Wednesday, December 31, 2014

HAPPY NEW YEAR, 2015! Here's 5 more BATMANs for you to enjoy!


HEY, I JUST BLOG HERE
AND THIS CRAZY!
SO HERE'S FIVE MORE WRITE UPS
OF BATMAN, MAYBE!

I thought I'd give you all more Batman. He's DC's hottest character. So, here are five famous versions of the Dark Knight of Gotham City (because, why choose?). I hope you enjoy.

And have a happy 2015.

Golden Age Batman
DEX
10
STR
5
BODY
6
Alter Ego
INT
11
WILL
12
MIND
11
Bruce Wayne
INFL
9
AURA
8
SPIRIT
9
Motivation
INIT
34
WEALTH
18
HP
80
Seeking Justice
SKILLS
Acrobatics: 10, Charisma: 11, Detective: 11, Gadgetry: 11, Martial Artist: 10, Military Science: 11, Scientist: 11, Spy: 11, Thief: 10, Vehicles: 10, Weaponry: 10
ADVANTAGES
Area Knowledge (Gotham City), Buddy (Alfred Beagle), Connoisseur, Genius, Expansive Headquarters (The Batcave: Lab: 12, Security: 10), Intensive Training, Iron Nerves, Lightning Reflexes, Mastermind, Sharp Eye, Sidekick (Robin), Unlimited Resources
CONNECTIONS
High- Commissioner Gordon, Gotham City PD, Street, Superman; 
Low- High Society, Justice Society of America
DRAWBACKS
Catastrophic Irrational Attraction to Justice, Married (well, engaged to Julie Madison), Mistrust, Secret Identity
EQUIPMENT
BATMOBILE [STR: 7, BODY: 8, Running: 8, Hardened Defenses, R#2]
BATGYRO [STR: 5, BODY: 7, Flight: 8, R#2]
BATPLANE [STR: 7, BODY: 7, Flight: 9, Projectile Weapons: 7 (No AV, Serious Power Burnout), Hardened Defenses, R#2]
BATMAN’S UTILITY BELT:
Batarang w/Batline [BODY: 6, Strike: 1 (Diminishing, Half STR), Snare: 7 (No AV), Gliding: 2 (adds to STR to determine range), Returns] Line is 4 APs long.
Batcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Bat-Goggles [BODY: 1, Ultra Vision: 12]
Radio Transceiver [BODY: 2, Radio Communications: 15]
Camera [BODY: 1, Recall: 12 (Visual only), R#2] Range of 9 APs
Smoke Pellets (x4) [BODY: 1, Fog: 12 (Full Force), R#2]
Knock Out Gas Pellets [BODY: 1, Stun: 15 (Gas Effect, Full Force), R#2]
AC Omni-Gadget: 6

