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- [u][b]Featured In:[/b][/u]
- Batman Beyond: Return of the Joker (DC Animated Universe games)
- [u][b]Name:[/b][/u]
- Terrence "Terry" McGinnis; Batman II (DC Animated Universe)
- [u][b]Gender:[/b][/u]
- Male
- [u][b]Abilities:[/b][/u]
- While Terry has no powers of his own, he is a a very competent fighter. He was fighting on the streets before becoming Batman, and under Bruce Wayne's tutelage, learned some martial arts and honed his body to peak levels to decrease reliance on the Batsuit's strength enahncements. He mostly relies on a mix of scrappy street fighting and martial arts for his fighting style, as well as a focus on agility, acrobatics and his training-heightened reflexes. Also, as opposed to his mentor, he isn't afraid to use dirty techniques and tricks against his enemies.
- [i]Flight[/i]: Terry's batsuit is equipped with a pair of retractable glider wings, and his boots have small rockets built into them, allowing for limited flight. However, the flight is limited, as using the jet boots drains the suit's power.
- [u][b]Equipment:[/b][/u]
- [i][url=http://dcanimated.wikia.com/wiki/Terry_McGinnis's_Batsuit]The Fifth Batsuit[/url][/i]: The Batsuit is an advanced battlesuit, filled to the brim with the latest technology from Terry's homeworld. It increases the wearer's strength by a factor of ten, includes built in binocular functions, as well as several vision filters such as night vision and thermal. The visual feed is also sent back to the Batcave, allowing Bruce Wayen to see what Terry sees, allowing for him to help indentify things Terry would not be able to recognize and give tactical advice through a communicator in the 'ear' of Terry's mask, which can also uplink directly to the Batmobile. The suit also provides greater ballistic and physical protection, siginificant resistance to heat, electricity, and vibrations, a built-in rebreather for underwater exploration and gas protection, and electromagnetic pads in the soles of the boots, allowing for adhesion to specific surfaces.
- [i]Smoke Pellets[/i]: These small, spherical pellets are thrown and dispense smoke, allowing for a quick getaway.
- [i]Grapples[/i]: Grappling guns are built into the forearms of the Batsuit, allowing for a quick way to get around when flight is not an option.
- [i]Finger Scanners[/i]: Sensitive pads on the fingertips can be activated to do a number of functions, such as being pressed to glass or other surfaces to hear through them, as well as analyze foreign substances.
- [i]Hacking Key[/i]: A small, retractable key-shaped tool can be dispensed from the finger and used for hacking codes for doors and other encrypted electronics.
- [i]Cloaking[/i]: By turning the buckle on his belt, Terry can activate a cloaking device that provides almost near invisibility in much of the visible light spectrum. However, this cloaking device consumes a sizeable chunk of the suit's energy, and is vulnerable to ultraviolet light, as well as powerful electrical shocks, which can fry the delicate circuits.
- [u][b]Personality:[/b][/u] (at least six sentences)
- [u][b]Alignment:[/b][/u] Lawful Good.
- [u][b]Appearance:[/b][/u]
- Without Batsuit http://images.wikia.com/batman/images/e/e0/Terry_McGinnis.jpg
- In Batsuit: http://images2.wikia.nocookie.net/__cb20110921094242/batman/images/d/db/Batman-beyond-768862.jpeg
- [u][b]Weapons:[/b][/u]
- [i]Batarangs[/i]: The Batarangs can either be launched from the wrists, or thrown for more accuracy. They also come in electrified, bola, and disc varieties.
- [i]Claws[/i]: Sharp claws can be extended from the fingers, allowing for slicing, assistance in climbing, and combat.
- [i]Electrical Discharge[/i]: By pressing the button on the belt buckle, the Batsuit discharges electricity that is harmless to the wearer, but does damage to those in contact with the outside of the suit.
- [i]Buzzsaw[/i]: The belt buckle is detachable, and once detached, blades extend from it and spin repidly, making a buzzsaw for a weapon, or to escape binds.
- [i]Flashbang Grenades[/i]: These low-powered grenades create deafening noise and bright light, stunning enemies to make them easier to take down.
- [u][b]Awareness:[/b][/u] (whether or not the character knows about their existence within the game; Yes or No)
- [u][b]History:[/b][/u] (at least six sentences)
- [u][b]Sample Post:[/b][/u] (at least two paragraphs)
- Meeting DCAU Bats has to happen, of course. It could be explained that future Bruce doesn’t know all about his experiences as an Interference because Batman going out to the worlds was not apart of his original history. Therefore, his memories fill in as new ones start for his younger self. Could be an explanation as to why Terry would go to space, asides from the generic portal, and it would give Bruce time to prep for more long range communication, even perhaps making the Batmobile good for space flight.
- I assume conversations about how Batman’s partners will involve many awkward silences.
- Since Terry has much more of a social life than the original Batman, there has to be a way to cover for him at home. Maybe they could call in a favor from Zeta to disguise himself as Terry and Batman, with Terry coming back occasionally to help. Max and Barbara could help with this.
- Learning to not rely on his suit’s augmentations as much, as well as becoming a better detective.
- Meeting Azumi, because it would be awesome and they would be bros in their mutual snark against Bruce. Maybe Terry could use the InterAssassins as an information resource, although I doubt Bruce would want him to join, nor may he want to. Also, due to them both technically being Bats' family, he would probably be like a brother role to her. Little brother, though.
- Perhaps a run-in with Scarecrow. Terry would probably recognize him from Bruce's files, or at least Bruce would tell him. Maybe he'd recognize the similarity to Ghoul in appearance. Dunno if the gas would get through the mask, but the needles could probably do the job with enough force.
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