EQUIPMENT
Batsuit: a durable, fireproof uniform with Kevlar panels to protect against indirect gunshots, stab wounds and blunt trauma. You have a certain amount of protection against most attacks, but don't push your luck. Most direct gunshots will put you down for the count, and plenty of other types of dangers are ones you can't walk away from. Color scheme is black and medium/dark gray.
- Cowl has bulletproof Kevlar built-in to protect against gunshots, stab-wounds and blunt trauma. It includes:
- Starlite lensesprovide night vision (toggles on and off). These lenses can also protect the Batman from flashbang grenades and other bright flashes as long as the lenses arent set on night vision mode.
- Directional microphones (can be turned on and off from a menu) that amplify sounds such as speech, machinery noise (like a car getting ready to take off or a bomb ticking), sounds of a struggle occurring, etc. In general, these amplify the noise coming from straight ahead most of all, so turning will change the focus of the amplification.
- Radioprovides a number of functions. It's your link to your allies such as Alfred and Robin, and it can act like a phone when you need to call Commissioner Gordon. It also acts as a police scanner (turns on and off) so you can hear crime alerts when you're not in the car. It also plays audio information received by bugs planted by the Batman or an ally.
- Cape is fireproof and mostly bulletproof. By blocking with the cape, you can avoid major damage from most semi-automatic fire and shotguns fired from a distance, although you'll still feel pain (there will be a pain factor, tied in with a realistic body damage system for the Batman). You can use the cape to slow a fall. Depending on the height from which you fall, you may still get hurt, injured or even killed, so choose wisely.
The cape can act as a way of extending your reach in a fight, as the tips of the cape scallops contain small lead weights. You could use these to knock a handgun out of the hand of a close by enemy as well as inflict damage to the enemy himself by holding the cape and whipping the tips at them. Perhaps this could be done automatically when you're confronted with an enemy that is just out of punching range but within the range of a swung cape (a couple extra feet). That seems like the simplest way to make it work.
Another major function the cape serves is the dramatic value of it. There are a series of dramatic gestures the Batman uses to strike fear into the hearts of his enemies, and many of these involve the cape. This is actually the original, primary reason the Batman chose the cape in the comics, so it is important that it be used in the game in the same fashion.
Gauntlets have hardened scallops that allow the Batman to block sword attacks and some other melee weapon attacks. Small knuckle pouches in he gloves contain finely ground lead shot to enhance the impact of a punch thrown. The armored gauntlets also block others punches, kicks and even single gunshots at close range if timed properly (although you'd have to be pretty damn confident to even try this, since even the cape may not protect against so close a shot and it has to be exact timing for the gauntlet to deflect the bullet).
UTILITY BELT (belt capacities listed for expendable items):
Utility Equipment:
Bat-GrapnelThis wall-penetrating grapnel launcher contains four piercing darts, each equipped with a tiny diamond drill head. The darts can attach to numerous building materials, and the grapnel has a mechanism for reeling, braking, and clipping the line. This is used for scaling walls, ascending heights and swinging to traverse gaps and distances.
It can also launch a sophisticated Grappling Hook that snaps open after firing and clamps shut once the button at its joint hits its target. Each dart or hook is attached to 200 feet of de-cel cord, which slows the user's fall the further he descends and supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
The launcher's internal CO2 cartridge is good for 10 firings, and these can be replaced with filled cartridges by swapping them out via the launcher handle.
Launcher capacity = 4 darts, 1 grappling hook, 200 feet of de-cel cord per grappling device (1000 ft total).
Belt capacity = 1 launcher, 1 extra grappling hook, 5 extra CO2 cartridges.
Mini-Launcher fires tracking devices and listening devices (and Audio/Visual devices when they are available) from reasonably long distances. If you're on a rooftop across the street from someone you want to listen in on (especially if they are on a lower level than you), you can fire a bug and enjoy the show.
Tracking Device is a tiny transmitter that attaches to a surface (including clothing) transmits coordinates to the Batman's portal and GPS system (and the ones in the Batmobile and Batcave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. Belt capacity = 5 max.
