|
Post by Claire Redfield on Mar 19, 2014 13:53:23 GMT -8
The brainchild of Dr. Hugo Strange, Arkham City holds all of Gotham's worst criminals ... and more than a few political prisoners, as well. Walled off from the rest of the city, food and warmth are scarce and criminals must fend for themselves. Many join the gangs of some of Gotham's most notorious villains: Joker, Two-Face, the Penguin and more. Behind the bloody turf wars, Hugo Strange has some sinister plan that will change the face of Gotham forever. Only Batman and Catwoman can stop him. HeroesBatmanCatwomanVillainsPoison IvyBaneTwo-FaceClayface
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:53:50 GMT -8
BATMANAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: T HE D ARK K NIGHTW ORLD'S G REATEST D ETECTIVED RIVEN BY L OSSPower Sets:DEDICATED PERFECTIONE NHANCED R EFLEXES D8, E NHANCED S ENSES D8, E NHANCED S TAMINA D8, E NHANCED S TRENGTH D8 SFX: Focus. If a pool includes a DEDICATED PERFECTION power, you may replace two dice of equal size with one die +1 step larger. SFX: Second Chance. Spend 1 PP to reroll when using any DEDICATED PERFECTION power. SFX: Second Wind. Before you make an action including a DEDICATED PERFECTION power, you may move your physical stress die to the Doom pool and step up the DEDICATED PERFECTION power by +1 for this action. Limit: Exhausted. Shutdown any DEDICATED PERFECTION power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Limit: Haunted. Step up emotional stress received while trying to protect others by +1. Limit: Obsessed. Gain 1 PP when you allow stress or trauma to go untreated during a Transition Scene or ignore a recovery action during an Action Scene because you are too focused on your mission to recuperate. BAT GEARE NHANCED D URABILITY D8, G LIDING D8, I NVISIBILITY D6, S UPERHUMAN S ENSES D10, S WINGLINE D8, W EAPON D6 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Burst. Step up or double a BAT GEAR die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in your pool to step up physical stress inflicted by +1. SFX: Utility Belt. Use two or more BAT GEAR powers in a single dice pool. Step back each power once for each additional die past the first. Limit: Gear. Shutdown a BAT GEAR power to gain 1 PP. Take an action vs. the Doom pool to recover. Specialties:A CROBATIC E XPERT D8, B USINESS E XPERT D8, C OMBAT M ASTER D10, C OVERT M ASTER D10, C RIME M ASTER D10, M ENACE M ASTER D10, P SYCH E XPERT D8, S CIENCE E XPERT D8, T ECH E XPERT D8, V EHICLE E XPERT D8 Milestones:ROGUE'S GALLERYArkham City is a haven of thieves, murderers and worse sorts, most of them under sway of one of the powerful villains held prisoner. You must stop their turf war before it consumes the entire prison.1 XP when you take down one of the gangs allied with Gotham's villains. 3 XP when you take stress while rescuing Arkham City workers or break into a villain's lair. 10 XP when you stress out one of the city's greatest villains or suffer trauma while fighting one. PROTOCOL TENStrange has some plot involving Arkham City, one which threatens to spill out into the rest of Gotham if you don't find a way to stop it.1 XP when you break into secure TYGER facilities. 3 XP when you find a clue about Protocol Ten, or confront Strange's mysterious backer. 10 XP when you unlock the greatest secrets slumbering beneath Arkham City. ID: Bruce Wayne (Secret) History:When young Bruce saw his parents gunned down in cold blood, he began a journey motivated by fear and the desire to keep that from happening to other people. Bruce trained extensively in mental and martial arts, honing his body to perfection so that he could become the hero Gotham needed. A master of combat, criminal psychology and detective techniques, Bruce returned to Gotham City and took up the mantle of Batman. Cultivating a legend based on his dark knight persona, Batman has become the one thing all criminals in Gotham fear. Using his family's vast fortune, Batman maintains a high-tech Batcave beneath Wayne Manor and fights crime with the aid of cutting-edge gadgets. Six months prior to Mayor Quincy Sharp founding Arkham City, the Joker started a riot that led to the complete breakdown of Elizabeth Arkham Asylum for the Criminally Insane. Dozens died as the Joker used a substance called TITAN to transform himself in a plot to poison all of Gotham. Batman journeyed to Arkham Asylum and