SILVER AGE BATMAN
DEX
10
STR
5
BODY
6
Alter Ego
INT
12
WILL
12
MIND
12
Bruce Wayne
INFL
10
AURA
8
SPIRIT
10
Motivation
INIT
36
WEALTH
18
HP
150
Upholding the Good
SKILLS (All Linked, except *)
Acrobatics: 10, Animal Handling: 6*, Charisma: 15*, Detective: 12, Gadgetry: 12, Martial Artist: 10, Military Science: 5*, Scientist: 12, Spy: 12, Thief: 10, Vehicles: 10
ADVANTAGES
Area Knowledge (Gotham City), Attractive, Buddy (Alfred Pennyworth), Connoisseur, Genius, Expansive Headquarters (The Batcave: Lab: 12, Security: 10), Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Pet (Ace the Bat-Hound), Scholar (Languages, Psychology, Sociology, Archaeology, History, Literature, Film, Criminology), Sharp Eye, Sidekicks (Robin, Batgirl), Vehicle Specialization (Batmobile), Weapon Specialization (Batarang)
CONNECTIONS
High- Arkham Asylum, Justice League of America, Catwoman, Bat-Mite, Batwoman, Superman, Commissioner Gordon, Gotham City PD, Gotham State Prison, Gotham University, United Nations, Outsiders, Wayne Industries, Street
Low- Gotham Medical, High Society
DRAWBACKS
Catastrophic Irrational Attraction to Justice, Secret Identity
EQUIPMENT
BATSUIT [BODY: 2, Radio Communications: 16 (Built into the buckle of Batman’s utility belt), Misc.: The Bat-symbol is armored with Skin Armor: 3, but only protects against projectile weapon attacks that are not aimed, augmented using HPs, or using combat maneuvers (in other words, casual, non-aimed fire)]
BATCAPE & COWL [BODY: 3, Skin Armor: 1, Flame Immunity: 5]
GLIDER CAPE [STR: 3, BODY: 5, Gliding: 10]
BATCOMPUTER [BODY: 6, INT: 6, WILL: 2, MIND: 2, Detective: 6, Gadgetry: 6, Medicine (Forensics): 6, Military Science: 6, Scientist: 6, Spy: 6, Recall: 35, Radio Communications: 18, R#3]
PORTABLE CRIME LAB [BODY: 2, INT: 4, WILL: 4, MIND: 2, Comprehend Languages: 4, Microscopic Vision: 12, Radio Communications: 15 (Allows communication to the Batcomputer), Detective: 5, R#3]
BATMOBILE [STR: 7, BODY: 9, Running: 8, Skin Armor: 8, Fog: 7, Heat Vision: 7 (No AV), Radio Communications: 17 (Allows communication to the Batcomputer), Chameleon: 9 (The Batmobile can alter its appearance to that of Bruce Wayne’s Rolls Royce), Hardened Defenses, R#2] (Can have an On-Board Computer installed [BODY: 2, INT: 4, WILL: 4, MIND: 2, Radio Communications: 16 (Allows communication with the Batcomputer), Detective: 4, Military Science: 4, Recall: 18, R#2])
BATBOAT [STR: 7, BODY: 8, Swimming: 7, Vehicles (Water, Exotic): 3, Skin Armor: 8, Sonar: 16, Radar Sense: 16, Radio Communications: 18 (Allows communication to the Batcomputer), Hardened Defenses, R#2] (Carries a payload of Bat-Torpedoes [STR: 3, BODY: 1, Swimming: 8, Sonar: 11, Bomb: 11 (Does bashing damage only), Vehicles (Water, Exotic): 11])
BATPLANE [STR: 9, BODY: 7, Flight: 11, Vehicles (Air, Exotic): 3, Thief (Stealth): 9 (Affects sound only), Heat Vision: 9 (No AV), Sealed Systems: 14, Radar Sense: 20,  Radio Communications: 18 (Allows communication with the Batcomputer), Hardened Defenses, R#2]
BATCOPTER [STR: 7, BODY: 7, Thief (Stealth): 9 (Affects sound only), Vehicles (Air, Exotic): 2, Flight: 8, Heat Vision: 7 (No AV), Radio Communications: 16 (Allows communication to the Batcomputer), Telescopic Vision: 10, Thermal Vision: 9, Ultra Vision: 9, Hardened Defenses, R#2] (Carries 4 aft Drones and 4 aft Flares designed to confuse missiles, treat this as a 6 AP bonus added to OV when attacked by guided missiles)
BAT-ATV [STR: 9, BODY: 12, Running: 5, Skin Armor: 8, Claws: 6 (No AV, Two arms with sawblades designed to slice through trees), Full Vision: 4, Super Ventriloquism: 2, Hardened Defenses, R#2] This is a modified Batmobile designed to traverse swamps.
 
