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TopicHypothetical Mercs Topic Season 2: Yes, We're Still Doing TV/Movies
DeathChicken
10/12/17 3:33:23 AM
#472:


Waffled on whether he was a 2 or a 3, but he's got a bit of toonforce defense going on (dodges bullets point blank, tanked laser beams, etc). Plus don't fuck with him in Let's Get Dangerous mode

Darkwing Duck (Darkwing Duck)
Heroic Male Beast
3/week

Darkwing Duck is as seen in his show in Let's Get Dangerous mode. He is armed with his multi-purpose gas gun equipped with knockout, smog and tear gas, boxing gloves, sticky bombs and itching powder, as well as the grappling hook. He will ride to battle on the Ratcatcher motorcycle after making his introduction.

I am the terror that flaps in the night! I am the noun that verbs your noun! I am Darkwing Duck! (Passive) - At the start of each battle, Darkwing Duck will make his presence known by appearing on the highest point on the terrain and yelling his signature introduction loudly enough that everyone can hear it. Somehow any enemy attacks will miss him while he does this, and when finished he will magically rejoin his team, hopping onto the Ratcatcher bike.

Let's Get Dangerous! (Start of Battle) - Darkwing is a scarily competent crimefighter when he wants to be. Every three weeks he may demonstrate this by stalking a randomly selected Villainous merc on the enemy team. Darkwing will automatically be aware of whatever strengths and weaknesses that merc possesses, and in addition the following effects may occur. Roll for each of them with a 25% chance, the effects will stack if more than one lands.

Darkwing gets the drop on the dastardly villain, spraying them in the face with his dreaded gas gun! The enemy will spend the first 30 seconds of combat asleep and unable to be woken by any means.

Darkwing manages to snag the merc with his patented superglue! They will be stuck to the floor by the feet and unable to move for the first minute of combat, though they are free to otherwise act.

Darkwing gets the vile fiend with the Hypnodisk! He will convince the enemy that Darkwing Duck is an all-around cool guy and should never be picked on. The target will not consider Darkwing an enemy in battle unless provoked by him.

Darkwing swings in on his grappling hook and gives the evil doer a fierce dropkick at the start of the fight! Sometimes you have to keep it simple.

Upgrades

Ability Upgrade

Add the following option to Let's Get Dangerous - Darkwing summons help from Launchpad McQuack! Unfortunately he's as bad at landings as ever, but will somehow manage to plow the Thunderquack into wherever the targeted enemy villain is standing at the start of the fight. They and his team are free to try and dodge, and Launchpad will somehow disappear after the crash.

New Ability

Fearsome Five (Pre-Battle) - Darkwing Duck has collected a motley assortment of enemies. Every four weeks, the Fearsome Five may spring forth from wherever they were hiding as a third party in the battle. Consider them loyal to neither team, but if they are voted to win the fight then Darkwing's team will be declared the victor (yet all the credit for the win will go to the Fearsome Five. Dastardly!)

Negaduck II is as he appears in Darkwing Duck wielding his chainsaw with other chainsaws attached to the chainsaw, bombs and a flamethrower. He does not have the powers of his allies.

Megavolt is as seen in Darkwing Duck with all displayed powers.

Bushroot is as seen in Darkwing Duck with full control over plants.

Quackerjack is as seen in Darkwing Duck armed with chomping false teeth, motorized hula hoop and fire shooting fire trucks. He is accompanied by Mr. Banana Brain.

Liquidator is as seen in Darkwing Duck. For the purposes of the battle, he will be considered defeated if his body is dispersed or otherwise captured.

Terrain

Darkwing Tower - Darkwing Duck's hideout located on Audubon Bay Bridge. The hideout, bridge and bay are accessible.
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