While we normally stick to unique characters. That said recently I was given a build request for Batman Beyond, Terry McGinnis. For those that don’t know, Batman Beyond was an animated show airing from 1999 to 2001 and introduced us to a futuristic Gotham where batman had long been retired and crime had only gotten worse. The series was integrated into the larger DC animated universe. The show struggled to find a balance and tone but succeeded in creating a bleak cyberpunk landscape for a new Batman. The character later transitioned to print comics cementing his place in the DC Universe at large.
Our build focuses on Terry McGinnis as he is just taking up the mantle of Batman. A smart street kid with one hell of a mentor and cutting edge technology to make up for his lack of experience. While Terry lacks true super powers he uses a suit of powered armor that increases his speed, strength and resistance. Being a former gang member Terry combines skill with technology to take on opponents far more powerful and well trained than himself.
Batman – Terry McGinnis
Campaign: DCAU Beyond
Power Level: Classic
Creation Method: Standard – Balanced Array
Background (Abridged from the Wiki)
Note: This represents Terry at the start of his career.
Terry was born in Gotham City to Warren and Mary McGinnis, a research scientist at Wayne-Powers and an astronomer at Astro-Tech respectively. By his own admission, he was once a “bad kid”. Terry had his fair share of run-ins with the Gotham City Police at age fourteen while his parents were going through a divorce.
Twenty years after Batman is last seen, Terry finds himself on the run from the Jokerz, a street gang, who have modeled themselves after the long-dead Gotham City legendary criminal, the Joker. Terry flees onto the grounds of Wayne Manor, where an aged Bruce Wayne comes to his defense.
The strain of the fight places substantial stress on Bruce’s weak heart, so Terry helps Bruce into the mansion and gets him his medication. While there Terry stumbles upon the entrance to the Batcave and realizes that the elder man was the city’s heroic Dark Knight. He is then forced to leave by an enraged Bruce.
Terry returns home to find his father murdered, ostensibly by Jokerz. He later discovers that Derek Powers (who has assumed leadership of a merged Wayne-Powers) ordered Warren’s death after the latter discovered Powers’ plan to mass-produce biological weapons. Powers’ right-hand man Mr. Fixx leads a raid on the McGinnis home and shoots Warren McGinnis.
Terry then seeks Bruce’s assistance in bringing Powers down but cannot convince the old man to inflict swift justice. Bruce suggests that Terry take the evidence against Powers to the current commissioner of police but, after a scuffle with Powers during which Derek is able to reclaim the evidence, Terry takes matters into his own hands and steals the latest incarnation of the Batsuit.
Despite some initial mistrust, their similar backgrounds convince Bruce to aid Terry. Terry successfully derails Powers’ plan, exposing Powers to his own hazardous chemicals in the process, resulting in his mutation into Blight.
Convinced that there is still a need for a Batman, Bruce hires Terry as his “personal assistant” and begins secretly training him for his new role as Gotham’s Dark Knight. In addition, Bruce assists Terry in the field primarily by keeping in continual contact with him from the Batcave.
As a former member of a street gang run by youthful racketeer Charlie “Big Time” Bigelow, Terry had his fair share of run-ins with the Gotham City Police at age fourteen while his parents were going through a divorce, even serving a three-month stint in juvenile hall (having been underage, he is spared Charlie’s three-year sentence where Charlie was old enough to be tried as an adult).
Origin & Catalyst
Inheritor of the Mantle
A Death in the Family
Prove HImself Worthy
Gotham Needs a Batman
Mental 10 (1 AP)
Inheritor of the Mantle 11
A Death in the Family 8
Prove HImself Worthy 5
Gotham Needs a Batman 1
Background: Ex-Gang Member 3
Acrobatics 12 (3 AP)
Area Knowledge (Gotham) 6 (1 AP)
Career: Personal Assistant 1
Contact: Batman “Bruce Wayne” 6 (1 AP)
Distraction 10 (3 AP)
Education 4 (1 AP)
Escape Artist 8
Intimidation 1 (1 AP)
Lock Picking 3
Never Back Down 5
Repair 4 (1 AP)
Street Smarts 10
Tracking 4 (2 AP)
Critical Skill: Distraction MA
Critical Skill: Stealth MA
Tools: Actual Tools, Bug, Escape Clause, Hidden Weapon, Tracer, Vehicle, MA2
Cost: 8 AP
Lucky Brawler 6
Secondary Role: Defense (Full Role) MA2
Secondary Role: Offense MA
(S) Outmatched 4 (2 AP)
(Major Mobs or Higher Powered Foes)
Growing up Terry learned to fight on the streets and has a knack for getting getting into and out of trouble. While he may not be the best fighter he can take on a few street thugs, even out of his suit.
