Event ArkhamAsylum PDF
Event ArkhamAsylum PDF
I would really like to note down everybody that served as inspiration to write this down,
but I am afraid I will fall short.
First and foremost, thank you Bob Kane and Bill Finger for giving us Batman back in 1939,
and to DC Comics for filling our minds and imaginations with great stories about the Dark
Knight, and his family.
Second, thanks to Margaret Weis Productions for releasing the amazing RPG, Marvel Heroic
Roleplaying; and especially to Cam Banks for being such an enthusiastic fellow on RPG.net,
keeping the buzz up and making a lot of us interested in the game.
Next, thanks to Rocksteady and Eidos for the very clever, incredibly good “Batman: Arkham
Asylum” videogame (and Arkham City, keep it up!). Go buy the game and live this EVENT as
the Batman in its original form.
Of course, a big thanks to the excellent community at RPG.net for discussing character
builds and being such an amazing source for inspiration, even for a lurker like me.
Last but not least, to my friends for whom this event is created; for a Watcher with no
Heroes is a very useless thing indeed!
DISCLAIMERS
This work is fan made. All publicly recognizable characters, settings, etc.
are the property of their respective owners. The author is in no way
associated with the owners, creators, or producers of any previously
copyrighted material. No copyright infringement is intended.
Marvel Heroic Roleplaying is © Margaret Weis Productions. You cannot use this EVENT without
a copy of MHR Operations Manual. Go buy one, it will be money well spent.
All interior art copyright is believed to belong to DC Comics, Rocksteady Studios, Eidos
Interactive, Warner Bros. Interactive Entertainment/DC Entertainment and Square Enix.
Concept art and screenshots from the Batman: Arkham Asylum videogame are included to
illustrate the characters.
All the work herein that can be attributed to me and not protected by its
owners’ rights, is strictly under CC BY-NC-SA 3.0 policy of Creative
Commons.
AA2
EVENT
AA3
SYNOPSIS
SYNOPSIS
Batman's arch enemy, the Joker, has instigated an elaborate plot from within Arkham
Asylum, where many of Batman's other foes have been incarcerated. The heroes
investigate and come to learn that the Joker is trying to create an army of Bane-like
creatures to threaten Gotham City. It is up to the brave Heroes to put a stop to the maniac
clown-prince of crime plans.
The Joker has been secretly financing Arkham’s Dr. Penelope Young's top-secret (and
illegal) research on Venom, the substance that gives Batman's nemesis Bane his extreme
physical abilities and strength. Bane himself has been transferred in secret into Arkham
(officially he escaped from Blackgate 6 months ago). Dr. Young has succeeded in creating a
powerful derivative of Venom called Titan, and the Joker arranged his own capture and
transfer into Arkham to gain control of the formula.
After successfully taking control of the Asylum, he reveals to the heroes that several
bombs ready to disperse Titan into the air have been planted in Gotham and any outside
interference will cause him to detonate them, turning all Gotham's inhabitants into
mindless ravaging animals. All the Joker wants is to take the formula from Dr. Young in
order to independently produce more Titan... killing members of the Bat-family can only
add to the fun!
Throughout the night, the heroes must deal with the temporarily admitted sane prisoners
from Blackgate prison (which suffered a mysterious arson attack a few weeks ago),
alongside Arkham regulars Scarecrow, Zsasz, Poison Ivy, Bane, Killer Croc and Harley Quinn.
This “EVENT file” is presented in the logical chronological order in which the game unfolds.
The idea, however, is to present the different “encounters” or Key Action Scenes in a way
that the Watcher can use to move the story forward. Always keep it moving; if the heroes
decide to pursue something different (like ignoring Dr. Young’s kidnapping, for example),
just move it along and make them learn of the consequences of not being there (like
running into Cash mad at them them over the doctor’s dead body).
Transition Scenes are placed where they feel appropriate, but my suggestion is just make
anything that happens “between” Action Scenes a Transition Scene. And if it takes too
long, drop in some Blackgate inmates and make it an Action Scene immediately; hopefully
leading them to another important Key Scene.
Can you run Arkham Asylum with only the Key Scenes? Probably not... a lot of the tips and
hints at the story are given in every scene. But you can probably incorporate all those
details, as needed, in some other way. Key Scenes simply indicate the “main” chain of
events from taking the Joker into Arkham to his final defeat at the hands of the heroes.
AA4
TIPS
TIPs for running Arkham Asylum
Joker quotes and instigating the PCs: Always remember that Joker controls the Arkham
Asylum broadcasting system and also all the surveillance cameras. At any time be watching
on the heroes, checking their progress, and taunting them. Use Joker's constant awareness
for ambient, to instigate them, question their sanity, their motives, their failures. Practice
your “Joker-voice”, slightly high pitch and laughing, and your players will thank you... or
not.
Goons: Blackgate “regular” criminals, including a very large number of inmates formerly of
Joker’s gang, have been moved to Arkham due to a timely arson in the prison. Use them to
your advantage every time you need to hinder the heroes or present a little challenge to
earn them plot points; or if they are taking too much time in a Transition Scene. Simply
break out some goons and make it an Action Scene!
Care to try my Riddle? In its own section, I have placed several riddles that can work as
clues left by Edward Nygma (the infamous Riddler) to bother the heroes. Use these riddles
as sidequests to separate the heroes, adding to the atmosphere and ultimately them
leading to capture the Riddler.
See the “Riddle Me This, little heroes!” section.
Scarecrow: The Scarecrow Scene is perhaps a little tricky to run for a Watcher and players
used to traditional roleplaying. It relies on heavy impersonation, and the players being
able to suspend their disbelief for long enough to play along. Even when I wouldn't
recommend it to a newbie Watcher, it can be great to give it a try and push those
boundaries! But again, it requires a certain type of Watcher and group to actually work and
be fun; and a lot of work and improvisation on the Watcher part. Tips and advice are
included, and my best wishes along with them... have fun!
AA5
MILESTONES
MILESTONES FOR ARKHAM ASYLUM
Arkham Asylum has several thematic Milestones that the heroes can use instead of their
own. They tie directly into the action of the madhouse and reward players for solving the
island's numerous challenges throughout the Event.
AA6
SETTING
SETTING – Arkham Asylum
The Elizabeth Arkham Asylum for the Criminally Insane, commonly referred to simply as
Arkham Asylum, is a psychiatric hospital built on an island in the outskirts of Gotham City.
It is home to many psychopathic criminals, mostly from Batman's own rogues gallery (such
as the Joker, Poison Ivy, the Riddler, Two-Face, the Scarecrow, Bane, Killer Croc, and Harley
Quinn). More “normal” criminals that do not require extensive psychiatric treatment are
instead housed in the nearby Blackgate maximum security prison.
Arkham Asylum does not have a good record, at least with regard to the high profile cases -
inmates such as the Joker are known for escaping at will - and those who are 'cured' and
released tend to re-offend.
In addition, prisoners with unusual medical conditions that prevent them from staying in a
regular prison are housed in Arkham. For example, Mr. Freeze is not always depicted as
insane, but he requires a strongly refrigerated environment to stay alive; Arkham, with
special conditions required for certain patients or inmates being a regularity rather than
exception, is potentially seen by authorities to be an ideal location for such inmates.
The original name of the asylum was "Arkham Hospital". Its dark history began in the early
1900s when Amadeus Arkham's mother, having suffered from mental illness most of her
life, committed suicide. Amadeus then decided, as the sole heir to the Arkham estate, to
remodel his family home in order to properly treat the mentally ill, so others might not
suffer the fate as his mother. Later, Dr. Amadeus Arkham himself started experimenting on
and killing inmates, and it was revealed that Amadeus had actually euthanized her mother
and repressed the memory. His mental health degraded so, until he was a prisoner in the
same facility he built.
