SilverKeyMan's Gotham City Heroes

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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SilverKeyMan's Gotham City Heroes

Postby SilverKeyMan » Mon Jul 22, 2013 7:19 pm

After purchasing DC Adventures Heroes Handbook and Heroes and Villains Volumes 1&2 I've felt inspired to rewrite the Gotham City heroes and villains to be a little more "street level". Ninjas should be considered a moderate threat, and Bane shouldn't be able to topple Superman even if he is rolling lucky.

This front page will include hyperlinks to both optional rules and characters. However, it will take a few days to get everything straightened out, since most of it is being directly copied from 2e homebrew rules.

All images used without permission.

Homebrew Rules
Advantage Restrictions
Martial Arts Styles

Characters
Great White Shark - PL3

Batgirl - PL5
Electrocutioner - PL5
Lock-Up - PL5
Saiko - PL5
Shrike - PL5

Nightwing - PL6
Red Hood - PL6

Bane - PL7

Batman - PL10
Last edited by SilverKeyMan on Thu Mar 27, 2014 6:14 pm, edited 15 times in total.

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Advantage Restrictions

Postby SilverKeyMan » Mon Jul 22, 2013 7:19 pm

My original M&M2e homebrew rules are here. They have since been updated and posted below.

Home Brew Rules
:arrow: Accurate Attack, All-Out Attack, Defensive Attack, and Power Attack are now ranked feats. The maximum amount these values can be changed is equal to the feat rank plus one. So at first rank, the player can take a -2 penalty for a +2 bonus, while at fourth rank the player can take a -5 penalty for a +5 bonus. This feat cannot be purchases above rank 4.

:arrow: The first point of the Equipment advantage purchases 4 points worth of equipment. From there, it increases according to the Volume Measurements Table (DC Adventures Heroes Handbook, Pg11). So 2 points of the Equipment advantage would purchase 8 points equipment, 3 points of the Equipment advantage would purchase 15 points of equipment, etc.

:arrow: Characters can only purchase up to (PLx3) points worth of advantages. For a typical PL6 character, this means that they are limited to 18 points worth of advantages. However, advantages can also be purchased at a discounted rate as part of a Fighting Style Package, allowing PL6 characters to have more than 18 advantages, although still only 18 points worth of advantages.

:arrow: Advantages can be purchased as part of a Fighting Style Package. The cost to purchase a Fighting Style Package (not including advantages) is equal to the number of "weapons" that style can employ, including unarmed.

Example: Nightwing has purchased "Escrima" for use with Escrima Sticks and Unarmed combat. This Fighting Style Package is then worth 2 advantage points.

When purchasing advantages as part of a Fighting Style Package, one advantage point purchases two advantages.

Example: Nightwing has purchased 6 advantages as part of Escrima, for a cost of 3 advantage points.

Nightwing's Escrima Fighting Style is 5 advantage points (2 points because he can use the martial art with either Escrima Sticks or Unarmed, and 3 points for the 6 advantages purchased). However, if Nightwing is fighting using a weapon other than Escrima Sticks or Unarmed, or if he is fighting using another form of martial arts, he doesn't have access to any of the advantages purchased for this Fighting Style.

There are exceptions, however. All advantages, whether purchased at full price, or a reduced discount price as part of a Fighting Style, can be transferred free of cost to another Fighting Style.

Example: Nightwing purchases the Capoeira (Unarmed) Fighting Style for 1 advantage point. Because this fighting style shares advantages with Escrima, he can automatically transfer the 2 "common" advantages (Improved Defense, Power Attack).

In this case it may be redundant, since Nightwing can already fight unarmed with Escrima, but for only 1 advantage point, I feel it helps add a sense of history to the character's training.

:arrow: Advantages like Uncanny Dodge are used sparingly (Batgirl, Spider-Man, etc). Most characters can be caught flat-footed, and I feel that writeups should reflect this.
Last edited by SilverKeyMan on Wed Jul 24, 2013 9:07 pm, edited 10 times in total.

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Martial Arts Styles

Postby SilverKeyMan » Mon Jul 22, 2013 7:20 pm

American Yeti's original M&M2e homebrew martial arts are here. As each is updated, I will post it below. For the non-updated versions, see the American Yeti's link.

