Wednesday, November 9, 2016

Stephen Strange—Sorcerer Supreme

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

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


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


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

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

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

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

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

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

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

Wednesday, August 3, 2016

The Vision

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

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


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

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

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

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

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

Wednesday, June 8, 2016

Mike Peterson—Deathlok

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

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


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

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


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

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

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

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

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

Sunday, May 22, 2016

T'Challa—Black Panther

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

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

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

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

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

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

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

Wednesday, May 18, 2016

Brock Rumlow—Crossbones

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


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

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


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

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

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

Monday, May 9, 2016

Peter Parker—Spider-Man

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

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

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


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

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

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

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

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

Wednesday, April 20, 2016

Natasha Romanoff—Black Widow

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

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


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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

Monday, April 4, 2016

Pietro Maximoff—Quicksilver

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


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

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

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

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

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

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

Tuesday, March 22, 2016

Daredevil Season 2 Patch Notes

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


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

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

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

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

Saturday, March 19, 2016

Frank Castle—The Punisher

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

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

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

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


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

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

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

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

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

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

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

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

Thursday, March 17, 2016

Franklin Nelson—Foggy

With Daredevil Season 2 dropping tomorrow on Netflix, I figured I should put out another character from their gallery. Continuing with our goal of humanizing more of the MCU, we have Foggy.

EDIT: Now that Season 2's dropped, I've worked on some patch notes for existing characters, which you can find here.


Name: Franklin Nelson
Race: Human
Experience: 20 (Seasoned)
Agility d6; Smarts d6; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 2; Toughness 5
Hindrances: Code of Honor, Heroic, Loyal, Poverty
Edges: Connections—Hell's Kitchen P.D., Scholar (Law), Charismatic
Skills: Fighting d6, Investigation d6, Knowledge (Law) d8, Notice d6, Persuasion d10, Repair d4, Stealth d4, Streetwise d6, Throwing d6
Inventory: Baseball Bat (Str+d6), Softball (Str+d4, 3/6/12)

Foggy Nelson is Matt Murdock's best friend. While initially coming off as a little bit greedy, Foggy is actually an incredibly sweet guy with a heart of gold. He grew up in Hell's Kitchen, having a rivalry with a young man named Brett Mahoney. He helped his dad work at their hardware store, but he always dreamed of becoming a lawyer.

Foggy met Matt when they were in college, and graduated near the top of their class with him. Shortly afterwards, they secured a successful internship position at the esteemed Landman & Zack firm, and after some time they were offered paid jobs. Matt, however, did not want to take the job, since he didn't believe that they were doing the right thing working for a large soulless company. They solidified their goal of creating their own law firm that night, and began to work and establish Nelson and Murdock.

Their first client was a woman named Karen Page, whose involvement in the Union Allied Construction scandal ended up pulling them into dealings with James Wesley. They defended one of Fisk's hitmen, and then began to help an old woman named Elena Cardenas, whose apartment was left in disrepair due to an angry landlord. As he and Karen were working to help fix things, they were injured in an enormous explosion; a nearby Russian compound was bombed in a gang war, which was pinned on the man in the mask.

However, he was soon convinced that something else was up, and he worked with Matt, Karen, and a journalist named Ben Urich to find out the truth. Mrs. Cardenas was found dead shortly afterwards, however, and after a night of drinking, he stumbled into Matt's apartment to find that his best friend was the man in the mask that Foggy believed to be a terrorist.

They began to work together soon afterwards anyways, though, and Foggy worked to gather leads and tug at the few loose ends of Fisk's empire. This led to the confession of officer Carl Hoffman, and toppled the criminal kingpin.

Nelson & Murdock began to increase in traffic after the incident with Kingpin, but they were still making nearly no money. Matt and Foggy's generosity was too great, and the lawyers were fighting to keep their bills paid. Foggy also helped assist Matt with the investigation of the events surrounding the Punisher, going to investigate an old contact with the biker gang, The Dogs of Hell. He found the information he was looking for, but shortly afterwards began to worry much more about his friend.

A rift began to form between them, and after the Punisher was finally arrested, he vehemently opposed Karen's notion of finding the truth behind him and Matt's idea of representing him in court. Matt, however, was absent for nearly the entire trial of The People v Frank Castle, and his escapades prompted the threatening of a key witness, causing Foggy to try and cut ties with Matt, enraged at the idea that his friend would betray his trust like that.

Foggy is now working for Hogarth, Chao and Benowitz, a high-profile law firm specializing in focusing on exceptional individuals.
—DoctorBoson

Wednesday, March 16, 2016

Ho Yinsen

While this blog is filled with a lot of super heroes (by design, I suppose), the MCU isn't only populated with super heroes and super villains. The everyday men and women both serve to accentuate how exceptional the heroes are, and as a driving force for the heroes to want to serve.