Commissioner Gordon
Gordon is the Police Commissioner of Batman's home, Gotham City. He shares the hero’s
deep commitment to ridding the dark and corrupt city of crime. He is somewhat skeptical
of Batman's vigilante methods but recognizes the necessity of Batman and the two have a
mutual respect and tacit friendship. Gordon was present at the Joker's attempt to seize
City Hall, and comes along the heroes to bring in the Joker with a small detachment of
GCPD to supervise and make the arrest legal.
AA7
UNLOCKABLES
UNLOCKABLES
The Batcomputer [5XP / 10XP]: The computer in the hidden Batcave underneath Arkham
Island is not as powerful as the mainframe in Gotham, but is still a capable system in itself.
For 5XP, the characters can link their own info-feed in the cowls with the Computer,
getting alerts and analysis data. This provides with one full-pool reroll ONCE per Act.
For 10XP, the Batcomputer can hack into Arkham’s Security System and tap into audio and
video feeds. Although the Joker’s jamming
devices are scrambling the signal, the extremely
capable computer can alert the hero for
incoming thugs and criminals based on local
microphones pickups. Increase the die type
required by the Watcher to interrupt your action,
for one Act only.
For 10XP, half a dozen guards will appear to help them out. Treat them as an NPC ally in PC
control.
AA8
LOCATIONS
IMPORTANT LOCATIONS
Locations include Arkham East, Arkham West, Arkham North, Arkham Mansion, the
Botanical Gardens, Intensive Treatment, Medical Facility, and Penitentiary. The island also
features a network of subterranean catacombs, caverns, sewers, and a satellite Batcave
which Batman had outfitted over the years in preparation for emergencies like this very
one, being Arkham Security not the most trustworthy in the world.
Through the description, suggestion for Scene Distinctions are indicated in Capital Bold.
At each Scene description, Scene Distinctions will be suggested into boxes with gears
backgrounds.
Arkham North: the access point into the Asylum through a bridge that connects the Island
with the mainland, probably the most important location in Arkham is in its north section:
The Intensive Treatment Center.
The Intensive Treatment Center is the center of Arkham Asylum. It houses holding cells, a
patient pacification chamber, and even a decontamination room.
Right from the entrance and reception, it holds a processing corridor for admitting
patients. An elevator leads to the subterranean level where “regular” holding cells are
located; many convicts transferred from Blackgate are here due to overpopulation of the
facility, as well as some criminal patients that do not require special containment. In this
area is also a Pacification Chamber with Reinforced Doors. This elevator continues further
down into a Heavily Reinforced Guard Room that opens into the subterranean caves that
are Killer Croc’s lair.
At the far end of the holding cells a Computerized Transport System provides access to
Extreme Isolation, where the most dangerous criminals are kept.
Arkham East: accessed from Arkham North by a wide road, Arkham East contains Arkham
Manor and the Botanical Gardens.
AA9
The old Arkham Manor, former residence of Amadeus Arkham, became a regular part of
Arkham Asylum after Amadeus went insane. It includes a records room, offices for the
doctors, and a library. Its elaborate design and many openings and windows make it
Difficult to Defend and Full of Shadows.
The Botanical Gardens of Arkham Asylum provide fresh greenery as possible rehabilitation
for the institution's inmates. It includes a Statue Corridor, an Aviary, and even a top secret
Titan Production Facility used by Dr. Penelope Young. The Corridor joins the Outer and
Inner Gardens, a Green Maze of Trees and Foliage. In center of the Aviary is a Deep Chasm
into the deep caves under Arkham Island. The secret facility of Dr. Young can only be
accessed through a High Security Door in the Inner Gardens, but several workers are
allowed in and out without really knowing they are synthesizing the deadly Titan formula.
After Poison Ivy breaks into the Gardens and her plants become infected by Titan, all the
place has been overrun by Extremely Strong Vicious Vines [d10].
The caves that can be accessed through the Aviary chasm are an underground part of
Arkham Asylum, consisting of an old sewer that empties into the Gotham river, an unused
pump station, and Killer Croc's high-security lair. The caves also include a top-secret
Batcave Batman has built on Arkham Island.
Security guards are posted around the entrance to the caves to the pump station, which
had been closed by Warden Sharp years earlier on the grounds that it was a Security
Threat. The heroes, under clearance from Batman, can access the Batcave built near the old
sewer. The Batcave includes a Batcomputer that can be used to access the mainframe in
Wayne Manor.
The Old Twisty Sewers are Killer Croc’s lair, where he got confined due to lack of
appropriate holding cells for the monster. They are Extremely Dark and all the walking
surfaces are Slick with Moss and Debris.
Arkham West: holds a wide open central area originally for recreation, the small docks, the
Penitentiary and the Medical Facility. Arkham West is one of the very first areas to fall into
Joker’s control, looking to capture Dr. Young.
The medical facility is an important part of Arkham Asylum. It includes a sanatorium with
holding cells, an x-ray facility, and an experimental chamber which houses Bane and is
used by Dr. Young for research on Venom. There are abundant Medical Supplies lying
around, but the place is Tightly Guarded by Joker’s henchmen.
The Penitentiary was the main incarceration area for the various deranged inmates of
Arkham Asylum. It includes a main cell block for some of the most crazed patients on the
island, an extreme incarceration area, and a visitor's center. Its entrance is blocked by a
Burning Ambulance and some Terrified Staff Members are held prisoners once the Joker’s
gang gain control of the place. Most of Batman’s rogue gallery is incarcerated here (thou
Harley Quinn liberated most of them as per Joker’s orders before the heroes can prevent
them).
AA10
THE HOOK
THE HOOK
Come have a Laugh at Gotham City Hall
This Hook is intended to draw the characters into the Arkham action. It is based on what
happens “before” the events described in Arkham Asylum; but as a Watcher I found it
useful to introduce this short Action Scene to explain the rules and draw the heroes
together.
For weeks now the Joker Gang has been staging different crimes in Gotham keeping GCPD
(and the vigilantes) pretty busy. As of such, all the Heroes are probably on patrol at the
beginning of the night, or ready to do the night shift.
An alert then chimes on the police radio: Joker’s men have broken into Gotham City Hall
during the clearing of the vault. They have a dozen hostages, staff and security guards, and
is also holding Mayor Anthony Garcia. The police is speeding to the site but a hostage
situation is anticipated and feared.
The heroes get on their way there. Depending on their affiliations, they may meet there on
the rooftops, or be already together.
As a surprise to the police, the Joker himself is leading the robbery. He has 6 loyal men
with him, and threatens the police to kill them all unless Batman shows up. If Batman is not
among the heroes, he will settle to confront one of the “kiddos”.
Break havoc, have fun, and help them cooperate to take out the goons and finally the
Joker. Remember he is planning to be taken into Arkham by the heroes, but don’t be afraid
to hit them hard. After all, Act I has them starting fresh (unless you are being harsh on
them).
AA11
ACT ONE
INTENSIVE TREATMENT
This island is under my control! That's right, boys and girls! Mine, mine, mine, mine! Oh, the
plans I have for this place. It's going to be glorious! -- Joker
Act I begins with the heroes arriving to Arkham Asylum to drop off the Joker, and ends with
them breaking out of the Intensive Treatment Center in the search for Commissioner
Gordon.
Backstory: Several weeks ago, a mysterious fire in Blackgate’s Maximum Security prison
forced the Gotham authorities to relocate many of its most dangerous inmates into Arkham
Asylum, the only place ready to take so many dangerous criminals. The Asylum’s security
has been enhanced, and the once-sanatorium is nowadays more a fortress than a mental
hospice.
For weeks now, Joker started a rampage of criminal acts escalating into the robbery of
Gotham National Bank. The heroes arrive just in time to capture the Joker. This can be “in-
game” if you decide to run the Preliminary Act for the heroes.
With the villain in custody, they decide to drop off the criminal themselves into Arkham.
They are escorted by a couple of GCPD police cars, with Commissioner Gordon lending
them the “official cooperation” that makes the whole operation legal.
