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