DC Universe RPG (WEG) -- Basics & Characters

Posted by Dr Archeville 
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DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 02:28PM
Essential Game Mechanic
The mechanics of the DC Universe Roleplaying Game are simple enough: the Narrator picks a difficulty number, and if you roll of the dice is equal to or higher than that number, your hero succeeds.
The numbers rolled on the dice are not added directly, however. Instead, each 1 or 2 counts as a Failure, and each 3, 4, 5, or 6 counts as a Success. Furthermore, 1 die in the group rolled is always a Wild Die. For the Wild Die, a 1 counts as a Critical Failure, a 2 is a Failure, a 3, 4, or 5 counts as a Success, and a 6 is a Critical Success. A Critical Failure counts as a regular Failure, and removes one of your Successes. A Critical Success counts as a Success, and allows you to re-roll the Wild Die. If a Critical Success is rolled on this re-roll, that counts as a Success and allows a second re-roll, and so on.
A Very Easy task requires only 1 success, an Easy task needs 2, and a Moderate task needs 3. Difficult tasks require 4 successes, Very Difficult tasks require 5, and Extremely Difficult tasks need 6 successes. Heroic feats require 7 successes, Very Heroic ones need 8 successes, Super-Heroic ones call for 9 successes, and Legendary tasks require no less than 10 successes.
Opposed rolls are only slightly different. For example, if you try to hit someone, that person can dodge out of the way. She would roll her dodge skill and you would roll your brawling or martial arts skill. Her roll opposes yours, which means the number of successes she rolls becomes the new difficulty number.


Attributes
Rated on a scale of 1D to 5D, with 2D being average for a normal adult human.
Reflexes: this attribute represents the character's balance, limberness, gross motor abilities, and reaction time. Characters who can climb well or walk a tightrope have high Reflexes. Additionally, Reflexes is used to determine initiative and Passive Defense Values (PDV), though training in dodge and acrobatics can increase the PDV. Roughly analgous to MSH Fighting.
Coordination: this attribute is a measure of fine motor skills, manual dexterity, and hand-eye coordination. A character who is a great shot or can pick a lock easily has a high Coordination. Roughly analagous to MSH Agility.
Physique: Raw physical strength and endurance are covered by this attribute. Heroes receive a +1 bonus to their Base Damage Value (BDV) for every 2D they have in Physique, rounded down. Thus, a hero with 1D in Physique receives no bonus, while a hero with 5D receives a +2 bonus. Roughly analagous to MSH Strength & Endurance.
Knowledge: This attribute deals with the acquisition of knowledge, including the capacity to learn. Skills that primarily involve information-gathering and recollection (with secondary emphasis on application) are governed by this attribute. Roughly analagous to MSH Reason.
Perception: This attribute measures mental quickness, attention to detail, and creativity. Skills under this attribute essentially relate to imaginative application of information and awareness of surroundings. Roughly analagous to MSH Intuition.
Presence: This attribute describes emotional strength, personality, and physical attractiveness. Skills needed in interpersonal communication are governed by this attribute. Roughly analagous to MSH Psyche & Popularity.


Skills
Skills have a base value equal to that of the attribute they fall under (this is called the default attribute). From this base value, most skills can be increased; if no dice are spent on a specific skill and the Narrator asks for a roll on that skill, the attribute the skill falls under is rolled instead at a small penalty. Many skills also offer specializations (biology under science, bow & arrow under missile weapon, Batmobile under driving, etc.).
Some comparisons: 1D is Below Average/untrained human average; 2D is Novice/below average human level; 3D is Average; 4D is Competent/above average level of expertise; 5D is Skilled/professional level of training for a human. 6D is Professional/best in a city; 7D is Exceptional/best in state; 8D is Brilliant/best on continent; 9D is Nationally Renowned/among the best in the world; 10D is World Renowned/among the top few individuals possessing this skill in the world. 11D is Master/the world's best seek advice from this individual; 12D is Sector Renowned/among the best in a star system; 13D is Galactically Renowned/among the best in several star systems; 14D is Legendary/stories of the individual's skill will be passed down for generations; 15D is Mythical/the individual will be known for all time as one of the greatest in this skill.
Reflex Skills: Acrobatics, Boating, Brawling, Climbing, Dodge, Driving, Martial Arts, Melee Weapons, Piloting, Riding, and Sneak.
Coordination Skills: Catch, Lockpicking, Marksmanship, Missile Weapons, Sleight-of-Hand, Thievery, and Thrown Weapons.
Physique Skills: Flying, Leap, Lifting, Resistance, Running, and Swimming.
Knowledge Skills: Arcane Lore, Computer Ops, Criminology, Demolitions, Forgery, Languages, Medicine, Navigation, Research, Scholar, Science, and Security.
Perception Skills: Artist, Engineering, Hide, Invent, Know-how, Repair, Search, Shadowing, Streetwise, Surveillance, Survival, and Tracking.
Presence Skills: Animal Handling, Bluff, Charm, Command, Disguise, Interrogation, Intimidation, Persuasion, and Willpower.


Notes on Powers
Immunity: this power makes a character less susceptible to diseases or toxins than most people. She adds the die code in automatic successes to her resistance skill when battling a foreign substance within her body. Additionally, since the hero's body fights off infections, she heals 1 extra Body Point per day for every 3D she has in this power, rounded down, regardless of the amount of rest she's had.
Invulnerability: this makes the character immune to most damage from any source, including most mental attacks that inflict damage (except Mental Blast, which directly targets the mind). Invulnerability is not effective against other forms of mental attack, such as Empathy, Illusion, Mind Control, Possession, Telepathy, and so on. For unarmed combat, the Physique of the attacker must be equal to or greater than three times the Invulnerability die code. For armed combat, the Base Damage Value (plus the Physique/lifting bonus, if applicable) must be equal to or greater than three times the die code of the hero's Invulnerability power before the hero can be harmed by that source. EXAMPLE: Superman (Invulnerability 11D) must be struck by a weapon with a Base Damage Value plus Physique/lifting bonus (if applicable) for a minimum total of 33 or greater or by someone with a Physique of 33D or greater (such as Cyborg, Darkseid, or Doomsday) before he takes any damage. Furthermore, for an armed attack that can do damage, two times the die code of the defender's Invulnerability is subtracted from the attack's Damage Total. For an unarmed source that can do damage, the defender subtracts the die code of his Invulnerability power from the Damage Total.
Supersenses: The die code is added to relevant Perception, search, surveillance, or tracking rolls. One-fifth the die code is added to marksmanship, missile weapons, or thrown weapons rolls. One-fifth the die code is added to initiative.


Other
Speed: the rate of walking, in feet per round. For most characters, this value is 30.
PDV: Passive Defense Value; the character's natural ability to instinctively get out of the way of an attack.
Unarmed BDV: the hero's unarmed Base Damage Value, dependent upon the skill fought with: for Brawling, it is 2D, and for Martial Arts (or no skill), it is 1D. For each 3D you have in Brawling, add +1D to your Unarmed BDV. (Conversely, for every 2D you have in Martial Arts, you receive an extra combat action in addition to their normal actions; these extra actions may be used for attacking again with the martial arts skill or actively defending with acrobatics or dodge).
P/l Bonus: the Physique/lifting bonus represents the amount of additional damage a hero can do because of their strength. It modified the Base Damage Value of unarmed attacks, melee weapons, natural weaponry, thrown weapons, and most missile weapons.
Hero Points: represents the exceptional potential that it takes to be a superhero. Hero Points are used to affect rolls.
Villain Points: characters gain Villain Points for performing acts that go against the heroic code of honor and justice.
Character Points: also used to affect rolls, and spent to improve and acquire skills & powers after the hero has been created.
Body Points: represents the amount of physical and mental damage a character can take before falling unconscious (and possibly dying).



Weapons
In weapon entries, "PHYS" means you need to make a Physique or lifting roll to generate the value. This number is uses most often to determine range.
Base Damage Value: the amount of harm the weapon does. Roll the die code listed and count the successes. If the die code is to be multiplied by a number, multiply the amount of successes by this number. This is used to determine the Damage Total. Melee, thrown, and most missile weapons are enhanced by the hero's Physique/lifting bonus.
Range: This factor takes into account that the weapon will be less effective the farther it is from the target. The values given are the maximums, in feet, for short/medium/long ranges. The modifier after "PHYS" indicates the number of successes to take off from or add onto the total. If the total becomes zero or less because of the modifier, then the hero has dropped the object right in front of her.



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Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 02:35PM
This is different from 3rd Edition DC Heroes--Mayfair Games. Alot of it looks similar but it is a far cry from way I remembered.



"It doesn't matter if I win or lose. Just as long as I pissed you off" --- Morrigian, Super Puzzle Fighter II Turbo
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 02:37PM
Oops, my bad!!! You are talking about the other DC game which I have and don't play (mainly due to lack of interest).

It has a good concept but too many dice rules and exception to keep track of.



"It doesn't matter if I win or lose. Just as long as I pissed you off" --- Morrigian, Super Puzzle Fighter II Turbo
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 02:55PM
AQUAMAN
Reflexes 3D (4D underwater): Brawling 8D (9D) (arm pin, choke, elbow, haymaker, headbutt, leg sweep, lunge, pin, slam, throw +1D each), dodge 7D (8D), melee weapons 5D (6D) (hand +3D), riding 4D (5D) (aquatic +1D).
Coordination 3D (4D underwater): Marksmanship 5D (6D) (hand +1D), thrown weapons 5D (6D).
Physique 7D (8D): Leap 8D (9D), lifting 8D (9D), swimming 13D (14D).
Knowledge 3D: Arcane lore 4D (Atlantis Chronicles +2D), languages 4D (Atlantean races +3D), medicine 4D (first aid +2D), navigation 8D (underwater +2D), scholar 5D (Atlantean culture +2D), security 4D (JLA Watchtower +1D).
Perception 3D: Search 6D, survival 6D (underwater +4D), tracking 9D.
Presence 2D: Animal handling 6D (aquatic +3D), charm 4D (his subjects +3D), command 11D, intimidation 9D, persuasion 7D (diplomacy +4D), willpower 10D.
Advantages/Disadvantages: Acute Senses (Vision), Animal Friendship (undersea creatures), Contact (JLA), Contact (Tempest), Contact (Mera), Contact (Vulko), Courage, Leadership Ability, Observant, Wealth 6; Argumentative, Dark Secret (abandoned at birth), Delusions of Grandeur, Dependent (denizens of the ocean), Employed, Enemy (Ocean Master), Enemy (rogues gallery), Fanatic (protection of the oceans), Hides Emotions, Obsessive Tendencies, Physically Limited (needs to be immersed in water once a day), Sworn Enemy (Black Manta).
Speed: 30 (walking)/55 (swimming)
PDV: 4 (5 underwater)
Unarmed BDV: 4D (5D underwater)
P/l Bonus: +3 (+4)
Hero Points: 28
Villain Points: 0
Character Points: 224
Body Points: 58
Natural Abilities:
* Darkness Vision (+2D to Perception to see in the dark)
* Pressure Adaptability (+2D to Physique)
* Underwater Mobility (+1D to Reflexes and Coordination while underwater)
* Water Breathing (ability to breathe water like air; no penalties for failing swimming checks)
Powers:
* Speak with Animals (aquatic) 8D
* Superattributes: Physique 1D
* Supersenses (nightvision) 2D
* Telepathy (aquatic lifeforms) 5D
Equipment:
Atlantean Cybernetic Left Hand: BDV 5D [+2D when shaped into a form with an edge or a point]; can alter the Atlantean metal of this appendage into any shape he desires, although he prefers to leave it in the form of a normal hand.