battled many of his old foes, including Bane, Killer Croc, Poison Ivy and Two-Face, before finally stopping the Joker's mad plan. Now, Quincy Sharp has founded Arkham City and walled off Gotham's most notorious slums, imprisoning criminals in the inhumane conditions there with the full support of a deceived public. Hugo Strange has some plan involving Arkham City, a plan that could cost hundreds or thousands of lives if Batman doesn't find a way to stop him. Personality:Batman is dour and serious at all times, a result of many long nights confronting the worst scum in Gotham. The loss of his parents embittered him, but hardened his resolve to rid Gotham of the crime that took their lives. Keenly observant and cunning, Batman uses his brain as well as his brawn to make his city a safer place. As Bruce Wayne, he maintains the air of a billionaire playboy and business tycoon, but uses his fortune to fund public programs and help improve Gotham, one neighborhood at a time. Abilities and Resources:Bruce spent years learning various styles of armed and unarmed combat, becoming one of the world's greatest fighters. He also heavily studies criminal psychology, forensics and detective techniques in order to become a better vigilante. As a result, he is in peak human shape both mentally and physically. Using the Wayne fortune, he constructed a high-tech lair beneath Wayne Manor, stocked with all kinds of state of the art computer and surveillance systems, as well as vehicles like the legendary Batmobile. He carries a variety of personal gadgets, from remote-controlled Batarangs to highly advanced grapnel guns, electrical charges, explosive gel, even quick-freezing cluster grenades. The Batsuit itself also sports an advanced sensory system, given Batman access to sensory spectra far in excess of what human senses can perceive.
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:54:00 GMT -8
CATWOMANAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: E THICAL T HIEFS EX K ITTENF ELONIOUS F ELINEPower Sets:CAT BURGLARA NIMAL C ONTROL D6, E NHANCED R EFLEXES D8, E NHANCED S ENSES D8, E NHANCED S TAMINA D8, S PEED D6 SFX: Cats Will Play. Step up any cat-related assets created with CAT BURGLAR by +1. SFX: Focus. If a pool includes a CAT BURGLAR power, you may replace two dice of equal size with one die +1 step larger. SFX: Nine Lives. Spend 1 PP to reroll when using any CAT BURGLAR power. Limit: Cat's Pride. You may only use ANIMAL CONTROL on cats. Limit: Bad Kitty. Turn ENHANCED SENSES into a complication when presented with the opportunity to steal and gain 1 PP. Activate an opportunity or remove the complication to recover the power. Limit: Exhausted. Shutdown any CAT BURGLAR power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. THIEF'S GEARS TRETCHING D6, W ALL-C RAWLING D6, W EAPON D6 SFX: Burst. Step up or double a THIEF'S GEAR die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Caltrops. Add a D6 and step up your effect die by +1 when inflicting a staggered complication on a target. SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in your pool by -1 to step up physical stress inflicted by +1. SFX: Thief's Mark. Add a D6 and step up your effect die by +1 when using THIEF'S GEAR to create assets. Limit: Gear. Shutdown a THIEF'S GEAR power and gain 1 PP. Take an action vs. the Doom pool to recover. Specialties:A CROBATIC M ASTER D10, C OMBAT E XPERT D8, C OVERT E XPERT D8, C RIME M ASTER D10 Milestones:THE BIG SCORELike a cat stalking a mouse, you have your eyes set on your next big heist. The rich won't miss it, after all, will they?1 XP when you get a new tip about a wealthy person's valuable or prized museum collection from the criminal underground. 3 XP when you infiltrate a high-society function using your charm and guile. 10 XP when you successfully steal loot of extreme value (whether information or actual treasure) or turn it down for something more important. FACES OF EVILYou have a score to settle with Two-Face and his cronies. Time to get a little payback and remind him that cats have claws.1 XP when you disrupt the operations of Two-Face's thugs. 3 XP when you steal something of importance from Two-Face, or take stress in the attempt. 