Sunday, December 27, 2015

Bruce Banner—The Hulk

It's been a fair while since we put out a real Avenger, but the Hulk is certainly an easier one to do then, say, Stark (I'm sorry guys, he has a lot of suits I have to make for him). The Hulk is also one of the only Marvel heroes we've seen thus far that utilize the Gimmick Hindrance, and is fairly unique in that aspect.

He is also unique in being the only main Avenger who has changed actors between films, and the only character in the larger MCU whose first movie seems to only be semi-canonical, as the character of Banner is written to have a totally different personality and altered skill-set. As such, some aspects of Norton's Banner, like his hand-to-hand capabilities and his charismatic presence, may be tuned down to be more in line with the modern Ruffalo Banner. Hulk hasn't been altered too terribly much.


Name: Bruce Banner
Race: Human
Experience: 55 (Veteran)
Agility d8; Smarts d12; Spirit d6; Strength d4; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 5
Hindrances: Bad Eyes, Loyal, Pacifist (m), PovertyWanted (M)
Edges: Luck, Scholar (Biochemistry & Nuclear Physics), First Strike, Barbaric Blood
Skills: Fighting d6, Investigation d8, Knowledge (Biochemistry) d10, Knowledge (Computers) d8, Knowledge (Medicine) d6, Knowledge (Nuclear Physics) d12, Knowledge (Portuguese) d4, Notice d6, Repair d4, Stealth d4, Streetwise d8
Inventory: Glasses, Pulse Tracker

Bruce Banner was a respected biochemist and nuclear physicist, working at Culver University. In 2005, Banner and his then-girlfriend were recruited to work on a top-secret military program under the guise of radiation resistance (though it was actually another attempt at replicating Erskine's serum), under the watch of General Ross (Banner's girl's father). A few months into the project, Banner was so confident in his research that he used himself as the first test subject, but the process went horribly wrong. Now, whenever Bruce gets angry, excited, or his heart rate simply goes high enough, he transforms into the mindless powerhouse, the Hulk!


Name: The Hulk
Race: ???
Experience: 55 (Veteran)
Power Level: Deity (90 PP)
Agility d8; Smarts d4; Spirit d8; Strength d12+10; Vigor d12+4
Pace 6; Parry 7; Charisma –8; Toughness 30 (6)
Hindrances: Bloodthirsty, Clueless, Gimmick, Illiterate, Loyal, Weakness (m—Sound)
Edges: Arcane Background (Super Powers), Berserk, Brawny, Take the Hit, Brawler, Frenzy, Sweep, Mighty Blow, Combat Reflexes
Skills: Climbing d12, Fighting d10, Intimidation d10, Notice d4, Swimming d8, Throwing d6
Powers:
  • Armor +6 (3): Tough skin.
  • Attack, Melee (10): Damage Str+2d6, Climb, Focus, Heavy Weapon, Lethal, Multiple Attacks.
  • Fear –2 (3): Scary, Terror.
  • Fearless (2): It's the Hulk. You don't scare him.
  • Growth (7):  Level 3 (Size, Strength, and Toughness +3), Monster.
  • Immune to Poison/Disease (2): Gamma-strengthened immune system.
  • Leaping (6): Level 5. Leaps 32" vertically, 64" horizontally. Bounce.
  • Regeneration (8): Level 4, rolls to heal every minute.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (32): Strength +10, Vigor +6.
  • Toughness +10 (13): Hardy.
After his first transformation, the military began to chase Banner, looking to control Hulk for their own purposes. After realizing what the Hulk could do, Bruce went into hiding, fleeing the country and leaving behind everything to make sure the Hulk did as little damage as he could. Bruce was international for five years, learning to control his pulse as best he could until he could find a cure for his condition.

After failing to concoct an antidote himself, and being found again by the military, he decided to meet with the anonymous Mr. Blue, finally re-entering the country. Unfortunately, he ended up back at Culver University, trying to find any information he could about the experiment that transformed him, but the military intercepted him and unleashed the Hulk again, and this time the world finally saw the Hulk publicly for the first time. After a very short clash with Captain Blonsky and his knock-off serum, he escaped and made it to New York, meeting Mr. Blue (Samuel Sterns), who found a temporary suppression for the Hulk.

Shortly after this, Banner was captured, but released shortly to deal with Blonsky, now an enormous monster trashing Harlem. After a brief rematch, Blonsky was apprehended and the Hulk escaped. In this time, he learned to control the Hulk to a degree, able to steer him in the right direction and summon him when he needed.

Banner made it to Calcutta, where he hid for another two years before Natasha Romanoff found him, recruiting him for S.H.I.E.L.D. to track down the tesseract using gamma radiation signatures. He was brought aboard the S.H.I.E.L.D. helicarrier and given a lab, but due to Loki's schemes, the Hulk was once again triggered aboard the helicarrier. Thor fought to subdue the Hulk, keeping him from trashing the entire carrier. Hulk was eventually knocked out by falling from an exploding F-16 into the ground. He shortly arrived back in New York to assist the other Avengers in repelling the Chitauri invasion.

After this, Banner went into S.H.I.E.L.D. protection, befriending Tony Stark and working solely in R&D. In addition, he worked with Stark to create a new Iron Man armor, just in case the Hulk went out of control someday. He occasionally assisted the other Avengers in "Code Green" events, aiming the Hulk at HYDRA or other important targets. After recovering Loki's scepter from HYDRA, he and Stark worked to create the Ultron A.I. to help defend the earth from any other world-ending events. This went wrong and Ultron went mad. In a mission to intercept Ultron in South Africa, the Hulk was unleashed upon a small African city by Scarlet Witch, forcing him to be subdued by Stark.

Because of this, while he assisted in transferring JARVIS into the Vision, and in rescuing Romanoff and the Sovokian civilians, Banner has gone back into hiding, fearing the Hulk once again. His whereabouts are unknown to the Avengers.

Power Stunts:
  • Energy Control (6): Fire/Heat, Large Burst Template. Limitation (–1, nullify only). Hulk claps his hands together so hard, the shockwave can put out almost any fire.
  • Earthquake (2): By slamming his fists into the ground, the Hulk can create a crack in stone and earth that can trip up his enemies.
—DoctorBoson

Monday, December 21, 2015

The Warriors Three

And today we have Thor's loyal troupe: the Warriors Three, fighters that have been with Thor for centuries and fight by his side battle after battle. These men are formidable and powerful.

That said, they are also NPCs, and they really don't have a notable role in the story other than to support Thor a couple of times, and their personalities haven't really been fleshed out. All Asgardians are considered to be at least Street Fighters with Super Karma just due to their biology, but they lack the Major Hindrance to grant it to them as per the rules. Luckily, NPCs don't have to be built like PCs.


Name: Fandral (Wild Card)
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d10; Smarts d6; Spirit d8; Strength d12+5; Vigor d10
Pace 6; Parry 8; Charisma 2; Toughness 19 (6)
Hindrances: Loyal, Quirk (Cocky)
Edges: Arcane Background (Super Powers), Attractive, The Best There Is (super strength), Counterattack, Improved Frenzy, Combat Sense, Brawler
Skills: Fighting d10, Notice d8, Riding d4, Taunt d8
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian foil (Str+d4+2, AP 2, Parry +1)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
Swift, graceful, and suspiciously reminiscent of a certain adventurer from Sherwood Forest, Fandral is cocky, but his skill as a fighter and his natural agility let him put his money where his mouth is. Fandral is extremely charming and somewhat handsome, but when he's called to the battlefield, all the women in Asgard couldn't stop him.

Well... probably.


Name: Volstagg (Wild Card)
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d6; Smarts d6; Spirit d6; Strength d12+6; Vigor d10
Pace 6; Parry 6; Charisma 0; Toughness 20 (6)
Hindrances: Loyal, Obese
Edges: Arcane Background (Super Powers), The Best There Is (super strength), Take the Hit, Frenzy
Skills: Fighting d10, Notice d6, Persuasion d6, Riding d4, Taunt d6
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian great axe (Str+d10+2, AP 4, Parry –1)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
With a belly full of jolly and an axe of asgardian metal, Volstagg is a seasoned adventurer and warrior. The strongest and thickest of the Warriors Three, he accompanies Thor in battle across the Nine Realms. To him, the only thing more satisfying than the thrill of battle is the feast that comes after a glorious victory.


