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Paging Dr. Mid-Nite!


McCoy

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I'm putting together a team of Golden Age Mystery Men, sort of the Justice Society light, built on 75 points + disads.

 

Hourman is the strongest of the group, Wildcat the best fighter, Starman the blaster, Johnny Quick (yes, I realize he was never in the JSA) the fastest, and the original Red Tornado as the distaff member. I've got pretty good 150 point versions of those.

 

Then we come to Dr. Midnight, the road company Batman. Cannot seem to shoehorn him into less than 250 points.

 

Anyone got a low low point Dr. Mid-Nite or Batman they would like to post?

 

Thanking everyone in advance.

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Re: Paging Dr. Mid-Nite!

 

He's got some martial arts stuff, too (with plenty of NND or limb-disabling sort of strikes, to represent his mastery of anatomy), I'd think.

 

He's not real heavy on gadgets or anything, though, is he? I'm really just trying to remember what exactly it is he does. The JSA tpb's I've got don't exactly feature him as a primary character or anything (too busy with Black Adam, Captain Marvel, etc).

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Re: Paging Dr. Mid-Nite!

 

All the original JSA mystery men were brawlers of a sort. Doc Midnite was a bit more of a scientific fighter than say Hourman or Wildcat, but the real martial artist of the group was Mr. Terrific. IIRC. Give him a nerve strike and a martial dodge and some CSLs to make up the rest.

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Re: Paging Dr. Mid-Nite!

 

He's got some martial arts stuff' date=' too (with plenty of NND or limb-disabling sort of strikes, to represent his mastery of anatomy), I'd think. [/quote']

 

For the Golden Age version, some Boxing maneuvers would be quite adequate, in my view.

 

He's not real heavy on gadgets or anything' date=' though, is he? I'm really just trying to [i']remember[/i] what exactly it is he does. The JSA tpb's I've got don't exactly feature him as a primary character or anything (too busy with Black Adam, Captain Marvel, etc).

 

His cost can be kept down simply by limiting the number off blackout bombs he carries. I don't think he's ever used 4 or more in a given story, although he did always seem to have one when he needed it.

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Re: Paging Dr. Mid-Nite!

 

He's got some martial arts stuff, too (with plenty of NND or limb-disabling sort of strikes, to represent his mastery of anatomy), I'd think.

 

He's not real heavy on gadgets or anything, though, is he? I'm really just trying to remember what exactly it is he does. The JSA tpb's I've got don't exactly feature him as a primary character or anything (too busy with Black Adam, Captain Marvel, etc).

Most of what I know about the character was from the JSA/JLA crossovers, but I was under the impression that he did have gadgets and detective skills. If that was wrong, it makes him a lot easier.

 

Oh yes, and I am willing to forget the feathered sidekick.

 

[edit] Humm, seems that Pieter Cross' "gauntlets carry a wide variety of chemicals, medicines, and small-scale equipment," but no mention of Charles McNider useing any gadgets other than his goggles and Blackout Bombs. May be I mixed my doctors.

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Re: Paging Dr. Mid-Nite!

 

Charles McNider

 

The first Doctor, surgeon Charles McNider, was the earliest blind superhero, predating Marvel Comics' Daredevil by more than two decades. One night, he was called to remove a bullet from a witness who was to testify against the mob. However, a mobster threw a grenade into the room, killing the witness and blinding McNider. McNider thought his days as a surgeon were over until one day, as he was recovering, an owl crashed through his window (reminiscent of the incident that inspired Batman to dress as a bat). Taking off the bandages that were covering his eyes, he found that he could see, but only in perfect darkness. Using his newfound ability, he developed a special visor that let him see in light and "blackout bombs" that block out all light, and used these to fight crime. He adopted the owl, Hooty, and appointed him as his "sidekick". He later joined the Justice Society of America and the All-Star Squadron. In 1951, McNider briefly took over the role of Starman after the JSA had disbanded and Ted Knight, the original Starman, had suffered a nervous breakdown as a result of his participation in the development of the atomic bomb(Starman vol. 2 #77).

 

McNider was one of the casualties of Zero Hour, dying alongside the Atom at the hands of Extant.

