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Arcturus reacted to SDad63 in Defenders Saga Characters
Thanks for the positive comments! Greatly appreciated!!
I fixed the Luke Cage 2x Overconfidence issue (I have "Running from the past" as the lesser disadvantage).
I cannot find my Colleen Wing character. I'll see if I can't rebuild her over the next couple of days. One of the harder to put together, as she changed so much through the show.
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Arcturus reacted to Duke Bushido in Danger International limited boxed set?
Hey- son't let go of somerhinf that brings you happiness. I'm even if it is just fond memories.
https://i.imgur.com/jVbkgyZ.jpg
I don't.
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Arcturus reacted to Tech in Danger International limited boxed set?
While going through a box of old Champions stuff, I found I still have the Danger International book (not pdf). I've held onto that for a long time.
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Arcturus reacted to DentArthurDent in Danger International limited boxed set?
“Espionage” was the original Hero Games spy concept.
“Top Secret / S.I.” from TSR was a boxed set.
“Mercenaries, Spies, and Private Eyes” was from Flying Buffalo games.
I played them all ‘back in the day.’ MSPE was my favorite to flip through for game ideas. TS had the best backgrounds for James Bond type missions. Espionage had the best set of rules. (Of course.) So, we ported everything over to Espionage and had a blast trying to figure out who was shooting at us this week.
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Arcturus reacted to Duke Bushido in Danger International limited boxed set?
You are quite welcome; I wish I could find confirmation from a more reliable source than a memory of pretending to be interested for a moment forty years ago, but that's all I have, I'm afraid.
I suspect, however, that just like Champions 3e, everything in the boxed set (except map and poster) was faithfully included in the perfect bound version. Unless you are just a wingnut like me for the old stuff, there is no need to hunt down the one if you have the other-- again, I am basing that assumption on the similarly packaged-both-ways-product that I _do_ own both ways: 3e Champions; I have no way of knowing for a fact that a potential similar double-release of DI is going to have been handled similarly.
when Derrick first pointed me toward the old Red October board (anyone know what happened to Filksinger? Great guy, and now that I know what filk is, I have questions... :D. ), and as I eventually moved to this board, I have ever-so-slowly developed a regret for dismissing DI (you know what they say about judging a book by its cover), I came to realize that we had essentially missed out on the honest-to-goodness genesis of the generic aspects of HERO, and that DI was the first in a line of poorly-named Action HERO Games, and not 'just another spy game.' (The poor naming would get worse with "Dark Champions," which we _again_ dismissed by the cover- not the incredible art, but the cringe-upon-cringiness of the title.)
for what it is worth, for _years_ Western HERO was our guidebook for playing normal human adventures 'correctly' (sort of). Still, all the nostalgia I have seen on the boards over the years makes me kind of regret never giving DI a real chance. (Though even knowing what it is, I still find the cover off-putting. Yeah; there is nothing wrong it; it is just me. I cant tell you how much we were burned out on spy stuff- so much so that to this day I _still_ have zero interest. I think we tried every stinking one of them.)
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Arcturus got a reaction from Duke Bushido in Danger International limited boxed set?
Thank you for taking the time to fill us in on the details you remember, Duke.
And congrats on the longevity of your parents! Staying active seems to be a common factor in longer living.
I looked through the pdf (my physical copy is en route, still) and the adventures have mini maps on the pages, but nothing that really looks worth blowing up to a full page except for the Penthouse on page 154.
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Arcturus reacted to Duke Bushido in Danger International limited boxed set?
Sorry- late to the party; I wish I had known this question was being asked. I have been avoiding browsing the net as it is my father's birthday, so we are making a day of it. Yes; I am sixty-two and,both of my parents are not only alive and healthy, but actively remodelong their house _again_.
still, you have the answer: there was a DI boxed set: that and two of the flex tile sets are the only things (well, more than that, I suppose, as there were three sets in at least three colors, and I have but one set in one color) are the only things that have eluded my collection all these years.