Cost: 1 Fighting Style + 6 + 2 AP
Armor (Boost Armor) MA2
Defends Against: Might and Quickness TY
Passive Defense MA
Secondary Role: Offense (Full Role) MA2
Devastating (Claws) MA
Secondary Role: Support: Constitution (Full Role) MA2
Added Support: Strength, Dexterity, Senses, Stealth (Cloaking Field) MA4
New Movement: Flight (Boost Speed) MA2
New Senses (Electromagnetic Sight, Night VIsion TY
Extra Stamina MA2
Limited: Remote Lockout (Anyone with access to the Batcomputer may Lock out the SUit causing Terry to suffer a -20 to all Rolls.)
The Batsuit worn by Terry is the last incarnation created by Bruce before his retirement. Though the technology in the suit is at least 20 years old, it is still considered cutting-edge.
Cost: 12 + 12 + 3 + 6 + 12 + 6 + 12 + 24 + 12 + 3 + 12 – 3 = 111/Gear (8) = MA14 (Empowered)
Stamina Current: Starting: 17 (18)
Willpower Current: 6 Max: 11
Starting AP 30
Attributes 1 + Talents 13 + Boons 8 + Powers 8 – Drawbacks
Experience Spent: Earned:
Initiative: 34 (Fortune 12 + Intuition 12 + Perception 5 + Lucky Brawler 5) Dice 4
Surprised Defense: 22 (Fortune 12 + Batsuit 10) Dice 3 Armor 7
Normal Defense: 28 (Fortune 12 + Batsuit 10 + Lucky Brawler 6) Dice 3 Armor 8
Mental Defense: 10 (Mental 10 ) Dice 2 Armor 1
Batsuit Stamina: The Batsuit has 18 Stamina. When taking damage Terry may shift any or all of the damage to the suit.
Defends Against: Might and Quickness: Use Normal Defense against these attacks.
Fitness: Reduce the the number of Actions Staggered by 2.
Intuition: Once per Session use Intuition (12) with Surprised Defense.
Perception: Once per Session use Perception (5) with Normal Defense.
Repair (Empowered): Once per Session Repair may be used as a Healing Power for Gear, this Heals 2 Wounds.
Street Smarts: gain 2 Free levels of Armor when taking an Active Defense in Urban Environments.
Tracking: Once per Session use their Normal Defense instead of Surprised Defense in any Combat where the Character has already seen their Opponent
Willpower Defense: Electromagnetic Field: Painful Inflicts 3 Damage against one Melee Attacker/ Cost: 1 Willpower
Favored Attack: Augmented Brawler 25 (Fortune 12 + Batsuit 10 + Secondary: Lucky Brawler 3) Dice 3 Range Close Damage 6 or 9 Notes Critical Skills: Distraction and Stealth, Terry may opt to use the suits claws or enhanced strength increasing the Damage to 9.
Secondary Attack: Bat Toys 25 (Fortune 12 + Batsuit 10 + Secondary: Lucky Brawler 3) Dice 3 Range Close Damage 9 Notes Critical Skills: Distraction and Stealth. Hidden Weapons: Batarangs Range Medium or Electric Field Alternate Source: Electrical Damage Once Per Session or 1 Willpower
Willpower Attack: I AM BATMAN! 30 (Fortune 12 + Batsuit 10 + Secondary: Lucky Brawler 3 + Prove Himself Worthy 5) Dice 4 Range Close Damage 13 Notes Willpower: Power Trick Boost Devastation Cost: 1. Critical Skills: Distraction and Stealth
Critical Skills: Distraction & Stealth: Treat any attack roll with 2 or more 6s as a free use of either Distraction or Stealth. Terry’s Player should describe how they distract their foe or hides in combat.
Distraction: Attempt an Expression 7 + Distraction 10 roll against an Opponent’s Defense + 10 or Mental + 10 whichever is higher. On a Successful roll the Character may make their next Attack against the Opponent’s Surprised Defense. Repeated attempts increase the Difficulty by 10.
Lock Picking: Attempt an Intelligence (7) + Lock Picking (3) Roll against an Opponent’s Defense + 10. On a Successful roll the Character disables 1 piece of Gear the target is using. The Target must spend 1 Turn, or 1 Action and 1 Willpower to fix disabled Gear.
Never Back Down: Add Never Back Down to any Roll if Terry’s Willpower is reduced to 0 for longer than 1 Turn. This lasts for 1 Turn and may be used Once per Session.
Stealth: Hide in Combat. Roll Dexterity 7 + Stealth 8 + Batsuit 10 + 4d6 versus the highest Target’s Sense + Perception + Tracking On a Successful roll the Target loses track of the Character. If the Character follows up with an Attack they use the Target’s Surprised Defense.
Subterfuge: Add 1 additional Wound when attacking a foe using their Surprised Defense.
Acrobatics: Ignore up to -12 in terrain penalties.
Education: Once per Session Terry may spend 1 Action to advise an Ally. The ally may use the half Character’s Education (2) as a Supporting Characteristic for their next Action.
Support: Add Batsuit to any Strength, Dexterity, Constitution, Sense or Stealth Rolls.