Poll: Batman RPG

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Stone Wera

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snakevin said:
Stone Wera said:
snakevin said:
Stone Wera said:
snakevin said:
Should I include Mad Hatter by any chance, or would mind control seem a little un balanced?
I think it could work if...

He was weak and relied on stealth, if they saw him they could resist, lowering the chances of a successful mind control. And also if he could only control one person at a time, this would mean after his mind slave was through he would have a harder time taking control of the next one, making the slave they have all the more important.
This also sounds like a good idea, but i still think that complete mind control seems a little OP
That's why there's so many limitations. If you need another, inability to use anything other than small caliber pistols is up there... But it's all the way on the top shelf... Might want to get a step ladder.
Hmm, that actually sounds ok, but what kind of mind control, like the card mind control or the hats?
Hat mind control makes sense, lower the chances if they see the hat coming at them. That is how it works, right?
 

snakevin

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Apr 14, 2009
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Stone Wera said:
snakevin said:
Stone Wera said:
snakevin said:
Stone Wera said:
snakevin said:
Should I include Mad Hatter by any chance, or would mind control seem a little un balanced?
I think it could work if...

He was weak and relied on stealth, if they saw him they could resist, lowering the chances of a successful mind control. And also if he could only control one person at a time, this would mean after his mind slave was through he would have a harder time taking control of the next one, making the slave they have all the more important.
This also sounds like a good idea, but i still think that complete mind control seems a little OP
That's why there's so many limitations. If you need another, inability to use anything other than small caliber pistols is up there... But it's all the way on the top shelf... Might want to get a step ladder.
Hmm, that actually sounds ok, but what kind of mind control, like the card mind control or the hats?
Hat mind control makes sense, lower the chances if they see the hat coming at them. That is how it works, right?
Well, I have seen some comics where The Mad hatter has used cards like the one in the original Mad hatter's hat, just slips it into a hat, and bam, instant mind control
 

Sam G

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How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
 

snakevin

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Sam G said:
How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
Well, I planned on having his henchmen being schizophrenics too, and they can't talk for their dummy, I would voice the dummies. As for other stuff, I do not know, and that is why I set up this forum
 

Sam G

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snakevin said:
Sam G said:
How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
Well, I planned on having his henchmen being schizophrenics too, and they can't talk to their dummy, I would voice the dummies.
Doesn't seem like much of a power... Unless, you mean that the dummies would be able to provide them with hints and the suchlike, acting as a sort of second head? Alright, that could be pretty handy!
 

Stone Wera

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Sam G said:
snakevin said:
Sam G said:
How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
Well, I planned on having his henchmen being schizophrenics too, and they can't talk to their dummy, I would voice the dummies.
Doesn't seem like much of a power... Unless, you mean that the dummies would be able to provide them with hints and the suchlike, acting as a sort of second head? Alright, that could be pretty handy!
A second set of eyes as well, like trying to pick a lock with your dummy looking out for anyone who might object to this? That's actually really good.

Also, will the player be fighting other henchmen? Or the police? Or both?
 

snakevin

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Apr 14, 2009
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Sam G said:
snakevin said:
Sam G said:
How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
Well, I planned on having his henchmen being schizophrenics too, and they can't talk to their dummy, I would voice the dummies.
Doesn't seem like much of a power... Unless, you mean that the dummies would be able to provide them with hints and the suchlike, acting as a sort of second head? Alright, that could be pretty handy!
They could also throw their voice, and have the possibility to have three guns at one
 

snakevin

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Apr 14, 2009
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Stone Wera said:
Sam G said:
snakevin said:
Sam G said:
How would the Ventriloquist work? I mean, he's one of my favourite supervillains, but as far as I know he doesn't have any powers aside from an extreme case of schizophrenia...
Well, I planned on having his henchmen being schizophrenics too, and they can't talk to their dummy, I would voice the dummies.
Doesn't seem like much of a power... Unless, you mean that the dummies would be able to provide them with hints and the suchlike, acting as a sort of second head? Alright, that could be pretty handy!
They would be fighting policemen, and henchmen if they betray each other

A second set of eyes as well, like trying to pick a lock with your dummy looking out for anyone who might object to this? That's actually really good.

Also, will the player be fighting other henchmen? Or the police? Or both?
They could be fighting policemen, and vigilantes and such, but they could also fight among each other for the constant betrayal of super villains.
 

RipperSU

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Nov 20, 2009
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Scarecrow would be very interesting to do. At level 1, you could be able to administer a standard fear toxin and just have general combat and psychology skills. Using the toxin with your psychology skills means by saying the right things you can make the opponent more receptive to the toxin. A fully levelled scarecrow henchman could be as powerful as the man himself, being able to bring on hallucinations of the kind seen in Arkham Aylum or having a psychology skill so high he could drive weak minded foes to suicide with just words. Combat wise, the henchman would be fully skilled in the unique style of fighting similar to the crane kung fu style that the Scarecrow himself uses.
 

snakevin

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Apr 14, 2009
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Debatra said:
Let's go Team Man-Bat!

So what would that get me, anyway?
Well for Man-Bat, You get flight, echolocation, increased strength and constitution, but a weakness to sonic attack.
 

snakevin

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Apr 14, 2009
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RipperSU said:
Scarecrow would be very interesting to do. At level 1, you could be able to administer a standard fear toxin and just have general combat and psychology skills. Using the toxin with your psychology skills means by saying the right things you can make the opponent more receptive to the toxin. A fully levelled scarecrow henchman could be as powerful as the man himself, being able to bring on hallucinations of the kind seen in Arkham Aylum or having a psychology skill so high he could drive weak minded foes to suicide with just words. Combat wise, the henchman would be fully skilled in the unique style of fighting similar to the crane kung fu style that the Scarecrow himself uses.
Sounds like how I want to play them, I just don't know how to incorporate fighting style into the game
 

AgDr_ODST

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Oct 22, 2009
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I was gonna go with Joker and say entry level ability could be laughing gas that incapacitates or chattering teeth that distract, confuse, explode or a combination of the of of the 3.

But but when I saw the post detailing what someone had in mind for Scarecrow. my mind changed
 

Stone Wera

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Feb 13, 2010
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snakevin said:
RipperSU said:
Scarecrow would be very interesting to do. At level 1, you could be able to administer a standard fear toxin and just have general combat and psychology skills. Using the toxin with your psychology skills means by saying the right things you can make the opponent more receptive to the toxin. A fully levelled scarecrow henchman could be as powerful as the man himself, being able to bring on hallucinations of the kind seen in Arkham Aylum or having a psychology skill so high he could drive weak minded foes to suicide with just words. Combat wise, the henchman would be fully skilled in the unique style of fighting similar to the crane kung fu style that the Scarecrow himself uses.
Sounds like how I want to play them, I just don't know how to incorporate fighting style into the game
Maybe a few enhanced traits in each fighting style? Speed and such?