A joke character that I came up with . Some friends and I were playing WHQ with a baseball game and one of the Batman movies balring in the background. We joked around about a character based on the two, and pretty soon it took a life of its own.

Anyway I know we have used every bad pun in the book, but I want to know what you guys think of him power balance-wise, since you need some knowledge of Batman and Baseball to get some of the references.

The Batsman
Experimental profession

by Krispytoad
29 Jul 1998

Criminals are a cowardly, superstitious lot. In order to strike fear into their hearts I must *sound of window smashing* hey who's the bastard who threw the bat through my window?! I know, I shall become a........

The Batsman is a costumed vigilante who roams the night smashing evil and injustice wherever he may find it. Inspired by a baseball bat being hurled through his window, he uses it as a symbol and a weapon to combat the criminal element. Although the motif is rather silly, we are dealing with an unstable individual with a heavy blunt object so tread with care. And all evildoers should beware, for the Park Knight returns!

The Batsman starts the game with the following characteristics.

Wounds

1d6+7

Move

4

Weapon Skill       

4

Ballistic Skill

4+

Strength

3

Toughness

3(4)

Initiative

4

Attacks

1

Skills

0

Willpower

3

Luck 0

Starting Equipment

Weapon

Bat, does normal damage

Armour

Glove, +1 toughness

Items

Bag of balls

Pinning

4+

Special Rules

- The Batsman may not use any edged weapons. This includes bows. They may 
use any other weapon regardless of restrictions. 
- The Batsman may only wear special armour designed for them. They may not
carry shields, but may wear any helmet.
- The Batsman may otherwise use any non-wizard magic item.
- A Batsman may never refuse a request for aid.
- The Batsman must give 10% of all gold he earns to his agent/butler Alfred.
- The Batsman may go to the following locations: Alehouse, Temple, Alchemist, Gambling House, and Pit Fighter School
- The Batsman may deflect missiles with a swing of his baton a 1d6 roll of 5+ ( .333 avg. )
- There are no uneventful days for the Batsman. Whenever an uneventful day is rolled for the Batsman in a settlement roll 1d6 and consult the chart below, as the Bat Signal calls you to the scene:
Results:

1

You happen upon a shifty looking character. Without warning you leap upon your quarry determined to burn a civics lesson into him that he will not soon forget. You look at him with much disdain and as you move in for the kill you are struck from behind by the miscreant's Grandmother?! She beats you off leaving you to nurse your wounded pride. You also drop 1d6 x 100 gold as you wilt under Granny's devastating barrage. 

2

You viciously trounce a wayward street urchin menacing an old merchant. You are utterly ruthless as you crush him. As you  remark at you handiwork you are suddenly grabbed by the local watch. They do not take too kindly to vigilantism and toss you into jail for 1d6 days despite your protests of "I'm Batsman!"

3-4

You patrol the night and break up a few potential crimes. Otherwise the evening presents no true challenges.

5

You grab a serial murderer who has long eluded the grasp of  the authorities. You personally slam him headfirst into the front desk of the night watch. Although you are offered a  reward you refuse it. You are just doing your job after all. On the other hand your fellow warriors have no such qualm and they each receive 1d6 x 20 gold. 

6

You spot one of your many foes scheming something. Roll the nemesis chart ot see whom. The roll 1d6. On a result of a 6+ you manage to capture that particular nemesis. You may ignore nemesis results of this particular villain in the future. If  the nemesis you spot is one you have already put away, ignore  this result.

- Every turn the Batsman must roll 1d6. If the result of the roll is the  same as the wizard's power check, the Batsman is confronted by one of  his many foes. If this occurs roll 2d6 to see which particular nemesis shows up. The enemies of the Batsman may not be counterattacked, and disappear after they do their deeds.
Results:

2

BALK
Empowered by a direct pipeline of Creatine this big thug who  once broke your back is back for seconds. Roll 1d6. On a result of 1  or 2 Balk's rampage unsettles the foundations of the room resulting in  a cave-in.

