Monday, May 4, 2015

Age of Ultron—Patch Notes

After watching the new Avengers film, I felt it was apt to update the entries to the Avengers that I've already put out on the blog. For those that want to see the updates and know why I chose to do what I have without having to hunt through the entries by memory, I am listing everything below for simple access and review.

Note: AGE OF ULTRON SPOILERS BELOW

Bruce Banner/Hulk
Bruce Banner has had to deal with a lot, recently... primarily having to go Code Green in a series of raids on HYDRA bases with the rest of the Avengers. The big guy has taken a series of nerfs because I may have overbuilt him on my first go, but he has a much easier time ending his rampage due to Black Widow's influence on him, and is gaining much more control over this form. Banner is no longer actively Wanted by the U.S. Military, and has become even further proficient in his scientific fields. Bruce is acknowledged as being "unparalleled" in bio-mechanics, and has thus lost his chemical knowledge in favor of biological.

Banner
Knowledge (Chemistry) changed into Knowledge (Biology).
Knowledge (Biology) increased to d10 from d8.
Knowledge (Computers) increased to d8 from d6.
Wanted bought off.

Hulk
Attack, Melee changed to no longer include AP 2.
Improved Frenzy removed.
Leaping increased to Level 5 from Level 4.
Regeneration increased to Level 3 from Level 2.
Smarts increased to d6 from d4.
Strength reduced to d12+10 from d12+12.
Super Strength reduced to +8 from +9.


Captain America
Steve isn’t really doing too much new in this film. I’m back and forth on the power changes, since he doesn’t always use the Shield, but the other powers aren’t used all too much either. That said, he still does a lot of fun stuff between Thor and Cap’s shield.

Dynamic Duo (Thor) added.
Immune to Disease removed.
Multiple Attacks (Attack, Melee modifier) added.
Protector 2 changed to Protector 1 (Deflection modifier).


Iron Man
Stark has been one of the most active members of the Avengers, and even though he has highly focused on his ranged capabilities, with beams and missiles and darts, his hand-to-hand capabilities have improved; so much so that he is able to hold his own directly against the Hulk, with the assistance of his new Hulk Buster armor. I'm also including stats for the Mk. I Armor from the first movie for posterity.

Added stats for the Mk. I Armor.
Added stats for the Victoria Protocol (Hulk Buster).
First Strike added.


Black Widow
Agent Romanoff has not changed a whole lot from her other portrayals. She is a much more proficient driver than previously, and now has electrical batons.

Driving increased to d8.
Attack, melee added (×2).
Speed removed.


Hawkeye
This is Hawkeye’s movie. He’s built into a real, feeling character that the audience can really care about. We also get to see a slightly more extensive use of some of his powers, since he’s actually doing stuff this movie. I’ve had to completely rebuild him with everything we have now.

First Strike added.
Ensnare removed.
Extraction removed.
Heroic added.
Improved Trademark Weapon removed.
Overconfident removed.
Repair d4 added.
Strong (Stun modifier) added.
Super Sight (Heightened Senses modifier) removed.
Super Skill (Throwing +2) added.
Taunt d6 added.
Throwing d8 added.


Thor
The God of thunder has had a few tweaks to make him even more powerful, making use of more powers through Switchable; he now has direct Energy Control (as we see him transfer energy into the pod) and can supercharge his hammer with lightning for more power. He has also become an even more proficient fighter.

Attack, melee (Str+3d6) added.
Attack, ranged (3d10) made Switchable with energy control and with attack, melee (Str+3d6).
Energy control added.
Improved First Strike added.
Hardy removed.
Written Word (Speak Language modifier) added.

Thursday, April 30, 2015

Thor—God of Thunder

We're looking at our final Avenger before the official release of tomorrow's movie.  We're finally gonna look at Thor Odinson.

