Wednesday, November 9, 2016

Stephen Strange—Sorcerer Supreme

With the release of the new movie—which currently has almost no ties to the rest of the cast of the MCU—I decided it was time to take a break from overhauling all of my Savaging so far and just do someone fresh and... relatively simple.

SPOILERS AHEAD; go watch the film and then come back to read up on the Savaging.

Name: Stephen Vincent Strange
Race: Human
Experience: 40 (Veteran)
Power Level: Deity with Super Karma (Rising Stars; 70 PP)
Agility d6; Smarts d12; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 6 [8 with the Cloak of Levitation]; Charisma 0; Toughness 5
Hindrances: Arrogant, Nerve Damage (Major; –2 to fine motor skills like Driving, Healing, Shooting, etc.), Obligation (m—protect the Sanctum Sanctorum), Pacifist (m)
Edges: Arcane Background (Super Powers), Rich, Doctor, Scholar (Medicine and Neuroscience), Martial Artist.
Skills: Fighting d8, Healing d12, Investigation d10, Knowledge (Arcana) d4, Knowledge (Medicine) d8, Knowledge (Neuroscience) d10, Notice d6, Persuasion d6, Spellcasting d12, Streetwise d4.
Inventory: Acolyte clothes, Cloak of Levitation, Sling Ring.
  • Attack, Melee (4): Damage Str+d6, Grapple, Reach 2. Slow to Activate. (Crimson Bands of Cytorrak.)
  • Deflection (1): –2 to hit with ranged attacks. Contingent on attack, melee.
  • Super Attribute (2): Spirit +1. (Kamar-Taj training.)
  • Super Skill (8): Fighting +2, Knowledge (Arcana) +1, Spellcasting +4. (Intense study and practice.)
  • Super Sorcery (12): Level 6. (Sorcery.)
  • Teleport (10): Can teleport up to 12". Portal, Traverse (+6). Device (–1, sling ring).
Astral Dimension (separated for ease of understanding Strange's powers)
  • Extra Action (4): One extra action, Fast Action. Contingent on invisibility. (Time moves slower in the astral dimension.)
  • Flight (2): Pace 12, Climb 0. Contingent on successful intangibility.
  • Intangibility (6): Soul Walk. Limitation (–1, cannot cast spells in the astral dimension). (Astral projection.)
  • Invisibility (9): Level 3, –6 to hit. Contingent on successful intangibility, Limitation (–1, visible to others in the astral dimension).
  • Super Edge (1): Combat Reflexes. Contingent on successful intangibility.
  • Toughness +4 (2): Contingent on successful intangibility. (Tough soul.)
Cloak of Levitation (Switchable)
  • Danger Sense (1): Device (–1, Cloak of Levitation). (The cloak is always on the lookout for threats.)
  • Flight (2): Pace 12, Climb 0. Device (–1, Cloak of Levitation), Limitation (–1, tends to have a mind of its own).
  • Parry +2 (1): Device (–1, Cloak of Levitation). (The cloak helps protect its wearer.)
  • Super Edge (5): Improved Dodge. Device (–1, Cloak of Levitation). (Pulls the wearer away from dangers.) Switchable (primary).
  • Sidekick (4): Limitation (–1, doesn't gain XP).

Name: Cloak of Levitation
Experience: 0 (Novice)
Power Level: Deity Sidekick with Super Karma (Rising Stars; 50 PP)
Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d8
Pace 6, Parry 7 [9], Charisma —, Toughness 15
Hindrances: Code of Honor, Doesn't Speak, Loyal, No Arms (M—the cloak must dedicate its entire form to any kind of interaction and cannot perform fine manipulation)
Edges: Arcane Background (Super Powers), Quick, Improved Dodge
Skills: Fighting d10, Knowledge (Arcana) d8, Notice d8, Taunt d4
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Doesn't Eat (1): It's a cloak.
  • Doesn't Sleep (2): Cloak.
  • Fearless (2): C-L-O-A-K.
  • Flight (4): Pace 12.
  • Parry +2 (3): Protector. (Incredible reflexes.)
  • Super Attribute (14): Agility +3, Spirit +1, Strength +2. Not Today (Agility).
  • Super Edge (4): Improved Dodge. (Incredible reflexes.)
  • Toughness +9 (12): Hardy.
Doctor Stephen Strange was a renowned doctor and neurosurgeon. He performed cutting-edge research and was one of the top surgeons in New York City. Unfortunately, he's also kind of a dick. He was notorious for picking his patients to further his reputation and placing himself above everything, including the rules and their consequences. This little quirk came back to bite him in the ass when examining patient X-rays on the road (at night, in the rain, on a mountainside), which caused a serious wreck, sending him off the mountain and nearly killing him.

While he was saved by modern medicine, his hands were irreparably damaged in the crash—severe nerve damage made it difficult for him to even write, much less perform complex surgical procedures. Strange was driving himself mad, spending away his resources on experimental procedures, drugs, anything that might help his hands heal. Eventually, as his bank accounts dwindled, Strange found another man who was paralyzed from the waist down and had recovered miraculously. This led Strange to Kamar-Taj, a house of the mystical arts in Nepal.

Initially, Strange was skeptical of the idea of magic until the Ancient One—master of the arts and top dog of Kamar-Taj—projected his astral body and then sent him on a mind-twisting trip through the multiverse. Strange dedicated the next months of his life to learning these arts, becoming more fit, training in martial combat, studying spells and rituals, and even mastering high-end magic like Astral Projection, and was even able to enter the Mirror Dimension on his own. His gift for the mystic arts led him to using the Eye of Agamotto, a pendant housing the Infinity Stone of Time (which I will not Savage any time soon—time manipulation on that scale is silly, it's a MacGuffin, and it's purely a plot device and I don't want to put numbers to that kind of stuff right now).

Unfortunately, his training was cut short by a fallen student, Kaecilius, began to destroy the mystic Sanctums across the world. Strange ended up in the Sanctum Sanctorum in New York, holding Kaecilius and his zealots at bay and discovering the Cloak of Levitation (a sentient artifact). After discovering the zealots' pact with Dormammu (evil mystical dimensional god) and escaping from them, the Ancient One was killed in a battle with Kaecilius, and this pushed Strange onto the path of a hero, and he convinced one of his mentors—Carl Mordo—to help him defend the Sanctum in Hong Kong. Upon arrival, though, the Sanctum was destroyed and Dormammu was leaking into this dimension. Using the power of the Eye of Agamotto, Strange reversed the damage, and after a brief fight, fled into the Dark Dimension to strike a bargain. Using the Eye to create a time loop, Dormammu agreed to leave, taking his zealots and retreating into the Dark Dimension for now.

Strange is now the guardian of the Sanctum Sanctorum, and while he wasn't quite the Sorcerer Supreme by the end of this film, the mid credits scene certainly showcases that he has become notably more powerful. I'm excited to see him in Infinity War (and possibly Ragnarok) but if he gets too crazy he might start breaking this game. I certainly hope it doesn't get to that point.

