the crime-lord Two-Face. Tim had very little respect for his father, and often had to fend for himself. Around the age of 12, Tim began to idolize the BATMAN, and placed newspaper clippings of the superhero on his wall. After Batman left a batarang behind at the scene of a battle, Tim found it and began using it himself.
When Shifty Steve double-crossed Two-Face, he left a note and a key to an airport locker for Tim. Two-Face’s thugs showed up and kidnapped Tim, and found out about the note and key. Two-Face had just flipped his coin and decided to murder Tim, when the Batman burst in on the scene and rescued the boy. Soon after, they discovered that Tim’s father had been killed, and his body dumped outside of Gotham. With no place to go, Tim was adopted by Bruce Wayne, and soon was being trained as the next ROBIN. Tim showed an aptitude for deduction and investigation, and almost immediately began working in the field. One of his first acts was helping Batman to thwart the Joker’s attempt to kill numerous Gothamites with his Smilex Gas during a New Year’s Eve celebration.
Tim has been Robin for two years now. During that time he has developed his physical and deductive capabilities, and is a valued member of the Bat Family.

:arrow: Tim is one of the "key NPCs" for the campaign. Right now he is operating as Robin, but I may have him decide to stay in the cave and run overwatch, making him Oracle, since Barbara is a PC and I hated "Killing Joke" anyway ;)

:arrow: Dick is the acrobat. Tim is the detective. Barbara is the computer specialist and information gatherer. So far its worked out well.
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Postby input.jack » Sat Mar 21, 2009 12:52 pm

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TITANIA / "Annie Clay" (PL 10, 176 total pp)
Bodycast: Natalie Portman (as in The Professional)

Height: Typically 4' 9" (up to 8'0")
Weight: Typically 80# (up to 1000#)

Occupation: Escapee
Affiliation: Gotham Knights
Base of Operations: Gotham City

Ability Scores
STR 22 (14) (+6 /+2), DEX 14 (+2), CON 14 (+2)
INT 14 (+2), WIS 12 (+1), CHA 16 (+3)

Combat
Attack +4 (+7 melee, +11 unarmed), Damage +6 (unarmed), +9 (weapon hand): with Growth; Attk +10, Damage +10, Weapon: Attk +6, Damage +13; Defense +10, TGH +7*, Fort +8
Defense +11 (+4 base, +7 dodge)
Grapple +13, Initiative +2

Saves
TGH +5 (2 Base, +3 Prot; Imp. 3, Half Immunity Physical), Fort +6, Ref +4, Will +4

Skills
Acrobatics 7 (+9), Bluff 6 (+9), Climb 8 (+14), Concentration 7 (+8 ), Diplomacy 1 (+4), Disguise 7 (+10), Gather Information 2 (+5), Intimidate 2 (+5), Knowledge: Popular Culture 5 (+7), Knowledge: Streetwise 2 (+5), Notice 4 (+5), Perform: Acting 8 (+11), Perform: Dance 3 (+5), Ride 4 (+6), Sense Motive 7 (+8 ), Stealth 4 (+6)

Feats
All-Out Attack, Attractive 2, Attack Focus (Melee) 3, Attack Spec. (Unarmed) 2, Die Hard, Dodge Focus 7, Power Attack, Prone Fighter

Powers
(3) Elongation 3 [25 feet]
(8 ) Enhanced Strength 8
(13) Immunity 13 (Aging, Critical Hits, Life Support, Sustenance)
(20) Immunity 40 (Physical Lethal, Physical Non-Lethal; [Flaw: Half Effect])
(13) Morph 5 [Any Humanoid] (PF: Quick Change 2, Precise; [Flaw: Precise requires prior skin-to-skin contact)
(6) Protection 3 (PF: Impervious 3, Subtle; [Flaw: Limited – Impervious is physical only])
(12) Regeneration 12 (Recovery Bonus 3; Injured 2 [1 round], Disabled 6 [1 round], Resurrection 1 [1 week])
(4) Strike 3 (Mighty)
(2) Super Senses 2 (Awareness (Clayface) 1, Low Light Vision)
+
(14) Create Object 6 (Xt: Duration- Continuous; PF: Dynamic, Subtle; [Flaw: Tiring])
(2) DAP- [12] Growth 4 [+8 Str, +4 Con, Large Size; +5’ Move, -1 Attk/Def, +4 Grapple, -4 Stealth, +2 Intimidate, 8-10’ tall, 500-800 lbs, 10’ space, 10’ reach, +5 Str. Carry capacity]
(Unarmed: Attk +10 - Damage +10, Weapon: Attk +6 - Damage +13, Defense +10, TGH +7*, Fort +8 )
(1) 1AP- [5] Insubstantial 1 [Fluid form]
(1) AP- [2] Shrinking 2 (XT: Normal Strength; [Flaw: Lockout on Growth (+0)])

