Health: 140 Karma: 110
Resources: In Pop: 0/50
Training: Over the years, Batman has undergone mental and physical training, allowing him to perform the following:
-Psychic Shielding: After training with Tibetan Monks, Batman has Am protection vs. Mind Control
-Astral Travel: Batman is able to leave his body and travel the Astral Plane with Am ability. He can possess others as well, but can only last an hour out of his body or he will die.
Body Armor: Ex protection vs. Physical and Shooting, Gd protection vs. Energy, has the following abilities:
-Blending: Rm Blending abilities and +1CS on Stealth
-Emergency Batarang: Located on his chest emblem, Batman can removed this and use it for Rm Thrown Edge
-Taser: Delivers a Ex electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Cowl: Ex protection vs. Blunt attack, has the following abilities:
-Nightvision: Rm Ultra-vision
-Air Mask: Unknown of how much air it contains
Cape: Gd Glider, it is also capable of the following:
-Jet Pack: Gd Flight, the cape transforms into wings. Can be used for underwater propulsion
Utility Belt: 10 Pouches that carries small items, failsafe in the belt will cause it to explode (Rm damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The Utility Belt contains a wide array of devices such as:
-Batarangs: Batman has a wide array of Batarangs. He has used the following types:
--Regular Batarangs: Rm Thrown Edge or Blunt
--Explosive Batarangs: Rm damage to an entire area
--Nth Metal Batarangs: Rm Thrown Blunt, able to breach magical wards, protections or barriers of up to Un intensity.
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
-Bat-Cuffs: Rm material, Ty entrapment
-Energy Sword: Hidden near the belt buckle, it can deal Rm Edge
-Kryptonite: Batman carries a piece of Kryptonite. Kryptonite causes a Kryptonian's body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Kryptonite causes a Kryptonian to lose all its powers at -1cs per round. They also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Sh-0 Endurance. Removal of the Kryptonite enables a Kryptonian's body to regain lost ranks at a rate of one per round.
-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, cell phone analyzers and other electrical analysis gear. Can record and play back audio and video signals. The Universal Tool can be safely used as a hammer.
-Mini-Computer: 3 1/2 by 4 1/2 inches in size, operates as a standard personal computer in game terms. Equipped with fax modem, GPS system and mini-disk rewritable drive. Can be used to remote-control the Batmobile
-Rebreather/Gas Mask: 2.5 hours air supply
-Fingerlight: Ty illumination, can project white, red or infrared light
-Magnesium Flare: Rm Illumination
-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
-Tape Recorder: 2.5 Hours
-Laser Torch: In intense laser that cuts through In material
-Lockpicks: +1CS to open locks on an Agility FEAT.
-Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Batman's uniform, the Batmobile and the Batcave computer.
-Taser: Delivers Am Electrical
-Smoke Capsule: Ex intensity, 1 area radius. All in the affected area at -2CS to performing actions.
-Bat Grenade: In damage to an entire area
-Nth Metal Knuckles: +1cs to Slugfest, able to breach magical wards, protections or barriers of up to Un intensity.
-Electrical Net: Rm entanglement, causes Ex Electrical damage to stun or overload mechanical devices
Talents: Actor, Acrobatics, Detective/Espionage, Engineering, Repair/Tinkering, All Martial Arts, Archeology, Criminology, Film, History, Multi-Lingual: (English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, Hebrew, Thai, Vietnamese, Kryptonian), Literature, Psychology, Sociology, Spy, Thief, Vehicles, Wrestling, Tumbling, Pilot, Business/Finance, Chemistry, Biology, Computers, Electronics, Occult Lore, Sleight of Hand, Resist Domination, Leadership, Marksmanship, Forensics, Kit Bashing, Escape Artist, Tracking, Medicine, First-Aid, Law, Law Enforcement
Contacts: Alfred Pennyworth, Justice League of America, Justice Society of America, Nightwing, Ace the Bat-Hound