User blog:Bl02PIE/Corvo Attano vs Booker Dewitt

 It's a battle between two of the most popular first person Steampunk characters in gaming culture. Both are rebels, both are tough veterans, and both want their daughters to have a better life. But who is deadliest?!

'The master assassin of Dunwall... Corvo Attano!'

vs

'Private detective and former soldier... Booker Dewitt!'



        Only one can be crowned... THE DEADLIEST WARRIOR!!!

Corvo Attano
Corvo Attano was born in Serkonos and later emigrated to Dunwall to serve Jessamine Kaldwin, princess and later Empress. Corvo won several tournaments at the age of 16, and was recruited into the military. His skills were such that he was assigned to the Emperor's unit at the age of 18.

He later became Empress Jessamine's royal protector at a young age, and was skilled enough to be the first Royal Protector to overcome Dunwall's general xenophobia. He grew close with the Jessamine quickly, and the two began a romantic relationship. He spent his days as the personal bodyguard and ambassador of the Empress and their daughter, fighting entire military squads single-handedly as part of his daily training.

After he was framed for the Empress's murder and the kidnapping of the heir Emily Kaldwin, he met The Outsider and who granted him magic powers. Along with a group of loyalists, Corvo eliminated everything separating him from Emily and Emily from her throne, and restored her as Empress. However years later the witch Delilah Copperspoon staged a coup, taking Corvo's powers away and either trapping him or a now-adult Emily in stone. Either way, Delilah was defeated and order was once again restored.

Weapons
Gear - Items unique to Corvo are a supernatural item known as the Heart (bestowed on him by the Outsider) and his sword, crossbow, and mask, which were crafted by inventor Piero Joplin.
 * The Assassin's Mask - Corvo's Mask is a device used to conceal Corvo Attano's identity, and is constructed of a sturdy material that allows it to serve as conventional armor. The mask, modeled after a human skull, was created by the inventor Piero Joplin, who gives it to Corvo upon their first meeting. It mask possesses a telescopic function, allowing Corvo to view far-off objects and target enemies at long range. When zoomed in, the lens also amplifies sound.
 * Corvo's Sword - Corvo's Folding Blade is the primary right-hand weapon for most of Dishonored. Its mechanism is resilient and efficient for both stealthy assassinations and open melee combat. This utility combined with its dense metal makes it perfect for defensive maneuvers.
 * Corvo's Crossbow - A silent, exotic weapon crafted from the finest materials, the crossbow is a good choice for the silent assassin. First acquired in the Dunwall Sewer stash after the Coldridge Prison break-out, it quickly becomes one of Corvo Attano's main weapons. It can carry basic crossbow bolts, incendiary bolts, and sleep darts - the only ranged non-lethal attack.
 * Corvo's Pistol - City Watch pistols are one of the main weapons in Dishonored. The pistol fires a small projectile via the explosion of a miniature whale oil tank, and are standard issue for officers of the City Watch. Corvo Attano can obtain a City Watch pistol during his escape of Coldridge Prison. The pistol has two ammunition types: Standard and Explosive.
 * Grenades - The grenade is one of many offensive gadgets available to Corvo Attano in Dishonored. A metal shell packed with a thick tar made from whale oil, they are standard issue for Overseers.
 * Sticky Grenades - The sticky grenade is a gadget in Dishonored that, as the name implies, will stick to any surface with which it makes contact and will explode a few seconds later.
 * Springrazor Trap - The spring razor is one of the deadly gadgets that is available to Corvo Attano. It consists of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations, unfolds with an audible click causing its sharp wires to snap outward, eviscerating anything in the vicinity. Despite the description saying it is activated by nearby vibrations, Corvo can run around the spring razor safely without triggering it. The spring razor can also be placed on an unconscious body without killing it.
 * Rewire Tool - Rewire Tools are used to manipulate the wiring for fuse boxes so that the many technologies in Dunwall can be utilized to Corvo Attano's advantage.
 * The Heart - The Heart is a mystical object, created by the Outsider and given to Corvo Attano to assist him throughout the events of Dishonored. The Heart is used to help Corvo uncover runes and bone charms hidden throughout Dunwall, by beating faster when turned toward supernatural objects. In addition, when Corvo squeezes the Heart, it whispers secrets directly into his mind concerning his current area, as it senses information about the world beyond mortal recognition. When the Heart is pointed at a person, it reveals secrets about them to Corvo. It was also used to contain a part of Delilah Copperspoon's soul which had merged with the Outsider.
 * Bone Charms - Bone Charms are mystical objects created from the bones of whales and other animals, each with a unique effect on the user's constitution and abilities. Corvo Attano can discover these trinkets throughout Dunwall, and use them to complement his mission strategies. When they are equipped, bone charms provide a variety of enhancements, such as improving the effects of elixirs and remedies, swimming speed, jumping ability, and strengthening Corvo's supernatural powers.