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BATMAN (Bruce Wayne)
Reflexes 4D: Acrobatics 10D (rope swinging +1D), athletics 10D, boating 6D (speedboats +2D), brawling 10D, climbing 8D, dodge 11D, driving 8D (batmobile +3D), escape artist 15D, martial arts 13D (arm pin +3D, spin attack +3D, all other maneuvers +2D each), melee weapons 6D (billy club, swords +2D each), piloting 6D (Batplane +3D), riding 6D, sneak 13D.
Coordination 4D: Catch 8D, lockpicking 12D, marksmanship 6D (grappling hook launcher +9D), missile weapons 6D (bow and arrow +2D), sleight of hand 6D (palming +2D), thievery 9D, thrown weapons 10D (Batarang +5D).
Physique 5D (4D): Leap 8D, lifting 6D, resistance 8D, running 8D, swimming 8D.
Knowledge 5D: Arcane lore 6D, computer ops 6D, criminology 15D, demolitions 6D, forgery 6D (forgery identification +2D), languages 8D, medicine 7D (first aid +1D), navigation 6D, research 8D, scholar 8D, science 8D, security 11D (JLA Watchtower +2D).
Perception 5D: Artist (criminal sketching) 6D, engineering 6D, hide 12D, invent 6D, repair 6D, search 10D, shadowing 12D, streetwise 11D (Gotham City +4D), surveillance 10D, survival 8D (urban survival +2D), tracking 10D.
Presence 3D: Animal handling 5D (guard animals +3D), bluff 8D, charm 8D, command 8D, disguise 10D ("Matches" Malone identity +2D, Bruce Wayne identity +5D), interrogation 14D, intimidation 15D, persuasion 8D, willpower 16D.
Advantages/Disadvantages: Acting Ability, Acute Sense of Direction, Ally (Bat-family), Ally (JLA), Attractive Appearance, Contact (Commissioner Gordon), Contact (Oracle), Contact (Lucius Fox), Courage, Fast Reactions, Gifted in Learning, Hardiness, Intimidating Grin, Leadership Ability, Obscure Knowledge, Observant, Photographic Memory, Preparedness, Speed Draw (Batarang), Wealth 5; Dark Secret (effect parent's death had on him), Dependent (Alfred Pennyworth), Enemy (the Joker), Enemy (rogues gallery), Fanatic (quest for justice), Hides Emotions, Physical Limitation (back injury; -1D to Physique), Secret Identity.
Speed: 30
PDV: 6
Unarmed BDV: 5D/1D
P/l Bonus: +3
Hero Points: 28
Villain Points: 1
Character Points: 225
Body Points: 44
Equipment:
* Batarangs: Batman has two distinct styles of Batarangs -- spinning and throwing. Most general purpose Batarangs are the spinning style, but the throwing type are used for specialized purposes. The spinning types are Folding (the most common type, with a hinge in the middle that allows it to be folded in half; four can fit into one Utility Belt compartment; BDV 2D, max range Physique/lifting roll x 4 yards) and Close-Quarter Impact (weighted to do more damage at a reduced range; no penalty if used with the knockout combat option; BDV 4Dx2, max range Physique/lifting bonus x 4 yards). The throwing styles are Hard Impact Edge (hardened steel edge and balanced for more damage at a greater distance than the close-quarter impact type; BDV 6D, max range Physique/lifting roll x 6 yards), Cutting Edge (incorporates a Rockwell-C 60 hardness edge with a balanced front to give the greatest amount of damage for its range; BDV 7D, max range Physique/lifting roll x 10 yards), and Radio-Controlled Impact (carrying two small charges, one on each side, this Batarang can be steered while in flight by a radio-controlling device located in Batman's Utility Belt; the charges add +4D to the user's thrown weapons rolls, but if used, the P/l bonus is lost [only the BDV of the Batarang is used]; BDV 4D, max range 100 yards).
* Batcuffs: based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center (Defense Value 8 vs. cutting/slashing, 16 against all others; 100 Body Points; successful Super-Heroic lifting roll to break free). They can be removed only by using a special diamond-edged cutting tool.
* Batmobile: created shortly after the remodeling of Wayne Manor and the Batcave (following the year-long "No Man's Land" incident) by taking one of Bruce Wayne's sportscars and redesigning it completely. The body is an advanced plastic/polymer composite with amazing damage resistant properties (Armor Value 22 for the body). The windows are all bulletproof, polarized one-way glass, and the mirrors, headlights, and taillights are all bulletproof (Armor Value 22). The tires are self-sealing (two turns to seal and re-inflate, five to replace completely). The Batmobile has an internal computer that allows for limited voice-activated controls (driving 4D while being operated remotely). It also has an internal navigation system with global positioning system hookup, video and radio receivers/transceivers, scanner set to monitor police, fire, medical, and military emergency frequencies at all times, and a satellite hookup to the mainframe in the Batcave. Room for 1 passenger, 6 cubic feet of cargo capacity, Speed 162 mph, Body Points 150.
* Batsuit: Batman's costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar (Armor Value 20 against projectiles, 12 against heat and fire). His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (BDV 2D). Batman's cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads (Armor Value 22 against most attacks). Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation (Armor Value 25 against most attacks). The suit is electronically cooled and contains Starlite nightvision lenses (collects & focuses all ambient light, permitting normal vision in any area not completely devoid of light), a radio receiver/transceiver, an audio processor with voice command equipment, a field of view display projector, and an inertial navigation unit. The costume also has a taser built into hit, which delivers a 50,000-volt, low-amperage shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
* De-Cel Monofilament Jumplines: devised to slow a user's descent the longer one falls. It can support up to 400 lbs. comfortably and about twice this much for short periods of time without snapping. It has a defense Value of 7 against cutting or slashing attacks and 14 against all other attacks, 40 Body Points, and assists in climbing rolls and acrobatics rolls (if used to swing on).
* Launching Grappling Hook: At about 10 inches in overall length and with the ability to break down into two parts, the launching grappling hook can be stored without being too cumbersome or unwieldy. The two parts consist of a handgrip that contains the firing mechanism (a CO2 cartridge good for 10 firings, which fits into the handle) and the hook-and-cabling canister, which contains 200 feet of tightly wound jumpline (see above) and a collapsible hook. When the hook is fired, it snaps open and locks into place until a release button at its center is pushed, allowing it to be folded back up. The hook is able to support up to 400 lbs. (depending on what it is attached to) without bending; it can support twice this amount for a short period of time if needed. A successful marksmanship roll is needed to attach the grappling hook securely; the difficulty is modified by range, weather conditions, visibility, and other possible factors. A Wall-Penetrating Grapnel is also available, containing four piercing darts (each equipped with a micro-diamond drill head and a directional fin) and 200 feet of Vectran (a thermoplastic multifilament yarn spun from liquid crystal polymers [Defense Value 10 vs. cutting and slashing, 20 vs. all other attacks; 60 Body Points; supports 300-600 lbs.]). The penetrating dart can attach to light aluminum, steel, concrete, and other masonry via a two-stage launch technique utilizing small explosive charges.
* Nerve Agent-Rated Gas Mask: a foldable but somewhat bulky gas mask has a pull-open facial skin protection layer and integral mouthpiece to assure a positive seal. It protects against all nerve gases, as well as nuclear, biological, and chemical toxins.
* Rebreather: this miniaturized scuba device has two two-inch canisters on either side of a mouthpiece that provide oxygen for up to 2 hours. The canisters and mouthpiece are five inches long total.
* Smoke Capsules: These capsules break upon impact and release a black smoke that will fill a 100-square-foot room. Those caught within this area are blinded unless their sight is aided (nightvision lenses, magic, sonar sense, etc.). In lieu of black smoke, the capsules may instead contain knockout gas (fall unconscious for 2 hours), a regurgitive gas (becomes violently ill & helpless for 10 rounds), or tear gas (become blinded & choking for 10-15 minutes); these alternate payloads also fill a 100-square-foot area.
* Subsonic Bat Call: This electronic device gives off a subsonic noise that attracts all bats within a 10-mile radius.
* Universal Tool: a device for any electronics work, the Universal Tool is nine inches long and weighs three pounds. Its casing is made of hardened steel and can be used as a hammer without damaging it (30 Body Points). Inside the tip are a variety of different tool points, including different sizes of flathead and Phillips screwdrivers, torx, box, and star drive wrenches, and electro pick lockpicking device, and drill bits for limited drilling. The selector sleeve rotates to connect the desired tool with the internal drive unit. The base of the Universal Tool contains a full lineman's kit, multiline analyzers, CPU and RS-232 logic-controlled break-out boxes and analyzers, an EPROM reader and writer for cell phone analysis, advanced oscilloscope and vector scope functions, taps, and jumpers. The device can record and playback any signals -- including radio, broadband cable, HDTV, and other such frequencies. The device is powered by a mini fuel cell, but also has AC and DC external power jacks. Using this device gives a +2D bonus to lockpicking rolls, +3D to computer ops rolls (for hardware only), +3D to security rolls (for attempting to bypass security), and +3D to engineering and repair rolls.
* Utility Belt: Batman's latest utility belt has eight compartments of varying sizes. Within one pouch, Batman carries some items regularly (keys, money, lockpicks, first aid kit, super-miniaturized cell phone, antitoxins to a wide variety of poisons, signal flares, wireless listening devices, and a small halogen flashlight), and the rest are designed for items needed for the specific case he is working on. For example, if he intends to go up against the Joker, he will most definitely have Joker venom anti-toxin in one of the pouches. (Batman has a 5-in-6 chance to have exactly what is needed in one of his pouches). Batman's utility belt has a self-destruct feature built into it to resist tampering. If the belt buckle or compartments are not opened in the correct manner (successful Heroic lockpicking roll to guess) the belt explodes, doing 10D in damage to anyone within 5 feet and completely destroying the belt.