3

THE DONS
Although they are not endowed with special powers they are men of resources, and hungry for a little vengeance. If there are  any monsters on the board they all automatically target the Batsman. To determine which Don sent out these men roll 1d3.
Results:
1-Don Drysdalini
2-Don Larsenaldo
3-Don Mattinglione 

4

POISON ASTROTURF
An attractive red haired woman clad in leaves, upon closer examination one will find that they are artificial ( The leaves  not the, oh never mind ). She uses her powers to induce the growth of plastic grass on the board section with the Batsman. All models must roll under their initiative on 1d6 or slip and be rendered prone for 1 turn.

5

TWO-UMP
This pudgy ordinary looking man reveals hiself to be the  dreaded official Two-Ump, who makes all of his decisions with the flip of a coin. Flip a coin for each warrior present. Any warrior who gets a tail result is safe. Any warrior who gets a head result is out and must immediately leave the board section. Otherwise Two-Ump will open fire upon them with his black-powder weapons. Two-Umps guns do 1d6 + double dungeon level wounds and his ballistic skill is 3+. He attacks each  warrior who is out once. Two-Ump will fire at his targets for 1d3 turns if  they do not leave the board section, then suddenly disappear.

6

THE FOUL
This well dressed man carrying an elegant bat sneers at the Batsman before attacking. He opens fire with a hidden gas projector in his bat. The Batsman must roll 7 or higher on 1d6 + toughness or be at -1 strength for the rest of the adventure. The Foul's bat becomes a gyrocopter and quickly lifts the Foul to safety before anyone can react to him.
If you want to know where you have been sent roll d66 and consult the  chart below.
11-To your cross town rivals the Brettonia Mets for pitching  prospects
12-To the Denver Broncos for draft picks. Hey at least I traded you  to a winner!
13-To the PGA for someone with a good short game
14-To the Ulthuan Rangers for an enforcer and a goal tender
15-To the Chicago Bulls for Michael Jordan, oh wait no he retired
16-To the Halfling Blood Bowl team since they need uprights
21-To the Brettonian Army for Suliman, since we need to build on our Saracen fanbase
22-To the Imperial Army for a Halfling Hotpot, three Blue Chip  Flagellants, and an Imperial Steam Zamboni
23-To the Dwarven Army for a gigantic barrel of Bugman's XXX
24-The the armies of Loren for veteran Wardancers
25-To the armies of Ulthuan for a Bolt Thrower outfitted in to a  pitching gun
26-To the Lizardmen armies for one of those cool Slann palanquins to  carry Steinjoker around on
31-To the Chaos Dwarves for a large box of big hats, and ton of Great Taurus steaks
32-To the Dark Elves for a Black Ark with two of each animal, or  whatever you may find in the land of Chill
33-To the Undead armies of Nagash for three rotting shambling corpses
34-To the Skaven for Screaming Bell to replace the Organ
35-To the armies of Chaos for a Bloodthirster, overall a pretty sweet deal for us
36-To Da Orkz fer snotlins..yeah lotz o snotlins
41-To Castro's national team for a box of havanas
42-To the South Park Cows for Kenny McCormick
43-To the Ultramarines for a Dreadnaught to play shortstop
44-Bang Zoom! To the Moon Alice! 
45-To the Cleveland Browns...oh wait still a year to go
46-To the Springfield Elementary Team for Groundskeeper Willie
51-To the Clinton White House for some interns
52-To the Penguin for some Penguins with remote control missiles  strapped to their backs
53-To Hell for some Infernal Outfielders, and a handbasket
54-To Arkham Asylum for a cracked pitcher
55-To the X-Men for a mutant to be named later
56-To Switzerland for Cuckoo Clocks
61-To Nike for some cross-training shoes
62-To The Family for an offer you can't refuse
63-To Team Cthulu for He shall not be Named, Hastur............... ........................oops.......
64-To the council of the Camarilla for one Brujah, two Nosferatu, and a bloodsucker to be named later
65-To the Anaheim Mighty Ducks for one of those cool Duck Masks
66-To the Brettonia Bombers for, oh wait that's us

7

STEINJOKER
He is your most ineffable, implacable, and intolerable enemy. What is more he signs your paychecks. The pale, green haired principal owner of the Brettonia Bombers. He calls to inform you that once again you have been traded. Although you have fallen for this joke before, each time you hope beyond hope that for once you can finally get away from him. Roll a willpower check to see if you fall for it. If you fail you must try to escape the dungeon that you have been traded and must immediately report for your new assignment, which of course turns out to be fake.