10 XP when you inflict trauma upon Two-Face or recover the things he took from you. ID: Selina Kyle (Secret) History:Selina Kyle hails from a broken home, one which left her cold to the plight of many. Whenever she could, she took to the streets of Gotham. There she learned to use her natural good looks and charm along with a talent for stealth and eye for the valuable to become a cat burglar. Years later, young Selina was one of the world's greatest cat burglars, targeting those so rich they simply squandered their money and using her gains to live the life she never could growing up. Eventually she came across the Batman, and the heat of their conflict gave rise to feelings of attraction. Batman saw the good in Selina, since she still operated by a code of ethics, a modern day Robin Hood. For her part, Catwoman loved toying with Batman and urging him to let loose a little. The relationship persists to this day. Catwoman came to Arkham City when Hugo Strange's forces arrested her during a conflict with Two-Face. Once in Arkham City, Catwoman and Two-Face resumed their battle, each taking something important from the other. Now Catwoman is determined to get back all the precious jewels she had stolen from her ... and a little something extra. Personality:Catwoman has a very playful personality, which often leads to mocking her opponents in a lilting tone. She is skilled at catching people off-guard and feigns helplessness when it will aid her cause, or use her wiles to seduce the unwary into giving up big secrets. Confident, dangerous and in control, Catwoman lives up to her name and often leaves her targets feeling like they're mice beneath her paw. Abilities and Resources:Selina is perhaps the world's greatest cat burglar. Her skills in stealth and acrobatics are world-class and she is also a trained fighter capable of holding her own with any of the thugs in Gotham. An eye for detail gives Catwoman the edge in most environments, and she is very quick on her feet. In addition to keeping in great shape, Catwoman employs a variety of gear in her nightly escapades. Specialized claw gloves let her tear enemies open or even climb on walls and ceilings. She uses a whip, bolas and caltrops to slow down and trip up pursuers and buy her time to escape. Selina is also a master of using sex appeal as a weapon, for those who are susceptible to such tactics. She also has an affinity with cats, and one is seemingly never far away when Catwoman is around.
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:54:13 GMT -8
POISON IVYAffiliations: S OLO D10, B UDDY D6, T EAM D8 Distinctions: T OXIC T EMPTRESSM ORE P LANT THAN H UMANN URTURING N ATURALISTPower Sets:GREEN-BLOODEDE NHANCED S ENSES D8, E NHANCED S TAMINA D8, E NHANCED S TRENGTH D8 SFX: Immunity. Spend a Doom die to ignore stress, trauma and complications from poisons, disease and toxins. SFX: Paralyzing Kiss. Add a D6 and step your effect die by +1 when inflicting a paralyzed complication on a target. SFX: Poison Kiss. Step up or double ENHANCED STRENGTH for a physical attack action. If the action fails, add the normal rating of your power die to the Doom pool. Limit: Plant Hybrid. Earn a Doom die when affected by plant-specific complications and tech. PLANT ELEMENTALM IND C ONTROL D10, P LANT C ONTROL D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and step up your effect die by +1. SFX: Burst. Step up or double a PLANT CONTROL die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Pheromones. Add a D6 and step up your effect die by +1 when inflicting a mind-controlled complication on a target. Limit: Wilted Rose. Step up emotional stress inflicted on Ivy by +1 when her plants are harmed in her presence. Specialties:C OMBAT E XPERT D8, M EDICAL E XPERT D8, S CIENCE M ASTER D10 ID: Dr. Pamela Isley (Secret) History:Pamela Isley was a wealthy student of botanical biochemistry under Dr. Jason Woodrue. Shy and introverted, she fell under Woodrue's seductive spell and became his latest experiment. The botanical toxins with which he flooded her body nearly killed her, ultimately transforming her. Though her body recovered, her mind did not and when Dr. Woodrue fled Seattle, he left a broken Isley behind. Once she recovered, Isley departed Seattle forever and moved to Gotham City. There she took up the alias "Poison Ivy" and vowed to have revenge on those who hurt her and her "children," the plants of the world. Despite her plant-based powers, Batman stopped her scheme of poisoning Gotham and their history began. Ivy remained in Gotham as one of its premier supervillains. Her