MASTER LIST OF FIGHTING STYLES

CAPOEIRA
Country of Origin: Brazil
Weapon Elements: Garrote, Unarmed
Skills: Acrobatics, Performance (Dance)
Feats: Agile Feint, Improved Defense, Improved Grab, Improved Trip, Power Attack, Prone Fighting
Notable Practitioners: Black Cat, Bucky, Captain America, Nightwing
Notes: Capoeira began as a martial art that would allow slaves in Brazil to fight even when their hands were bound. It has transformed into a performing art, but it still has some combat applications. Most of the attacks are spinning or flying kicks and the fighter never stands still. It also allows the fighter to use a garrote, which comes from using shackles in a fight. It's a good art to take if your character has a high acrobatics score, because it really capitalizes on that strength.

ESCRIMA/KALI
Country of Origin: The Phillipines
Weapon Elements: Batons, Knives, Unarmed
Feats: Defensive Attack, Improved Defense, Improved Disarm, Improved Hold, Power Attack, Weapon Bind
Notable Practitioners: Deathstroke, Daredevil, Jason Bourne, Nightwing, Punisher
Notes: Escrima/Kali is a Fillipino martial art that focuses equally on batons, but also includes unarmed and knife elements. It's a brutal, aggressive style that emphasizes striking and disarms. This is probably the best style to take if you want your character to really take advantage of knife or stick fighting.

JUJITSU/JUDO
Country of Origin: Brazil, Japan
Weapon Elements: Unarmed
Feats: Chokehold, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Grabbing Finesse
Notable Practitioners: Captain America
Notes: BJJ is one of the most popular styles in the world for a reason. It is hands down the best ground style on the planet. It's about dominating your opponent through superior technique and then inflicting ungodly amounts of damage to all his load-bearing joints. Though it's a little lacking in powerful takedowns, once fighters are on the ground, the fight is over. It's not a very exciting style, but it more than makes up for lack of flash with substance. Take this style if your character expects to be groundfighting a lot.

KALARIPAYIT
Country of Origin: India
Weapon Elements: Knives, Fighting Sticks, Sword, Unarmed
Feats: Agile Feint, All-out Attack, Defensive Attack, Improved Trip, Weapon Bind
Notable Practitioners: Lady Shiva
Notes: This is a fun style. It mimics a lot of what you'd see in comics, with flips, spins and high-flying weapon techniques. A lot of it is for demos, but there is an effective core of open-handed strikes, spinning kicks and throws. It attacks emphasize speed and acrobatics, so take this style if you want your character to have an exciting style to put a hurting on your opponents.

KARATE
Country of Origin: Japan, Specifically Okinawa
Weapon Elements: Kama, Knives, Nunchaku, Rope and Chain, Staff, Tonfa, Unarmed
Feats: All-out Attack, Improved Defense, Improved Disarm, Instant Up, Power Attack
Notable Practitioners: Black Canary, Huntress, Iron Fist, Wolverine
Notes: Karate has become almost synonymous with martial arts and for good reason. It's one of the hardest styles out there, with brutal kicks and hand strikes. The sheer variety of techniques that a Karate master can throw at someone is staggering and a lot of them have names that are fun to shout. Take this style almost as a baseline martial art for a good striker.

KENJUTSU/IAIJUTSU
Country of Origin: Japan
Weapon Elements: Sword
Feats: Accurate Attack, Defensive Attack, Improved Defense, Improved Initiative, Quick Draw, Seize Initiative, Takedown
Notable Practitioners: Lady Deathstrike, Miyamoto Musashi, Wolverine
Notes: Kenjutsu is the samurai art of the sword. It's all about speed, because it really doesn't take that much power to cut through human flesh. Attacks aren't flashy, but they are lightning quick and aimed at vulnerable targets in an opponent's armor. Iaijutsu is the drawing aspect of Kenjutsu, which trains a fighter to be able to draw his sword and kill an oponent in one move. Take these styles to annihilate your opponent with a rapid flurry of attacks

KRAV MAGA
Country of Origin: Israel
Weapon Elements: Improvised Weapons, Knives, Unarmed
Feats: All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Grab, Improved Trip, Power Attack
Notable Practitioners: Batman, Captain America, Jason Bourne, The Punisher
Notes: Krav Maga is the martial art of the IDF, or Israeli Defense Force. It's a no-holds barred style designed solely for killing or maiming your enemy in as little time as possible. It's like streetfighting but with more training to it. Take this style if you want to do as much damage to your enemy in as little time as possible.