Doom Pool: Start this Act with 2D6 in your Doom Pool
PROCESSING – Transition
AA12
(KEY) THE HOLDING CELLS – Action
In case you haven’t run the Preliminary Act, this is the first Action scene against a pretty easy
opposition. If your players are new to the system, it is great to introduce the basis. If not, it is always
good to flex the muscles before going after the big guys!
With the Joker free, the heroes rush to stop them. He is behind a Security Glass Door [d10]
that the Heroes need to bypass to gain access. Once they get inside, however, the Joker
gets the initiative and dives away (this is narrative prerogative, since the Joker is not using
it to affect the players, it is no necessary to spend dice to “get the initiative” as per the
OM), while all the cells open with Harley Quinn announcing her presence (and she
controlling the Asylum’s security systems) on the speakers.
The heroes are swamped by mobs of Blackgate inmates. Security doors (bars) drop around
the place isolating the heroes with the inmates; the need to clear the area!
When done, the Joker opens up a door for the heroes to follow. Gordon states it is a trap;
but the heroes have no choice but to go on since they are locked in by Harley.
AA13
PATIENT PACIFICATION – Action
Through the ramp, leaving the Holding Cells and into the Processing Corridor, the Cramped
Hallway is littered with fallen security guards stripped of guns. Some of them were killed
by the Blackgate prisoners, and a few have the characteristic smile of Joker poison.
One guard is still alive, albeit hurt: Eddie Burlow. He tells the heroes about the Joker’s
attack helped by his crew, and that the clown run into the Lower Corridor. He offers to take
them there.
The lower corridor leads to the Patient Pacification Chamber. The corridor opens to an
observation deck below, where several treatments are performed on patients requiring
encouragement to follow the Asylum’s guidelines of conduct, as the guards’ say. Two
guards are observing the action below: inside Victor Zsasz is threatening to kill a guard he
has captured, pushing a knife into the man’s throat and shouting for everybody else to get
clear and open him an exit.
The heroes can take Zsasz down, or help the
guards save their partner. Of course, they can
simply choose to walk away... in which case
the guard dies, and no further help from the
guards is to be expected.
AA14
(KEY) DEAR QUINCY, LAUGH FOR ME! -- Transition
Just a quick transition to help the heroes get their bearings. From the guards, they learn
that Arkham North has been locked up (with the bridge leading to Gotham blocked). They
can’t get communication going at least without having Harley Quinn in the line, so they are
trying to avoid it. Speaking of which...
The group hears Harley Quinn on the speakers: the Joker has taken the Medical Facility and
broken into the Penitentiary; and she is holding Warden Quincy Sharp as hostage.
A moment later, all security measures in Pacification fire up and they are locked inside.
AA15
(KEY) JOKER TOXIN IS BAD FOR YOU -- Action
The heroes need to find a way out of Pacification. Some ideas that might appear are cutting
into the access panels (Tech), finding an alternative way out from the roofs (Athletics), or
with help of the guards (Psych or Menace, depending on for
example how the first encounter with Zsasz went). Trapped Arkham Staff
Cloud of Joker Toxin
Once out, they run into the Decontamination Area, where Old Ventilation System
several Arkham personnel are trapped by a low Cloud of Joker
Toxin. Again, use this as a non-fighting encounter, hearing to the Heroes’ ideas and
suggestions for dealing with the toxin. The can remote-operate the ventilation system with
a batarang into its fusebox, swing by and save the staff, blow out a wall, whatever is
exciting at the moment. Reward the heroes for clever planning and thinking.
Following the trail from Decontamination, they reach the Secure Treatment Room, where
they actually glimpse the Joker! But before they can reach him, he unleashes a former
Blackgate inmate injected by Titan, now a ravaging monster.
Reinforced Walls
Heavy Tables and Chairs
Littered Floor
AA16
THE MOLE -- Transition
As the Joker escapes riding a security carriage into Extreme Isolation frying the system and
preventing the heroes from following, he delivers a message through a
nearby guard station: Guard Frank Boles, one of the guards assigned to
escorting Joker into Arkham, is actually in his pay and has captured
Gordon. He intends to have FUN! with the good old Commissioner!
The heroes can employ many of their usual ways to find a trail to
Boles. He is an alcoholic; traces of alcohol in the air will lead to
him. Gordon’s cigar tobacco can also point the way, or
successfully hacking into the Batcomputer and security system.
As always, go with the flow, have fun, and reward clever
thinking on the character’s part.
Ultimately, the trail to Boles leads them to the guard, actually
betrayed by Joker and killed with Joker Laugh Toxin, in a
deserted guard station outside of Intensive Treatment.
Within this Scene, the heroes also learn (from the Joker’s broadcast, if need be), that he has
come here for the “terrible experiments” on the Inmates and Warden Sharp production of
a highly volatile, mind-destroying drug. The Joker has acquired the drug when outside
Arkham and has rigged containers of them all around Gotham. He threatens to blow them
up and kill the city if any outside interference is detected!
AA17
ACT TWO
THE TITAN FORMULA
Tell me Bats. What are you really scared of? Failing to save this cesspool of a city?
Not finding the Commissioner in time? Me, in a thong? -- Joker
This Act is about the heroes finding out a way to stop Joker’s plans to get hold of the
manufacturing of the Titan Formula. They need to save Gordon, and Warden Sharp. They
can also uncover leads pointing to Warden Sharp for experimenting on the inmates and
bring him to justice.
Doom Pool: Start this Act with 3D6 in your Doom Pool
Starting Plot Points: Remember all PPs are reseted at the beginning
of a new Act.
If there is need, an alert from the Batmobile (or any other vehicle
the group got with them) directs them to Arkham West. Also, radio
broadcast from the guards are alerting of a massive gathering
of inmates in that direction, plus a sighting of Harley Quinn.
Remember, she’s got Gordon!
As they enter the area, they notice a burning ambulance
blocking the entrance to the Medical Center; a nervous
guard trying to hide there informs the heroes the convicts
have seized control of the Medical Facility. Looking closer,
they spot 2 doctors and several nurses, along with another
guard, being held hostages at the front of the Medical Facility.
AA18
(KEY) INTO THE MEDICAL FACILITY -- Action
Burning Ambulance With the convicts defeated or avoided, the heroes can trace Harley
Terrified Personnel and Gordon to the interior. Inside they find Joker’s girl with the
Commissioner, but they are behind Reinforced Glass [d12]. They can
try to break it, or use the ventilation shafts for access.
Joker Gang (A mob of Blackgate criminals under Joker’s orders, both out the of the Medical Facility
and inside).
Team 5d6
Distinctions: Dangerous, Desperate, The Joker is more Fearsome than You!.
Mob Power Set: Grab d8, Swarm d8
SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
SFX: We’ve got guns! Activate an opportunity and replace all Mob powers by Guns d10 for your next
action (and all reactions before your turn).
Specialties: Crime Expert, Covert Expert, Combat Expert.
Limit: Knocked out. Defeat Team dice with d8 stress to reduce Mob.
TIP! Remember they have hostages! If they spot the heroes and are given a chance to act, they will
shot for the I have a hostage! Complication. And then, the The Hostage is Dying!
- If they break the glass, Harley retreats holding Gordon at gun-point while a group of goons
rush into the room. They let out that they left the Sanatorium undefended but the men
trapped anyway. They will die soon.
- If the take the ventilation shaft, they appear above the Sanatorium, were some gun-
wielding prisoners are holding 5 more doctors
Medical Supplies
and staff. They are, however, looking for a
Tightly Guarded
certain Dr. Penelope Young on order from the
High-vaulted ceilings
Joker.
