Powers and Equipment
Cost
Power/Equipment
END
60
Utility Belt Variable Power Pool (Gadget Pool), 50 base + 10 control cost, (75 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (At Base Or Workshop; -1/2), OIF (equipment belt worn around waist; -1/2), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4); all slots IIF (equipment on/in belt; -1/4)
0
1) Taser Knuckles
[8]
Drain STUN 3d6, Penetrating (+1/2) (45 Active Points); OAF (-1), Limited Power (Only Usable With HTH Attacks; -1/2), 8 Charges (-1/2), Restrainable (-1/2), Real Weapon (-1/4) Real Cost: 12 vs STUN.
0
2) Shaped EM Pulse Charge
[6]
Dispel Electronic Micro-circuitry 6 1/2d6, Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4) (44 Active Points); OAF (-1), 6 Charges (-3/4), No Range (-1/2) Real Cost: 13 vs Electronic Micro-circuitry.
0
3) Bat Call
[3]
Summon 128 1-point Bats (36 Active Points); 3 Charges (-1 1/4), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), IIF (equipment on/in belt; -1/4) Real Cost: 10
[Note: Placed or Batarang mounted miniature ultrasonic emitter attracts and irritates common bats, causing them to swarm the device]
Utility Belt Standard Equipment, all slots Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
22
1) Batarangs
0
Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Restrainable (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs PD.
[Note: (x8 number of items)
Bat shaped boomerang]
4
2) Throwing Darts
[12]
Killing Attack - Ranged 1d6-1, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Restrainable (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4), 12 Charges (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs PD.
[Note: Bat shaped throwing darts. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]
18
3) Smoke Grenades
[6 cc]
Change Environment 4" radius, -8 to Sight Group PER Rolls (36 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]
19
4) Flash Bang Grenades
[6]
Sight and Hearing Groups Flash 6d6, Area Of Effect (One Hex; +1/2) (52 Active Points); 6 Charges (-3/4), Range Based On Strength (-1/4), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]
24
5) Sleep Gas Grenades
[6 bc]
Energy Blast 4d6+1, Area Of Effect (4" Radius; +1), Two-Dimensional (-1/4), No Normal Defense (Self Contained Breathing OR appropriate LS: Immunity; +1) (60 Active Points); 6 Boostable Charges (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs ED.
[Note: Small dime-sized pellets. Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]
11
6) Rebreather
[1 rc]
Life Support (Extended Breathing: 1 END per 20 Minutes; Immunity Nerve Gases; Immunity: Asphyxiants), 1 Recoverable Continuing Fuel Charge lasting 20 Minutes (+0), Usable By Other (+1/4), Persistent (+1/2) (17 Active Points); Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: micro-miniaturized gas/SCUBA mouthpiece]
9
7) Trauma Micro-Kit
[2]
Healing BODY 2d6, Usable By Other (+1/4), Persistent (+1/2) (35 Active Points); 2 Charges (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: Various pills, field hypos, instant dressings]
1
8) Universal Anti-Toxin
[6 cc]
Dispel Joker Venom, other neuro-toxins and zootoxins 1d6, Continuous (+1) (6 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; 2d6 STUN Damage; -1 1/2), No Range (-1/2), Extra Time (Extra Segment, -1/2), 6 Continuing Charges lasting 1 Turn each (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs Joker Venom, other neuro-toxins and zootoxins.
[Note: emergency field hypo]
13
9) Bolos
[3 rc]
Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2) (60 Active Points); Set Effect (Hands Only/Feet Only) (-1), 3 Recoverable Charges (-3/4), Restrainable (-1/2), Real Weapon (-1/4), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Range Based On Strength (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4)
[Note: High tech low storage space requirement version of ancient rope weapon]
18
10) Explosive Charges
[6]
Dispel Equipment or Gadget 16d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Impact or Remote Detonation Via Coded Radio Signal; +1/4) (60 Active Points); 6 Charges (-3/4), IAF (-1/2), No Range (-1/2), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4) vs Equipment or Gadget.
[Note: Miniature shaped charge may be placed or Batarang mounted]
13
11) Utility Cutting/Welding Torch
[1 cc]
Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); Real Weapon (-1/4), Limited Range (1"; -1/4), Beam (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Only In Heroic Identity (Inaccessible Under Civilian Clothing; -1/4), IIF (equipment on/in belt; -1/4) vs ED.
[Note: Miniature tool for heating or cutting]
Mantle of the Bat
16
1) I’m Batman
0
Lack Of Weakness (-16) for Normal Defense
55
2) Superior Fighter
0
Find Weakness 16- with All Attacks
30
3) Knack for Survival
Combat Luck (15 PD/15 ED)
12
4) World's Greatest Detective
0
+4 PER with all Sense Groups
6
5) Throw Batarang
1
Throw Weapon: Range Based On STR (+1/4), Indirect (Same origin, always fired away from attacker; +1/4) for up to 23 Active Points of STR (11 Active Points); OAF (Weapon Thrown; -1) (Real Cost: 5)
Weapon Returns: Teleportation: Fixed Location: Thower’s Hand (1 Locations), Usable By Other (Thrown Weapon Itself; +1/4), Inherent (+1/4), Persistent (+1/2), Indirect (Any origin, any direction; +3/4) (3 Active Points); Independent (-2), OAF (Returning Weapon; -1), Limited Power (Only When Weapon Misses Target; -1/2), Extra Time (Full Phase, -1/2), Limited Power (Only When Weapon Thrown Half Possible Distance Or Less; -1/4), Must Pass Through Intervening Space (-1/4) (Real Cost: 1)
[Note: Throwing Distance is 40" running, 20" standing, 10" prone for 25 STR w/ -25 STR required to lift the object.]
7
6) Throw Darts
1
Autofire (3 shots; +1/4), Difficult To Dispel (x2 Active Points; +1/4) for up to 15 Active Points of Throwing Darts (7 Active Points)
13
7) Dodge Bullets
0
Missile Deflection (Any Ranged Attack), Only To Avoid Being Hit (+0) (20 Active Points); Restrainable (-1/2)
10
8) Through The Skylight!
+20 PD (20 Active Points); Limited Power (Only Against Damage From Falls/Jumps; -1)
15
Rooftop Travel Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2), OIF (grapple launcher swingline; -1/2)
1u
1) Rooftop Travel
3
Swinging 30" (30 Active Points); Instant (-1/2), OIF (grapple launcher swingline OR anchorable climbing rope; -1/2), Restrainable (-1/2)
1u
2) Grapple Line Ascent
0
Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Levitation (-1/2), OIF (grapple launcher with swingline; -1/2), Restrainable (-1/2), Instant (-1/2), Only In Contact With A Surface (-1/4)
Batsuit
11
1) IT’S THE BATMAN!!!
+17 PRE (17 Active Points); Only In Heroic Identity (-1/4), Nonpersistent (-1/4)
[Note: PRE skill roll/attack in costume of 15- / 6d6]
20
2) ComLink
0
Radio Perception/Transmission (Radio Group), Targeting, Tracking (25 Active Points); IIF (-1/4)
[Note: Concealed in costume cowl or other clothing]
25
3) Kevlar But Better
0
Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only In Heroic Identity (-1/4), Real Armor (-1/4)
[Note: Bodysuit and cape of costume]
13
4) Cloak Obscures
0
Lack Of Weakness (-16) for Resistant Defenses (16 Active Points); Real Armor (-1/4)
3
5) Night Vision Lenses
0
Nightvision (5 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]
13
6) Eye Protection
0
Sight Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]
13
7) Ear Protection
0
Hearing Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: Built into cowl]
476
Total Powers and Equipment Points