Name: Hogun (Wild Card)
Race: Vanir
Power Level: Four Color (45 PP)
Agility d8; Smarts d8; Spirit d6; Strength d12+5; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 18 (6)
Hindrances: Loyal
Edges: Arcane Background (Super Powers), The Best There Is (super strength), Counterattack, Quick Draw, Marksman
Skills: Fighting d10, Notice d6, Riding d4, Throwing d8
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian mace (Str+2d6, AP 2, ignores 1 point of cover/shield penalties), asgardian knives (Str+d4+2, 3/6/12)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
While not technically an asgardian, Hogun is one of the vanir, inhabitants of Vanaheim. These people, though somewhat technologically stilted, are close cousins to asgardians physiologically. Hogun in particular spent much time among asgardians and eventually moved there, befriending Thor and the rest of the Warriors. He is a quiet, wise, and extremely capable warrior, fiercely loyal both to his people and to his friends.

The Warriors Three all reside in Asgard, though Hogun was last seen on Vanaheim helping his people rebuild after the Marauder raids.
—DoctorBoson

Wednesday, December 16, 2015

Chan Ho Yin—Scorch

One of our first characters from ABC's Agents of S.H.I.E.L.D. Hardly the most interesting, but he also only appears in one episode and that makes him notoriously easy to put numbers to.


Name: Chan Ho Yin (Wild Card)
Race: Human
Power Level: Pulp Hero with Super Karma (20 PP)
Agility d6; Smarts d8; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 5
Hindrances: Arrogant, Poverty, Vengeful (m)
Edges: Arcane Background (Super Powers), The Best There Is (attack, ranged)
Skills: Fighting d4, Knowledge (English) d8, Notice d6, Shooting d6 (attack, ranged only), Stealth d6
Powers:
  • Attack, Ranged (8): Range 12/24/48 or Cone Template, Damage 2d10, RoF 1, AP 2. Enhanced Damage. (Fire blast.)
  • Deflection (5): –6 to hit with ranged attacks. Requires Activation. (Wall of fire.)
  • Energy Control (5): Heat/Fire.
  • Resistance (1): Fire. +4 to resist effects, +4 Toughness. 
  • Super Skill (1): Shooting +2. Limitation (–1, attack, ranged only).
Chan Ho Yin was born in Hong Kong, and followed his idol Harry Houdini performing street magic. One day, he discovered his pyrokinesis after setting a towel on fire; the origins of his power are unknown. Yin was discovered by S.H.I.E.L.D. and placed on The Index, told to keep his abilities under wraps.

Recently, though, he was approached by a woman offering to increase his power and bring him fame, suggesting the name Scorch to sway him. Scorch was injected with Extremis, enhancing his abilities, and his heat-resistant blood platelets kept him from overheating as other Extremis users had done.

After a day or two of tests, Centipede drained the platelets from Chan's blood for their own serum and left him to be recovered by S.H.I.E.L.D. enraged by the Extremis and his own inflated ego, Yin went after Agent Coulson, May, and any Centipede scientists left in the building. Though using his powers left him in great pain, he went on a rampage until he detonated due to the Extremis (with a little extra juice injected by Agent May).
—DoctorBoson

Wednesday, December 9, 2015

Matthew Murdock—Daredevil

I just finished watching Marvel's Daredevil on Netflix for the second or third time now, and it's probably one of my favorite entries in the MCU to date, as well as giving us our first truly street-level character.

EDIT: I've tossed together a set of patch notes with the newest season of Daredevil finally released. You can find it here.


Name: Matthew Murdock
Race: Human
Experience: 130 (Legendary)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d10; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 8; Charisma 2; Toughness 10 (4)
Hindrances: Blind, Heroic, Poverty, Vengeful (m), Vow—no killing (m)
Edges: Arcane Background (Super Powers), Alertness, Attractive, Brave, Fast Healer, Martial Artist, Acrobat, Improved First Strike, Counterattack, Traceur, Scholar (Law), Nerves of Steel, Marksman, Level Headed, Improved Frenzy, Two-Fisted, Combat Reflexes, Quick Draw.
Skills: Climbing d6, Fighting d10, Intimidation d8, Investigation d6, Healing d4, Knowledge (Law) d8, Notice d12, Persuasion d8, Stealth d10, Throwing d10.
Inventory: Daredevil armor (Armor +4, Armor +2 if hit with a Raise), billy club (Str+d6, 3/6/12).
Powers:
  • Awareness (4): Ignores obscurement penalties and Gang Up bonus. Limitation (–1, requires a Notice roll at –4 to work against creatures with no heartbeat for the remainder of the scene). (Heightened senses radar.)
  • Danger Sense (1): Limitation (–1, Notice roll is made at –4 against creatures with no heartbeat). (Heightened senses radar.)
  • Heightened Senses (5): Super Senses (Hearing, Smell, Taste, Touch), Tracking. Spatial Sense. Limitation (–2, if this power is negated, all non-Device powers are negated as well).
  • Regeneration (2): Level 1. (Mystical meditation.)
  • Super Attribute (4): Agility +2. (Exceptional equilibrium.)
  • Super Edge (2): Fast Healer. (Mystical meditation.)
  • Super Skill (8): Fighting +2, Healing +1, Notice +3, Throwing +2. (Stick training.)
  • Uncanny Reflexes (4): –2 to hit. (Heightened senses and enhanced balance.)
Billy Club (Switchable)
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks. Device (–2, billy club). Switchable (primary).
  • Attack, Ranged (1): Range 3/6/12, Damage Str+d6, Thrown. Device (–2, billy club).
with
  • Attack, Melee (2): Damage Str+d6, Grapple, One Arm, Reach 2. Device (–2, billy club).
  • Swinging (1): Strong Line. Device (–2, billy club).

As a boy in Hell's Kitchen, Matt Murdock was a bright young man. His father was a boxer but never wanted his son to fight, insisting his use his head instead of his hands, and Matt was supportive of his father, trying to encourage him and stitch him up after bad boxing matches. In fact, Matt wanted to help anyone that needed it, and at nine years old, Matt pushed a man out of the way of an oncoming truck, saving his life and having his eyes burned out by chemicals in the process. In the following months, the rest of Matt's senses intensified exponentially: his hearing, smell, touch, taste, and balance were heightened immensely. Soon after this, however, Matt's father was murdered for winning a match that he was supposed to lose.

Matt was left at an orphanage until he was found by Stick—a blind old man that trained Matt in martial arts and helped him to use his senses more effectively in combat. He became expert combatant, able to take on a dozen men at a time and come out on top, albeit with a fair number of cuts and bruises. He was taught meditative techniques to help him heal quickly, and his senses are so strong that he can feel the impression of ink to read words on a page, or hear the heartbeat of people to tell if they're lying or not.

Matt got too attached, however, and Stick left him before completing his training. Matt kept training on his own as he went through college, studying law and meeting his best friend, Foggy Nelson. After graduating top of their class, they went to intern at the prestigious firm Landman & Zack, almost landing a job before leaving due to a moral dispute.

Moving back into Hell's Kitchen, that night Matt heard a man doing some seriously messed up things with his daughter, and after being unable to deal with this in the confines of the law Matt took it into his own hands to persuade the man to stop. This began Matt's vigilante days (in a badass black costume), as he listened to the streets to find criminals and horrible people, sometimes going from place to place interrogating to find larger crime rings. At the same time, Matt worked with Foggy to found their new firm, Nelson & Murdock, hoping to make a difference in Hell's Kitchen as defense attorneys.
Vigilante Suit (Armor +1, Armor +0 if hit with a Raise)
Their first client was Karen Page, a woman who was being framed for murder due to discovering a money laundering operation of the Union Allied Construction. Matt and Foggy took her into their care, and Matt donned the suit to protect her when she went back to her apartment to retrieve the data from the UAC files. Shortly after, he met Claire Temple, a nurse that would stitch him up when he was wounded after being beaten nearly to death by the Russian mob. 

The investigation of the local gang activity and Union Allied began to unravel a conspiracy led by Wilson Fisk, taking control of the entire Hell's Kitchen area. After a series of brutal interrogations, smashing through the Russian mob, and being framed as a terrorist by Fisk, a battle with the red ninja Nobu left Matt so battered that he nearly died, and likely would have had Foggy not discovered that he was the man in the mask. Shortly following this, Matt "persuaded" Fisk's armorer to make him a suit to avoid that kind of damage again, and releasing one of Fisk's old corrupt cops to bring Fisk's empire tumbling to the ground. He used his new suit (and the sweet batons that came with it) to beat Fisk down and allow him to be subdued for the police to put him behind bars.

