Daphne from Scooby-Doo

Daphne

(Imaginary future version)


Context

These profiles are imaginary future versions of the Scooby Do characters. In these stories, the genre evolved from 1970s children’s cartoons to 1990s genre thriller and the gang had to adapt to this new paradigm as they grew up.


History

Daphne was a founding member of the Scooby-Doo gang when she was a teenager. She and her friends Fred, Velma and Shaggy, along with Shaggy’s dog Scooby-Doo, would typically pile into Fred’s old van, the Mystery Machine. Then they would inevitably stumble across some mystery or another.

Most mysteries involved schemes by greedy or intolerant individuals posing as monsters or faking other supernatural phenomena. Although Daphne and the gang (usually referred to as “those pesky kids”) were almost able to solve the mystery, there were a few phenomena that simply could not be explained away.

As the gang grew older, they went their separate ways. Daphne did some modeling, but fell in with a bad crowd. She got caught up with the Cult of Blood, and was brainwashed. When the others realized she had vanished, they went in search of her.


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They were barely able to get her away from the cult and were able to deprogram her, although she still retains the occult skills she learned there. She realized that she missed her friends and proposed that they get back together. They’ve upgraded their equipment and have worked together ever since.

Following the reunion of the gang, Daphne underwent intensive physical and combat training and is now in near-perfect condition. Recently, after years of sexual tension, romance has blossomed between Fred and Daphne. The two have not yet committed to marriage, but it is probably only a matter of time.


Description

Daphne is an extremely attractive woman with long red-hair and haunted green eyes. She favors jumpsuits, particularly in purple and other dark colors. She typically caries a pair of long ceremonial knives that she is extremely deadly with.


DC Universe History

Pretty much unchanged. The Scooby-Doo gang (especially Daphne) is an accepted (if sometimes mistrusted) part of DC’s mystic community. They are often called in by other (non-supernatural) heroes when the occult is involved, and the mystic heavy-hitters are unavailable (or part of the problem).

As for her kidnapers, the Church of Blood or the Thugees might work, but Seb would suggest the Cult of the Cold Flame (as seen in Books of Magic.)



Game Stats — DC Heroes RPG

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Daphne

Dex: 07 Str: 03 Bod: 04 Motivation: Responsibility of Power
Int: 07 Wil: 07 Min: 08 Occupation: Supernatural Investigator
Inf: 05 Aur: 05 Spi: 07 Resources {or Wealth}: 004
Init: 021 HP: 050

Skills:
Acrobatics*: 07, Martial Artist*: 07, Occultist*: 07, Thief*: 07, Weaponry (Melee)*: 07

Advantages:
Attractive, Intensive Training, Iron Nerves, Scholar (Cults), Sharp Eye.

Connections:
Scooby-Doo Gang (High).

Drawbacks:
MIA (Fred), Traumatic Flashbacks (Symbol of the Cult of Blood).

Equipment:
Fencing Knives (x2) [BODY 05, Enhance (EV): 01 (Cap is 06), Descriptor: Piercing, Slashing].

By Mark A. Ayen.

Source of Character: Saturday Morning Cartoons.

Helper(s): Sébastien Andrivet.