Showing posts with label Super Villain. Show all posts
Showing posts with label Super Villain. 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

Wednesday, May 18, 2016

Brock Rumlow—Crossbones

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


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

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


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

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

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

Monday, 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

Thursday, January 21, 2016

Bucky Barnes—Winter Soldier

One of the most loyal characters in the MCU, Bucky is another soldier out of time. He's also going to be one of the main characters of Civil War, by the look of it. Can't wait to see more of him in action; it's gonna help me round out his build.


Name: James Buchanan "Bucky" Barnes
Race: Human
Experience: 40 (Veteran)
Agility d8; Smarts d6; Spirit d8; Strength d8; Vigor d6
Pace 6; Parry 5; Charisma 2; Toughness 5
Hindrances: Code of Honor, Loyal, Stubborn
Edges: Attractive, Command, Marksman, Dodge, Hard to Kill
Skills: Climbing d6, Driving d4, Fighting d6, Notice d8, Persuasion d4, Shooting d10, Stealth d6, Swimming d6, Throwing d6
Inventory: M1A1 Thompson (2d6+1, AP 1, 12/24/48, 30 Shots, RoF 3, Auto, Min Str d6), M1941 Johnson (2d8, AP 2, 24/48/96, 10 Shots, Semi-Auto, Min Str d6), M1911A1 (2d6+1, AP 1, 12/24/48, 6 Shots, Semi-Auto).

Sergeant James Barnes was a soldier during World War II and has been friends with Steve Rogers since they were young. Once the U.S. entered the European theater, Bucky joined up in the 107th, serving as an excellent marksman and fairly high ranking NCO. Unfortunately, the 107th was almost wholly taken prisoner and held at one of HYDRA's R&D facilities. Bucky was forced to assist in the manufacturing of HYDRA weapons, and later was taken by Arnim Zola—Red Skull's chief scientist—for experimentation, attempting to recreate the legendary super-soldier serum.

Some time later, Captain America raided the facility, rescuing Bucky and over 400 other men. Steve quickly recruited Bucky, along with a few others, to serve as Howling Commandos—Cap's private squad specializing in sabotaging HYDRA operations. After nearly a year with the Howling Commandos, Bucky was tossed out of a train and down a cliff on a mission to kidnap Zola.


Name: Bucky Barnes
Race: Human
Experience: 70 (Heroic)
Power Level: Heavy Hitter (60 PP)
Agility d12; Smarts d6; Spirit d8; Strength d12+2; Vigor d12
Pace 6; Parry 9; Charisma 2; Toughness 11 (2)
Hindrances: Code of Honor, Loyal, Ruthless (M), Stubborn.
Edges: Arcane Background (Super Powers), Attractive, Ambidextrous, Combat Reflexes, Counterattack, Improved Frenzy, Improved Level Headed, Quick Draw, Two-Fisted, Command, Marksman, Improved Dodge, Hard to Kill, Take the Hit, Block, Assassin.
Skills: Climbing d6, Driving d6, Fighting d12+1, Knowledge (Espionage) d4, Notice d8, Persuasion d4, Piloting d4, Shooting d12, Stealth d8, Swimming d6, Throwing d8.
Inventory: Kevlar vest (Armor +2, Armor +4 vs ballistics, negate 4 ballistic AP), auto-grapnel (10/20/40, Pace 10), Knife (Str+d4), SIG-Sauer ×2 (2d6, AP 1, 12/24/48, 12 Shots, Semi-Auto), Glock 19 (2d6, AP 1, 12/24/48, 17 Shots, Semi-Auto), COP .357 Derringer (2d6+1, AP 1, 5/10/20, 2 Shots, Semi-Auto (no Rapid Fire), Vz.61 Skorpion (2d6, AP 1, 12/24/48, RoF 3, 20 Shots, Auto), RGN Grenade (3d6, 5/10/20, MBT).
Powers:
  • Armor +6 (1): Limitation (–2, Left Arm only).
  • Attack, Melee (3): Damage Str+d6, Heavy Weapon, One Arm, Stackable. 
  • Regeneration (4): Level 2, roll to heal every hour.
  • Speed (6): Pace 24, –1 to hit. Catch and Throw.
  • Super Attribute (18): Agility +2, Strength +4, Vigor +3.
  • Super Edge (16): Ambidextrous, Combat Reflexes, Counterattack, Frenzy, Improved Level Headed, Quick Draw, Two-Fisted.
  • Super Skill (8): Driving +1, Fighting +3, Knowledge (Espionage) +1, Piloting +1, Stealth +1, Throwing +1.
  • Toughness +1 (1): Enhanced physiology. 
After Bucky was tossed from the train, however, HYDRA operatives found the still-living Bucky and began to experiment on him. They amputated his arm, replacing it with a powerful cybernetic replacement, pumped his system full of drugs and chemicals, and tried their hardest to make Bucky their ace in the hole. Throughout this process, Bucky had his memories wiped over and over, brainwashed until he complied with HYDRA's commands.

