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ShaenTheBrain (Gold) - The Black Hand - PL10 Hero

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In Brief: Year One Batman with the serial numbers filed off.

Player: SHAENTheBrain

Character: The Black Hand

Alternate Identity: Dennis "Den / Denny" Konroy

Power Level: 10 (159/159PP)

Tradeoffs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Unspent Points: 0


Age: 28

Gender: Male

Height: 6ft 2in

Weight: 210 lbs.

Eyes: Blue

Hair: Reddish-Blonde

Den is tall and muscular, with a square jaw and sharp, angular features. His hair is long enough to be professionally styled but short enough to stay out of his eyes. When out on the town, he is usually seen in exquisite custom-tailored business suits, although the condition of the suit varies considerably depending on how much he's pretending he's had to drink. When he thinks people are watching, he's usually smiling smugly, with a half-vacant stare. When he thinks he has a momentary respite from scrutiny, his eyes focus into a dark stare and his jaw hardens.

The Black Hand is clad head-to-toe in jet-black body armor. His massive cape flows about him with every movement, alternately obscuring his body and framing it dramatically. His chest is emblazoned with large white outline of a circle, which opens up on the bottom and traces the outline of a large human handprint within the circle. Against the background of his black armor, this gives the impression of a large "black hand." His mask covers all of his head, save for his eyes, nose, mouth and chin, which are obscured by his goggles and a compact gas mask. The overall effect obscures his face to the point where he looks more like a robot or an alien than a human being. He wears a utility belt full of pouches and holsters container various devices. While in-costume, his voice modulator creates a deeper, more resonant and grating tone, when he chooses to speak at all.


The Konroy family has always been on the wrong side of history. They were a family of bootleggers, war profiteers, slave traders, and robber-barons. Over the centuries, they dealt with the Confederacy, the Nazis, even the South African National Party. Each generation built upon its wealth in the most morally reprehensible ways possible. But they always shared just enough of that wealth with just the right people to ensure that their reputations always remained untarnished. The Konroys were always considered pillars of their community, and the atrocities they committed for fun and profit usually went unpunished.

Joseph Konroy was no exception to this rule. Though intelligent and handsome, he was also a greedy, cruel, bigoted, heartless and thoroughly disgusting excuse for a human being. The youngest of three children, he stood to inherit little of his father's fortune. That is, until he arranged the “accidental†deaths of his parents, grandparents, and two older siblings in a "tragic" yacht explosion. Once he'd seized control of the family holdings, there was no depth to which he wouldn't sink in the pursuit of profit and power. He and his executives used every dirty, sneaky trick they could think of, regardless of the legality, or the destruction it wreaked upon innocent lives (especially if those innocents weren't rich, white, or American).

However, his personal life made his professional life look almost saintly by comparison. Joe Konroy lived a stressful life, and he needed to blow off some steam. His preferred methods usually involved "beating his wife & kids," and a steady stream of "hookers & blow." But when those methods just weren't scratching his itch, he indulged in his secret "hobby" - cold-blooded torture, murder, and mutilation. He would take his private plane out to the Canadian wilderness and recreate "The Most Dangerous Game" with whatever barfly, prostitute, or street person he could convince to climb aboard.

But just like his ancestors, Joe Konroy always walked away from his loathsome actions smelling like a rose. He was always ready with a charming smile, a sharp tongue, and a large wad of cash to deflect any suspicion of wrongdoing. Like other Konroys before him, appearances meant everything to Joe. He measured his entire self-worth by the other people around him. It wasn't enough to be rich or good-looking or successful. He had to be richer, better-looking, and more successful than anyone around him. He didn't marry Karla DiDio because he loved her. Joe didn't love anyone but himself. He married her because she was a stunningly-beautiful blue-eyed blonde bombshell who could impress his business associates and make his rivals jealous while she hung on his arm. He married her because she could bear him a few children that would show everyone how virile and stable he was.

Karla, on the other hand, married Joe because his family was rich and famous, and she was failing as an aspiring actress. Karla wasn't brilliant, and a lifetime of being judged solely by her physical “assets†left her with a crippling sense of insecurity and self-doubt. But she was also shrewd, and she knew that Joe, with his name and his money, could open the doors to a lifestyle she desperately wished to grow accustomed to. In a way, they were a perfect match. Karla was just as vain, shallow, competitive, and ultimately soulless as Joe. The three children she bore him, Dennis, Simone, and Liam, saw their teachers and household staff far more often than either their mother or father. The kids meant the same to both parents – status symbols, occasional inconveniences, and readily-accessible targets upon which to vent their frustrations.

