Batman
Power Level 11
Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 20 (+5), WIS: 18 (+4), CHA: 14 (+2)
Skills: Acrobatics 8 (+12), Bluff 8 (+10), Climb 6 (+10), Computers 5 (+10), Diplomacy 4 (+6), Disable Device 7 (+12), Drive 6 (+10), Escape Artist 10 (+14), Gather Information 8 (+10), Intimidate 12 (+14)*, Investigate 10 (+15)*, Knowledge [Business] 3 (+8), Knowledge [Streetwise] 7 (+12), Notice 8 (+12), Pilot 4 (+8), Search 7 (+12), Sense Motive 10 (+14)*, Sleight of Hand 8 (+12), Stealth 10 (+14)*, Languages 8 (Arabic, Chinese, French, Japanese, Latin, Nama, Nepali, Spanish; Base: English)
Feats: Assessment, Attack Specialization 2 (Unarmed & Batarangs), Benefit (Wealthy), Challenge (Vanish), Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Equipment 18, Evasion,
Fast Escape, Fearless, Improved Disarm, Improved Initiative, Improved Ranged Disarm, Jack of All Trades, Martial Strike, Master Plan, Minion 4 (Alfred), Power Attack, Skill Mastery (Intimidate, Investigate, Sense Motive, Stealth), Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed
Powers: Device 2 (Bat suit, hard to lose)
Bat suit: Protection 2,
Enhanced Feat 5- Fearsome Presence 5
Combat: Attack +13 (+15 Unarmed/Batarangs) [Unarmed 5 dmg; Batarang 4 dmg //+2 dmg on Sneak Attack], Defense 24 (16 flat-footed), Initiative +8, Grapple +17, Knockback -4
Saves: Toughness +8 (+6 flat-footed), Fortitude +8, Reflex +8, Will +9
Equipment:
Batarangs:
Blast 2 (PF: Mighty 2, Ricochet, Improved Range) (8 ep)
Grappling hook and line gun:
Super-Movement 1 (Swinging) (2 ep)
Utility Belt:
Gadgets [20 ep worth of equipment, Move Action; Hard to Lose] (32ep)
Wayne Manor / Bat Cave - Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Workshop. [20ep]
The Batmobile - Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments Navigation System [3], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 (25 ep)
Notes: You don't really have a conversion thread until you have a build of Batman, so even though he isn't an Avenger here he is. I've made him PL 11 instead of the more typical 12 but make no mistake- PL 11 Batman is certainly an exceedingly powerful character.
Fast Escape is a feat of my own devising and is Quickness 3 (Limited to Escaping Restraints -2) for 1 pp, taken as a feat. It lets Batman make Escape artist checks to escape restraints at 10x normal speed (so he can take 20 in 2 minutes, or escape in a single action). Martial Strike (adds +1 to your unarmed damage) and Improved Range Disarm (which negates the attack roll penalty for disarming with a ranged attack) are in the Mastermind's Manual as are the Challenge feats.
For equipment I gave him a Gadgets equipment power along with some standard equipment that he always has on him (Gadgets is in both Ultimate Power and the Mastermind's Manual). Batman use Gadgets to pull out common equipment like a Flashflight, Binoculars, a Camera, and so on. I bought Gadgets as a Hard to Lose device to represent that the utility belt can’t be disarmed. It’s reasonable that many of the items Batman pulls out with Gadgets can be disarmed.
I don’t have stats for Alfred but here are two good sources for stats for him:
Baron’s build and
MDSnowman’s build. Thanks to MDSnowman for the Batmobile and Wayne Manor stats.