Listening Device is a tiny transmitter that attaches to a surface (including clothing) and transmits audio input to the Batman's Communications Hub (which can also be routed to his headset, car and cave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. The listening bug can record important conversations even if you aren't listening to them at the time they occur. Belt capacity = 5 max.
Finger-light is a powerful, finger-mounted LED that is useful for working in the dark when you'd rather not use night vision (which discolors your view and can be a hindrance if not strictly needed or in the presence of people you'd rather were kept in the dark). It is aligned with the center view of the player and can be used while performing manual tasks, as the Batman can use the rubber mouth-grip when he needs both hands.
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, multi-line analyzers, cell phone analyzers, and other electrical analysis gear. Can record and play back audio and video signals. Tool can be safely used as a hammer.
As an example of use for traditional tools, if you were locked in a windowless room with a heavy steel door with no visible lock and the room was filling with volatile gas, you couldn't use your laser torch or use a metal object to smash the hinges, so you'd have to unscrew a few screws or bolts to get out. Situations like that. With the Universal Tool, most of those functions would be automatic instead of manual (as in mini-games).
Miniaturized Tools are tiny, standard-type tools for use when your utility beltand thus Universal Toolis taken from you. There is always at least one set hidden throughout your costume outside of the belt. They include manual screwdrivers, lock picks, rope cutters, skeleton keys and other escape implements. These will suffice in lieu of the Universal Tool, but they will be manual (min-games) instead of automatic.
Lock Picks are used to open locked doors and remove padlocks, etc. Each set includes a miniature rope-cutter (for if your primary cutter is confiscated with the rest of your gear and you're tied up with rope; this one takes longer to cut through regular rope than your primary cutter takes to cut through Bat-rope). The Batman has several sets of picks stored in various places of his costume, so as long as your wearing the Batsuit, you'll never be out of lock picks. Keep that in mind if you are tied up or handcuffed and/or locked in a room with most of your equipment taken away.
Rope-cutter is diamond-edged, allowing the Batman to cut through any rope or chord, including Bat-rope, and his own Bat-cuffs. Useful for releasing hostages and prisoners (even your own, but be careful who you let go), and cutting ropes to initiate context-specific operations (dropping suspended objects on or near unsuspecting bad guys).
Gas Mask/Rebreather folds down small enough to be carried in utility belt and can be quickly retrieved and placed on the Batman's face when needed. It protects against every kind of gas that could be used by and against you including tear gas, air-born toxins, etc. The gas mask also doubles as a rebreather, allowing the user to breathe underwater for an extended period. Belt capacity = 2;
In situations where an enemy is also wearing a gas mask, is immune to gas (like Poison Ivy, I think), or is really good at holding their breath and/or is fast enough to get a real fight going before the gas' non-respiratory effects get them down (I'm thinking Killer Croc here), they might be able to knock or pull your mask off. In case you lose it, you have another one. Dont lose your second gas mask! It can also be given to a second person, such as a trapped civilian or rescued hostage.
Ninja Climbing Gear consists of barbed add-ons to the gloves and boots that aid in climbing trees, scaling walls, etc. Climbing walls with this gear is slower than using the grapnel-line
Laser Torch is a strong miniaturized laser used as a cutting tool. Could also be used to weld or seal metal.
Bat-rope is a De-Cel Monofilament Jumpline that slows the user's fall the further he descends. It supports 400 lbs. indefinitely and 800 lbs. for shorter periods. You can cut it with your rope cutter, so therefore you can use it continuously in several pieces of various lengths. Can be used to hang perps from poles, etc., and to dangle from a height during interrogations.
You can attach the Bat-line to a Batarang and use it as a Makeshift Grappling Hook if you've lost your Bat-grapnel and spare Grappling Hook or don't wish to use them now (it won't retract or fire automatically the way the grapnel works, so it takes a hell of a lot longer to climb it, but you've got more line and Batarangs than grapnels). Belt capacity = Unlimited.