BATMAN’S UTILITY BELT:
Batarang w/Batline [BODY: 9, Strike: 2 (Diminishing, Half STR), Snare: 9 (No AV), Gliding: 3 (adds to STR to determine range), Returns] Line is 4 APs long.
ALPHA WAVE GENERATOR [BODY: 2, Mind Blank: 8, R#3]
Batbola [BODY: 2, Snare: 4 (No AV, Snare Only)] A bola is 0 APs long.
Batbug [BODY: 1, Radio Communications: 9 (partner receiver only)] Detection OV/RV: 5
Batcuffs [STR: 13, BODY: 13] STR is only used to hold targets.
Binoculars [BODY: 2, Telescopic Vision: 13]
Defoliant Spray [BODY: 2, Cell Rot: 9 (Affects plant life only, Fog Effect)]
Disguise Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of disguise attempts]
Electromagnet [BODY: 3, Magnetic Control: 7, R#2]
Fingerprinting Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of clue analysis & identification systems attempts]
Flare [BODY: 1, Flame Project: 6 (No Range, Full Force), R#2] Using this item as a weapon requires Exotic Melee Weapons and is always considered Killing Combat.
Holoprojector [BODY: 1, Illusion: 9, R#3] Cannot cause damage in any way
Infrared Flashlight & Bat-Goggles [BODY: 1, Thermal Vision: 12]
Laser Torch [BODY: 1, Heat Vision: 12 (No Range- only good for a few inches), R#5]
Life Sensor [BODY: 2, Life Sense: 8, R#2]
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Micro-Cassette Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Miniature Camera [BODY: 1, Recall: 12 (Visual only), R#2] Range of 9 APs
Plastic Explosives (x6) [BODY: 3, Bomb: 8 (Full Force), R#3]
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Smoke Capsules (x6) [BODY: 1, Fog: 7 (Full Force), R#2]
Spy Screen [BODY: 3, X-Ray Vision: 7, R#2]
SUBVOCAL MICROPHONE & RECEIVER [BODY: 1, Super Ventriloquism: 6, R#2]
SUCTION CUPS [BODY: 2, Cling: 8]
Tear Gas Capsules (x12) [BODY: 1, Sensory Block: 5 (Gas Effect, Full Force, Affects vision only), R#2]
Universal Antidote [BODY: 1, Systemic Antidote: 9]
ACD Omni-Gadgets: 10 (x3)
Justice League Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other Justice League members and their headquarters)]

1966 (Adam West) Batman
DEX
4
STR
3
BODY
4
Alter Ego
INT
5
WILL
8
MIND
6
Bruce Wayne
INFL
8
AURA
8
SPIRIT
8
Motivation
INIT
19
WEALTH
18
HP
100
Upholding the Good
SKILLS
Acrobatics: 3, Charisma: 9, Detective: 7, Gadgetry: 10, Martial Artist: 5, Scientist: 5, Spy: 5, Thief: 5, Vehicles: 5
ADVANTAGES
Area Knowledge (Gotham City), Artist (Dancing), Buddy (Alfred Pennyworth), Connoisseur, Gift of Gab, Free Access (Regular), Expansive Headquarters (The Batcave: Lab: 12, Security: 5), Leadership, Luck, Popularity, Scholar (Riddles), Sidekick (Robin), Vehicle Specialization (Batmobile)
CONNECTIONS
High- Commissioner Gordon, Gotham City PD, Gotham State Prison, Gotham University, High Society
DRAWBACKS
Person of Interest (Benign- Gotham PD), Secret Identity
EQUIPMENT
BATCOMPUTER [BODY: 6, INT: 9, WILL: 2, MIND: 2, Detective: 6, Gadgetry: 6, Medicine (Forensics): 6, Military Science: 6, Scientist: 6, Spy: 6, Comprehend Languages: 18, Recall: 35, Radio Communications: 18, R#3]
BATMOBILE [STR: 7, BODY: 9, Running: 8, Fog: 7, Slick: 7, Radio Communications: 17, Hardened Defenses, R#2]
BATBOAT [STR: 7, BODY: 8, Swimming: 7, Vehicles (Water, Exotic): 3, Sonar: 16, Radar Sense: 16, Radio Communications: 12, Sealed Systems: 14, Hardened Defenses, R#2] 
BATCOPTER [STR: 7, BODY: 7, Vehicles (Air, Exotic): 2, Flight: 7, Radio Communications: 12, Hardened Defenses, R#2]
BATCYCLE [STR: 4 (6 with sidecar), BODY: 7, Running: 6, R#2]
BATMAN’S UTILITY BELT:
Batarang w/Batline [BODY: 9, Strike: 1 (Diminishing, Half STR), Snare: 9 (No AV), Gliding: 3 (adds to STR to determine range), Returns] Line is 4 APs long.
Batcuffs [STR: 13, BODY: 13] STR is only used to hold targets.
Batkey [BODY: 2, Misc. Advantage: Will open any lock in Gotham City]
Disguise Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of disguise attempts]
Fingerprinting Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of clue analysis & identification systems attempts]
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Shark Repellant Bat-Spray [BODY: 1, Pheromones: 18 (Used to intimidate sharks into letting go or leaving the area)]
ABCD Omni-Gadgets: 10 (x8) Can alo be used as modifications to the Bat-Vehicles