NINJUTSU
Country of Origin: Japan
Weapon Elements: Hand-Loads, Improvised Weapons, Knives, Staff, Swords, Unarmed
Feats: Chokehold, Evasion, Hide in Plain Sight, Improved Disarm, Startle, Takedown
Notable Practitioners: Batgirl, Batman, Elektra, Psylocke, Shredder
Notes: Ninjutsu/Taijutsu are some of the most famous styles on the planet. In a stand up fight, it's not too great, but most of it is about controlling how and when you face your opponent. Take this style if you want to master stealth and trickery.

SILAT
Country of Origin: Indonesia, Malaysia
Weapon Elements: Chain, Knives, Staff, Sword, Unarmed
Feats: All-out Attack, Grappling Finesse, Improved Critical, Improved Hold, Improved Trip, Power Attack, Trance
Notable Practitioners: Red Hood
Notes: Silat is a style with a lot of exaggerated movements and showiness, but a lot of its techniques are very applicable. At its core, Silat is a kickboxing style with submission elements, which means it is effective in a number of situations. Silat training pays a lot of heed to spirits and demons, as well. Take this style if you want a spiritual style similar to Tai Chi or Hsing-I but with a lot more aggression involved.
Last edited by SilverKeyMan on Tue Aug 13, 2013 4:27 pm, edited 15 times in total.

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Nightwing - PL6

Postby SilverKeyMan » Mon Jul 22, 2013 7:41 pm

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Nightwing, PL 6

Abilities - 29pts
Strength 2, Stamina 2, Agility 6, Dexterity 4, Fighting 4, Intelligence 3, Awareness 4, Presence 4

Equipment
Costume (Electrical Immunity 5, Protection 2) - 8pts
Flashlight: Feature 1 (Illumination) - 1pt
Grapnel Gun: Movement 1 (Swinging) - 2pts
Mini-Tracers: Feature 1 - 1pt
Rebreather: Immunity 2 (Suffocation), Limited - 1pt
Weapons: Array (11 points)
• Taser: Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 8pts
• Escrima Sticks: Strength-based Damage 2 - 1pt
• Smoke Bombs: Cloud Area Visual (All) Concealment Attack 4 - 1pt
• Wingdings: Strength-based Ranged Damage 1 - 1pt
Additional 6pts of equipment

Powers
None

Fighting Style - Escrima (Escrima Sticks, Unarmed) - 5pts
Defensive Attack (+/-2), Improved Defense, Improved Disarm, Improved Hold, Power Attack (+/-2), Weapon Bind

Fighting Style - Capoeira (Unarmed) - 2pts
Agile Feint, Improved Defense*, Improved Trip, Power Attack (+/-2)*
*Italicized advantages have already been purchased as part of Escrima Stance, and are available for free.

Advantages - 11pts
Attractive, Defensive Roll, Equipment 4 (30pts), Leadership, Set-Up, Skill Mastery (Acrobatics), Takedown, Taunt

Skills - 73pts
Acrobatics 10 (+16), Athletics 10 (+12), Close Combat: Escrima Sticks 3 (+7), Close Combat: Unarmed 2 (+6), Deception 8 (+12), Expertise: Criminology 10 (+13), Expertise: Streetwise 10 (+13), Insight 10 (+14), Intimidation 8 (+12), Investigation 12 (+15), Perception 10 (+14), Persuasion 6 (+10), Ranged Combat: Throwing 2 (+6), Sleight of Hand 8 (+12), Stealth 10 (+16), Technology 8 (+11), Treatment 6 (+9), Vehicles 8 (+12)

Offense - Close Combat +4
Unarmed +6 (Close, Damage 2)
Escrima Sticks +7 (Close, Damage 4)

Offense - Ranged Combat +4
Wingdings +6 (Ranged, Multiattack Damage 1)

Defense - 8pts
Dodge +7, Parry +5, Will +6, Fortitude +6, Toughness +2 (+1 with Defensive Roll; +2 with Costume)

Power Points
Abilities - 29pts, Powers - 0pts, Advantages - 18pts, Skills - 73pts, Defenses - 8pts, Total - 128pts

Designer's Notes:
The first thing people will notice is that Nightwing is PL6, as opposed to the PL10 seen in DC Adventures Heroes & Villains Vol 2. This puts him more on par with "Master Ninja" (PL5) and less on par with Zauriel (PL12).

