Showing posts with label Cosmic. Show all posts
Showing posts with label Cosmic. Show all posts

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 15
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 +8 (8): Hyper-dense musculature.
  • 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

Sunday, January 10, 2016

Tony Stark—Iron Man

Robert Downy Jr. Tony Stark is the centerpiece of the MCU. Charismatic, intelligent, and rockin' a sweet suit of armor, his 2008 film kickstarted one of the largest and highest grossing film/TV franchises ever. I think his Savage does him a fair bit of justice, but I hope his suits don't get too much better as time goes on, else I'll have to make another Power Level just for him.


Name: Anthony Stark
Race: Human
Experience: 180 (Legendary)
Power Level: Cosmic with Super Karma (85 PP)
Agility d8; Smarts d12; Spirit d8; Strength d6 [d12+6]; Vigor d6 [d10]
Pace 6; Parry 5 [6]; Charisma 4; Toughness 5 [21 (14)]
Hindrances: Arrogant, Dependency (M—Arc Reactor), Dependent (M—Pepper), Heroic, Rebellious, Smart Mouth, Stubborn
Edges: Attractive, Noble, Filthy Rich, Scholar (Computers & Engineering), Charismatic, Engineer, Scholar (Electronics & Physics), Jack-of-All-Trades, Marksman, Level Headed, First Strike, Dodge, Recall Device, Followers (Iron Legion). [Improved Nerves of Steel, Take the Hit.] [Ambidextrous, Two-Fisted.]
Skills: Driving d6, Fighting d6 [d8], Knowledge (Computers) d10, Knowledge (Electronics) d8, Knowledge (Engineering) d10, Knowledge (Physics) d10, Notice d6 [d10], Persuasion d6, [Piloting d6,] Repair d8 [d10], Shooting d6 [d10], Stealth d4, Taunt d6, Throwing d6.
Inventory: Tailored Suit (Charisma +1 when appropriate).
Powers (as of the Mk. XLV):
  • Armor +14 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (3): Data Sense, Eagle Eye, Infravision, Low Light Vision, Super Sight. Device (–1, Iron Man Helmet), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to hit while flying. Device (–1, Iron Man Gauntlets and Boots).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (6): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to hit while flying. Device (–1, Iron Man Gauntlets and Boots).
Weapons Systems (Switchable):
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Device (–1, Iron Man Gauntlets).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (12): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 6, Focus, Heavy Weapon. Device (–1, Iron Man Chest Plate).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Micro-Missiles (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, Heavy Weapon, Lethal, Requires Material (–2, micro-missiles). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, anti-tank missiles). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
*Stark's power set has varied between movies as he switches between suits. All notable previous suits will be listed over in this entry.

Tony Stark: genius billionaire playboy philanthropist? Well, certainly, yes, but he hides a heart of gold and an enormous desire to not only make the world a better place, but to make up for him and his company's past deeds and accidental involvement with terrorist organizations. He is arrogant and refuses to cooperate with authority figures, but his genius ability to invent his suits and his funds to keep them repaired allow him to disregard most of these figures anyways. That said, he truly cares about people's well being and has devoted his life to training and building to try and help them while his girlfriend Pepper runs the business.

When he was young, Tony's father was hardly the greatest role model, but he had another father figure instead: Jarvis. After the death of Howard and Maria, followed shortly by the death of his butler, Howard's friend Obadiah took control of Stark Industries. Though the young Stark was a genius—creating the J.A.R.V.I.S. A.I. system and graduating suma cum lade at M.I.T. at 17—he didn't have the know-how to manage his family's empire. A few months later, however, control of the company was transferred back to Tony as he helped lead his company's development in a new age of arms supremacy.

Stark was reckless and arrogant in his success, sleeping with women all over the world, and meeting a young Aldrich Killian back in 1999. He would waste vast amounts of money on trinkets and cars, still having ever more in his accounts.