Joe beat and terrorized both Karla and the kids. Karla didn't dare fight back against Joe, but she certainly passed it on down to the children. Their money, clout, and never-ending well of excuses made sure that no meddling doctors or teachers or friends parents asked too many probing questions about suspicious bruises or sullen moods. Using a balanced and seemingly unpredictable system of regular punishment and occasional rewards, a system that came as naturally as breathing to both parents, Joe and Karla managed to keep their children browbeaten and enthralled. The kids, no matter how much they hated their parents or how poorly they were treated behind closed doors, constantly, desperately sought their parents affection and approval. Dennis, the eldest, and Simone, four years his junior, were both overachievers, with the minds of Nobel Prize winning scientists and the bodies of Olympic athletes. When the children made their parents look good, they were rewarded. If they embarrassed them in the slightest, they were brutally punished.

From the time Dennis was eight years old, he sought to interpose himself between his parents and his younger sister, taking the hits that were meant for her whenever possible. Most of the time, this angered his parents even further, but he usually succeeded in diverting the worst of their attention to himself, and occasionally he earned a bit of grudging respect from his father. He also used his parents neglect to his advantage, pursuing many studies that they probably wouldn't have approved of. Chief among them were the martial arts. He dreamed of defeating his father in single combat, of pursuing legal emancipation from his parents, or just taking the money he'd managed to embezzle from his father and running away and never looking back. But he stayed for his sister. If he left, or scared his father off, he reasoned, things would become that much worse for Simone.

The only real respite for the children came in the form of their nanny, Sandra St. Cloud. Like many women in her profession, Sandra could not have children of her own. But she was more of a mother to the Konroy kids than Karla could ever hope to be. She walked a delicate tightrope, doing everything she could to comfort and cover for the children, but not interfering with the parents, so as not to lose her access to the children. Like most residents of Freedom City at the time, she had no illusions about Moore's police force, about their ability or willingness to help those in need.

Joe Konroy thrived under the Moore administration. He used his companies to launder money for the Freedom City crime syndicates, and to help fund the political careers of all the city's most corrupt officials. All this gave him the clout he needed to keep the police from prying into his personal affairs, especially the ever-increasing pile of dead bodies. But all that protection he'd built for himself started to come crashing down around him when Michael O'Connor took office in 1992. Cleaning up an entire city takes time, and the O'Connor administration didn't get around to investigating Joe until the beginning of their second term in 1996. By this point, the Freedom City Police Department, with help from the F.B.I., had managed to put together enough circumstantial evidence linking Joe to his killings to crack his resolve like an eggshell. Joe worked out a deal, where in exchange for a sentence of life under house arrest, he would give up every mobster he'd ever laundered money for.

Unfortunately for most of those involved, Joe never got a chance to make good on his end of the bargain. The FCPD was still full of leaks back then, and the Oliverti family got wind of what Konroy was planning before the government had even moved him. That very night, a trio of mob enforcers, including the young up-and-coming Frank “The Hitter†Tonifanni, made their way to the Konroy mansion.

Later that same night, the mansion was a hive of activity, crawling with rescue workers and law enforcement officials. The house was a bloodbath. The dead bodies included Joe Konroy, his wife Karla, and their youngest child, six-month-old Liam, as well as the two federal agents guarding the house, and two men suspected of having ties to organized crime. The older children, 14-year-old Dennis and 10-year-old Simone, were unharmed, and the two FCPD patrol officers stationed at the house suffered only minor injuries.

The official story was that the thugs had assassinated the family and were killed in a struggle with the authorities. Rumors spread like wildfires, implicating everyone from the Mafia to foreign governments to Dennis himself. More than one tabloid reporter drew uncomfortable parallels between the Konroy family and the Menendez killings, but no hard evidence was ever produced to support such claims. The truth was that Dennis killed the hitmen after they had already dispatched the FBI agents. To the police, it looked like a clear-cut, if extraordinary, case of self-defense. One officer on the scene, a young rookie by the name of Neal Englehart, noticed signs that one of the hitmen may have been tortured before he died. But Englehart's voice didn't carry much weight back then, and it was lost in the chorus. The police had a hard enough time believing what the forensic evidence clearly showed - that a 14-year-old boy had killed two adult mobsters single-handedly. They weren't about to entertain Englehart's notions, or Denny's claims of a third hitman who fled the scene shortly before the cavalry arrived. Dennis didn't bother telling the police about how he'd seen the two officers stationed at the house take money from that third man after he'd shot the FBI agents, or how they'd carefully choreographed the blows that left them unconscious. He didn't point out the fact that the only reason the cops and ambulances showed up was that Simone had called them.