For the next year or so, Matt worked to help keep the streets clean, while he, Foggy, and Karen worked to keep Nelson and Murdock afloat. While negotiating with a new client, however, he was put on the trail of a ruthless killer that was sweeping through Hell's Kitchen and annihilating criminals that he came across. He tracked the man down and kept him from assassinating his new client, but after a drawn out fight, the man drew a pistol and knocked Matt out in one shot.

More will be added as I gain the time to type out Matt's encounters in S2.

He has one new custom Edge:

Traceur
Requirements: Novice, Agility d8+, Strength d8+, Climbing d6+
Traceurs are practitioners of parkour, the activity of moving from one point to another as efficiently and quickly as possible. They are equally comfortable in natural surroundings as in urban areas.
These runners are unaffected by Difficult Ground and are always able to move up to their full Pace, even over rough ground, ice, or swamp. They also gain a +2 to Strength rolls made to jump either for height or distance as well as Climbing rolls. Traceurs may add +2 to Agility rolls to maintain their balance as well during Chases, both for their maneuvering roll and to avoid any obstacles.

Daredevil has always been one of my favorite superheroes and I can't wait to see where they take him next!
—DoctorBoson

Friday, November 20, 2015

Nick Fury—Director of S.H.I.E.L.D.

This is our first fully-fledged agent of the highly secretive organization, S.H.I.E.L.D. Odd bit of trivia: Samuel L. Jackson was cast for the role because in the Ultimates comic line, they based Nick Fury off of SLJ's image, and when Sam saw the similarities, he stated that he was totally okay with that so long as he would be cast for the role if they ever featured him in a movie.

Boy, I bet he wasn't expecting all of this to come about.


Name: Nick Fury
Race: Human
Experience: 140 (Legendary)
Agility d8; Smarts d10; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 6; Charisma –1; Toughness 8 (2)
Hindrances: Habit (m, very secretive), Loyal, One Eye, Stubborn
Edges: Alertness, Brave, Command, Hard to Kill, Marksman, Steady Hands, Dodge, Connections—S.H.I.E.L.D., Strong Willed, Quick Draw, Nerves of Steel, First Strike
Skills: Driving d8, Fighting d8, Intimidation d6, Knowledge (Battle) d6, Knowledge (Espionage) d10, Notice d6, Persuasion d8, Shooting d10, Stealth d8, Streetwise d8, Taunt d6
Inventory: Eye Patch, Long Coat, Glock 17 (2d6, AP 1, 12/24/48, Semi-Auto, 17 Shots), Kevlar Vest (Armor +2/+4 vs ballistics, negates 4 ballistic AP).

Fury is a no-nonsense and highly efficient tactician and spy. He has led S.H.I.E.L.D. for more than a decade and can disappear whenever the situation requires it. He has deep connections almost everywhere and has an incredibly commanding presence, easily netting him the legendary status of the super spy.

Nick Fury's past is shrouded in mystery. Not much is known about the mysterious director of S.H.I.E.L.D.; perhaps he worked for the military, or maybe the CIA. Either way, he join S.H.I.E.L.D. under the direction of Alexander Pierce. As one of their top agents, he was extremely secretive and efficient in carrying out his missions, even disobeying direct orders if it meant saving civilian lives.

Eventually, Fury became the director of the agency, and began to put together the Avengers Initiative: a special task-force of talented or powered individuals meant to deal with global threats to humanity. Fearing the possibility of one of the Avengers falling, Fury also created Project T.A.H.I.T.I., leaving it in the hand of Agent Coulson. He also rebooted efforts to locate Captain America.

Fury's world spun out of control, however, when he had to juggle not only Tony Stark's incident at the Expo and Banner rampaging back into U.S. territory, but also having to respond to a first contact situation in New Mexico. Nearly a year later, Captain Rogers was found and revived from the ice, and Fury oversaw his recovery and rehabilitation. After so long, however, the Avengers Initiative began to lose traction with the World Security Council and they ordered him to move to Phase 2—re-engineering weapons technology created by HYDRA during WWII using the Tesseract.

This ended up becoming a gateway for Loki to arrive on Earth and begin wreaking havoc, and without Phase 2 making any notable headway Fury fell back onto the Avengers Initiative. He gathered Stark, Banner, Rogers, and Thor together, along with Agent Romanov, and set up a mobile command base on his helicarrier. After bringing in—and subsequently losing—Loki, Fury used the death of Agent Coulson to further push the Avengers into uniting and overcoming Loki's Chitauri invaders.

Years after the Battle of New York, before the launch of Project: Insight, some of the information Fury discovered led him to be the target of an assassination attempt by the Winter Soldier, but with the help of Agent Hill, he faked his death and went into hiding. He assisted Captain Rogers and Agent Romanov to overthrow Project: Insight and HYDRA—destroying S.H.I.E.L.D. in the process. Out of a job and likely on a HYDRA kill list, Fury went underground and stayed there for more than a year, occasionally coming out of the woodwork once or twice to assist Agent Coulson and provide the Avengers with a Helicarrier during the Battle of Sokovia. Fury appears to be working with the New Avengers as an intelligence officer.
—DoctorBoson

Thursday, November 19, 2015

Thor—God of Thunder

Our second Avenger to earn an entry here, Thor was one of those few that I simply couldn't represent his powers (particularly the power of Mjolnir) without amping up things a bit. This is why I added another Power Level: Deity, giving you 90 Power Points, and a total of 100.

With that minor tweak, I think I've managed to fully capture the awesome might of this Norse deity.


Name: Thor Odinson
Race: Asgardian
Experience: 200 (Legendary)
Power Level: Deity with Super Karma (100 PP)
Agility d10; Smarts d6; Spirit d8; Strength d12+8; Vigor d12+2
Pace 6; Parry 8; Charisma 4; Toughness 26 (8)
Hindrances: Arrogant, Code of Honor, Heroic, Loyal, Overconfident
Edges: Arcane Background (Super Powers), Attractive, Brawny, Noble, Sweep, Improved First Strike, Frenzy, Command, Recall Device, Combat Reflexes, Take the Hit, Trademark Weapon (Mjolnir), Improved Dodge, Counterattack, Nerves of Steel, Mighty Blow
Skills: Fighting d12, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Riding d4, Shooting d10, Stealth d6, Throwing d10
Inventory: Mjolnir, Commlink
Powers:
  • Armor +8 (2): Device (–1, Armor), Limitation (–1, no helmet).
  • Attack, Melee (6): Damage Str+d6, AP 2, Heavy Weapon, Multiple Attacks.
  • Energy Control (7): Electricity. Selective.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Speed (2): Pace 12.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Resistance (5): Electricity. +4 to resist effects, direct attacks cause half damage.
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue).
  • Storm (4): Lightning Strike. Device (–2, Mjolnir).
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +7 (10): Hardy.
Mjolnir (Switchable):
  • Lightning Blast (13): Range 24/48/96 or Cone, Damage 3d10, RoF 1, MBT, AP 4, Heavy Weapon, Lethal. Device (–2, Mjolnir).
  • Flight (21): Mach 1, Climb 0, –6 to hit while flying. Device (–2, Mjolnir). Switchable (primary).
with
  • Lightning Surge (24): Range 50/100/200 or Cone, Damage 4d10, RoF 2, LBT, AP 4, Heavy Weapon, Lethal. Device (–2, Mjolnir), Slow to Activate.
with
  • Mjolnir Throw (26): Range 50/100/200, Damage Str+3d6, RoF 5, AP 4, Heavy Weapon, Thrown. Device (–2, Mjolnir), Limitation (–1, enemies must be in a line).
with
  • Charged Mjolnir (13): Damage Str+5d6, AP 6, Focus, Heavy Weapon, One Arm. Device (–2, Mjolnir), Slow to Activate.
  • Flight (13): Mach 1, Climb 0, –6 to hit while flying. Device (–2, Mjolnir).
with
  • Mjolnir (8): Damage Str+3d6, AP 4, Heavy Weapon, Multiple Attacks, One Arm. Device (–2, Mjolnir).
  • Deflection (1): –4 to hit with ranged attacks. Device (–2, Mjolnir), Limitation (–1, energy weapons only).
  • Flight (13): Mach 1, Climb 0, –6 to hit while flying. Device (–2, Mjolnir).
  • Whirlwind (2): Twister. Device (–2, Mjolnir).
Clocking in at well over a thousand years old, Thor Odinson is the prince of Asgard and protector of the Nine Realms. He and his brother Loki were raised together, though Thor was groomed by his father, Odin, while Loki was taught by their mother, Frigga. Gifted with the hammer Mjolnir, Thor became one of the greatest warriors of Asgard, as well as being the strongest by a wide margin.