Plus, Savage Worlds is built more to handle these kinds of normal folks than it is to dish out super-powered beatdowns, so I want to dedicate some time to emphasizing these exceptional individuals, starting with one of the first, Ho Yinsen.


Name: Ho Yinsen (Wild Card)
Race: Human
Agility d6; Smarts d8; Spirit d6; Strength d4; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 5
Hindrances: Bad Eyes, Heroic
Edges: Linguist, Doctor, Scholar (Physics)
Skills: Fighting d4, Healing d10, Knowledge (Physics) d8, Notice d6, Persuasion d6, Repair d6, Shooting d6
Languages: English, Arabic, Farsi, Hindi, Mongolian, Russian
Inventory: Glasses

Ho Yinsen was a talented Afghani surgeon and scientist. After graduating from Cambridge University, Ho worked all over Europe, but never forgot his family in the village Gulmira. Years and years later, Yinsen was captured by the Ten Rings, a terrorist group which (at the time) was based in Afghanistan.

Some time later, the terrorist cell kidnapped and held Tony Stark for ransom, but he was critically injured due to shrapnel that had embedded in his chest. He would have died if the Ten Rings did not already have a doctor of Yinsen's caliber. Yinsen magnetized the area around Tony's heart with a car battery, keeping the shrapnel from killing him.

After copious amounts of torture, Stark was forced into beginning construction on a Jericho missile for the terrorists, and conscripted the doctor into his assistant for their months in captivity. At first, they constructed a miniature arc reactor to magnetize his heart, allowing Tony a freedom of movement he did not previously have. Afterwards, they began construction of the Iron Man Mk. I, a suit of armor that would help them both escape the Ten Rings.

Unfortunately, Yinsen gave his life to allow the suit enough time to finish its initial boot procedure and let Stark escape. Stark destroyed the terrorist cell's entire outpost, and Ho's body was likely incinerated in the blast.
—DoctorBoson

Monday, March 14, 2016

Lady Sif

The Warriors Three have had their time in the limelight, but the most popular of Thor's supporting cast is probably Lady Sif: a serious badass that's been on both the big screen and the telly.


Name: Sif
Race: Asgardian
Experience: 60 (Heroic)
Power Level: Four Color with Super Karma (55 PP)
Agility d10; Smarts d8; Spirit d6; Strength d12+5; Vigor d10
Pace 6; Parry 10 (2); Charisma 0; Toughness 19 (6)
Hindrances: Loyal, Obligation (M—Odin), Overconfident, Vengeful (m)
Edges: Arcane Background (Super Powers), Brave, First Strike, Counterattack, Frenzy, Combat Sense, Quick Draw, Combat Reflexes, Dodge, Level Headed
Skills: Climbing d4, Fighting d12, Notice d8, Persuasion d4, Riding d6, Stealth d4, Streetwise d6, Throwing d6
Inventory: Asgardian Armor (Armor +6, –4 ballistic AP)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Double Sword (7): Damage Str+d10, AP 4, Lethal, Multiple Attacks. Device (–2, swords).
  • Deflection (1): –2 to hit, Protector. Device (–2, asgardian shield).
  • Leaping (3): Level 2. Leaps 4" vertically and 8" horizontally. Death From Above.
  • Parry +2 (1): Protector. Device (–2, asgardian shield).
  • Regeneration (3): 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 sentient species from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2. 
  • Toughness +6 (9): Hardy.
One of Asgard's most talented warriors, Lady Sif is a skilled combatant, wielding a double-bladed sword and a powerful asgardian shield. Thor, however, befriended her, granting her the recognition she deserved and elevating her to a position of power. Lady Sif was also once involved with a warrior named Haldor, but he was killed in the events surrounding the enchantress, Lorelei.

Lady Sif often joined Thor and his Warriors Three on their adventures, including following Thor to the surface of Jotunheim. After Thor's banishment, though, Sif's foolhardiness, along with the rest of the Warriors, followed Thor to earth to try and find him, as well as uncovering the lies Loki spun against his brother. Soon after, however, they were followed through the Bifrost by the Destroyer, Sif assisted with evacuating civilians, long enough for Thor to do what he needed to eliminate the threat and return to fight Loki himself.

After the destruction of the Bifrost, the Nine Realms were thrust into chaos, and Sif joined the asgardian forces to try and restore order across the kingdoms. After the invasion of Asgard by the Dark Elves, Sif helped Thor escape with Loki, and was assigned with Volstagg to deliver the Aether to the Collector.