Name: Thor Odinson
Race: Asgardian
Experience: 190 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d12+8; Vigor d12
Pace 6; Parry 8; Charisma 4; Toughness 22 (6)
Hindrances: Arrogant, Code of Honor, Clueless (m—Earth Matters only), Loyal
Edges: Arcane Background (Super Powers), Attractive, Brawny, Noble, Improved Sweep, Improved First Strike, Improved Frenzy, Command, Trademark Weapon (Mjolnir), Take the Hit, Dodge, Counterattack, Combat Reflexes
Skills: Fighting d12, Intimidation d6, Knowledge (Battle) d4, Notice d6, Riding d6, Shooting d10, Stealth d6, Throwing d10
Inventory: Asgardian Armor, Mjolnir (Spirit roll to return).
Super Powers:
  • Ageless (1): Thor ages hundreds of times slower than humans. 
  • Armor +6 (1): Partial Protection (–1), Device (–1)
  • Attack, Melee (6): Damage Str+2d6, AP 2, Heavy Weapon, Multiple Attacks, One Arm. Device (–1, Mjolnir).
  • Charged Mjolnir (5): Damage Str+3d6, AP 2, Heavy Weapon, One Arm. Device (–1, Mjolnir), Slow to Activate).
  • Attack, Ranged (14): Range 24/48/96 or Cone Template, Damage 3d10, RoF 1, MBT, Heavy Weapon, Lethal, Switchable (Primary with energy control and charged Mjolnir as a set). Device (–1, Mjolnir). (Lightning blast.)
  • Mjolnir Throw (18): Range 24/48/96, Damage 5d6, RoF 3, AP 2, Heavy Weapon, Switchable (Primary with flight). Device (–1), Limitation (–1, must be thrown in a straight line). (Mjolnir throw.)
  • Deflection (1): –2 to hit with ranged attacks. Device (–1, Mjolnir).
  • Energy Control (7): Electricity. Selective.
  • Flight (14): Sonic Speed, –6 to hit while flying, Switchable (Mjolnir Throw). Device (–1, Mjolnir).
  • Immune to Disease (1): As an Asgardian, Thor is unable to get sick.
  • Immune to Poison (1): As an Asgardian, Thor is unable to be inebriated or poisoned.
  • Regeneration (5): Level 2, rolls to heal every hour. Recovery.
  • Speak Language (2): Written Word. Thor possesses the all-tongue, giving him the ability to speak with any of his subjects across the nine realms.
  • Storm (6): Downpour, Lightning Strike. Device (–1, Mjolnir).
  • Super Attributes (20): Strength +8, Vigor +2.
  • Toughness +7 (7): Thor has extremely thick and hardened skin.
  • Whirlwind (3): Twister. Device (–1, Mjolnir).
Note: Mjolnir is considered a –1 Device because it can be summoned by Thor with a successful Spirit roll from any distance, thought it might take some time depending on the circumstances. 

Thor is a Cosmic level hero with Super Karma, coming in as a true god among men. He has a heightened physiology that, combined with his armor, provides him with a level of nigh-invincibility, with a regeneration factor and powerful skin, but more importantly, Thor has access to Mjolnir, the most powerful weapon in the nine realms. It allows him to fly at extreme speeds, deflect energy blasts, and control the weather. It also hits like a large truck.

Thor is the son of Odin, the king of Asgard. As the prince of all the known worlds, he had developed an arrogance at his position that began to endanger the peace of Asgard and endanger his friends. It became such a powerful force that Odin was forced to banish Thor for a short time to force him to learn his place among his subjects (the humans). Even without his powers, Thor was one of the strongest men alive and was extremely tough.

Thor has been trained since birth in combat; while he isn't as skilled as Black Widow or Captain America, he is extremely capable. In particular, his hammer can be spun at high speeds around himself to strike anything around him. After the invasion of New York and the incident of London, Thor has appeared to take up residence on Earth with Jane Foster.

This is our final Avenger; by all accounts, we'll be getting a few more tomorrow, but for now I think I'm going to take a break from Savaging. Between the Fellowship and the Avengers, I may need to start looking for more good material and get more research done. Leave questions, comments, and Marvel love below.
—DoctorBoson

Monday, April 27, 2015

Natasha Romanoff—Black Widow

I've decided to tackle both Avengers without their own full-length film at the same time. Being that they're both much less powerful than the other Avengers, it seems like a reasonable call. First we'll tackle the more interesting of the two: Black Widow.


Name: Natalia Alianova Romanoff
Race: Human
Experience: 170 (Legendary)
Agility d12; Smarts d10; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 9; Charisma 2; Toughness 6
Hindrances: Heroic, Loyal, Ruthless (M), Vow (m—S.H.I.E.L.D.)
Edges: Arcane Background (Super Powers), Attractive, Linguist, Quick, Improved Frenzy, First Strike, Two-Fisted, Martial Artist, Acrobat, Dodge, Counterattack, Combat Reflexes, Strong Willed, Extraction, Quick Draw, Marksman
Skills: Climbing d8, Driving d8, Fighting d12, Intimidation d6, Investigation d8, K (Computers) d10, Notice d8, Persuasion d8, Piloting d6, Shooting d10, Stealth d10, Streetwise d8, Taunt d6, Throwing d8
Inventory: Flashbang, Garrote, Dagger ×2, Widow's Bite ×2, Glock ×2 (2d6, AP 1, 12/24/48, Semi-Auto), Comm Link.
Super Powers:
  • Gifted (2): Advanced Russian training.
  • Attack, Melee (1): Damage Str+d6, AP 2. Device (–2).
  • Attack, Melee (1): Damage Str+d6, AP 2. Device (–2).
  • Super Attribute (10): Agility +3, Smarts +2.
  • Super Edge (8): Quick, Frenzy, Dodge, First Strike, Two-Fisted.
  • Super Skill (8): Fighting +2, Investigation +1, Knowledge (Computers) +1, Piloting +1, Shooting +1, Throwing +2.
  • Stun (2): Strong, Device (–1, Widow's Bite).
  • Stun (2): Strong, Device (–1, Widow's Bite).
  • Swinging (1): Device (–1, Widow's Bite), Limitation (–1, no Pace).
Natasha Romanoff, aka the Black Widow, is a Street Fighter hero with super Karma. One of the Avengers that doesn't really possess any super powers, she is a highly-trained ex-Russian spy that was recruited by SHIELD. She was recently given a specially-crafted pair of gauntlets that contain two very potent electrical tasers and powerful shock lines to allow her to swing from place to place.