 

Charles McNider's legacy apparently does not include any blood heirs. McNider's later marital status is unknown, but he suffered an agonising event when his girlfriend Myra Mason was murdered in 1953 by his foe, The Shadower, who had discovered Mid-Nite's secret identity. Dr. Mid-Nite II has noted that "McNider loved [Myra]... more than he was ever willing to admit to her." McNider apparently never revealed his identity to Myra, presumably (and ironically) to keep her "safe". One other "old friend", Miss Alice King, appeared in All-American Comics #90 (10.47).

 

At one point however, in Sogndal, Norway, McNider rescued a pregnant woman from attack and delivered her baby. This child, Pieter Cross, eventually became one of his successors.

 

Sounds doable on 150 points even with owl. He doesn't even have martial arts, unless you give him "Heroic Fisticuffs" or somesuch.

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Re: Paging Dr. Mid-Nite!

 

How about this:

 

DOCTOR MID-NIGHT (CHARLES MCNIDER)

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV: 6/DCV: 6

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

6+3 PD 2 Total: 6/9 PD (0/3 rPD)

6+3 ED 2 Total: 6/9 ED (0/3 rED)

4 SPD 12 Phases: 3, 6, 9, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost: 77

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Moves Well in Combat: Combat Luck (3 PD/3 ED)

7 Heroic Fisticuffs: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1

5 Sees in the Dark: Nightvision

13 Visor : Custom Power (20 Active Points); OIF (-½)

Notes: Permits sight in the light

11 Blackout Bombs: Darkness to Sight Group 3" radius (30 Active Points); OAF (Blackout Bombs; -1), 6 Continuing Charges lasting 1 Turn each (-¼), Range Based On Strength (-¼), Can Be Missile Deflected (-¼) [6 cc]

 

Perks

10 Hooty the Amazing Owl: Follower

Notes: 100 point follower, 50 in disads. Take a standard 86 point owl and add 14 points in traing and 10 in Psych Limit: Loyal to Doctor Mid-Night, will risk self to protect him.

 

Skills

3 Paramedics 13-

3 PS: Physician 13-

3 SS: Medicine 13-

3 Deduction 13-

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

 

Total Powers & Skill Cost: 73

Total Cost: 150

 

75+ Disadvantages

20 Physical Limitation: Blind save in Darkness (Frequently, Fully Impairing)

10 Hunted: Rogue's Gallery 8- (As Pow, Harshly Punish)

10 Psychological Limitation: Hippocratic Oath (Common, Moderate)

20 Psychological Limitation: Heroic Code (Common, Total)

15 Social Limitation: Secret ID (Frequently, Major)

 

Total Disadvantage Points: 150

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Re: Paging Dr. Mid-Nite!

 

The original Doctor Mid-Nite kind of sort of comes in two flavors. His actual Golden Age appearances make him as decent a fighter as the average masked mystery man, with only his dark vision, coupled with blackout bombs, giving him the biggest edges in combat. He didn't really use other gadgets at the time, other than the goggles that permitted his blind eyes to see in the daylight. NOT incorporated into his civilian ID glasses note. He was as competent a detective as his masked ilk at the time. Keeping in mind that puts him beneath Batman as a detective and Wildcat as a fighter (in my opinions, anyway). He was always very smart, and a skilled surgeon, first and foremost.

 

Later on, in the most recent iterations of JSA (particularly the Nineties effort drawn by Mike Parobeck) they did add medically-oriented gimmick devices to his repertoire. Those are late additions to his abilities, and so really, whether or not he has these gimmicks depends on how you wish to interpret the good doctor. The current Dr. Mid-Nite, Pieter Cross, definitely utilizes gadgets and gizmos, and his goggles seem much more capable than the old Doctor's as well.

 

Hope this helps. Sounds like fun, good luck with the write-ups.

 

Take care

Don

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Re: Paging Dr. Mid-Nite!

 

How about this:

DEX may be a little high, if he's got a CV as high as the others why use the Blackout Bombs to "level the playing field?" May lower the DEX and by Martial Dodge, other than that:

 

PERFECT!

 

Thank you very, very much!

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Re: Paging Dr. Mid-Nite!

