Bob Schroeck Wrote:Not directly. It's mostly the SFX for his hit points, which are a calculated stat (involving 4 stats, 4 tables, and his body weight); weapons in V&V are weak -- a handgun does 1-4 points of damage, and Doug has 70 (IIRC) HP (a normal would have 3 to 4). The other part of his toughness is of course the Polykev, which (in V&V) is 30 points of Invulnerability (game mechanic: he can ignore the first 30 points of damage received in every combat round). Although I describe it as a little leotard-like thing, it really does protect his entire body (and his helmet is made from an even thicker layer of polykev).
Um, wow. Well, at the moment, before this post, I had Doug pegged with 20 HP (8 being massless), and IT


Does Doug Regenerate?
In GURPS we can probably make the Polykev a TL9 ultratech bodysuit. Call it a Heavy Reflex Bodysuit, that’ll weigh 9 lbs and provide DR 18/6* to all locations except his head. And, maybe give him a point or two of personal DR, to deal with the flexibility issues the Reflex has.
Bob Schroeck Wrote:Quite a lot; he gets bonuses from his intelligence and agility, and from his martial arts -- IIRC he does 1d6 + 19 per punch. To scale that for you, in order to kill a normal you have to do 44 points of damage -- 4 for their HP and 40 for their power points (HP alone and they're in a coma and dying at a rate of 1 power point per minute). Doug can kill a normal outright with two punches (which is why he does half a Kill/punch in Fuzion...)
Well, in GURPS, to kill a normal person outright, you have to do 60 points of damage (reduce them to -5 × HP). So, an attack would have to average 30 points of damage to be, roughly the same damage. That comes out to 8.5 dice. We’ll call it 9, for simplicity sake. Honestly, that ain’t much. The damage cap for my IST game is 35d. But, let’s be honest, this isn’t Doug’s main ability, so 9d is probably sufficient.
Bob Schroeck Wrote:Gah. I can't answer that one for you from work. I'll have to wait until I get home. And finding a copy of V&V won't help you, the physicists in the group rewrote the equation that calculates jump distance.
I understand that.
Bob Schroeck Wrote:You might want to check the scene where the ADP investigates Doug's alley fight in the second chapter of DW2; I know there's a jump distance specified there, and I believe it's his maximum.
I think it said 10 meters, but I could be wrong. I remembered that, which is why I was asking. Nope, chapter two says “As far as I can figure, our perp made a seven-meter running broad jump here.” Um, wow, with his Basic Speed of 10, he has a standing broad jump of 5.67 yards. Running, it’s 11.33 yards. Even if I don’t bump up his Basic Speed, and leave it at 8.5, that gives him a running broad jump of 8.67 yards. I think I’m going to stay with the BS of 10 as Doug may not have had the full area to get himself to full speed before he jumped. And 7m isn’t enough to win Olympic medals anymore.
Bob Schroeck Wrote:I think I've had female characters refer to him as handsome, so sure, let's go with that.
Handsome it is, then.