This power, however, was accompanied by an almost legendary arrogance and brash violence. Thor's policy was always "hit first, ask questions later," which came to a head when the Jotun attempted to break into Odin's weapons vault. He left with Loki, Sif, and the Warriors Three to Jotunheim himself, nearly starting a war, and for this act he was stripped of his power and title, banished to Midgard until he could prove himself worthy to wield Mjolnir again.

Even as a human, Thor's strength was almost unparalleled, but his landing on Earth left him in unfamiliar territory. With the help of some friends, including Jane Foster, he found the crash site of Mjolnir, guarded by a S.H.I.E.L.D. outpost. Upon reaching it—mostly by smashing through about a dozen S.H.I.E.L.D. personnel—he was not found worthy and detained. Loki then briefly visited, telling him that their father had died and their mother forbade his return. He was humbled by his circumstances, and began to learn the human way of life when Sif and the Warriors Three arrived to tell him that Loki betrayed them.

They were shortly followed by the Destroyer, and after nearly sacrificing himself, Thor was found worthy and Mjolnir returned his power to him once again. He quickly made his way back to Asgard, fighting his brother and destroying the Bifrost bridge to save Jotunheim. After Loki dropped into the abyss, Thor spent the next year fighting and defending the Nine Realms until his brother somehow turned up again in Midgard, and Odin drew enormous reserves of Dark Energy to send Thor back.

Thor found his brother, and after a brief fight with Tony Stark and with the Hulk, helped the newly formed Avengers to fight off the Chitauri invaders and bring his brother back home to be imprisoned. One he arrived he went back to fighting across the Realms until Jane seemingly disappeared from Heimdall's view. He quickly returned to Earth once again to find that Jane was harboring the ancient Aether, bringing her back to Asgard for treatment.

Shortly after, the Dark Elves arrived, searching for the Aether and killing Frigga, and Thor broke Loki free to help him destroy the Aether and defeat the Dark Elf threat. After a short battle with Maliketh and Kurse, including Loki's sacrifice, Thor engaged Maliketh and defeated him in one-on-one combat, even with the power of the Aether, before convincing Odin to let him stay on Earth.

A year or two later, he was called back to help the other Avengers retrieve the scepter Loki used in New York and defeat the maniacal A.I. Ultron, but during this time received a vision of what appeared to be Ragnarok. After the threat was taken care of, Thor returned to Asgard to investigate, leaving Earth and the Avengers behind.

Thor also possesses a custom Edge to summon Mjolnir back to his hand:

Recall Device
Requirements: Novice, Arcane Background (Super Powers), Agility d8+, must have the Device modifier on the flight power
This characters Devices may be propelled to him from almost anywhere. As a free action, the character's Devices begin to fly towards him at the character's normal flying pace and are equipped as a free action once they reach him.
Devices that Require Activation or are Slow to Activate are not activated upon arrival and must still be activated as normal.

Power Stunts:
  • Explode (9): Damage 6d8, LBT. Device (–2, Mjolnir). In Thor, Thor channels his lightning and releases it in an enormous burst of power around him, destroying dozens of frost giants and sending the ground around him into the air.

Thor is really scary; I'd really rather not mess with him even with other supers.
—DoctorBoson

Wednesday, November 11, 2015

Steve Rogers—Captain America

This is it: the world's first super hero.

Well, the first super hero in the MCU, anyways. One of the founding members of the Avengers, Rogers is a man out of time, but that's not going to keep him from badassing his way onto the blog. I've been told that this is one of the best character conversions that I've done, and I've made some minor tweaks, but I hope you guys find this as interesting as others have.


Name: Steven Grant Rogers
Race: Human
Experience: 0 (Novice)
Agility d6; Smarts d8; Spirit d10; Strength d4; Vigor d4
Pace 6; Parry 2; Charisma 0; Toughness 4
Hindrances: Anemic, Code of Honor, Heroic, Loyal, Overconfident
Edges: Brave, Elan
Skills: Driving d4, Knowledge (Battle) d4, Notice d8, Persuasion d4, Shooting d4, Stealth d6, Swimming d6, Throwing d4

Born on July 4, 1918, Steve Rogers was about as physically frail as a man could be: asthma, anemia, small stature, poor health in general. but he had an enormous heart and always tried to stand up for the good of others, and embraced the notion of justice and free will. Of course, this garnered the attention of a lot of bullies taking out their frustrations on the goodie-two-shoes and Rogers was constantly beat up.

Steve's father died in service to the country, his mother of tuberculosis. The closest thing to a family he had left was his best friend Bucky Barnes, who not only took Steve in but helped him defend himself from the bullies and other unsavory types that came after him. Even after high school, Steve still stood up to the bigger guy and would never back down.

Steve attended the Auburndale Art School in Brooklyn before the United States were pulled into World War II. At this point, with the help of his best friend, Steve trained furiously to try and whip his body into shape to be able to join the armed forces, but despite all his work Steve was rejected from service. Bucky, however, enlisted in the Army, waiting in the reserves.

Steve continued to apply for duty, altering his admissions information every time in hopes of being taken in, but was finally approached by Dr. Abraham Erskine during one of his attempts. After a short test of character, Steve was admitted and added for qualifications for Project Rebirth. During his training, though he was physically frail, he showed remarkable spirit and courage, making him the clear choice to receive a powerful "super-soldier" serum (enhanced with Vita Rays), which enhanced his speed, strength, health, reflexes, and physiology to the peak of human condition. Unfortunately, during this procedure, Dr. Erskine was shot and killed by an agent of HYDRA attempting to retrieve this serum for their own purposes, though Rogers thwarted this plan.


Name: Steven Grant Rogers
Race: Human
Experience: 180 (Legendary)
Power Level: Heavy Hitter with Super Karma (70 PP)
Agility d12; Smarts d8; Spirit d10; Strength d12+2; Vigor d12+2
Pace 6; Parry 12 (2); Charisma 2; Toughness 14 (4)
Hindrances: Code of Honor, Heroic, Loyal, Overconfident
Edges: Arcane Background (Super Powers), Brave, Elan, Brawny, Dodge, Improved First Strike, Improved Frenzy, Nerves of Steel, Charismatic, Command, Level Headed, Acrobat, Trademark Weapon (Vibranium Shield), Quick Draw, Tactician, Block, Counterattack, Combat Sense, Improved Martial Artist, Steady Hands, Dynamic Duo (Thor)
Skills: Climbing d6, Driving d8, Fighting d12+1, Knowledge (Battle) d8, Notice d8, Persuasion d6, Piloting d4, Shooting d8, Stealth d8, Swimming d12, Throwing d12
Inventory: Avengers II Uniform (Armor +4, +6 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Magnetic Gauntlets (free action to return the Vibranium Shield within 12"; Strength d12+2), Boots, Ammo Pouch ×4
Powers:
  • Heightened Senses (1): Perception.
  • Leaping (1): Level 1. Leaps 2" vertically, 4" horizontally. (Strong legs.)
  • Regeneration (5): Level 2, rolls to heal every hour. Recovery. (Enhanced metabolism.)
  • Speed (5): Pace 24, –1 to hit. (Enhanced strength and reflexes.)
  • Super Attribute (24): Agility +3, Strength +5, Vigor +4.
  • Super Edge (10): Brawny, Dodge, First Strike, Frenzy, Nerves of Steel.
  • Super Skill (10): Climbing +2, Fighting +3, Swimming +3, Throwing +2.
Vibranium Shield (Switchable):
  • Attack, Ranged (13): Range 6/12/24, Damage Str+d6, RoF 3, AP 6, Heavy Weapon, Thrown. Device (–2, Vibranium shield), Limitation (–1, the shield bounces between targets. This may hit enemies outside of line of sight (at normal penalties) but every bounce consumes a RoF. Enemies that are bounced between must be within the maximum range (24") of each other but all penalties apply from the position being thrown. The shield is caught or otherwise remains at its last destination with a 1 on the skill die, regardless of the Wild Die.). Switchable (primary).
with
  • Attack, Melee (6): Damage Str+d6, AP 6, Heavy Weapon, Multiple Attacks, One Arm, Device (–2, Vibranium shield).
  • Deflection (1): –3 to hit with ranged attacks. Device (–2, Vibranium shield).
  • Parry +2 (4): Deflect. Device (–2, Vibranium shield).
Thrown is a custom zero-cost modifier that modifies the damage of a ranged attack to be Str+d6 (and +d6 per level), but the range is decreased to 3/6/12. It returns to the user by default. This entry includes Cap's inventory as of Age of Ultron.