She has been given a variety of specialized missions, known to almost all SHIELD agents. Her most notable assignments were to work with Stark as his bodyguard and to assist Captain America just prior to the fall of SHIELD. She is one of the worlds' most successful super spies, fluent in several languages, highly skilled in interrogation and data retrieval, and is a master of hand-to-hand combat.

Now while the close-quarters and data goes to the Black Widow, longer-ranged missions belong to a close friend and old partner of Natasha's...

Clint Barton—Hawkeye

Now the super hero that not quite so many people like. Kind of a Legolas wannabe...

Anyways, let's get started.
No spoilers, Age of Ultron made Hawkeye f*cking awesome. I've altered his stats very lightly to fit the most recent movie and I'm going to actually flesh out his write-up.

Name: Clint Barton
Race: Human
Experience: 100 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Heroic, Stubborn, Vow (m—S.H.I.E.L.D.)
Edges: Arcane Background (Super Powers), Ambidextrous, The Best There Is (attack, ranged), Trademark Weapon (Bow), Marksman, Combat Reflexes, Level Headed, Command, Dodge, First Strike, Ace, Steady Hands.
Skills: Climbing d6, Driving d6, Fighting d10, Knowledge (Battle) d4, Notice d10, Piloting d6, Repair d4, Shooting d12+3, Stealth d6, Taunt d6, Throwing d8
Inventory: Custom Bow, Custom Quiver, Knife (Str+d4), Commlink.
Super Powers:
  • Attack, Melee (1): Str+d6. Device (–2, bow).
  • Breach Arrow (15): Range 12/24/48, Damage 4d6, RoF 1, Focus, LBT, Heavy Weapon, Lethal, Switchable (Primary with explosive arrows, teflon arrows, and melting arrow). Device (–2, arrow). (Breach arrow)
  • Explosive Arrows (7): Range 12/24/48, Damage 3d6, RoF 2, Medium Burst, Heavy Weapon, Lethal, Switchable (breach arrow). Device (–2, arrow). (Explosive arrows.)
  • Teflon Arrows (6): Range 12/24/48, Damage 2d6, AP 2, RoF 3, Lethal, Switchable (breach arrow). Device (–2, arrow). (Teflon arrows.)
  • Melting Arrow (5): Range 12/24/48, Damage 3d6, RoF 1, Focus, Heavy Weapon, Lethal, Switchable (breach arrow). Device (–2, arrow). (Melting arrow.)
  • Heightened Senses (1): Eagle Eye.
  • Interface (1): Contingent on malfunction.
  • Malfunction (1): Contingent on successful ranged attack. (Hacking arrow).
  • Stun (2): Strong, Projectile. Device (–2, arrow). (Shock arrow.)
  • Super Attribute (2): Agility +1.
  • Super Skill (6): Notice +1, Shooting +3, Throwing +2.
  • Swinging (1): Device (–2, arrow). (Hook arrow.)
Clint Barton is a Street Fighter that has been working with SHIELD for years. While he has no powers per se, he is an expert marksman and has a variety of very finely crafted specialty arrows. Barton is also an accomplished pilot and helps to function as a guard at highly sensitive SHIELD facilities. Barton's skill with the arrow is dependent on his custom quiver and bow; without both of these, he is not as fast or able to fire as accurately.

While he is skilled in hand-to-hand combat, Black Widow was able to overtake him pretty quickly just prior to the invasion of New York. He had, at one point, beaten Romanoff (Black Widow) into submission (his mission was to kill a Russian agent), but spared her life. They are now very close friends and have been on dozens of missions together.

Age of Ultron Spoilers
Barton also has a wife and two (now three) children living on a farm, He is a family man and works to protect them above all else. He is also shown to be an expert throw (darts, in particular) and utilizing his stun arrows (which have not shown up until now).
End of Age of Ultron Spoilers

Anyways, there's our two balls-to-the-wall SHIELD agents. Leave questions, comments, and Hawkeye love down below.
—DoctorBoson

Saturday, April 25, 2015

Tony Stark—Iron Man

Up next is the first hero of Marvel's Cinematic Universe: the ever-popular Iron Man. Interestingly, he's one of the heroes that makes the most extensive use of Switchable to be able to use all of his gadgets.