With two dead agents and nothing to show for it, their most promising leads on two cases lost, and the culprits seemingly dead at their feet, the FBI quickly lost interest and tried to distance themselves from the whole messy affair. The police, deciding that the surviving children had suffered enough, kept the real story under wraps. Although the O'Connor administration made several great strides in the fight against organized crime, for the moment they had lost their chance to take down the Oliverti family or their subordinates. But after interrogating one of the hitmen before "he died of his wounds," Dennis now knew who was behind his family's murder, and why, and he would not rest until they were brought to justice.

Dennis' fantasies of escape from his parents had included murder more often than he cared to admit. But when he saw them to their graves, he took no joy in it. He had wreaked bloody vengeance upon their killers, and while he enjoyed the act itself, so much it scared him, he ultimately drew no feeling of satisfaction or closure from their deaths. He was plagued by nightmares, both of the murders he'd witnessed, and the ones he'd committed. The more he reflected upon the situation, the more he realized that, as much as he enjoyed inflicting pain and terror on those who deserved both, killing didn't really solve anything. It just dragged him down into the filth with scum like his father. He wanted justice, not just for himself, but for everyone. He just didn't know how to get it. He'd briefly considered pursuing a career in law enforcement, but he'd seen firsthand how corrupt and impotent those entities could be.

Joe had seen to it that he didn't have any family to speak of, and Karla wasn't in contact with her humiliatingly humble roots. With no clear guardian for the children, their fate was uncertain, until Dennis stepped in. Brilliant, eloquent, and not above discrete bribery or computer fraud, he managed to manipulate the legal system into doing as he wished. He managed to finally be declared an emancipated minor, and to get Simone adopted by Sandra. With their father's money, she would want for nothing. And with Sandra, she would finally be safe.

Once his sister was tended to, Dennis left home, and didn't return for fourteen years. He contacted his sister as his circumstances permitted; sometimes she would get a call or a letter or even an email every couple of months; sometimes she wouldn't hear from him for a year or two. She didn't want to admit it, but she had little problem with this arrangement. She knew he was trying to protect her, but seeing what he did to those two Mafia thugs had terrified her, and it took years to pry out the wedge that night had driven between them.

Dennis drifted around the world, from one prep school and university to another. He rarely completed a course. He dropped off the grid for months or years at a time. He left almost no paper trail. As far as the world knew, he simply bummed and partied his way round the globe. In truth, he was learning and training at everything and anything he could get anyone to teach him. Unlike most of the world's heroes, he wasn't born with powers beyond those of mortal men. He never suffered a strange accident with chemicals or radiation that imbued him with superhuman abilities. He wanted to make the world a better, safer place, a place where no other children would die, or have to watch their parents die, where no children would have to fear their own parents. So he made the most of what he did have – a keen intellect, a natural aptitude for whatever endeavor he set his mind to, a body in peak physical condition, and a will of solid iron.

Fourteen years later, he finally returned home. The Freedom City he returned to was a better place than he left it, but there was still plenty of crime, corruption, and suffering. Even with all its heroes, Freedom City could not stem the tide of human misery completely. The Oliverti family had lost the reins of power in the F.C. underworld, but they were still players. Frank Tonifanni had ascended to be the boss of his own syndicate. The corrupt cops who helped him murder the Konroys were still on the FCPD payroll.