There are two custom modifiers here: Soul Walk on intangibility effectively just means that Strange's soul leaves his body when he activates the ability, while Portal on teleport forms a portal that anyone can use. The specifics of these abilities are available in my Super Power changes document.

Leave questions, comments, etc below. Hopefully we'll get more updates and entries from the movies and Agents of S.H.I.E.L.D. pretty soon.

Wednesday, August 3, 2016

The Vision

After an extended absence, I've finally gotten another hero to the point that they feel appropriate to post up here.

Vision is one of the most powerful Avengers, with a very unique power set, and definitely feels like he could take just about any other Avengers in a one-on-one fight if he had to.

Name: The Vision
Race: Android
Experience: 5 (Novice)
Power Level: Deity with Super Karma (100 PP)
Agility d8; Smarts d10; Spirit d8; Strength d12+3–d12+9; Vigor d12
Pace 6; Parry 6; Charisma –2; Toughness 24 (6)–30 (6)
Hindrances: Code of Honor, Heroic, Outsider, Pacifist (m)
Edges: Arcane Background (Super Powers), Alertness, Brave, Level Headed
Skills: Fighting d8, Knowledge (Computers) d12, Notice d6, Persuasion d8, Shooting d10, Taunt d4
  • Armor +6 (7): Heavy Armor. (Vibranium-laced skin.)
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Doesn't Eat (1): The Vision doesn't require food to operate.
  • Doesn't Sleep (2): At night, Vision effectively goes onto standby: he doesn't actually need sleep.
  • Gifted (2): With his processor and access to the internet, there's not a whole lot Vision can't do (he's not great at cooking, though).
  • Interface (2): Being an ex-A.I., Vision possesses many of Jarvis' skills with electronics.
  • Super Attribute (24): Agility +1, Smarts +2, Strength +6, Vigor +3.
  • Super Edge (2): Level Headed. Jarvis can process information extremely quickly.
  • Super Skill (2): Knowledge (Computers) +2
  • Toughness +10 (13): Hardy. (Vibranium body.)
Density Control (Switchable)
  • Attack, Melee (5): Damage Str+2d6. Heavy Weapon
  • Flight (2): Pace.
  • Growth (30): Level 6 (+3 to Strength and Toughness). Density, Fast Growth. Switchable (primary).
  • Attack, Ranged (20): Range 50/100/200, Damage 4d10, RoF 2, AP 6, Heavy Weapon, Lethal.
  • Flight (12): Pace 96, Climb 0, –2 to hit while flying.
  • Heightened Senses (1): Eagle Eyes.
  • Extra Action (1): Level 1. Limitation (–2, intangibility only).
  • Intangibility (12): Phase, Reflexive Control. (Density control.)
  • Flight (20): Mach 10+, Climb 0, –10 to hit while flying.
During the Ultron event, the Avengers at the time stole away what was to be Ultron's final body, including the Mind Stone embedded into its head. Once it was safely stored in Avengers Tower, though, Tony Stark had the idea to bring it to life for their side using fragments of Jarvis. He and Banner almost completed before being met with resistance by Captain Rogers and the Maximoff twins, ultimately being brought to life by a supercharged power surge from Thor.

The Vision first gained consciousness surrounded by the Avengers, lashing out at Thor before calming down and seeing the beauty of life below the tower. Having good knowledge of the situation at hand, Vision opted to help the Avengers stop Ultron's genocide. He assisted the rest of the Avengers by shutting Ultron out of the internet and helping to clean up the remaining Ultron drones and save Sokovia.

Nearly a year later, Vision was a fully fledged member of the New Avengers, developing a close relationship with Wanda Maximoff. When the Lagos incident occurred Vision sided with Tony Stark on the subject of the newly-introduced Sokovia Accords, and tried to protect Wanda from the public by keeping her on lockdown inside the Avengers compound. Unfortunately, Barton's intervention brought Wanda out of hiding, and Vision was effectively buried underneath the Avengers compound. He escaped, flying directly towards Leipzig to help Tony contain Captain Rogers and his team.

During the skirmish, Colonel Rhodes was accidentally hit by a stray beam from the Vision and was paralyzed. After this point, the Vision remained out of the conflict, and was last seen at the nearly-abandoned Avengers compound.

The Vision has an extremely unique and iconic power set. To create his density control, I simply created "Density" as a +6 modifier for Growth: you still can change your weight, Strength, and Toughness, but your Size doesn't change.

Wednesday, June 8, 2016

Mike Peterson—Deathlok

Only finally getting to another Agents of S.H.I.E.L.D. character. The show is unfortunately underrated, and has a slew of Marvel characters that wouldn't otherwise find their own way into the MCU.

As a good example, one of the first supers of the show, and one of my personal favorites, is Deathlok.

Name: Michael Peterson
Race: Human (Cyborg)
Experience: 70 (Heroic)
Power Level: Four Color with Super Karma (Rising Stars, 50 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+3; Vigor d10
Pace 6; Parry 7; Charisma –2; Toughness 14 (4)
Hindrances: Bad Luck, Heroic, Obligation (M—The Clairvoyant), Loyal, Poverty, Ugly, Vengeful (M)
Edges: Arcane Background (Super Powers), Take the Hit, First Strike, Nerves of Steel, Dodge, Combat Reflexes, Marksman.
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d8, Persuasion d6, Shooting d8, Stealth d6, Streetwise d6.
Inventory: Arm-missiles ×2, EMP missiles ×2.
  • Armor +4 (3): Hardy, Partial Protection (–1). Device (–1, body armor).
  • Gifted (2): Deathlok is able to access the internet and learn to do nearly anything on a dime.
  • Heightened Senses (4): Infravision, Low Light Vision, Super Sight. Spatial Sense (X-Ray Vision). Requires Activation. (Cybernetic eye.)
  • Interface (2): Cybernetic interface.
  • Leaping (3): Level 3. Leaps 8" vertically and 16" horizontally. (Centipede serum and cybernetic leg.)
  • Regeneration (1): Level 1, rolls to heal every day. Limitation (–1, must eat ten times as much food).
  • Speed (2): Pace 12. (Centipede serum.)
  • Super Attribute (12): Agility +1, Strength +3, Vigor +2. (Centipede serum.)
  • Super Skill (1): Shooting +1. 
  • Toughness +3 (3): Centipede serum.
Melee Combat (Switchable)
  • Attack, Melee (7): Damage Str+d6. Climb, Multiple Attacks. Switchable (primary). (Centipede serum.)
  • Attack, Melee (5): Damage Str+2d6, AP 4, Heavy Weapon, Lethal, One Arm. (Cybernetic leg).
Missiles Systems (Switchable) 
  • Attack, Ranged (10): Range 12/24/48, Damage 3d6, RoF 2, MBT, AP 2, Heavy Weapon, Lethal, Requires Material (–2, arm-missiles). Switchable (primary).
  • Malfunction (4): MBT. Limitation (–1, requires Shooting roll). (EMP missiles.)
Mike Peterson was an ordinary man down on his luck: working a heavy labor factory job, tight on cash, and raising his kid as a single father. Unfortunately, he suffered a back injury, and his job cut him loose while he was in recovery. Had it not been for the mysterious organization that approached him—Centipede—he may have lost his house, or even his kid.

