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CHAR: Aquaman


Enforcer84

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This one is tough. How do I make Arthur, who get's lots of credit in the DCU but almost none from actual comic readers; and who'se powers are on the low end, or off the deep end, and who'se biggest spotlight period I hated iwth a passion, work with Supes and Wonder Woman.

 

As a side note: DCU's Secret Files lists Arthur as carrying a torch for Diana. Suck on that BRUCE WAYNE!

 

Sorry.

 

Anyway, again, I am not thrilled with my skills options.

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Re: CHAR: AquamanAquamanVal Char Cost Roll Notes50 STR 40 19- Lift 25.6tons; 10d6 [5]26 DEX 48 14- OCV: 9/DCV: 935 CON 50 16-25 BODY 30 14-20 INT 10 13- PER Roll 13-25 EGO 30 14- ECV: 835 PRE 25 16- PRE Attack: 7d616 COM 3 12-25/35 PD 15 Total: 25/35 PD (12/22 rPD)25/35 ED 18 Total: 25/35 ED (12/22 rED)6 SPD 24 Phases: 2, 4, 6, 8, 10, 1217 REC 070 END 070 STUN 2 Total Characteristic Cost: 295Movement: Running: 6"/12" Leaping: 10"/20" Swimming: 25"/200"Cost Powers END30 Aquatic Communication: Elemental Control, 60-point powers28 1) Detect Marine Life: Mind Scan 12d6 (Animal class of minds), +6 ECV (72 Active Points); Limited Power: Only Vs Marine Life (-1/2) 760 2) Let me see if any of my friends know anyhting. : Telepathy 12d6 (Animal class of minds), Area Of Effect (12" Any Area; +1 1/4) (135 Active Points); Limited Power: Only vs Marine Life (-1/2), Communication Only (-1/4) 1381 3) Summon the Sea Creatures: Summon 16 250-point Marine Animals, Friendly (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (192 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2)70 4) Optional Ability: Control: Mind Control 4d6 (Human, Animal and Alien classes of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1) (100 Active Points) 4Notes: This ability is rarely used but is listed on his DC Heroes 3rd Edition Character Sheet. I am including it for completeness sake. 30 5) Optional Ability: Empathy: Telepathy 6d6 (Animal, Human and Alien classes of minds), Reduced Endurance (0 END; +1/2) (75 Active Points); Empathy All Emotions (-1/2)30 6) Optional Ability: True Telepathy: Telepathy 4d6 (Animal, Human and Alien classes of minds), Reduced Endurance (0 END; +1/2) (60 Active Points)22 Aquatic Humanoid: Life Support (Breath Water; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)41 Peerless Swimmer: Swimming +23" (25" total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (41 Active Points) 160 Takes more than what you got to keep me down. : (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)12 That didn't really hurt: Damage Resistance (12 PD/12 ED) Optional Items20 1) Armored Costume? : Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)28 2) Trident: (Total: 59 Active Cost, 28 Real Cost) Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1) (Real Cost: 26) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 2) Supersenses5 1) Low Light Vision: Ultraviolet Perception (Sight Group)23 2) Passive Sonar: (Total: 23 Active Cost, 23 Real Cost) Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus Targeting Sense with Hearing Group (Real Cost: 20)5 3) Thermal Vision: Infrared Perception (Sight Group)5 4) Underwater Eyes: Nightvision32 5) Water Currents Sense: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting SenseMaster of the Seas Style Maneuver OCV DCV Notes12 +3 HTH Damage Class(es)5 All Out Strike -2 +1 17d6 Strike4 Defensive Strike +0 +2 15d6 Strike4 Disarm -1 +1 Disarm; 75 STR to Disarm4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Dolphin Charge +0 -2 15d6 +v/5 Strike, FMove4 Escape +0 +0 80 STR vs. Grabs5 Evasive Action -- +4 Dodge All Attacks, Abort; FMove4 Fierce Strike +2 +0 15d6 Strike5 Gotcha! -2 -1 Grab Two Limbs, 75 STR for holding on; FMove3 Octopus Hold -1 -1 Grab Two Limbs, 75 STR for holding on4 Repell +2 +2 Block, Abort4 Weapon Bind +1 +0 Bind, 75 STR0 Weapon Element: Empty Hand1 Weapon Element: Nets1 Weapon Element: Polearms and SpearsPerks10 Optional: King of Atlantis: Fringe Benefit: Head of State Notes: This Perk is off and on and currently off. 30 The AquaCave: Base: Undersea Cave/Safehouse10 The Watchtower: Contribution to the Watchtower10 One of the Magnificent Seven: Fringe Benefit: Membership: The Justice League of America (Senior Member)5 Money: Well Off15 Reputation: Justice Leaguer (A large group) 14-, +5/+5d63 Well-Connected20 1) Contact : Justice League (Contact has extremely useful Skills or resources), Organization Contact (x3) (21 Active Points) 13-26 2) Contact: Allies in Atlantis (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 15-6 3) Contact: Tempest (of the New Titans) (Contact has useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 13-Talents6 Extremely Quick: Lightning Reflexes: +4 DEX to act first with All Actions3 Navigator Supreme: Bump Of Direction9 Undersea Combatant: Lightning Reflexes: +12 DEX to act first with All Actions (18 Active Points); Only Underwater (-1)4 Undersee Combatant: Environmental Movement (no penalties fighting underwater)Skills16 +2 with All Combat20 +4 with Underwater Combat16 Animal Handler (Aquatic Animals) 23-3 Bureaucratics 16-3 Combat Driving 14-3 Combat Piloting 14-3 Demolitions 13-3 High Society 16-10 Navigation (Marine) 17-3 Riding 14-3 Scholar2 1) KS: Flora And Fauna (Undersea) (3 Active Points) 13-2 2) KS: Legends And Lore (Atlantis) (3 Active Points) 13-2 3) KS: The Superhuman World (3 Active Points) 13-6 Survival (Marine, Tropical, Underground) 13-3 Systems Operation 13-14 Transport Familiarity: Air Vehicles, Jetskis, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skiing (water), Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Swimming Beasts, Windsurfing3 Traveler2 1) AK: Atlantis (3 Active Points) 13-2 2) AK: The Atlantic Ocean (3 Active Points) 13-2 3) AK: The Seven Seas (3 Active Points) 13-2 4) CK: Atlantis (3 Active Points) 13-2 5) CuK: Atlantis (3 Active Points) 13-Total Powers & Skill Cost: 928Total Cost: 1223500+ Disadvantages5 DNPC: Marra (Ex-Wife) 8- (Infrequently), Slightly Less Powerful than the PC20 Enraged: When Those under his protection threatened or harmed Uncommon, go 11-, recover 8-20 Hunted : Black Manta 8- (Occasionally) (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)10 Hunted: Atlantis 8- (Mo Pow, NCI, Watching)20 Hunted: Rogues Gallery 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)20 Hunted: Sea Lord 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish15 Hunted: United Nations 11- (Frequently) (Mo Pow, NCI, Watching)10 Physical Limitation: Requires immersion in water frequently or suffers weakness (-5 STR(and associated Figured Stats) per week he stays out of water) (Infrequently, Greatly Impairing)20 Psychological Limitation: Stubborn and Serious (Very Common, Strong)20 Psychological Limitation: True Blue Hero (Common, Total)15 Psychological Limitation: True to his Atlantean Home Uncommon, Total15 Public Identity: Arthur Curry: Frequently (11-), Major10 Reputation: Former King of Atlantis, Frequently (11-)10 Susceptibility: Loss of contact with water: , 1d6 damage Instant Common20 Vulnerability: Heat : 2 x STUN Common20 Vulnerability: Heat: 2 x BODY Common473 Experience PointsTotal Disadvantage Points: 1223Background/History: Born of Atlantian woman and mad Demi-God? Raised by Dolphins and then a lighthouse keeper?

