Showing posts with label Four Color. Show all posts
Showing posts with label Four Color. Show all posts

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

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

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

Monday, December 21, 2015

The Warriors Three

And today we have Thor's loyal troupe: the Warriors Three, fighters that have been with Thor for centuries and fight by his side battle after battle. These men are formidable and powerful.

That said, they are also NPCs, and they really don't have a notable role in the story other than to support Thor a couple of times, and their personalities haven't really been fleshed out. All Asgardians are considered to be at least Street Fighters with Super Karma just due to their biology, but they lack the Major Hindrance to grant it to them as per the rules. Luckily, NPCs don't have to be built like PCs.


Name: Fandral (Wild Card)
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d10; Smarts d6; Spirit d8; Strength d12+5; Vigor d10
Pace 6; Parry 8; Charisma 2; Toughness 19 (6)
Hindrances: Loyal, Quirk (Cocky)
Edges: Arcane Background (Super Powers), Attractive, The Best There Is (super strength), Counterattack, Improved Frenzy, Combat Sense, Brawler
Skills: Fighting d10, Notice d8, Riding d4, Taunt d8
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian foil (Str+d4+2, AP 2, Parry +1)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
Swift, graceful, and suspiciously reminiscent of a certain adventurer from Sherwood Forest, Fandral is cocky, but his skill as a fighter and his natural agility let him put his money where his mouth is. Fandral is extremely charming and somewhat handsome, but when he's called to the battlefield, all the women in Asgard couldn't stop him.

Well... probably.


Name: Volstagg (Wild Card)
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d6; Smarts d6; Spirit d6; Strength d12+6; Vigor d10
Pace 6; Parry 6; Charisma 0; Toughness 20 (6)
Hindrances: Loyal, Obese
Edges: Arcane Background (Super Powers), The Best There Is (super strength), Take the Hit, Frenzy
Skills: Fighting d10, Notice d6, Persuasion d6, Riding d4, Taunt d6
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian great axe (Str+d10+2, AP 4, Parry –1)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
With a belly full of jolly and an axe of asgardian metal, Volstagg is a seasoned adventurer and warrior. The strongest and thickest of the Warriors Three, he accompanies Thor in battle across the Nine Realms. To him, the only thing more satisfying than the thrill of battle is the feast that comes after a glorious victory.


Name: Hogun (Wild Card)
Race: Vanir
Power Level: Four Color (45 PP)
Agility d8; Smarts d8; Spirit d6; Strength d12+5; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 18 (6)
Hindrances: Loyal
Edges: Arcane Background (Super Powers), The Best There Is (super strength), Counterattack, Quick Draw, Marksman
Skills: Fighting d10, Notice d6, Riding d4, Throwing d8
Inventory: Asgardian armor (Armor +6, negate 4 ballistic AP), asgardian mace (Str+2d6, AP 2, ignores 1 point of cover/shield penalties), asgardian knives (Str+d4+2, 3/6/12)
Powers:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
While not technically an asgardian, Hogun is one of the vanir, inhabitants of Vanaheim. These people, though somewhat technologically stilted, are close cousins to asgardians physiologically. Hogun in particular spent much time among asgardians and eventually moved there, befriending Thor and the rest of the Warriors. He is a quiet, wise, and extremely capable warrior, fiercely loyal both to his people and to his friends.

The Warriors Three all reside in Asgard, though Hogun was last seen on Vanaheim helping his people rebuild after the Marauder raids.
—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

Thursday, September 3, 2015

Ivan Vanko—Whiplash

From Iron Man 2, we're going to be looking at Whiplash today! Another Iron Man villain that is unfortunately known as one of the worst Marvel movie villains we've seen to date—though the Mandarin's portrayal might debatably take this title.

His appearance in the films makes him out to be one of the least capable villains of these films so far, but looking at the numbers on the guy I'm honestly rather disappointed that he didn't live up to his full potential.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Agility d8; Smarts d10; Spirit d6; Strength d10; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 7
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, Repair d10, Streetwise d6, Taunt d6

Ivan Vanko is the son of former Stark Industries researcher Anton Vanko. Anton was a brillaint physicist, and helped to develop the plans and architecture for Stark's arc reactor technology. Unfortunately, Anton was also rather greedy and was looking to make a profit off of it. Howard Stark wasn't having any of that and deported Anton back to the U.S.S.R.

Ivan was raised in Moscow, and was taught to hate the Starks and their legacy by his father. Not much about Ivan's past is known, but he was convicted of selling Soviet-era weapons-grade plutonium to Pakistan and served 15 years in prison, and was abused by his father. He learned to fight on his own, packing a pretty mean punch, and was also taught computer science, engineering, and physics by his father.

