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The Spinner vs. Batman

Spinner


Power Level:
Game system: DC Heroes Role-Playing Game

Context

The Spinner is an obscure enemy of Batman. He only appeared, during the lean years – in 1960, to be specific.

In a way, he’s typical of DC’s editorial choice of having its mid-range villains appear once or twice, then get fade into oblivion. Whereas equivalent Marvel villains (Plantman, the Whirlwind, Paste Pot Pete…) keep coming back and even receive development.


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History

The Spinner’s real name is unknown. He is a brilliant inventor and criminal mastermind.

With the help of a small gang of thugs, he committed a series of daring robberies in Gotham City. These were all themed after spinning objects. A fan company, a drill manufacturer, etc..

Meanwhile, he posed as a mystic named “Swami Ymar”, building a reputation for finding lost valuables. In reality, his gang would sneak into a person’s home and hide the valuables, making it easy for Ymar to “psychically” know where they were.

Once he had amassed a small fortune, The Spinner planned to retire and frame a small-time criminal named “Peanuts” Gilson for his crimes. As The Spinner, he had deliberately dropped clues pointing to Gilson. And as Swami Ymar, he directed the police and Batman to his hideout, where Gilson and a time bomb were waiting.

Needless to say, Batman managed to save himself and Gilson, and then capture the real Spinner.


Description

The Spinner wears an armored green bodysuit. It is accented by multiple yellow rings around the arms, legs, and torso. The helmet has a small yellow propeller on top. When unmasked, he has short black hair, a thin moustache, and a goatee.

As Swami Ymar, he wears a green robe, a white turban, and small round earrings.


Personality

Unlike a lot of Batman’s foes, The Spinner is not a raving maniac. Rather he’s a cool, calculating, methodical planner. Like Batman himself, he’s always thinking ahead and always has a plan.

He is not given to flowery speeches or taunts, and is generally quiet and efficient in his crimes. But he can be a very persuasive speaker when the need arises. As Swami Ymar, he affects the air of a stereotypically serene mystic, calmly performing “miracles”.

With his puny physical abilities, The Spinner avoids close combat. He prefers to rely on his plethora of gadgets, leaving the hand-to-hand stuff to his henchmen.


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The Spinner

Dex: 03 Str: 02 Bod: 02 Motivation: Mercenary
Int: 09 Wil: 07 Min: 08 Occupation: Fortune Teller
Inf: 06 Aur: 05 Spi: 05 Resources {or Wealth}: 008
Init: 018 HP: 075

Skills:
Artist (Actor): 07, Charisma (Persuasion): 07, Gadgetry*: 09, Vehicles (Land)*: 03, Weaponry (Exotic): 07

Advantages:
Gift of Gab, Headquarters (Expansive: a windmill outside Gotham City), Leadership.

Drawbacks:
MIA (Building gadgets and committing crimes based on spinning objects).

Equipment:

  • ARMOR [/BODY/ 08, HP Cost: 55].
  • Buzz-Saw Rifle [BODY 04, AV: 04, EV: 06, Range: 03, R#: 2, Ammo: 12, HP Cost: 21. The rifle can be used to fire up to 4 miniature buzz-saws in one phase. For each saw fired after the first, add 1 to the final dice roll].
  • REFLECTING FAN [BODY 08, Flash: 10, HP Cost: 98. Misc. Drawback: Flash requires daylight or other existing light source to reflect. This giant fan (Weight: 4 APs) has colored glass embedded in the blades. When spun, the blades reflect and amplify sun light into a blinding flash. The Spinner keeps this gadget mounted in the back of an ordinary panel truck].
  • WEB CANNON [BODY 08, Snare: 07, HP Cost: 81. This cone-shaped weapon shoots streams of sticky liquid rubber to immobilize opponents. Like the Reflecting Fan, it’s large (Weight: 3 APs) and is transported by truck].
  • GIANT TOP [BODY 10, AV: 05, Running: 06, R#: 5, HP Cost: 59. Another of The Spinner’s giant getaway aids, this enormous top (Weight: 7 APs) will spin in a random direction every phase, making a Charging Attack at anything in it’s path, until it’s Running power fails or it is destroyed].

By J. Kevin Carrier.

Source of Character: Batman #129.

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