by Delos

I’m The Goddamn Batman!

Since my last article was about Arkham City I thought, hell let’s make the Batman play book. Keep in mind this is a toned down version made from Class Warfare (great book if you want to do something like this). Keep in mind this is still an overpowered playbook due to all of the starting moves it gets and should not be taken seriously or used in a “normal” Dungeon World game. Though if I tried to make a perfect copy of Batman he would have one stat he rolls for everything called Batman and it would be at +5. So without further ado:

The Batman

  • Base Stats
    • Base Damage: d8
    • Max Load: 8+STR
    • HP: 6+Constitution
  • Starting Moves
    • Unreadable
      • When someone tries to detect your alignment, you can tell them any alignment you like.
    • Martial Arts Expert 
      • You are never unarmed—your body, and each of your limbs, is a weapon (hand, 0 weight), just as good as any other.
    • Perfect Balance 
      • You never lose your balance, even on a high wire, or fall without being pushed. If you are pushed, as long as there is something to break your fall, you can defy danger with DEX to use it and take no damage.
    • Attack From The Shadows 
      • When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+, choose two. On a 7-9, choose one:
        • Their armour is reduced by 1 until the repair it.
        • You create an advantage that gives +1 forward to you or an ally acting on it.
        • You deal your damage +1d6.
        • You don’t get into a fight with them.
    • Always Prepared 
      • When you have time to prepare for a job, you can produce the tools you need later on. When you produce them, say what they are and roll+INT. On a 10+, they work perfectly and aren’t even the only thing inside your black bag. On a 7-9, either there’s plenty more where that one came from but the GM will add a tag or a complication to it, or this is the last thing up your sleeve and it works perfectly. On a miss, there is probably something wrong with your tools.
    • Think One Step Ahead
      • When you spend a moment surveying an area, ask the GM two of the following questions. The GM will answer truthfully.
        • Is there a trap or ambush here, and if so, where?
        • What can I see that no one else can?
        • What here is the biggest threat to me?
        • Where’s my best way in, out, or through?
    • Stay Out of the Light
      • When you hide in shadows or darkness, you cannot be detected by any normal means until you reveal yourself.
  • Advanced Moves (Level 2-5)
    • Focused Attack 
      • Requires: Attack From The Shadows 
        • When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
    • Ever Watchful
      • When you discern realities, ask one additional question, even on a miss.
    • Always Watching 
      • You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
    • Bat Computer
      • When you scout a location using your Bat Computer, roll+INT. On a 10+, ask the GM three questions from the list below. On a 7-9, ask one:
        • What’s my best way in?
        • What’s out of place here?
        • What’s the greatest danger here?
        • Where do they keep the valuables?
      • Take +1 forward when you take advantage of the answers.
    • Shadow 
      • When you follow or shadow someone, roll+DEX. On a 10+, you find out exactly what they’re up to without arousing suspicion. On a 7-9, it’s either an impression of their doings or you can reveal yourself to learn more.
    • Underdog
      • When you’re outnumbered, you have +1 armour.
  • Advanced Moves (Level 6-10)
    • Serpentine 
      • When you employ acrobatics, deft maneuvers, or quick reflexes, you can defend with DEX instead of CON.
    • Silent Takedown 
      • Replaces: Focused Attack 
        • When using a precise or hand weapon, your attack from the shadows deals an extra +1d8 damage and all other attacks deal +1d4 damage.
    • Serious Underdog 
      • Replaces: Underdog 
        • You have +1 armour. When you’re outnumbered, you have +2 armour instead.
    • Evasion
      • When you defy danger, on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.
    • Ever Thoughtful
      • Requires: Ever Watchful
      • When you discern realities, up to two of your questions can by anything, not limited to the list.
    • Escape Route
      • When you’re in too deep and need a way out, name your escape route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.
  • Specialty (instead of Alignment)
    • Avoid detection or infiltrate a location.
    • Learn a secret about someone important.
  • Bonds
    • __________ has my back when things go wrong.
    • __________ knows incriminating details about me.
    • __________ earned my respect the hard way.
    • __________ is my trusty side kick.
  • Gear
    • You start with your bat suit (2 armor), some bat rations (5 uses, 1 weight), utility belt (adventuring gear, 5 uses, 1 weight) and choose one piece of bat gear:
      • Healing potion.
      • Batterangs (near, thrown, 0 weight).
  • Drive (instead of Race)
    • Solve Crimes
      • When you spout lore or discern realities about criminal activities, take +1.
    • Infiltrator
      • At the end of a session, mark an extra experience if you infiltrated a secure location.

And remember. You gain +1 forward every time you tell your GM that you’re the goddamn Batman!





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