[LoT] Zoro VS Batman

Anbu Kirito

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Zoro stands, swords drawn, staring at the man in the dark cloak. The hell are you? Zoro says this while holding the corpse of a man. Zoro then realizes the man is staring at the bloodied body. Ohhh. You see... um.... I got paid to do this. This guy is Tonald Drump, known racially incentivized murderer? Knowing the excuse won't work, Zoro puts his hands on his swords, preparing to draw.
Stats:
Strength: 60 (+2)
Intelligence: 20
Speed: 30 (+2)
Durability: 39
Tech: 0
Energy: 0
 

Lord of Kaos

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Re: Zoro VS Batman

Stats:

  • Strength: 40
  • Intelligence: 52
  • Speed: 23
  • Durability: 38
  • Energy: 0
  • Technology: 40
Wearing Batsuit and Batcowl and utility belt.

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.

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.

Seeing the man, Batman throws two normal Batarangs at him, aiming to do 20 damage should they land while he rushes towards him.
 

Anbu Kirito

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Zoro, confronted by his silent foe, then has two projectiles thrown at him. They resemble the shape of a bat, and have a boomerang like base. "Batoomarangs? Ba-Ta-rang? Batarangs!" thinks Zoro. Then his battle instincts flash on. Drawing all three of his swords, Zoro quickly draws the first two with his hands, swinging them upwards into the batarangs and deflecting them upwards. He then, using the sword in his mouth, gets onto a single knee, spins his body and therefore the blade around to gain momentum. He then brings this blade into a horizontal slice on the upper chest of the man. Zoro then jumps, quickly flicking his foot outwards into a kick to the chin. This would cause the man to be knocked down and unable to get up for a few seconds. Zoro then points his right handed sword at the grounded man, saying, Don't make me hurt you bro.
Stats:
Strength: 60 (+2)
Intelligence: 20
Speed: 30 (+2)
Durability: 39
Tech: 0
Energy: 0

That's 12 Damage to you
 

Lord of Kaos

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As the man blocked the Batarangs, Batman knew his plan was working; the man attacked as linearly as he had expected. Activating his sonar vision, Batman threw down several smoke pellets to cloud their vision, or rather the man's vision. As the smoke filled the area, Batman drew his remote claw and fired it at the man's two swords held in his hands, snatching them together and pulling them away. Leaving him with one sword, Batman flipped towards the side as he drew all his Batarangs and explosive gel, placing it on them as he threw them forward, causing an explosion as he flipped away in the smoke. The explosion causes shrapnel to explode everywhere, piercing the man and causing high damage (80 damage from Batarangs, 20 from explosive gel). Meanwhile, he fires off the attachments to his gauntlets as well, adding 20 more damage to the attack. By now, Batman has flipped out of the smoke and throws one final Explosive Batarang at the man, dealing 24 damage.

80 + 20 + 20 + 24 = 144 damage


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.
 

Anbu Kirito

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Stats:
Strength: 60 (+2)
Intelligence: 20
Speed: 30 (+2)
Durability: 39
Tech: 0
Energy: 0


As the smoke is dropped, Zoro leaps backwards. He then sees a claw move through the smoke and grasp onto his two held swords. Zoro quickly slices downwards onto the cord using his mouth blade, and cuts the cord, splitting it and causing the swords to be freed. Then, as 8 batarangs move through the smoke, Zoro swings his swords to counter. He intercepts 2 with his right blade, 1 with his left, and three headed for his shoulders using his mouth blade. They are all hit into the sky and then explode. Zoro however is hit by 2 of them, both hitting him in the lower chest. Zoro quickly rips them out and drops them. However, two more projectiles come flying through the smoke. Using both of the swords he is holding with his hands, Zoro delivers a downwards slice onto both of them, causing them to deflect into the ground. Zoro then is approached by another weapon, this time another one of those batarangs. Zoro hits this one into the sky with his right sword, however unlike the others, this one explodes AND releases shrapnel. Because the batarang was high above Zoro, only half of this shrapnel hits him. However, as it does, it embeds itself in the flesh of his back. Damn, your toys hurt dude! Zoro then says, To be honest, you won't be able to really beat me up if you don't just get close. The smoke then slowly fades and Zoro sees his opponent clearly again. Zoro rushes his opponent, moving extremely quickly, and delivers two sword strikes, one from each hand, forming an X of blood across the man's upper torso. Zoro then moves behind him, preparing for another strike. That hurt you jerk.Zoro says this with a grin, referring to his own wounds.
MY HP: 195
-20 from batarangs
-12 from half of shrapnel
MY CURRENT HP: 163