goal to purify the city of the uncaring fleshy creatures brought her into conflict with Batman and the other costumed heroes and villains of Gotham. She developed a friendship with Harley Quinn and even shielded orphans when they had no one else to look after them. Ivy and Batman took revenge on Woodrue when he returned, and Poison Ivy remains in Gotham as a force as chaotic as nature itself. Personality:Ivy is a study in contrasts. She loves her plants and speaks to them, and her rage is great when people harm them. Toward people she is often cold and vengeful, but at the same time her own troubled childhood leads her to befriend those of similar background. While she plays at being a chlorophyll-blooded plant woman incapable of human empathy, deep down Ivy cares for those who cannot care for themselves. She is not wholly lost to vengeance and anger. Abilities and Resources:The toxins that transformed her body turned Ivy into a plant-human hybrid creature. At first, she looked human, though she had telepathic control over plants. Over the years, she has become more and more plant-like, and her control over the green, growing world has increased. Ivy can wreak terrible havoc with giant roots and spores, and her hybrid body is immune to all toxins. Her body emits pheromones that can leave those around her susceptible to her mind control, and she secretes poisons through her lips. The poisons range from deadly to paralyzing to some that lower a target's inhibitions. With her natural beauty and seductive power, Poison Ivy often seduces the unwary and uses them to her own ends.
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:54:22 GMT -8
BANEAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: M ASTER S TRATEGISTD RIVEN TO P ERFECTIONA DDICTED TO V ENOMPower Sets:VENOM-ENHANCEMENTE NHANCED S TAMINA D8, E NHANCED S PEED D8, S UPERHUMAN D URABILITY D10, S UPERHUMAN S TRENGTH D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Berserk. Add a die from the Doom pool to one or more attack actions. Step back the Doom pool die by -1 for each action; return it to the Doom pool when you're done. SFX: Focus. If a pool includes a VENOM-ENHANCEMENT power, you may replace two dice of equal size with one die +1 step larger. Limit: Epic Arrogance. Step up the lowest die in the Doom pool or add a D6 Doom die to step up emotional stress from opponents that Bane considers beneath him. Limit: Venom Supply. Shutdown a VENOM-ENHANCEMENT power to gain a Doom die. Take an action or activate an opportunity to recover. Specialties:C OMBAT E XPERT D8, C RIME M ASTER D10, M ENACE E XPERT D8 ID: Unknown History:As a child, Bane served a brutal prison term in place of his father after his father died. He learned to meditate and keep focused, and trained his mind to endure the experiments his captors put him through. One of those experiments involved the steroid called "Venom," which killed most of the other test subjects. In Bane's case, it greatly enhanced his physical prowess, allowing him to escape the prison and form his own criminal empire. Eventually he came to Gotham on a sole mission to best the Batman, but ultimately Batman defeated him. The Joker and Dr. Penelope Young extracted Bane's Venom compound to create a more powerful formula called "Titan." Titan-powered thugs beat Bane severely and forced him into hiding. Bane has approached Batman to work together to destroy Titan before it can create an army even Bane cannot match. Personality:Bane is arrogant in the extreme, due to his self-made successes. He fancies himself a crimelord and considers most others beneath him. Bane loves to challenge others, especially worthy opponents like Batman. His focus and cunning make him a match for any tactician, and his strength lets him overwhelm most foes after his plans have worn them down. Abilities and Resources:Even before the Venom enhanced his body, Bane was a master strategist and keen mind. He trained his perception and ability to focus while imprisoned, until he was mentally sharper than anyone in the prison. As lord of a criminal empire, that genius and calculating wit serve him well and allow him to devise plans capable of overcoming his enemies. The Venom also transforms his body, making Bane a hulking goliath with superhuman strength and durability. When combined with his incredible skill, he can physically overpower even the likes of Batman.