And so Dennis put his plan into motion. It wasn't difficult to convince Simone to aid him. She hungered just as desperately to bring her family's killers to justice, and to undo the terrible crimes her father had committed in the pursuit of profit at the expense of all human decency. She was fresh out of school, and the ink hadn't dried on her MBA before she conspired with Dennis to usurp control of their family's company from the unscrupulous bloodsuckers who'd worked under their father. With the family fortune securely in their hands, they diverted enough money to fund Dennis' plan, to buy him the tools he needed to make his vision a reality. He turned the old family mansion into his base of operations, then began spying upon and infiltrating every level of Freedom City society, gathering the intelligence he needed. By night, he patrols the streets as The Black Hand, a wraith who strikes out from the shadows and disappears without a trace, protecting the innocent and punishing the guilty. He steadily works his way up from junkie mugger and petty thief to pusher and supplier and fence, from hitman to boss. Fourteen years later, his nights are still riddled with nightmares. He hopes that devoting himself to the safety and improvement of his city will somehow wash away the blood that just won't scrub off his hands. Meanwhile, to protect his identity, he has set about establishing “Dennis Konroy†as an irresponsible party-boy and all-around “douchebag.â€

Unfortunately for Dennis, there is one person in Freedom City who just isn't buying it – Detective Lieutenant Neal Englehart, who doesn't think The Black Hand is the kind of hero his city needs, and who is now more convinced than ever that Dennis Konroy had something to do with the deaths of his parents. Ironically, Englehart has no idea that his two targets are the same person, or that they share his zeal for justice.

Personality & Motivation:

There are two Dennis Konroys: The face he shows to the outside world, and his true face, which he only shows when it's hidden behind a mask. The famous Dennis Konroy is quickly developing a reputation as an extreme sports enthusiast, irresponsible party-boy, and drunken womanizer. He's outgoing, jovial, and far more cocky than he has any right to be. He's getting himself invited to every A-list entertainment and high society event in the city, and more than a few elsewhere. He doesn't seem to have any character depth or greater goals in life beyond getting drunk, getting laid, and most importantly, getting in front of the cameras. On the other hand, his antics have gotten Konroy Konglomerates quite a bit of new publicity, which his sister Simone has managed to parley into a series of record-setting donations for her charity interests. Every inch of this persona is specifically calculated to divert suspicion away from Dennis and his family regarding his new "nightly activities."

The real Dennis is usually very serious and intense. When he does indulge in humor, it's usually of the sarcastic and gallows variety. Despite his image as a layabout, Dennis is actually one of the worst workaholics in the world. The further he treads down the path he's chosen for himself, the more obsessed he becomes. He's placed an incredible amount of pressure upon himself, to know everything, to be the best at everything. He constantly reminds himself that if he fails, if he falters, people will suffer and die. When he somehow forgets that, the city itself reminds him.

Dennis has spent half his life haunted by the traumatic events surrounding the deaths of his parents and brother. He still suffers from violent nightmares to this day. He is ashamed of how much he truly enjoys hurting and scaring people. He tells himself that they deserve it, but he's terrified of turning into a sadistic psychopath like his father. He's trying very hard to fight for justice, and not just his own catharsis, but he's also still sitting on a mountain of repressed anger and resentment from a lifetime of hurt.

Powers & Tactics

The Black Hand does not have any metahuman abilities. He is an incredibly strong-willed, alert, and highly intelligent human, in peak physical condition, with intensive training and study in a wide variety of disciplines. He also has access to vast financial resources, which he has used to acquire and build a world-class arsenal.

In order to add to his mystique and brand himself as a symbol in the eyes of the people, The Black Hand leaves calling cards in his wake. Sometimes he'll paint (or burn) a black handprint on a wall or the ground. Other times, he'll mark a criminal's face or body directly. When he wants to strike terror into a criminal's heart, warn them that they're under his scrutiny, or destroy their reputation in the eyes of others, he marks a picture of them with a black handprint. It could be on the wall of their house, or their drivers license, or even a billboard, just so long as they and/or others can see it.


Enemies: Several, and he's making more every night. The Black Hand is patrolling the streets of Freedom City seemingly at random, indiscriminately taking down any criminals he crosses paths with. When Dennis and Simone returned to F.C., they fired the entire board of directors for Konroy Konglomerates, replacing them with a bunch of young idealists. And now that Dennis has returned to F.C., Detective Englehart is once again prying into his affairs.

Fame/Infamy: While his sister is making a name for herself in Corporate America, Dennis seems to be doing everything he can to make a name for himself in the tabloids.

Obsession: With pursuing justice, protecting the innocent, punishing the guilty, and specifically with taking down the Freedom City Mafia.

Reputation: The Black Hand is not the sort of superhero who signs autographs or waits around for the cops to arrive, and his methods can be unorthodox and brutal.