YOUR HP: 190
-12 from both sword strikes
YOUR NEW HP: 178
 

Lord of Kaos

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You misunderstood my move lol. I ran at you in my first move after I threw the smokebombs. If you are close enough to try to swing at me after deflecting the batarangs, then when I drop the smoke bombs, you would be in the middle of them and unable to see anything coming forward, thus unable to block the claw from grabbing them as you wouldn't see it at all. That's why I activated my sonar vision to ensure I still could see you while blinding you. Jumping backwards while in the middle of smoke that fills the area wouldn't put you outside of it
 

Anbu Kirito

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You misunderstood my move lol. I ran at you in my first move after I threw the smokebombs. If you are close enough to try to swing at me after deflecting the batarangs, then when I drop the smoke bombs, you would be in the middle of them and unable to see anything coming forward, thus unable to block the claw from grabbing them as you wouldn't see it at all. That's why I activated my sonar vision to ensure I still could see you while blinding you. Jumping backwards while in the middle of smoke that fills the area wouldn't put you outside of it
Ahhh. I misinterpretted your timeframe. Aight. Consider that move void, counter this one.

Zoro is hit by a myriad of weapons and is finally blown out of the smoke by an explosion. He is bloody and battered, but stands up, saying, Huff. Damn toys! Alright, you're getting the sword tonight, buddy! The smoke then fades revealing his opponent.
HP:
195-144
Total HP= 51
 

Lord of Kaos

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As the smoke clears, Batman had already begun his subsequent attack. Not one to want to kill, he raised his right hand and pointed his finger towards the man, emitting a thin stream of lightning at him, aiming to cause paralysis and burns on his body as he throws a freeze grenade with his left hand. If he attempted to swing at it and hit it, it would cause it to detonate and freeze him early. If he didnt, well, either way his movement was guaranteed to be halted from the combo. As he is stunned and unable to move, Batman flips forward and delivers a spinning kick to the man's face, hitting him and dropping low to deliver a leg sweep to send him crashing to the floor. As Batman delivers the leg sweep, he uses one hand to place on the earth for added balance and another to apply the explosive gel below the man.

As the man hits the earth, Batman pushes off and flips backwards as he causes the gel to detonate, causing damage to the man.

2 freeform hits = 8 damage + 20 damage from explosive gel.

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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Stats:
Strength: 60 (+2)
Intelligence: 20
Speed: 30 (+2)
Durability: 39
Tech: 0
Energy: 0

Zoro, suddenly noticing a tiny line approaching him, shifts his body to the left, awkwardly moving his upper torso away from the line as it goes limp. Then, the man throws a projectile towards him. It looks like a grenade, therefore Zoro wants to make it go away. Because even in the mind of a pirate, Grenade+You=Bad. He simply kicks it upwards (Blunt force will not activate an explosive device), and it explodes into ice, surprising him. Zoro is however then forced to counter the attack of his opponent. Batman throws a spinning kick at Zoro's head, and to defend, Zoro moves under the leg, as it is aimed high. Following through this motion, Zoro smacks the area behind the man's knee using the butt of his sword. This causes extreme pain and inability to use the leg effectively. Zoro then chambers his sword behind him and brings it down in a vertical downwards strike along the right shoulder and right-most torso of his opponent. He follows through with 3 slashes, forming a cube of blood on the man's chest, one slash to his stomach, the next up along his left-most torso, and the final one around his upper central chest. Zoro then jumps into the air, delivering a flick-jump kick with his right leg to the man's chin. This would cause him to stumble backwards and fall down, and be unable to move for a few seconds. Zoro then dashes at him and delivers a running slice to his upper chest.
My HP: 51

Damage:
Your HP: 190
-6
-6
-6
-6
-6
-6
Your new HP: 154
 

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As the man leans towards his right to avoid the thin string of lightning, he also kicks upwards, sending the grenade into the air. Given his speed, Batman reasoned the man could probably move faster than he could. Given their short range and his manueverability, it was easy to see he favored short range, though he had already realized that when he saw him using swords. Having already jumped towards him to deliver a spinning kick, he knew the outcome could prove bad for him but he never was one to shy away from contact.