Equipment
(1) Bat-Commlink

Drawbacks
(1) Disability: Limited to Partial Actions when subjected to intense Cold effects, (1) Disability: -1 to Toughness and Impervious when Wet, (2) Vulnerability: x 1.5 from Cold Effects, (2) Vulnerability: x1.5 from Electricity Attacks (1) Involuntary Transformation to Base Form (14 year old Natalie Portman) when struck with Power 1+ Electricity [Unavoidable]

Abilities 24, Skills 16, Feats 19, Powers 99, Combat 16, Saves 9, - Drawbacks 7 = 176

Background:
(see Batman: The Animated Series- Season 4, Disc 2 “Growing Pains”)
After a battle against the Batman, Clayface plunged into the Gotham River. His already damaged body began to further disintegrate. Struggling to maintain his form, he was surprised when exposure to chemicals leaking into the river from sewage pipes restored his consistency. As a result, his ability to hold his shape began to recover. Clayface was weak, though, and uncertain of his location and surroundings. He created a “spawn” in the form of a little girl, to scout the area and report back to him. However, shortly after leaving Clayface’s presence the little girl forgot her purpose, and even who and what she was. She left the sewer system to determine her identity.
After recovering, Clayface pursued the girl, adopting the form of a big, powerfully built man. He tried to catch the girl but the child became frightened, thinking she was under some kind of attack. She fled. However, Gotham’s night life proved no friendlier; later that evening she was surrounded by young hoods who were going to attack her. Robin saved her, and tried to help her. She was grateful for his help, but was still afraid and soon ran away.
The Boy Wonder persisted, and eventually she warmed up to him and revealed her story; she was an amnesiac, with someone following her. Improvising, Robin named her “Annie” after a Raggedy Anne doll a nearby child was carrying. The two set off to discover her identity. Clues began connecting, and they quickly found themselves back in the sewer system, where with a sudden jolt Annie recovered her memory completely.
Clayface had been waiting there as well, and emerged from the shadows. He urged the girl to rejoin him. She ran, and the three ended up in the chemical plant which had produced the waste that had reconstituted Clayface. A struggle ensued, but in the end, Annie chose to sacrifice herself to save Robin, by hurtling herself at Clayface and knocking him away from the young hero. Clayface absorbed her into himself, and when Robin demanded he return her, he replied “She’s gone.”
Robin renewed his attack on Clayface, and with the help of the Batman, Clayface was subdued. As the police were taking him away, they asked Batman and Robin what to charge him with. To the list provided by the Batman, Robin said “…And murder.”

Two years went by. Eventually Clayface was contacted by the Joker, who was planning an elaborate breakout of Arkham Asylum. The Joker wanted Clayface to impersonate the asylum’s Director, as part of a trap meant to snare Batgirl and Robin. The Joker got more than he bargained for when Nightwing, Catwoman, and a girl calling herself Arrowette arrived, in addition to Batgirl and Robin. During the fight, Robin made a special point to target Clayface. Robin levered Clayface onto an exposed high-energy cable, which caused the malleable monster to spasm uncontrollably. In his writhings, Clayface split into two parts; one larger and one smaller. The large Clayface continued to fight, and was defeated when Catwoman threw a fire extinguisher into his body, which Arrowette then punctured. The explosion turned Clayface into a frozen abstract statue.
The other, smaller “Clayface” began scraping clay off of its surface, revealing the form of a young girl underneath.
It was Annie.
She had been re-awakened by the jolt of electricity, and had taken advantage of Clayface’s distraction to make her escape! She and Robin had a tearful reunion, and she went with the heroes to the Batcave after the battle was won. She has offered to help Robin and his friends defend Gotham City, while the Batman is away on Justice League business more and more.
Although she is not as powerful as Clayface, she has the ability to alter her form to mimic Humanoids, to elongate herself, to grow larger or smaller, and to “flow” in an almost liquid form, when desired. She has adopted the name “Titania” both for its application to her larger form, and its literary reference to the queen of the Faerie, who could change shape at will.