 

Well, no one asked, but the rest of the team:

 

Wildcat

Val Char Points Total Roll Notes

20 STR 10 20 13- HTH Damage 4d6 END [2]

18 DEX 24 18 13- OCV 6 DCV 6

19 CON 18 19 13-

10 BODY 0 10 11-

13 INT 3 13 12- PER Roll 12-

13 EGO 6 13 12- ECV: 4

17 PRE 7 17 12- PRE Attack: 3d6

10 COM 0 10 11-

 

 

7 PD 3 7 7 PD (4 rPD)

4 ED 0 4 4 ED (3 rED)

4 SPD 12 4 Phases: 3, 6, 9, 12

8 REC 0 8

38 END 0 38

30 STUN 0 30

9" Running 6 9"

2" Swimming 0 2"

4" Leaping 0 4" Total Characteristics Cost: 89

 

Cost Powers END

2 Nine Lives: Life Support (Longevity: 400 Years) 0

20 Eye of the Tiger: Find Weakness 11- with Related Group of Attacks (Boxing Maneuvers) 0

3 Tough: Damage Resistance (4 PD/3 ED) 0

Boxing

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on

4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

4 5) Fast Jab: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike

 

Skills

3 Paramedics 12-

3 KS 12-

10 +2 with HTH Combat

 

Total Powers & Skills Cost: 61

 

Total Cost: 150

 

75+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation:Secret Identity: (Frequently, Major)

20 Psychological Limitation: Code of the Hero: (Common, Total)

20 Psychological Limitation: Code vs Killing: (Common, Total, Custom Adder)

 

Total Disadvantages Points: 75

The "Nine Lives" was a retcon, but one I decided to keep. Nothing I have read of him in the Golden Age justifies the Find Weakness, but it does make him more formittable one-on-one.

 

Hourman

Val Char Points Total Roll Notes

15 STR 5 15/40 12- / 17- HTH Damage 3d6/8d6 END [1]

13 DEX 9 13/20 12- / 13- OCV 4/7 DCV 4/7

10 CON 0 10/20 11- / 13-

10 BODY 0 10 11-

18 INT 8 18 13- PER Roll 13-

13 EGO 6 13 12- ECV: 4

10 PRE 0 10 11- PRE Attack: 2d6

10 COM 0 10 11-

 

 

3 PD 0 3/17 3/17 PD (0/14 rPD)

2 ED 0 2/12 2/12 ED (0/10 rED)

3 SPD 7 3/5 Phases: 4, 8, 12/3, 5, 8, 10, 12

5 REC 0 5

20 END 0 20

23 STUN 0 23

6" Running 0 6"

2" Swimming 0 2"

3" Leaping 0 3"/8" Total Characteristics Cost: 35

 

Cost Powers END

6 Miraclo Power Pill: Elemental Control, 18-point powers, (9 Active Points); all slots Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

14 1) +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

6 2) +7 DEX (21 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

5 3) +10 CON (20 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

7 4) +2 SPD (20 Active Points); Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

18 5) Armor (14 PD/10 ED) (36 Active Points); Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) 0

25 6) Flight 13", Position Shift, Reduced Endurance (0 END; +1/2) (46 Active Points); Only In Heroic Identity (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) 0

Boxing

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 50 STR for holding on

4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 10d6 Strike

5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 12d6 Strike

4 5) Fast Jab: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 10d6 Strike

 

Skills

3 Paramedics 13-

3 KS 13-

3 Scientist

1 1) SS: Biochemistry 11- (2 Active Points)

1 2) SS: Chemistry 11- (2 Active Points)

1 3) SS: Pharmacology 11- (2 Active Points)

 

Total Powers & Skills Cost: 113

 

Total Cost: 148

 

75+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation:Secret Identity: (Frequently, Major)

20 Psychological Limitation: Codeof the Hero: (Common, Total)

20 Psychological Limitation: Code vs Killing: (Common, Total, Custom Adder)

 

Total Disadvantages Points: 75

Yes, I put characteristics in an EC, something currently frowned upon. But the character's primary function in the campagine is to get Worfed then ask the PC's for help.