Nightwing's skills have remained largely untouched, since they still fit within PL limits. Nightwing continues to contribute in the most important ways (Leadership, Skills) to any team he is on, even with a reduced combat efficiency.

Nightwing has his choice of fighting using Escrima Stance (Escrima Sticks, Unarmed) or Capoeira (Unarmed). Both stances have very obvious benefits, with Escrima's increased attack/damage being offset by Capoeira's ability to agile feint. I believe that having his advantages linked to fighting styles requires more thought in combat, and helps to explain why NIghtwing doesn't exclusively fight using a single style.
Last edited by SilverKeyMan on Wed Jul 24, 2013 8:40 pm, edited 10 times in total.

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Red Hood - PL6

Postby SilverKeyMan » Tue Jul 23, 2013 1:19 am

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Red Hood, PL 6

Abilities - 28pts
Strength 2, Stamina 3, Agility 4, Dexterity 5, Fighting 5, Intelligence 2, Awareness 2, Presence 5

Equipment
Costume (Protection 3) - 3pts
Weapons: Array (17 points)
• Pistols (Ranged Multiattack Damage 5) - 15 pts
• Silat Kris Dagger (Strength-based Damage 1, Penetrating 3) - 1pt
• Alcaste Sword (Strength-based Damage 3) - 1pt
Additional 10pts of equipment

Powers
None

Fighting Style - Silat (Knives, Swords, Unarmed) - 7pts
All-out Attack (+/-3), Grappling Finesse, Improved Critical, Improved Hold, Improved Trip, Power Attack (+/-2), Trance

Advantages - 8pts
Diehard, Equipment 4 (30pts), Evasion, Improved Critical (Pistols), Takedown

Skills - 42pts
Acrobatics 8 (+14), Athletics 8 (+10), Close Combat: Kris Dagger 2 (+7), Close Combat: Alcaste Sword 1 (+6), Deception 11 (+16), Expertise: Streetwise 8 (+10),Intimidation 11 (+16), Perception 8 (+10), Persuasion 13 (+18), Ranged Combat: Pistols 2 (+7), Stealth 6 (+10), Vehicles 5 (+9)

Offense - Close Combat +4
Unarmed +5 (Close, Damage 2)
Kris Dagger +7 (Close, Damage 3, Penetrating 3)
Alcaste Sword +6 (Close, Damage 6)

Offense - Ranged Combat +4
Pistols +7 (Ranged, Multiattack Damage 5)

Defense - 7pts
Dodge +6, Parry +6, Will +4, Fortitude +5, Toughness +3 (+3 with Costume)

Power Points
Abilities - 28pts, Powers - 0pts, Advantages - 15pts, Skills - 42pts, Defenses - 7pts, Total - 92pts

Designer's Notes:
Jason Todd is also a PL6 character, although quite a bit different from Dick Grayson. For starters, Jason isn't quite as agile, and although his armor formerly belonged to Nightwing (New 52), he has heavily modified it for additional protection. I've also decided that Jason's unarmed strikes aren't as accurate as Dick's, unless he is using his "All-Out Attack" advantage, of which he has two ranks. Using his Kris knife Jason becomes much more frightening, showing why he often decides to fight armed.

Jason's skills have remained mostly unchanged, since most still fit within his PL6 limits.

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Re: SilverKeyMan's Gotham City Heroes

Postby Super Nova » Thu Jul 25, 2013 12:07 am

This is pretty cool so far man and I'm with you the builds in the Heroes and Villains 1 & 2, to be honest I wasn't crazy about its like every one in the DCU got some crazy upgrade... I like street level characters a lot and it just don't feel right to me that they are all like PL: 11+ and none of them are built with points that feel right to me... Dare Devil shouldn't be built with power level 180-195 power points! I know a lot of the character are supposed to reflect the years of experience they have gained over the years and in the comic books but Dare Devil / Batman's bad guys shouldn't be built with enough points to fight people like Ms. Marvel, Colossus, Captain Atom & Green Lantern.

