Tuesday, March 22, 2016

Daredevil Season 2 Patch Notes

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

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

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

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  • Marksman has been replaced by Accurate Attack (Throwing).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

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

Saturday, March 19, 2016

Frank Castle—The Punisher

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

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

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

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

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

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

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

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

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

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

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

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

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.

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.

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)
  • 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.

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.
  • 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).
  • 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).
  • 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.