Multifunction Binoculars magnify view up to 60 times. Equipped with infrared and limited ultraviolet imaging (toggle on and off) that can detect heat signatures, security lasers, certain dyes, and more, as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to Batman's cowl by electrostatic clips.
Water mist spray can make security laser beams visible, as an alternative to the infrared vision capabilities of your binoculars and/or a way to let other people see where the lasers are.
Infrared Paint Marker: Contains 8 oz. of paint, virtually invisible unless looked at through infrared optics.
Foaming Explosive: Contains 8 oz., detonates when charged electrically. Good for opening doors or destroying expendable devices.
Electronic Device Freezer: Contains 8 oz., disables electronics for 10 min.
Quick-Acting Knockout: Contains 8 oz., aerosol spray that renders targets unconscious for 3 hours and without memory of the 5 minutes preceding exposure. Works on one target at a time, only with direct sprays to the face while the target is perfectly still.
Mini Computer is a miniaturized collapsible laptop computer used by Batman in the field. It has the latest and greatest in modern computer hardware packed into its collapsible frame, and is able to create and work with a wide variety of media-storage. It can be used as a remote control console for the Batmobile and other vehicles, and has a global positioning system and encrypted wireless uplink to the Batcomputer. The software is primarily focused on aiding investigation and research tasks.
- Flash-RAM Drive is used for quickly copying information on computers to assimilate into the Batcomputer
- Auto-Hacking Device hacks computers and security systems automatically, but takes some time to do so.
- Phone Tap makes the Batcomputer privy to and records all conversations on a particular phone line.
- Bat-Vehicle Remote Control allows the Batman to control his vehicles remotely.
- GPS gives you access to a full map of Gotham City. From here, you can check up on tracking devices, plan your travel route and search locations. The Batman already knows every square foot of Gotham City my heart. Through the pause menu, you can access his contemporary memory and you'll get a map almost as complete as the GPS can give you, but the difference is that you can only determine certain things from the Batman's "mental map." The mental map can tell you where you are in the city, the names of every street and landmark, the various gang territories (this is actually something you probably wouldn't see on the GPS, so it's good to check both), and the last known locations of several characters (namely your allies and characters you deal with during game play, as permanent residences and known hangouts for every character is listed in the Bat computer). The GPS is the link between your mental map and the Bat computer. It can mark an address you pick out of the database, it can tell you the exact distance between two points, the quickest route by car between two points (you might decide it's easier to go by car or to go on foot over rooftops or through back alleys), the distance and estimated time of a multi-point route, and other similar advanced functions. It also gives information about the z-axis, telling you how high up you are, how high a tracker is (telling you what floor its on as well, since the GPS knows the layout of all the building in Gotham). It can tell you how fast a tracker is moving in any direction as well. It's an awesome device.
Crime Scene Kit (unlimited materials):
- Micro Camera/Recorder (saves and files information in Batcomputer and Mental Log)
- Swabs (for all residues)
- Tweezers (for hair samples)
- Fingerprinting kit
- Odor-analyzing Chromatograph
- Luminol (for detecting bloodstains)
- Sample bags (for storing all samples)
- IR foot print dye (works in concert with infrared vision to track foot print trails)
First-Aid Kit helps you make it through the night without having to return to the cave for medical attention. Includes sterile dressings for shallow wounds and burns, sutures for closing wounds, foldout splints for bracing, antibiotic cleansing agents to disinfect and prevent infection, painkillers, and injections of epinephrine, anesthetic and anti-toxins. These items can be used to help civilians as well as the Batman himself. Only certain items are used per kit use, and different items have different amounts per kit. Odds are you won't use the whole thing up unless you wait until you have one of every kind of wound and give aid to civilians (or even criminals). Belt capacity = 2 full kits max.
- Bandages (7 max.)
- Sutures (7 sets max.)
- Splints (3 max.)
- Antibiotics (unlimited)
- Syringes (5 max.):
- Anti-toxins (10 max.)
- Epinephrine (2 max.)
- Anesthetic (3 max.)
- Painkillers (5 max.)