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JASON BLOOD (Iason Blaise)
Reflexes 2D: Brawling 4D, climbing 3D, dodge 4D, driving 3D, melee weapons 4D, riding 4D, sneak 5D.
Coordination 2D: Catch 3D, thievery 3D.
Physique 3D: Resistance 5D.
Knowledge 2D: Arcane lore 8D (cults, demonology +5D each), languages (Arabic, Chinese, French) 6D each, research 7D, scholar 8D.
Perception 2D: Know-how (Sorcery) 4D, search 5D, shadowing 5D, spellbind 4D, survival 4D.
Presence 3D: Bluff 4D, charm 4D, intimidation 7D, persuasion 6D, willpower 8D.
Advantages/Disadvantages: Contact (Etrigan, Merlin), Courage, Obscure Knowledge, Tainted 1, Wealth 3; Dark Secret (bonded to Etrigan), Enemy (Etrigan), Enemy (Morgaine Le Fey), Hides Emotions, Psychological Disorder (loses memories when bonded to Etrigan and demon is in control), Secret Identity, Shady Background, Sworn Enemy (Morgaine Le Fey).
Speed: 30
PDV: 2
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 15
Villain Points: 4
Character Points: 152
Body Points: 40
Powers:
* Immortality (Jason Blood does not age, but it is unknown whether or not he can be killed)
* Precognition 4D (Limitation: Others-Only)
* Sorcery 4D
Note:
* For Jason Blood to change to the Demon Etrigan, he or someone in his presence has to chant: "Change! Change! Transmogrify! Free the might from fleshy mire! Boil the blood in heart of fire! Gone, gone the form of man! Rise the Demon Etrigan!"
* For Etrigan to turn back to Jason Blood, he or someone in his presence has to chant: "Return, thou wretched man!"

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DR. FATE (Kent Nelson)
Reflexes 2D: Brawling 6D, dodge 8D, piloting (self) 8D.
Coordination 2D: Marksmanship (spells) 8D, sleight of hand 6D.
Physique 3D (6D): Flying 5D (8D), resistance 4D (7D).
Knowledge 3D: Arcane lore 10D [15D], medicine 6D, research 8D, scholar 6D [11D] (Egypt, archaeology +1D each).
Perception 3D: Know-how (Wizardry) 10D [15D], shadowing 4D.
Presence 2D [4D]: Command 4D [6D], intimidation 6D [8D], persuasion 8D [10D], willpower 9D [11D].
Advantages/Disadvantages: Ally (JSA), Ally (Justice League), Magically Adept 1 [3], [Magic Resistance 2], Sixth Sense, Special Equipment (the Helm of Nabu and the Amulet of Anubis), Wealth 1, Youthful Appearance; Dark Secret (the influence Nabu exerts over him), Dependant (Inza Nelson), Enemy (Wotan, Typhon), Enemy (Lords of Chaos), Hides Emotions, Secret Identity.
Speed: 30
PDV: 4
Unarmed BDV: 4D
P/l Bonus: +1 (+3)
Hero Points: 26
Villain Points: 0
Character Points: 208
Body Points: 46
Powers:
* Immunity 4D
* Invulnerability 5D
* [Longevity 1D]
* Superattributes: Physique 3D
* Wizardry 3D [23D; Enhancement: Mastery]
* All characteristics in brackets are those Kent has when wearing the Helm of Nabu and the Amulet of Anubis.
Equipment:
* The Amulet of Anubis: Body Points 1000. Powers: Wizardry 2D, Dimensional Travel [pocket dimension in amulet] 15D.
* The Helm of Nabu: Body Points 1000. AV 45 [for attacks to the wearer's head only]. Enhancement Modifier: Arcane lore +5D, scholar +5D, know-how [Wizardry] +5D, Presence +2D. Advantages: Magically Adept 2, Magic Resistance 2. Powers: Longevity 1D, Wizardry 18D [Enhancement: Mastery]. All powers have the Limitations: Removable [only usable by Nabu's chosen successor], Side Effect [Nabu's personality slowly supplants the wearer's].

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THE FLASH (3) (Wallace "Wally" West)
Reflexes 3D: Brawling 4D (clothesline, disarm, spin attack +1D each), dodge 6D.
Coordination 3D: Catch 5D (projectiles +2D).
Physique 3D: Running 10D.
Knowledge 3D: Computer ops 4D, research 4D (speed reading +3D), scholar 4D (Flash history +4D), science 4D (temporal mechanics +2D, speed force dynamics +2D), security 4D (JLA satellite +1D).
Perception 3D: Know-how 3D (Speed Manipulation +8D), repair 3D (auto disassembly, firearm disassembly +1D each), search 6D.
Presence 3D: Charm 5D, persuasion 5D, willpower 9D.
Advantages/Disadvantages: Acute Sense of Direction, Charismatic, Contact (JLA), Contact (Titans), Contact (Flash family), Obscure Knowledge, Patron (Max Mercury), Wealth 2; Dependent (Linda Park), Enemy (rogues gallery), Enemy (Tartarus).
Speed: 30
PDV: 3 (21 while moving with Speed Manipulation)
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 22
Villain Points: 0
Character Points: 172
Body Points: 48
Powers:
* Healing 6D (limitations: Linked to Speed Manipulation, Self-Only)
* Speed Manipulation 18D [180 actions/round]
* Sustenance 9D (limitations: Linked to Speed Manipulation, Self-Only)
Equipment:
* Costume: made from solidified speed force (absorbs kinetic energy, protects as AV 18)

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GREEN LANTERN (Kyle Rayner)
Reflexes 3D: Brawling 4D, dodge 5D, melee weapons 4D, piloting 4D (self +2D).
Coordination 2D: Marksmanship 5D.
Physique 3D: Flying 6D.
Knowledge 3D: Scholar (art) 5D, security (JLA satellite) 4D.
Perception 3D: Artist 6D (commercial art and design +3D, drawing, sculpting +2D each, painting +1D), know-how (Ring creations) 10D.
Presence 2D: Charm 5D, willpower 8D.
Advantages/Disadvantages: Charismatic, Contact (JLA), Contact (Alan Scott, Guy Gardener, John Stewart), Patron (Ganthet), Special Equipment (Power Ring); Employed, Enemy (rogues gallery), Secret Identity.
Speed: 30
PDV: 3
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 14
Villain Points: 0
Character Points: 102
Body Points: 32
Equipment:
Lantern Battery
* Defense Value: 0
* Body Points: 500
* Energy Manipulation (charge Power Ring) 14D (limitations: Duration Change (Activated [takes 10 seconds to recharge Ring])
* Matter Manipulation (collapses battery into a disk six inches in diameter and less than an inch thick) 7D (limitation: Linked to Energy Manipulation)
Power Ring
* Armor Value: 100 (when charged), 10 (when not charged)
* Body Points: 1,000 (when charged), 100 (when not charged)
* Enhancement Modifier: Scholar 20D (represents the computer database in the Ring; the computer can speak to the wearer if he activates its verbal component)
* Energy Manipulation 14D (limitations: Duration Change [Concentration], Removable [can only be used by Hal, Kyle, and Kyle's descendants], Side Effect (most uses of the Ring are green), enhancement: Remote)
* Language Comprehensions 7D
* Mimicry 7D (limitation: Linked to Energy Manipulation; enhancement: Mastery [can access any power Kyle has seen in use])
* All powers have the limitation: Ineffectiveness (killing), Rechargeable (the more Kyle uses the Ring the faster it is depleted; the Ring is linked to Kyle, so he knows when it is running low on power).
* Know-how (Ring creation) roll to create energy constructs with the Ring, and a willpower roll each round to sustain it.

===============================================================
MARTIAN MANHUNTER (J'onn J'onzz/John Jones)
Reflexes 3D (10D): Brawling 7D (14D), dodge 7D (14D), melee weapons 5D (12D), piloting 4D (13D) (self +2D), sneak 6D (13D).
Coordination 3D (10D): Marksmanship 5D (12D), thrown weapons 5D (12D).
Physique 5D (33D): Flying 7D (35D), leap 8D (36D).
Knowledge 4D: Computer ops 8D (JLA Watchtower monitor womb +3D), criminology 9D, scholar 7D (Martian culture +2D, tactics +4D), science 9D, security 7D (JLA Watchtower +3D).
Perception 4D: Engineering 7D, hide 6D, invent 7D, know-how (powers) 10D, repair 7D (JLA equipment +2D), search 8D, shadowing 8D, streetwise 7D, tracking 11D.
Presence 1D: Command 9D (JL Task Force +1D), disguise 10D, interrogation 7D, intimidation 8D, persuasion 7D, willpower 11D.
Advantages/Disadvantages: Acting Ability, Contact (JLA), Contact (United Nations), Contact (Gypsy, the Ray), Contact (NYPD), Courage, Intimidating Grin, Leadership Ability, Mechanical Aptitude, Observant; Dark Secret (hides true Martian form), Enemy (Malefic), Hides Emotions, Phobia (fire), Secret Identity, Unattractive Appearance (to humans).
Speed: 30
PDV: 7 (14 while moving using Speed Manipulation)
Unarmed BDV: 5D (6D)
P/l Bonus: +2 (+16)
Hero Points: 28
Villain Points: 0
Character Points: 200
Body Points: 179
Natural Abilities:
* Intangibility (Density Manipulation 10D [enhancement: Mastery; limitation: Self-Only])
* Invisibility (Light Manipulation (invisibility) 8D [enhancement: Mastery; limitation: Self-Only])
* Martian lifespan (Longevity 3D)
* Shapechanging 15D
* Telepathy 10D
* All natural abilities have the limitation: Vulnerability [fire]
Powers:
* Flight 13D
* Invulnerability 10D
* Matter Manipulation (absorption/dispersion) 5D (limitations: Self-Only, Linked to Shapechanging)
* Microwave Projection (eyes) [Martian Vision] 12D
* Size Manipulation 5D (limitations: Self-Only, Linked to Shapechanging)
* Speed Manipulation (supermobility, superactions) 7D each [14 actions/round]
* Superattributes: Reflexes 7D
* Superattributes: Coordination 7D
* Superattributes: Physique 28D
* Sustenance (air) 1D (limitation: Linked to Shapechanging)
* All powers also have the limitation: Vulnerability (fire)

