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ArmlessTigerMan

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  1. Doc Fate! from DC's The Multiversity: Society of Super-heroes. (2014) Doc Fate is a mashup of Doc Savage and Doctor Fate, who forms the Society of Super-heroes to repel the Conquerors from the Counter Earth. Lots of pulpy goodness here, scripted by Grant Morrison and drawn by Chris Sprouse. Powers and skills: Drawing from Doc Savage and Doctor Fate, Doc Fate could have just about skill, and plenty of spells, but I tried to list only what was shown in one short comic. Like, we know Doc Fate has low blow because he kicks Felix Faust in the junk: also he likes to carry two guns, so I gave him ambidextrous. He is an actual medical doctor, and can cast a spell to open a portal, allowing him to teleport over an unspecified distance: He does seem to know a few other spells, but it isn't really clear what the effects are. Also, I did not include his bases that are briefly shown, his windowless black skyscraper in manhattan - mixing Doc's office in the Empire State building the Fate's tower in Arkham. Doc Fate also has an 'Impregnable Fortress' somewhere that resembles a meso-american pyramid, moving the Fortress of Solitude to Central America perhaps? Disads: "I'm aware of my reputation as a devil worshipper in some quarters..." Seems awfully specific, but okay. Also, he is being hunted by the forces of Vandal Savage in the last half of the story. Doc Fate : Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 14 BODY 8 20 INT 10 18 EGO 16 28 PRE 8 14 COM 2 6 PD 3 3 ED 0 4 SPD 12 6 REC 0 30 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 98 Cost Power END 18 The Gate of Fate: Teleportation 5", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2*), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Gate (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4) 4 8 Unimpressed: +10 PRE (7pts over normal characteristic maxima) (17 Active Points); only vs fear presence attacks Power loses about half of its effectiveness (-1) Powers Cost: 26 Cost Martial Arts Maneuver Brawling 5 1) Roundhouse Punch: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm Martial Arts Cost: 21 Cost Skill 3 Paramedics 13- 3 KS: The Occult 13- 3 Inventor 13- 3 PS: Doctor 13- 8 +1 with All Combat Skills Cost: 20 Cost Perk 6 Money: Wealthy 1 Fringe Benefit: License to practice Medicine Perks Cost: 7 Cost Talent 3 Ambidexterity (-2 Off Hand penalty) Talents Cost: 3 Val Disadvantages 0 Normal Characteristic Maxima 15 Reputation: Satanist, 14- (Extreme; Known Only To A Small Group) 20 Hunted: Vandal Savage 14- (As Pow; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 25 Hero Bonus Disadvantage Points: 75Base Points: 100 Total Character Cost: 175
  2. https://www.radioarchives.com/Bargain_Basement_s/178.htm I'm eyeing the Doc Savage lot https://www.radioarchives.com/Doc_Savage_Bargain_Pack_p/5003.htm Been meaning to read Land of Always Night and Repel for a while now.
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