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

Wednesday, September 2, 2015

Asgardians

Another series of Extras, since the main cast is out for the next few films. This covers your average unnamed Asgardians, as well as one of their most powerful guardians.


Name: Guardsmen
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+5; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 19 (6)
Hindrances: —
Edges: Combat Reflexes
Skills: Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d6
Inventory: Asgardian armor (Armor +6, –4 ballistic AP), asgardian spears (Str+d6+2, AP 4, Parry +1, Reach 1), asgardian swords (Str+d6+2, AP 4), asgardian shields (Parry +1, Armor +4 vs ranged)
Special Abilities:
  • 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.)
These asgardians are simply doing what they can to defend their home and king. They have advanced weapons, armor, and training, but ultimately they are simply Extras. When these brave forces fail, Odin may call out the bigger guns to deal with threats.


Name: The Destroyer (Wild Card)
Agility d4; Smarts d4 (A); Spirit d6; Strength d12+7; Vigor d12
Pace 8; Parry 6; Charisma 0; Toughness 25 (10)
Skills: Fighting d8, Intimidation d10, Notice d6, Shooting d8
Special Abilities:
  • Armor +10: Heavy Armor.
  • Attack, Melee: Str+d6, Heavy Weapon, Lethal.
  • Attack, Ranged: Range 12/24/48, Damage 5d10, RoF 1, SBT, Heavy Weapon, Lethal
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: The Destroyer is immune to Fear and Intimidation.
  • First Strike: May make a free attack against a single enemy that moves into melee range every round.
  • Large: Attackers add +2 to their attack rolls when attacking the Destroyer due to its large size.
  • Resistance: Immune to background effects of fire and adds +4 Toughness against fire attacks.
  • Size +5: The Destroyer is just over 20' tall.
  • Toughness +2: Hardened interior.
The Destroyer is an automated weapon used to guard the Weapons Vault of Asgard. It will only obey commands from the wielder of Gungnir, Odin's Spear, whether it is wielded by the All-Father or not. It is extremely strong and tough, and most notoriously known for the powerful beam cannon it fires out of its face, more powerful than almost anything we've seen to date.

Here's a little taste of Asgard while we wait for the bigger players to roll out. Hope you guys enjoy it.
—DoctorBoson