Image

:arrow: Titania is one of the "core NPCs" of the game. In order to conceal what she really is, she is trying to pass herself of as a girl with growth powers. Because she was initially formed with great care and precision, she doesnt have to revert to a "clay stage" like Hagen does when she alters her shape. Her powers are more limited than Hagen's, but her base form is also much more stable.

:arrow: Annie's re-emergence has done wonders for Tim's psyche. In the short time they knew each other originally, he became rather protective and attached to her. Clayface re-absorbing her was almost as traumatic for Tim as it was for Annie!

:arrow: Annie remembers everything that Hagen knows. She has explained that its like she watched a very log, very detailed documentary about his life. But she has no real emotional attachment to those memories. She is, in effect, only a couple of weeks old, but she has all the background knowledge and understanding of how things work that an adult has. Even she thinks shes kind of weird.

:arrow: Annie's mental stats are the same as Hagens, for now. In time she will grow smarter and more charismatic, as her own personality shapes her thought process. Hagen is brooding, bitter, and full of self-pity. Annie is curious, compassionate, and introspective.
Last edited by input.jack on Wed May 06, 2009 10:58 am, edited 1 time in total.
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Postby input.jack » Tue Mar 24, 2009 3:24 am

Are people reading this thread?

Should I keep going?
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Postby Wasabi » Tue Mar 24, 2009 4:51 am

input.jack wrote:Are people reading this thread?

Should I keep going?


That would be a yes good sir - not only is this an interesting take on the DCU but the characters you are presenting can be adapted for use as NPCs as well!

:D Cheers
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Postby catsi563 » Tue Mar 24, 2009 11:00 am

Just curious. in the DCAU it is stated that Hawkgirl is the only person capable of regularly beaitng Batman at chess. its implied she allways beats him. how do you handle this in your continuity.

Also in regards to making Babs Oracle I think you should. but I can give you a good reason why it would work within the bounds of the DCAU.

first assume that Killing joke occurs as normal. ((even if you dont like it it is one of the most emoitonally intense and powerful moment sin the bat family))

assume Babs uses the tradgey to become oracle as a way to cope and get stronger. She brings huntress and black canary together along with a couple others as the Birds of prey.

then in the future assume she regains use of legs via advanced medical technology available at the time. this enables ehr to walk as seen in the Batman Beyond series.

Just a suggestion :D
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Postby input.jack » Tue Mar 24, 2009 11:45 am

catsi563 wrote:Just curious. in the DCAU it is stated that Hawkgirl is the only person capable of regularly beaitng Batman at chess. its implied she allways beats him. how do you handle this in your continuity.


Chess is a tactical game. It was invented to teach Knights how to alter their thinking to be able to deal with tactical situations more easily. (A lot of people elarn chess by rote nowadays, defeating the purpose of the game, but thats neither here nor there).

In the write-ups I have for Batman and Hawkgirl, Batman uses his Jack of All Trades default for KS: Tactics. With an INT of 24, his default is +7 (!). Hawkgirl, however, has a KS: Tactics of +11; 4 points higher than Batman's. When they play, they both take their time and try to do the best they can; ergo both take 20. Meaning Hawkgirl routinely beats him by 4 :)

catsi563 wrote:Also in regards to making Babs Oracle I think you should. but I can give you a good reason why it would work within the bounds of the DCAU.

first assume that Killing joke occurs as normal. ((even if you dont like it it is one of the most emoitonally intense and powerful moment sin the bat family))

assume Babs uses the tradgey to become oracle as a way to cope and get stronger. She brings huntress and black canary together along with a couple others as the Birds of prey.

then in the future assume she regains use of legs via advanced medical technology available at the time. this enables ehr to walk as seen in the Batman Beyond series.

