Showing posts with label U.S. Military. Show all posts
Showing posts with label U.S. Military. Show all posts

Saturday, March 19, 2016

Frank Castle—The Punisher

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

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

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

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


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

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

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

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

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

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

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

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

Thursday, 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

Wednesday, November 11, 2015

Steve Rogers—Captain America

This is it: the world's first super hero.

Well, the first super hero in the MCU, anyways. One of the founding members of the Avengers, Rogers is a man out of time, but that's not going to keep him from badassing his way onto the blog. I've been told that this is one of the best character conversions that I've done, and I've made some minor tweaks, but I hope you guys find this as interesting as others have.


Name: Steven Grant Rogers
Race: Human
Experience: 0 (Novice)
Agility d6; Smarts d8; Spirit d10; Strength d4; Vigor d4
Pace 6; Parry 2; Charisma 0; Toughness 4
Hindrances: Anemic, Code of Honor, Heroic, Loyal, Overconfident
Edges: Brave, Elan
Skills: Driving d4, Knowledge (Battle) d4, Notice d8, Persuasion d4, Shooting d4, Stealth d6, Swimming d6, Throwing d4

Born on July 4, 1918, Steve Rogers was about as physically frail as a man could be: asthma, anemia, small stature, poor health in general. but he had an enormous heart and always tried to stand up for the good of others, and embraced the notion of justice and free will. Of course, this garnered the attention of a lot of bullies taking out their frustrations on the goodie-two-shoes and Rogers was constantly beat up.

Steve's father died in service to the country, his mother of tuberculosis. The closest thing to a family he had left was his best friend Bucky Barnes, who not only took Steve in but helped him defend himself from the bullies and other unsavory types that came after him. Even after high school, Steve still stood up to the bigger guy and would never back down.

Steve attended the Auburndale Art School in Brooklyn before the United States were pulled into World War II. At this point, with the help of his best friend, Steve trained furiously to try and whip his body into shape to be able to join the armed forces, but despite all his work Steve was rejected from service. Bucky, however, enlisted in the Army, waiting in the reserves.

Steve continued to apply for duty, altering his admissions information every time in hopes of being taken in, but was finally approached by Dr. Abraham Erskine during one of his attempts. After a short test of character, Steve was admitted and added for qualifications for Project Rebirth. During his training, though he was physically frail, he showed remarkable spirit and courage, making him the clear choice to receive a powerful "super-soldier" serum (enhanced with Vita Rays), which enhanced his speed, strength, health, reflexes, and physiology to the peak of human condition. Unfortunately, during this procedure, Dr. Erskine was shot and killed by an agent of HYDRA attempting to retrieve this serum for their own purposes, though Rogers thwarted this plan.


Name: Steven Grant Rogers
Race: Human
Experience: 180 (Legendary)
Power Level: Heavy Hitter with Super Karma (70 PP)
Agility d12; Smarts d8; Spirit d10; Strength d12+2; Vigor d12+2
Pace 6; Parry 12 (2); Charisma 2; Toughness 14 (4)
Hindrances: Code of Honor, Heroic, Loyal, Overconfident
Edges: Arcane Background (Super Powers), Brave, Elan, Brawny, Dodge, Improved First Strike, Improved Frenzy, Nerves of Steel, Charismatic, Command, Level Headed, Acrobat, Trademark Weapon (Vibranium Shield), Quick Draw, Tactician, Block, Counterattack, Combat Sense, Improved Martial Artist, Steady Hands, Dynamic Duo (Thor)
Skills: Climbing d6, Driving d8, Fighting d12+1, Knowledge (Battle) d8, Notice d8, Persuasion d6, Piloting d4, Shooting d8, Stealth d8, Swimming d12, Throwing d12
Inventory: Avengers II Uniform (Armor +4, +6 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Magnetic Gauntlets (free action to return the Vibranium Shield within 12"; Strength d12+2), Boots, Ammo Pouch ×4
Powers:
  • Heightened Senses (1): Perception.
  • Leaping (1): Level 1. Leaps 2" vertically, 4" horizontally. (Strong legs.)
  • Regeneration (5): Level 2, rolls to heal every hour. Recovery. (Enhanced metabolism.)
  • Speed (5): Pace 24, –1 to hit. (Enhanced strength and reflexes.)
  • Super Attribute (24): Agility +3, Strength +5, Vigor +4.
  • Super Edge (10): Brawny, Dodge, First Strike, Frenzy, Nerves of Steel.
  • Super Skill (10): Climbing +2, Fighting +3, Swimming +3, Throwing +2.
Vibranium Shield (Switchable):
  • Attack, Ranged (13): Range 6/12/24, Damage Str+d6, RoF 3, AP 6, Heavy Weapon, Thrown. Device (–2, Vibranium shield), Limitation (–1, the shield bounces between targets. This may hit enemies outside of line of sight (at normal penalties) but every bounce consumes a RoF. Enemies that are bounced between must be within the maximum range (24") of each other but all penalties apply from the position being thrown. The shield is caught or otherwise remains at its last destination with a 1 on the skill die, regardless of the Wild Die.). Switchable (primary).
with
  • Attack, Melee (6): Damage Str+d6, AP 6, Heavy Weapon, Multiple Attacks, One Arm, Device (–2, Vibranium shield).
  • Deflection (1): –3 to hit with ranged attacks. Device (–2, Vibranium shield).
  • Parry +2 (4): Deflect. Device (–2, Vibranium shield).
Thrown is a custom zero-cost modifier that modifies the damage of a ranged attack to be Str+d6 (and +d6 per level), but the range is decreased to 3/6/12. It returns to the user by default. This entry includes Cap's inventory as of Age of Ultron.


