Wednesday, August 26, 2015

Hammer Industries

This is going to be a new format for me, as instead of putting numbers to a Wild Card, it's just a series of Extras. Hammer doesn't really deserve his own page, but with the Hammer Drones, it rounds out to a decently sized post.


Name: Justin Hammer (Wild Card)
Race: Human
Agility d6; Smarts d10; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 2; Charisma 2; Toughness 5
Hindrances: Arrogant, Bad Eyes (m), Ruthless (m)
Edges: Rich, Charismatic
Skills: Knowledge (Computers) d6, Knowledge (Engineering) d8, Notice d6, Persuasion d8, Repair d6, Streetwise d6, Taunt d6

Justin Hammer is the CEO of Hammer Industries, a weapons manufacturer and business rival of Tony Stark. He's extremely arrogant and self-centered, and is not above shady practices to put his company a step above the rest. Unfortunately for him, even this wasn't enough to compensate for his lackluster engineering skills, as much of his tech has a hard time competing with any of Tony's equivalents.

At the most recent Stark Expo, Hammer put on a presentation with his Hammer Drones, robotic suits originally meant to rival the Iron Man armor but were modified by Ivan Vanko so that he could sabotage the show and assassinate Stark. There were eight drones for each branch of the military, listed below:


Name: Army Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), 25mm Shoulder Cannon (3d8, AP 4, 25/50/100, RoF 3, Auto, Heavy Weapon), M32 Grenade Launcher (3d6, Medium Burst, 24/48/96).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.


Name: Navy Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), FIM-92 Missile Pods ×2 (4d8, AP 6, MBT, 24/48/96, 6 Shots)
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.


Name: Air Force Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), Air-to-Air Missiles (4d6, AP 6, MBT, 24/48/96, 6 Shots).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Mach 2, Climb 0. –8 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.
  • Stealth Painting: –4 to be detected by radar.


Name: Marine Drone
Agility d6; Smarts d6 (A); Spirit d6; Strength d12+2; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 12 (6)
Skills: Fighting d4, Notice d6, Piloting d6, Shooting d8
Inventory: 20mm Cannons (2d8, AP 2, 24/48/96, RoF 3, Auto, Heavy Weapon), M32 Grenade Launcher (3d6, Medium Burst, 24/48/96), Electric Saw (Str+2d6, AP 2, Heavy Weapon).
Special Abilities:
  • Armor +6: Advanced armor composite. Negates 2 points of AP.
  • Ambidextrous: Ignore off-hand penalties.
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Electromagnetic Shielding: +6 Toughness against EMP weapons.
  • Fearless: Hammer drones are immune to Fear and Intimidation.
  • Flight: Pace 192, Climb 0. –4 to hit while flying.
  • Infrared: Hammer drones halve lighting penalties.
  • Low Light Vision: Drones ignore 2 points of Dim and Dark light penalties.
  • Size +1: Hammer drones stand nearly 7 feet tall.
Hammer Industries is not responsible for any injury or death that may occur due to faulty products.
—DoctorBoson

Tuesday, August 25, 2015

Emil Blonsky—Abomination

Yes, it's another villain, back to back. For the most part, I'm trying to put out the characters that are unlikely to need any updates first, so we probably won't be seeing Captain America or Iron Man until the days leading up to Civil War. Of course, I also have a terrible habit of abandoning timetables, so who knows? Maybe things will go really fast and you'll get everyone ahead of schedule.

Again, even though Blonsky is underdeveloped, it's really interesting to see the numbers on him; if this wasn't from a Hulk movie, dude would be decked out enough to be in almost any military flick.


Name: Emil Blonsky
Race: Human
Experience: 65 (Heroic)
Agility d8; Smarts d6; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Overconfident, Stubborn, Vengeful (m)
Edges: Brave, Command, Dodge, Nerves of Steel, Quick Draw, Marksman, Strong Willed, Hard to Kill
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d6, Persuasion d8, Shooting d8, Stealth d6, Taunt d6, Throwing d6
Inventory: Kevlar Vest w/Inserts (Armor +4, Negates 4 AP from bullets), M-16 Rifle (2d8, AP 2, 24/48/96, RoF 3), Pistol (2d6+1, AP 1, 12/24/48, Semi-Auto)

Blonsky—born in Russia but raised in England—is a decorated member of the Royal Marines in the British Armed Forces. He relished in the fight and refused to be promoted above captain.