Name: Tony Stark
Race: Human
Experience: 170 (Legendary)
Agility d8; Smarts d12; Spirit d8; Strength d8 [d12+4]; Vigor d6 [d10]
Pace 6; Parry 6; Charisma 3; Toughness 5 [21 (14)]
Hindrances: Arrogant, Habit (m—Joker), Dependency (ARC Reactor), Stubborn
Edges: Arcane Background (Super Powers), Attractive, Filthy Rich, Charismatic, Scholar (Engineering & Physics), Level Headed, Combat Reflexes, Two-Fisted, Marksman, Dodge, First Strike.
Skills: Fighting d8, Gambling d6, Investigation d6, Knowledge (Engineering) d10, Knowledge (Physics) d8, Notice d8 [d10], Piloting d8, Persuasion d6, Repair d10, Shooting d8 [d10], Taunt d8, Throwing d6
Inventory: Iron Man Armor, Comm Link, Flare System ×4 (AMCM/blind)
Super Powers:
  • Armor +14 (9): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (2): Damage Str+d6, Heavy Weapon, Contingent on armor.
  • Anti-Infantry Darts (14): Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on armor.
  • Mini-Rockets (20): Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on armor. Switchable (Primary with anti-infantry darts and unibeam).
  • Repulsor Blast (6): Range 12/24/48, Damage 4d6, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Blast (6): Range 12/24/48, Damage 4d6, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Unibeam (14): Range 12/24/48, Damage 4d10, AP 4, Focus, Heavy Weapon, Contingent on armor. Limitation (–1, Focus only).
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Flight (19): Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on armor, Switchable (Primary with repulsor blast, repulsor blast, and combat flight as a set). Limitation (–1, requires both repulsor gauntlets).
  • Combat Flight (7): Pace 48, Climb 0, –2 to hit while flying. Device (–1, requires at least one repulsor gauntlet and one boot propulsor).
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Heat, Cold, Air, Radiation, Contingent on armor.
  • Super Attribute (14): Strength +6, Vigor +2. Contingent on armor
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.
Tony was the head of the massive arms industry with his company, Stark Industries, until he was kidnapped by terrorists that were using weapons developed by his company. He created a suit of armor to escape, and stopped all arms manufacturing by his company. The whole debacle inspired Stark to make a Heavy Hitter suit of power armor (with Super Karma) so that he could begin to fight terrorists on his own, rather than allowing the military to focus on it.

Over the years, this billionaire has developed several suits of this armor, but all of them (sans the Mk. I) are all effectively the same suit, with the occasional power stunt for a one-off power here and there. In particular, his laser charges are a power stunt with 7 PP of Explosion (4d8 and Heavy Weapon). All of his suits are sealed for space activity and allow him to become a one-man armory, with his repulsor gauntlets, darts, missiles, and his unibeam. He also has a number of flares built into his legs that must be replaced manually (they aren't really a power).

Stark himself is an arrogant man that can rarely take anything seriously. He is a technological and scientific genius, having built the suit and his ARC core on his own. After becoming Iron Man, he has begun to train with SHIELD agents in basic hand-to-hand combat, and while he can be scrappy outside of his suit, he really needs it to stand up to the big threats alongside Captain America or the Hulk.

Recently, Stark's mansion was annihilated in a terrorist attack, but I left its stats as a superhero headquarters below anyways:


Stark Mansion (30)
Size: Large; Location: Urban; Condition: State-of-the-Art
Rooms (10/1): Garage ×2, Generator, Kitchen & Dining, Computer Lab, Personal Quarters, Specialist Lab (Engineering), Training Room (+2), Workshop
Features: Secure Access

I've also recently done two of Stark's other suits of armor: the Mk. I and the Victoria Protocol (also known as the Hulk Buster).


Iron Man Mk. I (35 PP):
  • Armor +6 (5): Heavy Armor, Partial Protection (–1), Device (–1, power armor).
  • Attack, Melee (4): Damage Str+2d6, Heavy Weapon. Contingent on armor.
  • Mini-Rockets (8): Range 12/24/48, Damage 3d6, AP 2, MBT, Heavy Weapon, Lethal. Contingent on armor.
  • Flamethrower (4): Range Cone Template, Damage 2d10, Enhanced Damage, Lethal. Contingent on armor.
  • Flamethrower (4): Range Cone Template, Damage 2d10, Enhanced Damage, Lethal. Contingent on armor.
  • Flight (4): Pace ×4, Climb 0, –1 to hit while flying. Contingent on armor. Slow to Activate.
  • Growth (1): Size +1 (+1 Size, Strength, and Toughness). Monster. Contingent on armor.
  • Super Attribute (5): Strength +3. Contingent on armor


Veronica Protocol/Hulk Buster (70 PP):
  • Armor +20 (15): Hardy, Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (2): Damage Str+d6, Multiple Attacks, One Arm. Contingent on armor.
  • Repulsor Beam (8): Range 12/24/48, Damage 5d6, Heavy Weapon. Contingent on armor.
  • Mini-Rockets (13): Range 12/24/48, Damage 4d6, AP 6, RoF 2, MBT, Heavy Weapon, Lethal, Contingent on armor. Switchable (Primary with repulsor beam and flight).
  • Flight (5): Pace ×4, Climb 0, –1 to hit while flying. Contingent on armor.
  • Growth (9): Size +4 (+4 Size, Strength, and Toughness). Monster. Contingent on armor.
  • Regeneration (9): Level 5, Regrowth. Device (–1, Victoria sentry), Limitation (–2, armor only), Limitation (–2, regrowth only).
  • Super Attribute (18): Strength +7, Vigor +2. Not Today (Strength). Contingent on armor
  • Super Edge (3): Improved Frenzy, Nerves of Steel. Contingent on armor.
  • Super Skills (1): Fighting +1, Shooting +1. Contingent on armor.

