Mid range
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Suit of Sorrows worn as well as Utility Belt and Batcowl.
Technique Name: Batcowl
Technique Name: Suit of Sorrows
Technique Name: Utility Belt
Stats:
Top of skyscrapers in NBVille's Financial District
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bio You can go first.
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.
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.
Looks like:
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.
Looks like:
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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:
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.
Stats:
- Strength: 50
- Intelligence: 52
- Speed: 43
- Durability: 13
- Energy: 0
- Technology: 40