AA19
(KEY) THE MORGUE, RESCUE OF GORDON -- Action
Inside the Morgue, some fumes TIP: The Silent Predators -- Most probably, the heroes can work
prevent the heroes in working 100% at a very high level of stealth and take the guards one-by-one. To
(the Scarecrow’s Fear Gas [d8] represent this, treat the mob of goons as a 5d8 Complication;
Complication). However, Gordon is each d8 in a successful roll reduces one die in the complication
still alive and held by Harley in the until all the guards are removed by stealth. Failure in a roll means
middle of the room. Several armed
they are spotted and can be targeted next turn by the guards
thugs patrol the area, and the Joker
(only the hero involved!) unless they can defeat their roll and
defies the heroes to get to Gordon
counterattack with a Hidden Asset. From that point onwards, the
without being noticed. If they do,
Gordon is killed on Harley’s next guards get to act to beat the Hidden Asset normally, to expose
action. the Hero they now know is there.
If the Heroes have not exposed themselves, the mob can roll for
Maze of ventilation shafts an “On Alert” Asset, or you can pay d8 from the Poll to “Pair them
Old crumbling walls up” (and so the Heroes need to take two of them at once not to
Shifting Shadows reveal themselves.
AA20
Bane (Antonio Diego [known to authorities]) Affiliations: Solo d10; Buddy d8; Team d6
Antonio Diego was Imprisoned from birth to serve his dead Distinctions: Venom Addiction, Strategist
father's sentence, Bane was raised inside the horrific Mind, Megalomaniac.
environs of a Santa Prisca prison. Finding solace in smuggled
books and meditation, he developed incredible powers of Titan-Drug Power Set: Godlike Strength d12,
concentration. When he was subjected to military Superhuman Durability d10, Superhuman
experiments with the experimental steroid Venom, his iron- Stamina d10, Enhanced Senses d8.
forged will helped him survive where other test subjects had SFX: Crush! Spend a d6 from the die pool and
died, and he managed to escape. Determined to prove his step up physical stress dealt by Bane by one.
worth, he sought out Batman and broke the Dark Knight's SFX: Invulnerability. Spend a d6 from the
spine after causing a breakout that took Batman weeks to Doom Pool to ignore Physical stress or trauma.
round up the escaped villains. But Batman recovered and Limit: Titan Feed. Instead of inflicting Physical
managed to beat Bane, cutting off the precious Venom Stress, the attacker may choose to rip off a
supply that transforms Bane into a superhuman.
Titan Feed. Reduce all Venom powers by one
Bane is all but defined both physically and mentally by his
use of the Venom compound. His body is ravaged and step. Step up or add a d6 to the Doom Pool
withered when he is in withdrawal, but upon being (this die may not be used to activate
administered a dose of Venom, he becomes a physical Invulnerability and ignore this Limit). When
monstrosity. A highly intelligent and strategic man, his sense Superhuman Durability reaches d4, all the
of self has become totally dependent on his Venom power set shuts down.
addiction. When partaking, he displays intense narcissism,
manifesting as megalomania and a competitive
Specialties: Combat Master d10, Menace
preoccupation with the Batman. Deprived of the compound,
Expert d8, Crime Expert d8
he is almost totally unresponsive in every way, approaching
catatonia.
After defeating Bane, they take Gordon to the docks and he leaves on a small engine boat
standing there.
TIP: the Joker will actually capture Gordon preventing his escape. Try to keep the Heroes in
the dark on this... we don't want to spoil the surprise!
The heroes get a chance to recover, and talk down what to do next. They can perhaps
regain communication with Wayne Manor if they haven’t already; Alfred’s leads from the
Batcave will be very useful later.
AA21
BACK TO THE MANOR -- Action
Aaron Cash will escort the doctor to the Manor, Guard Aaron Cash
and if the heroes chose to do so, allow them.
Expert Asylum Guard (d8)
Going into Arkham East, they find Joker’s men
Solo d4, Buddy d6, Team d8
have taken over this part of the island and man
Body Armor (d6) - Small Arms (d6)
the watchtowers.
Into the Manor, Dr. Young leads them to her office. They are ambushed however, and Dr.
Young runs away as the heroes are stalled by a group of Blackgate convicts.
Difficult to Defend They try to follow Dr. Young into the Records Room, but an explosion
Full of Shadows seals them off. Finding Arkham’s clerk Kevin Liew they learn of
another access into the Doctor’s office.
- If the heroes do not escort Dr. Young back to the Manor, have them get into the Manor to
find Cash and Liew hostage to Blackgate Convicts in the Records’ Room. From there, they
need to find Dr. Young’s office, since she run away from the prisoners.
Once there, however, they learn that Joker Gang (A mob of Blackgate criminals under Joker’s
Dr. Young has taken the notes orders, armed with stun batons, clubs and shotguns from
already. Following her trail to the the guards).
Library, any successful roll against Team 5d6
Distinctions: Dangerous, Desperate, The Joker is more
the Doom from the heroes has them
Fearsome than You!.
finding the notes.
Mob Power Set: Grab d8, Swarm d8, Stun Baton d6
They are alerted by cries of pain SFX: Area Attack. Add a d6 and keep an additional effect die
down a nearby hallway; they quickly for each additional target.
SFX: We’ve got guns! Activate an opportunity and replace all
recognize it as Dr. Young’s voice!
Mob powers by Guns d10 for your next action (and all
The Joker, has taken Dr. Young and reactions before your turn).
intends to torture her for the Titan SFX: Tickles! When Stun Baton is used in a Pool by the Joker
formula details. Gang, step up mental stress inflicted by 1.
Limit: Knocked out. Defeat Team dice with d8 stress to
reduce Mob.
Specialties: Crime Expert, Covert Expert, Combat Expert.
AA22
(KEY) DR. YOUNG -- Action
They find Doctor Young being tortured by Zsasz in the Warden’s Office.
If they can get the drop on Viktor, have the fight develop Cramped Space
normally with Dr. Young lying in a corner. If not, he will call on Heavy Furniture
the I will kill her! Complication as his first action. If he steps up
this complication over d12, she is dead. Have the Joker boast that Zsasz did his job well,
and that the little lady coughed up all the information
he needs to replicate and perfect the Titan
formula... at the Botanical Gardens.
AA23
RESCUING WARDEN SHARP -- Action
The heroes can also track Warden Sharp to the Penitentiary. There they can find Poison Ivy,
who tell the heroes that her plants are “hurting” and being poisoned in the Gardens. She
begs to be freed to help them; if they Joker Gang (A mob of Blackgate criminals under Joker’s
do, she runs for the Gardens. orders, armed with stun batons, clubs and shotguns from
the guards).
Team 5d6
The trail to Sharp leads to a security
Distinctions: Dangerous, Desperate, The Joker is more
tower; once inside they are locked up. Fearsome than You!.
If they didn’t free Ivy before, they see Mob Power Set: Grab d8, Swarm d8, Stun Baton d6
Harley doing it on her way out. SFX: Area Attack. Add a d6 and keep an additional effect die
for each additional target.
SFX: We’ve got guns! Activate an opportunity and replace all
The room fills up with Choking Gas [d8] Mob powers by Guns d10 for your next action (and all
while the Joker tell the heroes about a reactions before your turn).
“party” and that he will give them SFX: Tickles! When Stun Baton is used in a Pool by the Joker
something to do until it is ready. He Gang, step up mental stress inflicted by 1.
Limit: Knocked out. Defeat Team dice with d8 stress to
then releases all inmates in the reduce Mob.
Penitentiary. Pit them to Arkham Specialties: Crime Expert, Covert Expert, Combat Expert.
inmates of your choice, feel free to add some of Batman’s villains into the mix. Harley
finally jumps in.
When defeated, Harley tells them they
Harley Quinn (Dr. Harleen Francis Quinzel [known to
will never survive the surprise the
authorities])
Joker is preparing... in the
Botanical Gardens. An Arkham Asylum psychiatrist assigned to treat the Joker,
Dr. Harleen Quinzel instead became obsessively fixated on
her patient, believing herself to be in love with him. She
helped him escape confinement and took on her own
criminal identity as Harley Quinn.
Quinn is a violent and unpredictable felon whose only
motivation, beyond general mayhem, is achieving the Joker’s
approval. Because of his cruel and mercurial nature, this in
some ways makes her just another of his victims - albeit a
very dangerous one.