As he spun, the man ducked and Batman's right leg continued to spin over the head, the man using his remaining sword to impact the leg behind the knee, causing slight pain but Batman had trained for moments like this; as the sword make contact with the armor and the force of the blow causes blunt damage, Batman extends his left leg, now in front of the man's face from the spin to send a quick kick to his forehead, pushing him backwards as Batman lands, a jolt of pain tinging through the leg. The kick wasn't meant to do crippling damage, but it would open space between the two. As he spins and lands, Batman throws a freeze grenade at the ground in front of the man, knowing that even if he managed to avoid it, it would still cause the ground in front of and under to instantly freeze and given the kick would cause the man to stumble, his legs would likely be caught in it's blast radius as well, freezing them in a block of ice.

With the grenade going off, Batman knows that he cant risk the man making an escape so with his Sonar Vision still active, he throws a few more smoke pellets as he fires his Grappling Gun at a building behind the man, pulling himself over the man. As he is pulled, he sprays explosive gel over the man and the ice encapsulating him and releases the grappling Gun, flipping and landing 5 meters behind him as he causes the gel to detonate, blasting the man and the ice towards him, possibly breaking his legs from the impact of the gel exploding. As they fly backwards, Batman throws a lone Explosive Batarang, aiming to end this and take the man in for arrest.

4 (damage FF) + 20 (damage Gel) + 24 (Batarang) = 44 Damage

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.




My Health 190-6 = 184 Health remaining.
 

Anbu Kirito

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Stats:
Strength: 60 (+2 for natural ) +10 from technique
Intelligence: 20
Speed: 30 (+2 for natural ) +10 from technique
Durability: 39 (+5 from technique)
Tech: 0
Energy: 0
Zoro, smiling as he lands the hilt smash, suddenly loses his grin as he is kicked the forehead. It isn't particularly painful kick, but a kick it is nonetheless. Then, the man throws some projectile at him, once again another grenade. Zoro, recognizing it as a grenade similar to the previous one, and having seen the previous grenade explode into ice, manages to kick it with his right leg, bouncing it off of the alley wall into the area behind the man fighting him. It then explodes, creating a block of ice behind the man, preventing him from escaping. Then, as Zoro regains his full composure. Alright. I'm done playing around. Zoro then begins to focus, closing his eyes. "I need to beat this guy. I can't lose, not now, not ever!" and suddenly, it is as if the world goes still. The man is firing a line above Zoro. To react, as if he is watching it in slow motion, he simply swings his sword at the steel cable. It is cut through like butter. Then, the world enters its normal pace. Zoro then grins as he slices his sword into the building to his right, which forms the right wall of the alley. He swings with extreme force, cutting into it and even after removing the blade, the current of air causing more damage to move along the foundation of the building. It then begins to topple over, ready to crush the alley underneath it. Zoro then motions to the corpse from earlier and says, By the way,that guy is alive. It's either you save him or you fight me. Then he simply vanishes in a blur of speed, rushing out of the alley and away.
Techniques:
Technique Name:Determination of The Blademaster
EXP:20
Type:Natural
Rank:B
Description: This is Roronoa Zoro's ace in the hole. When his sheer strength and grit cannot cut it, he will enter a state of complete focus. He loses sight of all other things except victory, and gains access to the full potential of his body. This ability is really a mindset, not revolving around any type of magic of any sort. Through pure determination to win, Zoro will shrug off blows that would usually be highly painful, and will become faster and stronger, due to his own brain removing it's mental limits. This however will cause mental stress after extended usage. He gains +10 to strength +10 speed and +5 durability.
Notes:
-Lasts 4 Turns Per Use

-Can only be used twice, and after second usage ends, Zoro will be unable to use techniques above C-Rank for the remainder of the match. After the technique ends, the user will have -10 INT for 2 turns afterwards, and -20 INT for 4 turns after the second usage.

Damage to me:
HP:51
-4
+25 from technique
New HP: 72

Battle Ended:
Winner: Batman due to Zoro running away
 
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