Dick Grayson is Nightwing

STR STA AGL DEX FGT INT AWE PRE
4 4 8 8 12 5 6 6

(Biography):

Dick GraysonReal Name;
Richard (Dick) Grayson
Aliases;
Batman (Current), Nightwing, Robin, 
Identity;
Secretive; Known to a very select few.
Citizenship;
United States of America.
Place of Birth;
Gotham City, Gotham.


(Personality):

  • Batman’s work to prevent young Dick Grayson from being consumed by vengeance was a success: Nightwing is surprisingly light-hearted and well-adjusted. Though he has his bouts of intensity and stubborn determination, Nightwing retains his sense of humor he once exercised as Robin. He’s a natural leader with a great understanding of what motivates people. While not as good a detective as Timothy Drake, nor as naturally gifted a fighter as Damien Wayne, Dick is far more well rounded than either of them and has established himself as a genuine peer to his once mentor Bruce Wayne in every way.

(Attributes):

NW-03

  • Advantages
    • Assessment, Benefit 5 (billionaire), Close Attack 6, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 19, Evasion, Hide in Plain Sight, Improved Initiative, Improvised Tools, Instant Up, Inventor, Jack-of-all-trades, Languages 4, Leadership, Move-by Action, Power Attack, Precise Attack (Ranged; Concealment), Quick Draw, Ranged Attack 7, Redirect, Seize Initiative, Set-up, Skill Mastery (Intimidation), Skill Mastery (Investigation), Startle, Takedown, Trance, Tracking, Uncanny Dodge, Well-informed.
  •  Skills
    • Acrobatics 12 (+18), Athletics 10 (+13), Close Combat: Unarmed 8 (+15), Deception 8 (+12), Expertise: Criminology 13 (+21), Expertise: Streetwise 13 (+21), Insight 10 (+17), Intimidation 15 (+18), Investigation 14 (+18), Perception 13 (+18), Persuasion 5 (+12), Ranged Combat: Throwing 5 (+14), Sleight of Hand 8 (+12), Stealth 10 (+16), Technology 8 (+14), Treatment 6 (+10), Vehicles 8 (+12)
    • Initiative +10; Escrima Sticks +14 (Close, Damage 6), Batarang +14 (Ranged, Damage 6), Unarmed +15 (Close, Damage 4)
    • Dodge 14, Fortitude 8, Parry 12, Toughness 6/3 (with/without armor), Willpower 12.
  • Technology (Nightwing)
    • Masked: Senses 4 (Dark Vision), HUD (Enhanced AIM, Microscopic Vision, Telescopic Vision)
    • Flashlight: Feature 1 (Illumination)
    • Grapnel Gun: Super-Movement 1 (Swinging)
    • Mini-tracers: Feature 1 
    • Rebreather: Immunity 2 (Suffocation), Limited
    • Weapons: Array
      • Taser: Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated)
      • Escrima Sticks: Strength-based Damage 3
    • Utility Belt: Array
      • Bolos: Ranged Affliction 4, Extra Condition, Limited Degree (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized)
      • Batarangs: Strength-based Ranged Damage 2
      • Cutting Torch: Damage 1 (heat) Linked to Weaken Object’s Toughness 1 • 1 point
      • Explosive Batarangs: Ranged Burst Area Damage 4
      • Flash Bombs: Ranged Burst Area Affliction 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware)
      • Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep)
      • Smoke Bombs: Cloud Area Visual Concealment Attack 4
      • Tear Gas Pellets: Ranged Cloud Area Affliction 3, Extra Condition (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated)
    • Vehicle: Nightwing’s Cycle
      • Size: Medium
      • Strength: 1
      • Speed: 8
      • Defense: 0 
      • Features: Heads up Display, Navigation System.
  • Bat-03Technology [Batman]
    • Utility Belt: Array
      • Bolos: Ranged Affliction 4 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile) 
      • Batarangs: Strength-based Ranged Damage 2 
      • Cutting Torch: Damage 1 (heat) Linked to Weaken Object’s Toughness 1
      • Explosive Batarangs: Ranged Burst Area Damage 4 
      • Flash Bombs: Ranged Burst Area Affliction 3 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware) • 1 point •
      • Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep) • 1 point •
      • Smoke Bombs: Cloud Area Visual Concealment Attack 4
      • Tear Gas Pellets: Ranged Cloud Area Affliction 3 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated)
    • Bat Cave
      • Size: Huge
      • Toughness: 10
      • Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop.
    • Batplane
      • Equivalent to a fighter jet (see the Gadgets & Gear chapter of DC ADventures) without machine guns (but with air-to-air missiles) and with the Remote Control feature.
    • Batmobile
      • Size: Huge
      • Strength: 8
      • Speed: 6
      • Defense: 8
      • Toughness: 10
      • Features: Alarm 3 (DC 30), Caltrops, Hidden Compartments, Navigation System 2 (+10 bonus), Oil Slick, Remote Control; Impervious Toughness
    • Batboat (Batsub)
      • Equivalent to the Batmobile, but with water speed in place of ground speed and without the Caltrops or Oil Slick features.
  • Weaknesses
    • Despite Dick’s gadgetry and skill, at the end of the day he is not a meta-human and can die just the same as any normal man.
  • PL12 Crazy Power Points: No one blows past the point limit for their power level more than Batman. And that’s fine. You could do the same in your series by giving out power points normally, but rarely (if ever!) increasing the power level. This approach is particularly good for “street-level” games.

(History):