I know it exists only because my first Champions GM owned it for a while (had it "stolen" at Dragon Con, but I suspect, knowing him, he simply lost track of it). We never played it (which I think is why he took it to Dragon Con- looking to maybe trade it off) because we had gotten burned out on the whole Spies thing before he picked it up, and were at that time rediscovering TFT, so...
We did all rifle through the box when he first got it, but let me preface this with a couple of notes:
The rifling-through was more about making him happy with our feigned excitement, and took all of possibly three minutes.
We weren't terribly interested in doing more than ooh-ing and aww-ing for Jim's benefit; not a lot of note-taking, even mentally.
The memory is on the order of forty years old, and until now, only the cover of the box has ever been revisted in the mind's eye (identical to the cover of the perfect-bound softcover book. (Being totally honest, the theme and design od the cover, with our current burn-out on spies anyway, combined with the over-use of browns, was probably the single biggest thing that turned us off the fastest. "Oh, _great_! Seventies spies! :eyeroll: no; thanks.)
The mini-poster was indeed the cover art and the title logo of the game.
There was a saddle stitched (staple bound) rules book- I _want_ to say there were two books, but I sont trust the memory enough to declare that as fact), and an uncovered 'booklet' that we took to be a,short adventure akin to VIPER's Nest in the 2e Champions box.
The map.... God help me, my brain keeps showing me the famous Roses map from Champions, but I do not think that is right. Further, I believe one side was some,sort of warehouse or "at the docks" kind of set.
Again: don't accept this as being from a credible source, as what little I do remember was placed into memory against my will.
There were dice: I dont remember anyone counting them, and if I am,remembering correctly, they were od one of the 'normal' small sizes, and not those odd sized sice that packed with Champions. Those were promptly stripped out and tossed into the salad bowl of D6 that was the centerpiece Jim's gaming table.
My question goes back to the first quote above: I know Justice, Inc was a boxed set--
Are you perhaps implying that there was a JI perfect bound? Because that would be news to me, and I would have to begin tracking it down as well.....
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Arcturus got a reaction from BigJackBrass in Danger International limited boxed set?
I found some info on Wayne's Books...
Under the normal entry (near the bottom of the page), it mentions:
I'm guessing the poster was a copy of the cover.
I wonder what the map was.
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Arcturus reacted to Duke Bushido in Year it came out.
1e: 1981
2e: 1982 (reprinted at least 3 times: clean color cover, over-inked "purple" cover, and black-and-white cover)
3e: 1984 (boxed 3-book set and perfect-bound all-in-one book)
4e: 1989 (hardcover and softcover)
New Millennium: 1996 (first printing)
New Millennium 2e 2000
5e: 2002
25th Anniversary: 2006
6e: 2010
Champions Now: 2020
Champions LARP: 21012
2e: 1982
3e: 1984 (identical contents; new cover)
2e: 1984 (not reprinted for 3e)
I've got a link in my sig file that leads to a G-drive I've been using to organize the records of my own collection. It's not finished (my interest petered out with the combination of 80-hour work weeks, teenagers very active in extracurriculars, and the heart attack. I don't like to sit still for hours on end anymore; what can I say? HA!)
At any rate, page 2 of the spreadsheet is the actual results (unfinished, but at last look (admittedly a couple of years ago), far, far more information than the wikipedia page offered. (Pages 1 and 3 are just workspace, and will make sense to no one who isn't me). I leave it on "share" so anyone can pop in and use it. There is a typo: I have one book listed as published in 2020 when it was decades before that; not sure how it happened, and I just noticed it pulling this information for you. Alas, I have little motivation to pull down the books and actually check the date at the moment.
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Arcturus got a reaction from tkdguy in Pulp Images
From the amazing Glen Orbik, who passed away way too soon. I loved his work.
More can be seen here: https://americanpulps.com/noir-artwork-of-glen-orbik-pulp-artists/
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Arcturus got a reaction from DentArthurDent in Pulp Images
From the amazing Glen Orbik, who passed away way too soon. I loved his work.
More can be seen here: https://americanpulps.com/noir-artwork-of-glen-orbik-pulp-artists/
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Arcturus got a reaction from wcw43921 in Pulp Images
From the amazing Glen Orbik, who passed away way too soon. I loved his work.