Centipede, however, stepped in and provided Mike is an experimental serum that restored his health and granted him incredible powers of superhuman strength and durability.

Centipede Serum (25 PP):
  • Attack, Melee (5): Damage Str+d6. Climb, Multiple Attacks. (Centipede serum.)
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally. (Centipede serum.)
  • Regeneration (1): Level 1, rolls to heal every day. Limitation (–1, must eat ten times as much food).
  • Speed (2): Pace 12. (Centipede serum.)
  • Super Attribute (12): Agility +1, Strength +3, Vigor +2. (Centipede serum.)
  • Toughness +3 (3): Centipede serum.
Soon after, the laboratory that Mike received his powers from was bombed. Mike rushed towards it, climbing up the side of the brick building to make it to the top floor and save the scientist that granted him the serum. This allowed him to be found and tracked down by Skye, who tried to convince him that he would be hunted down by S.H.I.E.L.D. He brushed her off, but the serum began to have adverse effects. Eventually, he would detonate, and he kidnapped Skye to try and go off the grid. Luckily, after a small confrontation through to the efforts of Coulson's team, they were able to subdue him and even recruit him to S.H.I.E.L.D.

Several months later, Peterson was being trained by S.H.I.E.L.D. in methods to increase his hand-to-hand combat skills and physical strength when he was requested by Coulson to help bring down the Centipede Project, to which Peterson immediately jumped onboard. They were able to subdue a few other Centipede super soldiers, but was then blackmailed by Raina into betraying Coulson to the Centipede Project. On the bridge where the double-crossing occurred, a massive explosion occurred which appeared to have killed Mike. Unfortunately, Mike woke up with half of his face scarred and one of his legs amputated, where he began receiving orders directly into his newly-cybernetic eye from Centipede.

Slowly, Deathlok was supplied with more and more tech enhancements, and began to lead S.H.I.E.L.D. on a wild goose chase before HYDRA emerged from within. After their emergence, Deathlok worked directly with the Clairvoyant, as his son was being held hostage. He directly assisted in apprehending Skye to unlock information about the GH.325 chemical.  A few days later, however, his son was rescued by Skye, and Mike turned on the Clairvoyant, attempting to kill him.

After this, Mike was upgraded with EMP missiles instead of lethal ones, and began to work with S.H.I.E.L.D. again, tracking down a HYDRA scientist named List, before being called back to the states to save Coulson and Hunter from a new rogue faction of S.H.I.E.L.D. He then assisted the team in tracking down Skye, who had been kidnapped by the Inhumans, and later HYDRA. During his capture, he was disassembled, and is still recuperating from the injuries. It is unknown if he will ever return to service.

Power Stunt:
  • Stun (9): Heart Attack (+6), Strong. Once—and only once—Deathlok used a short range, experimental shock unit to stop Grant Ward's heart. The attacker must win with a raise, but if he does, the victim is immediately Incapacitated and must make a Vigor roll. On a success, he is Shaken and remains so for 1d4 rounds. On a failure, he dies in 2d6 rounds (which can be saved by a Healing roll at –4, though the victim remains Incapacitated). The user can also start hearts again, by touching the target and making a Spirit roll (this doesn't heal any wounds, only restart a stopped heart).

Sunday, May 22, 2016

T'Challa—Black Panther

Arguably one of the highlights of Civil War, Black Panther is a serious badass. I've had a couple people ask for this, so here we are!

My primary concern with this is that, since T'Challa only had a supporting role in Civil War, I'm probably going to have to recompile him when his film comes out. On the bright side, that's not for another two years, so I have plenty of time until then to finish other heroes.

Serious spoilers below. Also, if you're reading this blog and haven't seen Civil War yet, go do that. Seriously, good movie.

Name: T'Challa
Race: Human
Experience: 60 (Heroic)
Power Level: Heavy Hitter (60 PP)
Agility d12; Smarts d10; Spirit d8; Strength d12+2; Vigor d8
Pace 6; Parry 10; Charisma 2; Toughness 21 (12)
Hindrances: Loyal, Overconfident, Ruthless (m), Vengeful (M).
Edges: Arcane Background (Super Powers), Alertness, Brave, Noble, Filthy Rich, Combat Reflexes, Counterattack, Improved Dodge, Improved Martial Artist, Killer Instinct, Two-Fisted, Acrobat, Level Headed, Traceur, Frenzy.
Skills: Fighting d12+2, Intimidation d10, Notice d8, Persuasion d6, Piloting d8, Stealth d10.
Inventory: Panther Habit.
  • Armor +12 (12): Hardy, Heavy Armor. Device (–1, Vibranium Panther Habit).
  • Attack, Melee (8): Damage Str+d6, AP 6, Climb, Heavy Weapon, Multiple Attacks. Device (–1, Panther Habit). (Vibranium Claws.)
  • Leaping (1): Can leap 2" vertically or 4" horizontally.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (18): Agility +3, Smarts +1, Strength +4, Vigor +1.
  • Super Edge (12): Combat Reflexes, Counterattack, Dodge, Killer Instinct, Martial Artist, Two-Fisted.
  • Super Skill (2): Fighting +2.
  • Toughness +3: Enhanced physiology. 
T'Challa was born as the crown prince of Wakanda, the isolationist and highly advanced country in Africa, and the world's source of vibranium. At some point, T'Challa had taken on the mantle of the Black Panther—protector of the Wakandan tribe.

After the events in Lagos involving the adventures. When the U.N. introduced the Sokovia Accords, his father, king T'Chaka, jumped at the chance of improving foreign relations and signed the accords. During the signing conference, T'Chaka was killed in a terrorist attack apparently perpetrated by the Winter Soldier. Consumed by vengeance, T'Challa donned his uniform and relentlessly pursued Bucky, and was it not for the interference of Captain America.

After his opposition was arrested, Bucky somehow escaped custody, and T'Challa attempted to stop him without his suit. Unfortunately, Bucky got away, apparently taken by Captain America. Later that day, T'Challa was approached by Natasha Romanoff, offering to help him track down the Winter Soldier if he assisted Tony Stark in making sure Captain America didn't escape. This encounter came to a head in a fight at the Leipzig airport. Unfortunately, near the end, Black Panther was held back by Romanoff as Cap and Bucky escaped in an Avengers quinjet.

T'Challa then tailed Stark, realizing that he may continue to pursue Cap, and consequently Bucky. Arriving at a hidden Siberian base, he followed Stark inside until they reached a large chamber, and overheard Helmut Zemo confess to framing Bucky for his crimes. Realizing that his vengeance almost led to the death of an innocent man, T'Challa prevented Zemo's suicide and captured him. Shortly after, he granted Cap and Bucky sanctuary in Wakanda, and possibly the rest of the Secret Avengers as well.