His ferocity and skill led him to be approached by one of General Ross' men to participate in a retrieval mission in Rio de Janeiro for Bruce Banner. During the mission, he encountered the Hulk, and immediately fixated on being able to hunt down and defeat him, talking Ross into providing him the means for more power to do so.

Name: Emil Blonsky
Race: Human
Experience: 65 (Heroic)
Power Level: Pulp Hero with Super Karma (20 PP)
Agility d10; Smarts d6; Spirit d8; Strength d12; Vigor d12
Pace 6; Parry 9; Charisma 0; Toughness 8
Hindrances: Overconfident, Ruthless (M), Stubborn, Vengeful (m)
Edges: Arcane Background (Super Powers), Brave, Command, Dodge, Nerves of Steel, Quick Draw, Marksman, Strong Willed, Hard to Kill, Acrobat
Skills: Climbing d6, Fighting d12, Intimidation d6, Notice d6, Persuasion d8, Shooting d8, Stealth d6, Taunt d6, Throwing d6
Inventory: Kevlar Vest w/Inserts (Armor +4, Negates 4 AP from bullets), M-16 Rifle (2d8, AP 2, 24/48/96, RoF 3), Pistol (2d6+1, AP 1, 12/24/48, Semi-Auto), Grenade Launcher (3d6, 24/48/96, Medium Burst, 6 Shots)
Super Soldier:
  • Leaping (1): Level 1. Leaps 2" vertically, 4" horizontally.
  • Regeneration (2): Level 1, rolls to heal every day.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (10): Agility +1, Strength +2, Vigor +2.
  • Super Edge (2): Acrobat.
  • Super Skill (1): Fighting +1.

With this new experimental super soldier serum, Blonsky becomes one of the most perfect soldiers since Captain Rogers himself. He is blazingly fast, agile, extremely strong, and can be back on his feet in days. This, of course, still posed no challenge to the Hulk, who simply spartan kicked the man about 30 yards and into a tree, crushing almost every bone in his body.

After recovering in only a few days, the serum drove Blonsky into a mad thirst for power. After tracking down Banner, he bullied Samuel Stern into infusing him with Banner's blood.


Name: Emil Blonsky
Race: ??
Experience: 65 (Heroic)
Power Level: Cosmic with Super Karma (85 PP)
Agility d8; Smarts d6; Spirit d8; Strength d12+9; Vigor d12+3
Pace 6; Parry 8; Charisma 0; Toughness 32 (8)
Hindrances: Bloodthirsty, Overconfident, Ruthless (M), Stubborn, Vengeful (m)
Edges: Arcane Background (Super Powers), Brave, Command, Dodge, Nerves of Steel, Quick Draw, Marksman, Strong Willed, Hard to Kill, Brawny, Brawler, Frenzy, Sweep, Take the Hit
Skills: Climbing d6, Fighting d12, Intimidation d6, Notice d6, Persuasion d8, Shooting d8, Stealth d6, Taunt d6, Throwing d6
Abomination:
  • Armor +8 (4): Bony plates and hardened skin.
  • Attack, Melee (6): Damage Str+d6, AP 2, Climb, Heavy Weapon, Lethal, Multiple Attacks.
  • Fear –2 (3): Scary, Terror.
  • Growth (10): Level 4 (+4 to Size, Strength, and Toughness). Monster.
  • Leaping (2): Level 2. Leaps 4" vertically, 8" horizontally.
  • Regeneration (4): Level 2. Rolls to heal every hour.
  • Speed (6): Pace 24, –1 to hit.
  • Super Attribute (26): Agility +1, Strength +7, Vigor +5.
  • Super Edge (10): Brawny, Brawler, Frenzy, Sweep, Take the Hit.
  • Super Skill (1): Fighting +1.
  • Toughness +10 (13): Hardy.

With the concoction that made Banner into the Hulk, and a modified super soldier serum, Blonsky is now an unrecognizable monster with immense strength and durability. This didn't stop the Hulk from smashing and stabbing and choking him into submission, but not before he dealt substantial damage to Harlem, New York, and killed over a dozen civilians and military personnel.

He is currently in custody of the United States military, held in a cryo-cell in Barrow, Alaska. It's not made clear whether he still has either the super soldier serum or the gamma radiation in his system.
—DoctorBoson

Monday, August 24, 2015

Obadiah Stane—Iron Monger

I think this is the first supervillain I've published thus far. Feels weird in a way. Marvel's always had a problem with underdeveloped villains—Stane starting the long line of evil businessmen—but putting numbers on him really emphasizes how terrifying this suit really is.