Before Bucky—now known as the Winter Soldier—was deployed for his first assassination, the soviet star was painted onto his cybernetic arm to throw people off of HYDRA's trail. Over the years, he was left in cryostasis until his services were required. Once his job was done, his mind was wiped and he was placed back into cryo until he was to be called upon again.

During the fall of S.H.I.E.L.D., the Winter Soldier was called out once again to assassinate Nick Fury, and afterwards sent to hunt down the recently resurrected Captain America to make sure that Project: INSIGHT launched. On his mission, he killed at least several S.H.I.E.L.D. agents and a handful of civilians, but after the destruction of the helicarriers, Bucky appeared to be regaining his memories.

He was last seen in early 2014, going underground to evade the authorities and learn who he really is.
—DoctorBoson

Saturday, January 2, 2016

Wilson Fisk—Kingpin

The exceptionally strong criminal mastermind, known as Kingpin in the comics, is probably one of the best villains the MCU has put out thus far, even better than Loki in my opinion. To be fair, looking at the villain's roster thus far, it may not be saying much, but I thoroughly enjoyed everything about him, and Daredevil in general.

EDIT: Now that's Season 2's dropped, I've decided to create a set of patch notes for more recent characters. You can see the changes that I've made here.


Name: Wilson Fisk
Race: Human
Experience: 60 (Heroic)
Power Level: Pulp Hero (15 PP)
Agility d6; Smarts d8; Spirit d8; Strength d12; Vigor d10
Pace 6; Parry 7; Charisma –2; Toughness 10 (2)
Hindrances: Cautious, Dark Secret (M), Loyal, Ruthless (m), Vengeful (M), Wanted (M)
Edges: Arcane Background (Super Powers), Berserk, Brawny, Filthy Rich, Combat Reflexes, Brawler, Take the Hit, Charismatic, Connections, Frenzy
Skills: Fighting d10, Intimidation d10, Knowledge (Crime) d10, Knowledge (Mandarin) d6, Notice d8, Persuasion d10, Streetwise d6, Taunt d4
Inventory: Personal Body Armor (Armor +2, torso only)
Powers:
  • Super Attribute (8): Strength +2, Vigor +2.
  • Super Edge (4): Combat Reflexes, Brawler.
  • Super Skill (3): Fighting +1, Intimidation +1, Persuasion +1.
Wilson Fisk was born in the late '60s to a cruel and ambitious father. Bill Fisk ran for the Hell's Kitchen city council hoping that it would make him rich through bribery and corruption. When Bill lost the campaign, he took his son to beat one of their neighbors for bad-mouthing him. Bill's drinking became worse and worse, forcing Wilson to stare at a blank wall as Bill beat his mother. Once Wilson had finally had enough, he took a hammer to his father and murdered him. After disposing of the body, Wilson was sent to live with relatives, and then further left to Asia to live abroad for many years.

After the Battle of the New York, Fisk returned to New York, taking advantage of the destruction of the city by the Chitauri to build a criminal empire with the help of the Russians, Japanese, and Chinese drug trade and sex trafficking businesses. Fisk built a reputation of absolute fear and terror within the criminal underworld, while using his money and influence to control the politics of the city from behind his veil, using his best friend James Wesley to communicate with the world.

More than two years into his dominance in Hell's Kitchen's underworld, Fisk met Vanessa Marianna, the future love of his life. Around this time, the Russians began to have trouble with a masked vigilante, but Fisk ignored this small nuisance to have dinner with Vanessa. Unfortunately, one of the Russian brothers, Anatoly, decided to approach Fisk and ask for his help personally. During the dinner. This led to one of the most gruesome decapitation-by-car-door events in the history of anything.

Fisk, at this point, began to deal with the others himself. He organized his other crime families to take out the Russians, simultaneously putting a target on the head of the vigilante that had been causing trouble recently. Soon, however, Fisk became even more enthralled with Vanessa, letting her in on the operations and influencing his actions within the underworld. While Wilson still held utter control, he finally came out publicly as a saviour of the city, ensuring that the people were on his side so that nothing could touch him.