Wednesday, May 18, 2016

Brock Rumlow—Crossbones

Continuing with the trend of publishing characters we probably won't be seeing again anytime soon, let's look at Crossbones. Famous in the comics for killing Captain America, his role in the MCU is slightly different...

Name: Brock Rumlow
Race: Human
Experience: 100 (Legendary)
Power Level: Pulp Hero (15 PP)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 8; Charisma –2; Toughness 14 (6)
Hindrances: Death Wish (m, kill Captain America), Ruthless (M), Stubborn, Ugly, Vengeful (m)
Edges: Arcane Background (Super Powers), Brawny, Quick Draw, Steady Hands, Marksman, Combat Reflexes, Dodge, Two-Fisted, Improved Nerves of Steel, Frenzy, Take the Hit, Strong Willed.
Skills: Fighting d12, Intimidation d6, Knowledge (Battle) d4, Notice d6, Shooting d10, Stealth d6, Streetwise d6, Taunt d6, Throwing d8, Tracking d4.
Inventory: Battle armor (Armor +6), SIG Sauer (2d6, AP 1, 12/24/48, Semi-Auto, 12 Shots), gas mask, comms unit, bomb vest, magnet grenade (3d6, 5/10/20, MBT, sticks to metal surfaces: roll at –6 to pull off).
  • Armor +6 (1): Partial Protection (–1). Device (–1, advanced body armor).
  • Attack, Melee (5): Damage Str+2d6, Multiple Attacks. Device (–1, piston gauntlets).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. (Fried nerve endings.)
  • Resistance (1): Electricity. +4 to resist effects, +4 Toughness. (Fried nerve endings.)
  • Toughness +1 (4): Hardy. (Fried nerve endings.)

Brock Rumlow was a S.H.I.E.L.D. agent and leader of a STRIKE team, working with Captain America and Black Widow fairly often, including recovering a weapon known as Zodiac and the recapture of the Lemurian Star.

Winter Soldier Inventory: Steyr AUG A3 (2d8, AP 2, 24/48/96, RoF 3, Auto, 30 Shots), Suppressor, SIG Sauer (2d6, AP 1, 12/24/48, Semi-Auto, 12 Shots), comms unit, kevlar vest with inserts (Armor +3, Armor +6 vs ballistics, –4 AP vs ballistics), stun wand (Vigor or incapacitated), combat knife (Str+d4, 3/6/12).

Rumlow is a master martial artist, marksman, and tactician, instrumental in a variety of S.H.I.E.L.D. operations. Unfortunately, he is also an undercover HYDRA agent. After the assassination of Nick Fury, Rumlow was tasked with bringing in Captain Rogers, though he was unable to do so several times, even with the help of the Winter Soldier. During HYDRA's uprising, Rumlow helped secure the launch codes and keep S.H.I.E.L.D. off HYDRA's back as they did what they could, even engaging in hand-to-hand with Sam Wilson. Unfortunately, he was taken down by a collapsing building after Project: INSIGHT helicarriers crashed into it.

This didn't kill him, however. Rumlow went off the grid and disavowed HYDRA, instead working for himself and his small team of mercenaries, just itching at a chance to kill Steve Rogers. That chance came in Lagos, Nigeria almost two years later, where Rumlow led an attack on an Institute for Infectious Diseases. After isolating Captain America, Rumlow went all-out in his new battle suit to try and wear the Captain down, before attempting to distract him and detonate the explosives strapped to his chest and take Steve with him. While the suicide bombing didn't take out Captain Rogers, it did kill over a dozen innocent civilians, and sparked the creation of the Sokovia Accords.

Monday, May 9, 2016

Peter Parker—Spider-Man

Oh my god. I've been waiting for more than a year to finally see this movie and start putting numbers onto the dozen heroes that Civil War fleshes out, including Vision, Black Panther, Scarlet Witch, and Falcon, but the one I've been really excited for... Spider-Man. Finally, a good, MCU-integrated Spider-Man.

Go watch this movie, my next few posts are probably gonna have spoilers, and it's one of the best movies I've seen in a long time, and hands down the best comic book movie ever, so just... just do it.

Now, I was debating rather hard on whether to give Pete the Young Hindrance or not, but decided against it. Between his skill distribution and age—15 as of Civil War—while he is young, the Young Hindrance places characters around 8 to 12 and just seemed like overkill.

Name: Peter Parker
Race: Human
Experience: 30 (Seasoned)
Power Level: 75 (Cosmic)
Agility d12+1; Smarts d10; Spirit d6; Strength d12+6; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 12
Hindrances: Heroic, Obligation (m—high school), Overconfident, Loyal, Poverty
Edges: Arcane Background (Super Powers), Brave, Ambidextrous, Quick, Acrobat, Two-Fisted, Level Headed, Marksman.
Skills: Fighting d8, Knowledge (Science) d8, Notice d6, Persuasion d4, Repair d6, Shooting d8, Stealth d6, Taunt d6, Throwing d4.
Inventory: Costume, web shooters ×2, commlink, holographic projector.
  • Awareness (5): Ignores obscurement penalties and Gang Up bonus. (Spidey-sense.)
  • Danger Sense (1): Limitation (–1, must be active for awareness, super edge, super skill, & uncanny reflexes to work). (Spidey-sense.)
  • Leaping (2): Can leap 4" vertically or 8" horizontally.
  • Super Attribute (28): Agility +4, Strength +8, Vigor +2.
  • Super Edge (4): Ambidextrous, Quick.
  • Super Skill (2): Fighting +1, Shooting +1.
  • Toughness +5 (8): Hardy.
  • Uncanny Reflexes (10): –4 to hit. Blinding Reflexes. (Spidey-sense.)
  • Wall Walker (1): It's Spider-Man, that's his thing.
Web Shooters: 
  • Swinging (14): Pace 24, may swing to any point within 12". Strong Line ×10 (10500 lbs). Device (–1, web shooters).
  • Ensnare (8): Very Strong ×2, Ranged Touch Attack 12". Device (–1, web shooters).
  • Speed (4): Pace 12, Catch and Throw. (Strong legs.)
Peter Parker is a young man from Queens whose parents died in an accident years ago, and has been living with his aunt May and uncle Ben ever since. When he was just starting high school at around 15, he was bitten by a radioactive spider—giving him incredible super powers of strength, speed, and an uncanny sixth sense that makes him nearly impossible to hit. However, his misuse of his powers ended in the death of his uncle. Peter blamed himself, believing that it his uncle died because he neglected to help.

Since that day, Peter Parker became Spider-Man, inventing a kind of super-strong webbing compound and web-shooters to go with them. These augment his mobility and give him the ability to non-lethally deal with criminals. He mostly stayed in Queens, dealing with petty crime and helping prevent accidents, doing whatever he can to keep his corner of New York safe while trying to keep his identity a secret.