1989 (Michael Keaton) Batman
DEX
5
STR
4
BODY
4
Alter Ego
INT
12
WILL
12
MIND
9
Bruce Wayne
INFL
9
AURA
8
SPIRIT
9
Motivation
INIT
28
WEALTH
20
HP
100
Seeking Justice
SKILLS (* Linked)
Acrobatics: 5*, Charisma: 10, Detective: 12*, Gadgetry: 12*, Martial Artist: 7, Military Science: 5, Scientist: 9, Spy: 7, Thief: 7, Vehicles: 10, Weaponry: 8
ADVANTAGES
Area Knowledge (Gotham City), Attractive, Buddy (Alfred Pennyworth), Connoisseur, Genius, Expansive Headquarters (The Batcave: Lab: 10, Security: 5), Intensive Training, Iron Nerves, Sharp Eye, Vehicle Specialization (Batmobile), Weapon Specialization (Batgrapple)
CONNECTIONS
High- Vicki Vale, Wayne Industries, Street, High Society, Catwoman
Low- Commissioner Gordon, Gotham Mayor’s Office, Harvey Dent
DRAWBACKS
Arch Enemy (the Joker), Catastrophic Irrational Attraction to Justice, Guilt (Over the “death” of Jack Napier), Mistrust, Secret Identity, Traumatic Flashbacks (When strongly reminded of his parents’ murder)
EQUIPMENT
BATSUIT [BODY: 6, Skin Armor: 4; OV CS for Trick Shots: -3, Initiative Penalty: -2]
GLIDER CAPE [STR: 3, BODY: 5, Gliding: 8, Flame Immunity: 4, Cold Immunity: 4; When using the cape to glide, Batman’s hands are occupied- he must touch the cape to harden it into a glider]
BATCOMPUTER [BODY: 7, INT: 9, WILL: 8, MIND: 9, Detective: 6, Gadgetry: 6, Medicine (Forensics): 6, Military Science: 6, Scientist: 6, Spy: 6, Comprehend Languages: 10, Recall: 21, Radio Communications: 18, Split: 8, R#2]
BATMOBILE [STR: 7, BODY: 9, Running: 7 (Can be increased to Running 8, but has a Catastrophic Power Burn Out while doing so), Vehicles (Land, Exotic): 5, Thief (Stealth): 8, Skin Armor: 5 (Can only be activated when the Batmobile is parked to cover it in armor and keep out intruders), Flame Immunity: 8, Fog: 7, Slick: 6, Claws: 1, Projectile Weapons: 7 (No AV, Serious Power Burnout), Sealed Systems: 8, Radio Communications: 12 (Allows the Batmobile to operate a Split of the Batcomputer), Hardened Defenses, R#2] Can be modified to carry Bombs [BODY: 1, Bomb: 12]
BATBOAT [STR: 7, BODY: 9, Swimming: 6, Water Freedom: 5, Vehicles (Water, Exotic): 5, Thief (Stealth): 4, Skin Armor: 1, Projectile Weapons: 6 (No AV, Serious Power Burnout), Sealed Systems: 15, Sonar: 12, Radio Communications: 12 (Allows the Batboat to operate a Split of the Batcomputer), Hardened Defenses, R#2]
BATWING [STR: 8, BODY: 10, Flight: 11, Vehicles (Air, Exotic): 5, Thief (Stealth): 8, Projectile Weapons: 7 (No AV, Serious Power Burnout), Sealed Systems: 14, Radar Sense: 20,  Radio Communications: 12 (Allows the Batwing to operate a Split of the Batcomputer), Hardened Defenses, R#2]
 
