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BATMAN vs IRONFIST

It's a fight older than comics themselves: Ninja or Kung Fu master? Batman is said to have mastered many of the martial arts, but he is most skillful in Ninjitsu. Ironfist is the kung fu master of Marvel. And he has a power fist that can break titanium steel, once per day. Who wins this epic battle?

Ironfist

Fighting AM 50

Agility IN 40

Strength GD 10

Endurance RM 30

Reason EX 20

Intuition GD 10

Psyche IN 40

Health 130

Karma 70

Powers:

Chi: Ironfist can increase any one of his physical attributes by +1CS for 10 rounds. This does not increase his health total. Requires 1 round of meditation and Psyche FEAT. to use. At the conclusion of 10 rounds Daniel is so exhausted he loses 25 health points due to the strain.

Iron Fist: Once a day, may be used. Must make a Psyche FEAT to determine damage.

  • Green: Incredible

  • Yellow: Amazing

  • Red: Monstrous. If red FEAT is used, he will be knocked-out for 1-10 rounds

Talents

All Martial Arts, Acrobatics, Tumbling, Business/Finance, Accounting,

Batman

Fighting AM 50

Agility IN 40

Strength EX 20

Endurance RM 30

Reason IN 40

Intuition IN 40

Psyche AM 50

Health 140

Karma 130  

Powers: None

Equipment

  • Uniform: The Batman costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar. His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (EX damage). The suit provides: EX Body Armor vs. physical attacks, GD vs. energy attacks. Batman's cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation. The suit is electronically cooled and contains: Starlite nightvision lenses that collects & focuses ambient light, permitting normal vision in any are not completely devoid of light (Remarkable Ultra-vision), A radio receiver/transceiver, An audio processor with voice command equipment, A field of view display projector An inertial GPS system, The costume also has a taser built into hit, which delivers a Excellent, low-amperage electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.

  • Utility Belt: As Batman, he never goes into action without his utility belt. Equipped with eight pockets of varying size. Failsafe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The utility belt contains a wide array of devices such as:

  • De-Cel Monofilament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.

  • Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above). Wall Penetrating Grappel: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).

  • Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2 CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to Batman's cowl by electrostatic clips.

  • Nerveagent Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in Batman's cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas.

  • Explosives: Pellet Grenades: Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-sec. delay. Remarkable EA damage, 12-ft. blast radius. Concussion Grenades: Can be set for explosive or flash-bang detonation and for a delay of 3 sec. to 40 min. Can also be set off by radio remote. Remarkable EA damage, 12 ft. blast radius.

  • Universal Tool: Used to aid in electronics work. Tip contains various Phillips and flathead screwdrivers, wrenches, lockpicking device, drill bits, and other implements. Inside the base are full lineman's kit, multiline analyzers, cellphone analyzers, and other electrical analysis gear. Can record and play back audio and video signals. Tool can be safely used as a hammer.

  • Aerosol Sprays: Rapid Room-Filling Fogger: Fills an entire area with Remarkable intensity fog for 10 rounds. Single-use only. Foaming Explosive: Contains 8 oz., detonates when charged electrically. Incredible Edged Attack damage. 

  • Tracer Devices: Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range Throwing: Less than an inch in diameter, 3-mile range.

  • Batcuffs: Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center.Considered to have Remarkable material strength.

  • Batarangs- Folding Batarang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch. Close-Quarters Impact Batarang: Excellent Blunt Throwing damage, half standard throwing range.

  • Capsules: Knockout Gas: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure. Regurgitive: Excellent intensity, 1-area radius. Those in the affected area must make Endurance FEAT or become violently ill for 10 rounds. Smoke: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions. Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.

  • Taser: Delivers Amazing electrical jolts.

  • Subsonic Bat Call: Attracts all bats within a 10-mile radius.

  • Incidentals (normally always carried): Keys, money, lockpicks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.

  • Talents

  • Martial Arts A,B,C,D,E, Wrestling, Acrobatics, Tumbling, Detective(+3CS), Disquise/Actor, Resist Domination, Marksman, Weaponsmaster, Weapon Specialist: Bat weapons, Computers, Forensics, Psychology, Kit bashing, Pilot: Helicopters to Jet Fighters, Horsemanship, Escape Artist, Leadership, Tracking, Medicine, First-Aid, Law, Law-Enforcement, Criminology, Engineering, Biology, Chemistry, Physics, Biochemistry, Computer Engineer, Electronics, Languages

FIGHT!

ROUND 1- Batman initiative. He hurls a CC batarang. Fist tries a dodge and misses. Batman connects. 20 pts damage. Fist charges Batman. Batman holds up his edged gauntlets. Fist stops short. Fist health 110.

ROUND 2- Initiative Batman. He moves up to Fist and goes for 3 quick strikes. Fist evades the first, but the second connect solidly. Fist avoids being slammed back into the force field, but takes 20 damage. The third punch misses. Fist summons the Ironfist with a yellow psyche FEAT. He connects on his punch for 50 damage. The suit absorbs 20, but Bruce takes 30 damage. Fist tries a second punch. He connects for 30 more HP loss. Batman is down to 80 health. The Ironfist goes dark.

ROUND 3- Initiative Fist. He attempts to grab Batman and slam him on the ground. He is successful, but the Bat suit absorbs all the damage. Batman is on the ground. Fist attempts a bullseye throat stomp. He connects and Batman takes 20 more damage. Batman pulls his Bat rope launcher. He fires it at Ironfist. Fist tries to dodge. He is unsuccessful. Batman surrounds Fist with the cable. Fist is not strong enough to break it. Batman pummels Fist into unconsciousness as his health reaches 0. Winner Batman.

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