Powers and Abilities
The Outsider's Mark - The Outsider's Mark is a special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities. After Corvo's first encounter with the Outsider, he is branded with the Outsider's Mark and subsequently able to utilize supernatural abilities. These compliment and augment his already present skills, allowing him to jump higher, move faster and farther, utilize additional stealth and offensive techniques, and so on.
 * Blink - Blink is the supernatural power to rapidly traverse mid-sized distances almost instantly, without being detected.
 * Dark Vision - Dark Vision is a supernatural ability used by Corvo Attano to alter his eyesight, allowing him to spot enemies and visually alerting him to the noises he makes. Corvo can use it to detect enemies behind walls and to see their fields of vision, as well as highlight security systems, interactive objects, and collectibles.
 * Devouring Swarm - Devouring Swarm is the supernatural ability to summon forth a swarm of ravenous rats from the Void as a means of offense. Rats summoned by Corvo do not fall under his control, although he can possess any one of them if he chooses. As they have a mind of their own, they may attack any non-player character. They will completely consume the bodies of Corvo's victims if given enough time, as would any swarm of naturally occurring rats.
 * Possession - Possession is the supernatural ability to merge corporeally with creatures, allowing Corvo Attano to bypass guard patrols and to travel unharmed past Walls of Light and Arc Pylons. The amount of time allotted when possessing a creature depends on its identity, spanning from fish to tallboys, and if Corvo's host is killed, he dies as well. Note that Corvo can possess creatures from certain distances, teleporting "into" his target upon the power's activation. However, if there are obstacles between Corvo and his target, the possession will not occur. After possession ends, depending on what was possessed, Corvo will reappear behind, over, or underneath his former host.
 * Bend Time - Bend Time is the power to slow or stop time completely. This ability can be used to set up attacks, move unnoticed or simply escape dangerous situations.
 * Wind Blast - Windblast is a supernatural ability that creates gusts of wind that can be used as an offensive attack to damage enemies or knock them off their feet. This ability can be used in a number of ways, from smashing doors to pushing an enemy off a roof, so that he plummets to his death.
 * Vitality - Vitality is a power that increases health and grants the ability to heal quickly. This is a passive power that does not require mana to use.
 * Bloodthirsty - Blood Thirsty is the supernatural ability to brutally kill enemies with the help of an adrenaline rush.
 * Agility - Agility increases jumping ability and movement speed.
 * Shadow Kill - As a result of the mark bestowed upon them by the Outsider, Corvo possesses the supernatural ability Shadow Kill, which turns slain opponents to ash, eliminating the need to hide bodies.

Booker Dewitt
Booker DeWitt is a private investigator, former Pinkerton agent, and once apart of the United States Army. DeWitt infamously fought in the Battle of Wounded Knee. Later in life, his actions at Wounded Knee caused him severe depression and mental scarring, leading him to a path of alcoholism and gambling. He tried to redeem himself through baptism, but changed his mind and refused his baptism at the last minute. DeWitt later became a member of the Pinkerton Agency, being tasked to break up union strike efforts, though was eventually disgraced to do his extreme actions on the job. He eventually married, though his wife died while giving birth. As Booker's gambling debts grew, he was contacted by a Robert Lutece, a scientist who was invented machines in order to other universes, offering to wipe away all of his debts in exchange for his infant daughter, Anna. Agreeing to at first, but almost instantly regretted his decision. In a last attempt to get his daughter back, Booker chased after Lutece and tried to wrestle Anna away from him, only for Lutece to escape through the portal, which accidentally severed Anna's finger once it closed. As punishment Booker branded Anna's initials, AD, into his hand.