Maybe it's just me...
"Strength.... Perseverance.... Patience.... Integrity"

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Re: SilverKeyMan's Gotham City Heroes

Postby SilverKeyMan » Thu Jul 25, 2013 12:20 am

Super Nova wrote:This is pretty cool so far man

Thanks man! I really appreciate it.

Super Nova wrote:...but Dare Devil / Batman's bad guys shouldn't be built with enough points to fight people like Ms. Marvel, Colossus, Captain Atom & Green Lantern.

I am on the exact same page. Bane being PL13 is absolutely ridiculous in my opinion. I'm hoping to write him up in the PL6-7 range. Bane should be frightening because of his tactical prowess and combat advantages, not his ability to strike down Zauriel (PL12) in combat.
Last edited by SilverKeyMan on Thu Jul 25, 2013 5:12 am, edited 1 time in total.

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Bane - PL7

Postby SilverKeyMan » Thu Jul 25, 2013 2:17 am

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Bane, PL 7

Abilities - 37pts
Strength 5, Stamina 5, Agility 4, Dexterity 2, Fighting 5, Intelligence 5, Awareness 6, Presence 5

Equipment
None

Powers
None

Advantages - 17pts
Accurate Attack (+/-2), All-Out Attack (+/-2), Assessment, Chokehold, Defensive Roll, Eidetic Memory, Fast Grab, Favored Foe: Vigilantes, Improved Critical (Unarmed), Improved Hold, Languages 4 (Latin, Persian, Spanish, Urdu, and four others), Leadership, Power Attack (+/-2), Startle, Taunt

Skills - 25pts
Acrobatics 6 (+10), Athletics 7 (+12), Close Combat: Unarmed 2 (+7), Deception 4 (+9), Expertise: Philosophy 2 (+7), Expertise: Sociology 2 (+7), Expertise: Theology 2 (+7), Insight 8 (+12), Intimidation 4 (+9), Perception 6 (+12), Persuasion 6 (+11)

Offense - Close Combat +5
Unarmed +7 (Close, Damage 5)

Offense - Ranged Combat +2
No Ranged Weapons

Defense - 3pts
Dodge +4, Parry +6, Will +7, Fortitude +7, Toughness +5 (+1 with Defensive Roll)

Power Points
Abilities - 37pts, Powers - 0pts, Advantages - 18pts, Skills - 25pts, Defenses - 3pts, Total - 83pts

Venom
If you wish to use Bane with access to Venom, make the following modifications:
[*]Strength and Stamina both increase to 7.
[*]Close combat becomes Unarmed +7 (Close, Damage 7)
[*]Defense becomes Toughness +7 (+1 with Defensive Roll)


Designer's Notes:
First note that Bane is only PL7 due to his Will/Fortitude saves. Otherwise he is an extremely optimized PL6 character. The reason I pushed him to PL7 in this way is twofold... (1) this allows Bane to better resist some of Batman's usual tricks, thereby forcing a straight up fight, and (2) because if Bane does use Venom (+2 Str, +2 Sta) he becomes an optimized PL7 character.

Although Bane is only effectively PL6 (like Nightwing and Red Hood), Bane is optimized both offensively and defensively. Bane is also extremely frightening in close. With the addition of the Fast Grab advantage even a single successful hit by Bane can trap opponents into a grapple where Bane's superior strength gives him the advantage. By giving him Favored Foe: Vigilantes, Bane gets a +2 Deception, Intimidation, Insight, and Perception check when dealing with vigilantes, reflecting the vast amount of time Bane has spent studying Batman and his allies. Either way, it is unlikely that other PL6 characters stand much of a chance against him.

Bane has not trained in any formal martial art, having taught himself to fight, and therefore does not gain the benefit of reduced advantage cost by bundling advantages into a particular fighting style.
Last edited by SilverKeyMan on Sun Jul 28, 2013 7:55 pm, edited 2 times in total.

