The Dark Knight by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6
18 COM 10 4 18 13-
11 PD 5 3 11/16 11/16 PD (3/8 rPD)
11 ED 4 4 11/16 11/16 ED (3/8 rED)
4 SPD 3.3 7 4 Phases: 3, 6, 9, 12
9 REC 9 0 9
40 END 40 0 40
35 STUN 35 0 35
6" Running 6 0 6"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 111 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Swinging 30" [60" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  218 lbs
Description:

 The Dark Knight  
DEFENSES
Type Amount Notes
Physical Defense 11/16 Current BODY:
Res. Phys. Defense 3/8 (12)
Energy Defense 11/16 Current END:
Res. Energy Defense 3/8 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (35)

FIGHTING SKILLS
Cost  Maneuver
Bat Fu
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5
4) Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike
3
5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
Batarangs
4
1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
4
2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 40 STR
3
3) Trip: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike +v/5, Target falls
31 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 8 DCV: 8
Combat Skill Levels:
+2 Overall Skill Levels
+2 with Martial Maneuvers
+1 with DCV (5 Active Points); Restrainable (-1/2), OIF (-1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Punch 1/2 +0 +2 7d6 Strike
Kick 1/2 +1 -2 9d6 Strike
Throw 1/2 +0 +1 5d6 +v/5, Target Falls
Basic Shot 1/2 +0 +0 Strike, +2 DC
Ranged Disarm 1/2 +0 +0 Disarm, 40 STR
Trip 1/2 -1 +0 Strike +v/5, Target falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The Dark Knight  
SUPERPOWERS!
Cost  Power END
Bat Suit
8   1)   Suit:  Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 0
2   2)   Cape:  +1 with DCV (5 Active Points); Restrainable (-1/2), OIF (-1/2)
2   3)   Cowl:  +5 PRE (5 Active Points); To Scare Only (-1), OIF (-1/2)
The Utility Belt Variable Power Pool
45 Variable Power Pool, 30 base + 15 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (67 Active Points); Limited Class Of Powers Available Gadgets (-1/2); all slots Restrainable (-1/2), OIF (-1/2)
Notes: This is just a small sampling of items carried.
0   1)   Batarangs:  Energy Blast 6d6 (vs. PD), 2 clips of 6 Recoverable Charges (+0) (30 Active Points); Restrainable (-1/2), OIF (-1/2) Real Cost: 15 [6 rc]
0   2)   Exploding Batarangs:  Killing Attack - Ranged 1d6 (vs. ED), 16 Charges (+0), Penetrating (+1/2), Explosion (+1/2) (30 Active Points); Restrainable (-1/2), OIF (-1/2) Real Cost: 15 [16]
0   3)   Tracking Device:  Detect A Class Of Things 13- (Unusual Group), Increased Arc of Perception, Range, Tracking, Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Restrainable (-1/2), OIF (-1/2) Real Cost: 15 0
0   4)   Gas Bombs:  Energy Blast 3d6 (vs. ED), 16 Charges (+0), No Normal Defense (Standard; +1) (30 Active Points); Restrainable (-1/2), OIF (-1/2) Real Cost: 15 [16]
0   5)   Flash Pellets:  Sight Group Flash 4d6, 16 Charges (+0), Explosion (+1/2) (30 Active Points); Restrainable (-1/2), OIF (-1/2) Real Cost: 15 [16]
0   6)   Energy Knuckles:  Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), OIF (-1/2) Real Cost: 12 0
0   7)   Batlines:  Swinging 30", 2 clips of 6 Recoverable Charges (+0) (30 Active Points); OAF (-1), Restrainable (-1/2) Real Cost: 12 [6 rc]
0   8)   Bat Vehicle Remote:  Summon 60-point Bat Vehicles, 8 Recoverable Charges (+0), Expanded Class of Beings Very Limited Group (Bat Vehicles: Boat, Car and Jet; +1/4), Invisible to Sight Group, Source Only (+1/4), Slavishly Devoted (+1) (30 Active Points); Arrives Under Own Power (-1/2), Restrainable (-1/2), OIF (-1/2) Real Cost: 12 [8 rc]
57 Total Powers Cost

 The Dark Knight  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Acting 12- (13-)
3 Breakfall 14-
3 Bugging 13-
3 Climbing 14-
3 Combat Driving 14-
1 Combat Piloting 8-
5 Cramming
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
10 Defense Maneuver I-IV
1 Demolitions 8-
3 Electronics 13-
1 High Society 8-
3 Interrogation 12- (13-)
3 Inventor 13-
3 Lockpicking 14-
1 Mechanics 8-
3 Paramedics 13-
5 Rapid Attack (HTH)
3 Research 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12- (13-)
1 Systems Operation 8-
1 Tactics 8-
3 KS: Super Heroes & Villains (INT-based) 13-
3 Scientist
2
1) SS: Criminology (INT-based) 13- (3 Active Points)
2
2) SS: Psychology (INT-based) 13- (3 Active Points)
20 +2 Overall Skill Levels
6 +2 with Martial Maneuvers
119 Total Skills Cost
PERKS
Cost  Name
15 Money: Filthy Rich
6 The Batcave: Vehicles & Bases
2 It's the Batman!: Reputation (A medium-sized group) 14-, +1/+1d6
23 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
3 Lightning Reflexes: +2 DEX to act first with All Actions
9 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
5 Dependent NPC: Alfred 8- (Normal; Useful noncombat position or skills)
10 Dependent NPC: Commisioner Gorden 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)
15 Dependent NPC: Select Gotham PD (Harvey & Montoya) 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Hunted: Joker 8- (As Pow, Harshly Punish)
20 Hunted: Ra's Ala Goul 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Rouge Gallery 8- (As Pow, Harshly Punish)
10 Hunted: Gotham PD 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Mysterious & Enigmatic (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Drivin to protect Gotham City (Common, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
5 Vulnerability: 1 1/2 x Effect Mental Attacks that use the memory of his parents (Uncommon)
150 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)