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:54:30 GMT -8
TWO-FACEAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: D EFINED BY D UALITYF ORMER D ISTRICT A TTORNEYS CARRED I NSIDE & O UTPower Sets:CRIME LORDE NHANCED S TAMINA D8, W EAPON D6 SFX: Dangerous. Add a D6 to your dice pool for a physical attack action and step back the highest die in the pool to step up the stress inflicted by +1. SFX: Second Chance. Spend a Doom die to reroll when using any CRIME-LORD power. Limit: Chancing Fate. Step up mental or emotional stress inflicted on Two-Face by +1 if he is unable to consult his coin during a Scene. Limit: Gear. Shutdown the Second Chance SFX to gain a Doom die. Recover by taking an action against the character responsible. Specialties:C OMBAT E XPERT D8, C RIME M ASTER D10, M ENACE E XPERT D8, P SYCH E XPERT D8 ID: Harvey Dent (Public) History:Harvey Dent was once Gotham's white knight to Batman's Dark Knight. A fiery district attorney, he went after Gotham's underworld bosses without fear. Under his watch dozens of the worst criminal scum saw justice for the first time in decades. He did publicly what Batman could never do and together the two helped clean up Gotham. Tragedy struck down Gotham's shining star when he testified against mob boss Carmine Falcone. The mobster splashed acid on Harvey Dent and severely wounded him. The incident left Dent horribly disfigured, but the real scars lay within his mind. Having lost his career and his former life, Dent became obsessed with duality, viewing both halves of his body as separate personas reflecting his inner self. Styling himself as Two-Face, Dent became a crime lord notorious for bowing to the whims of fate, embodied in his special coin. The coin mirrored Two-Face himself: scarred on one side, he used it to make every decision. His criminal empire brought him to Batman's attention, and Bruce Wayne fought a man he once respected and admired. Two-Face also recently crossed Catwoman, who stole valuable items from him and incurred his gang's wrath. Personality:Two-Face is a man ruled by chance. He makes every decision by consulting his coin, conducting his criminal organization based on the whims of fate. This makes him unpredictable; he might spare a rival's life or sentence him to death based on the coin toss. Ruthless and remorseless, Two-Face feels that only fate is fair and offers others the same chance given to him. Abilities and Resources:As Harvey Dent, Two-Face accumulated great knowledge of law enforcement and the criminal underworld. As Two-Face, he gained criminal connections and used his knowledge to form a massive gang. He commands wealth and power through fear, and his organization is one of the most well-funded in Gotham. Two-Face himself is an experienced combatant and thanks to his scarring, he's highly resistant to pain.