I refuse to use either the "Handless Wonder" or the "Watery Fisted" versions. So this is a slightly tougher Aquaman with a few "Optional abilities" to cover the game supplements I have. Whatever happens with the Crisis Undeux, I will be using this version of Aquaman. Personality/Motivation: He's a good guy, like Superman. He's a bit more stubborn and cranky than Clark though. Perhaps its the fact that while Clark Lost his world Arthur was booted from his. He's a demon underwater, with exceptional reflexes and almost undeard of speed. Outside the water? Underestimate him at your peril. Even when dried out for weeks he is a beast and a half. Quote: Zauriel: "Well, if it's experience you're looking for, I'm afraid I've only been doing this since the dawn of time."Aquaman: "Not a problem. Never let it be said that the League doesn't respect the new guys."Powers/Tactics: Aquaman is probably the closest to a traditional brick on the team, unless he's in his element or where he can contact the sealife nearby, he's gonna run up and hit you. Duck. Campaign Use: Aquaman should be someone who is respected by the heroic community. He's hung with the biggest and baddest since his early career and he's got no where near their power. (It's gotta be the shoes...er fins) Appearance: Above average height. Bronzed blonde god with more muscles than Hulk Hogan. Wears an orange scaled shirt and green tights with fins. His gloves are green and he wears no mask. Often disguises himself by not scowling.