 

Johnny Quick

Val Char Points Total Roll Notes

10 STR 0 10 11- HTH Damage 2d6 END [1]

18 DEX 24 18/28 13- / 15- OCV 6/9 DCV 6/9

15 CON 10 15 12-

10 BODY 0 10 11-

10 INT 0 10 11- PER Roll 11-

10 EGO 0 10 11- ECV: 3

10 PRE 0 10 11- PRE Attack: 2d6

10 COM 0 10 11-

 

 

2 PD 0 2/16 2/16 PD (0/14 rPD)

3 ED 0 3/10 3/10 ED (0/7 rED)

3 SPD 2 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

5 REC 0 5

30 END 0 30

23 STUN 0 23

6" Running 0 6"

2" Swimming 0 2"

2" Leaping 0 2" Total Characteristics Cost: 36

 

Cost Powers END

10 Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (-1/4), Incantations ((3x2(9yz)4a); -1/4)

7 1) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4), Incantations ((3x2(9yz)4a); -1/4)

10 2) +3 SPD (30 Active Points); Only In Heroic Identity (-1/4), Incantations ((3x2(9yz)4a); -1/4)

39 3) Flight 16", x4 Noncombat, Usable as Running] (+1/4), Usable as Swimming (+1/4), Reduced Endurance (0 END; +1/2) (74 Active Points); Only In Heroic Identity (-1/4), Incantations ((3x2(9yz)4a); -1/4) 0

21 4) Force Field (14 PD/7 ED) (Custom Adder, Protect Carried Items), Reduced Endurance (0 END; +1/2) (46 Active Points); Only In Heroic Identity (-1/4), Incantations ((3x2(9yz)4a); -1/4) 0

Boxing

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on

4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike

4 5) Fast Jab: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike

 

Skills

3 Paramedics 11-

3 KS 11-

 

Total Powers & Skills Cost: 113

 

Total Cost: 149

 

75+ Disadvantages

20 Psychological Limitation: Codeof the Hero: (Common, Total)

20 Psychological Limitation: Code vs Killing: (Common, Total, Custom Adder)

10 Psychological Limitation: Adventurous and Funloving (Common, Moderate)

20 Psychological Limitation: Adrenaline Junkie (Common, Total)

15 Social Limitation:Secret Identity: (Frequently, Major)

 

Total Disadvantages Points: 85

 

Star Man

Val Char Points Total Roll Notes

10 STR 0 10 11- HTH Damage 2d6 END [1]

17 DEX 21 17 12- OCV 6 DCV 6

10 CON 0 10 11-

10 BODY 0 10 11-

14 INT 4 14 12- PER Roll 12-

18 EGO 16 18 13- ECV: 6

10 PRE 0 10 11- PRE Attack: 2d6

10 COM 0 10 11-

 

 

3 PD 1 3/12 3/12 PD (0/9 rPD)

2 ED 0 2/11 2/11 ED (0/9 rED)

4 SPD 13 4 Phases: 3, 6, 9, 12

4 REC 0 4

20 END 0 20

20 STUN 0 20

7" Running 2 7"

3" Swimming 1 3"

2" Leaping 0 2" Total Characteristics Cost: 58

 

Cost Powers END

6 Cosmic Rod: Elemental Control, 24-point powers, (12 Active Points); all slots OAF (-1)

7 1) Flight 9", Reduced Endurance (0 END; +1/2) (27 Active Points); OAF (-1) 0

7 2) Force Field (9 PD/9 ED), Reduced Endurance (0 END; +1/2) (27 Active Points); OAF (-1) 0

22 Cosmic Rod: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4)

2u 1) Cosmic Blade: Killing Attack - Ranged 3d6+1 (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 2) Cosmic Brain Blast: Ego Attack 5d6 (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 3) Cosmic Flash: Sight Group Flash 10d6 (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 4) Cosmic Fire: Energy Blast 10d6 (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 5) Cosmic Force: Telekinesis (33 STR) (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 6) Cosmic Force Bolt: Energy Blast 10d6 (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 7) Cosmic Restraint: Entangle 5d6, 5 DEF (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 8) Cosmic Shield: Missile Deflection (Any Ranged Attack), Usable By Other (+1/4), Full Range (+1) (45 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 0

2u 9) Cosmic Transmutation: Major Transform 2 1/2d6, Improved Results Group (Anything into anything else; +1/4) (50 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