8

CURVE WOMAN
The slinky leather clad villainess suddenly appears cracking  her whip. All male warriors must pass a willpower check or be so taken with  her that they may not act in the warrior's phase for this turn. Also roll  1d6 for each warrior. If a 1 is rolled that warrior has a random treasure  card stolen.

9

THE RULES LAWYER
Lawyer me this asks a man adorned in a suit covered  with dollar signs. Upon declaring an action for this turn the rules lawyer  informs him that it is in violation of the majour league handbook. The  Batsman must roll an 8 or more on 1d6 + initiative or else he thinks it is  a violation of the rules and must take another type of action this turn.  If the Batsman succeeds he must take the original action he declared.

10

MISTER RAINOUT
When Mister Rainout appears he causes an unnatural percipitation in the dungeon. He informs the Batsman that the game has been called because of rain. The Batsman must make a willpower roll in order to stick it out. Otherwise he must attempt to escape the dungeon. This is the only time he may attempt to do so. If he ends up back with the other warriors the rain will mysteriously have ceased. Otherwise if he leaves the rain will continue for another 1d6 turns. -1 to move and -1 to hit for all models while it rains.

11

WARPFACE
A Skaven who was exposed to too much Warpstone in its existance is now the metamorphing monstrosity known as Warpface. Warpface eats away the square under Batsman. Treat as a pit trap event except that only the  Batsman falls into it.

12

THE OFFICIAL SCORERCROW
This particularly unpleasant individual is out  to make your life as lousy as possible so that he win his local rotisserie pool. Make a fear check against dungeon level +3 when he appears. If you fail he scares you into allowing him to alter you stats. Erase all stats you have gained this adventure. Also lose 1 attack this turn.

- The Batsman may also maintain record of his career statistics.

Avg

% of attacks that hit 

Singles

Attacks which cause 1-4 wounds

Doubles

Attacks which cause 5-8 wounds

Triples

Attacks which cause 9+ wounds

Home Runs

Attacks which cause at least 10 wounds and kill it's target. (Deathblows are not counted )

MBUs

Monsters Beaten Up. Number of kills.

Walks

Successful attempts to break pin

Steals

Successful attempts to break pin and the attack another monster.

Earned Wounds Average

Number of successful attacks that wound per 9 turns.

Strikes

Number of missile attacks that hit

Balls

Number of missile attacks that miss

Bases on Balls

1 for every 4 misses per event

Win record 

Dungeons completed-Dungeons incomplete

PITCHING

- A Batsman begins with the ability, Pitching. This is the only missile attack  he may make other than with black powder weapons. First the Batsman must  select a pitch and then makes a ballistic attack roll as normal. He may make as many pitches as he has attacks. If he rolls a 1 for his  though The Batsman may select from the following pitches. 

Heater
This does normal damage. In addition if the attack roll was a natural 6 the Heater does an additional 1 wound per battle level unmodified as it ignites in mid-flight.

Curve
This pitch may attack monsters who are not in line of sight. It is -2  to hit.

Sinkerball
This pitch is thrown directly in to the ground. You may have it  come up and strike any model on the board section up to battle level number of turns later. Roll to hit as normal.

Splitter
With a little help from some scuffing and a razor you can cause a normal to separate into two. You may attack two adjacent targets with this pitch. Attempts to hit are at -1 for each.

Cutter
This pitch is designed to go straight through armour. This ball has assasinate at the following levels

Level

Needed

1-4

6+

5-8

5+

9-10

4+

Knuckball
This pitch causes wounds unmodified for by anything. If it hits 
roll 1d6. On a result of 3+ the knuckleball bounces off and strikes another monster. Keep doing this until you roll a 1 or 2. 

Level

Damage

1

1

2-4

1d3

5-8

1d6

9-10

2d6

-If a natural 1 is rolled on the pitch roll then there is the possibility of  arm strain. 
Roll 1d6 + the number of 1 previous l's rolled on pitches in this dungeon. Consult the chart below for results.
Results:

1-6

Nothing wrong, you may keep pitching.