Just a suggestion :D


While that would be do-able, Im afraid Im not likely to do so for two reasons.

First: Batgirl in this campaign is a Player Character, and I know for a fact that the Player would go absolutely ballistic if I did that to her. The Player wanted to play Batgirl, not Oracle, so if I force the storyline on the character, Ill have a revolt on my hands ;)

The second reason is that, honestly, I always liked Barbara better as Batgirl. I like Barbara being Batgirl as much as the Player does. The whole storyline of Killing Joke seemed forced to me. I always wondered why Barbara didnt kick the gun out of Joker's hand or something. I know, I know, she was surprised to see the Joker at her front door. But shes BATGIRL! Killing Joke ruined one of the few female characters DC had at the time that were worth having.

Someone else came up with the Oracle storyline, which was a heroic rescue of what had been done to poor Babs. And I liked that soemoen took the time to think of things from Barbara's perspective, and had ber find a way to still contruibute despite what had happened to her. So Im not dissing on Oracle. But given that the Player would strangle me....

However, that may be where Tim Drake is headed, in the campaign continuity. Tim is more cerebral than physical, to the degree that Bruce is certain that once Tim matures he will be a better detective than Bruce is. Im considering having Tim take a fall and break a leg in the near future, and start running overwatch from the cave. With as many Gotham Knights as there are, it may well be that the best use of his talents is to have him in the cave, radio-linked and running computer security and such (like a Decker in Shadowrun).

Were Barbara an NPC I might very well have gone that direction, especially with the suggestion you made for how to "fix" her situation later. So please, dont think I dont appreciate the suggestion. I do! And Im glad that youre enjoying the thread and interested in the campaign. If you have other suggestions, please let me hear them! :)
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Postby input.jack » Tue Mar 24, 2009 12:05 pm

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CATWOMAN / Selina Kyle (PL 10, 203 total pp)
Bodycast: Morena Bacarrin

Height: 5'8"
Weight: 130#

Occupation: Former Cat-burglar, now Celebrity
Affiliation: Gotham Knights
Base of Operations: Gotham City

Ability Scores
STR 14 (+2), DEX 21 (+5), CON 18 (+4)
INT 15 (+2), WIS 15 (+2), CHA 17 (+3)

Combat
Attack +8 (+16 Melee, +18 Unarmed), Damage +2 (unarmed), +4 (Claws / Whip)
Defense +12 (Base 6, Dodge 6)
Grapple +23, Initiative +5

Saves
TGH +8 (Base 4, Roll 4), Fort +7, Ref +11, Will +8

Skills
Acrobatics 15 (+20), Bluff 7 (+10), Climb 8 (+10), Computers 3 (+5), Craft: Artistic 3 (+5), Craft: Electronic 3 (+5), Craft: Mechanical 3 (+5), Diplomacy 7 (+10), Disable Device 15 (+17), Disguise 2 (+5), Drive 5 (+10), Escape Artist 15 (+20), Gather Information 7 (+10/+15)*, Intimidate 7 (+10), Investigate 3 (+5), Knowledge: Art 13 (+15), Knowledge: Business 3 (+5), Knowledge: Current Events 3 (+5), Knowledge: Popular Culture 3 (+5), Knowledge: Streetwise 8 (+10/+15)*, Language: 5 (French, Italian, Japanese, Mandarin, Spanish), Medicine 3 (+5), Notice 13 (+15), Perform: Acting 2 (+5), Perform: Dance 7 (+10), Perform: Keyboards 2 (+5), Perform: Singing 2 (+5), Profession: Dominatrix 8 (+10), Profession: Escort 8 (+10), Profession: Masseuse 3 (+5), Search 13 (+15), Sense Motive 11 (+13), Sleight of Hand 10 (+15), Stealth 15 (+20)

*+5 to Gather Information & Know: Streetwise for art objects.