2u 10) Phantom Cosmic Force: Telekinesis (22 STR), Affects Desolidified Any form of Desolidification (+1/2) (49 Active Points); OAF (-1), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 5

Boxing

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on

4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike

4 5) Fast Jab: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike

 

Skills

2 SS: Astronomy 11-

6 +2 with Multipower

 

Total Powers & Skills Cost: 90

 

Total Cost: 148

 

75+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation:Secret Identity: (Frequently, Major)

20 Psychological Limitation: Codeof the Hero: (Common, Total)

20 Psychological Limitation: Code vs Killing: (Common, Total, Custom Adder)

 

Total Disadvantages Points: 75

 

And finally, the wild card

Red Tornado

Val Char Points Total Roll Notes

20 STR 10 20 13- HTH Damage 4d6 END [2]

14 DEX 12 14 12- OCV 5 DCV 5

18 CON 16 18 13-

10 BODY 0 10 11-

13 INT 3 13 12- PER Roll 12-

11 EGO 2 11 11- ECV: 4

10 PRE 0 10 11- PRE Attack: 2d6

10 COM 0 10 11-

 

 

4 PD 0 4/9 4/9 PD (0/5 rPD)

4 ED 0 4/8 4/8 ED (0/4 rED)

3 SPD 6 3 Phases: 4, 8, 12

8 REC 0 8

40 END 2 40

30 STUN 1 30

7" Running 2 7"

2" Swimming 0 2"

4" Leaping 0 4" Total Characteristics Cost: 54

 

Cost Powers END

11 Armor (5 PD/4 ED) (14 Active Points); Only In Heroic Identity (-1/4) 0

15 Luck 3d6 0

Bo Jutsu

4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

4 2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR

4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

5 5) Jab: 1/2 Phase, +1 OCV, +3 DCV, Strike

3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls

4 7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove

4 8) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

5 9) Smash: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Climbing 12-

3 Paramedics 12-

15 +3 with HTH Combat

 

Total Powers & Skills Cost: 96

 

Total Cost: 150

 

75+ Disadvantages

30 Dependent NPC: Huey and Sisty Hunkel, "Scribbly" and Dinky Jibbet 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

10 Distinctive Features: Large build and first female "Mystery Man," often mistaken for a man. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

20 Normal Characteristic Maxima

20 Psychological Limitation: Codeof the Hero: (Common, Total)

15 Social Limitation: Secret ID (Frequently, Major)

 

Total Disadvantages Points: 95

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Re: Paging Dr. Mid-Nite!

 

I tweaked his Dex down, as per McCoy's suggestion, and fixed the oversight as far as his blackout bombs are concerned. This version can "see" through almost any sort of darkness.

 

DOCTOR MID-NIGHT (CHARLES MCNIDER)

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

14 DEX 12 12- OCV: 5/DCV: 5

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

6+3 PD 2 Total: 6/9 PD (0/3 rPD)

6+3 ED 2 Total: 6/9 ED (0/3 rED)

4 SPD 16 Phases: 3, 6, 9, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost: 69

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Moves Well in Combat: Combat Luck (3 PD/3 ED)

7 Heroic Fisticuffs: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1

13 "Sees" in total darkness: Spatial Awareness (Unusual Group), Range, Limited Power Power loses less than a fourth of its effectiveness (Not through physical barriers; acts as sight; +0) (27 Active Points); Limited Power Power loses about half of its effectiveness (Only in darkness; -1)

13 Visor : Custom Power (20 Active Points); OIF (-½)

Notes: Permits sight in the light

11 Blackout Bombs: Darkness to Sight Group 3" radius (30 Active Points); OAF (Blackout Bombs; -1), 6 Continuing Charges lasting 1 Turn each (-¼), Range Based On Strength (-¼), Can Be Missile Deflected (-¼) [6 cc]

 

Perks

10 Hooty the Amazing Owl: Follower

Notes: 100 point follower, 50 in disads. Take a standard 86 point owl and add 14 points in traing and 10 in Psych Limit: Loyal to Doctor Mid-Night, will risk self to protect him.