Shortly afterwards, Sif was tasked with retrieving Lorelei, who had escaped when Asgard was invaded. Arriving at earth, Sif was assisted by Agent Phil Coulson and his team in capturing the sorceress, but not before she wreaked a decent amount of havoc among the humans.

Soon afterwards, Sif was sent to intercept a Kree warrior that arrived on earth, but had her memory wiped by his weapon. She was picked up by S.H.I.E.L.D., who helped her track down the Kree, but after it was revealed that he was trying to hunt down young Inhumans, Sif turned against S.H.I.E.L.D. to try and attack Skye. Shortly afterwards, though, she was convinced that Skye was not a threat and escorted the Kree back home.

As far as we know, Sif is still in Asgard, doing whatever is happening for Ragnarok.
—DoctorBoson

Saturday, March 5, 2016

Clint Barton—Hawkeye

Out of all the characters I've tossed together on here, I don't think any of them have gone through as many iterations and Power Level changes as our dear old Hawkeye. The unassuming super-archer is so interesting to get just right, since he uses a lot of archery Edges that are mostly geared towards fantasy settings and has such a wide variety of specialty arrows.

I outline most of my thoughts on all of these design subjects below, but for the most part I think I finally have a finished version of Hawkeye... at least until we see more trick arrows in Civil War.


Name: Clinton Francis Barton
Race: Human
Experience: 90 (Legendary)
Power Level: Four Color with Super Karma (55 PP)
Agility d10; Smarts d8; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 7 (1)
Hindrances: Bad Luck, Heroic, Obligation (M—S.H.I.E.L.D.), Vengeful (m)
Edges: Arcane Background (Super Powers), Ambidextrous, The Best There Is (ranged attack), Brave, Accurate Attack (Shooting), Improved Dodge, Marksman, Quick Draw, Rapid Shooter, Steady Hands, Improved Trademark Weapon (bow), Ace, Level Headed, Command, Combat Reflexes, Frenzy, Hard to Kill, Inspire.
Skills: Climbing d6, Driving d6, Fighting d10, Knowledge (Communications) d8, Knowledge (Espionage) d6, Notice d10, Persuasion d6, Piloting d8, Shooting d10 [d12+3 with bows], Stealth d6, Taunt d6, Throwing d10
Inventory: Hawkeye's Bow (2d6, 12/24/48), Laser Sight (Shooting +1), Teflon Arrows ×36 (AP 2), Knife (Str+d4), Rope Arrow (50'), 3× Shock Arrows (Vigor –2 or Incapacitated; Vigor to revive), Padded S.H.I.E.L.D. Suit (Armor +1), 2× Quiver, Commlink, Archery Bracer, Shooting Glove.
Powers:
  • Heightened Senses (1): Eagle Eye.
  • Super Attribute (8): Agility +2, Strength +1, Vigor +1. (S.H.I.E.L.D. training.)
  • Super Edge (14): Accurate Attack (Shooting), Dodge, Marksman, Quick Draw, Rapid Shooter, Steady Hands, Trademark Weapon (bow). (S.H.I.E.L.D. training.)
  • Super Skill (13): Fighting +1, Knowledge (Communications) +2, Knowledge (Espionage) +2, Notice +2, Shooting +4, Throwing +2. Limitation (–1, Shooting applies to bows only). (S.H.I.E.L.D. training.)
Specialty Arrows (Switchable):
  • Anti-Tank Arrows (19): Range 12/24/48, Damage 5d10, RoF 1, LBT, Focus, Heavy Weapon, Lethal. Device (–2, arrows). Switchable (primary).
with
  • Explosive Arrows (6): Range 12/24/48, Damage 4d6, RoF 1, AP 2, MBT, Lethal. Device (–2, arrows).
  • Burst Arrows (3): Range 12/24/48 or Cone, Damage 3d6, SBT, Lethal. Device (–2, arrows), Limitation (–1, SBT).
  • Interface (1): Limitation (–1, only works with malfunction).
  • Malfunction (1): Device (–2, arrows). (Hacking arrow.)
  • Stun (4): MBT, Strong, Projectile (explosive arrows), Device (–2, arrows).
with
  • Melting Arrows (15): Rapid Decay ×6, Strong. Device (–2, arrows).
Clint Barton was been an agent of S.H.I.E.L.D. for years, all the way until its collapse in 2014. Recruited from a young age due to his exceptional marksmanship, he was already in a relationship with his future wife, Laura, but requested that Nick Fury keep her and their children out of S.H.I.E.L.D.'s official records to keep them safe.