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Shrike - PL5

Postby SilverKeyMan » Thu Jul 25, 2013 4:17 am

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Shrike - PL5

Abilities - 29pts
Strength 2, Stamina 3, Agility 4, Dexterity 4, Fighting 5, Intelligence 0, Awareness 0, Presence 2

Equipment
Weapons: Array (7 points)
• Katana: Strength-based Damage 3, Critical 19-20 - 4pts
• Bladed Tonfa: Strength-based Damage 2 - 1pt
• Nunchaku: Strength-based Damage 2 - 1pt
• Shuriken: Strength-based Ranged Damage 1 - 1pt

Powers
None

Fighting Style - Karate (Nunchaku, Tonfa, Unarmed) - 6pts
All-out Attack (+/-3), Improved Defense, Improved Disarm, Instant Up, Power Attack (+/-2)

Fighting Style - Kenjutsu (Katana) - 4pts
Accurate Attack (+/-2), Defensive Attack (+/-2), Improved Defense*, Improved Initiative, Quick Draw, Seize Initiative, Takedown
*Italicized advantages have already been purchased as part of Karate Stance, and are available for free.

Advantages - 5pts
Connections, Defensive Roll 2, Equipment 2 (8pts)

Skills - 29pts
Acrobatics 8 (+12), Athletics 8 (+10), Deception 6 (+8), Expertise: Streetwise 6 (+6), Intimidation 8 (+10), Investigation 4 (+4), Perception 6 (+6), Ranged Combat: Throwing 2 (+6), Stealth 6 (+10), Vehicles 4 (+8)

Offense - Close Combat +5
Unarmed +5 (Close, Damage 2)
Katana +5 (Close, Damage 5)
Tonfa +5 (Close, Damage 4)
Nunchaku +5 (Close, Damage 4)

Offense - Ranged Combat +4
Shuriken +6 (Ranged, Multiattack Damage 1)

Defense - 8pts
Dodge +5, Parry +5, Will +4, Fortitude +6, Toughness +3 (+2 with Defensive Roll)

Power Points
Abilities - 20pts, Powers - 0pts, Advantages - 15pts, Skills - 29pts, Defenses - 8pts, Total - 72pts

Designer's Notes:
Shrike is a 3rd rate Nightwing villain who is supposed to be an expert martial artist trained in multiple styles. Although further details have never been mentioned (to my knowledge), his choice of weapons and shouting "Kaaaiii" suggest he has trained in Karate, while the use of katanas suggest Kenjutsu. Between the two styles Shrike has access to all four modified attacks (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack), giving him enough flexibility to establish himself as a deadly combatant.

Because Shrike uses a wide variety of weapons I decided to set his Fighting Attribute to 5 (Best in Nation) and not have him specialize in any particular weapon. It is important to know, however, that because of how I set up advantages in "Martial Arts Stance Bundles", Shrike has access to one set of advantages while using Karate (Tonfa, Nunchaku, Unarmed) and another set of advantages while using Kenjutsu (Katana). So although his damage looks optimized when using the sword, Shrike will actually switch weapons because he wishes to have access to certain advantages in the Karate stance.

Shrike can use other weapons (Staff, Chain, etc) at a +5 attack, but because these weapons have not been purchased as part of either stance, he does not have access to his Karate or Kenjutsu advantages while using them.

The "Connections" advantage looks a little out of place, but is being used to represent his membership in the League of Assassins.

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Great White Shark - PL3

Postby SilverKeyMan » Thu Jul 25, 2013 11:47 pm

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Great White Shark - PL3

Abilities - 12pts
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intelligence 4, Awareness 3, Presence 3

Equipment
Heavy Pistol (Ranged Damage 4) - 8pts

Powers
None

Advantages - 6pts
Benefit (Crime Boss), Connected, Contacts, Equipment 2 (8pts), Leadership

Skills - 20pts
Deception 2 (+5), Expertise: Criminology 2 (+6), Expertise: Finances 9 (+13), Expertise: Streetwise 9 (+13), Insight 2 (+5), Intimidation 6 (+9), Persuasion 8 (+12), Ranged Combat: Pistols 2 (+2)

Offense - Close Combat +4
Unarmed +0 (Close, Damage 1)

Offense - Ranged Combat +0
Pistols+2 (Ranged, Damage 4)

Defense - 6pts
Dodge +2, Parry +2, Will +5, Fortitude +1, Toughness +1

Power Points
Abilities - 12pts, Powers - 0pts, Advantages - 6pts, Skills - 20pts, Defenses - 6pts, Total - 44pts

Designer's Notes:
Warren White may be skilled at finances and perhaps even at being a crime boss, but he is not a physical threat to even the lowest level hero. As such he is written up at a terrifying... PL3. And even then it is only because of the damage of his pistol. Defensively the Great White Shark is lacking, not meeting PL in any area other than Will/Fortitude.