Affiliations: Solo d4; Buddy d8; Team d6
Distinctions: Former Psychiatrist, Mad Love, Number One
Henchwoman
Ivy Enhanced Body Power Set: Durability d6, Enhanced Reflexes d8,
Enhanced Stamina d8
SFX: Immunities. Spend a doom pool die to ignore stress, trauma and
complications from poisons and toxins.
SFX: I'll Help! Whenever Harley attempts a support action, whether
she succeeds or fails, the resulting effect die is increased by +1.
Limit: Exhausted. Shut down any Ivy Enhanced Body power and add
d6 to the Doom Pool. Recover power by spending a d6 from the
Doom Pool..
Favorite Toys Power Set: Boxing Glove Gun d8, Mallet d8
Limit: Gear. Shut down Favorite Toys and gain a d6 for the doom
pool. Take an action vs the doom to recover.
AA24 Specialties: Acrobatic Expert d8, Combat Expert d8, Crime Expert d8
ACT THREE
AN INVITATION TO MY PARTY!
Blah, blah, blah! Always with the hero speak! I'm getting bored of watching you.
Why don't you just come find me? -- Joker
Once they know that Joker intends to produce more Titan in the Gardens, they heroes need
to move there immediately. However, they need to find an antidote for the Titan; which
they will learn from Ivy is based on some spores that can be found in the sewers… Killer
Croc’s lair. Then, Joker will infect Poison Ivy’s herself and her maddened powers will start
tearing the island apart.
Finally, a showdown with Joker is in place, to save the day!
Doom Pool: Start this Act with 2D8 in your Doom Pool
Starting Plot Points: Remember all PPs are reseted at the beginning
of a new Act.
AA25
(KEY) THE BOTANICAL GARDENS – Action
Knowing now that the Joker is planning on producing more Titan formula in the Gardens,
they move there. They find opposition in some Blackgate convicts plus a couple of Titan
Henchmen drugged with the now complete Titan Serum.
Green Maze of Foliage
Deep Chasm
Joker Gang - Team 3d6
Distinctions: Dangerous, Desperate, Drugged.
Mob Power Set: Grab d8, Swarm d8
SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
SFX: We’ve got guns! Replace all Mob powers by Guns d10.
Specialties: Crime Expert, Covert Expert, Combat Expert.
Limit: Knocked out. Defeat Team dice with d8 stress to reduce Mob.
Titan Enhanced Henchman x2
Affiliations: Solo d8, Buddy d6, Team d4
Distinctions: Titan-induced rage, Mindless Determination, No Initiative of his own.
Titan Drugs Power Set: Enhanced Durability d8, Titan Strength d12, Superhuman Stamina
d10, Enhances Reflexes d8
SFX: Titan charge! Double Superhuman Strength for a line of sight charge attack. If the
hero successfully gets out of the way, they may use their effect die for free against the
Titan Enhanced Henchman.
SFX: Crush! Spend a d6 from the die pool and step up physical stress dealt by
the Titan Enhanced Henchman by one.
Limit: Dazed. On any successful attack that dazes or stuns the Titan Enhanced
Henchman, step up the effect by one.
Specialties: Combat Expert, Menace Expert.
Scene Event: 2d8 – Tearing down the place. The Titan Henchmen (or the Heroes, if their
actions are appropriate) cause the destruction of much of the vegetation of the Botanical
Garden, making Ivy angry and attacking them all.
By defeating Ivy, or convincing her of their good intentions, they find that the formula is
produced by genetically engineered plants. Ivy explains an antidote can be manufactured,
and that some rare spores might be of help, but they can be located in the Sewers-- Killer
Croc’s Lair. And they will never be able to get in there and out again, right?
AA26
Poison Ivy
Affiliations: Solo d10; Buddy d8; Team d6
Distinctions: Living Plant, Nature's Savior, Seductive Rose
Mistress of Plants Power Set: Plant Mastery d10, Mind Control d8, Superhuman Stamina d8,
Enhanced Senses d8
SFX: Immunities. Spend a doom pool die to ignore stress, trauma and complications from
poisons and toxins.
SFX: Men Are Such Fools. Step up and double Mind Control die when rolling against a man. Step
down and spend a d6 from the Doom Pool when using it on a woman.
SFX: Grapple. Add a d6 and step up your effect die by +1 when inflicting a complication on a
target.
Limit: Don't Hurt my Babies. Increase all emotional stress dice by +1 when threatening plants in
Ivy's presence.
Moving through the Chasm into Killer Croc’s Lair, they hear
the Joker taking Ivy and injecting her with Titan. He is angry
that she doesn’t turn into a monster, but the island starts to
shake as gigantic vines and roots start to tear the ground apart.
They must hurry and find a cure...
Ideas for Resources: The Batcomputer can help identify and track
the spores; as well as provide a map of the sewers and its weak
points. So does contacts within the City Hall (through Business)
if they can manage to broadcast out.
AA27
TIC-TOC, FEED THE CROC -- Action
The heroes venture into the Sewers and must fight or
evade Croc while harvesting the spores. The
Batcomputer can identify them and direct
the search. The scene is pretty
straightforward; just keep throwing
complications with the vines, and Croc, and
the sewer environment.
Extremely Dark
Slick with Moss and Debris
Old Twisty Sewers
Killer Croc (Waylon Jones [known to Affiliations: Solo d10; Buddy d8; Team d6
authorities]) Distinctions: Cold Blooded Cannibal; At home in the water;
Born with a rare mutation that made Always Hungry
his skin green and scaly, and which Bestial Mutant Power Set: Superhuman Strength d10,
grew his body to grotesque Superhuman Durability d10, Superhuman Stamina d10,
Enhanced Senses d8.
proportions, Waylon Jones was raised
SFX: Claws and Teeth. Add a d6 for an attack action and step
by an alcoholic aunt and bullied down your highest die by one. Step up physical stress caused by
relentlessly for his appearance. He one..
briefly worked as a carnival freak SFX: Invulnerability. Spend a d6 from the Doom Pool to ignore
under the name Killer Croc, but his Physical stress or trauma.
misanthropy grew as did his bestial SFX: I’ve got your scent. Use an effect die to create a Blood Scent
complication on a target. You may track the target at any point
nature, pushing him to a life of crime.
later.
As his physical condition and mental
Limit: Shock Collar. Gain the complication Searing Electrical Pain
state deteriorate, Killer Croc becomes d8 and add a d8 die to the Doom Pool.
a more bestial foe, increasingly
detached from humanity. Specialties: Combat Expert, Menace Master.
AA28
THE BATCAVE -- Transition
The Batcomputer in the Batcave can synthesize a cure for Titan with the Spores. However,
the amount is small and has only half a dozen doses. Shortly when they are done, Ivy’s
vines destroy the batcave and the heroes are forced out.
AA29
(KEY) FIXING IVY – Action
Mistress of Plants Power Set: Plant Mastery d10, Mind Control d8, Superhuman Stamina d8,
Enhanced Senses d8
SFX: Immunities. Spend a doom pool die to ignore stress, trauma and complications from poisons
and toxins.
SFX: Men Are Such Fools. Step up and double Mind Control die when rolling against a man. Step
down and spend a d6 from the Doom Pool when using it on a woman.
SFX: Grapple. Add a d6 and step up your effect die by +1 when inflicting a complication on a target.
Limit: Don't Hurt my Babies. Increase all emotional stress dice by +1 when threatening plants in
Ivy's presence.
Titan Vines Power Set: Titan Strength d10, Superhuman Durability d8
SFX: Constrict. Whenever a Titan Vine inflicts a grapple complication on a target, step up its effect
die by 1.
Limit: Uncontrollable. Double a Titan Vines power and add it to the Doom Pool. Shut the Power
Set. Recover by spending 1 d6 from the Doom Pool.
Specialties: Combat Expert, Menace Expert, Psych Master, Science Expert.
