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In a future Gotham, Bruce Wayne is no longer Batman, his age having caught up with him years ago, when he was in such a desperate situation that he actually threatened a criminal with a gun to save his own life. Bitter, and his corporation seized by Paxton Powers, Bruce finds new purpose when Terry McGinnis stumbles into him followed by a gang of Jokers. That's after Bruce beats up several Jokers with his cane.
His serious demeanor is these days extra-crotchety, but he still believes in justice as strongly as he did when he was a young man. And even though the Dark Knight has aged quite a bit, he is not to be taken lightly in a fight. Good with gadgets, Bruce can work out puzzling technologies. He's already worked out how to use a base's HQ to communicate with his fellow teammates and observe the games at large.
When Batman tells you to get off his lawn, you get off.
Future / AltSpace / Defender / Man
0 common, 0 secret, 0 elite, 0 henchmen
Free Action: if in his team base's HQ, choose one character outside of the base to receive a +3 bonus to any rating except health or damage until the beginning of their next turn. (40 survival, 40 ranged, 40 melee, 40 adventure)
For each consecutive round of melee beyond the first, lose 1 health. (-20 survival, -20 melee)
Must always choose to imprison. (-10 survival)
Cannot use rifles, pistols, or revolvers. (-12 ranged)
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