quixotequest
05/22/2003, 15:39
I'd like some feedback on my dial (using RetarDog's formula) for my first ground-up custom (pictures coming soon): the mysterious vigilante Scourge of the Underworld.
Cost: 40 Range: 4 Target: 3 Rank: Unique
Affiliation: None
Speed: 6 6 5 5 10 10 (Stealth 4, L/C 2)
Attack 10 9 8 8 0 0 (EE first 4)
Def: 15 14 13 13 12 11 (Willpower 1, SS 3, Regen 2)
Dam: 2 2 1 1 0 0 (CCE 4)
My reasoning:
Range and Targets: Scourge is a marksman, but he prefers to waste his criminal victims with a point-blank blast with his modified 50-cal Tommy machine gun. Still he holds a Marvel record: at the "Bar with No Name" he wasted 18 ciminals and got away without being apprehended. So a "room's worth" of targets in range seems represented well in a number of "4" and 3 simultaneous targets.
Speed: Scourge is a master of disguise and infiltration. Stealth represents this; L/C his ability to steal away unapprehended after a hit. The movement stats up front are normal--he's just a normal guy who usually uses his hi-tech van to get around. I felt his ability to get away without being caught represented well as a high movement with leap/climb.
Attack: Scourge's gun can fire a simultaneous burst of 5 explosive bullets. EE with a triple target ability seems to approximate this ability. Scourge has killed a lot of criminals, but those criminals have mostly been criminals without super powers who use technology instead. Scourge has also killed Titania and Wraith, but unsuccessfully hit Hobgoblin. I felt his attack should start strong but be shallow, since he's just a regular guy in disguise. Since even Punisher and Cap America have taken turns as a vigilante in Scourge identity, a slightly above average attack number of 10 seems good.
Defense. Scourge as above average stamina, agility and reflexes. He starts out with Willpower to make that hit. Super senses to avoid retaliation. But if he is hit, he's just a guy in a suit, so the stats themselves are normal--he could die quickly if hit hard. At the end Scourge gains regenration to represent that there are multiple Scourges who are willing to take his/her place. Scourge has low defense and no attack nor damage during this period, so he'll have to be played ultra defensively if Scourge is to reappear in battle during the game.
Damage: Scourge has a long list of victims. But again most of those are technologically enhanced people like Constrictor. He's more unsuccessful taking out criminals with powers. He even has served us well by putting ultra sucky criminals like Turner D. Century, with his flying two-seated bicycle and flame-throwing umbrella, out of our misery. So for the right victim, he's designed to dish out the damage--at point blank range. With 4 clicks of CCE, use him to waste your opponents second- or third-tier heroes/villains or support staff. He could damage someone more powerful, but has only a fair chance of pulling the victory because of his shallow dial.
Thoughts?
Cost: 40 Range: 4 Target: 3 Rank: Unique
Affiliation: None
Speed: 6 6 5 5 10 10 (Stealth 4, L/C 2)
Attack 10 9 8 8 0 0 (EE first 4)
Def: 15 14 13 13 12 11 (Willpower 1, SS 3, Regen 2)
Dam: 2 2 1 1 0 0 (CCE 4)
My reasoning:
Range and Targets: Scourge is a marksman, but he prefers to waste his criminal victims with a point-blank blast with his modified 50-cal Tommy machine gun. Still he holds a Marvel record: at the "Bar with No Name" he wasted 18 ciminals and got away without being apprehended. So a "room's worth" of targets in range seems represented well in a number of "4" and 3 simultaneous targets.
Speed: Scourge is a master of disguise and infiltration. Stealth represents this; L/C his ability to steal away unapprehended after a hit. The movement stats up front are normal--he's just a normal guy who usually uses his hi-tech van to get around. I felt his ability to get away without being caught represented well as a high movement with leap/climb.
Attack: Scourge's gun can fire a simultaneous burst of 5 explosive bullets. EE with a triple target ability seems to approximate this ability. Scourge has killed a lot of criminals, but those criminals have mostly been criminals without super powers who use technology instead. Scourge has also killed Titania and Wraith, but unsuccessfully hit Hobgoblin. I felt his attack should start strong but be shallow, since he's just a regular guy in disguise. Since even Punisher and Cap America have taken turns as a vigilante in Scourge identity, a slightly above average attack number of 10 seems good.
Defense. Scourge as above average stamina, agility and reflexes. He starts out with Willpower to make that hit. Super senses to avoid retaliation. But if he is hit, he's just a guy in a suit, so the stats themselves are normal--he could die quickly if hit hard. At the end Scourge gains regenration to represent that there are multiple Scourges who are willing to take his/her place. Scourge has low defense and no attack nor damage during this period, so he'll have to be played ultra defensively if Scourge is to reappear in battle during the game.
Damage: Scourge has a long list of victims. But again most of those are technologically enhanced people like Constrictor. He's more unsuccessful taking out criminals with powers. He even has served us well by putting ultra sucky criminals like Turner D. Century, with his flying two-seated bicycle and flame-throwing umbrella, out of our misery. So for the right victim, he's designed to dish out the damage--at point blank range. With 4 clicks of CCE, use him to waste your opponents second- or third-tier heroes/villains or support staff. He could damage someone more powerful, but has only a fair chance of pulling the victory because of his shallow dial.
Thoughts?