7

Pulled a muscle, take 1d3 wounds. Also further pitches are at -1 to hit. You may only incur this once. Consider it a result of 1-6 if you do get this again.

8-9

Severe pull. You are unable to pitch for the rest of this  adventure. In addition all hit rolls are at -1 for this adventure. You may only incur this once. Consider this a result of 1-6 if you  get this again.

10+

Disabled List! You are really screwed up now. As above, but  this effect lasts for 1d6 weeks as well. 

SKILLS

2

TRIPLE CROWN

This effort of all around excellence grants the Batsman +1 to hit, +1 toughness, and +1 strength for one turn. This skill may be used  once per adventure.

3

GRAND SLAM

Instead of making normal attacks this turn, the Batsman may make this special one instead. Make an attack roll as normal. If it hits in  addition to normal damage place the monster up to 1d6 squares away in an empty space.

4

SLIDE

The Batsman may attempt to slide under his opponents to get to a  blocked off square within his movement. choose an empty square within the  Batsman's movement range. Roll a pin break. If this roll is successful the Batsman ends up in that square ready to attack. If the roll fails then the Batsman still ends up in that square, but is prone for 1 turn.

5

BULLPEN

When Batsman finds himself tiring he may summon a reliever from the pen to spell him for a few turns. Roll 1d6 to see who is available. The reliever will stick around for 1d3 turns before leaving. During this time the Batsman disappears to the extradimensional dugout, where nothing happens. If the reliever is slain the Batsman is stuck in the dugout forever. The reliever gets all of the Batsmans items upon appearance and the items are returned upon the return. Relievers do not have the Batsman's skills.
Relievers:
   1-THE BATBOY WONDER
The other half of the dynamic double play duo  steps out of the pen ready to beat up the home team. The Batboy Wonder  has the same attributes as the Batsman with the following modifiers:
Weapon Skill -1/Strength -1/Toughness -1
   2-BATMITE
The dimunative mascot of the Gotham Batterers pops out of the pen in a puff of smoke. Although plucky and determined, his  form is somewhat less than threatening. Batmite is ignored by all monsters regardless of how many warriors are left alive. Batmite has the same attributes as the Batsman with the following modifiers:
Any attack by Batmite causes 1 wound regardless of what it is.
   3-CATFISH HUNTRESS
Catfish Huntress swings out of the pen and takes aim at the home team. Unlike the Batsman she has little qualms about blowing her enemies to bits. Cat fish Huntress has the same attributes  as the Batsman with the following modifiers:
Weapon Skill -2/Ballistic Skill +1/Strength -1
May use any missile weapon. Enters with a crossbow.
Skills: Hunter's Eye, Sureshot, Pinion
   4-BUFFY THE UMPIRE SLAYER
Okay I was running out of ideas
Strength +1/Toughness +1
May use any weapon. Enters with a sharpened bat.
Skills: Leap, Dodge 5+, Reaction Strike, Brute Strength
   5-MURDERER'S ROW
Sudden a whole team of players pops out of nowhere clouting and swating everything in sight. Instead of calling up a reliever all monsters on the board take battle level in 1d6 unmodified.
   6-Pick one

6

OWN THE STRIKE ZONE

The Batsman is adept at working the corners. The  Batsman may re-roll one missed missile attacks once per turn.

7

SWITCH HITTER

The Batsman is ambidextrous. In addition to being able to wield a second weapon in his other hand for +1 attack, the Batsman may pitch with his other hand at -1 to hit and -1 strength. Although he is ambidextrous his other hand is not as well trained.

8

SHADOW OF THE BAT

Unfurling his cloak, the Batsman strikes fear into the hearts of the monsters. The Batsman generates fear equal to his battle level +4. If the fear check rolled was a 1 the monster suffers from terror instead.

9

WALL CLIMBING

The Batsman may scale walls with little difficulty and may attempt to escape unexpected pit traps. When falling in to a pit roll 1d6.  On a result of a 3+ the Batsman has managed to catch himself with his  Batline and may climb out of the pit with little difficulty and no damage. In addition the Batsman may choose to climb into an empty square adjacent to a wall within his move. If he chooses to do so he may not attack this  turn.