===============================================================
SUPERMAN (Clark Joseph Kent/Kal-El)
Reflexes 4D (14D): Brawling 6D (16D) (disarm +1D, flying kick +1D, instant stun +1D, spin attack +1D), dodge 6D (16D), melee weapons 5D (15D), piloting 5D (15D) (self +2D).
Coordination 3D (13D): Marksmanship 4D (14D), thrown weapons 5D (15D).
Physique 5D (35D): Flying 7D (37D), leap 6D (36D), lifting 6D (36D), running 6D (36D).
Knowledge 3D: Arcane lore 4D, computer ops 5D, criminology 6D, languages 7D (Interlac +1D), medicine 5D (first aid +1D), navigation 4D, research 8D, scholar 8D (18D) (Kryptonian culture +2D), science 7D (17D) (Kryptonian science +3D), security 4D (JLA Watchtower +2D).
Perception 3D: Artist 4D (writing +2D), engineering 5D, know-how (powers) 10D, repair 5D, search 5D, shadowing 4D, streetwise 5D (Metropolis +4D), surveillance 5D, survival 5D, tracking 6D.
Presence 5D: Charm 9D, command 13D, interrogation 6D, intimidation 9D, persuasion 8D, willpower 14D.
Advantages/Disadvantages: Attractive Appearance, Charismatic, Contact (JLA), Contact (world governments), Contact (media), Courage, Leadership Ability, Mechanical Aptitude, Observant, Technologically Advanced 2, Wealth 2; Dark Secret (executed Kryptonian criminals in another dimension), Dependent (Lois Lane), Dependent (Ma and Pa Kent), Enemy (Lex Luthor, Cyborg), Enemy (rogues gallery), Secret Identity.
Speed: 30
PDV: 8 (18 while moving using Speed Manipulation)
Unarmed BDV: 7D
P/l Bonus: +3 (+18)
Hero Points: 42
Villain Points: 0
Character Points: 328
Body Points: 185
Powers:
* Flight 18D
* Ice Manipulation (freezing objects) 10D (limitation: Linked to Superbreath)
* Immunity 10D
* Invulnerability 11D [among other things, ignores unarmed attacks of those with Physique of 32D or less]
* Microwave Projection (eyes) 16D
* Speed Manipulation (supermobility, superactions) 10D each [50 actions/round]
* Superattributes: Reflexes 10D
* Superattributes: Coordination 10D
* Superattributes: Knowledge (scholar, science) 10D
* Superattributes: Physique 30D
* Superbreath 15D
* Supersenses 12D
* Sustenance 1D
* X-Ray Vision 14D (limitation: Ineffectiveness [lead])
* All powers also have the limitations: Ineffectiveness (magic), Rechargeable (yellow sunlight), and Vulnerability (kryptonite)

===============================================================
WONDER WOMAN (Diana)
Reflexes 4D (12D): Brawling 6D (14D), dodge 5D (13D), melee weapons 6D (14D) (bracelets +1D), piloting 5D (17D) (self +4D).
Coordination 4D (12D): Missile weapons 5D (13D), thrown weapons 5D (13D) (magic lasso +1D).
Physique 5D (33D): Flying 6D (34D), leap 6D (34D), lifting 6D (34D), running 6D (34D).
Knowledge 3D: Languages 4D (English +3D, native language: ancient Greek), medicine 7D (first aid +1D), scholar 7D (Amazon lore, strategy +2D each).
Perception 4D: Tracking 7D.
Presence 4D: Command 10D, intimidation 8D, willpower 10D.
Advantages/Disadvantages: Attractive Appearance, Charismatic, Contact (JLA), Contact (Artemis), Contact (Troia), Contact (Wonder Girl), Courage, Leadership Ability; Enemy (Circe, Devastation, Cheetah), Enemy (rogues gallery), Fanatic.
Speed: 30
PDV: 3 (7)
Unarmed BDV: 4D (6D)
P/l Bonus: +2 (+16)
Hero Points: 27
Villain Points: 0
Character Points: 206
Body Points: 175
Powers:
* Flight 13D
* Immunity 9D
* Invulnerability (blunt attacks) 10D
* Longevity 1D
* Speed Manipulation (superactions, supermobility) 8D each [16 actions/round]
* Superattributes: Reflexes 8D
* Superattributes: Coordination 8D
* Superattributes: Physique 28D
Equipment:
* Bracelets: AV 30 when used to block.
* Lasso of Truth: BDV 5Dx5, AV75, 245 Body Points; lasso can magically grow to any size to fit around target; anyone caught within the lasso is forced to tell the truth when speaking.



---------------------
Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 02:57PM
True, the "bucket o' dice" mechanic used in all WEG games is the major flaw.



---------------------
Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 03:46PM
AMAZO
Reflexes 3D: Brawling 6D, dodge 5D, melee weapons 4D, piloting (self) 6D.
Coordination 3D: Marksmanship 4D, thrown weapons 4D.
Physique 4D: Flying 6D, leap 5D.
Knowledge 2D.
Perception 3D: Know-how (copied powers) 10D each, survival 4D.
Presence 4D: Intimidation 6D.
Advantages/Disadvantages: Acute Balance, Acute Sense of Direction, Courage, Intimidating Grin, Patron (Professor Ivo); Obsessive Tendencies.
Speed: 30
PDV: 3
Unarmed BDV: 4D
P/l Bonus: +2
Hero Points: 0
Villain Points: 23
Character Points: 184
Body Points: 185
Natural Abilities:
* Android Package (Unattractive Appearance; Emotionless [immune to Mental powers that do not have a physical components; unaffected by bluff, charm and intimidation attempts; Hides Emotions]; Photographic Memory; Self-diagnostic systems; Never ages)
Powers
* Mimicry (powers) 20D (enhancement: Mastery [allows him to copy powers longer and add additional Body Points with a Physique increase])

===============================================================
BRAINIAC 2.5 (Vril Dox)
Reflexes 5D: Brawling 8D, dodge 7D, driving 9D, melee weapons 7D, piloting 9D.
Coordination 5D: Marksmanship 7D (Psychic Blast +3D), missile weapons 6D.
Physique 6D.
Knowledge 17D: Computer ops 20D, languages 18D, medicine 18D, navigation 18D, research 20D, scholar 20D, science 20D, security 18D.
Perception 15D: Engineering 18D (computer +2D), invent 18D, know-how (mental powers) 16D, repair 18D, surveillance (electronic) 16D.
Presence 4D: Command 6D, intimidation 6D, willpower 10D (Mental Blast, Mind Control +4D each).
Advantages/Disadvantages: Mechanical Aptitude, Obscure Knowledge, Observant, Photographic Memory, Technologically Advanced; Delusions of Grandeur, Enemy (Superman), Sworn Enemy (Superman).
Speed: 30
PDV: 4
Unarmed BDV: 4D
P/l Bonus: +3
Hero Points: 0
Villain Points: 29
Character Points: 222
Body Points: 107
Powers:
* Mechanical Manipulation 4D
* Mental Blast 14D
* Mind Control 14D
* Natural Armor: Robotic Body 8D
* Psychic Blast 12D
* Telekinesis 14D
* Telepathy 12D
Note
* These stats represent Brainiac after being force to download his consciousness into a robotic body, following a failed attempt to inhabit the body of Doomsday after his own was irreparably damage.

===============================================================
CLAYFACE (Matt Hagen)
Reflexes 4D: Brawling 5D, dodge 4D, melee weapons 4D.
Coordination 3D.
Physique 5D: Flying 6D, leap 6D, lifting 6D, running 6D, swimming 6D.
Knowledge 2D.
Perception 3D: Know-how (Shapechanging) 5D.
Presence 4D: Bluff 5D, command 5D, disguise 8D, interrogation 5D, intimidation 6D, willpower 8D.
Advantages/Disadvantages: Acting Ability, Courage, Hardiness; Delusions of Grandeur, Enemy (Batman), Fugitive, Sworn enemy (Batman), Unattractive Appearance.
Speed: 30
PDV: 2
Unarmed BDV: 3D
P/l Bonus: +3
Hero Points: 0
Villain Points: 18
Character Points: 112
Body Points: 33
Natural Abilities:
* Doesn't need to eat or sleep.
* Elasticity 1D (Limitation: Linked to Shapechanging)
* Natural Armor 3D
* Shapechanging 10D
Note:
* The Clayface of the Batman animated series & Justice League cartoon is an amalgamation of the first two Clayfaces, Basil Karlo (a famous horror actor whose waning popularity drove him to murder, and who later injected himself with blood samples from all the other Clayfaces, gaining all their powers) and Matt Hagen (a brash, overconfident, cruel, and petty explorer-adventurer who gained his powers from exposure to radioactive mud ["rainbow protoplasm"]; he perished in the universe-spanning Crisis).

===============================================================
COPPERHEAD (real name unknown)
Reflexes 8D: Brawling 10D, climbing 11D, dodge 12D, escape artist 12D, melee weapons (claws & fangs) 10D, sneak 12D.
Coordination 8D: Thievery 9D.
Physique 5D: Leap 8D, lifting 6D, running 6D, swimming 6D.
Knowledge 2D: Security 8D.
Perception 2D: Hide 8D, search 4D, shadowing 6D, streetwise 4D, surveillance 6D.
Presence 4D: Interrogation 5D, intimidation 9D, willpower 6D.
Advantages/Disadvantages: Acute Balance, Acute Sense of Direction, Double Jointed, Observant; Enemy (Batman), Enemy (Damage), Fugitive, Obsessive Tendencies, Secret Identity, Shady Background, Unattractive Appearance.
Speed: 30
PDV: 6
Unarmed BDV: 5D
P/l Bonus: +2 (+3)
Hero Points: 0
Villain Points: 30
Character Points: 224
Body Points: 35
Natural Abilities:
* Claws (BDV 6D)
* Contortionist (Copperhead is able to fit himself into incredibly small places; escape artist roll with a difficulty based on the size of the location -- a large-sized chimney would be Difficult, a small-sized chimney would be Heroic, and so on)
* Fangs (BDV 4D [on a successful attack, victim is poisoned and takes 10 points of damage each round until he makes a resistance roll with a difficulty of 11, dies, or is treated])
* Prehensile Tail (BDV 5D; on a successful attack, can wrap around target doing his lifting in damage each round until either Copperhead lets go or victim succeeds at an opposed lifting versus lifting roll)
Note:
* Copperhead was recently transformed into a real human-snake hybrid when he made a pact with the demon lord Neron in exchange for more power.

