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Send in the DD clones


Acroyear

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Witht he movie coming out and plenty of discussion... here's my first DD clone (I've been laid up after coming out of the hospital, so I've had lots of time on my hands).

 

I haven't done the disads yet... but what the heck... I'm sure other people have done some up, too. So let's see 'em :)

 

Challenger

 

 

Val Char Cost
15 STR 5
26 DEX 48
20 CON 20
15 BODY 10
13 INT 3
10 EGO 0
15 PRE 5
11 COM 1
14 PD 5
14 ED 4
6 SPD 24
7 REC 0
40 END 0
33 STUN 0
10" RUN 8
2" SWIM 0
9" LEAP 2
Characteristics Cost: 135

 

Cost Power END
4 Superb Climbing Skill: Clinging (normal STR) (10 Active Points); Only on Climbable areas (Power loses about half of its effectiveness; -1), Cannot Resist Knockback (-1/4)
10 Superb Acrobatic Skill: Flight 10" (20 Active Points); Only to Areas Reachable by Acrobatics (Power loses about half of its effectiveness; -1) 2
10 Superb Acrobatic Skill: +3 with DCV (15 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 1
25 Radar Sense: Radar (Discriminatory, Increased Arc of Perception: 360-Degree)
5 Thermographic Sense: Infrared Perception
18 Enhanced Perception: Enhanced Perception (+6 to PER Rolls for All Sense Groups)
3 Ultrasonic Hearing: Ultrasonic Perception
5 Ultraviolet Vision: Ultraviolet Perception
15 Extending Baton: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1)
1u 1) Baton: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2)
1u 2) Baton Throw: Energy Blast 6d6 (vs. PD) (30 Active Points) 3
1u 3) Baton Blocking: Missile Deflection (Bullets & Shrapnel), Ranged (Full Range; +1) (30 Active Points); Will Not Work Against Heavy Missiles (-1/4)
1u 4) Staff Mode: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); No Noncombat Stretching (-1/4), Always Direct (-1/4), Limited Body Parts (-1/4), No Manipulation (Power loses about a fourth of its effectiveness; -1/4)
1u 5) Staff Bracing/Lever: +20 STR, No Figured Characteristics (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); Only to pry, brace objects, etc (Power loses about a third of its effectiveness; -1/2) (added to Primary Value)
1u 6) Pole Vault: Leaping 5" (5 Active Points) (not added to totals) 1
1u 7) Swingline: Swinging 15" (15 Active Points) 1
1u 8) Swingline Rapid Ascent: Leaping 24" (Accurate) (29 Active Points); Upward Movement Only (-1), No Noncombat Movement (-1/4) (not added to totals) 3
1u 9) Swingline: Telekinesis (20 STR) (30 Active Points); Must launch in straight line, only to grab and pull/hold/throw (Power loses about two-thirds of its effectiveness; -1 1/2), Affects Whole Object (-1/4), Beam (-1/4), Can Be Missile Deflected (-1/4) 3
Powers Cost: 104

 

Cost Martial Arts Maneuver
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +30 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +3d6 +v/5, Target Falls
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike
2 Weapon Element: Clubs, Empty Hand, Staffs
12 +3 HTH Damage Class(es)
Martial Arts Cost: 41

 

Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Contortionist 14-
10 Defense Maneuver: I-IV
3 Paramedics 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
15 +3 with HTH Combat
Skills Cost: 52

 

 

Cost Talent
3 Absolute Range Sense
3 Bump Of Direction
12 Combat Luck: 6 PD/6 ED
Talents Cost: 18

 

 

Total Character Cost: 350

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As stated, I hadn't done disads yet... just playing around.

 

I wasn't planning on "blinding" him and just using his sense of "sight" as a mechanic for the SFX of his ability to read or determine color (based on the amount of heat it gives off... now that's some mighty fine heat sensin' ;)) Eventually, if the character was played, I'd buy up more gimmick senses like that. I can tell what color it is in the dark... The little sense tricks aren't quite as important to starting character.

 

He doesn't need spatial awareness with discriminatory radar, really.

 

Actually, the part I'm not happy about is that he has no real profession... he's just one of those "just back from Tibet learning Kung Fu for so long.... uh, they speak English there. It was a Hollywood movie set... uh..." but what do youw ant for 20 minutes? :)

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Originally posted by Acroyear

He doesn't need spatial awareness with discriminatory radar, really.

 

Good point, I tend to think in terms of SA, as we just created a 'blind fighter' for my daughter.

 

Actually, the part I'm not happy about is that he has no real profession... he's just one of those "just back from Tibet learning Kung Fu for so long.... uh, they speak English there. It was a Hollywood movie set... uh..." but what do you want for 20 minutes? :)

 

Maybe the cliche, a Martial Arts instructor... it's worked before. Or a Stunt-man, that's another classic for skill-mongers with no marketable skills.

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Originally posted by MisterVimes

Maybe the cliche, a Martial Arts instructor... it's worked before. Or a Stunt-man, that's another classic for skill-mongers with no marketable skills.

 

He doesn't even have those skills, imo. The freebie PS might cover it in the blandest way, but I'm usually a little more skill heavy. As a first draft, it's not bad. I'd definitely tweak it up if I was going to actually play him.

 

Actually, I'm finding my GL clone a little boring... he's a little too effective so I might be on the hunt for something new.

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Originally posted by Acroyear

He doesn't even have those skills, imo. The freebie PS might cover it in the blandest way, but I'm usually a little more skill heavy. As a first draft, it's not bad. I'd definitely tweak it up if I was going to actually play him.

