DareDevil, the Man Without Fear. Val Char Cost 18 STR 8 23 DEX 48 18 CON 16 14 BODY 8 18 INT 8 17 EGO 14 15 PRE 5 12 COM 1 8 PD 4 7 ED 3 4 SPD 7 10 REC 4 36 END 0 32 STUN 0 Characteristic Rolls: STR: 13-, DEX: 14-, CON: 13-, INT: 13-, EGO: 12-, PER: 13- Run: 6", Swim: 2", Jump: 4", Lift: 303 kg Cost Powers END/Roll 4 10" Swinging ("30 feet of nylon line") OAF BillyClub -1, not for 2 sequential phases -1 (he has to unhook the club's grapnel and re-cast), not while using club -1/2. 7 +3d6 HA, ranged +1/2, OAF BillyClub -1. END cost 1. 4 ranged on 15 STR (base cost 7.5), no additional END +1/2, OAF BillyClub -1, only to do damage -0, linked to thrown HA -1/2. 30 Enhanced Senses (not just hearing): +10 to PER (at least) (can hear a coughing man in a city) 20 Targeting Sense: Hearing (already 360 Degree discriminatory) 5 Discriminatory Touch (can read normal print) Cost Skills, Talents, Perks Roll 9 Acrobatics (17-) One of the great hero acrobats. 3 Breakfall (14-) ", so he doesn't fall much. 3 Disguise (12-) Does it often, sometimes while wearing his mask(!). 3 Oratory (12-) He's a trial lawyer, after all. 5 Shadowing (12-) 3 Stealth (14-) 3 Streetwise (12-) Martial Arts (what _is_ that style that he uses?) 4 Punch (Martial Strike) +2d6 +0/+2 5 Kick / 2-handed Club blow (Offensive Strike) +4d6 -2/+1 4 Nerve Strike 2d6 total NND 4 Martial Dodge - -/+5 1 Also with Club 6 2 levels with Martial Arts (including Club) 4 3 levels with Club, only to bounce (-1) 0 Perk: Disbarred Lawyer (no benefits) 0 English (Own Language), Level 4 3 PS: Lawyer (PRE) (Own Profession) 14- Supposed to be pretty good. 0 KS: Own Hobby 8- 2 AK: New York (Own City 11- free) 13- Cost Disadvantage 20 Normal Characteristic Maxima! (Frank Miller era) 15 Secret ID, Matt Murdock. 10 Blind: Physical, Frequently, Slightly. * 20 Susceptibility to loud noise: causes 3d6 Flash (fight in subway) 20 Code Against Killing (remember Punisher, Bullseye), Com, Tot. 25 Hunted, Kingpin, 11-, more powerful (when they fight, DD is outclassed), NCI. 10 Hunted, Bullseye, 8-, as powerful. 15 DNPC, Foggy Nelson, normal, 11- 15 DNPC, Ben Urich, normal, useful (reporter), 14- 5 DNPC, Electra, as powerful, 11- OCV: 8; DCV: 8; ECV: 6; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 8/0; ED/rED: 7/0 Costs: Char.: 126 Disad.: 155 Powers: + 132 Base: + 100 Exp.: + 3 Total: = 258 Total: = 258 DareDevil, the Man Without Fear. Frank Miller era (before the armor), as seen by George Ruban, (gmn@csa.bu.edu). Many stats at human max. Background: He can generate a 10 1/2 d6 (3 1/2 STR, 3 HA, 4 MA) strike, before Pushing, Haymaker or Skill levels. Not too bad for a low power hero. At range it is only 6d6 (3 ranged STR, 3 ranged HA), which is still enough to knock out a normal. * Giving points for the blindness. I'm probably going to get the most heat for this, as it doesn't seem to impair him much at all, and almost everyone thinks that the hero is sighted. However, there are a lot of things he can't do. He can't drive a car (wouldn't know when stoplight was red or green), can't watch TV without touching the screen (and maybe not even then), can't watch a movie at all, can't read a sign without touching it, can't read over someone else's shoulder etc. How impairing is it for a superhero not to be able to drive? For those who can fly, not very. But if, say, Spiderman or Iron Fist find out that some children disappeared into the old cave 20 miles outside of town, what would they do? They change into secret id, drive their car there, park it in some out-of-the-way place, change back to hero id, and go in. DareDevil has to walk (can't swing - no buildings), have someone else drive him (taxi driver next day reads story about DareDevil rescuing children, "Hmm, didn't I drop off some guy not far from there? I wondered why he was going to the middle of nowhere."), or hope that there is a bus stop nearby. Tactics: Swings and uses Acrobatics around city "looking" for crime. Subtle hero: plays foes against each other. Often disguises himself as a thug (with a cap pulled over his face to hide the mask(!)) to get information. In a fight against normals, stays out of gunfire line of fire, picks off villains stealthily, one at a time, or by bouncing his club through an improbable number of reflections and off of someone's head. Especially effective at night or in the dark, because he can still "see" just as well, while opponents can't. Against villains, uses martial arts, especially kicks. Dodges almost every attack by using acrobatics. Most plot twists rely on his one super power: extraordinarily enhanced senses, like radar. Disclaimer: Between Marvel Comics and HERO Games, everything here is copyrighted by somebody else - I wouldn't advise trying to make a profit from it. However, as far as I am concerned, you may copy this as often and wherever you see fit, as long as you include my name. George Ruban, gmn@csa.bu.edu, Dec. 14, 1994.