It wasn't long before footage of this new hero began making its way onto YouTube, and Peter was tracked down by Tony Stark almost six months later, recruiting him to help force Captain Steve Rogers to comply with the Sokovia Accords. Peter, while initially skeptical of this idea, was coerced by Stark threatening to tell his aunt May that he had these kinds of powers.

While being a huge help in the Leipzig airport battle, both by evening the numbers out and providing a way to easily restrain the opposition, Peter was eventually knocked back by a stray hit from Ant Man, falling what is likely a few stories and possibly breaking a few ribs. Stark told Peter to stay down, and brought him back to Queens shortly thereafter.

Once he was home, Peter found a Stark-style holographic projector concealed underneath his web shooters, displaying an image of Spider-Man's face with what appears to be communication options.

Wednesday, April 20, 2016

Natasha Romanoff—Black Widow

And now, we finally round out the roster of our original Avengers! (Except for some minor rewrites coming for Iron Man and Thor, but shh, don't tell anyone!) This has been a long time coming, but we're finally able to have the complete team together, just in time for them all to break apart and completely reform the team.

EDIT: I actually had some discussion come up about Natasha's skill distribution recently, particularly her Persuasion skill. I figured it was relevant enough to link to here, so hopefully this is a nice little read into my design mindset and philosophy.

Name: Natalia Alianova Romanoff
Race: Human
Experience: 160 (Legendary)
Power Level: Heavy Hitter (60 PP)
Agility d12; Smarts d8; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 9; Charisma 4; Toughness 7 (1)
Hindrances: Heroic, Loyal, Obligation (M—S.H.I.E.L.D.), Ruthless (M),Vengeful (m), Wanted (M)
Edges: Arcane Background (Super Powers), Alertness, Very Attractive, Linguist, Acrobat, Combat Reflexes, Counterattack, Improved Dodge, First Strike, Improved Frenzy, Improved Level Headed, Improved Martial Artist, Marksman, Quick Draw, Infiltrator, Strong Willed, Scholar (Computers & Espionage), Assassin, Extraction, Traceur, Nerves of Steel, Two-Fisted.
Skills: Climbing d8, Driving d8, Fighting d12+1, Healing d4, Intimidation d6, Investigation d8, Knowledge (Espionage) d8, Knowledge (Communications) d8, Knowledge (Computers) d8, Notice d8, Persuasion d8, Piloting d6, Shooting d12, Stealth d12, Streetwise d8, Swimming d6, Taunt d8, Throwing d10.
Inventory: Padded S.H.I.E.L.D. Suit (Armor +1), wire garrote, dagger ×2 (Str+d4), Glock 26 ×2 (2d6, AP 1, 12/24/48, Semi-Auto, 10 Shots), commlink, Widow's Bite (poison and stun powers, fires a rope projectile up to 50 yards with Shooting), stun baton ×2 (Str+d4+d6, +d10 damage on a raise instead of +d6).
  • Super Attribute (12): Agility +3, Smarts +1, Spirit +1, Vigor +1. (Red Room training.)
  • Super Edge (20): Acrobat, Combat Reflexes, Counterattack, Dodge, First Strike, Frenzy, Level Headed, Martial Artist, Marksman, Quick Draw. (Red Room training.)
  • Super Skill (20): Climbing +2, Fighting +2, Knowledge (Communications) +2, Knowledge (Computers) +2, Knowledge (Espionage) +2, Persuasion +2, Shooting +2, Streetwise +2, Swimming +1, Taunt +1, Throwing +2.
Widow's Bite (Switchable):
  • Poison (8): Knockout, Strong. Device (–1, Widow's Bite). Switchable (primary).
  • Stun (2): Strong. Device (–1).
  • Stun (2): Strong. Device (–1).
Natalia was recruited by the KGB at a young age and was placed into training in the Red Room facility, where she was indoctrinated and educated in Russian spycraft. Her expertise and effectiveness put her on S.H.I.E.L.D.'s radar very quickly, and Clint Barton was sent after her to eliminate the threat. He disobeyed this order, however, and recommended her as a S.H.I.E.L.D. agent. From there on, Barton and Romanoff became partners, and Natalia changed her name to Natasha.

In 2009, Natasha had a run in with the legendary Winter Soldier. After being hired to protect a nuclear scientist, the assassin eliminated his target by firing a round through her stomach and into the scientist.

Iron Man 2 Inventory: Padded S.H.I.E.L.D. Suit (Armor +1), wire garrote, Walther PPK/S (2d6, AP 1, 12/24/48, Semi-Auto, 7 Shots), commlink, Widow's Bite (poison and stun powers, fires a rope projectile up to 50 yards with Shooting), flashbang (5/10/20, use the blind power with a raise in a MBT), taser disks (5/10/20, 3d6 EMP damage, target must make a Vigor roll at –2 or be Incapacitated and fall prone).

A couple years later, Natasha was put on a mission to infiltrate the Stark Industries legal department, working her way up the corporate ladder to get close to Tony himself and try to keep a close eye on him. She was quickly hired on as Stark's personal assistant after he signed his company over to Pepper Potts.

She witnessed the fight between Tony and Colonel Rhodes at the former's birthday party, and tracked down Stark later on with Fury to lay their cards on the table: they knew he needed to find a cure for the palladium poisoning, but he needed to make progress on it or they'd shut him down.

Romanoff was present at the Battle of Stark Expo, going with Stark's bodyguard to break into Hammer Industries HQ to intercept the terrorist Ivan Vanko. After stealing all the designs they could get their hands on and destroying the building, Natasha was ordered to shadow Bruce Banner at Culver University, and was almost killed as a bystander during the rampage. Afterwards, she was sent to retrieve Banner before General Ross captured him, but failed, instead capturing Samuel Sterns instead.

Avengers Prelude Inventory (comic prelude): Padded S.H.I.E.L.D. Suit (Armor +1), wire garrote, dagger ×2 (Str+d4), Glock 26 ×2 (2d6, AP 1, 12/24/48, Semi-Auto, 10 Shots), commlink, Widow's Bite (poison and stun powers, fires a rope projectile up to 50 yards with Shooting), glider pack (Pace 24, Climb –2, may glide up to 10× the initial height), autograpnel, smoke grenade (obscure power with a raise in a MBT).

Romanoff was then dispatched to Moscow, where she searched for missing Stark Industries tech, infiltrating a night club to try and interrogate an illegal arms dealer. Unfortunately, her target was killed by an unknown assailant, and she was forced to escape. The assassin revealed herself as a fan that was after the alias of the Black Widow, and Romanoff agreed to meet with her to try and keep her from interfering further. These and several other confrontations ended in the death of the "admirer," as well as an aborted nuclear missile launch set to destabilize world peace.

Nearly a year later, Romanoff was tasked once again to collect Banner. Tracking him to Kolkata, she convinced him to come and assist S.H.I.E.L.D. with locating the tesseract, stolen by Loki. Banner agreed, and she escorted him to the S.H.I.E.L.D. helicarrier, before being assigned to transport Steve Rogers to Germany to capture Loki. During the attack, Stark arrived to halt the fight, capturing Loki, and on the way back to the Helicarrier Thor arrived to attempt to retrieve Loki, prompting Iron Man and Rogers to pursue. Eventually, Thor was persuaded to their side.