There we are, the billionaire philanthropist of the Marvel universe. Leave questions, comments, and superhero crossovers below.
—DoctorBoson

Thursday, April 23, 2015

Steve Rogers—Captain America

After the Jolly Green Giant, I kinda wanted to tone back the crazy just a tad with our next hero. Blazing through on his motorcycle is Steve Rogers, defender of freedom and liberty! I again have to stress that this is the Cap from the movies, and who he is in the comics has no bearing on these stats.


Name: Steve Rogers
Race: Human
Experience: 180 (Legendary)
Agility d12; Smarts d8; Spirit d12; Strength d12+2; Vigor d12
Pace 6; Parry 11 (2); Charisma 2; Toughness 12 (2)
Hindrances: Code of Honor, Heroic, Out of My League, Loyal
Edges: Arcane Background (Super Powers), Brave, Elan, Brawny, Dodge, First Strike, Nerves of Steel, Steady Hands, Charismatic, Command, Improved Frenzy, Combat Reflexes, Trademark Weapon (Vibranium Shield), Martial Artist, Counterattack, Level Headed, Tactician, Inspire, Block, Combat Sense, Take the Hit, Dynamic Duo (Thor).
Skills: Climbing d8, Driving d8, Fighting d12+1, Knowledge (Art) d6, Knowledge (Battle) d10, Notice d8, Persuasion d4, Piloting d4, Shooting d10, Stealth d8, Swimming d8, Throwing d12
Inventory: Specialized Body Armor (Armor +2, Negates 4 AP from ballistics), Blue Steel Pot (Armor +4), Vibranium Shield, Comm Link
Super Powers:
  • Attack, Melee (3): Damage Str+2d6, Heavy Weapon, One Arm. Device (–2, Shield).
  • Attack, Ranged (12): Range 6/12/24, Str+2d6, RoF 3, Heavy Weapon, Thrown, Limitation (–1, bounces off of targets). Device (–2, Shield). Switchable (primary with melee attack, deflection, and parry as a set.)
  • Deflection (3): –4 to hit with ranged attacks. Protector (Adjacent ally). Device (–2, Shield).
  • Heightened Senses (2): Super Hearing, Super Sight.
  • Immune to Disease (1): Superhuman immune system.
  • Leaping (1): Can leap 2" vertically or 4" horizontally.  
  • Parry +2 (4): Deflect. Device (–2, Shield).
  • Regeneration (5): Level 2, rolls to heal every hour. Recovery.
  • Speed (4): Pace 24, –1 to hit.
  • Super Attribute (20): Agility +3, Strength +5, Vigor +4.
  • Super Edges (10): Brawny, Dodge, First Strike, Nerves of Steel, Steady Hands
  • Super Skills (10): Climbing +2, Fighting +2, Swimming +3, Throwing +3.
  • Toughness +1 (1): Reinforced skeleton.

Steve Rogers was a small, scrawny boy in 1940s America that wanted to join the fight in the European theater. He enlisted—multiple times—but during the screening process he would have been discharged due to ineptitude if not for a helpful doctor that saw just how determined the young man was. Rogers was allowed to join and fought his way through boot camp. His health issues and less-than-stellar stamina pushing him to his limits, the doctor selected him as the candidate for a top secret supersoldier program called Project Rebirth. The serum he was given boosted his strength, speed, balance, coordination, healing, senses, and durability to peak human conditions. Coupled with his already astounding force of will, Captain America was born.

This Heavy Hitter (with Super Karma) was not immediately allowed service, but proved himself by single-handedly breaking into a HYDRA R&D facility to free almost 500 U.S. POWs, as well as destroying the base. After this, he was given his own elite unit, the now-legendary Howling Commandos, and a Vibranium shield able to absorb the kinetic impact from almost anything. The shield is incredibly light and can be thrown or bounced with relative ease.

Captain America is a brutal fighter and tactician. While he did train extensively with firearms, he generally prefers to stick with his shield and hands to deal out the death to his enemies. His improved reflexes and strength make him fast with his hands, and he trained in jiu jitsu, boxing, and taekwondo for the extra oomph it affords him. The captain is also an accomplished driver, making extensive use of a chopper with the Commandos.

Captain America went down foiling a HYDRA plan in 1942, but was recently found in the wreckage and revived just before the Battle of New York. After the fall of SHIELD, Captain America appears to have gone his own way, with Samuel Wilson to try and find out more about what happened to his Howling Commandos.

Rogers has a custom modifier for attack, ranged that makes the projectile thrown; its range is shortened significantly but it instead does the user's Strength damage+d6/level, and its limitation is that it must bounce between targets; the same target cannot be hit all three times.