More can be seen here: https://americanpulps.com/noir-artwork-of-glen-orbik-pulp-artists/
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Arcturus reacted to Scott Ruggels in Earlier vs. Current Editions of Champions
My preferred is 3-4th edition. The most fun I had as a player was the Fantasy Hero playtest. Followed closely to a couple of Aaron Allston con games. As a GM, it was running Fantasy Hero 1st edition and second, but back then the settings were deeply home brewed, relying on history, cheap and cheesy fantasy novels I bought from the College book store for the bus ride home, and long conversations with othe local GMs.
those editions encouraged discounts on package deals to give players a deal, and to give set lists of spells and characteristics and powers to produce a member of some fantasy race, or job, or magic style. You would have points left over to individualize your character, and package disads didn’t count for halving. If I were to run Fantasy Hero for new players, I would go with the early editions and inform them that D&D emulation I would consider in very bad taste. there are far fewer pages in the early b editions of FH, and Danger International is a fun read. This is a lot more surmountable than 6th Edition.
Those that say the play is the same are wrong. Movement is halved, and divorced from beloved 25mm hexes representing 6 feet or 2m on tan Chessex battle maps. Turn mode has been added for characters. Endurance costs are different, and while most powers have been made more granular, and proscribed, barrier has uselessly combined effects. It used to be Forcefield would transmit stun from an attack to a character, similar to armor or rPD, whereas nothing was transmitted through a force wall, unless it was blown through, like a brick wall or tank armor. It was very easy to conceptualize the differences mechanically and build to spec.
Then Com was removed, and replaced with striking appearance for bad reasons. COM was the stat that generated so much roleplay. Comeliness was taken as positive attractiveness. You paid points the higher you went. Was Sue Storm more attractive than Mary Jane Watson? If you had two very attractive team members, that often generated a lot of non combat interactions. Negative attractiveness paid you using distinctive looks. Large humanoid made of orange rocks, gotta be The Thing. Then there was how growth and shrinking is handled now. It used to be you would buy X levels of growth, to get the size you wanted, then you would buy off the END with appropriate Disads like can’t go through single doors, and others. You then had a character, other people around the table understood as “large”, without the 6th edition hand waving, reducing a power to a mere special effect. When l first started playing Champions with the first edition, it was 200 points plus Disads. I would take fewer disads than the other characters, and while I didn’t hit as hard as the others, but I was often the last one standing. Now the point totals are astronomical, and Dis-er- “complications”, if I understand correctly, are a fixed amount for the campaign(?), so everyone is the same number of points(?). As such the current edition’s strict enforcement of balance and getting what one pays for has removed the previous editions’ mercantile transaction between players andnGM and have replaced it with a Tax audit interaction. As such the 6th edition reference rules read like a tax accountancy text book. Gone is the breezy information and sly humor of Bruce Harlick, or the cautioning notes l, the depth, and occasional dark humor of L. Douglas Garrett, or the confidence building good cheer of Aaron Allston.
Champions Complete does not have the tax problem but it lost the organization of 4th edition and it could use a revised layout with no change to the text. Still, it has the aforementioned flaws of being a 6th edition rule set. D&D 5e acknowledged that there were imbalancing things in the game but those things could be compensated for (Fireball as a 3rd level spell). But 6th edition has little wiggle room and tends to over complicate builds. The skills are a prime example of that.
I think I have already talked about the skill specialization where a 2-3rd edition character would have Doctor. A 6th edition character would have to take biology, anatomy, thoracic medicine, cardiology and would be a dandy heart surgeon, but not as useful setting bones or plugging bullet holes. The specificity also effects the cost of skill levels, and once again making the point costs astronomical, and character generation immensely slow, unless
one buys Hero Designer which is like having to buy TurboTax to file your taxes.
I expect some of you to come to the defense of 6th edition, and that’s fine, but it is to me, not fun. I may have to learn it, but it puts me to sleep.