Once he died, Ivan made it his sole goal to kill Tony Stark, and began working on the Whiplash suit.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Power Level: Pulp Hero with Super Karma (20 PP)
Agility d8; Smarts d10; Spirit d6; Strength d10 [d12+2]; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 7 [9 (2)]
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Arcane Background (Super Powers), Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, Repair d10, Streetwise d6, Taunt d6
Inventory: Whiplash Armor Mk. I
Whiplash Armor Mk. I:
  • Armor +2 (1): Hardy, Partial Protection (–2). Device (–1, Whiplash Harness).
  • Attack, Melee (7): Damage Str+d6, AP 4, Focus, Grapple, Heavy Weapon, Lethal, Reach 1. Contingent on armor, Device (–1, Whiplash Harness).
  • Attack, Melee (7): Damage Str+d6, AP 4, Focus, Grapple, Heavy Weapon, Lethal, Reach 1. Contingent on armor, Device (–1, Whiplash Harness).
  • Deflection (1): –4 to hit with ranged attacks. Contingent on armor, Device (–1, Whiplash Harness), Limitation (–1, energy attacks only).
  • Super Attribute (4): Strength +3. Contingent on armor, Device (–1, Whiplash Harness). 

Using his father's schematics for the arc reactor, Ivan rigged himself a harness powered by the reactor with two long, electrified whips, powerful enough to slice through cars in a single swing. They could also be used to deflect energy blasts, and the harness provided some rudimentary protection.

Ivan made his way into France in an attempt to kill Tony Stark, but did not finish Tony fast enough to keep him from acquiring his Mk. V suit, which was then used to beat him. Ivan was hauled away to a prison where he was going to be left to rot, but he was confident that he had scarred Tony's reputation enough that he was victorious.

He caught the eye of weapons manufacturer Justin Hammer, however, and was broken out of the prison and brought straight to Hammer, where they made a deal to put Stark out of business. Ivan, however, realized that he could use the opportunity to make a second attempt on Stark's life with better resources.

He modified one of Hammer's designs to create the Hammer Drones: automated machines that he could use to attempt to kill Tony, or at least whittle him down enough for him to arrive with his own powered armor, at the next Stark Expo. To be doubly sure of Stark's demise, he also built-in an override in the newly acquired War Machine armor, allowing him to remotely control the suit.


Name: Ivan Antonovich Vanko
Race: Human
Experience: 60 (Heroic)
Power Level: Four Color with Super Karma (55 PP)
Agility d8; Smarts d10; Spirit d6; Strength d10 [d12+6]; Vigor d8 [d12]
Pace 6; Parry 6; Charisma 0; Toughness 7 [21 (12)]
Hindrances: Death Wish (M—Kill Tony Stark), Bad Eyes (m), Habit (M—Alcohol), Ruthless (m), Quirk (he vants hees byird)
Edges: Arcane Background (Super Powers), Brawny, Engineer, Scholar (Computers & Engineering), Two-Fisted, Brawler, First Strike, Strong Willed, [Improved Nerves of Steel]
Skills: Fighting d8, Intimidation d6, Knowledge (Computers) d8, Knowledge (Engineering) d10, Notice d4, [Piloting d8], Repair d10, Streetwise d6, Taunt d6
Inventory: Whiplash Armor Mk. II
Whiplash Armor Mk. II:
  • Armor +12 (11): Hardy, Heavy Armor. Device (–1, Whiplash Armor), Slow to Activate.
  • Deflection (1): –4 to hit with ranged attacks. Contingent on armor, Device (–1, Whiplash Armor), Limitation (–1, energy attacks only).
  • Heightened Senses (1): Eagle Eye, Infravision, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Whiplash Armor). Requires Activation. 
  • Super Attribute (14): Strength +7, Vigor +2. Contingent on armor, Device (–1, Whiplash Armor). 
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, Whiplash Armor). 
Weapons Systems (Switchable):
  • Attack, Melee (14): Damage Str+2d6, AP 8, Focus, Grapple, Heavy Weapon, Lethal, Reach 2. Contingent on armor, Device (–1, Whiplash Armor). Switchable (primary).
  • Attack, Melee (12): Damage Str+2d6, AP 8, Focus, Grapple, Heavy Weapon, Lethal, Reach 2. Contingent on armor, Device (–1, Whiplash Armor).
with
  • Flight (16): Mach 2+, Climb 2, –8 to hit while flying. Contingent on armor, Device (–1, Whiplash Armor), Slow to Activate.
  • Super Skill (1): Piloting +3. Contingent on heightened senses, Device (–1, Whiplash Armor).

Once Black Widow hacked into his programming and removed the override directives for Colonel Rhodes, Ivan moved in to take them on himself, having upgraded his armor and weapons (albeit becoming only slightly slightly slower). Vanko was killed by an explosion from Tony and Rhodes' repulsor beams colliding, triggering a built-in self-destruct mechanism in the suit and the Hammer Drones, though this simply ended up resulting in property damage.

Currently, S.H.I.E.L.D. is in possession of the original Whiplash armor.
—DoctorBoson

Wednesday, September 2, 2015

Asgardians

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


Name: Guardsmen
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+5; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 19 (6)
Hindrances: —
Edges: Combat Reflexes
Skills: Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d6
Inventory: Asgardian armor (Armor +6, –4 ballistic AP), asgardian spears (Str+d6+2, AP 4, Parry +1, Reach 1), asgardian swords (Str+d6+2, AP 4), asgardian shields (Parry +1, Armor +4 vs ranged)
Special Abilities:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
These asgardians are simply doing what they can to defend their home and king. They have advanced weapons, armor, and training, but ultimately they are simply Extras. When these brave forces fail, Odin may call out the bigger guns to deal with threats.


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

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