===============================================================
DARKSEID (Uxas)
Reflexes 3D (15D): Brawling 4D (16D), melee weapons 4D (16D).
Coordination 3D (15D): Marksmanship 5D (17D) (Omega Beams +3D).
Physique 5D (40D).
Knowledge 5D: Scholar 9D (strategy +4D), science 9D.
Perception 5D: Know-how 10D (Omega Beams +5D).
Presence 5D: Command 15D, interrogation 14D, intimidation 15D, willpower 14D.
Advantages/Disadvantages: Intimidating Grin, Leadership Ability; Enemy (New Gods of New Genesis), Hides Emotions, Sworn Enemy (New Gods of New Genesis).
Speed: 30
PDV: 8
Unarmed BDV: 3D (7D)
P/l Bonus: +20
Hero Points: 0
Villain Points: 50
Character Points: 400
Body Points: 204
Powers:
* Disintegration (Omega Beams) 15D (limitation: Singularity [Omega Beams]; enhancement: Mastery)
* Invulnerability 12D
* Longevity 30D
* Resurrection (Omega Beams) 15D (power affects only those disintegrated by the Omega Beam; limitation: Singularity [Omega Beams]; enhancement: Mastery)
* Superattributes: Reflexes 12D
* Superattributes: Coordination 12D
* Superattributes: Physique 35D
* Teleportation (Omega Beams) 15D (limitation: Singularity [Omega Beams]; enhancement: Mastery)

===============================================================
DEADSHOT (Floyd Lawton)
Reflexes 2D: Acrobatics 5D, brawling 5D, climbing 5D, dodge 6D, sneak 4D.
Coordination 3D: Marksmanship 12D (wrist magnums +2D), thievery 5D.
Physique 2D: Leap 4D, running 3D.
Knowledge 3D: Scholar 5D, security 4D.
Perception 2D: Engineering (gun design) 6D, hide 4D, invent 4D, repair (guns) 6D, search 5D, shadowing 8D, surveillance 9D.
Presence 2D: Intimidation 6D, willpower 7D.
Advantages/Disadvantages: Acute Senses (sight), Allies (Suicide Squad, Killer Elites), Charismatic, Mechanical Aptitude, Observant, Speed Draw (guns); Argumentative, Dark Secret (accidentally killed brother), Depression, Enemy (Batman), Extremely Competitive, Fugitive, Secret Identity.
Speed: 30
PDV: 3
Unarmed BDV: 8D
P/l Bonus: +17
Hero Points: 0
Villain Points: 60
Character Points: 120
Body Points: 190
Equipment:
* Helmet: contains an eyescope with a range finder, infrared lens (darkness penalties are reduced by 2; user can see only items giving off heat), starlite lens (negates darkness penalties), targeting system (+2 to marksmanship rolls), and telescopic lens (+2 to sigh-based Perception checks).
* Wrist Magnums: high-powered automatic weapons with interchangeable barrels that allow him to switch from standard barrel [BDV 5Dx4] to a grappling hook-shooting barrel [gives a +1 bonus to climbing and acrobatic rolls, and can be connected to cabling her carries]; both barrels have silencers attached to them [negates any bonuses for any hearing based Perception checks].

===============================================================
DOOMSDAY
Reflexes 5D (15D): Brawling 8D (18D), melee weapons 6D (16D).
Coordination 5D (15D): Thrown weapons 6D (16D).
Physique 5D (35D): Leap 6D (36D), resistance 10D (40D).
Knowledge 1D.
Perception 5D.
Presence 1D: Intimidation 14D, willpower 2D (14D).
Advantages/Disadvantages: Acute Senses (all), Animal Friendship (no scent), Courage, Fast Reactions, Hardiness, Intimidating Grin; Enemy (Superman), Obsessive Tendencies, Sworn Enemy (life), Technologically Challenged, Unattractive Appearance.
Speed: 30
PDV: 8
Unarmed BDV: 3D (7D)
P/l Bonus: +20
Hero Points: 0
Villain Points: 50
Character Points: 400
Body Points: 204
Powers:
* Energy Absorption 15D
* Jump 18D (at this level, the range is 500 time the die code in yards)
* Longevity 60D (at this level, the duration is Permanent)
* Natural Armor: Hardened Skin 15D (limitation: the Natural Armor is reduced to 6D for exposed bony protrusions)
* Natural Weapons: Bony Protrusions 12D
* Resurrection 40D (enhancement: Mastery [each time Doomsday comes back to life, his body adapts to protect him from the source that just killed him. For example, when Doomsday was killed by the Radiant, a being of pure energy, he resurrected with the Energy Absorption power. The die code of he new power is equal to the die code of the power that killed him.])
* Superattributes: Reflexes 10D
* Superattributes: Coordination 10D
* Superattributes: Physique 30D
* Superattributes: Presence (willpower) 12D
* Sustenance 40D (at this level, the duration is Permanent)

===============================================================
ECLIPSO, God of Vengeance
Reflexes 3D: Brawling 6D, dodge 6D, melee weapons 8D, piloting (self) 4D, sneak 9D.
Coordination 3D: Marksmanship (diamond blasts) 10D, thrown weapons 5D.
Physique 15D: Flying 16D, lifting 18D.
Knowledge 4D: Arcane lore 10D, languages 6D, scholar 8D.
Perception 3D: Know-how (powers) 14D each, shadowing 6D, surveillance 8D.
Presence 4D: Command 6D (Eclipso hosts +8D), interrogation 10D, intimidation 9D, willpower 9D.
Advantages/Disadvantages: Courage, Hardiness, Infamy, Intimidating Grin, Magic Resistance (greater) 2, Preparedness; Argumentative, Arrogance, Delusions of Grandeur, Enemy (the Spectre), Enemy (Bruce Gordon), Fanatic (plunging the Earth into darkness), Fugitive, Hideous Appearance, Sworn Enemy (the Spectre), Sworn Enemy (Bruce Gordon).
Speed: 30
PDV: 3
Unarmed BDV: 4D
P/l Bonus: +9
Hero Points: 0
Villain Points: 18
Character Points: 141
Body Points: 101
Natural Abilities:
* Immortality
* Invulnerability 8D
* Simultaneous inhabitation of his Eclipso hosts (Telepathy 40D, Mind Control 40D [both powers have the Limitations: Component-Heart of Darkness fragment and Conditional-host must have feelings of rage or revenge).
* Telekinesis (levitation) 4D
* All Powers have the Limitation: Vulnerability (sunlight) (breaks control over all hosts and causes Eclipso to take 4D in damage each round).
Equipment:
* Heart of Darkness Shard: Wielders gains enhanced strength, stamina, and invulnerability [Invulnerability 6D and Superattributes: Physique 4D]. The wielder can also use it to project a beam of black light which creates an impregnable shield [Darkness Manipulation (shield) 12D] by holding it up to his "eclipse" eye. If held in front of his normal eye, it shoots out a potent laser-type beam [Microwave Projection (normal eye) 10D]. All abilities are Magically Empowered [has a magical power source, but is not truly magical in nature]. These powers are only available if the wielder is angry, which also makes the host a pawn of Eclipso. The fragment transforms the host into an Eclipso version of the host's own form, with glowing red eyes, pointed ears, and an eclipse blemish on his or her face [receive Hideous Appearance disadvantage]; the change stays in effect until the fragment is taken away from the host, Eclipso chooses to free him or her, or the host is exposed to direct sunlight. 1,000 such shards exist, which were created when the original Heart of Darkness (which served as Eclipso's prison) was fractured by a London jeweler.

===============================================================
ETRIGAN THE DEMON
Reflexes 6D: Brawling 10D (claws +2D), climbing 8D, dodge 9D, melee weapons 7D, sneak 7D.
Coordination 5D: Marksmanship (flame breath, force blasts) 7D each, sleight of hand 6D, thievery 3D, thrown weapons 7D.
Physique 15D: Leaping 20D.
Knowledge 5D: Arcane lore 11D (Hell +6D).
Perception 4D: Hide 6D, know-how (Sorcery) 8D, search 8D, shadowing 6D, spellbind 8D, surveillance 5D, survival (Hell) 6D, tracking 5D.
Presence 5D: Bluff 8D, command 7D, intimidation 10D, persuasion 7D, willpower 9D.
Advantages/Disadvantages: Contact (demons of Hell), Courage, Infamy, Intimidating Grin, Tainted 3; Arrogance, Delusions of Grandeur, Enemy (forces of good), Enemy (Karrien Excalibris, Lobo, Morgan Le Fey, Neron), Impulsiveness, Narcissistic, Psychological Disorder (must speak in rhyme), Pathological Liar, Unattractive Appearance.
Speed: 30
PDV: 5
Unarmed BDV: 5D
P/l Bonus: +7
Hero Points: 0
Villain Points: 25
Character Points: 206
Body Points: 103
Natural Abilities:
* Hellfire (Energy Projection: Flame Breath 12D)
* Immortality (demons can be killed, but they do not grow old)
* Natural Weaponry: Claws 6D
Powers:
* Energy Projection (force bolts from hands) 8D
* Precognition 4D (Limitation: Others-Only)
* Sorcery 10D (Limitation: Incantation [rhymed verses])
Notes:
* For Jason Blood to change to the Demon Etrigan, he or someone in his presence has to chant: "Change! Change! Transmogrify! Free the might from fleshy mire! Boil the blood in heart of fire! Gone, gone the form of man! Rise the Demon Etrigan!"
* For Etrigan to turn back to Jason Blood, he or someone in his presence has to chant: "Return, thou wretched man!"

===============================================================
FELIX FAUST
Reflexes 2D: Brawling 3D, climbing 3D, dodge 4D, sneak 4D.
Coordination 2D: Marksmanship 3D, sleight of hand 6D, thievery 4D.
Physique 2D: Resistance 4D.
Knowledge 4D: Arcane lore 10D, computer ops 5D, languages 7D, research 8D, scholar 9D (alchemy, demonology +2D each).
Perception 3D: Hide 4D, know-how (Sorcery) 11D, search 5D, shadowing 4D, spellbind 7D, streetwise 5D, survival 4D.
Presence 2D: Bluff 4D, charm 3D, intimidation 5D, willpower 6D.
Advantages/Disadvantages: Contact (Nicholas Flammel), Contact (Vandal Savage), Infamy, Obscure Knowledge, Tainted 2; Arrogance, Delusions of Grandeur, Enemy (Dr. Mist), Enemy (JLA), Narcissistic, Shady Background.
Speed: 30
PDV: 2
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 0
Villain Points: 24
Character Points: 190
Body Points: 34
Powers:
* Sorcery 12D
* Spirit Manipulation 9D
* Both powers have the Limitation: Incantations & Components (ancient tomes & scrolls)

===============================================================
FIREFLY (Garfield Lyons)
Reflexes 2D: Brawling 4D, dodge 5D, piloting (self) 5D, sneak 3D.
Coordination 2D: Marksmanship (flame thrower) 5D, thrown weapons 4D.
Physique 2D: Flying 5D.
Knowledge 3D: Scholar (fire) 9D, science 3D (fire +6D).
Perception 3D: Engineering 4D, invent 4D, repair 4D.
Presence 2D: Command 3D, intimidation 5D, willpower 4D.
Advantages/Disadvantages: Enemy (Batman, Nightwing, Robin), Fanatic (starting fires), Obsessive Tendencies, Shady Background, Unattractive Appearance.
Speed: 30
PDV: 3
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 0
Villain Points: 14
Character Points: 112
Body Points: 29
Equipment:
* Costume: AV 20 against most projectiles, 20 against heat and fire; has wings that allow him to fly.
* Flame Thrower: BDV 5Dx3 in fire damage; range: 10/20/40.
* Incendiary Grenades: BDV 6Dx3; blast radius [in feet]: 3/6/12; sets everything in the blast radius ablaze and does 6D in damage every round after the first until the fire is put out.

