| Val | Char | Cost | 
| 20 | STR | 10 | 
| 30 | DEX | 60 | 
| 25 | CON | 30 | 
| 25 | BODY | 30 | 
| 25 | INT | 15 | 
| 25 | EGO | 30 | 
| 30 | PRE | 20 | 
| 20 | COM | 5 | 
| 5/14 | PD | 1 | 
| 5/14 | ED | 0 | 
| 5 | SPD | 10 | 
| 9 | REC | 0 | 
| 50 | END | 0 | 
| 48 | STUN | 0 | 
| 9" | RUN | 0 | 
| 5" | SWIM | 0 | 
| 7" | LEAP | 0 | 
| Cost | Power | END | 
| 6 | Running +3" (9" total) | 1 | 
| 3 | Swimming +3" (5" total) | 1 | 
| 3 | Leaping +3" (7" forward, 3 1/2" upward) | 1 | 
| 3 | Resist Domination: MD (10 points total) (5 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) | 0 | 
| 3 | Costume: Elemental Control, 10-point powers, (5 Active Points); all slots OIF (-1/2) | |
| 15 | 1) Bullet Proof Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) | 0 | 
| 26 | 2) Security Mesure for costume: EB 5d6 (standard effect: 15 STUN) (vs. ED), NND (Insulatation, specific resistance towards electricity or higher hardened ED; +1) (50 Active Points); No Range (-1/2), IIF (-1/4) | 5 | 
| 3 | 3) Blending: +5 with Stealth (10 Active Points); OIF (-1/2) | |
| 13 | Mask: Multipower, 20-point reserve, (20 Active Points); all slots OIF (-1/2) | |
| 1u | 1) Starlight Vision: Nightvision, +4 to PER Roll, Discriminatory, Analyze (19 Active Points); OIF (-1/2) | 0 | 
| 1u | 2) Radio Perception/Transmission (Radio Group), Targeting (20 Active Points); OIF (-1/2) | 0 | 
| 1u | 3) Inertial Navigation Unit: +8 with Navigation (Air, Land, Marine) (20 Active Points); OIF (-1/2) | |
| 17 | Ecrima Sticks: Multipower, 35-point reserve, (35 Active Points); all slots OAF (-1) | |
| 1u | 1) Stick Bash: HA +6d6 (standard effect: 18 STUN, 6 BODY) (30 Active Points); OAF (-1), HA (-1/2) | 3 | 
| 1u | 2) Thrown Ecrima sticks I: EB 6d6 (standard effect: 18 STUN, 6 BODY) (vs. PD), Requires A DEX Roll (No Active Point penalty to Skill Roll; +0) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1) | [1 rc] | 
| 1u | 3) Thrown Ecrima Sticks II: EB 3d6 (standard effect: 9 STUN, 3 BODY) (vs. PD), Requires A Skill Roll (No Active Point penalty to Skill Roll; +0), AOE (6" Line; +1) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) | [1 rc] | 
| 1u | 4) Thrown Ecrima Stick III-Trcik Shot: EB 2 1/2d6 (standard effect: 7 STUN) (vs. PD), NND (Resistant PD to neck or equivelent protection; +1) (26 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Requires A DEX Roll (-1/4) | [1 rc] | 
| 40 | Gadjet Pool: Variable Power Pool, 30 base + 10 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Back at base; -1/2) | |
| 0 | 1) Fog Pellets: Darkness to Sight Group 3" radius (30 Active Points) Real Cost: 30 | 3 | 
| 0 | 2) Wing Dings: EB 5d6 (standard effect: 15 STUN, 5 BODY) (vs. ED) (25 Active Points); 12 Charges which Never Recover (-2 1/4), OAF (-1), Range Based On STR (-1/4) Real Cost: 5 | [12 nr] | 
| 0 | 3) Rebreather: LS (Expanded Breathing), 1 Continuing Charge lasting 6 Hours (+0) (5 Active Points); OAF (-1) Real Cost: 2 | [1 cc] | 
| 0 | 4) Magnesium Flares: Nightvision, Increased Arc Of Perception (360 Degrees) (10 Active Points); 6 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/4), OAF (-1) Real Cost: 3 | [6 cc] | 
| 0 | 5) Tracer: +10 with Tracking, Ranged (+1/2) (30 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1) Real Cost: 7 | |
| 0 | 6) Binoculars: +14 versus Range Modifier for Sight Group (21 Active Points); OAF (-1) Real Cost: 10 | 0 | 
| 0 | 7) Tape Recorder: Eidetic Memory (5 Active Points); OAF (-1), Limited Power Audio Only (-1) Real Cost: 2 | |
| 0 | 8) Taser: EB 3d6 (standard effect: 9 STUN) (vs. ED), NND (Inuslation or higher resistant ED; +1) (30 Active Points); 2 clips of 1 Charge (-1 1/2), OAF (-1), No Range (-1/2) Real Cost: 7 | [1] | 
| 0 | 9) Built in Swing lines: Swinging 15" (15 Active Points); OIF (-1/2) Real Cost: 10 | 1 | 
| Cost | Martial Arts Maneuver | 
| Jujitsu | |
| 4 | 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, +2D6 Strike, NND ([Standard]; +1) | 
| 5 | 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block Abort | 
| 4 | 3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb, HKA 1d6 +1 ; Disable, Target Falls | 
| 4 | 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm +10 St to Disarm Roll | 
| 4 | 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. grabs | 
| 4 | 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab Limb, 1D6 NND(7); Target Falls, NND ([Standard]; +1) | 
| 3 | 7) Leg Sweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1D6 Strike; target falls | 
