speeds up the back of the skyscraper, arriving behind Batman with streaks of red lightning emerging from his body as he halts, about 10 meters from the man dressed as a bat. "Seems the costume thing is catching on, eh? Any reason some freak dressed like a bat is glaring over my city?"
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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He stood overlooking the landscape as he heard the voice behind him speak.
"Seems the costume thing is catching on, eh? Any reason some freak dressed like a bat is glaring over my city?"
Batman stood quiet for a second before turning to face him slowly, walking towards him to stop at short range before speaking.
" I made a promise on the grave of my parents that I would rid this city of the evil that took their lives. By day, I am no one. At night, criminals, a cowardly and superstitious lot, call me... Batman."
Walking towards the masked man, Batman in his Suit of Sorrows gear views the man intently. He hadn't known much of him, just what he had heard from lowlife criminals. Speed was apparently his skill but to what level? He didn't know yet and in order to best him, he'd have to find out. Drawing several smoke pellets, he throws several pellets in between them to block their vision of another while using his other hand and spraying explosive gel in a half circle formation in front of him, 2 meters away. With the smoke clouding their view, his foe wouldn't be able to see it while he retreats back a step, launching 2 Batarangs through the smoke.
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: 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.
" I made a promise on the grave of my parents that I would rid this city of the evil that took their lives. By day, I am no one. At night, criminals, a cowardly and superstitious lot, call me... Batman."
Wally's eyebrow raised up in bemusement as the man in the strange outfit started stepping closer to him, speaking in a gravely voice. "Not so shy with the details huh?" he says with a snarky expression. "Maybe you oughta just fly back to your cave." As Wally belittled the cowled man, he saw him pull something from his belt, which appeared to be two small spheres which he then threw to the ground. As the smoke rose up around Batman, Wally used the screen to his advantage and ran in a circular manner, staying near the edge of the building and running around Bruce. This would cause the Batarangs he threw to miss as Wally's high speed caused the air around Bruce to spiral from his velocity, creating a typhoon that would float Bruce slightly off the ground and siphon the air around him, suffocating him as well as dispelling the smoke. Wally continues running, generating the wind until Bruce passes out.
" I made a promise on the grave of my parents that I would rid this city of the evil that took their lives. By day, I am no one. At night, criminals, a cowardly and superstitious lot, call me... Batman."
Wally's eyebrow raised up in bemusement as the man in the strange outfit started stepping closer to him, speaking in a gravely voice. "Not so shy with the details huh?" he says with a snarky expression. "Maybe you oughta just fly back to your cave." As Wally belittled the cowled man, he saw him pull something from his belt, which appeared to be two small spheres which he then threw to the ground. As the smoke rose up around Batman, Wally used the screen to his advantage and ran in a circular manner, staying near the edge of the building and running around Bruce. This would cause the Batarangs he threw to miss as Wally's high speed caused the air around Bruce to spiral from his velocity, creating a typhoon that would float Bruce slightly off the ground and siphon the air around him, suffocating him as well as dispelling the smoke. Wally continues running, generating the wind until Bruce passes out.
As the speedster ran in a circle, Batman knew he had him; the man had evaded the batarang but this one was computerized. Given his speed, the man wouldn't notice the item he dodged behind him raising high in the air as it arced backwards, towards the path the man was creating and landing from above. His speed would cause him to run directly into it, even if it doesn't hit him directly in the head. Upon hitting it, the discharge would cause him to become paralyzed.
As this is happening, Batman being able to track his speed grabs an Ice grenade and launches it forward, timed into his path. Upon nearing the path, it detonates and releases ice that freezes the man on contact. As this is done, Batman throws 10 Batarangs forward, destroying the ice block as well as the man inside it, causing high damage.
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.
As Flash runs circles around the cowled man, he grimaces to himself about the lack of wind. "Still not fast enough," he grumbles to himself under his breath. As he runs, his eyes focused on the man, he sees him reaching for his belt again. Another peculiar thing strikes The Flash's attention: The man's eyes were following him each time he circles in front of Batman(I figured they'd have to be since you said you could track me). "He can track me?" Flash thinks to himself incredulously. Seeing Batman reaching for his belt and realizing he could track him, Flash decides to change his plan slightly. As he comes behind Batman again, he would activate his Scarlet Speedster ability, increasing his speed tremendously as Batman through the ice grenade. The increase in speed would carry him away from the falling Batarang just as it is about to hit his head and out of the path of the ice grenade before it exploded. Wally would run with his newly boosted speed, curving to deliver a strong roundhouse kick into the side of Batman's ribs from behind and releasing a powerful amount of force that ripples through his suit and knocking him away, more than likely causing him to fall off of the roof in the process.
Technique Name:Scarlet Speedster
EXP:20
Type:Science
Rank:B
Description:Wally's signature technique, he will generate and channel massive amounts of Speed Force through his body, causing the red streaks that usually appear when he's running to flicker around his body even when he's standing still. This techniques increases Wally's speed tremendously while active, granting him a boost of +15 and +5 to Energy due to the surplus of Speed Force for four turns, though this decreases his Durability by 5 points for the duration of the technique. This technique can be used 3 times per battle with a two-turn cooldown between usages.
Technique Name:Speed Quake
EXP:20
Type: Science
Rank: B
Description:A variant of Wally's Speed Vibrations technique, he will generate a tremendous amount of Speed Force from his body, in addition to harnessing and channeling the Speed Force present in the surrounding area through his body and into one of his limbs. He will deliver a punch or kick, releasing the Speed Force into the surrounding air through the limb all at once, launching it towards the opponent in the form of a vibrating mass. The projectile causes effects similar to a shockwave when it strikes a target, inducing internal damage equal to 60% of the user's Energy stat.