AWOL Inventory: Blue Steel Pot (Armor +2, 50% chance vs head shot), Medium Shield (Parry +1, Armor +2 vs ranged), Boots, Pistol Holster, Uniform.

Still inexperienced, and with any other samples of the successful serum destroyed, Rogers was brought to the forefront of American propaganda about the war effort. After months of performing USO shows and being championed as the face of the military, a tour to the actual front went south. Catching wind of a large number of soldiers going missing and held prisoner by HYDRA, Rogers went (with the help of Howard Stark and Peggy Carter) to the PoW camp himself, saving more than 400 men—along with Bucky, who had also been captured—with little combat experience and a bit of stealth. He also recovered some kind of specialized ammunition, running on Tesseract technology.


World War II Inventory: Carbon Polymer Armor (Armor +2, +4 vs ballistics), Blue Steel Pot (Armor +2, 50% chance vs head shot), Vibranium Shield (Str+d6, AP 4), Colt M1911A1 (2d6+1, AP 1, 12/24/48, Semi-Auto, 7 Shots), Ammo Pouch ×4, Boots, Suspenders, Pistol Holster, Web Belt.

He was then officially promoted to captain and given an indestructible vibranium shield and his own special unit: the Howling Commandos. Over the next year, Rogers and his unit cooperatively dismantled HYDRA operations and kept them contained in Europe. Near the end of the war, on their final mission, they lost Bucky in a tragic accident. This was immediately followed by a raid on HYDRA's main base that ended with Rogers boarding HYDRA's Valkyrie craft to prevent their bombings of several major cities across the globe, including New York.

This resulted with a showdown with Johann Schmidt, who was transported away by the Tesseract, though the craft was heavily damaged and Steve was forced to put it down in the ice, sacrificing himself.


Battle of New York Inventory: Avengers Uniform (Armor +2, +4 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Boots, Ammo Pouch ×4

Seventy years later, Rogers was recovered from the ice by S.H.I.E.L.D., much to his surprise. He spent the next few weeks in shock, catching up on lost time and opting not to call Peggy, fearing her reaction to seeing him. Soon, however, he was recruited for the Avengers Initiative, and brought Loki in custody to the S.H.I.E.L.D. Helicarrier.

After discovering that S.H.I.E.L.D. was using the Tesseract to develop weapons, akin to HYDRA weapons back in World War II, and discovering that Loki's intended strategy was to hit New York, he commandeered a quinjet with Romanoff and the recently recovered agent Barton to join in on the action, fighting off the Chitauri invasion and commanding the battlefield with the other Avengers in the Battle of New York. After the portal was closed by Stark, Rogers parted ways with the rest of the Avengers to take up a place as a S.H.I.E.L.D. agent.


S.H.I.E.L.D. Agent Inventory: STRIKE Stealth Uniform (Armor +4, +4 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Boots, Ammo Pouch ×4

Receiving intense training and experience with S.H.I.E.L.D. special ops, including several with Romanoff, Steve was shaping up to be one of the world's greatest melee combatants and the ultimate soldier. He was fast, stealthy, highly aware of his surroundings, and lethal. After a mission sent to recover a pirated ship—the Lemurian Star—and finding Romanoff recovering intelligence instead of dealing with pirates, Steve confronted Fury about this compartmentalization. His concerns were justified when it was revealed that HYDRA had infiltrated S.H.I.E.L.D. and was planning on using souped-up Helicarriers to commit mass murder and secure control over the world. After an encounter with the Winter Soldier, and the help of Romanoff and Sam Wilson, he toppled the Helicarriers and thwarted HYDRA's plans. He then helped to lead the Avengers' campaign against HYDRA, culminating in their assault on Baron Von Strucker's base in Sovokia and receiving the Chitauri scepter.

Steve was present during the Ultron incursion, dealing with several drones and even standing up to Ultron himself for a little while, and was one of the Avenger's assisting with the evacuation of Sokovia before the city was sent hurtling back into the earth.

Steve is currently training and leading the New Avengers team, comprised of Black Widow, War Machine, Falcon, Vision, and Scarlet Witch.

Power Stunts:
  • Aquatic (1): Limitation (–1, no breathing underwater). In The First Avenger, Steve used his powerful body to catch up to a fleeing HYDRA personal submarine to retrieve the agent and the super soldier serum.
  • Resistance (3): Fall Damage, +4 to resist effects, direct attacks cause half damage. Device (–2). In Winter Soldier, Steve braced his vibranium shield to absorb the impact of falling more than 20 stories, leaving with minor discomfort.
—DoctorBoson

Tuesday, October 13, 2015

James Rhodes—War Machine

We finally, finally get to our first real super hero. I know he isn't one of the big 4, but honestly, War Machine is a pretty imposing figure on his own.

We should be seeing Rhodey again in Civil War, so expect an updated post some time after next May.


Name: James Rupert Rhodes
Race: Human
Experience: 80 (Legendary)
Agility d8; Smarts d10; Spirit d6; Strength d8; Vigor d6
Pace 6; Parry 6; Charisma 0; Toughness 5
Hindrances: Loyal, Obligation (M—U.S. Military), Overconfident, Quirk (Show-Off)
Edges: Rich, Ace, Rank (Officer), Command, Steady Hands, Marksman, Connections—U.S. Military, Level Headed, Dodge, Combat Reflexes
Skills: Boating d6, Driving d4, Fighting d8, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d8, Piloting d6, Shooting d10, Stealth d6

James Rhodes is a long-time friend of Tony Stark, even attending MIT with him. James, however, joined the U.S. Air Force, and quickly scaled up the ranks to Lieutenant Colonel, eventually working as the military liason to Stark Industries. This relationship often lead to James being Tony's (typically ignored) conscience, or covering for him on multiple occasions.

Rhodes is an expert marksman, having received extensive firearms and combat training with the military. He is also an accomplished pilot, and though he tends to brag a fair bit he is one of the most loyal companions a hero could ask for.


Name: James Rupert Rhodes
Race: Human
Experience: 80 (Legendary)
Power Level: Four Color with Super Karma (55 PP)
Agility d8; Smarts d10; Spirit d6; Strength d8 [d12+5]; Vigor d6 [d10]
Pace 6; Parry 6; Charisma 0; Toughness 6 [19 (12)]
Hindrances: Loyal, Obligation (M—U.S. Military), Overconfident, Quirk (Show-Off)
Edges: Rich, Ace, Rank (Officer), Command, Steady Hands, Marksman, Connections—U.S. Military, Level Headed, Dodge, Combat Reflexes, [Improved Nerves of Steel], [Ambidextrous, First Strike, Rock and Roll!, Two-Fisted]
Skills: Boating d6, Driving d4, Fighting d8, Intimidation d6, Knowledge (Battle) d6, Notice d6 [d8], Persuasion d8, Piloting d6 [d10], Shooting d10 [d12+1], Stealth d6
Inventory: War Machine Mk. I Armor, Comm Link, Flare System (AMCM, blind Power), M124 Minigun (2d8+4, AP 2, Heavy Weapon, RoF 4, 24/48/96), FN F2000 Tactical (2d8+1, AP 2, RoF 3, 24/48/96).
War Machine Mk. I:
  • Armor +12 (9): Hardy, Heavy Armor. Device (–1, War Machine Armor), Slow to Activate. Limitation (–2, the armor may only be put on or taken off at pre-determined stations).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, War Machine Armor).
  • Extra Action (1): Device (–1, War Machine Armor), Contingent on armor. Limitation (–2, may use the minigun at no multi-action penalty, but may not repeat the action).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, War Machine Armor), Requires Activation.
  • Super Attribute (14): Strength +7, Vigor +2. Contingent on armor, Device (–1, War Machine Armor).
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, War Machine Armor).
  • Super Edge (6): Ambidextrous, First Strike, Rock and Roll!, Two-Fisted. Contingent on heightened senses, Device (–1, War Machine Armor).
  • Super Skill (3): Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, War Machine Armor).
Flight Systems (Switchable):
  • Flight (18): Mach 1, Climb 2, –6 to hit while flying. Contingent on armor, Device (–1, War Machine Armor). Switchable (primary).
with
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, War Machine Gauntlet).
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, War Machine Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, War Machine Gauntlet).
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, War Machine Gauntlet).
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, War Machine Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, War Machine Gauntlet).
Rhodes' job didn't get any easier when Stark ousted himself as Iron Man, as now he had to cover for his friend's irresponsibility with a suit of power armor. Rhodes constantly worked to try and keep the government away from Stark's armor, keeping a positive spin on Tony's immature behavior with the suit.