Feats
Acrobatic Bluff, Attack Focus 8 (melee), Attack Spec. 1 (unarmed), Attractive 2, Benefit (Black Market Art Connections)*, Blind-fighting, Chokehold, Connected, Defensive Attack, Defensive Roll 4, Dodge Focus 6, Endurance, Equipment 8 (40 pts), Evasion, Fast Balance (No penalty for speed to balance checks), Fast Stealth (no penalty for full move), Grappling Finesse, Hide in Plain Sight, Improved Disarm, Improved Grab, Improved Trip, Improved Throw, Improvised Tools, Luck 3, Move-by Action, Power Attack, Prone Fighting, Quick Draw, Redirect, Skill Mastery (Acrobatics, Escape Artist, Notice, Stealth), Takedown Attack 1, Ultimate Effort (Disable Device), Wealth 1 (17 total)

Powers
(1) Animal Control 2 (Feline Affinity; Extras: Duration (continuous); Flaws: Action (full), Distracting, Limited (felines only))
(4) Device 1 (Claw Gloves/Boots: 5 pts—hard to remove)
• (3) Strike 2 (Feats: Mighty)
• (2) Super-Movement 1 (Wall Crawling 1)
(15) Whip Skills
• (7) Elongation 2 (+10 feet; Extras: Action 2 (free), Projection; Drawback: No Extended Reach on Whip)
• (2) Feats 2 (Improved Grapple & Improved Pin)
• (4) Strike 2 (Feats: Improved Critical 1 (19-20), Mighty)
• (2) Super-Movement 1 (Swinging)

Equipment
(5) Whip/Cat-o-nine tails (+0 Damage, Extended Reach 2, +2 to Trip & Disarm)
(1) Costume (Resistance to cold/heat)
(15) Cat-illac (Size: Huge: Strength: 35, Speed: 4, Toughness: 11, Features: Alarm 3 (DC 30), Caltrops, Nitro Injectors, Tire Inflators)
(14) Cat Lair (Size: Small, Toughness: 10, Features: Communications, Concealed 2 (+15 DC), Concealed Gallery, Garage, Gym, Infirmary, Living Space, Power System, Security System 3 (DC 30), Workshop)
(1) Bat-commlink
(4) Random Gear

Drawbacks
(-4) Power Loss: Whips skills w/o a whip.

Abilities 40, Skills 47, Feats 57, Powers 20, Combat 28, Saves 15, - Drawbacks 4 = 203

Complications:
Irrational Attraction: Loves cats/cat-themed things. Pathological need to possess/use them.
Love: Deeply in love with Batman/Bruce Wayne. Will do almost anything he needs/wants, even if she knows it’s not good for her.
Public Identity: Super Villain who was incarcerated and released.
Thrill-junkie: Loves to adventure and to put herself in harm’s way. Especially loves stealing and naughty sex.

Image

Background:
Selina Kyle was always interested in dance and gymnastics. However, when Selina was about 11, she was put into foster care after her mother abandoned her. She was placed with a nice family, but her foster mother was allergic to cats, and wanted Selina to give up the kitty she had had since she was a little girl. Selina ran away (taking the cat with her, of course), and ended up as a steet kid for a few years, stealing to make money. One night she stole something from a professional cat-burglar (name pending), whom she gave a merry chase. He saw potential there, and took her under his wing. He trained her in his profession, and she was his accomplice for a while. That year was also the year Batman first appeared.

As an older teenager, she began operating in a more sophisticated manner, posing as a debutante and infiltrating the circles of the rich and famous. About the time she turned 19, she and her partner had a major falling out, and Selina went her own way. Because Batman had been around for about 5 years, and because her mentor had nicknamed her "the cat girl" thanks to her fondness for felines, she adopted the costume and moniker of Catwoman. She didnt want to read in the paper about the daring robberys shed committed, she wanted to read about the daring and romantic Catwoman who had committed these robberies! (There was an ego issue).

She and Batman played Cat and (flying) Mouse for about three years. They had an odd kind of relationship, and occasionalyl worked together as well as against each other. Then she helped Batman to save all of Gotham City from a nefarious plot by Red Claw. Afterwards Batman convinced her to turn herself in to the authorities. Due to her part in saving the city, she was given a fairly light sentence.

