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CAP vs BATMAN

JLA vs Avengers. Another of the biggest arguments in Comicdom. The Star spangled Avenger vs the Dark Knight. No warning, no prep as they both are randomly whisked away by the GrandMaster, and forced to fight (no one released) until a victor is declared. Opponents must be reduced to health 0 for a contestant to secure the victory (rendering unconscious by chemical means is not enough).

Captain America

Fighting AM 50

Agility IN 40

Strength RM 30

Endurance RM 30

Reason EX 20

Intuition IN 40

Psyche AM 50

Health 150

Karma 110

Powers:

Regeneration: Typical (1/2 pt per round)

Equipment

Shield: Captain America's Shield is made of an Adamantium / Vibranium alloy with Class 3000 material strength. He can use it to block up to 90 damage from an attack, but he is still subject to stuns and slams. He can also throw it up to 3 areas for RM damage and he can attack up to 3 people with a successful Agility FEAT or 5 with a yellow FEAT. By bouncing it of a number of hard surfaces he can make the shield return to him the next round. 

Armor: This uniform is made of micro-chainmail and insulated by SHIELD. The bodysuit with integral cowl, provides EX protection from temperature extremes, GD protection against edged and shooting attacks and TY resistance to impact/physical punishment.

Talents

Weapons Specialist: Shield, All Martial Arts, Artist, Leadership, Military, Acrobatics, Tumbling

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- Batman hurls a close quarters batarang. Cap blocks it with his shield, and then tosses his shield at Batman. Batman dodges for a -2CS to Cap's attack. Cap hits, but Batman's armor takes 20 off the damage, for 10 net damage (130 health). Batman moves in, now that Cap is waiting for his shield and picks up his batarang on the run.

ROUND 2- Initiative Batman.  He hurls the weapon, Cap dodges, but slips. Cap takes a shot to the body, 20 damage, with 6 points being absorbed by his uniform. Cap health 136. Cap catches his shield and keeps it, electing to wait til next round. 

ROUND 3- Initiative Cap. Cap charges at Batman, shield in front. Batman dodges perfectly for a -6CS on Cap's attack. Its enough to make Cap miss. Cap runs by and spins. Batman lowers his face shield, and pulls a batgas knockout pellet and floods the arena. Cap holds his breath (he can hold it 6 rounds without having to make an END FEAT).

 

ROUND 4- Initiative Cap. He runs up to Bats, and grabs at the facemask. Batman attempts a dodge, but Cap grabs it. Cap pulls the facemask off and breaks it with a strength FEAT. Batman attempts an END FEAT to resist the gas. He succeeds. He fires his TASER at Cap. Cap tries to dodge but fails. Batman hits for 50 points electrical damage (86 health). Cap yells for breath and has to make an END FEAT against the gas. He succeeds. He spins, his shield between him and Batman.

ROUND 5- Initiative Cap. He bludgeons Batman with the Shield. Batman attempts a block. He blocks it perfectly, but Cap scores a slam with the hit. No damage to Batman, but he is staggered by the blow and cannot attack. Cap delivers 2 more blows with the shield, hit, and slam. Batman takes 20 pts damage (health 110), and is slammed back against the wall.

ROUND 6- Batman has initiative and throws a concussion grenade. Cap blocks it with his shield blocking the damage, but has to curl up behind it. He cannot attack. Batman moves.

ROUND 7- Cap springs up, surprising Batman. He charges with his shield, Batman dodges just enough and Cap misses. Cap spins. Batman fires a batarang at Cap's knee. He needs a bullseye and misses. Batman fires a grappling rope at Cap's legs. Batman just misses.

ROUND 8- Initiative Batman. He pulls two batarangs, and flings one for a head shot. Cap blocks it with his shield. Batman quickly throws the other batarang for a knee shot. Cap successfully dodges it. Cap attempts to bludgeon Bats with the shield, missing.

ROUND 9- Batman initiative. He circles Cap, picking up his two batarangs. He feints right, and throws. Cap blocks it but leaves himself open on the left side. Batman fires the TASER. He hits. Cap takes 50 damage (health 36). He backs off with his shield between him and Batman. He regens 4 pts, health 40. Batman drops a smoke pellet. Cap is now at -2CS on all actions, but Batman can still see due to the lenses in his cowl.

ROUND 10- Batman initiative. He fires a grappling line at Cap's legs. Cap dodges. Batman connects. He pulls Cap's legs out from under him. Cap falls. Batman peppers him from the cover of smoke with explosive capsules. Cap can only block so many, before the concusssive force takes its toll, and the Star Spangled avenger slips into unconscious, health 0.

Batman wins.

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