"Through all of the Darkness…comes the Knight"
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Name: Batman
Alignment: Hero
Alias(es): Caped Crusader, Dark Knight, etc
Secret Identity: Bruce Wayne
Looks: Batman's costume incorporates the imagery of a bat in order to frighten criminals. Due to having so many suits, they specifics of them tend to vary but for the main part, they all have: a scallop-hem cape, a cowl covering most of the face featuring a pair of batlike ears, a stylized bat emblem on the chest, and the ever-present utility belt. The costumes' colors have traditionally been dark blue and grey, though a large portion are black and grey. Batman has two hundred suits hanging in the Batcave so they don't have to look the same.
Personality: Batman is, in his everyday identity, Bruce Wayne, a wealthy American business magnate living in NBVille. Wayne averts suspicion by acting the part of a superficial, dim-witted playboy idly living off his family's fortune (amassed through investment in real estate before the city became a bustling metropolis) and the profits of Wayne Enterprises, his inherited conglomerate. He supports philanthropic causes through his nonprofit Wayne Foundation, but is more widely known as a celebrity socialite. In public, he pretends to be a heavy drinker, using ginger ale to suggest champagne and liberally serving alcohol to guests that he never actually consumes himself. In reality, he is a strict teetotaler concerned to maintain top physical fitness and mental acuity. In public, he appears frequently in the company of fashionable women to encourage tabloid gossip. In reality, there is less than meets the eye: though he leads an active romantic life, crime-fighting accounts for most of his night hours. Bruce Wayne is also a graduate of NBVille Law School.
Batman has no inherent superhuman powers; he relies on "his own scientific knowledge, detective skills, and athletic prowess". Batman is regarded as one of the world's greatest detectives, if not the world's greatest crime solver. Batman has been repeatedly described as having a genius-level intellect, one of the greatest martial artists in the universe, and having peak human physical conditioning. He has traveled the world acquiring the skills needed to aid in his crusade against crime. As a polymath, his knowledge and expertise in almost every discipline known to man is nearly unparalleled. Batman's inexhaustible wealth allows him access to advanced technology, and as a proficient scientist, he is able to use and modify these technologies to his advantage. Batman has the ability to function under great physical pain and to withstand telepathy and mind control. He is a master of disguise, multilingual, and an expert in espionage, often gathering information under the identity of Matches Malone, a notorious gangster. He is a master of stealth and escapology, which allows him to appear and disappear at will and to break free of nearly inescapable deathtraps with little to no harm.
Batman is an expert in interrogation techniques and often uses extreme methods to extract information from suspects, such as hanging a person over the edge of a building. His intimidating and frightening appearance alone is often all that is needed in getting information from suspects. Despite having the potential to harm his enemies, Batman's most defining characteristic is his strong commitment to justice and his unwillingness to take life, regardless of the situation he has faced.

Rank: 4 (Vigilante)
Origin Type: Natural
Origin Story: As a young boy, Bruce Wayne was horrified and traumatized when he watched his parents, the physician Dr. Thomas Wayne and his wife Martha, murdered by a mugger with a gun. Batman refuses to utilize any sort of gun on the principle that a gun was used to murder his parents. This event drove him to train his body to physical perfection and fight crime in Gotham City as Batman.
History: Bruce Wayne is born to Dr. Thomas Wayne and his wife Martha, two very wealthy and charitable NBVille socialites. Bruce is brought up in Wayne Manor, and leads a happy and privileged existence until the age of eight, when his parents are killed by a small-time criminal named Joe Chill while on their way home from a movie theater. That night, Bruce Wayne swears an oath to spend his life fighting crime. He engages in intense intellectual and physical training; however, he realizes that these skills alone would not be enough. "Criminals are a superstitious cowardly lot", Wayne remarks, "so my disguise must be able to strike terror into their hearts. I must be a creature of the night, black, terrible..." As if responding to his desires, a bat suddenly flies through the window, inspiring Bruce to take on the persona of Batman.
Abilities // Equipment
- Strength: 30
- Intelligence: 33 (+4 due to Natural)
- Speed: 23
- Durability: 23
- Energy: 0
- Technology: 40
Description of Powers: N/A
Equipment:
Technique Name: Utility Belt
EXP: 5
Type: Technology
Rank: D
Description: Although seemingly unremarkable in appearance, the utility belt is one of Batman's most important tools in fighting crime. Consisting primarily of a strap and buckle, the utility belt houses ten pouches or cylindrical cartridges that are attached to the outside of the belt. The buckle itself typically contains a miniature camera and a tape recorder. A secondary compartment behind the length of the belt houses Batman's supply of Batarangs. Each of the ten pouches or cylinders contains various tools integral to Batman's war on crime, with the cylinders being interchangeable with each other. Through the years, Batman has modified the contents of his belt to accommodate various crime-fighting scenarios. The belt is shown to be able to electrocute any villain who even touches it. It can also release stun gas to prevent tampering. The belt's compartments are locked and only Batman knows how to open them. While it does not hold Batman's more advanced tools, it houses all his basic utilities such as:
Note: Can only be used by Batman and those who are his Apprentices.
Note: Most of these items can only be used outside of battle, with the obvious exceptions.
Type: Technology
Rank: D
Description: Although seemingly unremarkable in appearance, the utility belt is one of Batman's most important tools in fighting crime. Consisting primarily of a strap and buckle, the utility belt houses ten pouches or cylindrical cartridges that are attached to the outside of the belt. The buckle itself typically contains a miniature camera and a tape recorder. A secondary compartment behind the length of the belt houses Batman's supply of Batarangs. Each of the ten pouches or cylinders contains various tools integral to Batman's war on crime, with the cylinders being interchangeable with each other. Through the years, Batman has modified the contents of his belt to accommodate various crime-fighting scenarios. The belt is shown to be able to electrocute any villain who even touches it. It can also release stun gas to prevent tampering. The belt's compartments are locked and only Batman knows how to open them. While it does not hold Batman's more advanced tools, it houses all his basic utilities such as:
- Grapple Gun - for ascension of buildings at high speeds, to boost gliding ability, disarming criminals from a distance and opening up heavy doors.