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Re: CHAR: Aquaman

 

Not bad. I'm no expert on Aquaman, but I think he's Str should be a little higher. The guy has lifted city blocks that fell into the ocean before, I think that rates a bit higher than a 50 Str.

 

Also, he currently has a right hand made out of magical water. From what I hear, it can heal, disrupt magical spells, makes him punch harder, and who knows what else, Maybe a small VPP?

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Re: CHAR: Aquaman

 

Not bad. I'm no expert on Aquaman, but I think he's Str should be a little higher. The guy has lifted city blocks that fell into the ocean before, I think that rates a bit higher than a 50 Str.

 

Also, he currently has a right hand made out of magical water. From what I hear, it can heal, disrupt magical spells, makes him punch harder, and who knows what else, Maybe a small VPP?

For the Strength, I'd keep it at 50 and just account any extraordinary feats of strength to extra effort

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Re: CHAR: Aquaman

 

Not bad. I'm no expert on Aquaman, but I think he's Str should be a little higher. The guy has lifted city blocks that fell into the ocean before, I think that rates a bit higher than a 50 Str.

 

Also, he currently has a right hand made out of magical water. From what I hear, it can heal, disrupt magical spells, makes him punch harder, and who knows what else, Maybe a small VPP?

Yes he does, But I'm ignoring that and the friggin hook :D

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Re: CHAR: Aquaman

 

I'm not an Aquaman fan by any means' date=' but I'd say you have underestimated his mental powers. He really is a VASTLY powerful mentalist, it's just that no one is impressed when you issue mental comands to all sea life on the planet...[/quote']True he has some nice AoE on the Telepathy, but really, whats the Ego of your average halibut?
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Re: CHAR: Aquaman

 

As a side note: DCU's Secret Files lists Arthur as carrying a torch for Diana.

 

Almost all the male JLAers have a torch for Diana. I think it's the costume. Power Girl is the only one who gets nearly as much attention.

 

Suck on that BRUCE WAYNE!

 

Not a good thing to say to Bruce, unless we're talking the Smallville "Wet and ready" Arthur.

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Re: CHAR: Aquaman

 

Aquaman: Hi, fish!

Fish: Hi, Aquaman!

Aquaman: Have you seen any trouble in the ocean lately?

Fish: Hi, Aquaman!

:rofl: Nice. :D

 

 

Should Water Guy really have that much damage reduction? Seems a bit much, especially with such high defenses. On the other hand, maybe some extra defense only vs. squeezing/pressure damage? :think:

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Re: CHAR: Aquaman

 

Well, it seems to fit to me. He's not as hard to injure as the other big JLA bricks, but he's still damn hard to actually put down. So, comparatively low normal and resistant defense, but still the hefty DR.

 

As for the mental abilities, well, even with an Ego of 0, you still need about 9d6 to get +30 results regularly. . .

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Re: CHAR: Aquaman

 

:rofl: Nice. :D

 

 

Should Water Guy really have that much damage reduction? Seems a bit much, especially with such high defenses. On the other hand, maybe some extra defense only vs. squeezing/pressure damage? :think:

Well the armored shirt is "optional"

And why not? Supes has 50 pd and 50% DR...now, anyway, Aquaman has lower natural defenses than Wonder Woman and He needs to be able to stick around.

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Re: CHAR: Aquaman

 

Well, it seems to fit to me. He's not as hard to injure as the other big JLA bricks, but he's still damn hard to actually put down. So, comparatively low normal and resistant defense, but still the hefty DR.

 

As for the mental abilities, well, even with an Ego of 0, you still need about 9d6 to get +30 results regularly. . .

Perhaps, but his Telepathy is specialized. The stuff that works on non fishies isn't as tough. (Barring the one fight with the White Martian) and he's not the Telepath Martian Manhunter is by a long shot.

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