BATMAN’S UTILITY BELT:
Batgrapple with Batline [BODY: 6 (the gun’s BODY, not the line’s), Snare: 7 (No AV), Ammo: 1, R#3] Line is 4 APs long.
Batarang w/Batline [BODY: 8, Strike: 2 (Diminishing, Half STR), Snare: 7 (No AV), Gliding: 2 (adds to STR to determine range), Returns] Line is 4 APs long.
Batbola [BODY: 2, Snare: 4 (No AV, Snare Only)] A bola is 0 APs long.
Batbug [BODY: 1, Radio Communications: 9 (partner receiver only)] Detection OV/RV: 5
BATCALL [BODY: 4, Animal Summoning: 13 (Bats only), R#3]
Batcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Cutting Torch [BODY: 2, Heat Vision: 9 (No Range- only good for a few inches), R#5]
Disguise Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of disguise attempts]
Fingerprinting Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of clue analysis & identification systems attempts]
Flash Pellets [BODY: 1, Flash: 5, R#2]
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Miniature Camera [BODY: 1, Recall: 12 (Visual only), R#2] Range of 9 APs
Micro-Cassette Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Plastic Explosives [BODY: 3, Bomb: 8 (Full Force), R#3]
Programmable Batarang [BODY: 8, Weaponry (Missile, Exotic): 7 (Acts as AV if programmed), Strike: 2 (Diminishing, Half STR), Flight: 5, Returns]
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Smoke Pellets [BODY: 1, Fog: 5 (Full Force), R#2]
Tear Gas Pellets [BODY: 1, Sensory Block: 5 (Gas Effect, Full Force, Affects vision only), R#2]
ABCD Omni-Gadgets: 8 (x3) Can also be used as modifications to Bat-Vehicles.