Name: Obadiah Stane
Race: Human
Experience: 20 (Seasoned)
Power Level: Heavy Hitter with Super Karma (70 PP)
Agility d6; Smarts d8; Spirit d8; Strength d6 [d12+7]; Vigor d6 [d10]
Pace 6; Parry 4; Charisma 2; Toughness 5 [23 (12)]
Hindrances: Arrogant, Bloodthirsty, Greedy (m), Ruthless (m)
Edges: Arcane Background (Super Powers), Rich, Charismatic, Scholar (Business), [Improved Nerves of Steel], [Take the Hit], [Ambidextrous]
Skills: Fighting d4, Intimidation d8, Knowledge (Business) d8, Knowledge (Engineering) d4, Notice d6 [d8], Persuasion d8, [Piloting d4], Repair d4, [Shooting d8], Stealth d4, Streetwise d6, Taunt d6
Inventory: Paralyzer Remote, Iron Monger Armor, Cigar, A-T Missile ×1, RPG Missiles ×7, 7.62mm Rounds ×200.
Powers:
  • Armor +12 (10): Hardy, Heavy Armor. Device (–1, Iron Monger Armor), Limitation (–1, may only be put on at the Iron Monger station, takes 1d6 rounds to start up).
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Monger Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Monger Armor).
  • Growth (11): Level 4 (+4 to Size, Strength, and Toughness). Big Fists (+1), Long Stride, Monster. Contingent on armor, Device (–1, Iron Monger Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Monger Armor), Requires Activation.
  • Leaping (1): Level 2. Leaps 4" vertically, 8" horizontally. Death From Above. Contingent on armor, Device (–1, Iron Monger Armor).
  • Paralysis (2): Strong. Device (–2, Paralyzer Remote).
  • Super Attribute (12): Strength +6, Vigor +2. Contingent on armor, Device (–1, Iron Monger Armor).
  • Super Edges (1): Ambidextrous. Contingent on heightened senses, Device (–1, Iron Monger Armor).
  • Super Edges (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Monger Armor).
  • Super Skill (4): Notice +1, Piloting +1, Shooting +3,. Contingent on heightened senses, Device (–1, Iron Monger Armor).
Weapons Systems (Switchable):
  • Minigun (14): Range 24/48/96, Damage 2d10, RoF 3, AP 2, Heavy Weapon, Lethal, Requires Material (–2, 7.62mm ammunition). Contingent on armor, Device (–1, Iron Monger Armor). Slow to Activate. Switchable (primary).
  • Grenade Launcher (4): Range 12/24/48, Damage 4d6, RoF 1, MBT, Heavy Weapon, Lethal, Requires Material (–2, RPG missiles). Contingent on armor, Device (–1, Iron Monger Armor).
with
  • Stark S-Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 6, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, S-Missile). Contingent on armor, Device (–1, Iron Monger Armor), Slow to Activate.
with
  • Flight (11): Sonic Speed, Climb 0, –6 to hit while flying. Contingent on armor, Device (–1, Iron Monger Armor), Limitation (–1, follows vehicles rules for turning and maneuvers), Slow to Activate.
Obadiah is an old family friend of Howard, and later Tony. After Howard's death, Stane was named the CEO of Stark Industries until Tony took over. Jealous, he organized an assassination attempt with the Ten Rings to try and take Tony out of the picture, but after they failed miserably, he used the Mk. I Iron Man suit as a basis for this newer armor, stealing Tony's arc reactor to power it.

Stane is a shady man that really isn't a fan of loose ends, murdering anyone that he has to step on to keep moving up, but is absurdly arrogant. He always thinks he's the top of the world, leaving others to do the shooting for him after he's rubbed his victory in the face of his opponent.

Stane is zapperfied when Stark overloads his large arc reactor.
—DoctorBoson

Ground Rules—Take Two!

So, this is now the second blog that I'm making, seems fitting to put this on here somewhere.

For those that don't know, my name is Donavon (more universally known as DoctorBoson). I'm the same guy that writes and runs the Savage Everything! blog and have been playing and GMing Pinnacle Entertainment's Savage Worlds game system for around four years; very cheap and highly recommended if you somehow found me before you found them.

I'm creating this because, while Savage Everything! is pretty well-received, one thing that's begun to happen is folks pegging that blog as one with a more super-hero focus, which was not my intent. I got into a huge supers kick after the 2nd edition Super Powers Companion was released and went nuts working with Marvel's properties.

Because of this, I've opened up a second dump for Savaging. This one, however, is solely dedicated to the many, many (many, many, many), characters that Marvel has adapted and created for its films. Lets me free up space on the other blog for non-supers, like Game of Thrones characters, or Star Wars.