AWOL Inventory: Blue Steel Pot (Armor +2, 50% chance vs head shot), Medium Shield (Parry +1, Armor +2 vs ranged), Boots, Pistol Holster, Uniform.

Still inexperienced, and with any other samples of the successful serum destroyed, Rogers was brought to the forefront of American propaganda about the war effort. After months of performing USO shows and being championed as the face of the military, a tour to the actual front went south. Catching wind of a large number of soldiers going missing and held prisoner by HYDRA, Rogers went (with the help of Howard Stark and Peggy Carter) to the PoW camp himself, saving more than 400 men—along with Bucky, who had also been captured—with little combat experience and a bit of stealth. He also recovered some kind of specialized ammunition, running on Tesseract technology.


World War II Inventory: Carbon Polymer Armor (Armor +2, +4 vs ballistics), Blue Steel Pot (Armor +2, 50% chance vs head shot), Vibranium Shield (Str+d6, AP 4), Colt M1911A1 (2d6+1, AP 1, 12/24/48, Semi-Auto, 7 Shots), Ammo Pouch ×4, Boots, Suspenders, Pistol Holster, Web Belt.

He was then officially promoted to captain and given an indestructible vibranium shield and his own special unit: the Howling Commandos. Over the next year, Rogers and his unit cooperatively dismantled HYDRA operations and kept them contained in Europe. Near the end of the war, on their final mission, they lost Bucky in a tragic accident. This was immediately followed by a raid on HYDRA's main base that ended with Rogers boarding HYDRA's Valkyrie craft to prevent their bombings of several major cities across the globe, including New York.

This resulted with a showdown with Johann Schmidt, who was transported away by the Tesseract, though the craft was heavily damaged and Steve was forced to put it down in the ice, sacrificing himself.


Battle of New York Inventory: Avengers Uniform (Armor +2, +4 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Boots, Ammo Pouch ×4

Seventy years later, Rogers was recovered from the ice by S.H.I.E.L.D., much to his surprise. He spent the next few weeks in shock, catching up on lost time and opting not to call Peggy, fearing her reaction to seeing him. Soon, however, he was recruited for the Avengers Initiative, and brought Loki in custody to the S.H.I.E.L.D. Helicarrier.

After discovering that S.H.I.E.L.D. was using the Tesseract to develop weapons, akin to HYDRA weapons back in World War II, and discovering that Loki's intended strategy was to hit New York, he commandeered a quinjet with Romanoff and the recently recovered agent Barton to join in on the action, fighting off the Chitauri invasion and commanding the battlefield with the other Avengers in the Battle of New York. After the portal was closed by Stark, Rogers parted ways with the rest of the Avengers to take up a place as a S.H.I.E.L.D. agent.


S.H.I.E.L.D. Agent Inventory: STRIKE Stealth Uniform (Armor +4, +4 vs ballistics, negate 4 ballistic AP), Blue Steel Pot (Armor +4, 50% chance vs head shot), Commlink, Vibranium Shield (Str+d6, AP 4), Boots, Ammo Pouch ×4

Receiving intense training and experience with S.H.I.E.L.D. special ops, including several with Romanoff, Steve was shaping up to be one of the world's greatest melee combatants and the ultimate soldier. He was fast, stealthy, highly aware of his surroundings, and lethal. After a mission sent to recover a pirated ship—the Lemurian Star—and finding Romanoff recovering intelligence instead of dealing with pirates, Steve confronted Fury about this compartmentalization. His concerns were justified when it was revealed that HYDRA had infiltrated S.H.I.E.L.D. and was planning on using souped-up Helicarriers to commit mass murder and secure control over the world. After an encounter with the Winter Soldier, and the help of Romanoff and Sam Wilson, he toppled the Helicarriers and thwarted HYDRA's plans. He then helped to lead the Avengers' campaign against HYDRA, culminating in their assault on Baron Von Strucker's base in Sovokia and receiving the Chitauri scepter.

Steve was present during the Ultron incursion, dealing with several drones and even standing up to Ultron himself for a little while, and was one of the Avenger's assisting with the evacuation of Sokovia before the city was sent hurtling back into the earth.

Steve is currently training and leading the New Avengers team, comprised of Black Widow, War Machine, Falcon, Vision, and Scarlet Witch.

Power Stunts:
  • Aquatic (1): Limitation (–1, no breathing underwater). In The First Avenger, Steve used his powerful body to catch up to a fleeing HYDRA personal submarine to retrieve the agent and the super soldier serum.
  • Resistance (3): Fall Damage, +4 to resist effects, direct attacks cause half damage. Device (–2). In Winter Soldier, Steve braced his vibranium shield to absorb the impact of falling more than 20 stories, leaving with minor discomfort.
—DoctorBoson

Tuesday, October 13, 2015

James Rhodes—War Machine

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

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


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

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

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


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

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

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


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

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

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

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

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

Tuesday, August 25, 2015

Emil Blonsky—Abomination

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

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


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

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

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

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

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

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


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

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

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