Barton was eventually given the codename "Hawkeye" by his comrades in S.H.I.E.L.D.'s military arm. He forgoes firearms on most missions, however, preferring the silence and adaptability of modern bows to more "blunt instrument" rifles. One of his most important missions was to assassinate a young Russian agent that went by the name Black Widow, but he instead spared her, opting to put her on S.H.I.E.L.D.'s payroll instead, and they became extremely close friends.

Barton has since been on missions around the world, but was mostly out of harm's way until he was sent as an escort out to New Mexico to keep guard over a mysterious 0-8-4 item that appeared to be some kind of hammer. During an assault from one individual, Hawkeye was pulled from the kill order, but spotted one of the man's accomplices and gave Agent Coulson the idea to tail him. The man later turned out to be Thor, making this Barton's first encounter with superhuman individuals.

Barton was later assigned to Project P.E.G.A.S.U.S. to keep watch around the tesseract research facility. Unfortunately, he was one of the individuals affected by Loki's scepter, and he fell under the god's control for some time. He assisted in extracting the tesseract and led teams in both the extraction of an iridium sample and the assault on the helicarrier, disabling two of the engines and freeing Loki from capture before being knocked unconscious by Natasha Romanoff.

Barton then participated in the battle of New York, his piloting skills and marksmanship both assisting both Rogers and Romanoff on the ground, and was made a member of the legendary Avengers super-team, serving with them in most large-scale assaults on HYDRA bases. During the war on Ultron, Barton's farmhouse was used as a safehouse after their defeat in South Africa, and used his abilities in communications to track an imprisoned Romanoff to Sokovia. He was also instrumental in convincing Scarlet Witch to work with the Avengers, though has recently retired from Avenging to spend time with his family.

Hawkeye has two unique Edges, which will be listed in greater detail below, but what I personally find more interesting is the difference between his powers and his gear. His bow is a unique piece of equipment, using normal teflon arrows, as well as two notable specialty arrows (his shock and rope arrows). These are both low-powered enough to warrant being specifically listed, but not enough to eat up his Power Points. Initially I had given him the swinging power, but he only ever uses the rope arrow once to keep himself from dying, rather than to actively swing over the battlefield. His other specialty arrows, however, are otherwise unchanged. The melting arrows are extremely potent, and his anti-tank arrows are extremely heavy hitting, able to take out tanks in a single hit.

All of these arrows are considered Devices, but do not have the Ranged Touch Attack modifier because they can both be used at range or in melee, but can only be launched by his bow (and most of his arrows, such as his anti-tank and stun arrows, are useless in melee as he could be caught in the burst as well).

His custom Edges are Accurate Attack and Rapid Shooter:

Accurate Attack
Requirements: Veteran, Agility d8+, Fighting, Shooting, or Throwing d10+
This character is extensively practiced striking targets that are smaller than average; he may halve all Called Shot penalties (but not range or Cover penalties). This Edge may be taken multiple times, each time for a different skill (Fighting, Shooting, or Throwing).

Rapid Shooter
Requirements: Novice, Quick Draw, Strength d6+, Shooting d8+
This archer may loose two arrows in rapid succession when firing a bow. This allows you to make an additional Shooting attack per round at –2 to all Shooting rolls. Both attacks must be made at the same time, though they don't need to target the same foe (Wild Cards roll two Shooting dice and one Wild Die).
This Edge cannot be combined with the Aim maneuver or the Marksman Edge, and doesn't work with crossbows.

Hopefully he has more specialty arrows or Edges to work with in Civil War to round him out even more than he already is.
—DoctorBoson

Friday, February 19, 2016

Luke Cage—Power Man

Jessica Jones has been out for a fair while, so I wanted to put some numbers onto Luke Cage. He's a really interesting character in that he's really, really durable, except against blunt force trauma. I think I did a pretty good job slapping him together, though.