 

Skills

3 Paramedics 13-

3 PS: Physician 13-

3 SS: Medicine 13-

3 Deduction 13-

3 Acrobatics 12-

3 Breakfall 12-

3 Climbing 12-

 

Total Powers & Skill Cost: 81

Total Cost: 150

 

75+ Disadvantages

20 Physical Limitation: Blind save in Darkness (Frequently, Fully Impairing)

10 Hunted: Rogue's Gallery 8- (As Pow, Harshly Punish)

10 Psychological Limitation: Hippocratic Oath (Common, Moderate)

20 Psychological Limitation: Heroic Code (Common, Total)

15 Social Limitation: Secret ID (Frequently, Major)

 

Total Disadvantage Points: 150

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Re: Paging Dr. Mid-Nite!

 

Well, no one asked, but the rest of the team:

 

 

The "Nine Lives" was a retcon, but one I decided to keep. Nothing I have read of him in the Golden Age justifies the Find Weakness, but it does make him more formittable one-on-one.

 

 

Yes, I put characteristics in an EC, something currently frowned upon. But the character's primary function in the campagine is to get Worfed then ask the PC's for help.

 

 

 

 

 

And finally, the wild card

 

I owe you rep. :)

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Re: Paging Dr. Mid-Nite!

 

In at least one version of "Dr Mid-Nite" (in the 60's I think) it was stated that his "night vision" was infra red in nature, which is why he could see through the dense smoke put out by his "blackout bombs". Perhaps the blackout bombs could be tweaked so that they don't effect the infra- red part of the spectrum ?

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Re: Paging Dr. Mid-Nite!

 

I remember a JLA/JSA crossover from the 60's where the doctor is shown using a sort of 7 berrelled pistol, each barrel having a different ability. A freeze beam, laser etc.

 

Time to go dig out the back issues.

 

Those were in the first couple crossovers that they did... a bunch of the JSA got odd power ups that they haven't utilized in decades. For example, Sandman's gas gun was creating glass barriers all over the place, and Black Canary had an amazing array of gadgets crammed into her necklace.

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Re: Paging Dr. Mid-Nite!

 

Those were in the first couple crossovers that they did... a bunch of the JSA got odd power ups that they haven't utilized in decades. For example' date=' Sandman's gas gun was creating glass barriers all over the place, and Black Canary had an amazing array of gadgets crammed into her necklace.[/quote'] If I remember correctly, "Sandman" had a gun with multiple barrels whith which he could project and manipulate sand; in particular form glass barriers, entangles etc and I think that "Black Canary" revealed gadgets in her necklace right from the days of "Crisis On Earth 2" ( he first modern reappearence). "Dr Mid-Nite's" weapon had a name like a "cyrotuber" or something (Cryotuber ?) and seemed to affect people's nerves or manipulate cold or something like that (It is a LONG time since I read "The Most Dangerous Earth Of All", his first reappearence !)
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Re: Paging Dr. Mid-Nite!

 

If I remember correctly' date=' "Sandman" had a gun with multiple barrels whith which he could project and manipulate sand; in particular form glass barriers, entangles etc and I think that "Black Canary" revealed gadgets in her necklace right from the days of "Crisis On Earth 2" ( he first modern reappearence). "Dr Mid-Nite's" weapon had a name like a "cyrotuber" or something (Cryotuber ?) and seemed to affect people's nerves or manipulate cold or something like that (It is a LONG time since I read "The Most Dangerous Earth Of All", his first reappearence !)[/quote']

 

Those early Earth 1 & 2 stories were a significant departure from the golden age characters, and the writers buffed up the JSA members so they would be more competetive with their JLA counterparts. Some were obvious, like the weapkns you note. Some were less so, like the Jay Garrick Flash gaining Barry Allen;s vibrational power suite and Alan Scott gaining all of Hal Jordan's energy field projection abilities, which their golden age stories lacked. The less obvious changes stuck. Have you seen Doc and Sandman's weapons recently?

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Re: Paging Dr. Mid-Nite!

 

I really liked this' date=' but I don't remember the Golden Age Hourman having flight. He ran and leaped a lot, but I can't think of any story where he flew.[/quote']

Neither can I. I wanted a flyer in addition to Green Lantern Starman, and I had forgotten that JQ could fly. If you use him, feel free to redistribute those points.

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