Champions Now, while inspired by 3rd Edition Champions, is a bit too modern , a bit too idiosyncratic, and too narrative focused, to feel like Champions of old. The wargame roots of the old game are gone. To me, it’s not Champions without a 12 segment speed clock. I see narrative is what you tell after the game, but what is most important is putting together a solid character personality because it should be characters that drive the plot, not the other way around.
So if I wanted to teach new folks Hero, Duke may be the most correct, starting with second edition Champions.
Scott - proud Grognard.
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Arcturus reacted to wcw43921 in Pulp Images
"You be careful, sweetheart. These things will kill you, you know."
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Arcturus reacted to DentArthurDent in Pulp Images
This website has a huge collection of pages from period Sears and Roebuck catalogs.
https://vintagedancer.com/1920s/1920s-fashion-men/
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Arcturus reacted to SDad63 in Defenders Saga Characters
The Protector of Harlem...
Luke Cage
Val Char Cost Roll Notes
40 STR 30 17- Lift 6400kg; 8d6 [8]
20 DEX 30 13- OCV: 7 / DCV: 7
33 CON 46 16-
23 BODY 26 14-
18 INT 8 13- PER Roll 13-
17 EGO 14 12- ECV: 6
28 PRE 18 15- PRE Attack: 5½d6
10 COM 0 11-
26 PD 18 Total: 26 PD (26 rPD)
26 ED 19 Total: 26 ED (26 rED)
4 SPD 10 Phases: 3, 6, 9, 12
15 REC 0
66 END 0
60 STUN 0
Movement
Running: 9"/18"
Leaping: 8"/16"
Swimming: 2"/4"
AGILITY SKILLS
3 Breakfall 13-
3 Climbing 13-
0 Stealth 8-
3 Defender: Teamwork 13-
BACKGROUND SKILLS
2 Home Town: CK: Savannah, Georgia 11-
2 My Town: CK: Harlem 11-
2 A Black Man: KS: Civil Rights 11-
2 Ex-Cop: KS: Police Procedures 11-
2 Sports Fan: KS: Professional Sports 11-
0 Language: English (completely fluent; literate)
2 Luke's bar: PS: Bartending 11-
2 Ex-Cop: PS: Police Officer 11-
0 TF: Automobiles
COMBAT SKILLS
4 +4 with Head Slap
10 +2 with HTH Combat
5 Rapid Attack (HTH)
INTELLECT SKILLS
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
3 Hoist 13-
0 Paramedics 8-
0 Shadowing 8-
3 Strength Tricks: Power 13-
INTERACTION SKILLS
0 Acting 8-
3 Conversation 15-
3 High Society 15-
3 Oratory 15-
3 Shadowing 13-
3 Streetwise 15-
Perks
4 Harlem's Protector: Reputation: Will Protect Citizens of Harlem (Harlem) 11-, +2/+2d6
Talents
5 You Don't Frighten Me: Resistance (5 points)
BOXING
Maneuver OCV DCV Notes
3 Jab +2 +1 9d6 Strike
4 Cross +0 +2 11d6 Strike
5 Hook -2 +1 13d6 Strike
3 Martial Grab -1 -1 Grab Two Limbs, 55 STR for holding on
4 Head Slap -1 +1 2 1/2d6 NND
Notes: Automatically Targets head [Loc 3-5]; No Effect if Target as rPD there.