This C-List villain isn't really detailed on any website I could find, so I gave him the strengths that I felt a crime boss of Gotham would need, focusing on Expertise: Streetwise and Persuasion.

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Lock-Up - PL5

Postby SilverKeyMan » Fri Jul 26, 2013 10:40 pm

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Lock-Up, PL 5

Abilities - 29pts
Strength 4, Stamina 3, Agility 2, Dexterity 2, Fighting 4, Intelligence 4, Awareness 2, Presence 2

Equipment
Costume (Protection 2) - 2pts
Flashlight: Feature 1 (Illumination) - 1pt
Weapons: Array (9 points)
• Taser: Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 8pts
• Tonfa: Strength-based Damage 2 - 1pt
Additional 3pts of equipment

Powers
None

Fighting Style - Jiujutsu (Unarmed) - 3pts
Chokehold, Improved Grab, Improved Hold, Grabbing Finesse

Advantages - 6pts
Equipment 3 (15pts), Favored Foe: Inmates, Inspire, Leadership

Skills - 21pts
Athletics 4 (+12), Expertise: Criminology 11 (+15), Intimidation 4 (+6), Perception 4 (+6), Persuasion 6 (+8), Technology 10 (+14), Vehicles 2 (+4)

Offense - Close Combat +4
Unarmed +4 (Close, Damage 2)
Tonfa +4 (Close, Damage 6)

Offense - Ranged Combat +2
Tazer +2 (Ranged, Affliction 4)

Defense - 4pts
Dodge +3, Parry +5, Will +2, Fortitude +5, Toughness +3 (+2 with Costume)

Power Points
Abilities - 23pts, Powers - 0pts, Advantages - 9pts, Skills - 21pts, Defenses - 4pts, Total - 57pts

Designer's Notes:
Lyle Bolton is a security expert with a mean streak. Nowhere could I find any information about him training in martial arts, but he was discharged from the police academy, so I felt Jiujutsu would be sufficient for apprehending criminals. However, since this style is only taught unarmed, Lock-Up doesn't have access to these feats when using his tonfa.

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Electrocutioner - PL5

Postby SilverKeyMan » Sun Jul 28, 2013 9:17 pm

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Electrocutioner, PL 5

Abilities - 9pts
Strength 3, Stamina 2, Agility 0, Dexterity 2, Fighting 1, Intelligence 0, Awareness 0, Presence 1

Equipment
Costume (Array) - 13pts
• Blast 6 (Electrical Blast) - 12pts
• Ranged Affliction 6 (Electrical Blast; Fortitude Save; 1deg - Dazed, 2deg - Stunned, 3deg - Paralyzed; Line Area) 1- pt
Additional 2pts of equipment.

Powers - 0pts
None

Advantages - 3pts
Equipment 3

Skills - 5pts
Athletics 2 (+5), Expertise: Streetwise 4 (+4), Intimidation 2(+3), Ranged Combat: Throwing 2 (+4)

Offense - Close Combat +4
Unarmed +1 (Close, Damage 3)

Offense - Ranged Combat +4
Ranged Affliction +4 (Ranged, Affliction 6)
Blast +4 (Ranged, Damage 6)

Defense - 5pts
Dodge +2, Parry +2, Will +2, Fortitude +2, Toughness +2

Power Points
Abilities - 9pts, Powers - 0pts, Advantages - 3pts, Skills - 5pts, Defenses - 5pts, Total - 22pts

Designer's Notes:
The Electrocutioner is 22pts of cannon fodder for the Bat-Family. Defensively and Unarmed Offensively he is PL2, but his costume allows him to fire devastating electrical bolts at PL5. This would be a considerable threat for the Bat-Family if not for their insulated suits.

By the way, anyone else think the costume looks familiar?

