Also für John McClane fehlt da eindeutig der Aspekt "Yippie kay yay, motherfucker!"
High Concept: The Dark Knight
Trouble: Just One Man Versus The World
Other aspects: The World's Greatest Detective, The World's Greatest Martial Artist, Paranoia Is My Middle Name, More Informed Than Big Brother, Ye Shall Not Use Guns
SKILLS
+8 Athletics
+7 Stealth, Fists, Alertness
+6 Discipline, Resources, Investigation
+5 Scholarship, Intimidate, Craftmanship (gadgets)
+4 Weapons, Contacts, Lore, Burglary, Deceit
+3 Conviction, Presence, Performance, Empathy, Driving, Might
GADGETS AND SUBSTANCES
Batman's gadgets are masterfully crafted. They all have 3 sticky aspects (applied through craftmanship and scholarship) he can tag 1/scene to boost his rolls. They are all shielded vs EMP and rarely malfunction; use Batman's modified craftsmanship score as hexing difficulty.
Nanofiber Stealth Suit: armor 3, tagged for defense rolls and stealth
Multispectral Goggles: grant nighvision, thermal vision, microscopic vision, ability to detect sources of radiation and radio waves. Tagged for perception.
Frequency Amplifier: grant subsonic and supersonic hearing, can overhear wireless communications, communication device. Tagged for perception.
Memory Rubber Batcape: can transform into a one-person glider, tagged for stealth
Carbon Nanofiber Spiked Gauntlets: weapon rating 2 usable with fists, can be used as climbing tools, tagged for fists
High-Pressure Contact Injector: use with fists to inject chemicals at contact-usually nonlethal sedatives. Weapon 2 vs effectively unarmored targets, does mental stress and is venomous, tagged for fists.
Powered Brass Knuckles: a high-voltage nonlethal tazer. Weapon 3 using fists. Tagged for Fists.
Utility Belt: high-quality belt with over a dozen pockets, holding additional equipment. Tagged for Declarations to have a gadget or substance at hand.
Cable Gun: shoots a nanofiber cable capable of supporting several hundged pounds up to 100 yards away with a grapnel at the end and an automatic rewind. Usable with Athletics modified by weapons to quickly climb over buildings or across long gaps. Tagged for climbing rolls.
2 returning batarangs: weapons 2 thrown weapon with miniaturized automated glider to return after thrown. Tagged for Fists.
4 exploding batarangs: as above, 1 pound of high explosive instead of automated glider. Weapons 8 area attack. Tagged for Fists.
1 psychic signal countermeasure device, tagged for mental defense.
1 general purpose warding talisman/holy symbol, tagged for defense vs magic.
1 pound of kryptonite in a lead-lined pocket.
10 holy-water rounds for the Contact Injector.
10 sedative rounds for the Contact Injector.
10 foam explosive rounds for the Contact Injector (weapon 5, lethal)
10 chemical antidote rounds for the Contact Injector
STUNTS
Rule With Fear
Scene of the Crime
Quick Eye
On My Toes
Paranoid? Probably
Corner of My Eye
Anticipate (can anticipate reactions of anyone faster and prepare to compensate; +1 initiative vs those with speed powers and they don't automatically go first)
Study Weakness (+1 Lore to finding the Catch or other weaknesses of superhuman adversaries. May research even normally "personal" weaknesses)
Always Ready (+1 to making Declarations to have a gadget or small amount of obscure substance helpful to the situation. Up to 3 times/session may make such declarations even when they'd be implausible)
Crazy Prepared (start each session with up to 20 pounds of high-tech gadgets or obscure substances satisfying Catches without having to roll resources)
Gadget Mechanic (as car mechanic but for gadgets)
Scientist (superscience +1, gadgets +2)
Reliable Innovation (gadgets Batman makes are always shielded vs electronic warfare and almost never malfunction; use his modified craftsmanship as hexing DC)
Swift and Silent
The High Ground (enemies take -2 on perception rolls to locate you as long as you are in a higher elevation)
Acrobat
Shadow Dodge (+2 to dodge when standing in darkness)
Evasion (if hit, takes up to 2 less stress from area attacks)
Human Spider
Mighty Leap
Too Fast to Hit
Brains Over Superbrawn (attackers with Strength powers take -1 attack and -1 dodge when fighting Batman in melee as their own strength is used against them)
Killer Blow
Lethal Weapon
Martial Artist
Redirected Force
One-Man Army (when personally outnumbered, +1 to your melee attacks)
Armed Arts (batarangs)
Counterblow (as Riposte, but for fists)
Dual Blow (as off-hand weapon training but for fists-Batman usually uses high weapon rating fist attacks like powered brass knuckles, armored gloves and Batarangs)
Good Arm
Bypass Arcane Defense (blocks with spells or supernatural powers are at -2 strength vs your unarmed attacks)
Find The Gap (you can find a chink or weak spot in most defenses; armor vs your unarmed attacks is treated as 2 lower)
Roll With The Blow (if hit, takes up to 2 less stress from extra shifts)
Counter Superstrength (through special training, Batman has learned how to absorb, roll with and counter superhumanly strong blows; he takes 1/2 extra damage from more than human strength)
Tough Stuff
Resilient Self-Image
Unshakeable
Slippery Mind (stealth modifies discipline for mental and social defense)
Training Over Magic (+2 dodge against targeted spells)
No Pain, No Gain
Antimagic Training (if hit, takes up to 2 less stress from extra shifts in magical attacks)
-39 refresh (pure mortal)