Secrets: First and foremost, his Identity. His younger sister Simone Konroy and her adopted mother Sandra St. Cloud are the only remaining loved ones Dennis has left. They would both be in grave danger if his identity were to become a matter of public record. The fiction of Dennis Konroy would also be damaged if the paparazzi learned that he drinks gingerale instead of champagne at parties, or that the women on his arm at those parties are usually either paid escorts who've signed confidentiality agreements, or closeted celebrity lesbians using him as a "beard."

Abilities 10 + 8 + 8 + 6 + 6 + 6 = 44PP

Strength 20 (+5)

Dexterity 18 (+4)

Constitution 18 (+4)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat 12 + 12 = 24PP

Initiative +8

Attack +6 Base, +12 Ranged or Unarmed

Grapple +11

Defense +12 (+6 Base, +4 Dodge Focus, +2 Shield [Cape])

Knockback 4, 2 Unarmored

Saving Throws 2 + 6 + 8 = 16PP

Toughness +8 (+4 CON, +4 Costume)

Fortitude +6 (+4 CON, +2PP)

Reflex +10 (+4 DEX, +6PP)

Will +11 (+3 WIS, +8PP), +15 vs Fear

Skills 24R = 6PP

Notice 12 (+15)

Sense Motive 12 (+15)

[All STR Skills] 0 (+4)

[All DEX Skills] 0 (+4)

[All INT Skills] 0 (+3)

[All WIS Skills] 0 (+3)

[All CHA Skills] 0 (+3)

Feats 52PP

Attack Focus (Ranged) 6

Attack Specialization (Unarmed) 3

Benefit 4 (Status, Wealth 3)

Dodge Focus 4


Equipment 26 (130EP)


Improved Initiative

Jack of All Trades

Lion Heart

Luck 3

Sneak Attack

Powers 21PP

Descriptors: Intelligence, Training

Polymath 2 (10PP Variable Power, Multiple Skills & Feats At Once, Feats: Innate, Extras: Action 2 [Free], Duration [Continuous]) [21PP]

While the variable power itself is Innate, the skills and feats temporarily acquired with it are not. If, for example, he is hit with a Drain Skills or Drain Feats power, the skills and feats acquired with Polymath will be drained, just like those outside the variable pool.

Drawbacks -4PP

Nightmares* (DC5 to wake up Fatigued) [-4PP]

*From Mecha & Manga.

Abilities 44 + Combat 24 + Saving Throws 16 + Skills 6 + Feats 52 + Powers 21 – Drawbacks 4 = 159/159 Power Points

ATTACK                RANGE           SAVING THROW                    EFFECT

Acid                  Melee           DC20(22*) Fortitude (Staged)    Drain Toughness

                                      DC25(27*) Toughness (Staged)    Damage

Bolos                 Ranged          DC16(18*) Reflex (Staged)       Snare

                                      DC(D20+6) STR or DEX            Trip

Flash/Bang Grenade    Ranged/Area     DC20 Reflex                     1/2 Effect

                                      DC20 Reflex                     Dazzle (Visual + Audio)

                                      DC20 Fortitude                  Dazzle (Visual + Audio)

Hallucinogenic Gas    Ranged/Area     DC20 Reflex                     1/2 Effect

                                      DC20 Will                       Confuse

Plastic Explosive     Melee/Area**    DC20 Reflex                     1/2 Effect

                                      DC25 Toughness (Staged)         Damage

Poisoned Shuriken     Ranged          DC16(18*) Will (Staged)         Paralyze

Shuriken              Ranged          DC21(23*) Toughness (Staged)    Damage

Tear Gas              Ranged/Area     DC20 Reflex                     1/2 Effect

                                      DC20 Reflex                     Dazzle (Visual + Olfactory)

                                      DC20 Fortitude                  Dazzle (Visual + Olfactory)

Unarmed               Melee           DC19(21*) Toughness (Staged)    Damage

Unarmed/Costume       Melee           DC21(23*) Toughness (Staged)    Damage

*Sneak Attack

**Presumably Triggered from far away.

Equipment 26PP = 130EP

Cape [7EP]

Shield 2 [2EP]

Flight 4 (100mph, Feats: Subtle, Flaws: Gliding) [5EP]

Black Hand's cape is a massive sheet of advanced parachute fabric, similar in construction to the materials of a wingsuit. It obscures his movements during combat, misleading his foes. He can also use it to glide on air currents and slow a fall to a safe speed.