 

Actually, I'm finding my GL clone a little boring... he's a little too effective so I might be on the hunt for something new.

 

No... he doesn't, but I was trying to be nice.:)

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Re: Re: Doc D 2.0?

 

Originally posted by MisterVimes

Teleios :confused:

 

I must've missed that...

The Master of Genetics in 5th Edition, presented in Champions Universe, does not much like Doctor Destroyer.

 

Hey, if Doc D was cloned, the clone wouldn't have the scars, right?

 

Hmm , and I may have helped derail this. Apologies. I'll try to think of a good 'blind' hero with odd senses and make him up.

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Re: Re: Re: Doc D 2.0?

 

Originally posted by Hermit

The Master of Genetics in 5th Edition, presented in Champions Universe, does not much like Doctor Destroyer.

 

Hey, if Doc D was cloned, the clone wouldn't have the scars, right?

 

Hmm , and I may have helped derail this. Apologies. I'll try to think of a good 'blind' hero with odd senses and make him up.

 

Continuing the Derail...

 

Ah... I see him now. That's what comes of skimming instead of reading. If these kids would just let me work on something important instead of school!

 

I think the Doc clone has potential.... nasty potential. You could even pull off a Dr. Doom/Kristoff angle to infiltrate our little clone into the Heroes' hearts and minds.

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I wrote-up, but never played, a golden-age character named Dr. Satori who was blinded while stationed in Japan, but developed a "Zen Sense" of his surroundings. I bought it as Spatial Awareness. I avoided being boring and didn't buy Japanese martial arts (which I feel aren't appropriate for a GA game) and instead gave him boxing skill.

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So this is my take on Daredevil.

 

Daredevil

 

Player:

 

Val Char Cost
20 STR 10
27 DEX 51
18 CON 16
12 BODY 4
18 INT 8
13 EGO 6
20 PRE 10
16 COM 3
15 PD 5
15 ED 5
6 SPD 23
9 REC 2
40 END 2
35 STUN 4
6" RUN02" SWIM04" LEAP0Characteristics Cost: 149

 

Cost Power END
70 Enhanced Senses: (Total: 70 Active Cost, 70 Real Cost) Discriminatory Sense (Normal Hearing) (Real Cost: 5) plus Discriminatory Sense (Normal Smell) (Real Cost: 5) plus Discriminatory Sense (Normal Taste) (Real Cost: 5) plus Discriminatory Sense (Normal Touch) (Real Cost: 5) plus Enhanced Perception (+10 to PER Rolls for All Sense Groups) (Real Cost: 30) plus Targeting Sense (Normal Hearing) (Real Cost: 10) plus Targeting Sense (Normal Smell) (Real Cost: 10)
32 "Radar" Sense: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree)
15 Billy Club: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (Billy Clubs) (-1)
1u 1) Swinglines: Swinging 10" (10 Active Points); OAF (-1) 1
1u 2) Billy Club: Hand-To-Hand Attack +4d6, Ranged (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Range Based On Strength (-1/4) 3
1u 3) Billy Club Block: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Will Not Work Against Heavy Missiles (-1/4)
Powers Cost: 120

 

Cost Martial Arts Maneuver
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike
4 Rapid Blows: 1/2 Phase, +2 OCV, +0 DCV, STR +5d6 Strike
5 Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6, Disable
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
5 Acrobatic Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
1 Weapon Element: Staffs
12 +3 HTH Damage Class(es)
Martial Arts Cost: 55

 

Cost Skill
16 +2 with All Combat
15 +3 with HTH Combat
30 +10 with Acrobatics, Breakfall, Climbing
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Deduction 13-
10 Defense Maneuver: I-IV
2 AK: Hell's Kitchen 11-
2 AK: New York City 11-
3 KS: Criminal Law 12-
2 KS: New York Underworld 11-
4 PS: Criminal Lawyer 13-
5 Rapid Attack (HTH)
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
5 Streetwise 14-
2 WF: Common Martial Arts Melee Weapons, Unarmed Combat
Skills Cost: 117

 

Cost Perk
1 Fringe Benefit (License to practice as a Lawyer)
Perks Cost: 1

 

Cost Talent
12 Combat Luck: 6 PD/6 ED
15 Combat Sense 13-
17 Danger Sense (13-) (Function as a Sense)
2 Environmental Movement: Urban
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 51

 

 

Total Character Cost: 493

 

Val Disadvantages
20 Dependent NPC: Foggy Nelson, Law Partner, Normal, 11- (Occasionally), Unaware of character's adventuring career/Secret ID
30 Hunted: Kingpin, More Powerful, 14- (Very Frequently), to Kill or Destroy, Extensive Non-Combat Influence
5 Physical Limitation: Blind, Infrequently, Slightly Impairing
20 Psychological Limitation: Code Versus Killing, Common, Total
15 Psychological Limitation: Seeks Justice, Common, Strong
15 Psychological Limitation: Respects the Law, Common, Strong
5 Reputation: Vigilante, Sometimes (8-)
15 Social Limitation: Secret Identity (Matt Murdock), Frequently (11-), Major

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 168

Total Experience Available: 168

Experience Unspent: 0

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Originally posted by ogier300

So this is my take on Daredevil.

 

I like that you only gave him 5 points for being blind. It doesn't really hold him back much. But I wouldn't give DD super-human stats like you did for DEX and SPD. I'd give him regular human limit stats, then add skill levels. Also for 5 points each, his PD and ED should be 9 each, not 15.

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