Defeating the plant and the guards, they can inject the cure into Ivy and stop the
destruction of the island.
AA30
(KEY) LET THE PARTY BEGIN! -- Action
Upon leaving the Gardens, the heroes learn that the Joker’s party is about to begin! They
are recalled to the Visitor’s Center, all re-styled to the Joker’s taste. A hundred Blackgate
prisoners cheer the heroes in, calling them the “special guests”.
Inside, they take a ride to the roof to find Joker sitting in a throne of mannequins with
Scarface on his knee.
Now the world will see it! You imprison us, but who are the freaks running around in
costumes and foiling the world? Who is really crazy in here? You are the freaks! You need to
be locked down! – Joker
- If the heroes foil the attempt to convert Gordon into a monster, Joker shoots himself and
charges along with a large number of his henchmen.
- If they don’t save the Commissioner, make him a ravaging monster and let him free on the
characters, with the Joker merely acting as backup initially.
AA31
The building crumbles and the
Joker laughs at the cameras of the
television choppers taunting the
heroes. The final fight is on.
Titan-Infected Gordon: Being shot with the Titan Serum, Gordon becomes an animalistic hulk that
attacks everything that moves; but still pleads for the heroes to make him stop.
Affiliations: Solo d10; Buddy d8; Team d6
Distinctions: Cannot Control Myself, Ravaging Monster
Titan Drugs Power Set: Enhanced Durability d8, Titan Strength d12, Superhuman Stamina d10,
Enhances Reflexes d8
SFX: Floor Pounding. Step up the effect die when creating a Complication.
SFX: Crush! Spend a d6 from the die pool and step up physical stress dealt by the Titan Enhanced
Henchman by one.
Limit: Duty. Move your highest rated Stress to the Doom Pool and shutdown any Titan Drugs Power.
Recover by spending a d6 from the Doom Pool.
Specialties: Combat Expert, Menace Master.
Titan-Infected Joker: Being shot with the Titan Serum, the Joker retains his intelligence unlike the
brutes and goons. Drop Joker Toxin Power Set and add:
Titan Drugs Power Set: Enhanced Durability d8, Titan Strength d12, Superhuman Stamina d10,
Enhances Reflexes d8
SFX: Claws. .
SFX: Crush! Spend a d6 from the die pool and step up physical stress dealt by the Titan Enhanced
Henchman by one.
Limit: Dazed. On any successful attack that dazes or stuns the Titan Enhanced Henchman, step up
the effect by one.
AA32
The Joker (ID unknown) Affiliations: Solo d10; Buddy d8; Team d6
An insanely homicidal super-villain, the Joker's Distinctions: Clown Prince of Crime, Gloriously Insane,
white skin, green hair, and blood-red lips belie Twisted Genius
the chaotic nature underlying his cartoonish
appearance. Harlequin of Hate Power Set: Durability d6, Enhanced
“My most challenging patient at Arkham. The Reflexes d8, Enhanced Senses d8, Superhuman Psychic
Joker's derangement defies easy classification. Resistance d10
His rapidly changing mood swings hint at SFX: Clarity of Madness. Spend a die from the doom pool
to step up a Harlequin of Hate die for an action.
borderline personality disorder, but he has no
SFX: One Bad Day. If you score an extraordinary success
trace of associated identity problems. He also against a player in an opposed roll, you may freely use
displays signs of deep narcissism, but your effect if it is a reaction roll, or step up your effect die
nonetheless he has a well-developed sense of otherwise (above the normal step up of the success).
others, as his ability to manipulate everyone SFX: Are you feeling crazy enough? After inflicting mental
from orderlies to doctors in Arkham is or emotional stress, step up a Harlequin of Hate power by
one for your next action.
extraordinarily well-developed; he also shows
Limit: Overconfidence. Change any Harlequin of Hate
all the signs of a highly functioning sufferer of
power into a complication and step up or gain a d6 for the
antisocial personality. At times I actually doom pool. Activate an opportunity to recover.
wonder if he is actually insane at all.” -- Dr.
Young. Joker Toxin Power Set: Weapon d10
SFX: Afflict. Add a d6 and step up your effect die by +1
when inflicting a Joker Toxin complication on a target.
SFX: Area. Add a d6 and keep an additional effect die for
each additional target.
Limit: Gear. Shutdown Joker Toxin and gain a d6 for the
doom pool. Spend a d6 from the doom pool to recover.
With Joker done for, GCPD pours over Arkham Island and starts rounding up the inmates,
especially since the effects of the Titan drug is making them collapse. Over the radio, an
alert is sound: Two-Face is raiding Gotham City. The heroes leave into the night...
AA33
Riddle Me This, little heroes!
What? You're nearly done? Are you cheating? Looking them up on the internet? Tell me.
– The Riddler
Through the Event, the heroes will find Edward
Nigma’s Riddles scribbled on the walls, the
floors, lying around in Enigma Machines...
whenever in a transition scene, or when you
think it is appropriate, drop one of these.
The price to answering each one of this is a trace to
Edward Nigma’s location on the Island. As a suggestion,
tell them the location of The Riddler’s hideout after 4 or 5
hints.
The Riddler, however, is not at the hideout. Once there, they
find out the villain has left in a hurry, leaving a note behind: “Do
you think I would be such a fool to wait for you here? While you
entertained yourself with my little silly riddles, and those pathetic
self-proclaimed villains, I have left. See you later!”
What book was once owned by only the wealthy, but now everyone can
have it? And now, you can’t even buy it in a bookstore!
Answer: A phone book. To be used at the Records Room or the Library;
simply have a phone and book close by.
I look at you, you look at me, I raise my right, you raise your left.
Answer: A mirror. Pretty straightforward.
He has married many women but has never married. Who is he?
Answer: A priest. Use it anywhere there are cells nearby, for example; and have an
inmate left a Bible behind.
I run all day but I'm always at the same place. What am I?
Answer: A clock. To be used practically everywhere, since it can be a wall clock, or a wrist watch on
someone lying nearby.
What’s so fragile that even saying its name you can break it?
Answer: Silence. Use it on a “Silence Please” sign at the Medical Facility.
AA34
Scarecrow's Hallucinations
Is your mind playing tricks on you? Or am I?
– Scarecrow
During any time when the heroes are near the Morgue, you may inflict them with a
« Scarecrow’s Gas Complication. It is suggested you start it at d8, and then spend dice from
the Doom Pool to increase it (smaller die to step it up, larger to replace). Any Hero stressed
out due to the complication falls into Scarecrow's Hallucination.
When all Heroes stress out, you can activate this Scene. Alternatively, you can activate it by
spending 2d10 if every Hero is affected by Scarecrow's Gas complication, ending the
Scene they are into.
AA35
Tips for « fears » for each Hero.
Batman. Batman's fear are all about failure and guilt. Guilt for choosing a certain movie
and his parents getting killed after it, failure to prevent Jason's death, failure to protect
Barbara from the Joker, failure to get rid of Gotham's criminal, guilt that his activities as
vigilante have actually made it all worse.
Nightwing. Dick's worst nightmares are all about overhearing the shadowy men talking
about harming the Circus and his parents' tightrope being sabotaged. He is guilty of their
deaths, in his mind. He also abandoned his real family, the Haley Circus, for Bruce Wayne...
whom he eventually failed as Robin, their views in life different. He never quite measured
up to the Batman, craving for his approval. He is also fearful of being alone, failing to settle
in any long-term relationship as he grows older.
Huntress. Helena fears little, being educated in an ambient made of fear. The single
turning point in her life was the death of her parents, but she was used to death. Her fears
lie in losing the grip on Gotham's crime families, and being responsible for their actions.
She also fears turning into a monster, the kind of blood-hungry criminal Batman hunts
down. Her own brutality, and how easily it is for her to maim and cause pain, are her worst
fears.