Costume [9EP]

Features 1 (Lead-Lined Mask) [1EP]

Protection 4 (Feats: Second Chance 2 [ballistic Damage, Fire Damage]) [6EP]

Strike 1 (Feats: Mighty) [2EP]

Black Hand's costume is a full suit of Kevlar/Nomex biweave body armor with solid steel trauma plates inserted at strategic locations. The knuckles and joints are reinforced with both solid metal pads and fine lead shot sewn into the cloth, to increase the power of his unarmed strikes. A layer of fine lead shot is also sewn into the lining of his mask, as a defense against X-ray vision.

Gas Mask [1EP]

Goggles [3EP]

Super-Senses 3 (Darkvision, Infravision) [3EP]

These are similar to standard nightvison goggles, but more compact, with wider-focused lenses for improved peripheral vision. The Darkvision primarily functions by amplification of existing light sources. When in a completely dark area, the goggles can switch to the infrared spectrum and navigate by heat sources. They can also shine a cone of infrared light, which can be seen by not just the wearer, but any observers with Infravision, as if it were a flashlight beam.

Utility Belt [46EP]

Arsenal 8.5 (17EP Array, Feats: Alternate Power 9) [26EP]

  • Base Power: Shuriken [15EP]
    Blast 1 (Feats: Mighty 5, Extras: Autofire [8]) [15EP]
    The Black Hand's shuriken are custom-built with five points instead of four, as befitting his chosen motif.

    Alternate Power: Acid [16EP]
    Damage 10 (Feats: Extended Reach [10ft], Precise, Drawbacks: Lethal, Flaws: Unreliable [5 Uses]) [6EP] + Drain Toughness 10 (Extras: Affects Objects, Flaws: Unreliable [5 Uses]) [10EP]

    Alternate Power: Bolos [17EP]
    Snare 6 (Drawbacks: Full Power) [11EP] + Trip 6 [6EP]

    Alternate Power: Flash/Bang Grenade [17EP]
    Dazzle 10 (Visual + Audio Senses, Drawbacks: Full Power, Reduced Range 2 [2 100ft Increments], Extras: Area [General, Burst, 50ft radius], Flaws: Unreliable 2 [1 Use]) [17EP]

    Alternate Power: Hallucinogenic Gas Pellets [17EP]
    Confuse 10 (Drawbacks: Full Power, Reduced Range [2 100ft Increments], Extras: Area [General, Cloud, 25ft radius]) [17EP]

    Alternate Power: Plastic Explosives [16EP]
    Strike 10 (Feats: Precise, Progression [Reverse Area] 9, Triggered 2, Drawbacks: Lethal, Extras: Area [General, Shapeable, 1-10 5ft cubes], Flaws: Action [Full], Unreliable [5 Uses]) [16EP]

    Alternate Power: Poisoned Shuriken [15EP]
    Paralyze 6 (Drawbacks: Full Power, Reduced Range 2 [2 60ft Increments], Extras: Range [Ranged], Secondary Effect, Flaws: Unreliable [5 Uses]) [15EP]
    These shuriken have been immersed in a paralyzing toxin.

    Alternate Power: Sleep Gas Grenade [17EP]
    Stun 10 (Drawbacks: Full Power, Reduced Range 2 [2 100ft Increments], Extras: Area [General, Cloud, 25ft radius], Range [Ranged], Sleep, Flaws: Unreliable 2 [1 Use]) [17EP]

    Alternate Power: Smoke Pellets [15EP]
    Obscure 3 (25ft radius, Visual + Olfactory Senses, Ricochet 3, Extras: Independent, Total Fade) [15EP]
    The pellets come in different sizes, in order to create different sizes of clouds (hence the lack of the Full Power drawback).

    Alternate Power: Tear Gas Grenade [17EP]
    Dazzle 10 (Visual + Olfactory Senses, Drawbacks: Full Power, Reduced Range 2 [2 100ft Increments], Extras: Area [General, Cloud, 25ft radius], Flaws: Unreliable 2 [1 Use]) [17EP]

Gadgets 2 (10EP Variable Power, Any Equipment, Multiple Equipment At Once, Extras: Action 2 [Free], Duration [Continuous]) [20EP]

Voice Modulator [1EP]

Morph 2 (+10 Disguise, One Form, Flaws: Limited [Voice]) [1EP]

Remember that thing the killers spoke through in the Scream movies to disguise their voices? This is kinda like that, only mounted on the inside of Black Hand's gas mask.

