B ATMA NAs a child, Bruce Wayne witnessed the murder of his parents by a mugger. That night drove him to train his body and his mind, and to become a vigilante that could save Gotham City from criminals like the one that killed his parents. Using his vast wealth, intellect, and physical talents, Batman has dealt with everything from killer clowns to reptilian monsters and beyond. After the Great Collide, Batman continues his crusade to rid the world of villainy.CHECKSRoll 3d10and take the highest result for checks to intimidate or interrogate, checks to tell if someone is lying or hiding their intentions, checks that involve business decisions, and checks of sheer willpower.Roll 2d10and take the highest result for any checks of intuition or detective work, feats of acrobatics or athleticism, attack checks that involve hand-to-hand combat, defense checks to dodge incoming threats, checks to drive an air, sea, or land-based vehicle, any general knowledge checks (biology, chemistry, history, etc), and checks to hide or be stealthy.Roll 1d10 for anything else.XPWhen your inability to trust or refusal to rely on other people gets you into trouble or causes major tensions within your party, gain 1 XP.When killing an enemy would make things a great deal easier but you choose instead to show mercy or try to rehabilitate your foe, gain 3 XP.When you scare a major enemy or a community of enemies away from a place you’ve sworn to protect, gain 5 XP.YOU BEGIN WITHDark Knight:You’ve trained extensively in using the shadows as a weapon, and are accustomed to fighting from the dark. You are permanently immune to Blind status. You may choose to simply vanish from a scene--you throw down a smoke bomb, flicker the lights, or simply disappear when no one’s watching you. You may still be nearby, having escaped to the roof, the sewer, or anywhere else, but as far as the present company is concerned you are gone, no questioned asked. Shut this aspect of the ability off after use.LEVEL UP CHOICESBatarang: You carry bladed Batarangs, bat-shaped weapons that will circle back around if they only skimmed their target the first time. When you attack with a Batarang, you may not roll more than 1d10 for the attack check; however, if you roll a 1-3, roll a second time and add the second outcome to the first.Bat-Claw:You possess a high powered grappling line in gun form, which can fire a sturdy cable up to 50 feet and pull you toward whatever the claw at the end connects with. You are pulled to your destination instantly and easily--if the claw can reach it, so can you. The Bat-Claw can support up to 350 lbs, and can be used on anything that can support the weight being pulled, even flat surfaces.Batmobile: You have rediscovered the Batmobile, a personalized and armored car. The Batmobile has 8 HP. It has a built in communications system that can tap into local networks (radio, cell phone, etc), smoke and oil dispensers (+2 for shaking off followers), radar and positioning systems (+2 for navigation), searchlights, automatic tire inflation/patching devices, magnetic ejector seats, plus 25mm gatling guns and tranquilizer guns built into the front of the vehicle. It has an advanced security system (difficulty 7 to break in) with an electroshock defense mechanism, allowing only you and those you choose inside the vehicle. It normally seats two, but the seats can be rearranged to allow up to six human-sized occupants total. The Batmobile can reach up to 200 mph on open road. If the Batmobile is reduced to 0 HP it’s wrecked, but can be restored/replaced during a full rest.Fear of Bats: You strike fear into the hearts of your foes. When you roll a 10 on an attack check, you may choose to automatically inflict Fear status. After years of being exposed to Scarecrow’s fear toxin--among other chemicals--you are immune to Fear yourself.League of Shadows: You have trained under some of the greatest assassins in history, and are a master of stealth. You may automatically succeed on a check to hide, sneak, or act without being noticed. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Man of Many Faces: You can create impenetrable disguises, outright alter-egos that can fool even the keenest eye. Your most used alter ego is that of billionaire playboy Bruce Wayne, followed by that of the small-time criminal with a heart of gold, Matches Malone. You can craft other disguises as necessary, switching to a persona or back in roughly ten minutes. While in disguise you automatically succeed on any checks to lie about your identity. Magic and other supernatural abilities that can see through disguises or facades can detect that you’re putting on a show, but can’t tell that you’re really Batman. Using any of your other abilities while in disguise will expose your identity.Utility Belt: You wear a Utility Belt, which carries an assortment of useful devices, gadgets, and tools. Whenever you need a non-magical, non-unique item (like a forensics kit, a gas mask, a lock pick, etc) you may simply declare that you have one. After you use this ability, roll 1d10; on a 1-5, shut this ability down.World’s Greatest Detective: You rely on detective skills and general knowledge to fight crime, and have had your mind tested against some of the most brilliant villains in the world. You may automatically succeed on checks of deductive reasoning, checks to notice or link clues, checks to tell if someone is lying, and general detective work. After you use this ability, roll a 1d10; on a 1-5, shut this ability down.