Robert Lutece later grew to regret his decision and convinced his female counterpart Rosalind to bring Booker into their world where he could retrieve his lost daughter under the vague promise of wiping away his debts. As a result of entering this alternate timeline, Booker's mind began to create new memories as it came to grips with entering this new world. Booker was dropped off at a seemingly abandoned lighthouse be the Luteces. Reaching the top of the lighthouse, Booker is strapped into a chair inside of a rocket. The machine launches, sending him up at high speeds above the clouds, and into the floating city of Columbia, which was ruled by Zachary Hale Comstock, an alternate version of Booker who accepted baptism instead of rejecting it.

Booker eventually ended up at a raffle where he was labeled the False Prophet who would bring Columbia to ruin because of the mark on his hand. Fighting off the angry crowd and the Columbian law enforcement, Booker eventually ended up at Monument Island, the place where Anna, now renamed Elizabeth and possing the ability to open small portals to other worlds, was held captive. After breaking Elizabeth out of her cell, the two went on to travel through the flying city while trying to escape it and becoming embroiled in a violent revolt staged by the Vox Populi, which was made out of Columbia's underclass. After killing Comstock the two discovered the true identity of the other as well as that of Comstock. In order to stop Comstock from ever existing, Booker allowed himself to be drowned by Elizabeth and her counterparts shortly before his baptism took place.

Weapons
Sky-Hook - Designed for both transport and combat, the Sky-Hook is an essential part of Booker's arsenal in BioShock Infinite. The tool is fitted with a series of gears and three rotating scoops to attach to the Sky-Lines running through the city of Columbia, allowing Booker to ride and eject from them at will. While riding a Sky-Line Booker can strike an enemy from the air, inflicting critical damage. On the ground, the Sky-Hook inflicts moderate amounts of damage per hit, and can be used on weakened enemies to perform a devastating (and gory) execution, killing them instantly.

Firearms - Booker has a powerful arsenal of weapons available to him in BioShock Infinite.
 * Broadsider Pistol - The Broadsider Pistol is a mid-range small weapon of BioShock Infinite. Booker carries one at the start of the game but loses it before arriving at Columbia. Though its shots don't deal much damage, it has a good rate of fire, a large and easily replenished ammunition supply and a very small reloading time. Initially, it can hold 12 shots into a single magazine.
 * Paddywhacker Hand Cannon - The Paddywhacker Hand Cannon is a six-shot revolver capable of excellent accuracy and vast stopping power. Though slow to fire and quick to run low on ammunition, the Hand Cannon is effective against standard enemies and elite foes alike.
 * China Broom Shotgun - The short-ranged weapon of BioShock Infinite, the China Broom Shotgun's ability to kill civilians in one hit is tempered by its short range and low rate of fire, as Booker is forced to cock the gun's lever after every shot. This weapon holds four shells and has a chance to hit multiple enemies with a single shot if they're tightly grouped.
 * Triple R Machine Gun - The Triple R Machine Gun is the most common automatic weapon in BioShock Infinite, dealing moderate damage per bullet at a rapid rate of fire. Its deadliness is counterbalanced by its low accuracy and high recoil. Each Machine Gun magazine holds 35 rounds.
 * Huntsman Carbine - While not as accurate or as damaging as the Bird's Eye, the Huntsman Carbine boasts a much greater fire rate and increased ammunition reserves. Its iron sights and high damage per shot make it a powerful semi-automatic weapon, fit for mid- to long-range combat. It has an 8-round magazine and carries 80 rounds in total.
 * Bird's Eye Sniper Rifle - The long-distance weapon of BioShock Infinite. Although hard to use at close ranges, the Bird's Eye Sniper Rifle boasts flawless accuracy and a zoom function. In addition, it is powerful enough to down a civilian in a single shot. The rifle is bolt-action, as DeWitt manually ejects the spent cartridge after firing each shot, and has a 4-round magazine.
 * Pig Flak Volley Gun - One of the most unconventional weapons in Columbia, the Pig Flak Volley Gun fires a series of short-range projectiles which explode upon impact, dealing moderate amounts of damage in a small radius. Each Volley Gun magazine holds eight shots, which are fired at a moderate rate.
 * Barnstormer RPG - The Barnstormer RPG is one of the projectile-based guns available to Booker DeWitt. It fires rockets which, upon impact, explode and deal heavy damage in a large area of effect. If fired too close, though, this can seriously damage Booker. The weapon also has to be cycled manually after every shot, and can hold very little ammunition at a time (2 per magazine with eight more in reserve, initially).
 * Peppermill Crank Gun - The Peppermill Crank Gun is a fully automatic gun. Before being able to shoot, the weapon must be manually cranked up for a short period of time, like its namesake. While firing, the Crank Gun is capable of devastating anything in front of it in the space of a few seconds, though it will quickly burn through its 100-shot magazine.