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Re: SilverKeyMan's Gotham City Heroes

Postby Super Nova » Tue Jul 30, 2013 12:16 am

Hey man would you mind doing a Batgirl (Cassandra Cain)?
"Strength.... Perseverance.... Patience.... Integrity"

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SilverKeyMan
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Batgirl - PL5

Postby SilverKeyMan » Thu Aug 01, 2013 10:20 pm

Image

Batgirl, PL 5

Abilities - 29pts
Strength -1, Stamina 1, Agility 5, Dexterity 5, Fighting 6, Intelligence 1, Awareness 4, Presence 0

Equipment
Flashlight: Feature 1 (Illumination) - 1pt
Grapnel Gun: Movement 1 (Swinging) - 2pts
Rebreather: Immunity 2 (Suffocation), Limited - 1pt

Powers - 5pts
Body Reading (Immunity to Interaction Skills) - 5pts

Fighting Style - Ninjutsu (Unarmed) - 3pts
Evasion, Hide in Plain Sight, Improved Disarm, Takedown

Fighting Style - Kalaripayit (Swords, Unarmed) - 5pts
Agile Feint, All-out Attack (+/-3), Defensive Attack (+/-2), Improved Trip, Weapon Bind

Fighting Style - Escrima (Escrima Sticks) - 1pt
Defensive Attack (+/-2)*, Improved Disarm*, Weapon Bind*
*Italicized advantages have already been purchased as part of Ninjutsu or Kalaripayit Stance, and are available for free.

Advantages - 6pts
Assessment, Defensive Roll, Equipment (4pts), Improved Critical (Unarmed) 2, Uncanny Dodge

Skills - 31pts
Acrobatics 7 (+12), Athletics 7 (+6), Close Combat: Unarmed 5 (+11), Insight 8 (+12), Intimidation 4 (+4), Investigation 6 (+7), Perception 7 (+11), Ranged Combat: Batarang 5 (+10), Sleight of Hand 4 (+9), Stealth 7 (+12), Vehicles 4 (+9)

Offense - Close Combat +6
Unarmed +11 (Close, Damage -1; Crit 18-20)

Offense - Ranged Combat +5
None

Defense - 7pts
Dodge +5, Parry +8, Will +6, Fortitude +4, Toughness +1 (+1 with Defensive Roll)

Power Points
Abilities - 21pts, Powers - 5pts, Advantages - 15pts, Skills - 31pts, Defenses - 7pts, Total - 79pts

Designer's Notes:
I guess I'll start with her Abilities, since they might need some explaining. Cassandra is a pretty scrawny teenager, and I felt that her Strength score should reflect it. Her Stamina since she is often reflected as avoiding damage, not really sustaining and fighting through it.

Skills ranks have remained untouched, but due to a changes in Abilities the overall modifiers have changed.

Advantages were an interesting one since Cassandra is trained in a number of martial arts. In one comic it was mentioned that Cassandra was taught Escrima in an afternoon, so I included it, but including only "free" advantages that had already been purchased as part of other martial arts. With Improved Critical (Unarmed) 3 Cassandra has a 15% chance of inflicting a critical attack every time she strikes.

I've included very little equipment for Cassandra since I very rarely see her using any.

In the official DC Adventures Heroes & Villains book Cassandra doesn't have any powers, while Shiva has Body Reading, which gives huge defensive bonus, leaving her extremely vulnerable when this bonus is negated. Both cases felt a little extreme in my opinion, and neither really models what Cassandra is capable of. She reads body language, so any attempt to deceive her should automatically fail. By giving Cassandra Immunity to Interaction Skills she never has to worry about having someone feint or startle her. This shuts down a lot of heroes, such as Nightwing, that would otherwise have a decent shot of beating her.

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Re: SilverKeyMan's Gotham City Heroes

Postby Super Nova » Thu Aug 01, 2013 11:12 pm

That is a really good Cassandra / Batgirl, this is something I you and I are on the same page with Silverkeyman! I'm a HUGE Batman / Birds of Prey/ Dare Devil / Punisher fan and I just think the official builds are a bit over the top. I will be keeping a close eye on your builds and I love that you used Body Reading (Immunity to Interaction Skills) - 5pts... because I made one of my guys I've not posted just yet and I went the same route.
"Strength.... Perseverance.... Patience.... Integrity"

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