The other members of his operation had their concerns, however, and an attempt was made on Vanessa's life. Fisk was enraged, but stayed at her side while Wesley left to try and take care of their newly minted loose ends. Wesley was killed later that night. This drove Wilson's paranoia through the roof, severing ties with almost all of his lieutenants and killing his chief financial adviser. Shortly afterwards, Fisk's history was ousted by one of the former crooked cops under Wilson's control, sending his criminal empire tumbling down, leading to his arrest. His influence, however, did not stop there. He was broken out by contacts within the F.B.I., and almost transported to an escape helicopter before being intercepted by Daredevil, and in their final showdown accepted the monster that he was before being beaten down by the vigilante.

Fisk was then brough to the Ryker's Island prison facility, where he's remained for months. Working with his lawyer, he has both been funneling his own funds into growing a criminal enterprise within the walls of the prison, buying off inmates and even guards, and working against the other, larger gang.

As he managed his funds and power, he heard of a man outside who was systematically murdering other crime bosses. He arranged with one of his guards to tell Castle to throw the trial and meet him inside the facility, and engineered both the assassination of his rival and Castle's release, under the notion that Castle would continue working to eradicate the criminal element.

He was later visited in prison by Matt Murdock, the lawyer that worked to bring his empire down to begin with, and after some banter, broke his chains and beat the shit out of Murdock, but not before taking a solid punch to the jaw. It is heavily implied that Fisk realizes that Matt is actually the hero known as Daredevil, and is already working on his plan on how to dismantle the lawyer's life as soon as he escapes.
—DoctorBoson

Wednesday, December 16, 2015

Chan Ho Yin—Scorch

One of our first characters from ABC's Agents of S.H.I.E.L.D. Hardly the most interesting, but he also only appears in one episode and that makes him notoriously easy to put numbers to.


Name: Chan Ho Yin (Wild Card)
Race: Human
Power Level: Pulp Hero with Super Karma (20 PP)
Agility d6; Smarts d8; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 5
Hindrances: Arrogant, Poverty, Vengeful (m)
Edges: Arcane Background (Super Powers), The Best There Is (attack, ranged)
Skills: Fighting d4, Knowledge (English) d8, Notice d6, Shooting d6 (attack, ranged only), Stealth d6
Powers:
  • Attack, Ranged (8): Range 12/24/48 or Cone Template, Damage 2d10, RoF 1, AP 2. Enhanced Damage. (Fire blast.)
  • Deflection (5): –6 to hit with ranged attacks. Requires Activation. (Wall of fire.)
  • Energy Control (5): Heat/Fire.
  • Resistance (1): Fire. +4 to resist effects, +4 Toughness. 
  • Super Skill (1): Shooting +2. Limitation (–1, attack, ranged only).
Chan Ho Yin was born in Hong Kong, and followed his idol Harry Houdini performing street magic. One day, he discovered his pyrokinesis after setting a towel on fire; the origins of his power are unknown. Yin was discovered by S.H.I.E.L.D. and placed on The Index, told to keep his abilities under wraps.

Recently, though, he was approached by a woman offering to increase his power and bring him fame, suggesting the name Scorch to sway him. Scorch was injected with Extremis, enhancing his abilities, and his heat-resistant blood platelets kept him from overheating as other Extremis users had done.

After a day or two of tests, Centipede drained the platelets from Chan's blood for their own serum and left him to be recovered by S.H.I.E.L.D. enraged by the Extremis and his own inflated ego, Yin went after Agent Coulson, May, and any Centipede scientists left in the building. Though using his powers left him in great pain, he went on a rampage until he detonated due to the Extremis (with a little extra juice injected by Agent May).
—DoctorBoson

Tuesday, September 22, 2015

Johann Fennhoff—Ivchenko

Another Agent Carter character, I think this is the first Pulp Hero character I've put numbers to. Of course, he's still a villain, so variety still is kinda lacking a bit. Interesting bit of trivia: Fennhoff goes by Doctor Faustus in the comics and was a Captain America villain. Looking at his stats, I can see why they didn't send the star-spangled badass against this guy.