Unfortunately, during a party at Stark's mansion—where Tony was very drunk—Rhodey finally had the last straw, taking Stark's Mk. II armor, and even engaging in a fight against Tony in his suit. He quickly returned it to the Edwards Air Force Base, and the military began working on upgrading the suit, enlisting the aid of Hammer Industries in making the Mk. II combat-ready.

This new and improved suit was shown off at the Stark Expo along with Hammer's drones, and assisted Iron Man in dealing with Whiplash, a Russian crook that hacked into the Hammer Drones and was threatening civilians. Rhodes held on to this suit for the U.S. military until Stark approached him with an offer: Tony would improve on the suit's weapons and design as long as Colonel Rhodes was the only individual cleared to use it. The result is the War Machine armor:


Name: James Rupert Rhodes
Race: Human
Experience: 80 (Legendary)
Power Level: Cosmic (75 PP)
Agility d8; Smarts d10; Spirit d6; Strength d8 [d12+6]; Vigor d6 [d10]
Pace 6; Parry 6 [7]; Charisma 0; Toughness 6 [21 (14)]
Hindrances: Loyal, Obligation (M—U.S. Military), Overconfident, Quirk (Show-Off)
Edges: Rich, Ace, Rank (Officer), Command, Steady Hands, Marksman, Connections—U.S. Military, Level Headed, Dodge, Combat Reflexes, [Improved Nerves of Steel, Take the Hit], [Ambidextrous, Two-Fisted]
Skills: Boating d6, Driving d4, Fighting d8 [d10], Intimidation d6, Knowledge (Battle) d6, Notice d6 [d8], Persuasion d8, Piloting d6 [d10], Shooting d10 [d12+1], Stealth d6
Inventory: War Machine Mk. II Armor, Comm Link, Flare System (AMCM, blind Power), Mini-Rockets ×30.
War Machine Mk. II:
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, War Machine Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, War Machine Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, War Machine Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, War Machine Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, War Machine Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, War Machine Armor).
  • Super Skill (4): Fighting +1, Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, War Machine Armor).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, War Machine Armor). Switchable (primary).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, War Machine Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, War Machine Gauntlet).
  • Flight (4): Pace 24, Climb 0, –1 to hit. Contingent on armor, Device (–1, War Machine Gauntlet).
with
  • Assault SMG (6): Range 24/48/96, Damage 2d6, RoF 3, AP 2, Lethal, Requires Material (–2, ammunition). Contingent on armor, Device (–1, War Machine Gauntlet).
  • Assault SMG (6): Range 24/48/96, Damage 2d6, RoF 3, AP 2, Lethal, Requires Material (–2, ammunition). Contingent on armor, Device (–1, War Machine Gauntlet).
  • Flight (2): Pace 12, Climb 0. Contingent on armor, Device (–1, War Machine Gauntlet).
Weapons Systems (Switchable):
  • Micro-Missiles (17): Range 12/24/48, Damage 4d6, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, micro-missiles). Contingent on armor, Device (–1, War Machine Armor). Switchable (primary).
with
  • Stun (8): Area Effect (LBT), Strong (+2), Ranged Touch Attack. Contingent on armor, Device (–1, War Machine Armor).
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, War Machine Gauntlet).
with
  • Shoulder Cannon (9): Range 24/48/96, Damage 2d10, RoF 2, AP 4, Heavy Weapon, Lethal, Requires Material (–2, ammunition). Contingent on armor, Device (–1, War Machine Gauntlet). Switchable (primary).
  • Extra Action (1): Device (–1, War Machine Armor), Contingent on armor. Limitation (–1, shoulder cannon only).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, War Machine Armor).
This improved on many of the flaws of the original (several of which carried over from the flaws of the Mk. II suit), and added a more powerful, integrated shoulder mounted cannon, a higher durability alloy for the armor, improved flight stabilizers, more powerful repulsor beams, and a micro-missile system. This suit was primarily employed in dealing with the Ten Rings terrorist organization in the year or so following the events of the Stark Expo.

After the battle of New York, however, War Machine was rebranded as the Iron Patriot—a temporary name that "did better with focus groups—and continued to hit Ten Rings cells worldwide. This culminated in Rhodes' participation in stopping a plot to assassinate the president of the United States, though the terrorists were able to steal the suit itself with the use of Extremis-enhanced soldiers.

Due to the bad press the armor was receiving after its involvement with the presidential kidnapping, it was restored to its original paintjob and was made available to loan to S.H.I.E.L.D., who utilized him at the battle of Sovokia to exterminate Ultron sentries.

Power Stunts:
  • Explode (7): Damage 5d8, MBT, Heavy Weapon. Device (–1, War Machine Armor), Contingent on flight. In the Iron Man 3 Prelude comic, Rhodes boosts his armor into the ground at several hundred miles an hour, disrupting the ground and tossing more than a dozen Ten Rings terrorists into the air, as well as damaging one of their tanks.

Rhodes is currently enlisted in the New Avengers roster under Captain America and Black Widow.
—DoctorBoson

Thursday, September 24, 2015

Chitauri—Cosmic Conquerers

The terrifying invading force utilized in the Avengers finally makes its way into Savage Worlds. At the moment, they are simply using specialized Pulse Weapons, which are effectively the weapons HYDRA uses in WWII, but without the overcharge capability.

Looking at these things, and the fact that there were like forty thousand of them, I'm not surprised that it took the Avengers everything they had to keep them out.


Name: Chitauri Footsoldier
Agility d6; Smarts d6; Spirit d6; Strength d12; Vigor d8
Pace 8; Parry 7; Charisma –4; Toughness 14 (6)
Hindrances: Bloodthirsty
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d8
Inventory: Body Armor (Armor +6), Claws (Str+d4, AP 2, +2 to Climbing rolls), Pulse Spear (melee: Str+d6, Reach 1, Parry +1, Heavy Weapon; ranged: 3d6, AP 4, 12/24/48), Pulse Rifle (3d6, AP 4, Heavy Weapon, Semi-Auto, 24/48/96), Pulse Grenade (3d10, AP 2, MBT).
Special Abilities:
  • Heavy-G Worlder: d8 running die and double jump distances.
  • Size +2: Chitauri stand more than 7' tall!
The chitauri are the invading force utilized by Thanos and Loki to retrieve the Cosmic Cube. They are large, strong, and brutally trained as a powerful and dominating army specifically designed to topple planets. Their weapons and armors are extremely advanced, and they are absolutely ruthless in their occupation.



Name: Chitauri Chariot
Acc/Top Speed: 30/100
Climb: 0
Toughness: 15/14/13 (6/5/4)
Crew: 1+3
Size: 3
Weapons: Small Pulse Cannon (3d10, AP 10, MBT, Heavy Weapon, Fixed)
Notes: Exposed Crew.

Most chitauri scouts and patrols ride on small chariot-like speeders. These chariots can reliably carry up to 4 occupants and are extremely quick, as well as possessing a powerful pulse cannon mounted on the front of the vehicle.


Name: Leviathan (Wild Card)
Agility d6; Smarts d4 (A); Spirit d6; Strength d12+12; Vigor d12
Pace —; Parry 5; Charisma –4; Toughness 32 (12)
Hindrances: Bloodthirsty
Skills: Fighting d6, Intimidation d12, Notice d6
Inventory: Invasion Armor (Armor +12, Heavy Armor, –6 to bypass)
Special Abilities:
  • Fear (–4): Anyone unfortunate enough to see these monstrosities must make a Fear check.
  • Flight: Pace 30, Climb –2.
  • Gargantuan: Leviathans are Huge, and thus suffer a +4 to attacks against them. Their attacks count as Heavy Weapons, and they add their Size to their Strength rolls.
  • Size +12: The leviathan is more than 80 feet long!
  • Teeth: Str+d10.
  • Troop Mounts: Leviathans are fitted to carry up to 24 chitauri soldiers in pods along their undersides.
While smaller squads of chitauri use the chariots, the real transports of these soldiers are the living behemoths known as leviathans. These enormous creatures double as siege weapons and powerful wrecking crews, barely acknowledging buildings as it flies above the streets.