Red Robin. Tim zips around the world as Red Robin, full of vitality. In a sense, he is the
more care-free of the Heroes portrayed here, and always called on determination and his
superior mind to step up when needed. His greatest fear is failing Bruce, and Dick. They are
his family. Losing his mind, not being able to arrive to the right conclusion, and getting
there late.
Red Hood. Being dead and resurrected without really knowing why, especially in a zombie-
like state, leaves a lot of scars in your mind. Jason, especially, fear being caged. Caged in
his own body, without control of his actions. Caged in Arkham as a criminal. Caged and
restrained by Batman's strict code and his own promise to hold it.
Batgirl. Barbara has just regained control of her legs. She also fears the death of
Commissioner Gordon, her dad. If that is not enough to mess with her head...
Batwoman. When Kate was 11, she was kidnapped with her mother and twin sister. Her
father, a NATO special agent, led the charge to rescue them... but when Kate's blindfold
was removed, she could see her mother and sister dead in a bloody scenario. Later, her
vows of revenge got thwarted as she got rejected by the military due to her lesbian
inclination. When she found out a duty, a task to fight crime under Batman's banner, she
got rejected by girlfriends who thought she had a « busy nightlife ». She has been
identified by the Black Cult as their savior of Prophecy, whose leader was actually her
presumed-dead twin sister... who Kate killed by throwing out of an airplane after beating
her (before realizing she was her sister). She has a lot to prove, and a lot to leave behind...
AA36
DATAFILES
HERO DATAFILES
The following section assumes that some members of the Bat-family show up at Arkham to
escort the Joker to his cell, thus being inside when the action starts. The presence of any
other DC superhero is extremely discouraged. Also, remember that Joker is threatening
Gotham with the Titan formula bombs should any super appear near the island.
Also, bear in mind that this datafiles are merely a representation and the vision of the
writer on these characters. The Marvel Heroic Roleplaying system is so flexible, you can
tweak them at your pleasure.
AA37
Batman
(Bruce Wayne [secret id])
Batman is the superhero protector of Gotham City, a man dressed like a bat who fights against evil
and strikes terror into the hearts of criminals everywhere. In his secret identity he is Bruce Wayne,
billionaire industrialist and notorious playboy. Although he has no superhuman powers, he is one
of the world's smartest men and greatest fighters. His physical prowess and technical ingenuity
make him an incredibly dangerous opponent
Specialties: Combat Master, Covert Master, Crime Master, Menace Master - Psych Expert, Business
Expert, Acrobatic Expert, Science Expert, Tech Expert, Vehicle Expert
Milestones:
Under Your Wing
1 XP When you choose to aid a hero for the first time
3 XP When you take stress for that hero
10 XP When you choose to take that hero on as your trainee, or dismiss them.
I Am The Night!
1 XP When you first inflict emotional stress on a foe.
3 XP When you inflict stress or trauma on an ally.
10 XP When your choice to inflict stress or trauma on an ally turns out for the best.
AA38 Original inspiration for this Batman Datafile thanks to Princess Stacey of RPG.net
Nightwing
(Dick Grayson [secret id])
Richard "Dick" Grayson was Batman's first sidekick Robin. He served many years as Batman sidekick
and also founded a group with many other sidekicks, first named the Teen Titans and then simple
the Titans. Dick, on and off, has been their de-facto leader.
At around 17 he realized that he had grown up: he no longer relied on Batman and, in fact, he and
the Dark Knight disagreed on crime-fighting methodology. His new-found independence and
Titans' duties in New York left less time for his former commitments in Gotham City. Batman,
however, was less than pleased. He informed Dick that if he no longer wanted to be his partner,
then Dick would have to retire as Robin. Dick left Wayne Manor and became Nightwing. During
Battle of the Cowl we performed as Batman for a time, with Damian Wayne as Robin. With Bruce
Wayne back in Gotham, he returned to his role as Nightwing.
Specialties: Acrobatic Master, Combat Expert, Crime Expert, Menace Expert, Psych Expert, Covert
Expert, Vehicle Expert.
Milestones
Under the Shadow of the Bat
1 XP when someone comments on you being a former sidekick.
3 XP when someone either seeks the help of, or vows revenge on you specifically, .
10 XP when another Hero acknowledges you as a Hero in your own right, or slap you down as a
rookie.
Haunted by Failure
1 XP when you declare a situation similar to a failure of your past (perceived or real).
3 XP when you first activate Self Doubt and relate to failing your parents of someone of the Batman
family.
10 XP when you stress out emotionally during an scene and another member helps you fight
through the feelings of failure (and gets you back into action).
Original inspiration for this Nightwing Datafile thanks to GabrielK of RPG.net AA39
Huntress
(Helena Bertinelli [secret id])
The Huntress is a vigilante operating out of Gotham City, and a member of the Batman Family. She
is also a devout Catholic, and is very in touch with her Italian heritage. Her career is inspired by a
personal vendetta against organized crime, responsible for killing her entire family. At first, her
ruthless methods and willingness to kill made her an outcast from the heroic community, but in
time she learned to temper her methods and became accepted by her peers. She has also been a
member of the Justice League and the Birds of Prey.
Specialties: Crime Master, Acrobatic Expert, Combat Expert, Menace Expert, Business Expert, Covert
Expert.
Milestones
I strongly suspect this is going to hurt.
1 XP when you use Incapacitate and stress out a foe.
3 XP when someone openly states his/her disgust for your violent ways.
10 XP when other recognize your methods are valid, or when you acknowledge you need to change
your ways.
AA40
Red Hood
(Jason Todd [secret id])
Jason Todd is a vigilante anti-hero who has been a member of and antagonist to the Batman Family.
Batman originally trained him to be the second Robin, his new side-kick after Dick Grayson became
Nightwing. Jason is murdered by the Joker during A Death in the Family, although he is later
resurrected and returns as the second Red Hood. After confronting Batman and the Bat-family, he
decides to fight crime as a mercenary and gun for hire, slowly turning into a reluctant hero.
Milestones
Not your usual hero
1 XP when you inflict physical stress and remark how soft other heroes are to their opponents.
3 XP when someone openly states his/her disgust for your violent ways.
10 XP when other recognize your methods are valid, or when you acknowledge you need to change
your ways.
AA41
Red Robin
(Tim Drake [secret id])
Tim Drake is a member of the Batman Family who has taken several names. Originally he became
the third Robin, following Dick Grayson's ascension to Nightwing and the death of Jason Todd,
when he figured out Bruce Wayne's secret identity. Proving himself in combat, he was taken on for
training, and would eventually become one of the world's greatest detectives and martial artists.
Battle for the Cowl saw him briefly becoming Batman. Grayson took the role permanently and
Damian Wayne became Tim's successor. Taking on his own persona, Drake took the costume of Red
Robin. He is a founding member of Young Justice alongside his closest friends Superboy and Kid
Flash, and has also been a member of the Teen Titans.
Milestones
Young Justice
1 XP when the Watcher gets at least a d8 from an Opportunity you roll while solo..
3 XP when you interrupt to take stress in place of a fellow hero.
10 XP when you offer another hero to be part of a superhero team, whether they accept it or not.
AA42
Robin
(Damian Wayne [secret id])
Damian is the child of Bruce Wayne and Talia al Ghul, and thus the grandson of Batman villain Ra's
al Ghul. Raised by Talia and the League of Assassins, Damian becomes a talented martial artist by
the time he is a pre-teen, when Talia reveals his existence to Bruce Wayne and leaves him in his
father's custody in an effort to disrupt Batman's work.
Although precocious, spoiled, selfish and violent, Damian seems to genuinely want to aid Wayne's
war on crime as Damian sees himself as Wayne's true son though this remains unconfirmed. After
Dick Grayson takes up the mantle of Batman, Damian Wayne assumed the title to work alongside
Dick, who chose Damian as he feels his character needs developing or he could be like Jason.
Despite working as Grayson's Robin, Damian expresses a strong willingness to take over the
Batman identity himself if Dick is not "up to it." When Bruce returns as Batman, they start patrolling
Gotham for the first time together. They struggle with the exploration of their father-son dynamic,
as Bruce tries to become a more positive role model.