| 3 | 8) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You fall; Target falls | 
| 4 | 9) Shime: 1/2 Phase, -2 OCV, +0 DCV, Grab one limb, 2D6,, NND ([Standard]; +1) | 
| 4 | 10) Slam: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 6d6 Strike; Target Falls | 
| 4 | 11) Strike: 1/2 Phase, +0 OCV, +2 DCV, STR 2D6 Strike | 
| 3 | 12) Take Down: 1/2 Phase, +1 OCV, +1 DCV, STR Strike, Target falls | 
| Karate | |
| 4 | 1) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 | 
| 4 | 2) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR + 2D6 Strike | 
| 5 | 3) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4D6 Strike | 
| 4 | 4) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort | 
| 4 | 5) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm | 
| 4 | 6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort | 
| Cost | Skill | 
| 15 | Acrobatics 21- | 
| 19 | Breakfall 23- | 
| 11 | Acting 19- | 
| 9 | Analyze: Agility Skills 17- | 
| 3 | Bugging 14- | 
| 3 | Bureaucratics 15- | 
| 11 | Climbing 19- | 
| 7 | Combat Driving 17- | 
| 9 | Combat Piloting 18- | 
| 9 | Computer Programming 17- | 
| 9 | Concealment 17- | 
| 9 | Contortionist 18- | 
| 9 | Conversation 18- | 
| 11 | Criminology 18- | 
| 3 | Cryptography 14- | 
| 11 | Deduction 18- | 
| 3 | Disguise 14- | 
| 11 | Electronics 18- | 
| 3 | Forensic Medicine 14- | 
| 3 | Forgery 14- | 
| 3 | High Society 15- | 
| 11 | Interrogation 19- | 
| 11 | Inventor 18- | 
| 6 | Language (imitate dialects; literate) | 
| 4 | Language (completely fluent; literate) | 
| 4 | Language (completely fluent; literate) | 
| 3 | Language (completely fluent) | 
| 3 | Lipreading 14- | 
| 3 | Lockpicking 15- | 
| 3 | Mechanics 14- | 
| 3 | Mimicry 14- | 
| 9 | Navigation 17- | 
| 3 | Oratory 15- | 
| 3 | Parachuting 15- | 
| 3 | Paramedics 14- | 
| 3 | Persuasion 15- | 
| 3 | Security Systems 14- | 
| 3 | Seduction 15- | 
| 3 | Shadowing 14- | 
| 3 | Sleight Of Hand 15- | 
| 3 | Stealth 15- | 
| 3 | Streetwise 15- | 
| 9 | Survival 17- | 
| 3 | Tactics 14- | 
| 3 | Teamwork 15- | 
| 3 | Tracking 14- | 
| 14 | +7 with single Characteristic Roll | 
| 5 | Rapid Attack (HTH) | 
| 5 | Rapid Attack (Ranged) | 
| 16 | +8 with Power | 
| 13 | WF: Clubs, Common Melee Weapons, Bows, Chain & Rope Weapons, Flails, Garrote, Homemade Weapons, Karate Weapons, Lances, Mourn Staff, Nets, Ninja Weapons, Rings, Spread-The-Water Knife, Staffs, Staffs, Whips | 
| Cost | Perk | 
| 5 | Money: Well Off | 
| 17 | Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 19- | 
| 7 | Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 8- | 
| 22 | ContacTS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 24- | 
| 14 | Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 16- | 
| Cost | Talent | 
| 9 | Ambidexterity (no Off Hand penalty) | 
| 18 | Combat Luck (9 PD/9 ED) | 
| 3 | Combat Ready | 
| 18 | Combat Sense 17- | 
| 16 | Crippling Blow | 
| 40 | Deadly Blow: +4d6 (any circumstances, any HTH weapon) | 
| 14 | Fearless | 
| 10 | Follow-Through Attack | 
| 11 | Inspire | 
| 3 | Lightning Reflexes: +2 DEX to act first with All Actions | 
| 3 | Lightsleep | 
Total Character Cost: 963
| Val | Disadvantages | 
| 15 | Social Limitation: Secret Identity-Dick Grayson Frequently (11-), Major | 
| 10 | Psychological Limitation: Code Against Killing (Common, Moderate) | 
| 15 | Psychological Limitation: Protective of Home City (Uncommon, Total) | 
| 25 | DF: Extremely Good looking Man (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone) | 
| 15 | Psychological Limitation: Stubborn (Common, Strong) | 
| 15 | Soc. Lim.: Living in Batmans Shadow (Frequently, Major) | 
| 10 | DNPC: Cheyenne Freemont 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) | 
| 15 | Hunted: Batman 11- (Mo Pow, NCI, Watching) | 
| 15 | Reputation: Extremely Sarcastic and makes jokes during a battle, 14- | 
| 20 | Hunted: Pierce Brothers 11- (As Pow, NCI, Harshly Punish) | 
| 10 | Reputation: Ladies Man, 11- | 
Disadvantage Points: 165
Height: 2.00 m     Weight: 100.00 kg
Eye Color: Brown     Hair Color: Brown
Personality/Motivation: Nightwing is a Justice Seeker like Batman but doesn't take have the sinister tone Batman has. He fight for the people who can't fight for themselves; while Batman is motivated by revenge.
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
Base Points: 200
Experience Required: 598
Total Experience Available: 600
Experience Unspent: 2