10

UTILTY BELT

The Batsman may draw any number of devices from his utility belt to fight crime with. At the beginning of every adventure the Batsman begins with the following items.
-Lantern
-Ammunition of any one type
-Bat
-Rope
-1d3 Healing Potions. Each heal battle level in wounds
-1d6 Door spikes
One of the following:
   -1d3 Fire bombs
   -1d3 doses of Paralysis potions
   -1d3 doses of Enhancers 
   -1d3 doses of Pine Tar
These items are jury rigged and fall apart at the end of an adventure, thus they may never be sold. 

11

LORD OF THE NIGHT

The Baysman is so used to playing night games that he may see in the dark with considerable clarity. Treat as if he had his own lantern, except that no one else may benefit from it. He may explore even if he is not the leader.

12

SAME BAT TIME, SAME BAT CHANNEL

When the Batsman finds himself in a potentially lethal situation ( Any lethal attack ) the Batsman is seemingly killed by the attack. Instead the Batsman finds himself in the next room  that the warriors enter. Treat as if the lethal attack was never made. If the other warriors are slain then the Batsman may be lost.

To the Batting Cave!

The Batsman may also seek out a tunnel to his secret abode. In the Batting Cave the Batsman may train himself, make items, and keep tabs on the  cowardly superstitous lot. Stock represents chance of finding the materials to create the items.

Item

Stock

 Price

  Notes  

BAT 5 100 Standard weapon
LOUISVILLE SLUGGER 8 500 +1 strength
BALLS 4 20 Enough for one adventure 
BATTING HELMET  500 +1 toughness, a batting helmet with little bats sticking up from each side.
LOGO EMBLEM 500 Although this emblem only covers the chest of the batsman its bright marketable design tends to attract missile fire. This gives the Batsman the ability, Ignore Missile 6+.
BATTERANG 300 A throwing weapon that looks like a small bent bat. May be thrown instead of pitched. Automatically returns after thrown.
BAT BALL 100  Special balls with razor bat wings. +1 strength. Enough for one adventure.
1d6 PINE TAR 50 Although not exactly legal, the vicious vigilante recognizes that sometimes you can not let the rules hinder justice. coating one weapon will give it +1 to hit for 1 turn.
GLOVE 7 300 +1 toughness, used like a shield
GOLDEN GLOVE 10 1000 +2 toughness, used like a shield
CATCHER'S ARMOUR 9 4000 +3 toughness, -1 movement
BAT CLOAK 9 1000 The Batsman gains the ability parry 6+. On a parry roll of a natural 1 the cloak rips and is rendered useless. In addition the Batsman may use it to break his falls, taking 1/2 wounds from pits. 
MICKEY'S MANTLE 7 500 +1 toughness, this mantle was worn by the Mick nimself.
BATTINGGUN 11 5000 This is more field artiller than missile weapon. -1 to move if you carry it around. Only fires fastballs, but double your normal fire rate per turn.  

- You may also purchase a horse for 1500 gold. This is a special horse. In  fact this is Lou, the Iron Horse. Lou subtracts 2 weeks from travel time, adds +1 to fight rolls and may never be stolen. He also talks, but the only thing he knows how to say is, "Today I feel like the luckiest equine alive"

- The Batting Cave is the only place where the Batsman may train himself.

- In the Batting Cave the Batsman may attempt to gain new information on the dungeon ahead. Roll once on the scouting report table to see what he learns.
Results:

1-2

Nothing useful is learned.

3

The Batsman learns of a fearsome monster in the next dungeon. In the next dungeon choose one monster you encounter. You gain the ability assasinate 5+ against that monster for one turn.

4

The Batsman learns the partial layout of the next dungeon. At any point in the next dungeon the Batsman may consult his maps to reveal the next 1d6 dungeon room cards.

5

The Batsman finds out that a stolen treasure is somewhere in the next dungeon. Upon completing the dungeon draw an extra treasure card for the Batsman. Although the Batsman does not keep this treasure its gold value may be added to the Batsmans total for training.