These creatures were repelled with their command ship destroyed by the Avengers.
—DoctorBoson

Tuesday, September 22, 2015

Johann Fennhoff—Ivchenko

Another Agent Carter character, I think this is the first Pulp Hero character I've put numbers to. Of course, he's still a villain, so variety still is kinda lacking a bit. Interesting bit of trivia: Fennhoff goes by Doctor Faustus in the comics and was a Captain America villain. Looking at his stats, I can see why they didn't send the star-spangled badass against this guy.


Name: Johann Fennhoff (Wild Card)
Race: Human
Power Level: Pulp Hero (15 PP)
Agility d6; Smarts d10 [d12+2]; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 2; Charisma 2; Toughness 5
Hindrances: Ruthless (M)
Edges: Alertness, Charismatic, Scholar (Psychology)
Skills: Knowledge (Communications) d6, Knowledge (Psychology) d10, Notice d8, Persuasion d10, Stealth d6, Streetwise d6
Inventory: Ring.
Powers:
  • Illusion (5): Level 2, 5" radius. Obscurement (+4), Targeted. Device (–1), Limitation (–1, victims must hear him speak as he rubs the ring). Special variation that allows the user to maintain the illusion at an unlimited range without line of sight, but must be initiated within 12".
  • Mind Control (4): Motivate. Device (–1, ring), Limitation (–1, must speak and rub the ring). Special variation that allows the user to maintain the control at an unlimited range, but commands must still be given within 12". This doesn't let the controller see their target.
  • Super Smarts (5): Smarts +3. Limitation (–1, using powers only).
  • Super Skill (1): Persuasion +1.
Doctor Fennhoff is an agent of the mysterious Leviathan organization, which became active against the U.S. and the S.S.R. in the '50s. Years before, however, he was a military psychologist for the Soviets. In World War II, assisting in medical camps for the Soviets, Fennhoff found that he could use his deep psychological knowledge and charismatic presence to put anyone hearing his voice under complete hypnosis, making them see, feel, and believe what he wants them to. This hypnosis may last for a long period of time over any distance, but commands may only be given within the normal 12" radius. His first patient—a man named Ovechkin—prompted Fennhoff to give himself a new name; an anagram of the first man he used his power over.

Later in the war, in the town of Finow, Germany, he and his brother were present during a live test of a chemical known as "Midnight Oil," thought Fennhoff was spared through the use of a gas mask. His brother was not so lucky, and Fennhoff swore revenge against the man that killed him. This is when he was recruited by Leviathan and aimed at the S.S.R. He was assigned with another agent to release large quantities of Midnight Oil over New York City, infiltrating an S.S.R. base under the guise of a prisoner of Leviathan before working his power over the agents there.

He was last seen thwarted by Agent Carter and being held in prison, his jaw sealed shut.
—DoctorBoson

Wednesday, September 9, 2015

Edwin Jarvis

0 Experience Novice non-super. Probably one of my favorite characters in the MCU right now. Let's do it.


Name: Edwin Jarvis
Race: Human
Experience: 0 (Novice)
Agility d6; Smarts d8; Spirit d6; Strength d6; Vigor d6
Pace 6; Parry 2; Charisma 0; Toughness 5
Hindrances: Code of Honor, Loyal, Pacifist (m)
Edges: Brave, Rich
Skills: Driving d6, Healing d6, Knowledge (Forgery) d6, Notice d6, Persuasion d6, Piloting d4, Repair d6, Streetwise d4, Taunt d4

A former member of the British Armed Forces, Edwin Jarvis served under a general as an aide and met Anna, a Hungarian Jew. After WWII broke out, Jarvis tried to set up transit to evacuate Anna, but the general refused to sign the letters, prompting Jarvis to forge the general's signature. He was dishonorably discharged, but spared from the noose due to the intervention of Howard Stark. Jarvis and Anna went on to marry, and the former was hired by Howard Stark as a butler.

Jarvis is a loyal, honorable soul, more than willing to put his welfare in jeopardy to assist his friends. Even though he was a military man, he deplores violence, though he will forgo this to help his friends if he must. He is able to help Stark care for his massive car collection, as well as being well-versed in first-aid and piloting, presumably due to his training in the war. When Howard was framed as a traitor, he worked alongside Agent Carter to prove Stark's innocence.

Jarvis was involved with the Stark family for decades, becoming particularly close to Tony, Howard's son. After Howard's death, Jarvis continued to raise Tony, becoming such a father figure that after his death, Tony named his A.I. system in honor of his former butler (Just A Rather Very Intelligent System).
—DoctorBoson

Monday, September 7, 2015

Peggy Carter—Agent Carter

Finally, out of a roster consisting of almost entirely villains, we have our first hero emerge. It is not, however, a super hero; you guys are still gonna have to wait a while for all those to be sorted out.


Name: Margaret "Peggy" Carter
Race: Human
Experience: 140 (Legendary)
Agility d8; Smarts d10; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 7; Charisma 2; Toughness 5
Hindrances: Loyal, Outsider, Overconfident
Edges: Very Attractive, Strong Willed, Infiltrator, Improvisational Fighter, Counterattack, Improved Frenzy, Rock and Roll!, First Strike
Skills: Climbing d6, Fighting d10, Intimidation d6, Knowledge (Battle) d4, Knowledge (Communications) d6, Knowledge (Cryptography) d6, Knowledge (Espionage) d6, Notice d10, Persuasion d8, Shooting d10, Stealth d6, Streetwise d6, Taunt d6, Throwing d6
Inventory: Walther PPK (2d6, AP 1, Semi-Auto, 8 Shots)

Agent Peggy Carter, born in England, was a member of the British Royal Military before joining MI6 and then going on to join the Strategic Scientific Reserve under Colonel Chester Phillips. She is highly intelligent, with a knack for code-breaking, and is an expert in espionage. Her training has also made her a crack shot and a powerful hand-to-hand combatant. She was also assigned to infiltrate early HYDRA research facilities and retrieve Dr. Erskine.

In 1943, Cater was one of the agents assigned to Project: Rebirth to help Dr. Erskine choose the right candidate for the experiment. During this period, she met Steve Rogers, a young, frail man that she began to develop feelings for. Soon after, he was given Erskine's super soldier serum, and became Captain America. During a later encounter, she encouraged him to become more than the U.S. Army's mascot, and helped push him into the position of power that he's in now. Due to a misunderstanding, Carter ended up giving Steve the cold shoulder for much of the war, but warmed up again in the final stretch.

When Captain Rogers was lost in the ice, Carter continued to help the S.S.R., joining the Howling Commandos in raids and interrogations, and once the war was over she found a desk job with the agency in New York. She used her position to leverage help for Howard Stark when he was framed for putting out his weapons on the black market.

Peggy Carter is an incredibly strong-willed individual, but this strength is also one of her greatest weaknesses: she constantly takes on challenges alone that would be far better be served with a team, and is extremely determined to overcome the adversity she faces due to her gender—to the point that she can sometimes go overboard. This pride can lead her to take action that most wouldn't, including threats (that she could more than likely execute if she wanted to) and some violence.

Later in life, she helped Howard found S.H.I.E.L.D., and remained active in some capacity well into old age.

EDIT: I forgot to mention that Infiltrator is a custom Edge that I came up with, particularly for these folks in the MCU with all their spies and shit.

Infiltrator
Requirements: Novice, Smarts d6+, Knowledge (Espionage) d6+, Notice d6+, Persuasion d8+, Streetwise d6+
Infiltrators specialize in going undercover, or otherwise assuming a new identity. They are normally trained by government agencies, or perhaps simply have a natural predisposition for lying. Infiltrators add +2 to all Persuasion and Streetwise rolls made to lie or otherwise deceive those around them, including maintaining a disguise or cover.
Note that this is a direct bonus to the Persuasion skill and not additional Charisma, meaning that it applies to rolls made against lie detectors (which generally ignore Charisma modifiers).

This may prove as a useful Edge for any other Super Spy characters out there, though the numbers are still prone to being tweaked down the line.
—DoctorBoson

Saturday, September 5, 2015

Johann Schmidt—Red Skull

Widely lauded as one of Marvel's best villains behind Loki, we finally dip into some of the good pile, and... he's just a Street Fighter. Not even Legendary.