4 +1 HTH Damage Class(es)
POWERS
32 Unbreakable Skin: Damage Resistance (26 PD/26 ED), Hardened (+1/4)
10 Unbreakable Skin: Lack Of Weakness (-10) for Normal Defense
10 I Saw That Coming: Knockback Resistance -5"
6 Athletic: Running +3" (9" total) 1
1 Iron Lungs: LS (Extended Breathing: 1 END per Turn)
219 Characteristics
163 Powers & Skills
382 Total Points
200+ Disadvantages
20 Dependent NPC: Residents of Harlem 8- (Normal; Group DNPC: x4 DNPCs)
10 Dependent NPC: Claire Temple 11- (Normal; Useful NC Position or Skills)
5 Dependent NPC: Misty Knight 11- (Slightly Less Powerful; Useful NC Position or Skills)
10 Hunted: Willis Striker 8- (Less Pow; PC has a Public ID; Harshly Punish)
15 Hunted: Criminals of Harlem 11- (Less Pow; NCI; Limited Geographical Area; PC has a Public ID; Harshly Punish)
20 Psychological Limitation: Protective of the people of Harlem (Very Common; Strong)
20 Psychological Limitation: Overconfident (Very Common; Strong)
10 Psychological Limitation: Running from the Past (Common; Moderate)
10 Reputation: Harlem's Protector, 11-
10 Social Limitation: Public ID (Frequently (11-), Minor
10 Social Limitation: Black man in a white world (Frequently; Minor)
Experience
42 Experience Points
200 Base (Standard)
140 Disadvantages
42 Experience
382 Total Cost
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Arcturus reacted to SDad63 in Defenders Saga Characters
Harlem PD Officer Misty Knight
Misty Knight
Val Char Cost Roll Notes
10/40 STR 0 11- / 17- Lift 100kg; 2d6/8d6
20 DEX 30 13- OCV: 7 / DCV: 7
18 CON 16 13-
13 BODY 6 12-
23 INT 13 14- PER Roll 14-
18 EGO 16 13- ECV: 6
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
2/18 PD 0 Total: 2/18 PD (0/10 rPD)
4/14 ED 0 Total: 4/14 ED (0/10 rED)
4 SPD 10 Phases: 3, 6, 9, 12
6/12 REC 0
36 END 0
27/42 STUN 0
Movement
Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
SKILL LEVELS
6 Expert Detective: +2 with Criminology, Deduction, and Interrogation
AGILITY SKILLS
0 Climbing 8-
3 Fast Draw 13-
0 Stealth 8-
BACKGROUND SKILLS
0 AK: Harlem 8-
0 Language: English (completely fluent; literate)
2 Language: Spanish (fluent conversation)
0 PS: Police Officer 11-
0 TF: Automobiles
COMBAT SKILLS
8 Expert Marksman: +4 OCV with Handguns
6 Expert Martial Artist: +2 with Martial Maneuvers
1 WF: Handguns
INTELLECT SKILLS
0 Concealment 8-
3 Criminology 14-
3 Deduction 14-
0 Paramedics 8-
3 Shadowing 14-
INTERACTION SKILLS
0 Acting 8-
3 Conversation 13-
3 Interrogation 13-
3 Seduction 13-
Perks
2 Fringe Benefit: NYPD Police Powers
1 Fringe Benefit: Weapon Permit (where appropriate)
POLICE TRAINING
Maneuver OCV DCV Notes
3 Akido Throw +0 +1 2d6 / 8d6 +v/5, Target Falls
4 Boxing Cross +0 +2 4d6 / 10d6 Strike
4 Judo Disarm -1 +1 Disarm; 20 STR / 50 STR to Disarm roll
4 Kung Fu Block +2 +2 Block, Abort
POWERS
Cybernetic Arm [OIF (-½), Real Device (-¼)]
11 1) Armor (10 PD/10 ED); Only with Block Maneuver (-1)
16 2) +30 STR, Reduced end (0 END; +½); Not for Lifting (-1)
Glock 17: RKA 1d6+2, +1 OCV, +1 RMod; STR Min (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0)
99 Total Characteristics
89 Total Powers & Skills
188 Total Points
75+ Disadvantages
10 Dependence: Requires Repairs / Fine Tuning; -30 AP from Cybernetic Arm (Only at Rand Facility; 1 / Week)