Back at the carrier, Natasha used her interrogation skills to trick Loki into telling her that his plan was to unleash the Hulk onto the carrier, but soon after Barton arrived under Loki's control and detonated a bomb on one of the carrier's turbines. The explosion triggered Hulk's transformation, which gave her chase but ultimately knocked her out. Upon waking, she was sent to intercept Barton, knocking him out and breaking Loki's control. Natasha then went on with Barton and Rogers to assist in the battle of New York against the Chitauri, and she was the Avenger able to retrieve Loki's scepter and close the portal.

Captain America: The Winter Soldier Inventory: Padded S.H.I.E.L.D. Suit (Armor +1), wire garrote, dagger ×2 (Str+d4), Glock 26 ×2 (2d6, AP 1, 12/24/48, Semi-Auto, 10 Shots), Commlink, Widow's Bite (poison and stun powers, fires a rope projectile up to 50 yards with Shooting), photostatic veil (chameleon power with Voice modifier, requires DNA and voice sample, one-time use, and only changes face (not shape or Size). –4 to Notice, –2 to Notice if not the same body type, straight Notice or instantly recognized if wrong gender), taser disks (5/10/20, 3d6 EMP damage, target must make a Vigor roll at –2 or be Shaken).

After this, Romanoff and Rogers became partners working on S.H.I.E.L.D. missions together, going undercover in a terrorist cell in Chicago and gaining their trust to allow Rogers to retrieve a stolen weapon from them. Two years after the battle of New York, her and Rogers were assigned to liberate the Lemurian Star, a S.H.I.E.L.D. vessel hijacked by Georges Batroc, though Natasha's real mission was data retrieval.

After Nick Fury's apparent assassination by the Winter Soldier, Natasha and Cap were forced undercover, trying to unlock Fury's secret USB with some encrypted data on it as their former STRIKE team hunted them down. They eventually found Arnim Zola, stored in a mass of computer banks in an old S.H.I.E.L.D. facility, telling them that he was recruited in Operation Paperclip and began to reform HYDRA within S.H.I.E.L.D. before a missile strike annihilated the base.

They survived and made their way to Sam Wilson, a friend of Rogers', and enlisted his help in overturning the HYDRA conspiracy, but not before another run-in with the Winter Soldier. After being taken to a hidden facility where Fury was still alive, they organized a plan to topple HYDRA and S.H.I.E.L.D., where Romanoff posed as a member of the World Security Council to get close enough to Alexander Pierce, Secretary of Defense and HYDRA agent, to get him to leak all of S.H.I.E.L.D.'s old files. She then spent the next year or so attempting to find a new identity.

Natasha was eventually called back into action by Maria Hill, retrieving Loki's stolen scepter from a HYDRA base under Baron von Strucker. In this time, Romanoff and Banner had formed a close relationship, where she assisted him in calming down enough to revert into the good doctor. She was instrumental in the Ultron incursion, keeping track of Ultron's moves around the globe and assisting in intercepting Ultron's cradle, but was captured and taken back to Strucker's old fortress as a prisoner. Sending a signal out to the Avengers, she was rescued by Banner and assisted in the Battle of Sokovia by evacuating civilians and keeping Ultron's drones from dropping the city back to the earth.

Natasha is currently training and co-leading the New Avengers team alongside Captain America, and new recruits War Machine, Falcon, Vision, and Scarlet Witch.

Monday, April 4, 2016

Pietro Maximoff—Quicksilver

As we enter the month leading into Civil War, I felt like it would be prudent to try and start wrapping up some of the loose ends from the big movie characters, and it seemed like a good idea to work on a character that is probably not going to be developed anymore ever.

Name: Pietro Maximoff
Race: Human
Experience: 0 Experience (Novice)
Power Level: Four Color with Super Karma (55 PP)
Agility d12; Smarts d6; Spirit d6; Strength d8; Vigor d10
Pace 6; Parry 6; Charisma 2; Toughness 7
Hindrances: Heroic, Lech, Loyal, Vengeful (M)
Edges: Arcane Background (Super Powers), Attractive, Brave, The Best There Is (speed), Extraction, Quick.
Skills: Fighting d8, Notice d6, Persuasion d6, Stealth d8, Streetwise d4, Taunt d6, Throwing d6.
Inventory: Commlink.
  • Attack, Melee (7): Damage Str+2d6, AP 4, Multiple Attacks. Contingent (–1, speed).
  • Extra Action (15): Five extra actions per round. (Super speed.)
  • Speed (17): Super Sonic Speed, –8 to hit. Blinding Reflexes, Catch and Throw. Limitation (–2, when Clubs are drawn in combat, make a Vigor roll; on a failure, he is Shaken. On a roll of 1 or less, he gains a level of Fatigue).
  • Super Attribute (12): Agility +3, Strength +1, Vigor +2. (Hyper metabolism.)
  • Super Edge (4): Extraction, Quick. (Super speed.)
Pietro Maximoff was born in Sokovia with his twin sister, Wanda. At the age of 10, their parents were killed in a bombing, and they both spent two days trapped in the rubble of their apartment with a Stark weapon. They developed a deep hatred for America and Tony Stark, which later extended to the Avengers as a whole. In their adulthood, the twins attended multiple protests against both the States and S.H.I.E.L.D.

The country of Sokovia is small and has been occupied several times in recent history. The Maximoffs participated in riots against foreign forces until they were approached by a HYDRA scientist offering to give them great power. Pietro was utterly convinced to accept, and he was brought with his sister to a secret experimental facility, where the scientists subjected them to the mysterious chitauri scepter. While many volunteers perished, Wanda and Pietro survived with incredible abilities.

Several months after these experiments began, the facility that the twins were in was assaulted by the Avengers attempting to retrieve the scepter. In the confusion, and against the wishes of Baron Von Strucker, Pietro and Wanda escaped to disrupt the assault. Pietro intercepted and smashed into Hawkeye, dropping him to the ground before speeding off and slamming into Captain America and returning to his sister inside the fortress. She convinced him to let Tony go and deconstruct the Avengers from the inside. As HYDRA fell, the twins escaped.

Pietro began to steal to provide for his sister, but Ultron caught wind of them and convinced them to assist him in his conquest against the Avengers. The twins joined him at the salvage yard to attempt to intimidate Ulysses Klaue out of his vibranium stores. During this incursion, the Avengers arrived, and the twins assisted in fighting them off, along with Ultron's drones. After the battle, in Seoul, Wanda realized that Ultron really wanted to destroy humanity, and the twins escaped away from him.

Later, they intercepted Ultron on the Seoul train, keeping him from pummeling Captain Rogers against the train wall. Ultron blasted the train controls, however, and Pietro sped away to save civilians while his sister worked to stop the runaway train. Cap brought the twins to Avengers tower where they found Stark and Banner attempting to work on the Vision. While Cap and Tony argued the merits of creating another A.I., Pietro sped through and unplugged all the machinery, though Thor broke in at the last minute to power the cradle back on.

