[LoT] Batman - Approved

Lord of Kaos

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"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 // History

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
Power/Ability: Unlike most superheroes, Batman does not possess any superpowers; rather, he relies on his genius intellect, physical prowess, martial arts abilities, detective skills, science and technology, vast wealth, provocation of fear and intimidation, and an indomitable will.

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:

  • 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: The user can only use two of these items per turn, meaning if he chooses to throw Batarangs, he can only use one other item that turn.
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.

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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.

Other Information

Allies: N/A
Enemies: N/A
Other:
 
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Lord of Kaos

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Re: [LoT] Batman

Adding Equipmennt: 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:

  • 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: The user can only use two of these items per turn, meaning if he chooses to throw Batarangs, he can only use one other item that turn.
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 +5 to speed and +5 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.

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Approved and
 
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Lord of Kaos

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Approved :

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.

Technique Name: Suit of Sorrows
EXP: 20
Type: Technology
Rank: B
Description: The original Suit of Sorrows was created ages ago, originally forged by the Order of Purity. The armor was crafted and forged from the melted blades and breastplates of several soldiers of the Order who had fallen in battle. It is said that the suit is able to impart strength and speed to those who wear it, but it will destroy anyone who is not pure. Batman, having heard legends and stories of the suit from his days training in the League, fashioned a replica of this armor. Adapted to mirror his trademark bat image, the Suit of Sorrows resembles the Batsuit with notable differences. The Kevlar armor has been removed in favor of a more body-tight suit designed to protect against biochemical agents, 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. This suit also is lined with sensors attached to nerve ending clusters, stimulating blood flow and activity, leading to a tremendous speed and strength increase. The armor, just like the original suit, 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. In addition to this, the suit is lined with kinetic energy converters that allow for it to superheat as he moves, causing burning effects on contact. This allows for the suit to become immune to the effects of cold environments as well as same ranked low temperature related techniques. Due to this heating effect, Batman's gauntlets are able to superheat and cause burning effects when attacks using the blades are made, dealing first degree damage via freeform attacks. The cowl attached to the suit is the same as his specialized Batcowl except this one covers his entire face, mouth included to prevent from biochemical agents attacking him as the mouth is fitted with an air purifier to cleanse the air easier and prevent him from being harmed.

Note: Due to the attachments to the user's nerve clusters, the user gains a +20 increase to Strength as well as Speed while losing -15 to Durability, due to the nature of the suit.
Note: After wearing for 10 turns, Batman's durability slips yet another -10 and his strength and speed increase +5 but he becomes unable to differentiate good from evil, right from wrong and his morals fade as he becomes a killing machine. This continues for every 10 turns until his health fades away, eventually killing him as he becomes mad with power and his soul corrupted.
Note: The user cannot use this with any other technique that boosts Strength and Speed.
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Technique Name: BatTaser
EXP: 20
Type: Technology
Rank: B
Description: A small hidden attachment Batman made, the BatTaser is a discrete taser in extreme compact size. Made to fit under a glove on the tip of a finger, the BatTaser delivers a nonlethal concentrated stream of electricity at a target. Upon hitting a person, these beams cause paralysis and electrical burn damage as they hit, burning the targeted area with first degree burns and second degree with prolonged exposure and causing muscle stiffness for the next 2 turn, reducing speed by 2 for two turns.
Note: Can be used once every two turns as the volt has to be recharged.
Note: Stream travels up to Mid Range.

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Approved Here:

Technique Name: Batarang Collection
EXP: 20
Type: Defense
Rank: B
Description: An advancement over the standard Batarangs that Batman uses, these Special Batarangs all have unique properties that allow for them to do different feats and have more functionality than the standard version allows for. Each of these are based upon his strength except those noted to be different.


  • Sonic Batarang: These Batarangs when thrown emit a powerful sonar that has to usages depending on the frequency used; if a low frequency is generated, these batarangs cause pain to one's ears and causes vertigo and sickness, causing a small drop in their ability to focus for one turn (-10 Intelligence). If a high ultrasonic frequency is used, this causes a pitched sound normal humans cannot hear and summons a large swarm of bats to be summoned which allows for Batman to mount an escape if needed.
  • Explosive Batarangs: Batarangs equipped with special bombs inside them, these Batarangs are able to explode and cause a large explosion in a 5 meter radius. This explosion causes the Batarangs to release sharpened shrapnel in all directions which pierces the foe and causes high damage to them. While non-lethal, should these be used in the right scenarios (health under 10), these Batarangs are able to cause one to pass out from concussive force while not killing them. These Batarangs can also be timed delayed and remotely detonated.
  • Heated Batarangs: Equipped with a remote heating device, these Batarangs are able to heat tremendously and rapidly, reaching temperatures of up to 1200 degrees Farenheit as they are thrown with temperatures to melt through ice and numerous other materials with ease.Although, depending on the specific metal/material, the batarang may have some difficulty melting through it (B rank and above weapons/equipment - depending on constitution ofc. I.E - they would melt through a B ranked computer, but would not melt through a B ranked armor). These Batarangs are able to cause damage to Batman himself should caution not be taken when they are used. These Batarangs are capable of drying a liquid based item out rapidly as it superheats it, evaporating the water from the substance. These Batarangs can also be timed delayed and remotely detonated to cause a 5 meter explosion of superheated air that causes scalding burns and heat damage to anything nearby as well as be used as heat seeking Batarangs.
  • Poisonous Batarangs: Despite the name, all Batarangs of this type are not directly poisonous but release gases that can cause biochemical harm if ingested or exposed to. The most commonly type deployed of these are Tear Gas Batarangs, which cause choking and blurry, teary-eyed vision and lowers their ability to focus for one turn severely (-15 Intelligence) and slightly lowers it the next turn (-5). He is also able to employ Smoke Batarangs which function just like the Tear Gas ones without the debuffing abilities. The last type of these are Venomous Batarangs, which when thrown emit a trail of gas that causes 5% damage per turn for 4 turns (leading to a total of 20% of the user's Technology rating).
  • Computerized Batarangs: These special Batarangs are able to be used by Batman in a way that allows him to set a fixed path prior to launching them, and control them through his computer on his gauntlet or through his Batcowl vision, seeing the path and being able to use sonar signals to adjust the pattern. This allow for him to use them in sneak attacks should an opponent dodge the first attack by readjusting the course. Upon impact, these Batarangs emit an electrical wave to stun and cause damage to foes or to short circuit C ranked and below technology. Multiple usages (requires at least 3 hits) of this is able to affect technology of the same rank and below.

Note: The User can only use one type per turn.
Note: After each usage, the user must wait one turn before reusing it.
 
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