[LoT] Batman vs Deathstroke

Lord of Kaos

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Mid range
Top of skyscrapers in NBVille's Financial District
bio
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Suit of Sorrows worn as well as Utility Belt and Batcowl.

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: 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.

Stats:

  • Strength: 50
  • Intelligence: 52
  • Speed: 43
  • Durability: 13
  • Energy: 0
  • Technology: 40
 

Vegeta

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wearing his Nth armor and his Promo Bo staff strapped across his back. His own "utility belt" of sorts has lots of boomy bangy things, grappling guns, pistols and grenades/whatnot. He's also got a sword on his back, several smg's, and a rocket launcher

Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +5 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 3 turns), and protects them from extreme temperatures (freeform). His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.

Technique Name: Energy Staff
EXP: 10
Type: Technology
Rank: C
Description: One of Deathstroke's signature weapons, a near indestructible (Can be destroyed by A rank or above attacks) bo staff made out of prometheum alloy. The staff can also discharge an energy blast out of either end up to mid range (strong enough to destroy aircraft and even injure powerful metahumans, C rank in strength - dealing damage equivalent to 40% of tech stat) and can also be separated into two nightsticks. The staff's blunt damage is dependent on the user's strength stat, dealing 40% of strength stat in damage.

Technique Name: Mirakuru formula healing factor
EXP: 5
Type: Science
Rank: D
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections". These episodic feral states are temporary, however, and he eventually regains control of himself.
Note: "Resurrecting" does not mean he can continue in a battle or mission after he has died, merely that he will come back to life afterwards.
Note: Adds +5 to health every 2 turns after minor injuries ( 1st Degree burns, superficial wounds, etc ), not exceeding his maximum health, up to a maximum of 20 HP recovered per battle.

  • Strength: 36
  • Intelligence: 38
  • Speed: 41
  • Durability: 30
  • Energy: 0
  • Technology: 29
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Drawing his sword from his back, Slade faces his next target and points it towards him..
Well, you were easier to track down than I thought you'd be, Dark Knight of Gotham. There's a hefty price on your head in case you didn't know..
 

Lord of Kaos

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As Deathstroke pointed the blade at Batman, he spoke in his normal taunting voice.

"Well, you were easier to track down than I thought you'd be, Dark Knight of Gotham. There's a hefty price on your head in case you didn't know.."

Mentally cursing, Batman had forgotten to cover his tracks during his Kryptonite exploits. He couldn't afford to be as careless in the future; there were too many criminals in this new city that he had to account for and who knows which of them would discover his secret identity?

"Looks like you won't get a chance to collect that bounty."

As he retorted back, he drew 2 computerized Batarangs that he launched forward towards the man, having input the designated paths for them as they were launched. One was aimed at his chest and the other one appeared to be thrown wildly, missing Slade by 5 meters to his left before turning back towards him, aiming to come down from above and strike the back of his neck.


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.


24 damage x2
 

Vegeta

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I know I shouldn't honestly know who you are yet, just playing the mercenary for hire role
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As the bat looking man speaks, he draws two bat shaped throwing projectiles, tossing them simultaneously. Watching as they are release he reacts by raising his sword in the air with his right arm while drawing a 9mm pistol off his hip with his left, firing it picking off the one in mid air that was heading towards his left as he slashes downwards diagonally to the left into the one coming at him slamming it harmlessly into the ground away from him then sheathes the gun and sword both simultaneously.
Your good, seems you've trained yourself to fight..
He then pulls his staff off his back separating it into two halves holding one in each hand.
Though in the end you'll lose, because I've trained myself to kill..
And rushes in towards the bat, ready to take the fight up close.
 
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Lord of Kaos

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As the man pulls out a gun to fire at the first Batarang, Batman begins inputting buttons on hiss gauntlet while running in an arc to his left. As the man tries to cut the second one, it suddenly drops down and to the left, aiming to impact the man's knee. Given the distance and the speed, it would catch him off guard while striking him with great force, aiming to injure him and preventing fast movement. As it's path is diverted, Batman rushes forward until he is 5 meters away from his opponent. Throwing several smoke bombs directly at Slade and the ground in between them, Bruce flips high and fires a stunning bolt of electricity from his finger at the man with his left hand before spraying his skull with explosive gel, causing a detonation as he flips over the blinded and paralyzed man.

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: 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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Vegeta

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I haven't figured out how to minus the damage from your batarang with my armor involved, Im guessing it would still stun me despite the armor. Let me know what the damage is and where i may have miscalculated and I will adjust my hp.
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As he blasts the errand batarang with his g'nine killa milla, he begins to slash at the other one as well, however it changes course at the last second..
RC'd?
he thinks as his mind which works 9x's faster than an average man works out a complex set of moves. Several scenario's play out in his head in a fraction of a fraction of a second. Knowing he would have to eat the attack heading towards his leg, he accepts it and uses the time to sheath his weapons however an electrical shock occurs to him as it strikes his armor, numbing him slightly, and certainly catching him off guard making him drop his sword and gun. This man was crafty, no wonder the contract put on him payed so much. "Retrieve the cape and cowl of the Dark Knight of Gotham" was the objective, and Recently, word spread of a battle not so long ago in this city involving a human sized Bat and figured where there's smoke, there's usually fire. So following his trail led him here. The night sky loomed as he took it in. The dark cold night. The feeling of blood flowing like rapids in his veins, He would fight on, until his last breath. Batman rushes towards him deploying smoke bombs as Slade reaches back grasping his bo staff as quickly as he could pulling it around and waiting for the first sign of movement, firing off an energy blast once he see's movement above the smoke as Batman fires off his taser mid air, the blast would knock the Bat back as well but not harm him much. The taser would pierce thru the energy blast and still hit Slade as well, though weakened somewhat. Slade moves back a few steps, reeling somewhat in pain. If not for his enhanced abilities and armor, he would be completely immobilized right now. This man's weaponry was interesting indeed. Perhaps Slade could get his hands on some of it for himself. In any case, he had a job to do. Twisting the staff, the two ends separate and a length of chain drops out of each connecting with the center piece forming a tri staff. He rushes towards Batman at his slightly lowered speed and puts the pole in his left hand facing upwards like a sword out in front of his face defensively while striking towards Bats horizontally right to left with the end in his right hand aiming towards his face..
Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +5 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 3 turns), and protects them from extreme temperatures (freeform). His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.
Technique Name: Energy Staff
EXP: 10
Type: Technology
Rank: C
Description: One of Deathstroke's signature weapons, a near indestructible (Can be destroyed by A rank or above attacks) bo staff made out of prometheum alloy. The staff can also discharge an energy blast out of either end up to mid range (strong enough to destroy aircraft and even injure powerful metahumans, C rank in strength - dealing damage equivalent to 40% of tech stat) and can also be separated into two nightsticks. The staff's blunt damage is dependent on the user's strength stat, dealing 40% of strength stat in damage.
 
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