Name: Johann Fennhoff (Wild Card)
Race: Human
Power Level: Pulp Hero (15 PP)
Agility d6; Smarts d10 [d12+2]; Spirit d8; Strength d4; Vigor d6
Pace 6; Parry 2; Charisma 2; Toughness 5
Hindrances: Ruthless (M)
Edges: Alertness, Charismatic, Scholar (Psychology)
Skills: Knowledge (Communications) d6, Knowledge (Psychology) d10, Notice d8, Persuasion d10, Stealth d6, Streetwise d6
Inventory: Ring.
Powers:
  • Illusion (5): Level 2, 5" radius. Obscurement (+4), Targeted. Device (–1), Limitation (–1, victims must hear him speak as he rubs the ring). Special variation that allows the user to maintain the illusion at an unlimited range without line of sight, but must be initiated within 12".
  • Mind Control (4): Motivate. Device (–1, ring), Limitation (–1, must speak and rub the ring). Special variation that allows the user to maintain the control at an unlimited range, but commands must still be given within 12". This doesn't let the controller see their target.
  • Super Smarts (5): Smarts +3. Limitation (–1, using powers only).
  • Super Skill (1): Persuasion +1.
Doctor Fennhoff is an agent of the mysterious Leviathan organization, which became active against the U.S. and the S.S.R. in the '50s. Years before, however, he was a military psychologist for the Soviets. In World War II, assisting in medical camps for the Soviets, Fennhoff found that he could use his deep psychological knowledge and charismatic presence to put anyone hearing his voice under complete hypnosis, making them see, feel, and believe what he wants them to. This hypnosis may last for a long period of time over any distance, but commands may only be given within the normal 12" radius. His first patient—a man named Ovechkin—prompted Fennhoff to give himself a new name; an anagram of the first man he used his power over.

Later in the war, in the town of Finow, Germany, he and his brother were present during a live test of a chemical known as "Midnight Oil," thought Fennhoff was spared through the use of a gas mask. His brother was not so lucky, and Fennhoff swore revenge against the man that killed him. This is when he was recruited by Leviathan and aimed at the S.S.R. He was assigned with another agent to release large quantities of Midnight Oil over New York City, infiltrating an S.S.R. base under the guise of a prisoner of Leviathan before working his power over the agents there.

He was last seen thwarted by Agent Carter and being held in prison, his jaw sealed shut.
—DoctorBoson

Saturday, September 5, 2015

Johann Schmidt—Red Skull

Widely lauded as one of Marvel's best villains behind Loki, we finally dip into some of the good pile, and... he's just a Street Fighter. Not even Legendary.

Yes, for all of the Red Skull's popularity, he's one of the lower-powered villains we see in the MCU. Of course, he also has an army behind him, so what does it really matter, right?


Name: Johann Schmidt
Race: Human
Experience: 60 (Heroic)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d10; Smarts d10; Spirit d10; Strength d12+2; Vigor d12
Pace 6; Parry 7; Charisma –6; Toughness 10
Hindrances: Arrogant, Bloodthirsty, Ruthless (m), Ugly
Edges: Arcane Background (Super Powers), Charismatic, Brawler, Command, Counterattack, Inspire, Frenzy
Skills: Fighting d10, Intimidation d6, Knowledge (Battle) d6, Knowledge (Occult) d8, Knowledge (Physics) d8, Notice d6, Persuasion d6, Piloting d6, Shooting d6, Throwing d6
Inventory: Luger (2d6–1, 10/20/40, Semi-Auto), Pulse Pistol (2d6, AP 2, 10/20/40, Semi-Auto)
Powers:
  • Regeneration (5): Level 2, Recovery. Rolls to heal every hour.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (22): Agility +2, Smarts +1, Spirit +1, Strength +4, Vigor +3. 
  • Super Edge (2): Brawler.
  • Toughness +2: Dense muscle fibers.
Johann Schmidt was professor of physics at one of the German universities, but was always fascinated with the occult, specifically Norse mythology, and built his research around the assumption that they held more truth than legend. He brought these theories to Adolf Hitler, as was later picked up by Himmler after Hitler's SA agents threw him out (unbeknownst to the Führer).

Promoted to the SS, and later the head of Hitler's advanced research division—HYDRA—Schmidt was a brilliant strategist and an extremely capable leader. He took keen interest in Doctor Abraham Erskine's research in a super soldier serum, and strong-armed Erskine into continuing his research for the purposes of HYDRA. Schmidt, obsessed with finding power, took the serum himself, but this had the unintended side-effect of making him look like a monster.

Erskine escaped with the help of Agent 13, and Schmidt refocused his efforts on Norse mythos, leading him in search of the Tesseract: an ancient artifact of nearly infinite power.

This device was able to power HYDRA's entire arsenal, and Schmidt used this to break away from the Third Reich and begin his own campaign for world conquest. Very soon, he ran into Captain Steve Rogers, and immediately formed an odd arch-rivalry with the soldier: jealous, vitriolic, and confused as to why the Captain wouldn't want to join him as a god.