2005 (christian bale) Batman
DEX
6
STR
4
BODY
5
Alter Ego
INT
10
WILL
12
MIND
9
Bruce Wayne
INFL
10
AURA
8
SPIRIT
9
Motivation
INIT
30
WEALTH
23
HP
100
Seeking Justice
SKILLS (* Linked)
Acrobatics: 7, Charisma: 10*, Detective: 10*, Gadgetry: 10*, Martial Artist: 8, Military Science: 5, Scientist: 9, Spy: 10*, Thief: 10*, Vehicles: 10, Weaponry: 8
ADVANTAGES
Area Knowledge (Gotham City), Attractive, Buddies (Alfred Pennyworth, Lucius Fox), Connoisseur, Genius, Expansive Headquarters (The Batcave: Lab: 8, Security: 8), Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Mastermind, Sharp Eye, Vehicle Specialization (Bat-Tumbler), Weapon Specialization (Razor Wing)
CONNECTIONS
High- Rachel Dawes, Commissioner Gordon, Harvey Dent, Gotham City PD, Wayne Industries, Catwoman
Low- Street, High Society, Ra's al Ghul
DRAWBACKS
Arch Enemy (Ra’s al Ghul), Catastrophic Irrational Attraction to Justice, Mistrust (After the Dark Knight), Secret Identity, Traumatic Flashbacks (When strongly reminded of his parents’ murder)
EQUIPMENT
BATSUIT [BODY: 6, Skin Armor: 4; OV CS for Trick Shots: -3, Initiative Penalty: -2]
BAT COWL & CAPE [BODY: 4, Skin Armor: 1, Radio Communications: 18, Super Ventriloquism: 8 (No Range, Only used to disguise Batman’s voice), Thermal Vision: 8, Ultra Vision: 8, X-Ray Vision: 5 (Power linked to Thermal Vision), R#2; Skin Armor only adds against Trick Shots to the head or on Devastating Attacks]
GLIDER CAPE [STR: 3, BODY: 5, Gliding: 8, Flame Immunity: 4, Cold Immunity: 4; When using the cape to glide, Batman’s hands are occupied- he must touch the cape to harden it into a glider]
BATCOMPUTER [BODY: 7, INT: 9, WILL: 8, MIND: 9, Detective: 6, Gadgetry: 6, Medicine (Forensics): 6, Military Science: 6, Scientist: 6, Spy: 6, Comprehend Languages: 10, Recall: 21, Radio Communications: 18, Split: 8, R#2]
BAT-TUMBLER [STR: 8, BODY: 10, Running: 6, Jumping: 4 (Power Linked to Running), Vehicles (Land, Exotic): 5, Thief (Stealth): 8, Skin Armor: 3, Projectile Weapons: 7 (No AV, Serious Power Burnout), Sealed Systems: 8, Radio Communications: 12 (Allows the Bat-Tumbler to operate a Split of the Batcomputer), Hardened Defenses, R#2; Contains a built-in Batcycle]
BATCYCLE [STR: 4, BODY: 7, Running: 6, Radio Communications: 18, Projectile Weapons: 5 (No AV, Serious Power Burnout), R#2]
BATBOAT [STR: 7, BODY: 9, Swimming: 6, Water Freedom: 5, Vehicles (Water, Exotic): 5, Thief (Stealth): 4, Skin Armor: 1, Projectile Weapons: 6 (No AV, Serious Power Burnout), Sealed Systems: 15, Sonar: 12, Radio Communications: 12 (Allows the Batboat to operate a Split of the Batcomputer), Hardened Defenses, R#2]
BATCOPTER [STR: 7, BODY: 7, Thief (Stealth): 8, Vehicles (Air, Exotic): 5, Flight: 12, Projectile Weapons: 8 (No AV, Serious Power Burnout), Radio Communications: 12 (Allows the Batcopter to operate a Split of the Batcomputer), Telescopic Vision: 8, Thermal Vision: 8, Ultra Vision: 8, Hardened Defenses, R#2]
 
BATMAN’S UTILITY BELT:
Batgrapple with Batline [BODY: 6 (the gun’s BODY, not the line’s), Snare: 7 (No AV), Ammo: 1, R#3] Line is 4 APs long.
Batbola [BODY: 2, Snare: 4 (No AV, Snare Only)] A bola is 0 APs long.
Batbug [BODY: 1, Radio Communications: 9 (partner receiver only)] Detection OV/RV: 5
BATCALL [BODY: 4, Animal Summoning: 13 (Bats only), R#3]
Batcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Bat-Pad [BODY: 2, Radio Communications: 11 (Allows the Batmobile to operate a Split of the Batcomputer)]
Cutting Torch [BODY: 2, Heat Vision: 9 (No Range- only good for a few inches), R#5]
Disguise Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of disguise attempts]
Fingerprinting Kit [BODY: 1, Misc. Advantage: -1 CS to OV/RV of clue analysis & identification systems attempts]
Flash Pellets [BODY: 1, Flash: 5, R#2]
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Mini-Digital Camera [BODY: 1, Recall: 20 (Visual only), R#2] Range of 9 APs
Mini-Digital Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Plastic Explosives [BODY: 3, Bomb: 8 (Full Force), R#3]
Razorwings (x8) [BODY: 6, Claws: 1 (Diminishing, Half STR)] The attack power of this weapon represents throwing multiple weapons at a target. If attacking multiple targets, reduce the attack’s total EV by one for each target and apply the Multi-Attack modifiers.
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Smoke Pellets [BODY: 1, Fog: 5 (Full Force), R#2]
Tear Gas Pellets [BODY: 1, Sensory Block: 5 (Gas Effect, Full Force, Affects vision only), R#2]
ABCD Omni-Gadgets: 8 (x3) Can also be used as modifications to Bat-Vehicles.