10 Dependent NPC: Current Partner at Harlem PD 14- (Slightly Less Powerful; Useful NC Skills)
10 Distinctive Features: Cybernetic Arm (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Driven to Solve Crime (Common; Strong)
10 Psychological Limitation: Selfless (Common; Moderate)
5 Reputation: Bulldog Investigator, 11- (Organized Crime) +2/+2d6
15 Watched: NYPD 8- (Mo Pow; NCI; Very easy to find)
Experience
38 Experience Points
75 Base (Skilled Normal)
75 Disadvantages
38 Experience
188 Total Cost
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Arcturus reacted to SDad63 in Defenders Saga Characters
And the last one for today... The Man with No Fear... Daredevil
Daredevil
Val Char Cost Roll Notes
15 STR 5 12- Lift 200kg; 3d6 [3]
26 DEX 48 14- OCV: 9/DCV: 9
18 CON 16 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 15-
17 EGO 14 12- ECV: 6
18 PRE 8 13- PRE Attack: 3½d6
10 COM 0 11-
6/21 PD 3 Total: 6/21 PD (0/3 rPD)
7/18 ED 3 Total: 7/18 ED (0/3 rED)
5 SPD 14 Phases: 3, 5, 8, 10, 12
8 REC 2
36 END 0
35 STUN 0
Movement
Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Swinging: 10"/20"
SKILL LEVELS
5 Trained by Stick: +1 with Martial Arts
3 Billy Club Master: +1 OCV with Billy Club
1 Spacial Awareness: +1 OCV with thrown Billy Club
AGILITY SKILLS
3 Enhanced Equilibrium: Acrobatics 14-
3 Enhanced Equilibrium: Breakfall 14-
3 Acute Hearing: Lockpicking 14-
3 Defender: Teamwork 14-
BACKGROUND SKILLS
2 This is My City: CK: Hell's Kitchen 11-
1 I Know the Streets: KS: Criminal Underworld 8-
2 Licensed Attorney: KS: Law 11-
2 Licensed Attorney: KS: Legal System 11-
2 Trained by Stick: KS: Martial Arts 11-
0 Multilingual: Language: English (idiomatic; Native, literate)
2 Multilingual: Language: Braille (completely fluent; Literate only)
2 Multilingual: Language: Spanish (fluent conversation)
2 Licensed Attorney: PS: Attorney 11-
COMBAT SKILLS
10 Spacial Awareness: Defense Maneuver I-IV
10 Wields Two Billy Clubs: Two-Weapon Fighting (HTH)
5 Good in a Crowd: Rapid Attack (HTH)
1 Two-Weapon Fighter: WF: Off Hand (+1 DCV with Weapon in Off Hand)
INTELLECT SKILLS
3 Sharp Mind: Deduction 13-
3 Cut Man: Paramedics 13-
3 Trained by Stick: Security Systems 13-
3 Trained by Stick: Shadowing 13-
INTERACTION SKILLS
3 Defense Attorney: Oratory 13-
3 Trained by Stick: Stealth 14-
3 Trained by Stick: Streetwise 13-
PERKS
3 Daredevil: Reputation: Protects Hell's Kitchen (Residents of Hell's Kitchen) 11-, +3/+3d6
3 Attorney: Money: (over $300K Annual Salary)
1 Passed the Bar: Fringe Benefit: License to practice Law
TALENTS
6 Sense Attacks Coming: Combat Luck (3 PD/3 ED)
Martial Arts - Trained by Stick
Maneuver OCV DCV Notes
4 Atemi Strike -1 +1 2½d6 NND
5 Block +1 +3 Block, Abort
4 Choke -2 +0 Grab One Limb; 2½d6 NND
5 Cross * / Flying Kick +1 -2 8d6 Strike
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Disarm -1 +1 Disarm; 30 STR to Disarm roll
4 Elbow Strike * / Snap Kick +0 +2 6d6 Strike
4 Escape +0 +0 35 STR vs. Grabs
4 Foot Push +0 +0 35 STR to Shove
3 Hold -1 -1 Grab Two Limbs, 30 STR for holding on
5 Hook * / Side Kick -2 +1 8d6 Strike
4 Jab * / Front Kick +2 +0 6d6 Strike
3 Legsweep +2 -1 5d6 Strike, Target Falls
3 Sacrifice Throw +2 +1 4d6 Strike; You Fall, Target Falls
3 Takedown +1 +1 4d6 Strike; Target Falls
3 Throw +0 +1 4d6 +v/5, Target Falls
1 Weapon Element: Jo Sticks *
4 +1 HTH Damage Class(es)