Well, folks, that is the original superhero! Leave questions, comments, and 'muricas below!
—DoctorBoson

Monday, April 20, 2015

Bruce Banner—The Hulk

The next big movie coming around the corner is Avengers 2, and I think it's a great time to push the Supers Companion to the limits by figuring out the stats behind all the Avengers. Keep in mind that, like the Lord of the Rings folks, this is only using what we see in the films and other portions of the cinematic universe (that I've seen).


Name: Bruce Banner
Race: Human
Experience: 70 (Heroic)
Agility d8; Smarts d10; Spirit d6; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 5
Hindrances: Pacifist (m), Poverty, Wanted (M)
Edges: Alertness, Linguist, Scholar (Biology & Physics), Level Headed, Martial Artist
Skills: Fighting d6, Healing d8, Knowledge (Biology) d10, Knowledge (Computers) d8, Knowledge (Physics) d10, Investigation d6, Notice d8, Persuasion d4, Repair d6, Stealth d6, Streetwise d8
Inventory: Pulse Tracker


Name: The Hulk
Race: ???
Experience: 110 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d12+10; Vigor d12+2
Pace 6; Parry 7; Charisma –4; Toughness 30 (6)
Hindrances: Gimmick (get angry), Loyal, Weakness (m, Sound)
Edges: Arcane Background (Super Powers), Brawny, Berserk, Brawler, Frenzy, Take the Hit, Nerves of Steel, Two-Fisted, Improved Tough As Nails, Sweep, Mighty Blow.
Skills: Climbing d10, Fighting d10, Intimidation d12, Notice d6, Stealth d4, Throwing d10
Super Powers:
  • Armor +6 (3): Extremely dense skin.
  • Attack, Melee (10): Str+d6, AP 2, Focus, Heavy Weapon, Lethal, Multiple Attacks, Stackable.
  • Fear (1): Scary.
  • Growth (4): Level 2 (+2 Size, Strength, and Toughness). Monster.
  • Leaping (6): Can leap 32" vertically or 64" horizontally. Bounce.
  • Regeneration (10): Level 5, rolls to heal every round.
  • Speed (4): 4 x Pace, –1 to hit.
  • Super Attributes (24): Strength +8, Vigor +4.
  • Toughness +10 (13): Hardy.

Bruce Banner was a nuclear physicist working on what he thought was a procedure to make humans immune to gamma radiation, but a freak accident transformed Banner into the Incredible Hulk—a Cosmic-level green monster with unparalleled strength and durability. The military, who had funded his research in the first place, are now hunting Banner down for his research and national security.

Over the last five years, Bruce has been on the run, learning Spanish, Russian, Portuguese... almost any language he needs to in order to keep moving. He is agile and very smart, learning martial arts and mental conditioning to try training his mind and body to contain the Hulk as best he can. By the events of Avengers, he is working as a doctor in China.

The monster inside, however, is a 7'6" foot tall musclehouse, and whenever Banner's heart rate passes above 200 (generally if he gets pissed), he transforms. He is built like a tank and smashes like a small battleship. Once he gets going, the Hulk relentlessly pounds anything it doesn't like until it can't move. The Hulk's amazing strength grants him a variety of abilities: he can break over 30 mph at a sprint, and is able to leap enormous distances in a single bound. His enormous bulk and intimidating demeanor strikes fear into any that see him, and he is almost impossible to hurt (and even if you manage it, his Soak ability is frigging terrifying).

The reason Hulk has Nerves of Steel and Berserk is to keep the first wound from really impacting him without him having to go even more ballistic. While this may not be "optimal," it is what we see in the movies and that's what I'm basing everything off of.

I also use a slightly modified table for the speed and flight powers to provide another step of gradiency to the powers (a slight nerf off the tabletop, but otherwise not too big a deal. Makes the Hulk a little easier to make).

There's the first of our Avengers! Leave questions and comments and comic corrections below!
—DoctorBoson

Monday, April 13, 2015

Twilight Sparkle—Alicorn Princess

Now that we've tackled one of the most powerful magical beings in pop-culture, it only seems natural to tackle another of the most powerful creatures, and simultaneously round out our series on the Mane 6. This uses Edges and  information from my My Little Pony: Friendship is Magic conversion.


Name: Twilight Sparkle
Race: Alicorn
Cutie Mark: Weird Sparkly Thing
Experience: 130 (Legendary)
Agility d6; Smarts d10; Spirit d8; Strength d4; Vigor d8
Pace 6; Parry 4; Charisma 0; Toughness 5
Flight Pace 6; Climb 0
Hindrances: No Hands, Size –1, Doubting Thomas, Cautious, Curious
Edges: Arcane Background (Natural Magic), Cutie Mark, Scholar (Arcana & History), Command, Magic Surge, Level Headed, Signature Spell (Jaunt), Inspire, Magical Affinity (Transmutation), Common Bond, Ascension
Skills: Fighting d4, Investigation d10, Knowledge (Arcana) d8, Knowledge (History) d8, Notice d8, Persuasion d4, Spellcraft d12+1, Stealth d4
Cantrips: Magic Trick, Levitate, Glow/Dark, Step Sideways, Alter Appearance, Project Image
Spells: Telekinesis, Teleport, Slumber, Animate Object, Armor, Dispel, Bolt, Confusion

Twilight Sparkle was once a gifted unicorn: her unparalleled magical capabilities prompted Princess Celestia to make Twilight her own personal protege. For years, Twilight was a faithful student of magic and history. She is highly experienced in Transmutation magic and makes extensive use of her teleportation spell.