6

The villain's secret lair is uncovered. Upon reaching the objective room roll 1d6. 
If a 1-4 is rolled treat as normal. 
If a 5-6 is rolled a majour villain is found. Roll on the nemesis chart to see whom it is. The monster with the highest gold value in the objective room is the villain. It has double normal wounds and +1 to all of its  characteristics. If the warriors manage to defeat this monster the villain is defeated. Any results on the nemesis chart resulting in  encountering this villain may be ignored. If the nemesis is already  captured ignore this result.

The Shrine at Cooperstown

The Batsman may also pray to the Shrine at Cooperstown. 
Pay 1d6 x 50 and  roll 1d6. 
On a result of a 4+ one of the many legends in the shrine respond  by autographing his bat instilling it with mystical properties. 
Roll 2d6 to see what happens. Of course not everyone who answers is enshrined there. Results:

2

THE BAMBINO

The Sultan of Swat himself answers your prayers. He grants  you the ability Called Shot. 

Once during the next adventure you may dictate  the result of a die roll before it is rolled. 

3

CHARLIE HUSTLE

His rune marking gives you great accuracy. +1 to hit for the next adventure. Roll 1d6. On a result of a 6 the rune is permanent. Unfortunately you adopt some of his less savoury habits. In every  settlement you must make a willpower check or else you will go to the  gambling house on the first day betting the largest amount possible.

4

KOUFAX

+1 to hit with any of your pitches. Roll 1d6. If a 6 is rolled  the effect is permanent.

5

MISTER OCTOBER

Roll 1d12 to get a month. If a 10 comes up then  it is the postseason and you do double damage for the rest of this  adventure. Otherwise treat your bat as normal. Once you have determined the month, you may track it as normal. You are also the straw that stirs the  drink.

6

THE WIZARD OF OZ

May attempt to catch missiles on a roll of 5+. If you  are successful you may keep the missile for later usage. This ability lasts for the duration of one adventure.

7

RIPKEN THE 2ND

Ignore Pain 1 for the next adventure. Roll 1d6. If a 6  is rolled the effect is permanent.

8

HAMMERIN HANK

+1 strength for the next adventure. Roll 1d6. If a 6 is rolled the effect is permanent.

9

CY YOUNG

For the next adventure you may make one extra pitch per turn.

10

THE SCOOTER

You are granted the power to summon the Holy Cow. Once during the next adventure you may summon the Holy Cow into an empty square. Any warrior adjacent to the Holy Cow may milk it for 1 healing potion, which heals your battle level in wounds, if they do nothing that turn. You may also immediately eat the Holy Cow ( Tastes like Cannoli ) to heal twice that amount, if you do nothing else this turn. Roll 1d6. If  a 6 is rolled the effect is permanent.

11

YANKEE CLIPPER

Joltin Joe teaches you the secrets of consistency. You  may nominate one attack to automatically hit once per adventure. Roll 1d6.  On a 6 this is permanent. Otherwise this only lasts for 56 games.

12

CLARK KENT

Who the hell is this? During the next adventure you may  select one of the following bonuses for one turn. Move +6, Double  Strength, or Leap to any square within your move rating. Roll 1d6. If a  6 is rolled the effect is permanent.

Advancement

1

Rookie

2-4

Majour Justice Leaguer

5-8

All Star Squadron

9-10

Hall of Famer

Advanced Profile

2

Weapon Skill +1/Wounds +1d6/Attacks +1/Luck +1/Skill +1

3

Strength +1/Wounds +1d6/Initiative +1/Skill +1

4

Ballistic Skill +1/Willpower +1/Pin+1/Luck +1

5

Weapon Skill +1/Damage Dice+1/Attack +1/Skill +1

6

Toughness +1/Initiative +1/Wounds +1d6/Attack +1/Skill +1

7

Ballistic Skill +1/Wounds +1d6/Willpower +1/Pin +1

8

Wounds +1d6/Attack +1/Luck +1/Skill +1

9

Weapon Skill +1/Ballistic Skill +1/Damage Dice +1/Skill +1

10

Wounds +1d6/Initiative +1/Willpower +1/Pin +1/Skill +1