POWERS
15 Billy Club: Multipower, 30-point reserve, OAF (Billy Club; -1)
1u 1) Jo Stick: Hand Attack +3d6, Reduced END (0 END; +½); H-To-H Attack (-½)
1u 2) Swingline: Swinging 10"; Lockout (-1/2) 1
1u 3) Thrown Club: 6d6 P EB; Charges (1 recoverable; -1¼), Lockout (-½), Range Based on Strength (-¼)
5 Second Billy Club
5 Black Daredevil Costume: +6 PD; OIF (-½), Real Armor (-¼) plus +4 ED; OIF (-½), Real Armor (-¼)
- OR - Red Daredevil Costume: Armor (5 PD/3 ED); OIF (Advanced nano-carbon polymer; -½), Half Mass (-3 DEX while wearing; -½), Real Armor (-¼)
7 The Man with No Fear: +10 PRE; Only Against PRE Attacks (-½)
ENHANCED SENSES
25 RADAR Sense: Spatial Awareness (Unusual), 360 Degrees, Discriminatory, Range; Not Through Solids (-½)
20 Parabolic Hearing: Targeting with Hearing Group
8 Human Lie Detector: Detect Lies 15- (Unusual), Range
6 Heightened Senses: +2 PER with all Sense Groups
3 Acute Hearing: Penalty Skill Levels: +2 vs. Range Modifier with Hearing
137 Characteristics
260 Powers & Skills
397 Total Points
200+ Disadvantages
15 Hunted: Kingpin and his Crime Syndicate 11- (Less Pow; NCI; Harshly Punish)
10 Hunted: The Hand 8- (As Pow; Harshly Punish)
10 Hunted: Daredevil's Rogues Gallery 8- (As Pow; Harshly Punish)
15 Physical Limitation: Blind (Frequently; Greatly Impairing)
20 Psychological Limitation: Driven to see Justice Prevail (Common; Total)
15 Psychological Limitation: Code Versus Killing (Common; Strong)
15 Psychological Limitation: Protective of the people of Hell's Kitchen (Common; Strong)
10 Reputation: Brutal Vigilante, 14-; +3/+3d6 (Only to Hell's Kitchen Criminals)
15 Social Limitation: Secret ID (Matthew Michael 'Matt' Murdock; Frequently (11-), Major)
25 Susceptibility: Loud Noises Lose all Enhanced Senses (120dB+ Noise, Sonic Attacks)
Experience
47 Experience Points
200 Base (Standard)
150 Disadvantages
47 Experience
397 Total Cost
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Arcturus reacted to SDad63 in Defenders Saga Characters
Looks like I forgot to include several characters....
Here is Danny Rand, the Immortal Iron Fist
IRON FIST
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [3]
23/29 DEX 39 14- / 15- OCV: 8/10/DCV: 8/10
18/27 CON 16 13- / 14-
13 BODY 6 12-
18 INT 8 13- PER Roll 13-
17 EGO 14 12- ECV: 6
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
10/16 PD 7 Total: 10/16 PD (0/6 rPD)
10/16 ED 6 Total: 10/16 ED (0/6 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
7 REC 0
36/72 END 0
30 STUN 0
Movement:
Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
AGILITY SKILLS
3 Acrobatics 14- (15-)
3 Breakfall 14- (15-)
3 Climbing 14- (15-)
3 Stealth 14- (15-)
3 Defender: Teamwork 14- (15-)
BACKGROUND SKILLS
2 AK: New York 11-
2 AK: K'un-Lun 11-
2 CuK: K'un'Lun 11-
2 KS: Hip Hop 11-
2 KS: Martial Arts Styles 11-
0 PS: Business Management 11-
0 TF: Automobile
COMBAT SKILLS
12 Trained in K'un-Lun: +4 with Martial Maneuvers
10 Defense Maneuver IV
5 Rapid Attack (HTH)
10 Two-Weapon Fighting (HTH)
2 Trained in K'un-Lun: WF: Common Martial Arts Melee Weapons
INTELLECT SKILLS
3 Analyze: Martial Arts ability 13-
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
3 Shadowing 13-
4 Survival (Arctic/Subarctic, Mountain) 13-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Linguist