Name: Luke Cage
Race: Human
Experience: 70 (Heroic)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d8; Smarts d8; Spirit d8; Strength d12+4; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 20 (12)
Hindrances: Code of Honor, Doubting Thomas, Loyal, Pacifist (m), Poverty, Vengeful (m) Wanted (M).
Edges: Arcane Background (Super Powers), Brawny, The Best There Is (super strength), Hard to Kill, Take the Hit, Charismatic, Brawler, Level Headed, Counterattack, First Strike, Sweep, Nerves of Steel.
Skills: Driving d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Shooting d4, Stealth d6, Streetwise d6, Swimming d8, Taunt d4, Tracking d4.
Inventory: Motorcycle Helmet (Armor +3, 50% vs head shot).
Powers:
  • Ageless (1): Luke's healing capabilities keep him from aging.
  • Armor +12 (10): Hardy, Heavy Armor, Ultra-Thick Skin. Limitation (–1, Heavy Armor modifier is ignored by blunt damage).
  • Regeneration (3): Level 2, rolls to heal every hour. Limitation (–1, negated if shrapnel is stuck inside).
  • Resistance (1): Fire/Heat. +4 to resist effects, +4 Toughness.
  • Super Attribute (15): Strength +6, Vigor +1. Heavy Weapon.
  • Super Edge (4): Hard to Kill. Take the Hit.
  • Toughness +1 (1): Hyper-dense musculature.
Carl Lucas was a talented athlete born to a preacher in Georgia and was best friends with a Willis Stryker (secretly his father's "love child"), who he got into all sorts of shenanigans with, including learning how to fight. Eventually, though, Carl and Willis were caught stealing a car for a joyride; Willis was sent to prison while Carl instead was allowed to go if he became a Marine Corpsman due to the influence of his father. After his tour of duty, Carl became a police officer in Savannah.

Years later, Carl was framed for a crime and sent to Seagate Prison. He met Reva Connors, the intervention councilor who he would eventually go on to marry, but was forced into a fighting ring run by corrupt prison security guards. After training and fighting for months, he was finally confronted by two other inmates—Shades and Comanche—who ganged up on him and beat him close to death.

Reva Connors, whose work as a councilor was a cover for screening subjects for an experimental scientific experiment to create superior human beings, convinced the lead scientist to put Carl through the procedure, hoping to cure him. There was a power surge, and the experiment accidentally provided Carl with superhuman durability and strength. Carl broke through a prison wall and swam from Seagate back to the Georgia shoreline.

Carl contacted Connors and changed his name to Luke Cage. She introduced him to "Pop" in Harlm, and she married Luke shortly afterwards. Reva, however, was tragically killed in an accident. Luke believed that there was more to the incident, however, and began to confront leads. Unfortunately, these led to a dead end.

Luke Cage had since acquired a bar that he runs with his friend Ron Healy. He's been down on his luck recently and has been sleeping with women, but refuses to sleep with married women on principle. One day, he slept with a P.I. named Jessica Jones, and found out soon after that she also has powers.

They briefly saw each other, connecting with each other over their powers, but she decided to cut ties with him to keep him away from something she was dealing with. He later hired Jessica to help him find information on the death of his wife, where she revealed that Reva was killed by her on accident. After his revelation, Cage cut ties with her instead.

Luke was later caught by a man named Kilgrave and mind controlled to blow up his own bar, convince Jessica to trust him, and then bring her to Kilgrave. He was forced to try and kill Jessica after Kilgrave's powers continued to not work on her, but she incapacitated him with a shotgun to the throat (unbreakable skin doesn't keep the organs from being rattled up inside).

After waking up in Jessica's apartment under the care of a nurse, and realizing that Jessica had gone to take care of Kilgrave, he left and moved from Hell's Kitchen to Harlem to try and start a new life.

Luke took a job with Pop in Harlem, living paycheck to paycheck and working two jobs to make a living. Luke was convinced to help find a troubled youth and bring him back to Pop's, however, which was supposed to be neutral ground, but a disgruntled gangster disrespected peace talks and shot up the shop, killing Pop. This helped put Luke into the spotlight as he began to fight against the crime organizations that led to Pop's death, including the notorious Cottonmouth, much to the chagrin of Harlem cop Misty Knight.

Soon into this crusade, however, Cottonmouth was found murdered, with Luke being framed for his killing. This put Luke on the run from the cops, as well as an independent agent calling himself "Diamondback," who severely wounded Cage using experimental military-grade Hammertech bullets. With the help of Claire Temple, he tracked down the scientist that originally concocted the serum to help her treat Luke, but Luke found out from old data files that Reva was actually working for the enhancement program that gave Luke his powers. Luke destroyed the scientist's barn and made his way back to New York.

Diamondback, actually Luke's long-lost friend Willis, sought revenge for Luke abandoning him, putting aside a black market empire that he had constructed to do so. Diamondback put out special Judas Bullets into circulation by using Mariah Dillard—Cottonmouth's sister—to lobby for the police commissioner to use them in apprehending Cage.

Eventually, Diamondback's rampancy did so much damage to himself that he deconstructed Harlem's most prominent crime families before attempting to (and failing) to attack Cage himself. Diamondback was beaten down and taken away, while Luke's antics have allowed him to be put on the national radar, allowing Georgia state officials to locate him. Luke is currently back in Seagate Prison, being held for the remainder of his sentence.
—DoctorBoson