After some deliberation, the twins joined the Avengers to return to Sokovia and fight Ultron one last time. Pietro and Wanda began the evacuations, and Pietro jumped straight ahead to begin smashing the Ultron drones. He happily assisted in defending the keystone with the rest of the Avengers, but when he saw Ultron's quinjet coming in for a strafing run against Barton, he sacrificed himself to save his new ally.

Tuesday, March 22, 2016

Daredevil Season 2 Patch Notes

So, this is something that I began back when Age of Ultron came out, which is writing out updates for characters as they are updated in their various franchises and mediums. Given that Daredevil Season 2 just hit, I'm deciding to give that a shot here on the blog where it's the most relevant.

Since this is also our first patch notes, for the sake of everyone involved, I'm gonna lie out my ground rules for these kinds of posts.
  • Characters will be listed in alphabetical order, as opposed to their release order here on the blog. This just makes it easier for me to organize and easier for people that are interested to find the character they actually care about.
  • Patch format will include changes to the character's initially posted stats first, followed by what they've earned through leveling up. 
    • For edits, it's going to go in a [Previous Edge or Stat]—>[New Edge or Stat] format, for consistency's sake.
    • For newly acquired Advances, it will list the Experience gained, followed by the associated Advanced.
  • I will try to explain my reasoning for these edits and levels as I go through. Since there's a lot less stuff to take care of, I feel like I can pad these out with some of my justifications.
That's it. These aren't going to be super complicated posts anyways, so without further ado, here's the updated stats for characters that are changed in Season 2.

Spoiler Alert! You have been warned!
  • 15 Experience: Charismatic.
    • By the time Season 2 begins, Foggy is an extremely good talker. He is constantly talking his way out of troubles, helping Matt gather information on the Punisher's victims, and at one point even takes over Matt's job in handling the opening statements in Frank Castle's trial. The guy has absolutely earned this.
  • 20 Experience: Persuasion increased from d8 to d10.
    • As with above, Foggy is an amazing talker. He's going to do really well going forwards as a lawyer.

Several Edges have been rearranged in the Advancement order, but most of them remain intact, with a few exceptions: 
  • Marksman has been replaced by Accurate Attack (Throwing).
    • While, in theory, Matt should be an expert marksman due to his training—as well as having seen Stick use bows and crossbows with startling accuracy—we only ever see him throw, and even then, it's typically a multi-action. Accurate Attack simply fits the bill better than Marksman.
  • Agility d12 reduced to Agility d10.
    • This isn't particularly necessary to preserve Daredevil's identity, but it opens up some of his levels to more Edges and Skills. He still has Acrobat anyways, so that compensates for a slightly lowered Agility.
  • Elan has been removed, and his Knowledge (Law) and Persuasion has been increased from d6 to d8.
    • While Matt is extremely strong-willed and pushes himself to his limits, this is more manifested in a will to keep fighting and push himself constantly, rather than forcing himself to reach his peak in a few key situations. To that end, I changed that level up to instead allow for him to be better at his job of being a lawyer.
  • Improved Frenzy downgraded to Frenzy, and Intimidation and Streetwise have increased from d6 to d8.
    • This one is effectively a discussion on mechanics vs narrative: what does it mean to be able to use Frenzy vs Improved Frenzy. Narratively, I would chalk it up to being able to deliver more hits against individuals that are average or otherwise less than stellar in hand-to-hand melee. Between Matt's Martial Artist Edge (granting him the +2 bonus against enemies that are unarmed or a +1 against those that have Improvised Weapons like rifles and the like), and general skill in combat, he certainly qualifies for the first level of the Edge. However, against truly skilled martial artists like Nobu, he can barely land a single hit, let alone two, and without very high chances of getting a raise, either.
In addition to these Advancement changes, he has also had some minor changes to his powers as well:
  • Awareness gains Limitation (–1, requires a Notice roll at –4 to work against targets with no heartbeat for the remainder of the scene). Danger Sense gains Limitation (–1, Notice roll is at –4 against targets with no heartbeat).
    • Both of these Limitations are due to his obvious difficulties with the Hand. While their utter silence is creepy, it's obvious that Matt has to put forth a lot of effort to deal with these kinds of enemies, and this should be reflected in his power set.
  • Super Attribute decreases to Agility +2 instead of Agility +3. Gains Regeneration Level 1.
    • This is a change that I was unsure about in Season 1 due to the timeline of events being so fuzzy, but Season 2 has gone out of its way to assure the watcher that the first few episodes take place within a week or two. There is no way Matt recovers from all his Wounds that quickly without Regeneration, and his meditative training to heal faster.
  • Attack, Melee and Attack, Ranged are made Switchable with a new Attack, Melee and Swinging.
    • This is simple: we finally have the corded baton that I originally placed in my write-up of Daredevil back in my Savage Everything! blog. The new melee attack has a Reach of 2, but does the same damage and may only be used against a single target at a time. The show expresses that the cord has something like a 60' reach, but in combat he never uses it for more than about 10 or 12 feet. It also has the Grapple modifier, granting +2 to rolls to grapple or restrain an opponent.
Now, with these base-level modifications all wrapped up, let's look at his actual Advances this season:
  • 110 Experience: Two-Fisted.
    • In the off-season, Matt's been hard at work putting criminals down and has become more proficient in the use of his billy clubs.
  • 120 Experience: Combat Reflexes.
    • By the time Episode 3 hits and we're treated to that brutal fight scene down the stairwell, Matt has gotten better and better at taking more minor hits, shrugging off punches and kicks and hits with objects that aren't so much fun.
  • 130 Experience: Quick Draw.
    • This was mostly an Edge I was waiting to really see a good reason to give the guy, and in Episode 8 he draws his club and chunks it across a room almost effortlessly. It otherwise doesn't see too much use, just a nice way to round the character out.
  • 140 Experience: Fighting and Notice increased from d10 to d12; Parry increased from 8 to 9.
    • While Matt has always had great senses and combat capabilities, over the course of this season—and especially towards the end against the Hand—Matt has had to become a master in combat and is forced to use his senses in more creative ways to battle this new threat. Both of these increases are more than earned.

Yeah, Fisk actually makes an appearance this season, and it's not small by any amount. To sum it up without any huge spoilers, he's shown to be extremely intelligent and menacing all of his own cunning, rather than working through and being advised mostly by Wesley last season.
  • Added Knowledge (Crime) d8 and increase Experience from 40 to 45.
This should have been the case last season, but I was unsure of whether or not he had really earned it because, again, he mostly operated through other agents. This time around, however, he has more than proved that he's always been a master of crime and gang warfare.
  • 50 Experience: Intimidation and Persuasion increased from d8 to d10.
  • 55 Experience: Smarts increased from d8 to d10.
    • By the time we see Fisk again in prison, he has become an incredibly intelligent and persuasive presence within the Ryker's Island prison facility, setting up the second largest gang within their walls, having almost all of the guards on his payroll.
  • 60 Experience: Knowledge (Crime) and Notice increased from d8 to d10.
    • The last we see of Fisk, he is in his cell after encountering Matt. It's heavily implied that he has realized that the blind lawyer is actually the hero that landed him in prison in the first place, showing that the man has some serious perceptiveness and cunning.
Overall, I was thoroughly impressed with this season of the show, and I'm really looking forwards to next season, or The Defenders. Whichever releases first.