This was cut short after a weapons test in Afghanistan, where he was kidnapped by members of the Ten Rings organization. Stark would remain in captivity for three months after Ho Yinsen saved his life by magnetizing his heart (to keep the shrapnel away). In this time, Stark not only miniaturized his company's arc reactor technology, but created his first Iron Man suit to escape. Moved by the collateral damage of Ho Yinsen's death, as well as seeing his own arms in the terrorist cell, Stark continued to innovate and improve his idea of a powered suit of armor until he created his first combat-ready suit: the Mk. III armor. He used this to save Ho Yinsen's home village of Gulmira, though was intercepted by a few Air Force fighters before his good friend Colonel Rhodes called them off.

Determined to track more of his illicit shipments and destroy them, he asked his assistant Pepper Potts to pull up the records from Stane's computer, where she discovered that Stane was the one that facilitated Tony's kidnapping and assassination attempt. Once he realized his, he was forced to fight Stane in a new Iron Monger suit (while Tony's suit wasn't even at full power. This ended up with Stane getting cooked by a massive arc reactor overload, followed by Tony's famous statement: "I am Iron Man."

After months of playing the super hero, as well as creating a new suit, prototyping another, and refusing to surrender any of his tech to the government, Stark was nearly assassinated by a Russian thug named Ivan Vanko using arc reactor technology to power his weapons systems. Disheartened, with the government trying to push for the acquisition of his suits (via Rhodes), Stark got hammered at one of his own parties in his Mk. IV suit, nearly destroying his mansion in a duel with Rhodes wearing the Mk. II.

The next day, Tony was confronted by Nick Fury about the effects of palladium poisoning due to Stark's arc reactor, as well as revealing that Stark's new assistant Natalie Rushman was actually a highly trained S.H.I.E.L.D. agent sent to keep tabs on him. Fury presented Stark with a lot of his father's old work in an attempt to find a cure for Stark's poisoning. Shortly after, Vanko contacted Stark, revealing that he was still alive and out for blood. Finding out that one of his business rivals had saved Vanko, Stark hurried and ended up in the Stark Expo battle, saving Pepper again and becoming romantically involved shortly afterwards.

A few months later, finishing up applying his green energy project to the newly built Stark Tower in New York, Tony was contacted by Phil Coulson about the Avengers Initiative, being told that Loki had arrived and was threatening the safety of the planet. He flew out to Germany to apprehend the Norse god, and shortly after briefly dueled Thor as well, but ultimately brought Loki back to the S.H.I.E.L.D. helicarrier. After a brief argument with Fury, Rogers, and the other Avengers, he worked with Captain America to repair one of the helicarrier's damaged thrusters as Loki escaped. Rogers was instrumental in the Battle of New York, nearly sacrificing himself to keep New York from being hit in a nuclear strike.

Months later, Stark's PTSD and anxiety had driven him to construct 35 new Iron Man armors, but after his former bodyguard Happy was nearly killed in a Ten Rings "bombing," Stark threatened the Mandarin, head of the Ten Rings, which resulted in his Malibu mansion being bombarded with missiles as he escaped with his very experimental Mk. XLII. After some undercover digging, he found that Aldrich Killian was behind the Mandarin bombings, and with Rhodes' help exposed the Mandarin as Trevor Slattery—a down-on-his-luck actor simply playing the part—and overthrew A.I.M.'s attempt at assassinating the president. Shortly after, Stark detonated all of his previous Iron Man suits at the battle on the Norco, vowing to focus more on Pepper.

Within a few years, however, Stark had returned with a new suit, helping to recover Loki's scepter from a HYDRA base in Sokovia, and with Banner's help accidentally created Ultron with it (who proceeded to destroy J.A.R.V.I.S.). Stark worked tirelessly to shut Ultron out of his and Rhodes' suits, as well as having to deploy his new Hulk Buster armor to prevent the destruction of a South African city. He confronted Ultron a few days later with the other Avengers and Vision, an synthetic robot created with J.A.R.V.I.S.'s old code matrix, destroying the city of Sokovia but saving almost all of the citizens involved.

Stark recently retired from the Avengers, going back to live with Pepper and focus on moving on (but still funding the superhero team).
—DoctorBoson

Tuesday, October 13, 2015

James Rhodes—War Machine

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

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


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

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

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


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

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

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


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

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

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

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

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

Tuesday, August 25, 2015

Emil Blonsky—Abomination

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

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


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

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

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

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

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

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


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

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

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