===============================================================
THE JOKER (real name unknown)
Reflexes 3D: Boating 4D, brawling 4D, dodge 5D, driving 4D, melee weapons 4D, piloting 4D.
Coordination 3D: Lockpicking 4D, marksmanship 4D, missile weapons 4D, thievery 5D, thrown weapons 4D.
Physique 3D: Lifting 5D, resistance 4D (Joker venom +6D), running 4D.
Knowledge 4D: Computer ops 5D, demolitions 5D, science 5D (chemistry +2D).
Perception 3D: Engineering 4D (chemical, Joker equipment +3D each), invent 4D, streetwise 5D, survival 4D.
Presence 2D: Bluff 6D, charm 6D, command 8D, disguise 4D, interrogation 6D, intimidation 13D, willpower 10D.
Advantages/Disadvantages: Acting Ability, Courage, Follower (Harley Quinn), Intimidating Grin, Mechanical Aptitude; Argumentative, Delusions of Grandeur, Enemy (Batman & allies), Enemy (Commissioner Gordon), Extremely Competitive, Fanatic (defeating Batman), Fugitive, Impulsiveness, Obsessive Tendencies, Psychological Disorder (psychotic), Shady Background, Sworn Enemy (Batman), Unattractive Appearance.
Speed: 30
PDV: 3
Unarmed BDV: 3D
P/l Bonus: +2
Hero Points: 0
Villain Points: 35
Character Points: 264
Body Points: 32
Equipment:
* Acid Flower: 7D damage from 3 ounces of twelve-molar strength sulfuric acid.
* Joker Venom: victim must make a Legendary resistance roll or die within three rounds with a Joker-like smile on their face -- if an antidote is administered within three rounds, the victim takes 4d6x5 damage instead. This venom can be delivered as a gas or a contact liquid.
* Joy Buzzer: The Joker's Joy Buzzer directs a current of 500 volts at 700 milliamperes (Electricity Manipulation 11D [Limitation: shocking touch only; one use only]).
* Various Joke-Related Weapons & Devices

===============================================================
LEX LUTHOR
Reflexes 3D: Acrobatics 4D, boating 4D, brawling 6D, climbing 4D, dodge 6D, driving 5D, martial arts 5D, melee weapons 5D, piloting 4D, riding 4D.
Coordination 3D: Catch 4D, marksmanship 5D, missile weapons 4D, thrown weapons 4D.
Physique 5D: Leap 6D, lifting 6D, resistance 7D, running 6D, swimming 6D.
Knowledge 5D: Computer ops 8D, criminology (criminal natures) 8D, forgery 6D, languages 8D, medicine 6D, navigation 7D, research 9D, scholar 9D (business +2D, Metropolis +3D, Superman +3D), science 9D (Kryptonians, cloning, robotics +1D each), security 7D (LexCorp +7D).
Perception 5D: Engineering 12D, invent 12D, know-how 12D, repair 12D, streetwise 7D (Metropolis +7D), surveillance 6D, survival 7D.
Presence 4D: Bluff 6D, charm 7D, command 11D, interrogation 8D, intimidation 13D, persuasion 9D, willpower 13D.
Advantages/Disadvantages: Charismatic, Contact (LexCorp and subsidiaries), Contact (Injustice Gang), Contact (business), Courage, Intimidating Grin, Leadership Ability, Mechanical Aptitude, Obscure Knowledge, Observant, Owed Favor (Lois Lane), Owed Favor (numerous people), Preparedness, Wealth 4; Argumentative, Dark Secret (abused as a child), Delusions of Grandeur, Dependent (Lena), Enemy (JLA), Enemy (Superman), Enemy (Perry White, Lois Lane), Extremely Competitive, Fanatic (destruction of Superman), Hides Emotions, Shady Background, Sworn Enemy (Superman), Sworn Enemy (Perry White, Lois Lane).
Speed: 30
PDV: 3
Unarmed BDV: 5D/1D
P/l Bonus: +3
Hero Points: 2
Villain Points: 38
Character Points: 300
Body Points: 44
Equipment:
Various devices built by LexCorp and the wealth to buy almost anything else.

===============================================================
METALLO (John Corben)
Reflexes 4D: Brawling 9D, dodge 5D, driving 7D, melee weapons 8D, piloting (self) 9D.
Coordination 4D: Marksmanship 8D.
Physique 28D: Leap 30D.
Knowledge 2D: Computer ops 4D.
Perception 3D.
Presence 1D: Command 6D, intimidation 8D, willpower 8D.
Advantages/Disadvantages: Courage, Intimidating Grin, Technologically Advanced; Debts (owes Neron his soul), Enemy (Superman), Fugitive, Sworn Enemy (Superman), Unattractive Appearance.
Speed: 30
PDV: 3
Unarmed BDV: 5D
P/l Bonus: +14
Hero Points: 0
Villain Points: 20
Character Points: 160
Body Points: 152
Powers:
* Invulnerability (skull) 60D
* Mechanical Manipulation 30D

===============================================================
MORGAINE LE FEY
Reflexes 2D: Brawling 3D, dodge 4D, sneak 5D.
Coordination 3D: Marksmanship (spells) 8D, thievery 4D.
Physique 2D (1D).
Knowledge 4D: Arcane lore 10D, research (spells) 8D, scholar 6D.
Perception 3D: Hide 5D, know-how (Sorcery) 12D, shadowing 4D, spellbind 8D.
Presence 2D: Charm 3D, command 7D, intimidation 7D, persuasion 4D, willpower 9D.
Advantages/Disadvantages: Intimidating Grin, Obscure Knowledge, Tainted 2; Arrogance, Center of Conversation, Delusions of Grandeur, Enemy (Etrigan, Merlin), Fanatic, Hideous Appearance, Narcissistic, Obsessive Tendencies, Physical Limitation (body is slowly decaying; -1D to Physique and all related rolls).
Speed: 30
PDV: 2
Unarmed BDV: 3D
P/l Bonus: +1 (0)
Hero Points: 0
Villain Points: 18
Character Points: 144
Body Points: 28 (24)
Powers:
* Longevity 1D (Limitation: Rechargeable [through casting a spell using Philosopher's Stone])
* Sorcery 18D

===============================================================
PARASITE (Rudy Jones/Dr. Torvell Freeman)
Reflexes 3D: Brawling 6D, dodge 5D.
Coordination 2D.
Physique 4D.
Knowledge 5D: Computer ops 7D, research 7D, scholar (biology) 8D, science 7D.
Perception 3D.
Presence 3D: Willpower 5D.
Advantages/Disadvantages: Intimidating Grin; Enemy (Superman, Supergirl), Fugitive, Medical Problem (must drain life force), Unattractive Appearance.
Speed: 30
PDV: 3
Unarmed BDV: 4D
P/l Bonus: +2
Hero Points: 0
Villain Points: 30
Character Points: 240
Body Points: 38
Powers:
* Mimicry 30D (Limitations: Limited Range-Touch; Linked to Vampirism)
* Vampirism: Life Force 30D
* Whenever the Parasite successfully drains Body Points from his target by touch, he also drains the target of any attributes, skills, or powers they have that are higher than his or that he does not have. He reduces the die code of the target's attributes, skills, or powers by the same amount of Body Points he has drained, up to a maximum equal to his Mimicry die code. For example, the Parasite attacks and drains Superman of 20 Body Points. The Parasite would reduce any of Superman's attributes, skills, or powers by 20D and increase his own die codes by the same amount.
Note:
* It appears the consciousnesses of all the Parasite's victims may still be inside him. The largest personality fragment is that of the egotistical biologist Dr. Torvell Freeman, but the others are beginning to break free. Joes/Freeman has complained of hearing more than two voices in his head and has even, eerily, been observed arguing with himself, speaking in more than two different voice.

================================================================
THE SHADE (Richard Swift, later bonded with Simon Culp)
Reflexes 3D: Acrobatics 4D, boating 4D, brawling 5D, climbing 4D, dodge 6D, driving 4D, melee weapons 5D (knife, sword +1D each), riding 4D, sneak 8D.
Coordination 2D: Lockpicking 4D, marksmanship 4D (Darkness Manipulation +4D), thievery 6D.
Physique 3D: Leap 5D, resistance 5D, running 4D.
Knowledge 2D: Arcane lore 8D, criminology 5D, forgery 3D, languages 8D, medicine 3D, scholar 6D, science 4D, security 6D.
Perception 3D: Hide 8D, know-how (Darkness Manipulation) 13D, search 6D, shadowing 6D, streetwise 6D (Opal City +2D), surveillance 5D, survival 4D.
Presence 4D: Bluff 5D, charm 6D, command 6D, interrogation 6D, intimidation 7D, persuasion 6D, willpower 7D.
Advantages/Disadvantages: Contact (Criminal Underworld), Courage, Intimidating Grin, Obscure Knowledge, Observant, Wealth 2; Blackout (when the Shade blacks out, make a Very Difficult willpower roll to see if Culp gains control; once Culp has control, periodically make willpower rolls until the Shade is able to succeed at Very Difficult, then he has regained control), Enemy (the Ludlows), Hides Emotions.
Speed: 30
PDV: 3
Unarmed BDV: 3D
P/l Bonus: +1
Hero Points: 0
Villain Points: 20
Character Points: 160
Body Points: 34
Powers:
* Darkness Manipulation 15D (Enhancement: Mastery)
* Immunity 15D (Limitation: Linked to Longevity)
* Longevity 1D
* Sustenance 10D (Limitation: Linked to Longevity)

===============================================================
SOLOMON GRUNDY ("Cyrus Gold")
Reflexes 3D: Brawling 8D (haymaker +2D), dodge 4D, melee weapons 4D.
Coordination 2D: Thrown weapons 4D.
Physique 8D: Lifting 9D, resistance 10D.
Knowledge 1D.
Perception 2D: Hide 4D, survival 3D.
Presence 3D: Intimidation 6D, willpower 6D
Advantages/Disadvantages: Courage, Intimidating Grin; Impulsiveness, Obsessive Tendencies, Sworn Enemy (Green Lantern), Technologically Challenged, Unattractive Appearance.
Speed: 30
PDV: 2
Unarmed BDV: 4D
P/l Bonus: +4
Hero Points: 0
Villain Points: 8
Character Points: 64
Body Points: 60
Natural Abilities:
* Immortal Plant-Like Being (Grundy is able to resurrect himself after a period of time after he is killed. Each time he is resurrected, different aspects of Cyrus Gold's personality manifest in Grundy, giving him varying levels of intelligence and malice. Roll a Wild Die [d6] upon resurrection. A Critical Success [6] indicates a docile, gentle being with Knowledge 2D. A regular Success [3-5] indicates a mindless brute bent solely on destruction but easily manipulated by others. A Failure [2] generates a kind, good-hearted brute. If a Critical Failure [1] is rolled, his Knowledge is 2D and he is a black-hearted being capable of cruelty and wickedness).
* Woodish Structure (Invulnerability 6D and Sustenance 3D)