Gears: Gear is the passive upgrade system in BioShock Infinite. Gear is equipped to specific parts of the body, namely the head, torso, legs, and feet. They act as buffs for Booker's gameplay, and by equipping them, he can either become stronger, faster, temporarily become invulnerable, heal quicker, have a larger meter for salt etc. His melee weapons can also be enhanced and have effects similar to vigors such as being able to shock or ignite enemies.

Powers and Abilities
Vigors - Vigors are tonics found in Columbia that grant extraordinary abilities to its user after consumption. They are powered by Salts which can be found in vials in their raw form or by consuming special foods. Vigors have an alternate use activated by charging them, ranging from enhanced attacks to stationary traps dealing four times more damage.
 * Bucking Bronco - Temporarily levitates enemies, rendering them defenseless. Charged effect deploys the Vigor as a stationary trap, levitating nearby enemies for longer when sprung.
 * Charge - Causes Booker to ram into the target from a distance and damage them. Charged effect increases the charge's damage the longer the Vigor is held.
 * Devil's Kiss - Throws a flaming projectile which detonates after a short while, burning nearby enemies and environmental hazards. Charged effect deploys the Vigor as a stationary trap, burning surrounding enemies for higher damage when sprung.
 * Murder of Crows - Summons a murder of crows onto the targeted enemies, damaging and temporarily distracting them. Charged effect deploys the Vigor as a stationary trap, releasing crows onto all nearby enemies when sprung.
 * Possession - Turns the targeted machine to the caster's side, causing vending machines to give out a cash bounty and fighter automatons to fight for the user. Charged effect deploys the Vigor as a stationary trap, possessing surrounding enemies when sprung.
 * Return to Sender - Creates a temporary repulsive electromagnetic shield, blocking all incoming gunfire. Charged effect while charging, absorbs all incoming bullets and projectiles. Upon release, either deploys as a stationary trap or explodes upon direct contact with an enemy, inflicting damage proportionate to the damage absorbed.
 * Shock Jockey - Shocks the target, temporarily stunning them and doubling the damage they take. Deals critical damage against enemies in contact with water. Can also activate electric generators. Charged effect deploys the Vigor as a stationary electrified field, shocking any enemy who approaches it.
 * Undertow - Throws all targets in front of the user back with a watery tendril, momentarily knocking them to the floor if they hit the ground. Charged effect pulls the selected target to the user and holds them in the air via a tentacle made of water, temporarily stunning them and increasing the damage they take.

X-Factors
Feel free to choose which characters scores higher when it comes to three major x-factors. You have to take into account that both characters have seemingly different play styles (one is a stealth game character who is more slow and calculating in his approach, while the other is a character from a run-and-gun shooter who is adrenaline-rushed and fast on his reflexes):


 * Physical Prowess (Strength, Speed and Durability)
 * Intelligence
 * Training and Experience

Arena
Their duel will take place in a large collusium filled with towers and dust. Each character is positioned at the opposite East and West ends of the collosium at 500 yards apart. There will be columns, towers and rocks for each character to use, so Corvo can still perform his acrobatics and stealth, and Booker to take cover when he needs to. Skyline are also available for Booker to swing across with his Sky Hook.

This will be a one-on-one battle, so Booker will not have Elizabeth to assist him, and The Outsider cannot interfere for Corvo's sake.