Milestones
An Assassin at Heart
1 XP when you inflict physical stress and remark how soft other heroes are to their opponents.
3 XP when you decide to inflict Trauma to an already stressed out foe.
10 XP when other recognize your methods are valid, or when you acknowledge you need to change
your ways.
AA43
Batgirl
(Barbara Gordon [secret id])
Batgirl is one of Batman's side-kicks and a member of the Batman Family similar to Robin. She
patrols Gotham City fighting crime using her mastery of the martial arts, her wits, and an arsenal of
high-tech gadgets. There have been several women to take the position over the years, but the most
well-recognized Batgirl is Barbara Gordon, daughter of Commissioner Gordon. She was Batgirl for many
years until the Joker shot her through the spine and paralyzed her. Barbara still fought crime from her
wheel-chair as Oracle, an international super-hacker and invaluable computers expert for heroes
everywhere.
As Oracle, she led the superhero group Birds of Prey, which included members Huntress and Black
Canary, among others, and has been an expert consultant for most of the top superhero community.
Recovering from her paralysis after three years, she has retaken the Batgirl cowl and is out to prove
herself in Gotham.
She has been romantically involved with Dick Grayson, who eventually proposed to her. Barbara
declined for the moment, since she feels Dick still has a lot to do before settling down.
Specialties: Psych Master, Tech Master, Crime Expert, Combat Expert, Acrobatics Expert, Covert
Expert.
Milestones
Success through other
1 XP when you successfully provide an Asset to an ally in Team mode.
3 XP when you help defeat a foe without any Team member becoming stressed out.
10 XP when you are invited into a Superhero group, or invite other hero to join you as a team.
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Batwoman
(Kathy Kane [secret id])
Kate Kane was the survivor of a brutal kidnapping that left her mother dead and her twin sister lost to
her. She followed in her father's footsteps, vowing to serve her country. She attended West Point
Academy until she was expelled under 'Don't Ask, Don't Tell.' She and her cousin Elizabeth Kane began
working as costumed the costumed vigilantes Batwoman and Flamebird in Gotham City.
Katherine "Kate" Kane was Renee Montoya's former lover and heiress to one of the wealthiest families
in Gotham City, owning that which the Wayne family does not.
She got involved into a crime investigation done at the time by Montoya, one of most trusted Gordon's
police officers, she took the identity of Batwoman to help and protect her former love. She has a history
with Intergang, whose Book of Crime mentions the “twice named daughter of Kane” dead in a prophecy.
In fending off Intergang's attempts to kidnap and sacrifice her, she meet the bat-family and eventually
got accepted into Gotham's band of defenders.
Specialties: Covert Master, Crime Expert, Combat Expert, Menace Expert, Acrobatics Expert, Tech
Expert.
Milestones
Always on the Batman rule
1 XP when you chose to pull your punches on a fight.
3 XP when your protect an innocent instead of pursuing your enemy.
10 XP when you employ lethal force to terminate a threat and reject Batman's rule, or when you
allow a villain to escape or hurt someone else because of Batman's rule.
Dagger to the Chest
1 XP when you first activate Exhausted in an Scene.
3 XP when you you Stress out with the Heart Wound complication on you.
10 XP when you remove the Heart Wound limit and lose the Inhuman Determination Power Set.
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INMATES
THE INMATES
Arkham is populated by many of the most dangerous criminals ever known. See below
their compact datafiles, for easy consultation.
Specialties: Combat Expert d8, Crime Master d10, Menace Master d10, Psych Master d10.
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Harley Quinn (Dr. Harleen Francis Quinzel [known to authorities])
An Arkham Asylum psychiatrist assigned to treat the Joker, Dr. Harleen Quinzel instead became
obsessively fixated on her patient, believing herself to be in love with him. She helped him escape
confinement and took on her own criminal identity as Harley Quinn.
Quinn is a violent and unpredictable felon whose only motivation, beyond general mayhem, is
achieving the Joker’s approval. Because of his cruel and mercurial nature, this in some ways makes
her just another of his victims - albeit a very dangerous one.
Ivy Enhanced Body Power Set: Durability d6, Enhanced Reflexes d8, Enhanced Stamina d8
SFX: Immunities. Spend a doom pool die to ignore stress, trauma and complications from poisons
and toxins.
SFX: I'll Help! Whenever Harley attempts a support action, whether she succeeds or fails, the
resulting effect die is increased by +1.
Limit: Exhausted. Shut down any Ivy Enhanced Body power and add d6 to the Doom Pool. Recover
power by spending a d6 from the Doom Pool..
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Poison Ivy (Pamela Lillian Isley [known to authorities])
Yet another patient whose treatment is complicated by a bizarre medical condition, Isley has a
modified genetic code that incorporates plant DNA and renders her physically toxic to others. She
is essentially deeply antisocial, believing herself to be not only inhuman but superior to others;
this diagnosis is tied into her hypersexuality, which takes the form of a constant attempt to seduce
others to do her bidding. She also displays a narcissistic belief in her role as the protector of the
entire natural world.
Mistress of Plants Power Set: Plant Mastery d10, Mind Control d8, Superhuman Stamina d8,
Enhanced Senses d8
SFX: Immunities. Spend a doom pool die to ignore stress, trauma and complications from poisons
and toxins.
SFX: Men Are Such Fools. Step up and double Mind Control die when rolling against a man. Step
down and spend a d6 from the Doom Pool when using it on a woman.
SFX: Grapple. Add a d6 and step up your effect die by +1 when inflicting a complication on a target.
Limit: Don't Hurt my Babies. Increase all emotional stress dice by +1 when threatening plants in
Ivy's presence.
Specialties: Combat Expert d8, Menace Expert d8, Psych Master d10, Science Expert d8
When under the effect of the Titan Drug, she acquires the
following Power Set:
Titan Vines Power Set: Titan Strength d10, Superhuman Durability
d8
SFX: Constrict. Whenever a Titan Vine inflicts a grapple
complication on a target, step up its effect die by 1.
Limit: Uncontrollable. Double a Titan Vines power and add it to
the Doom Pool. Shut the Power Set. Recover by spending 1 d6
from the Doom Pool.
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Killer Croc (Waylon Jones [known to authorities])
Born with a rare mutation that made his skin green and scaly, and which grew his body to
grotesque proportions, Waylon Jones was raised by an alcoholic aunt and bullied relentlessly for
his appearance. He briefly worked as a carnival freak under the name Killer Croc, but his
misanthropy grew as did his bestial nature, pushing him to a life of crime. As his physical condition
and mental state deteriorate, Killer Croc becomes a more bestial foe, increasingly detached from
humanity.
Bestial Mutant Power Set: Superhuman Strength d10, Superhuman Durability d10, Superhuman
Stamina d10, Enhanced Senses d8.
SFX: Claws and Teeth. Add a d6 for an attack action and step down your highest die by one. Step up
physical stress caused by one..
SFX: Invulnerability. Spend a d6 from the Doom Pool to ignore Physical stress or trauma.
SFX: I’ve got your scent. Use an effect die to create a Blood Scent complication on a target. You may
track the target at any point later.
Limit:.Shock Collar. Gain the complication Searing Electrical Pain d8 and add a d8 die to the Doom
Pool.
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not be used to activate Invulnerability and ignore this Limit). When Superhuman Durability reaches
d4, all the power set shuts down.
Specialties: Crime Expert d8, Combat Expert d8, Menace Expert d8.
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CREDITS
DC characters, locations, names, and everything related to them:
© DC Comics and Warner Bros.
Cover art:
Irene Paz
Interior Art:
DC Comics, Rocksteady Studios, Eidos Interactive, Warner Bros. Interactive
Entertainment/DC Entertainment and Square Enix. Concept art and screenshots from the
Batman: Arkham Asylum videogame are included to illustrate the characters.
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