===============================================================
ULTRA-HUMANITE (as White Ape)
Reflexes 4D: Acrobatics 8D, brawling 8D, climbing 8D, dodge 8D, melee weapons 5D, piloting 6D, sneak 6D.
Coordination 2D: Catch 8D, marksmanship 5D, thrown weapons 8D.
Physique 5D (8D): Lifting 7D (10D), resistance 7D (10D), running (all fours) 6D (9D).
Knowledge 5D (7D): Arcane lore 7D (9D), computer ops 7D (9D), languages 7D (9D), medicine 7D (9D) (brain transplants +4D), research 10D (12D), scholar 12D (14D), science 12D (14D).
Perception 4D: Engineering 9D, invent 12D, know-how (Telekinesis, Telepathy) 10D each, repair 10D.
Presence 3D: Charm 4D, command 10D, disguise 7D, intimidation 10D, willpower 12D.
Advantages/Disadvantages: Acting Ability, Acute Balance, Followers (Secret Society of Super-Villains), Gifted in Learning, Leadership Ability, Mechanical Aptitude, Observant, Preparedness; Arrogance, Delusions of Grandeur, Enemy (JLA, JSA, and Infinity, Inc.), Unattractive Appearance.
Speed: 15 (upright)/40 (all fours)
PDV: 4
Unarmed BDV: 4D
P/l Bonus: +3 (+5)
Hero Points: 0
Villain Points: 28
Character Points: 229
Body Points: 65
Powers:
* Mental Shield 8D
* Natural Armor: Tough Hide (blunt trauma) 3D
* Psychic Blast 8D
* Superattributes: Physique 3D (bonus: increased damage vs. inanimate objects)
* Superattributes: Knowledge 2D (bonus: intuitive leaps)
* Telekinesis 12D
* Telepathy 12D
Equipment:
* Various weapons and devices of his own design.

===============================================================
VANDAL SAVAGE (Vandar Adg of the Blood Tribe)
Reflexes 4D: Brawling 8D, dodge 8D, martial arts 8D, melee weapons 6D.
Coordination 4D: Marksmanship 6D, missile weapons 6D, thrown weapons 6D.
Physique 3D (9D): Leap 5D (11D), lifting 5D (11D), running 5D (11D), swimming 5D (11D).
Knowledge 5D: Arcane lore 7D, criminology 7D, demolitions 9D, languages 10D, scholar 10D (business, history, politics +2D each), science 5D, security 6D.
Perception 5D: Artist 10D, engineering 7D, invent 7D, repair 7D, search 9D, surveillance 9D.
Presence 5D: Bluff 8D, charm 8D, command 8D, interrogation 8D, intimidation 8D, persuasion 8D, willpower 10D.
Advantages/Disadvantages: Charismatic, Contact (Illuminati), Leadership Ability, Obscure Knowledge, Observant, Preparedness, Wealth 4; Delusions of Grandeur, Fanatic, Shady Background, Sworn Enemy (Immortal Man, Resurrection Man).
Speed: 30
PDV: 4
Unarmed BDV: 4D/1D
P/l Bonus: +2 (5)
Hero Points: 0
Villain Points: 28
Character Points: 230
Body Points: 35 (61)
Powers:
* Dimensional Travel 8D (limitation: Rechargeable [must drink human blood monthly])
* Immunity 8D
* Longevity (consciousness) 50D (he must restore damaged body parts with those from members of his bloodline to stay alive)
* Superattributes: Physique 6D (limitation: Rechargeable [must drink human blood monthly])



Post Edited (02-13-04 16:18)

---------------------
Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 05:21PM
DEATHSTROKE THE TERMINATOR (Slade Wilson)
Reflexes 2D (8D): Acrobatics 6D (12D), brawling 7D (13D), dodge 7D (13D), escape artist 5D (11D), martial arts 3D (9D), melee weapons 5D (11D), sneak 4D (10D).
Coordination 2D (8D): Marksmanship 8D (14D) (hunting rifle, pistol +1D each), thrown weapons 6D (12D).
Physique 2D (8D): Leap 6D (12D), lifting 4D (10D), resistance 4D (10D).
Knowledge 3D: Computer ops 5D, demolitions 12D, languages 4D, medicine 4D, navigation 5D, scholar 4D (military procedures, big game hunting +2D each), security 5D.
Perception 3D: Hide 7D, know-how (assassination techniques) 12D, search 5D, shadowing 7D, streetwise 10D, surveillance 7D, survival 9D, tracking 9D.
Presence 3D: Bluff 5D, command 5D, interrogation 7D, intimidation 10D, persuasion 7D, willpower 8D
Advantages/Disadvantages: Acute Balance, Courage, Double-Jointed, Fast Reactions, Hardiness, Preparedness, Self-Healing, Speed Draw, Wealth 2; Dark Secret (responsible for the death of his sons), Enemy (Batman), Enemy (Nightwing), Enemy (various international rivals and police agencies), Fugitive, Hides Emotions, Physically Limited (blind in one eye), Secret Identity.
Speed: 30
PDV: 4 (7)
Unarmed BDV: 4D (6D)/1D
P/l Bonus: +2 (+5)
Hero Points: 4
Villain Points: 20
Character Points: 185
Body Points: 61
Powers:
* Healing 8D (limitation: Self-Only)
* Longevity 2D (limitation: Linked to Healing)
* Superattributes: Reflexes 6D
* Superattributes: Coordination 6D
* Superattributes: Physique 6D
Equipment:
* .44 Magnum sidearm (BDV 5Dx3)
* Titanium broadsword (BDV 5D [edge]/2D [flat])
* Collapsible power staff (BDV 3D; Microwave Projection 11D; extends from 1 foot to 6 feet)
* Nightvision lens (immune to darkness penalties)
* Surveillance gear
* Other equipment and weaponry as needed



---------------------
Be Ex/20 to one another!
Roughshod
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 07:46PM
Hey Doc,
Here's a site with some conversions between Marvel and the DCU RPG, as well as conversions from the old DC Heroes game to the DCU game.

[www.aric-dacia.com]
Re: DC Universe RPG (WEG) -- Basics & Characters
February 13, 2004 08:21PM
I'd seen that before, thanks, but that only shows FASRIP/Attributes, and doesn't give any indications on how to convert Powers.



---------------------
Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 14, 2004 09:13AM
Character === Physique, lifting == Weight

Aquaman === 8D, 9D lift === Very Easy 3 tons, Max 20 tons
Batman === 5D, 6D lift === Very Easy 20 lbs., Max 1,000 lbs.
Jason Blood === 3D, no lift === Very Easy 20 lbs, Max 50 lbs.
Dr. Fate === 6D, no lift === Very Easy 3 tons, Max 7 tons
Flash === 3D, no lift === Very Easy 20 lbs., Max 50 lbs.
GL Kyle Rayner === 3D, no lift === Very Easy 20 lbs., Max 50 lbs.
Martian Manhunter === 33D, no lift === Very Easy 7k tons, Max 160k tons
Superman === 35D, 36D lift === Very Easy 7k tons, Max 210k tons
Wonder Woman === 33D, 34D lift === Very Easy 7k tons, Max 190k tons

AMAZO === 4D, no lift === Very Easy 20 lbs., Max 100 lbs.
Brainiac 2.5 === 6D, no lift === Very Easy 3 tons, Max 7 tons
Clayface === 5D, 6D lift === Very Easy 20 lbs., Max 1,000 lbs.
Copperhead === 5D, 6D lift === Very Easy 20 lbs., Max 1,000 lbs.
Darkseid === 40D, no lift === Very Easy 7k tons, Max 240k tons
Deadshot === 2D, no lift === Very Easy 20 lbs., Max 20 lbs.
Doomsday === 35D, no lift === Very Easy 7k tons, Max 190k tons
Eclipso === 15D, 18D lift === Very Easy 30 tons, Max 1,300 tons
Etrigan === 15D, no lift === Very Easy 30 tons, Max 900 tons
Felix Faust === 2D, no lift === Very Easy 20 lbs., Max 20 lbs.
Firefly === 2D, no lift === Very Easy 20 lbs., Max 20 lbs.
Joker === 3D, 5D lift === Very Easy 20 lbs., Max 400 lbs.
Lex Luthor === 5D, 6D lift === Very Easy 20 lbs., Max 1,000 lbs.
Metallo === 28D, no lift === Very Easy 7k tons, Max 120k tons
Morgaine le Fey === 2D, 1D lift === Very Easy 20 lbs., Max 20 lbs.
Parasite === 4D, no lift === Very Easy 20 lbs., Max 100 lbs.
The Shade === 3D, no lift === Very Easy 20 lbs., Max 50 lbs.
Solomon Grundy === 8D, 9D lift === Very Easy 3 tons, Max 20 tons
Ultra-Humanite === 8D, 10D lift === Very Easy 3 tons, Max 30 tons
Vandal Savage === 3D, 5D lift === Very Easy 20 lbs., Max 400 lbs.
Vandal Savage (w/ Super-Str) === 9D, 11D lift === Very Easy 3 tons, Max 40 tons

Deathstroke === 8D, 10D lift === Very Easy 3 tons, Max 30 tons



---------------------
Be Ex/20 to one another!
Those stats are rubbish!
February 14, 2004 12:40PM
Hi Dr Archeville mate! :bounce:

I have to be honest; those stats are pretty poor compared to the old DC Heroes RPG.

How does each 'd' affect strength (I can't fathom the logic behind it)?

eg. Batman has 5d; Dr Fate has 6d and the difference is x14; yet Aquaman with 9d is x3 Dr Fate???

How the heck is Darkseid stronger than Doomsday!?

The DC Heroes stats are much better:

[www.geocities.com]

(Click the Archive link and then when you select a character click on the link for strength to get the full strength table)



You address OMNIPOTENCE, tread carefully.
Re: DC Universe RPG (WEG) -- Basics & Characters
February 14, 2004 01:57PM
Quote

I have to be honest; those stats are pretty poor compared to the old DC Heroes RPG.

That's entirely your opinion.

Quote

How does each 'd' affect strength (I can't fathom the logic behind it)?

eg. Batman has 5d; Dr Fate has 6d and the difference is x14; yet Aquaman with 9d is x3 Dr Fate???

How the heck is Darkseid stronger than Doomsday!?

You wanna know how the dice codes work? Get the books -- it's far too long for me to explain, and they shouls be avaialble via Kazaa or some such (in case you don't want to spend $$$).