Selina spent two years in prison. During that time three film adaptations and an unauthorized biography book came out. The Lifetime movie made it seem like Selina was an innocent victim of circumstance, led astray by the evil horrible abusive men in her life...until Batman rescued her. The Spike TV movie concentrated mostly on her street lifestyle, protrayed her as a prostitute, and involved a series of ever-skimpier costumes (unrated extended cut dvd sales are brisk). The theatrical release involved a thinly-veiled stab at Dagget Industries' "Renu U" line, a totally invented antagonist (or two), starred a well-known actress who looked -nothing- like Selina, and had a mystic origin for her "powers" that bears no resemblance to reality.

It tanked.

Selina got out and considered lawsuits, but realized that since none of these turned much of a profit she would run the risk of spending more on lawsuits than shed get even if she won.

Shes spent about a year being a professional celebrity. She lives in a lavish apartment owned by her new company, "Tasau Executive Services". The press cant find her because -she- has no listed address. However, she had been getting more and more restless, and when she saw the Batsignal one night, she had to go investigate. This led to her involvement with thwarting the breakout from Arkham, and her being brought in to the newly founded Gotham Knights.

:arrow: Catwoman is the PC of the same Player who is playing Wonder Woman in the Justice League end of the game.

:arrow: The Player tells me that Selina was originally going to have a 19 Charisma…but then was struck with the realization that she –is- a crazy cat-lady, and thus lowered it to 17!
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Postby catsi563 » Tue Mar 24, 2009 4:07 pm

Exclelent on the hawkgirl batman chess thing. Since I would nominally give batman tactis as well and have Shayera at a higher intelligence myself its also how di do it as well. IE her tacitcs is above his by a notch or two consistently.

very good in thatr regard we think alike.

As to the babs thing i never felt it was forced in the killing joke It was a direct showing of just how twisted and sick the Joker was. and the point of the story being the attempt to show that on a bad day ANYONE even superman could be pushed over the edge.

jim gordon fortunatley was made of sterner stuff and so denied the joker. but it was close.

Also didnt see babs as being a PC in this game format so i completely udnerstand why not to use her in that fashion. At least not without player consent. ((it was a very intense expereince not totaly appropriate for a DCAU setting and tone of show))

Id be glad to discuss any ideas you have or questions you might have. I have all the JL, superman TAS, Batman Beyond, series so am reasonably knowledgable about the timmverse.

thanks =^_^=
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Postby input.jack » Wed Mar 25, 2009 1:05 pm

catsi563 wrote:Exclelent on the hawkgirl batman chess thing. Since I would nominally give batman tactis as well and have Shayera at a higher intelligence myself its also how di do it as well. IE her tacitcs is above his by a notch or two consistently.


I figured that a +7 is decent enough for Batmans KS: Tactics, since even a SWAT officer will rarely crest +5. Jack of All Trades covers a multitude of sins :wink:

As for Hawkgirl's INT, based on her depictation in the DCAU I thought a 16 might be pushing it! We know that shes a military intelligence operative for Thanagar, but we rarely see her use any strategies more complicated than "Get 'em!" :D

Still, all points worthy of consideration, and Im glad to discuss them with you.
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Postby catsi563 » Wed Mar 25, 2009 3:27 pm

In regards to Shayeras int. id say the opposite from the series portrayal of her. While shes very gung-ho I agree, shes shown as being very intelligent and educated through out the series.

the key is in the stats themselves. A gungho attitude of hers is usualy attributed to wisdom in that regard. While intelligence enables skills and such.

Though I also agree that the depiction does come off as limited in that regard.

funny enough in many ways we could say the same for Diana as she too is very intelligent yet tends to use very simplistic tactics in a fight __hit it very hard and very often till it stops twitching. LOL :D
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Postby input.jack » Wed Mar 25, 2009 5:29 pm

Honestly, my initial impulse was to give her a 14 INT. I wouldnt consider someone with a 16 Int to be lacking in the smarts department at all! :)
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