This came to a head in 1944, when the US assaulted HYDRA's base. Schmidt was... transported, or disintegrated, or something, after picking up the Tesseract. He is not confirmed dead, but he's unlikely to show up for quite some time.
—DoctorBoson

Thursday, September 3, 2015

Ivan Vanko—Whiplash

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

Monday, August 24, 2015

Obadiah Stane—Iron Monger

I think this is the first supervillain I've published thus far. Feels weird in a way. Marvel's always had a problem with underdeveloped villains—Stane starting the long line of evil businessmen—but putting numbers on him really emphasizes how terrifying this suit really is.


Name: Obadiah Stane
Race: Human
Experience: 20 (Seasoned)
Power Level: Heavy Hitter with Super Karma (70 PP)
Agility d6; Smarts d8; Spirit d8; Strength d6 [d12+7]; Vigor d6 [d10]
Pace 6; Parry 4; Charisma 2; Toughness 5 [23 (12)]
Hindrances: Arrogant, Bloodthirsty, Greedy (m), Ruthless (m)
Edges: Arcane Background (Super Powers), Rich, Charismatic, Scholar (Business), [Improved Nerves of Steel], [Take the Hit], [Ambidextrous]
Skills: Fighting d4, Intimidation d8, Knowledge (Business) d8, Knowledge (Engineering) d4, Notice d6 [d8], Persuasion d8, [Piloting d4], Repair d4, [Shooting d8], Stealth d4, Streetwise d6, Taunt d6
Inventory: Paralyzer Remote, Iron Monger Armor, Cigar, A-T Missile ×1, RPG Missiles ×7, 7.62mm Rounds ×200.
Powers:
  • Armor +12 (10): Hardy, Heavy Armor. Device (–1, Iron Monger Armor), Limitation (–1, may only be put on at the Iron Monger station, takes 1d6 rounds to start up).
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Monger Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Monger Armor).
  • Growth (11): Level 4 (+4 to Size, Strength, and Toughness). Big Fists (+1), Long Stride, Monster. Contingent on armor, Device (–1, Iron Monger Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Monger Armor), Requires Activation.
  • Leaping (1): Level 2. Leaps 4" vertically, 8" horizontally. Death From Above. Contingent on armor, Device (–1, Iron Monger Armor).
  • Paralysis (2): Strong. Device (–2, Paralyzer Remote).
  • Super Attribute (12): Strength +6, Vigor +2. Contingent on armor, Device (–1, Iron Monger Armor).
  • Super Edges (1): Ambidextrous. Contingent on heightened senses, Device (–1, Iron Monger Armor).
  • Super Edges (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Monger Armor).
  • Super Skill (4): Notice +1, Piloting +1, Shooting +3,. Contingent on heightened senses, Device (–1, Iron Monger Armor).
Weapons Systems (Switchable):
  • Minigun (14): Range 24/48/96, Damage 2d10, RoF 3, AP 2, Heavy Weapon, Lethal, Requires Material (–2, 7.62mm ammunition). Contingent on armor, Device (–1, Iron Monger Armor). Slow to Activate. Switchable (primary).
  • Grenade Launcher (4): Range 12/24/48, Damage 4d6, RoF 1, MBT, Heavy Weapon, Lethal, Requires Material (–2, RPG missiles). Contingent on armor, Device (–1, Iron Monger Armor).
with
  • Stark S-Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 6, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, S-Missile). Contingent on armor, Device (–1, Iron Monger Armor), Slow to Activate.
with
  • Flight (11): Sonic Speed, Climb 0, –6 to hit while flying. Contingent on armor, Device (–1, Iron Monger Armor), Limitation (–1, follows vehicles rules for turning and maneuvers), Slow to Activate.
Obadiah is an old family friend of Howard, and later Tony. After Howard's death, Stane was named the CEO of Stark Industries until Tony took over. Jealous, he organized an assassination attempt with the Ten Rings to try and take Tony out of the picture, but after they failed miserably, he used the Mk. I Iron Man suit as a basis for this newer armor, stealing Tony's arc reactor to power it.

Stane is a shady man that really isn't a fan of loose ends, murdering anyone that he has to step on to keep moving up, but is absurdly arrogant. He always thinks he's the top of the world, leaving others to do the shooting for him after he's rubbed his victory in the face of his opponent.

Stane is zapperfied when Stark overloads his large arc reactor.
—DoctorBoson