- Line Launcher - Fires a parallel line in opposite directions to accelerate over distant obstacles or tightrope walk across silently.
- 10 Basic Batarang - for disabling thugs, opening doors or destroying things. (deals 10 damage each hit)
- Freeze Grenades - disables thugs by freezing them in place or creating floating ice for Batman to safely navigate bodies of water
- Disruptor - Disables mines and various firearms.
- Cryptographic Sequencer - Computer and communicator allowing Batman to hack into various systems and open various electronically locked doors.
- Explosive gel - Allows Batman to spray stable explosive and demolish obstacles and walls and destroy hazardous materials. (deals 20 damage per use)
- Smoke pellets - create a cloud of smoke when thrown to mask Batman's presence to sneak up on armed opponents.
- EMP gun: Used to disable any electrical equipment.
- Remote claw: This gadget is used to join two objects and pull them together. It works by firing a projectile out which hooks onto an object. The projectile then launches a rope-attached claw, which attaches to a second object. Once both are connected, they are pulled together. Batman can use this to knock enemies together, slam heavy objects into foes, or string objects up
Note: Can only be used by Batman and those who are his Apprentices.
Note: Most of these items can only be used outside of battle, with the obvious exceptions.
Technique Name: Batsuit
EXP: 20
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The 3 blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.
Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 as well as +10 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters max doesn't cause significant damage. Those with Durability of higher than 50 but lower than 80 are forced back a meter max, those with Durability lower than 20 are blasted into Mid range. Durability of higher than 80 only causes temporary paralysis.
Note: Projectiles from gauntlets deal 10 damage.
Note: Covers everywhere except mouth area.
Looks like:
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The 3 blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.
Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 as well as +10 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters max doesn't cause significant damage. Those with Durability of higher than 50 but lower than 80 are forced back a meter max, those with Durability lower than 20 are blasted into Mid range. Durability of higher than 80 only causes temporary paralysis.
Note: Projectiles from gauntlets deal 10 damage.
Note: Covers everywhere except mouth area.
Looks like:
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Technique Name: Batcowl
EXP: 10
Type: Technology
Rank: C
Description: Mainly the cowl conceals Batman's features and contributes to his imposing appearance. It also carries an inertial navigation unit to keep him in balance when facing foes that can cause extreme dizziness or vertigo. Because some criminals have the power to see through solid objects be it X-ray technology or other means, Batman also lined the cowl with lead to protect his identity. The cowl's Kevlar panels provide a level of protection for his head against firearms. The front of the skull and the sides of the temples also have small armor inserts to increase the effectiveness of skull strikes and protect from concussive blows up to C rank. Linking with the computer on his gauntlet, the cowl also contains shifting lenses that identifies suspect's identities, (through medical records), while simultaneously avoiding the possibility of eye identification. This cowl is also equipped with special electromagnetic sensors as well that reverse magnetic waves from within 2 meters of it, redirecting magnetic waves from it as if an invisible force field was generated from it. This allows Batman to be able to effectively prevent mind control, or tampering with his mind. This protection also extends to being able to prevent electromagnetic or magnetic force manipulation near him. The Cowl is also fitted with a rebreather device that purifies air for Batman to breathe through in the case of being in hazardous environments or air where breathing is difficult.
Note: Due to the hardened Kevlar and enhanced visions granted, Batman gains a + 5 Durability boost at attacks aimed at the skull as well as a +15 Boosts to his Intelligence.
Note: Reversing of magnetic waves can be done and when done, attacks or gadgets based on magnetic pulses cannot be used and lasts 4 turns per usage.
Note: Rebreather can be used passively for 5 turns max each usage with a 1 turn cooling down period.
Type: Technology
Rank: C
Description: Mainly the cowl conceals Batman's features and contributes to his imposing appearance. It also carries an inertial navigation unit to keep him in balance when facing foes that can cause extreme dizziness or vertigo. Because some criminals have the power to see through solid objects be it X-ray technology or other means, Batman also lined the cowl with lead to protect his identity. The cowl's Kevlar panels provide a level of protection for his head against firearms. The front of the skull and the sides of the temples also have small armor inserts to increase the effectiveness of skull strikes and protect from concussive blows up to C rank. Linking with the computer on his gauntlet, the cowl also contains shifting lenses that identifies suspect's identities, (through medical records), while simultaneously avoiding the possibility of eye identification. This cowl is also equipped with special electromagnetic sensors as well that reverse magnetic waves from within 2 meters of it, redirecting magnetic waves from it as if an invisible force field was generated from it. This allows Batman to be able to effectively prevent mind control, or tampering with his mind. This protection also extends to being able to prevent electromagnetic or magnetic force manipulation near him. The Cowl is also fitted with a rebreather device that purifies air for Batman to breathe through in the case of being in hazardous environments or air where breathing is difficult.
Note: Due to the hardened Kevlar and enhanced visions granted, Batman gains a + 5 Durability boost at attacks aimed at the skull as well as a +15 Boosts to his Intelligence.
Note: Reversing of magnetic waves can be done and when done, attacks or gadgets based on magnetic pulses cannot be used and lasts 4 turns per usage.
Note: Rebreather can be used passively for 5 turns max each usage with a 1 turn cooling down period.
Other Information
Allies: N/A
Enemies: N/A
Other:
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