A few ground rules and house rules that I personally use to make these folks work:
  1. As usual, I am pulling information from the movies and shows only. There may be some rare times when I pull from the MCU-official tie-in comics to round out certain characters, but I won't be straying outside of the MCU canon to build characters. Black Widow's gauntlets only do what we see in the films and not the insane amount of things we find in the mainstream comics, for example.
  2. Also, as per the usual, these characters are being made as though I were a player and the movies were a campaign. Most characters are going to start above Novice (many of them beginning above Legendary, even), and I'm gonna be working to make it so that they are the lowest experience possible to recreate what the character is capable of on the screen. Arguments could be made to bring them up to a higher level but 90% of the time I'm sticking with what we've seen and not much more.
  3. Most all of my information is going to be brought in from the Second Edition Supers Companion. The first edition was decent at the power levels it was shooting for, but given the massive power range we see in Marvel films, that won't be enough.
  4. Now, a minor tweak for characters here: Power Points are not solidified for some characters. Someone like Iron Man has dozens of suits that he's made, and each of them are their own separate power sets and stats with their own Power Point pool. This means that he'll be jumping between suits and power point configurations fairly often. Most of the time, previous power sets will be notated within the characters' post.
  5. Joke cameos do not count for the purposes of tags, narrative cameos do.
A few Setting Rules that are in effect:
  1. Characters with Super Powers may gain them for free and at any time appropriate to the narrative (not restricted to being a Background Edge). That said, if a character with a Rising Stars! Arcane Background may take Power Points every 20 XP, regardless of rank, up to their normal maximum. Super Karma may also be applied at any time, not solely at character creation.
  2. Characters without Arcane Background (Super Powers) do not gain a free Background Edge.
  3. Joker's Wild! is always in effect in my games and conversions (characters automatically receive a Benny whenever one of them draws a Joker).
  4. All Comic Book Combat, Power Stunts, and Power Tricks Settings Rules are in effect with one exception: Unarmed Defender is modified. This is a tricky one on a character-to-character basis as to who is considered armed or unarmed, but the general rule of thumb is that if you have Heavy Armor, have a melee attack, or have any of the attack penalty powers (parry, speed, uncanny reflexes, etc.) with a –2 or greater penalty to hit your character, or otherwise logically you don't care about weapons or are armed, you are considered an armed defender (this does not make you an armed attacker for the purposes of the rule). This means martial artists still must take the Martial Artist Edge. (A character with an unarmed attack, melee power adds that to their Martial Artist damage).
  5. A character's Power Limit is one third of their total Power Points (rounded up), including Super Karma. A Four Color hero with Super Karma has a Power Limit of 19 instead of 15, for example.
  6. There have been a few power changes that I've made, notably to the flight and speed tables, all listed in this document.
The last thing I'll be leaving here is a reiteration of how I judge skills. Keep in mind that this isn't what a character is implied to have: all skills and Edges are required to be seen for a character to have them. Most of these are just general guidelines, as appropriate Edges will modify how talented a character is.
  • Unskilled (d4–2): A character is only vaguely capable of doing something and likely has never tried. A city-slicker that went camping 12 years ago would probably be Unskilled in Survival.
  • Below Average (d4): A character that is familiar with basic principles of a skill but is sketchy on actually executing this. An avid flight-sim player might have a d4 in Piloting.
  • Average (d6): This character is average at something involved in their particular line of work. Most cops would only have a d6 in Shooting.
  • Above Average (d8): Among a group of friends, or people that are learned in a particular subject, this character is extremely talented in this. Link has a d8 in Smarts (puzzle-solving bastard).
  • Expert (d10): This is the level where you will likely be actively pursued and paid high dollar for your abilities or services, or are otherwise just exceptionally skilled. House has a d10 in Taunt.
  • Elite (d12): Simply one of the best in this particular field. The Mountain has a d12 in Intimidation (and by god did he earn that one).
  • Legendary (d12+1): Stories of this characters' aptitude will be told for decades after he has passed away. Ezio has a d12+1 in Fighting (and a whole slew of Edges to go with it).
  • Maximum Human Capacity (d12+2): This is the physical limit of the human body to be able to accomplish incredible feats. Louis Cyr had a d12+2 in Strength.
Here's to a good long while of Savaging. If I'm lucky, I can manage to have all the big players down by the time Civil War rolls through and I have to go back and fix everything.
—DoctorBoson