Saturday, March 19, 2016

Frank Castle—The Punisher

So, it's finally here. Daredevil season 2. If you haven't seen it yet, stop reading this right now and go watch the living shit out of it; it's some of the best TV that I've ever seen. On top of that, we get nearly a full season of the best portrayal of the Punisher I've ever seen; he's brutal, ruthless, tragic, pragmatic, and extremely driven.

So, lots of spoilers below. Once you've gone to see how fucking awesome this season is, come back here to take a look at our MCU Punisher.

EDIT: Holy crap, I was not expecting that much of a traffic spike. Thank you very much, everyone, it's always really inspiring to see that people are coming here to look at me ramble about die types on fictional characters.

For curiosity's sake, if you guys could comment below and let me know where you folks are coming in from (specific facebook posts or news feeds), I would really, really appreciate it! Love to thank the guys that are helping to promote my stuff. :)

Name: Frank Castle
Race: Human
Experience: 80 Experience (Legendary)
Power Level: Street Fighter (30 PP)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 11 (4)
Hindrances: Bloodthirsty, Loyal, Ruthless (M), Vengeful (m)
Edges: Arcane Background (Super Powers), Alertness, Brave, The Best There Is (super edge), Geared Up, Combat Reflexes, Harder to Kill, Improved Nerves of Steel, Level Headed, Martial Artist, First Strike, Counterattack, Rock and Roll! Improved Dodge, No Mercy, Elan, Killer Instinct, Combat Sense, Marksman, Accurate Attack (Shooting)
Skills: Driving d4, Fighting d10, Healing d6, Intimidation d10, Knowledge (Battle) d4, Notice d8, Persuasion d6, Repair d4, Shooting d12, Stealth d6, Streetwise d8, Throwing d4
Inventory: Kevlar Vest w/Inserts (Armor +4, Armor +6 vs ballistics, negate 4 ballistic AP), Sawed-Off Pump Action (1–3d6, 6/12/24, 6 Shots), Colt 1911 (2d6+1, 12/24/48, AP 1, 7 Shots, Semi-Auto), M4A1 (2d8, 24/48/96, AP 2, 30 Shots, RoF 3, Auto), 40mm Grenade Launcher (3d8, 12/24/48, 1 Shot, MBT, Heavy Weapon), M134 Minigun (2d8+4, 30/60/120, AP 2, 200 Shots, RoF 4, Heavy Weapon, Snapfire Penalty), and a fuckload of ammo.
  • Super Attribute (6): Agility +1, Spirit +1, Vigor +1.
  • Super Edge (14): Combat Reflexes, Harder to Kill, Improved Nerves of Steel, Level Headed, Martial Artist.
  • Super Skill (10): Driving +1, Fighting +2, Intimidation +1, Knowledge (Battle) +1, Notice +1, Shooting +2, Stealth +1, Streetwise +1.
Frank Castle was a soldier deployed to Afghanistan as a United States Marine Scout Sniper, accommodating his marksmanship and exceptional perception. He also has a reputation for being a fun guy, a wonderful family man, and more than willing to lay his life on the line for the men in his squad, including one Colonel Ray Schoonover.

In August 2015, Castle was shipped back home to New York and his family. After a heartfelt day of reuniting with his kids and wife, and quickly going to bed due to exhaustion, Frank brought his family to the park the next day. Unfortunately, the park was a staging area for a sting on the Irish, the Cartel, and the Dogs of Hell biker gang, that went horribly south. More than 100 gang members opened fire into the park, completely killing Frank's entire family as well as many others, and fatally wounding Frank himself. Soon after that, Frank was brought to the hospital, dying for a minute before his heart started to beat again on its own.

After leaving the hospital, Frank realized that his entire family was dead and went underground, getting himself a new apartment as well. He acquired several high-powered weapons, including a shotgun, an M4A1, and an M203 grenade launcher, and began his reign of terror, slaughtering members of the gangs that were involved in the deaths of his family. During his campaign, he was even mistakenly credited as an entire squad rather than one man.

Later on the same night after he took off the local head of the Irish mafia and stole more than a million in funds, Frank was confronted by the Devil of Hell's Kitchen, who intervened multiple times in the execution of one of the Irish's hitmen. During his second attempt, Frank captured and chained Daredevil down, and forced him to choose to shoot Frank or let him kill the hitman, where Daredevil took a third option and knocked Castle out. Castle made it out, alive, though, and moved to finish off the Irish. They convinced him to meet at the carousel where his family was killed and then tasered him multiple times, leading to the Irish boss torturing Frank for the location of the money he stole before Frank broke himself free. Frank and Daredevil worked together to decimate the Irish, though Daredevil refused to let him kill anyone. Frank allowed himself to be turned in shortly afterwards.

The small firm Nelson and Murdock worked to try and represent him in court, preventing him from receiving the death penalty, helped along mostly by Karen Page's efforts to connect with him. Unfortunately, Frank refused to be labelled as mentally ill, effectively throwing the entire trial and being sent to prison, where he was greeted by Wilson Fisk, and recruited to assassinate a rival prison-gang boss. After being left for dead (and surviving anyways), Fisk arranged Castle's release under the pretense that he continue to go after gangsters and criminals on the outside. While against working as a hitman, Frank took the deal anyways so he could escape and finally kill off the heroine broker that led to his family's deaths.

Frank was then implicated in several shootings, painted as a monster before saving Karen from an attempted assassination. He then used her as bait in a restaurant to pull in the attempted murderers and proceed to completely wreck their shit. As he interrogated one of the survivors, Castle acquired the name of a shipyard, where he decimated the guards and coated his target ship in gasoline, ready to die if it meant bringing down his target. Daredevil intervened again, however, and kept Frank from killing anyone else before a large squad of private soldiers, arrived to try and finish him off.

Frank survived again, however, and tailed Karen for a short while before she was kidnapped by Colonel Schoonover. He ended up being the drug lord, and was preparing to assassinate her before Frank wrecked their car, leading Schoonover to an abandoned shack and executing him. While looking around, however, the shack appeared to have a fake wall, where Castle discovered an armory of guns and ammunition, as well as the body armor that he painted his famous skull onto. Shortly afterwards, Frank showed up very briefly to assist Daredevil fight against the Hand on the rooftop before disappearing into the night, finally returning to his home and burning it to the ground.

He was last scene leaving his burning home, minigun in one hand, and presumably out to execute more criminals. Accurate Attack is a custom Edge that's detailed in Hawkeye's post.