Yes, for all of the Red Skull's popularity, he's one of the lower-powered villains we see in the MCU. Of course, he also has an army behind him, so what does it really matter, right?


Name: Johann Schmidt
Race: Human
Experience: 60 (Heroic)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d10; Smarts d10; Spirit d10; Strength d12+2; Vigor d12
Pace 6; Parry 7; Charisma –6; Toughness 10
Hindrances: Arrogant, Bloodthirsty, Ruthless (m), Ugly
Edges: Arcane Background (Super Powers), Charismatic, Brawler, Command, Counterattack, Inspire, Frenzy
Skills: Fighting d10, Intimidation d6, Knowledge (Battle) d6, Knowledge (Occult) d8, Knowledge (Physics) d8, Notice d6, Persuasion d6, Piloting d6, Shooting d6, Throwing d6
Inventory: Luger (2d6–1, 10/20/40, Semi-Auto), Pulse Pistol (2d6, AP 2, 10/20/40, Semi-Auto)
Powers:
  • Regeneration (5): Level 2, Recovery. Rolls to heal every hour.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (22): Agility +2, Smarts +1, Spirit +1, Strength +4, Vigor +3. 
  • Super Edge (2): Brawler.
  • Toughness +2: Dense muscle fibers.
Johann Schmidt was professor of physics at one of the German universities, but was always fascinated with the occult, specifically Norse mythology, and built his research around the assumption that they held more truth than legend. He brought these theories to Adolf Hitler, as was later picked up by Himmler after Hitler's SA agents threw him out (unbeknownst to the F├╝hrer).

Promoted to the SS, and later the head of Hitler's advanced research division—HYDRA—Schmidt was a brilliant strategist and an extremely capable leader. He took keen interest in Doctor Abraham Erskine's research in a super soldier serum, and strong-armed Erskine into continuing his research for the purposes of HYDRA. Schmidt, obsessed with finding power, took the serum himself, but this had the unintended side-effect of making him look like a monster.

Erskine escaped with the help of Agent 13, and Schmidt refocused his efforts on Norse mythos, leading him in search of the Tesseract: an ancient artifact of nearly infinite power.

This device was able to power HYDRA's entire arsenal, and Schmidt used this to break away from the Third Reich and begin his own campaign for world conquest. Very soon, he ran into Captain Steve Rogers, and immediately formed an odd arch-rivalry with the soldier: jealous, vitriolic, and confused as to why the Captain wouldn't want to join him as a god.

This came to a head in 1944, when the US assaulted HYDRA's base. Schmidt was... transported, or disintegrated, or something, after picking up the Tesseract. He is not confirmed dead, but he's unlikely to show up for quite some time.
—DoctorBoson

Thursday, September 3, 2015

Ivan Vanko—Whiplash

From Iron Man 2, we're going to be looking at Whiplash today! Another Iron Man villain that is unfortunately known as one of the worst Marvel movie villains we've seen to date—though the Mandarin's portrayal might debatably take this title.

His appearance in the films makes him out to be one of the least capable villains of these films so far, but looking at the numbers on the guy I'm honestly rather disappointed that he didn't live up to his full potential.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Agility d8; Smarts d10; Spirit d6; Strength d10; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 7
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, Repair d10, Streetwise d6, Taunt d6

Ivan Vanko is the son of former Stark Industries researcher Anton Vanko. Anton was a brillaint physicist, and helped to develop the plans and architecture for Stark's arc reactor technology. Unfortunately, Anton was also rather greedy and was looking to make a profit off of it. Howard Stark wasn't having any of that and deported Anton back to the U.S.S.R.

Ivan was raised in Moscow, and was taught to hate the Starks and their legacy by his father. Not much about Ivan's past is known, but he was convicted of selling Soviet-era weapons-grade plutonium to Pakistan and served 15 years in prison, and was abused by his father. He learned to fight on his own, packing a pretty mean punch, and was also taught computer science, engineering, and physics by his father.

Once he died, Ivan made it his sole goal to kill Tony Stark, and began working on the Whiplash suit.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Power Level: Pulp Hero with Super Karma (20 PP)
Agility d8; Smarts d10; Spirit d6; Strength d10 [d12+2]; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 7 [9 (2)]
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Arcane Background (Super Powers), Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, Repair d10, Streetwise d6, Taunt d6
Inventory: Whiplash Armor Mk. I
Whiplash Armor Mk. I:
  • Armor +2 (1): Hardy, Partial Protection (–2). Device (–1, Whiplash Harness).
  • Attack, Melee (7): Damage Str+d6, AP 4, Focus, Grapple, Heavy Weapon, Lethal, Reach 1. Contingent on armor, Device (–1, Whiplash Harness).
  • Attack, Melee (7): Damage Str+d6, AP 4, Focus, Grapple, Heavy Weapon, Lethal, Reach 1. Contingent on armor, Device (–1, Whiplash Harness).
  • Deflection (1): –4 to hit with ranged attacks. Contingent on armor, Device (–1, Whiplash Harness), Limitation (–1, energy attacks only).
  • Super Attribute (4): Strength +3. Contingent on armor, Device (–1, Whiplash Harness). 

Using his father's schematics for the arc reactor, Ivan rigged himself a harness powered by the reactor with two long, electrified whips, powerful enough to slice through cars in a single swing. They could also be used to deflect energy blasts, and the harness provided some rudimentary protection.

Ivan made his way into France in an attempt to kill Tony Stark, but did not finish Tony fast enough to keep him from acquiring his Mk. V suit, which was then used to beat him. Ivan was hauled away to a prison where he was going to be left to rot, but he was confident that he had scarred Tony's reputation enough that he was victorious.

He caught the eye of weapons manufacturer Justin Hammer, however, and was broken out of the prison and brought straight to Hammer, where they made a deal to put Stark out of business. Ivan, however, realized that he could use the opportunity to make a second attempt on Stark's life with better resources.

He modified one of Hammer's designs to create the Hammer Drones: automated machines that he could use to attempt to kill Tony, or at least whittle him down enough for him to arrive with his own powered armor, at the next Stark Expo. To be doubly sure of Stark's demise, he also built-in an override in the newly acquired War Machine armor, allowing him to remotely control the suit.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Power Level: Four Color with Super Karma (55 PP)
Agility d8; Smarts d10; Spirit d6; Strength d10 [d12+6]; Vigor d8 [d12]
Pace 6; Parry 6; Charisma 0; Toughness 7 [21 (12)]
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Arcane Background (Super Powers), Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed, [Improved Nerves of Steel]
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, [Piloting d8], Repair d10, Streetwise d6, Taunt d6
Inventory: Whiplash Armor Mk. II
Whiplash Armor Mk. II:
  • Armor +12 (11): Hardy, Heavy Armor. Device (–1, Whiplash Armor), Slow to Activate.
  • Deflection (1): –4 to hit with ranged attacks. Contingent on armor, Device (–1, Whiplash Armor), Limitation (–1, energy attacks only).
  • Heightened Senses (1): Eagle Eye, Infravision, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Whiplash Armor). Requires Activation. 
  • Super Attribute (14): Strength +7, Vigor +2. Contingent on armor, Device (–1, Whiplash Armor). 
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, Whiplash Armor). 
Weapons Systems (Switchable):
  • Attack, Melee (14): Damage Str+2d6, AP 8, Focus, Grapple, Heavy Weapon, Lethal, Reach 2. Contingent on armor, Device (–1, Whiplash Armor). Switchable (primary).
  • Attack, Melee (12): Damage Str+2d6, AP 8, Focus, Grapple, Heavy Weapon, Lethal, Reach 2. Contingent on armor, Device (–1, Whiplash Armor).
with
  • Flight (16): Mach 2+, Climb 2, –8 to hit while flying. Contingent on armor, Device (–1, Whiplash Armor), Slow to Activate.
  • Super Skill (1): Piloting +3. Contingent on heightened senses, Device (–1, Whiplash Armor).

Once Black Widow hacked into his programming and removed the override directives for Colonel Rhodes, Ivan moved in to take them on himself, having upgraded his armor and weapons (albeit becoming only slightly slightly slower). Vanko was killed by an explosion from Tony and Rhodes' repulsor beams colliding, triggering a built-in self-destruct mechanism in the suit and the Hammer Drones, though this simply ended up resulting in property damage.

Currently, S.H.I.E.L.D. is in possession of the original Whiplash armor.
—DoctorBoson