[Vehicle] [37EP]

It's a few feet longer than a standard luxury sedan, but as strong and tough as a tank.

Size: Huge [2EP]

Strength: 50 [4EP]

Defense: -2

Toughness: +12 [3EP]

Features: [16EP]

Alarm 4 (DC35)



Computer* 2 (Masterwork)

Fire Prevention System*

Jumping Jacks*

Navigation System

Nitro Injectors*

Off-Road Movement*

Remote Control

Tire Inflators*

Powers: [13EP]

Impervious Toughness 8 [8EP]

Speed 5 [5EP]

*These features were either introduced in Agents of Freedom, or introduced for Headquarters in M&M2E and suggested for vehicles in AoF.

Konroy Manor [26EP]

The ancestral home of the Konroys in Freedom City is located in North Bay. It has been empty since Black Hand's family was killed 14 years ago, but he has recently refitted it into his new base of operations.

Size: Huge [3EP]

Toughness: +10 [1EP]

Features: [23EP]


Computer 2 (Masterwork)

Concealed 3 (+20DC)

Defense System (Strike 10 [Electrified Fixtures])

Defense System (Stun 10 [sleep Gas])

Fire Prevention System






Living Space


Power System

Security System 4 (DC35)


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The Warhammer 40K of Batmen!

Strikes me you could work the Ushers into his background somewhere, or use a survivor of the family as a potential antagonist. I like the idea that the Year One Batman would actually have a lot of trouble operating in a city like Freedom, which I think you've touched on OK.

Could you work up some sample skill-sets for him, to show how the VP will work?

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Sample Variable Allocations:


Investigate 12 (+15)


Search 12 (+15)


Second Chance 3 (Investigate, Notice, Search)

Skill Mastery (Investigate, Notice, Search, X)



Intimidate 8 (+11)


Fearsome Presence 8



Climb 12 (+16)


Disable Device 12 (+15)


Stealth 12 (+16)


Skill Mastery (Climb, Disable Device, Stealth, X)



Bluff 12 (+15)


Disguise 12 (+15)


Sleight of Hand 12 (+16)


Skill Mastery (Bluff, Disguise, Sleight of Hand, X)


Combat Intimidation

Intimidate 12 (+15)


Fast Task (Demoralize or Startle)

Improved Initiative +2

Power Attack

Second Chance (Intimidate)

Skill Mastery (Intimidate, X, X, X)

Startle (or Powerful Demoralize)



Stealth 12 (+16)


Accelerated Stealth 2

Defensive Attack

Move-By Action

Quick Draw

Second Chance (Stealth)

Skill Mastery (Stealth, X, X, X)


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The Warhammer 40K of Batmen!

Yeah, I admit it, I cheerfully dialed the GRIMDARK up as high as it could go in this setting.

Strikes me you could work the Ushers into his background somewhere, or use a survivor of the family as a potential antagonist.

I'll look them up. Are any other PCs linked to them in any way?

I like the idea that the Year One Batman would actually have a lot of trouble operating in a city like Freedom, which I think you've touched on OK.

Glad you spotted that.

Could you work up some sample skill-sets for him, to show how the VP will work?

Done. See above.

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Looks good to me overall.

You need to list your toughness save I think as I couldn't find it. (Its early so I may have missed it).

Responsibility to his sister and her adopted mom might also be appropriate as it seems his sister would have enemies in her own right regardless of his secret ID.

I'm slightly uncertain about innate on the polymath, only because when I started here Doc said powers being trained was not neccisarily sufficient to qualify for innate. Also nullify or drain training is a pretty rare descriptor so you might be able to shift that to a rank of luck so you don't start most threads at 0 HP.

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You need to list your toughness save I think as I couldn't find it. (Its early so I may have missed it).

I'm slightly uncertain about innate on the polymath, only because when I started here Doc said powers being trained was not neccisarily sufficient to qualify for innate. Also nullify or drain training is a pretty rare descriptor so you might be able to shift that to a rank of luck so you don't start most threads at 0 HP.

Done and done.

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