Batman.
Moderators: Pwnerade, IVhorseman
Batman.
So obviously a great deal of fudging would be in order, but, does anyone have any suggestions for Lego Batman? I have recently got my hands on the "snow schemed batman" (white cape and cowl) and a jet pack Batman. Have only played one game with them, and I actually let a friend use him (snow scheme one) and just played him as a standard minifig since we already selected heroes and were just filling space... but yeah, I killed Batman, he went down really easy, lol, just seemed unBatmanlike.
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Re: Batman.
I've been playing around with the idea of doing a superhero battle. Will use SuperNatural Dice. They offer the best range of options and you can get creative with them for the rest.
Re: Batman.
Sorry, I'm still quite new to Brikwars... supernatural dice would be? I also I have made a custom Jonah Hex and have got Leonardo, Raphael, Michelangelo and Master sphincter. I'm gonna have to fudge up some rules for them as well. Sorry for my incredible amount of n00bness. I figured I'd just jump into it, but I'll admit there is a lot that I don't quite get yet, but I'm completely obsessed with BrikWars at the moment, having a shit loads of fun with it... so far, what I understand at least.
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Re: Batman.
There is a whole section which covers supernatural abilities which use supernatural dice in the upcoming 2010 version of the rulebook. Of course most of the forum members have special awesome VIP access codes to this new rulebook even though it's not finished yet.
Now back on topic about batman. I think batman shouldn't have any supernatural abilities at all as he obviously hasn't any at all. He should just have awesome expensive gear.
Unless of course his supernatural ability is that he is supernaturally rich which would mean all his powers would have to fall in his supernaturally rich cliché allowing him to just whip out all kinds of awesome gadgets. Examples: 1d8 of grapplehook movement, 1d10 smoke bombs/ real bombs, 1d8 range and 1d6 dmg batarang, 1d12 gliding motion, 1d10 EMP device etc. The options are limitless!!!
Yeah now that I think about it supernatural dice would totally work with batman.
PS: His cliche would of course be called '1% superhero cliche'.
Now back on topic about batman. I think batman shouldn't have any supernatural abilities at all as he obviously hasn't any at all. He should just have awesome expensive gear.
Unless of course his supernatural ability is that he is supernaturally rich which would mean all his powers would have to fall in his supernaturally rich cliché allowing him to just whip out all kinds of awesome gadgets. Examples: 1d8 of grapplehook movement, 1d10 smoke bombs/ real bombs, 1d8 range and 1d6 dmg batarang, 1d12 gliding motion, 1d10 EMP device etc. The options are limitless!!!
Yeah now that I think about it supernatural dice would totally work with batman.
PS: His cliche would of course be called '1% superhero cliche'.
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Re: Batman.
Batman's superpower is that he's always got the EXACTLY RIGHT piece of equipment for THIS PRECISE SITUATION. Falling off a building? Grappling hook. However, the stipulations would be that 6) it can't kill anyone and 7) it's gotta be bat-themed. I'd just give him TWO supernatural dice, like a d6 and a d8, along with 1d8 skill. I suppose Batman's a good candidate for 1d10 armor
Here's a batman-specific crash course in brikwars superpowers: Batman has a d8 and a d6 held in reserve as his "superpowers." whenever you need him to have something, just make something up and use the two dice as the variables you need. You could, for instance, make a field of bat-caltrops 1d8" in diameter, that does 1d6 damage to anyone who steps into them. For as long as that field existed, Batman would be unable to access his dice. If Batman preferred to hold onto his dice, he could instead use them to boost himself with his own super bat-speed of running another 1d6" because he's The Goddamn Batman. His 1d6 supernatural die would be ready again to enhance something else. You could even use the d8 or d6 to re-roll (but not add to) a skill roll!
For the Ninjago Turtles, you could easily apply a supernatural die to all of them and use it explicitly for kung-fu. I think you might already have some ideas by now for examples,so I'll let you just go with it.
If you're combining a supernatural die into an action (or leaving them out for an extended period) you'll also have to suffer a -1 distraction to skill rolls until they're returned to you (at the beginning of your next turn). If you need point or fire an ability at a specific spot, that also requires an action. Otherwise, however you're thinking it in your head is probably correct.
Here's a batman-specific crash course in brikwars superpowers: Batman has a d8 and a d6 held in reserve as his "superpowers." whenever you need him to have something, just make something up and use the two dice as the variables you need. You could, for instance, make a field of bat-caltrops 1d8" in diameter, that does 1d6 damage to anyone who steps into them. For as long as that field existed, Batman would be unable to access his dice. If Batman preferred to hold onto his dice, he could instead use them to boost himself with his own super bat-speed of running another 1d6" because he's The Goddamn Batman. His 1d6 supernatural die would be ready again to enhance something else. You could even use the d8 or d6 to re-roll (but not add to) a skill roll!
For the Ninjago Turtles, you could easily apply a supernatural die to all of them and use it explicitly for kung-fu. I think you might already have some ideas by now for examples,so I'll let you just go with it.
If you're combining a supernatural die into an action (or leaving them out for an extended period) you'll also have to suffer a -1 distraction to skill rolls until they're returned to you (at the beginning of your next turn). If you need point or fire an ability at a specific spot, that also requires an action. Otherwise, however you're thinking it in your head is probably correct.
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Re: Batman.
READ: URL jiggerypokery.*CRAZYHORSE* wrote:Of course most of the forum members have special awesome VIP access codes to this new rulebook even though it's not finished yet.
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Re: Batman.
here are some bat stats:
BATMAN
Skill: 1d4
Move: 3"
Armor: 1d4+1
Special:
ALFRED! HELP!: Alfred has double all of Bruce's stats and it allows him to protect batman, and as a free action he can redshirt batman from anywhere on the field.
EDIT: 666th post!
BATMAN
Skill: 1d4
Move: 3"
Armor: 1d4+1
Special:
ALFRED! HELP!: Alfred has double all of Bruce's stats and it allows him to protect batman, and as a free action he can redshirt batman from anywhere on the field.
EDIT: 666th post!
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Re: Batman.
It's not Batman.
It's Shatman.
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Re: Batman.
I would just make him a hero with the cliche "Utility Belt," and give him the ability to work alongside DC heroes, but takes a double penalty around Marvel heroes.
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Re: Batman.
That's sort of what I was thinking. What about batarangs? If I throw one, since Batman never seems to run out, would I just magically have another one?Gungnir wrote:I would just make him a hero with the cliche "Utility Belt," and give him the ability to work alongside DC heroes, but takes a double penalty around Marvel heroes.
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Re: Batman.
sure
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Batman.
He always has everything he needs.
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Re: Batman.
Yeah, basically. Throwing knives, javelins, shuriken, etc. are all considered ranged weapons, so a batarang would as well.Bluefog wrote:What about batarangs? If I throw one, since Batman never seems to run out, would I just magically have another one?
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Re: Batman.
Da-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na, Bat-stat-card!
Last edited by Kirillyos on Tue Oct 29, 2013 10:57 am, edited 2 times in total.
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