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DAREDEVIL
Identity:  Matthew Michael Murdock
Group Affiliation:  None
Base of Operations:  New York City
First Appearance:  DAREDEVIL #1 [Apr 1964]
Side:  Good
Sex:  Male
Age:  26
Height:  6'
Hair:  Red
Eyes:  Blue
Level:  7th
Experience:  27,000
Training:  +1 Armed HTH Accuracy
1. Heightened Agility A  +12
2. Heightened Attack (Extensive Martial Arts Training):  +1 Damage/Level (+7 Total)
3. Heightened Defense (Extensive Martial Arts Training):  -4 to be hit
4. Heightened Endurance A  +10
5. Heightened Expertise (Extensive Martial Arts Training):  +4 to hit with HTH unarmed combat, martial arts weapons, and his Billy Club.
6. Heightened Senses:  Daredevil's senses of touch, taste, hearing, and smell have been enhanced to superhuman levels. He gains a x6 bonus on all Detect Hidden and Detect Danger rolls.
        a. Enhanced Sense of Hearing: Daredevil's hearing is so acute that he can hear people whisper up to 4" away. He can also tell if someone is lying by listening to his heartbeat (Int roll on d20, +2 if the subject is extremely nervous or excited).
        b. Enhanced Sense of Smell: Daredevil's sense of smell is extremely sensitive. Make an Int roll (on d20, -1 per hour old) to detect any specific odours within a 6" radius. He can identify/recognize anyone who he has spent at least 5 minutes with, by smell alone.
        c. Enhanced Sense of Taste: Daredevil can identify substances by taste. Make an Int roll (on d20, -1 per hour old) to distinguish the substance in question.
        d. Enhanced Sense of Touch: His sense of touch is so sensitive, he can read raised printing on a page.
        e. Radar Sense: Daredevil is considered to have 360° awareness that extends outwards in a 88" radius. This allows Daredevil to "see" in all directions around him. He gains a free Detect Danger roll to detect all incoming attacks. All attacks are consider to be from the front (in other words, attackers against Daredevil do not gain side or rear attack bonuses).
        f. Track: Daredevil's senses of smell and hearing are so acute, that he can track someone with them. Whether he is following a particular perfume or maybe the beat of someone's heart, Daredevil must first locate his target (a successful Detect Hidden roll). Daredevil automatically tracks his target as long as he is within 22" of him/her. Should Daredevil fall behind, or his target move out of range, then Daredevil loses his quarry and must attempt to locate him again (requires another Detect Hidden roll).
7. Natural Weaponry (Extensive Martial Arts Training):  +3 to Hit, +6 Damage
8. Special Weapon (Billy Club):  This special weapon consists of two parts. The two parts, when fitted together, are disguised as a blindman's cane.
        a. Curved Hook Section: The curved head acts as a grappling hook. Can fire a spring-loaded cable up to 56" (Ax2). Used for swinging at a rate of double ground movement (136"). PR 1/hour of swinging.
        b. Shaft Section: Can be broken into two weighted batons. +3 to Hit, Range 84" (Ax3), HTH + 1d8 Damage each.
9. Weakness (Physical Handicap):  Daredevil is blind. As such, he is unaffected by any light-based/visual attacks, illusions, and hypnosis for this reason. While his super-senses compensate for his blindess for the most part, he must be discreet in using his super-senses when he is in his civilian identity.
10. Weakness (Vulnerability):  Daredevil's acute senses are vulnerable to "attacks" that overwhelm the senses (i.e. extremely loud sounds). Under such conditions, Daredevil must make an Ex2 Saving Throw or succumb to the sensory barrage. While under the sensory attack, he is effectively blind (treat as in darkness) and his Radar Sense becomes less effective (x2 bonus multiplier on Detect Hidden and Detect Danger rolls instead of his usual x6 bonus).
Weight:  200 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  17 Endurance:  23
Agility:  28 Intelligence:  15
Charisma:  15 Reactions from:   Good:  +2     Evil:  -2
Hit Mod. (1.6) (2.6) (2.2) (1.2) =  10.9824 Hit Points:  44
Damage Mod.:  +4 Healing Rate:  2.4
Accuracy:  +5 Power:  83
Carrying Capacity:  711 lbs. Basic HTH Damage:  1d8
Movement Rates:  68" ground, 136" swinging.
Det. Hidden:  72% Det. Danger:  96%
Inventing Points:  10.5 Inventing (45%): 
Knowledge Areas:  Legal & Sports (Boxing)
Origin and Background: (American)  Matthew Murdock was the son of "Battling Jack" Murdock, a small-time prizefighter who had promised his wife on her deathbed to make a better life for young Matt than the one he led. Hence, the elder Murdock urged his son to pursue his studies rather than become an athlete. Matt Murdock became an excellent student, but one day, after being taunted by others as a weakling, and mocked with the name "Daredevil", he decided to train himself athletically in secret, so his father would not know.
        One day the young Murdock saw a truck about to hit a blind man. Hurling himself in front of the truck, Murdock managed to save the man and himself from being struck. However, a canister of radioactive waste materials that the truck was carrying broke open nearby and Murdock was bombarded with radiation. This unknown radiation blinded him but also mutagenically heightened his other senses. Young Murdock later met a blind martial arts master known as Stick, who taught him how to use his augmented senses and trained him as a fighter.
        Matt Murdock attended Columbia University with Franklin "Foggy" Nelson, who became his lifelong friend. It was at Columbia that Murdock met and fell in love with Elektra Natchios, the daughter of a Greek ambassador. The first reported case of Murdock using his abilities to fight crime came when he fought terrorists who had captured Elektra and her father. The ambassador was accidently killed, and the anguished Elektra left Columbia. She would return to Murdock's life years later in her new role as a costumed assassin.
        In order to finance his son's college education, "Battling Jack" Murdock, now past his prime as a boxer, had to make a deal with the promoter Roscoe Sweeney, alias the Fixer (who is not to be confused with the costumed criminal of the same name). "Battling Murdock" was very successful under the Fixer's management, but did not realize that all of his fights had been "fixed" by Sweeney. Finally, the Fixer ordered Murdock to lose in his next fight. A highly honest man, who especially did not want to humiliate himself in a fight his son was watching. "Battling Murdock" instead won that fight. In retaliation, the Fixer had the elder Murdock gunned down by a thug named Slade.
        The grief-stricken Matt Murdock finished his studies, and he and Nelson opened their own law office. Murdock was determined to bring his father's killers to justice, but could see no way of doing so through ordinary legal means. Hence Murdock decided to adopt a guise of a costumed vigilante, and called himself "Daredevil," the name with which he had been taunted years before. Murdock's heightened senses more than compensatedf for his blindness, and thus gave him an advantage in fighting criminals. Daredevil confronted and pursued the Fixer and Slade, who confessed to the police. The exertion of fleeing from Daredevil gave the Fixer a lethal heart attack. Murdock continued to fight crime as Daredevil.
        Note: Origin and Background text is from "The Official Handbook of the Marvel Universe #3" (Deluxe Edition) and is used without permission.
Legal Status:  American citizen with no criminal record.
Training Bonuses:
2nd Level:   +1 Unarmed HTH Accuracy
3rd Level:   +1 Agility
4th Level:   +1 Unarmed HTH Accuracy
5th Level:   +1 Agility
6th Level:   +1 Armed HTH Accuracy
7th Level:   +1 Endurance
Notes: 

To Hit (Unarmed HTH):
+14
Damage (Unarmed HTH):
1D8 + 16
To Hit (Armed HTH):
+ 10 + weapon
Damage (Armed HTH):
1d8 + 11 + weapon

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