|
|
|
Post by Claire Redfield on Mar 19, 2014 13:54:44 GMT -8
CLAYFACEAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: M AD A CTORM AN OF M ANY F ACESH ORROR M OVIE M ONSTERPower Sets:MUDDY MADMANS UPERHUMAN D URABILITY D10, S UPERHUMAN S TRENGTH D10 SFX: Area Attack. Against multiple targets, for each additional target, add a D6 and keep an additional effect die. SFX: Immunity. Spend a Doom die to ignore stress, trauma or complications from disease, radiation or electricity. Limit: Freezing Clay. Step up physical stress or complications caused by cold-based attacks by +1. Limit: Shattered Personality. Step up emotional stress taken during one of your roles caused when you are forced to break character or fail in your performance. PROTEAN CLAYE NHANCED S PEED D8, G ROWTH D8, I NTANGIBILITY D8, S HAPESHIFTING D8, S TRETCHING D6, W EAPON D8 SFX: Face of Clay. Add a D6 and step up your effect die by +1 when using PROTEAN CLAY to create assets. SFX: Invulnerable. Spend a Doom die to ignore physical stress or trauma unless caused by cold or energy attacks. SFX: Multipower. Use two or more PROTEAN CLAY powers in a single dice pool. Step back each power once for every additional power. SFX: Reform. Spend a Doom die to recover your physical stress based on your INTANGIBILITY or step back your physical trauma, unless caused by cold- or energy-based attacks. Limit: Conscious Activation. If stressed out, asleep or unconscious, shutdown PROTEAN CLAY. Recover PROTEAN CLAY when stress is recovered or you awake. If physical trauma is taken, shutdown PROTEAN CLAY until trauma is recovered. Specialties:C OMBAT E XPERT D8, C RIME E XPERT D8, M ENACE E XPERT D8 ID: Basil Karlo (Public) History:Basil Karlo once terrorized moviegoers in horror movies, until a classic movie, the one that made his career, was remade with a different actor in the lead. Egotistical in the extreme, Karlo went mad with indignation and murdered the movie's cast and crew. Batman stopped his killing spree, but Karlo's part began its second act: he became Clayface through the use of unique chemicals that transformed his body into a protean, clay-like form. Now able to truly take on any part, Clayface sought revenge on Batman and Robin. He used his ability to mimic the appearance of others to escape Arkham Asylum in the aftermath of Joker's takeover and fled to Arkham City. Personality:Karlo is insane and incredibly vain. He views himself as the greatest actor in history, taking on his various roles so completely he even adopts his subjects' personalities. Karlo's own personality has become chaotic and prone to fits of mad rage. Basil Karlo is slowly devolving into a man without a mind of his own beyond the next role. Abilities and Resources:The chemicals that transformed Karlo gave him a body of living clay. He can change his shape to form crude weapons, grow to hulking size, even transport himself by melting down or turning into gigantic spheres of clay. He can also break into many smaller forms to overwhelm an opponent through numbers. Clayface has also perfected fine control of his shapeshifting ability, allowing him to mimic the appearance of anyone he's seen to a nearly perfect level. Because he is no longer composed of flesh and blood but a fluid clay substance, he is incredibly difficult to harm with conventional attacks.
|
|
|
Post by Claire Redfield on Apr 1, 2015 11:39:02 GMT -8
ARKHAM CITY UNLOCKABLESGotham City is a place full of madmen, monsters, and the heroes who try to protect a frightened populace. Corruption runs rampant through the GPD, super-villains rule criminal kingdoms in the night, and only the Bat Family keeps them in check. Bat Family Unlockables The following unlockables are available to any hero connected to the Bat Family.
[5 XP/10 XP] The Bat: For 5 XP you may choose to unlock Batman as a player hero, or use him as a resource in the next Act. For 10 XP, you gain the previous benefit and Batman shows up personally to aid you in a single Action Scene. [5 XP/10 XP] Welcome to the Family: Batman rarely accepts new heroes into his family, but when he does, it is an unbreakable bond. By purchasing this unlockable during a Transition Scene, you gain access to the Batcave and its vast resources during Transition Scenes. For 5 XP, you may create a resource as though you had any Specialty at Expert level. For 10 XP, treat it as a Master Specialty. [5 XP/10 XP] Suit Up: For 5 XP, any hero with Batman's favor can gain a set of Bat gear in the form of a new Power Set. If the Limit is ever put into play, the gear is broken or stolen and must be fixed by Batman or Alfred. For 10 XP, the hero is also trained in the repair and upkeep of her arsenal and it is a new Power Set on the datafile, like any other. Cybernetic Senses D6 • Enhanced Durability D8 • Movement Power (Player's Choice) D6 • Weapon D6 SFX: Varies. Choose Boost, Burst, or Constructs. Limit: Gear. Shutdown a Utility Belt power to gain 1 PP. Take an action vs. the doom pool to recover gear.
[0 XP/0 XP] Name: Description.
|
|