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BATMAN vs BLACK PANTHER

From Screenrant: The Wakandan Prince vs The Dark Knight. Tech vs tradition. Another man who watched his father be murdered (what is it with these comic book guys?). Black Panther just may have what it takes to take Batman down for the count. Locked in a 132'x132' arena, with no way out until a winner is declared.

Black Panther

Fighting AM 50

Agility IN 40

Strength EX 20

Endurance RM 30

Reason RM 30

Intuition RM 30

Psyche EX 20

Health 150

Karma 110

Powers:

Enhanced Senses: Ultravision: Excellent

Enhanced Hearing: Good

Tracking: Amazing tracking, outdoors, he can track up to 12 hrs. & 6 hrs in the city

Equipment

Costume: The Panther's bodysuit has a Vibranium microwebbing that not only stops bullets but saps their momentum. Like Kevlar, it can be cut if you cut along the grain of the webbing, but cannot be punctured conventionally by blunt force.

Kinetic Absorption: His costume provides EX protection from physical damage.

Blending: The suit also provides RM rank blending with shadows and in dim light.

Claws: The Panther's claws are retractable, and contain a new composite of the experimental "anti-metal" Vibranium, that can break down other metal alloys. His claws can cut through most common metals of UN-100 material strength and may inflict up to EX damage.

Boots: The Panther's boots have special Vibranium soles that absorb sound and impact, enabling him to leap off buildings up to 8 stories tall and land without injury. He can also literally run up the sides of buildings, however cannot be used to remain stationary.

Mask: The Panther's mask is fitted with night vision lenses to augment his already superhumanly enhanced natural senses. These provided IN ranked Infravision.

Illusion Generation: Panther posesses an image inducer of RM rank that allows him to appear in costume or not, as he desires.

Energy Dagger: A virtual blade that can be fired, thrown up to 5 areas and handled like an actual knife. Capable of causing Amazing Energy or Edged damage. Targets hit are marked by the energies, and can be seen by his costume lenses and tracked using Kimoyo Cards.

Kimoyo Cards: These are global positioning and communications device. It can also home in on the unique energy signature Panther's Energy Dagger "marks" his prey with.

Talents

Acrobatics, Tumbling, Animal Handling, Martial Arts A, B, C and E, First Aid, Demolitions, Engineering, Detective, Marksman, Weaponsmaster, Leadership, Languages. 

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: Batweapons, 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- Initiative Batman. He hurls a batarrang. He connects but Panther's suit absorbs the impact. Batman fires a Batline to ensnare the Panther. He connects. Panther uses his claws and shreds the line. Batman tosses a grenade capsule. Red result. Panther suffers 10 damage, and one END rank. Panther rushes Batman with claws. Red result. Batman's suit is shredded in front. He loses one END rank. Panther slashes again. Batman attempts to dodge. Panther misses.

ROUND 2- Panther health 140, Batman 140. Initiative Panther. He slashes 3 times with claws. Miss, miss, Red. END loss and 20 health. Batman at 120. Batman backs up and drops his faceguard/filter and a smoke capsule. He tosses a grenade cap at Panther for a hit. 10 damage. He fires his TASER. Hit for 50 damage. Panther at 80. Batman END at GD, Panther at EX. 

ROUND 3- Initiative Batman. He puts distance between himself and Panther. He hurls a teargas cap. Panther fails his END FEAT. He is incapacitated until the teargas clears. Batman cuffs him. Batman waits to be declared the winner. No declaration is forthcoming. Unseen, Panther uses his claws (composed of the experimental "anti-metal" Vibranium, that can break down other metal alloys, up to UN-100 material strength) to cut through the cuffs. ROUND 4- Batman steps over to Panther to begin to beat him into unconsciousness. Panther makes his END FEAT and rolls and leaps back out of the way, his hands now free of the cuffs.

ROUND 5- Initiative Panther. He shoots an energy dagger. Batman dodges, but Panther hits for 40 damage. Batman at 80 health. Panther shoots 2nd dagger. No dodge, and he hits. Batman at 40 health. Batman drops a smokescreen capsule. Batman can see through his cowl, and Panther thru his lenses. No effect. Batman throws a concussion grenade. Panther dodges. Batman misses.

ROUND 6- Panther initiative. Batman dodges. Panther fires two energy daggers. Batman dodges the first one, doesnt dodge the 2nd. Batman drops to 0 health. Panther is declared the winner!

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