0 1) Language: English (idiomatic; literate)
2 2) Language: K'un-Lun (completely fluent)
3 3) Language: Mandarin (completely fluent; literate)
Perks
15 Rand Enterprises: Money: Filthy Rich ($5B Net Worth)
Talents
12 Trained in K'un-Lun: Combat Luck (6 PD/6 ED)
17 Trained in K'un-Lun: Combat Sense (Sense) 13-
Crane Mother Kung Fu OCV DCV Notes
5 Block +1 +3 Block, Abort
4 Disarm -1 +1 Disarm; 30 STR to Disarm roll
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 35 STR vs. Grabs
3 Joint Lock / Grab -1 -1 Grab Two Limbs, 30 STR for holding on
4 Knife Hand -2 +0 HKA 1 1/2d6
3 Legsweep +2 -1 5d6 Strike, Target Falls
5 Punch * / Flying Kick +1 -2 8d6 Strike
5 Punch * / Side Kick -2 +1 8d6 Strike
4 Punch * / Snap Kick +0 +2 6d6 Strike
3 Throw +0 +1 4d6 +v/5, Target Falls
4 Uproot +0 +0 35 STR to Shove
* = Iron Fist Punch maneuver
4 +1 HTH Damage Class(es)
1 Weapon Element: Swords
1 Weapon Element: Nunchaku
Powers
6 Iron Fist Punch ($): Hand-To-Hand Attack +4d6; Only with Martial Punch (-1), Hand-To-Hand Attack (-1/2), 2x END Cost (-1/2), Extra Time (Delayed Phase, -1/4) [4 END]
25 Iron Fist Punch: Multipower [25]
1u 1) Chi Blast ($): Explosion (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END]
1u 2) Chi Blast ($): Armor Piercing (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END]
9 Chi Manipulation: Elemental Control [18]
2 1) Chi Healing ($): Healing BODY 2d6; 5x END Cost (-2), Extra Time (1 Minute, -1 1/2) [10 END]
3 2) Chi Sense ($): Detect Life Force / Toxins / Poisons 16- (Unusual Group), Discriminatory, Analyze; Extra Time (1 Turn, Character May Take No Other Actions, -1 1/2), Costs END to Activate (-1/4) [2 END]
3 3) Enhanced Agility ($): +6 DEX; Fades at 3 DEX per Turn (-1), No Figured Characteristics (-1/2), Costs END to Activate (-1/4) [2 END]
4 4) Enhanced Stamina ($): +9 CON; No Figured Characteristics (-1/2), Fades at 3 CON per Turn (-1/2), Costs END to Activate (-1/4) [2 END]
4 5) Enhanced Stamina ($): +36 END; Fades at 18 END per Turn (-1), Costs END to Activate (-1/4) [2 END]
10 ($) = Chi Reserve: END Reserve (30 END, 30 REC); REC: Extra Time (1 Hour Meditation, Take No Other Actions, -3 1/4)
126 Characteristics
248 Powers & Skills
374 Total Points
200+ Disadvantages
5 Distinctive Feature: Mark of Shou-Lao (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Dependent NPC: Colleen Wing 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
10 Dependent NPC: Ward Meacham 11- (Normal; Useful Noncombat Position or Skills)
5 Dependent NPC: Claire Temple 8- (Normal; Useful Noncombat Position or Skills)
25 Hunted: The Hand 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
15 Hunted: Davos / <B>Steel Serpent</B> 11- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
10 Hunted: Joy Meacham 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
15 Psychological Limitation: Code Against Killing (Common; Strong)
15 Psychological Limitation: Compassionate and Humble (Common; Strong)
10 Psychological Limitation: Survivor's Guilt (Common; Moderate)
10 Psychological Limitation: Duty Bound to Protect K'un-Lun (Common; Moderate)
10 Social Limitation: Public ID (Frequently; Minor)
10 Social Limitation: Raised in K'un-Lun (Frequently; Minor)
EXPERIENCE POINTS
24 Experience Points
200 Base (Standard)
150 Disadvantages
24 Experience
374 Total Cost