Some time in the last few years, Celestia sent Twilight down to Ponyville to learn more about ponies outside of Canterlot (and, she hoped, to learn more about the value of Friendship as well). There, she met her best friends and stopped the return of the deranged Princess Luna, then known as Nightmare Moon (because horse puns). The lessons she learned through her friends about standing together have helped her topple some of the biggest threats Equestria has faced in thousands of years.

While a natural leader, Twilight's intelligence leads to plague her with curiosity and won't believe anything out of the ordinary without seeing it with her own two eyes. Her available spells and cantrips are somewhat self-explanatory, but if you want more information about them, they are available in the above conversion.

Lastly, she has a very unique Edge called Ascension. This is a Legendary Edge that makes the pony that takes it an alicorn, gaining the abilities all three pony races: Earth, Pegasi, and Unicorns. Twilight ascended at the end of season 3, but we haven't seen much of this since then... maybe Big Mac is next.

So there we go: the entire main cast of Friendship is Magic. Now you people that don't care about ponies won't see them around anymore. Leave questions, comments, and pony hate in the comments below.
—DoctorBoson

Thursday, April 9, 2015

Gandalf—White Wizard

It's taken a while, but we finally reach the end of the Fellowship. This last member is easily the most powerful of the nine, and honestly was probably a DMPC but we're gonna make him anyways. The below are the stats for Gandalf the Grey.

Name: Gandalf
Race: Maiar
Experience: 350 (Legendary as f*ck)
Agility d8; Smarts d10; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Habit (m—Pipeweed), Loyal, Stubborn, Vow (M—cannot use his full power)
Edges: Ageless, Very Old, Arcane Background (Magic), Wizard, Command, Two-Fisted, Frenzy, First Strike, Connections—Eagles, Familiar (Shadowfax), Harder to Kill, Trademark Weapon (Glamdring)
Skills: Fighting d10, Investigation d8, Knowledge (Arcana) d10, Knowledge (Battle) d8, Notice d8, Persuasion d6, Riding d8, Spellcasting d12+1, Stealth d6
Power Points: 20
Spells: Elemental manipulation (fire, air), fear, light (no obscure; Touch range), bust, bolt (fire; 3d6 is electric), blast (light), pummel, smite (lightning), dispel, armor
Inventory: Staff (Str+d4, Reach 1, Parry +1), Glamdring (Str+d8),

Now, we've covered some pretty intense characters, but (discounting supers) Gandalf may well be one of the most powerful. Not only is he a good fighter, but his spellcasting ability and flexibility are unparalleled. He fights with his staff in one hand and Glamdring in the other, able to hold his own against orcs and goblins alike without the use of his magic.

Gandalf is a part of an ancient race known as the Maiar. These beings are effectively angels, and after their direct involvement in Middle-Earth eons ago, they vowed to never directly intervene in the realms of men or mer, sending only a select few to keep balance. Even then, they were not allowed to use their full power in fear of some awful thing happening. They are effectively ageless, and Gandalf receives +2 to Common Knowledge rolls purely due to his age.

He has been present at several major battles in Middle-Earth's history and is an accomplished commander, presiding most recently over the siege of Gondor. Gandalf is also quite the speaker, typically working as the Fellowship's face when present. Between his reputation and his wisdom, he typically gets folks to do as he asks.

He is a master of magic, commanding fire and air, inspiring fear into his enemies, and is capable of limited telekinesis (pummel). He does have one custom spell: bust, a 2 PP power allowing him to roll 2d6 damage (3d6 for 4 PP and 4d6 for 8 PP) against inanimate objects. The damage is considered a Heavy Weapon and can Ace, but it only works if he is able to hit the object with his staff.

Gandalf the White—Gandalf's form upon return (spoilers)—has a fair number of Advances over his form as the Grey; these differences are as follow:

Skills: Spellcasting d12+2
Edges: Command Presence, Hold the Line!, Master (Spellcasting)
Spells: deflectblindsuccor
Power Points: 25

His ascended form gave him a few more spells but a significant increase in his magical capabilities. All in all, crossing this Wizard is a poor choice indeed. Leave questions, comments, and lore corrections below.
—DoctorBoson

Monday, April 6, 2015

Frodo—Ringbearer

And now, onto the main characters of this memorable epic. These two hobbits have been through Mordor and back again (spoilers) and they can show for it.