As for the Darkseid & Doomsday -- Darkseid's never been shown to be weaker than Doomsday, the one time they've fought, Darkseid used his Omega Beams, which Doomsday shrugged off, and then Doomsday KO'd Darkseid before the Lord of Apokolips could get off a single hit (as reflected in part in Doomsday having a higher brawling than Darkseid).

Quote

The DC Heroes stats are much better:

[www.geocities.com]

If by "better" you mean fewer numbers, less skill choices, and listing every power they ever used as if they always had it (like Flah 3's Time Travel, which he's used probably less than 10 times total nad the majority of those times he used the Cosmic Treadmil or some other device to do so), and 3 years old than WEG's stats/versions, then, yes, Mayfair's DC Heroes RPG is "better."

However, I will grant you that the game system for Mayfair's DC Heroes RPG (roll % dice, cross-reference a chart or two) is marginally better than WEG's DC Universe RPG (the "bucket-o'-dice" method).



Post Edited (02-14-04 17:17)

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Be Ex/20 to one another!
Re: DC Universe RPG (WEG) -- Basics & Characters
February 14, 2004 06:46PM
Hi Dr Archeville mate

I have to be honest; those stats are pretty poor compared to the old DC Heroes RPG.

That's entirely your opinion.

Indeed. You don't concur I take it?

How does each 'd' affect strength (I can't fathom the logic behind it)?

eg. Batman has 5d; Dr Fate has 6d and the difference is x14; yet Aquaman with 9d is x3 Dr Fate???


You wanna know how the dice codes work?

Yes please.

it's far too long for me to explain

If it takes 'far too long' to explain how strength increases then the system is inherantly over-complicated.

Get the books --, and they shouls be avaialble via Kazaa or some such (in case you don't want to spend $$$).

I dunno, you scared me by not being able to explain a single attribute. I mean how complicated could it be!?

How the heck is Darkseid stronger than Doomsday!?

As for the Darkseid & Doomsday -- Darkseid's never been shown to be weaker than Doomsday, the one time they've fought, Darkseid used his Omega Beams, which Doomsday shrugged off, and then Doomsday KO'd Darkseid before the Lord of Apokolips could get off a single hit (as reflected in part in Doomsday having a higher brawling than Darkseid).

Darkseid is just about Supermans physical equal. The idea that he is superior to Doomsday is incongruous.

The DC Heroes stats are much better:

If by "better" you mean fewer numbers,

Well its certainly simpler...I can easily explain the progression of the strength ability for instance?

less skill choices, and listing every power they ever used as if they always had it (like Flah 3's Time Travel, which he's used probably less than 10 times total nad the majority of those times he used the Cosmic Treadmil or some other device to do so), and 3 years old than WEG's stats/versions,

Basically I use it to convert and contrast DC characters to the MSH RPG. So the above doesn't really bother me.

then, yes, Mayfair's DC Heroes RPG is "better."

so you agree with me then - it is better! :-)

However, I will grant you that the game system for Mayfair's DC Heroes RPG (roll % dice, cross-reference a chart or two) is marginally better than WEG's DC Universe RPG (the "bucket-o'-dice" method).

Indeed.



Post Edited (02-14-04 18:15)

You address OMNIPOTENCE, tread carefully.
Re: DC Universe RPG (WEG) -- Basics & Characters
February 14, 2004 07:17PM
Quote

How does each 'd' affect strength (I can't fathom the logic behind it)?

eg. Batman has 5d; Dr Fate has 6d and the difference is x14; yet Aquaman with 9d is x3 Dr Fate???


You wanna know how the dice codes work?

Yes please.

it'd far too long for me to explain

If it takes 'far too long' to explain how strength increases then the system is inherantly over-complicated.

No, I just don't feel like posting a chart with 6 columns & 76 rows (which is what's needed to look up how much someone can lift). Also, as I said earlier (in either this thread or another), I've not played the DC Universe RPG in years, so you'd be better off asking someone who has played it more recently -- or, better yet, the game designers/contributors.

Quote

Darkseid is just about Supermans physical equal. The idea that he is superior to Doomsday is incongruous.

No, since, as I've said, in the few times Darkseid & Supes have fought, Darkseid came out on top -- there has been one time Supes beat Darkseid in a one-on-one fight. However, Darkseid is not "superior" to Doomsday, merely stronger & hardier -- Doomsday's quicker reactions (i.e. higher Reflexes/brawling) proved enough for him to be able to pummel the Lord of Apokolips.

Besides, even if Darkseid did beat Doomsday, we both know Doomsday would just come back, tougher and stronger and immune to whatever it was Darkseid used the first time, and would clean Uxas's clock.

Quote

less skill choices, and listing every power they ever used as if they always had it (like Flah 3's Time Travel, which he's used probably less than 10 times total nad the majority of those times he used the Cosmic Treadmil or some other device to do so), and 3 years old than WEG's stats/versions,

Basically I use it to convert and contrast DC characters to the MSH RPG. So the above doesn't really bother me.

It should, unless you want to give the characters unlimmited access to "one-shot" powers (like Flash's Time Travel, or giving Scarlet Witch C5000 Chaos Manipulation powers b/c Shinobi Shaw once hooked her up to a "Chaos Engine" ).

Quote

so you agree with me then - it is better!

Bad form, old chap, bad form to take someone's words out of context.



---------------------
Be Ex/20 to one another!
firebomb
Re: Those stats are rubbish!
February 14, 2004 09:34PM

> I have to be honest; those stats are pretty poor compared to the old DC
> Heroes RPG.

There's a polite conversation starter.
Re: Those stats are rubbish!
February 15, 2004 11:19AM
Hi firebomb!

Quote

There's a polite conversation starter.

If I was being too abrasive then I apologise, such was not my intention. None of my comments were of a personal nature, but simply directed towards the RPG itself.



You address OMNIPOTENCE, tread carefully.
Re: DC Universe RPG (WEG) -- Basics & Characters
February 15, 2004 11:32AM
Hi Dr Archeville mate!

Firstly let me apologise if you perceived any antagonism towards yourself - I can assure you that was not the case, I have the utmost respect for you mate. I have also read over the stats you posted in detail and found them very interesting.

Quote

No, I just don't feel like posting a chart with 6 columns & 76 rows (which is what's needed to look up how much someone can lift).

...well you could have just explained it was a big chart with no logical progression.

Quote

Also, as I said earlier (in either this thread or another), I've not played the DC Universe RPG in years, so you'd be better off asking someone who has played it more recently -- or, better yet, the game designers/contributors.

Okay.

Quote

No, since, as I've said, in the few times Darkseid & Supes have fought, Darkseid came out on top

...because of the Omega Effect, not any physical superiority.

Quote

-- there has been one time Supes beat Darkseid in a one-on-one fight. However, Darkseid is not "superior" to Doomsday, merely stronger & hardier -- Doomsday's quicker reactions (i.e. higher Reflexes/brawling) proved enough for him to be able to pummel the Lord of Apokolips.

I fail to see how anyone can perceive Darkseid as stronger than Doomsday? All the evidence surely suggests otherwise!?

Quote

Besides, even if Darkseid did beat Doomsday, we both know Doomsday would just come back, tougher and stronger and immune to whatever it was Darkseid used the first time, and would clean Uxas's clock.

Yes, but he only comes back stronger after he has died.

Quote

It should, unless you want to give the characters unlimmited access to "one-shot" powers (like Flash's Time Travel, or giving Scarlet Witch C5000 Chaos Manipulation powers b/c Shinobi Shaw once hooked her up to a "Chaos Engine" ).

I generally corroborate the stats with visual evidence whenever possible.

Quote

Bad form, old chap, bad form to take someone's words out of context.

I was only jesting - I am sure I had a smilie beside that comment! :cry:



You address OMNIPOTENCE, tread carefully.
Re: DC Universe RPG (WEG) -- Basics & Characters
February 15, 2004 02:36PM
Has Darkseid ever punched a human-level character in the ribs? Because Doomsday punched Ice. And broke a few of her ribs.

That's how weak Doomsday's been depicted. As to how strong? Strong enough to hurt Superman, but that's not so rare. That can be done with Unearthly strength, by most Marvel writeups, and he took a long time to kill the big guy. Strong enough to take a long time punching his way out of a box made of alien metal, but we have no guide to how strong that is.

Mostly, Doomsday's tough enough to survive Superman going all-out for some hours, and fast enough to keep up with him in a fight. In comics, there is little evidence for his having exceptional strength. On the other hand, in all his years of history, I suspect there's plenty for Darkseid.

-Wal



Surrender? What? You think this letter on my head stands for FRANCE?
Roughshod
Re: DC Universe RPG (WEG) -- Basics & Characters
February 15, 2004 02:42PM
I can't really think of too many fights Darkseid has been in where he's actually engaged someone in hand to hand. He just looks at them and *zap*.
He has grabbed Superman a couple times. And once, in the Cosmic Odyssey series, I think, Superman flew at Darkseid (off-panel) as soon as he saw him. The next panel showed Superman sailing through the air. But what that means for Darkseid's strength, I'm not sure.
By the way, is it pronounced "Dark side" or "Dark seed?" I've heard it pronounced both ways.
Re: DC Universe RPG (WEG) -- Basics & Characters
February 15, 2004 07:45PM
No offense taken; likewise I hope you do not find my posts offensive, for such is not my intent.

Quote

...well you could have just explained it was a big chart with no logical progression.

Where did you get that it's illogical? Go out, get a copy of the book, and look at it, and you'll see it's more logical and 'smoother' than any in the MSH RPG.

Quote

...because of the Omega Effect, not any physical superiority.

If by "Omega Effect" you mean the Omega Force that Uxas absorbed that gave him superstrength, toughness and whatnot, yes. If by "Omega Effect" you mean his Omega Beams, then, no, b/c they have fought, fists-to-face, and everytime but once, Supes lost. Darkseid is a bona fide God, so there's little reason he shouldn't be stronger than Kal-El.

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I fail to see how anyone can perceive Darkseid as stronger than Doomsday? All the evidence surely suggests otherwise!?

What evidence?

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I generally corroborate the stats with visual evidence whenever possible.

So your version of Marvel's Hercules is strong enough to drag Manhattan Island, and Manhattan Island on your version of Marvel Earth floats? Your version of Mimic can copy powers from over a mile away? Those were both shown to have happened.

When writing up characters, you should not give them unlimited acess to 'one-shot' powers, since in the vast majority of those cases they were due to (A) bad writing by mooks who didn't bother to do research and/or thought it would serve as an interesting plot hook or visual element, or (B) was the result of unique/non-repeatable outside interference, or at the most an outside source that's used sparingly (like Flash's Cosmic Treadmill).


Oh, and Roughshod -- I've always pronounced it "Dark side," since that's how it was pronounced on the old Superfriends cartoon, and on the Justice League cartoon.



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