Name: Frodo Baggins
Race: Hobbit
Experience: 20 (Seasoned)
Agility d6; Smarts d8; Spirit d10; Strength d6–1; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 10 (6)
Hindrances: Size –1, Loyal, Pacifist (m), Enemy (M—Ring Wraiths)
Edges: Lucky, Rich, Hard to Kill, Elan
Skills: Boating d4, Climbing d6, Fighting d4, Knowledge (History) d6, Knowledge (Riddles) d6, Notice d8, Stealth d8, Swimming d6
Inventory: Sting (Str+d6+1, Danger Sense (Orcs and Goblins Only)), Mithril Shirt (Armor +6), Elven Cloak (Stealth +2), Light of Erendi (light power, 5 Power Points), Backpack, Waterskin, The One Ring (invisibility with a Raise)

Frodo Baggins, Bilbo's nephew, is a well educated and well meaning little hobbit. Raised by his uncle after his parents passed, he inherited his uncle's cleverness, but not his curiosity. Frodo would have been well content to remain in the Shire all his days if it wasn't for the finding of the One Ring, which sent him on a journey of the ages.

Being Bilbo's heir, he also kept his uncle's fortune acquired from the Lonely Mountain (Rich), as well as later receiving his Mithril shirt and Sting. Frodo's strength of will is enormous, shown by just how long he had the ring before it claimed his heart. He accomplishes great things when he puts himself to it, and is really, really, notoriously hard to kill. (I would have given him the Harder to Kill Edge, but he'd need another 20 XP for that.)

Of course, Frodo is simply the ringbearer. The real strength of the party lies in his ever-loyal friend...

Sam—His Gardener

A lot of people think that Aragorn or Legolas are the most notable badasses of the Fellowship, but let's be totally honest here: Sam is absolutely the little guy that carried the entire party.

Name: Samwise Gamgee
Race: Hobbit
Experience: 20 (Seasoned)
Agility d6; Smarts d6; Spirit d10; Strength d8–1; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 4
Hindrances: Size –1, Can't Swim, Code of Honor, Loyal
Edges: Lucky, Berserk, Brave, Common Bond
Skills: Climbing d6, Fighting d6, Knowledge (Cooking) d6, Knowledge (Botany) d6, Notice d6, Persuasion d4, Stealth d8, Throwing d6
Inventory: Short Sword (Str+d6), Elven Rope, Elven Cloak (Stealth +2), Backpack, Pot, Pan, Blanket, Waterskin ×2

Samwise was a gardener at Bag End, working for Bilbo and being one of Frodo's best friends. He is a strong and fearless hobbit that went above and beyond his calling to assist the Ringbearer. Being the only of the Fellowship that can truly cook great meals, he was indispensable to the morale of the crew early on. Once the Fellowship split, however, he stuck with Frodo and did everything he could to keep the guy from eating dirt.

Out of all the hobbits, Sam is the strongest and quite possibly the best fighter; between the combination of Berserk and his natural luck, he can certainly hold his own against a few measly orcs. On top of this, he is incredibly motivational: a wall of will that was absolutely crucial to keep Frodo moving in those last days of their journey.

And there you have the famous and absolutely not gay pair of hobbits that made it all the way into Mount Doom. Leave your questions, comments, and complaints below!
—DoctorBoson

Thursday, April 2, 2015

Boromir—Champion of Gondor

Now that we've worked with the Fellowship's heavy hitters, we've only got a few left before we end off the series. This is the last of the nobility of the Fellowship to work with: Boromir, son of Denethor.

I'm sorry; I couldn't resist

Name: Boromir
Race: Human
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d6; Strength d8; Vigor d8
Pace 6; Parry 9 (1); Charisma 2; Toughness 9 (2)
Hindrances: Code of Honor, Loyal, Vow (m—Serve Gondor)
Edges: Brave, Brawny, Noble, Command, Combat Reflexes, Counterattack, Improved Frenzy, Command Presence, First Strike, Dodge, Nerves of Steel
Skills: Boating d6, Fighting d12, Intimidation d6, Knowledge (Battle) d6, Notice d6, Riding d8, Stealth d6, Throwing d6
Inventory: Chain Hauberk (Armor +2), Long Sword (Str+d8), Medium Shield (Parry +1, Armor +2 vs Ranged), Elven Cloak (Stealth +2), Horn of Gondor.

Boromir is the son of the Steward of Gondor. An accomplished general and superb fighter, he was sent to the Council of Elrond to help determine what to do with the ring. After failing to convince them to bring it to Gondor, he joined with the Fellowship to accompany Frodo to Mordor. He is exceptionally courageous, but was quite easily corrupted by the temptation of the ring (Spirit d6, combined with his Vow to Gondor). Normally, and without the ring, Boromir was a beacon of Gondor, both to his forces and his brother.

A large man by all accounts, he was prized by his father for his skills with a blade and his command over troops. In the end, however, even after the Ring broke into his heart and twisted him, he still gave his life for his friends (taking three arrows to the chest before finally succumbing to Incapacitation... Nerves of Steel if I've ever seen it).

In the books, Galadriel granted Boromir a belt of pure gold in addition to the elven cloak, but this was substituted in the movies for the horn of Gondor (an otherwise unique item). In each of their respective mediums, they were used to identify his body.

Here rests Boromir, the near personification of the tragic hero. Leave questions, comments, and complaints about Boromir's Hindrances below.
—DoctorBoson