Wednesday, July 15, 2015

Matthew Murdock—Daredevil

One last Marvel hero in preparation for Ant-Man! Sorry to people that were hoping to see Vision or Scarlet Witch hit the list first, but I haven't seen enough use or variety of either of their powers or skills to confidently build either of them yet (though I have some preliminaries set up already—Vision is really scary). This is through the end of Season 1 of Marvel's Daredevil on Netflix.


Name: Matthew Murdock
Race: Human
Experience: 89 (Legendary)
Agility d12; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 8; Charisma 2; Toughness 10 (4)
Hindrances: Blind, Heroic, Poverty, Vow—no killing (minor)
Edges: Arcane Background (Super Powers), Alertness, Brave, Fast Healer, Improved First Strike, Martial Artist, Acrobat, Charismatic, Improved Nerves of Steel, Counterattack, Improved Frenzy, Elan
Skills: Climbing d8, Fighting d10, Intimidation d8, Investigation d4, Healing d6, Knowledge (Law) d8, Notice d8, Persuasion d8, Stealth d6, Throwing d10, Tracking d4
Inventory: Daredevil Armor (Armor +4, Armor +2 against a Raise), Daredevil Batons (melee attack, ranged attack, swinging)
Super Powers:
  • Awareness (3): Heightened senses.
  • Attack, Melee (2): Damage Str+d6, Multiple Attacks. Device (–2, Batons).
  • Attack, Melee (2): Damage Str+d6, Reach 3. Device (–2, Batons), Limitation (–1, cannot use his other melee attack or his ranged attack).
  • Attack, Ranged (1): Range 3/6/12, Str+d6, Thrown. Device (–2, Batons). 
  • Danger Sense (2): Heightened Senses.
  • Heightened Senses (5): Super Hearing, Super Smell, Super Taste, Super Touch, Tracking, Spatial Sense. Limitation (–2, all non-device powers cannot be used if these are lost).
  • Super Attribute (6): Agility +3. (Exceptional equilibrium.)
  • Super Edges (2): First Strike.
  • Super Skills (7): Climbing +1, Fighting +2, Throwing +3, Tracking +1. (Heightened senses training.)
  • Uncanny Reflexes (4): –2 to hit. (Heightened senses and enhanced balance.)
  • Swinging (1): Device (–2, Batons).
Matthew Murdock is a Street Fighter with Super Karma (and a hell of a Hindrance for it, too; Blind basically eats up three Power Points just to get Alertness to offset it).

The son of a boxer, Matt's heroic spirit cost him his vision when he was nine, saving a man from a car accident and having chemicals splashed into his eyes for the effort. His father was shot and killed after refusing to give up a fight so Matt could receive the money from the rigged match. Soon after, Matt was approached by Stick, a blind master of stick fighting and general badassery. The old coot left soon after, but not before training Matt to be a hell of a fighting machine.

More recently, Matt graduated from law school with his friend Foggy Nelson. They now own a law firm in Hell's Kitchen, New York, but by night Matt works to clean up his city's streets by beating the living sh*t out of any criminals he can track down. This has gotten him in over his head against Wilson Fisk, one of the most powerful mob bosses in the country, though following a series of loose ends and broken teeth has led to Fisk being behind bars. For now. It is a comic-book show, after all.

Matt has impeccable balance and is an expert combatant, taking on more than a dozen men at a time and coming out on top, albeit with a fair number of cuts and bruises for it. Stick taught him a meditative technique to help him heal more quickly (Fast Healer). Despite his blindness, he can move and fight like a man with perfect vision due to his unnaturally powerful senses ("seeing" the world as a painting of fire); in fact, these senses are so strong that he can feel the words on a page, or hear the heartbeat of people he's speaking with. Even given the badass that he is, he is an extremely charming and persuasive individual that refuses to kill if he can ever avoid it.

I've upgraded his batons, likely to the ones he'll have in Season 2 (and the ones he has in the comics, where he can use the to swing and such), simply to keep a coherent hero, instead of 31 PP now and 35 later on.

There's my best build of Daredevil—the man without fear (notably doesn't posess Fearless, though; I'm not convinced any normal human can have that power). Leave questions, comments, and Season 2 hype below!
—DoctorBoson

Wednesday, June 24, 2015

Lara Croft—Tomb Raider

One facet of Savage Worlds is that it handles pulp fantastically well; so much so that being able to play as an "Indiana Jones" or a "Han Solo" is a large draw towards the system. I'd personally argue that it handles non-magical high fantasy characters just fine as well, but pulp is the genre that the game is largely constructed around, and it's high time to get a few pulp characters in the listing. First off is Lara from the rebooted games (2013).


Name: Lara Croft
Race: Human
Experience: 60 (Heroic)
Agility d8; Smarts d8; Spirit d6; Strength d6; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 6
Hindrances: Curious, Loyal, Pacifist (m)
Edges: Attractive, Luck, Marksman, Dodge, Extraction, Counterattack, Level Headed
Skills: Climbing d6, Fighting d8, Healing d4, Investigation d6, Knowledge (Asian History) d8, Notice d6, Persuasion d4, Repair d6, Shooting d8, Surival d6, Swimming d6, Throwing d4, Tracking d4
Inventory: Bow (2d6, 12/24/48), 9mm Pistol (2d6, AP 1, 12/24/48, Semi-Auto), Quiver, Climbing Axe (Str+d6, Climbing +2, Improvised Weapon), Torch (w/Lighter), Two-Way Radio, Rope (20'), Ascender, Jade Pendant

Lara Croft is a modern adventurer/explorer. Her parents were killed in an archaeological accident (what?) when she was six, leaving her a reasonably large life insurance policy, though she opted to pay her way through college by taking multiple jobs. She is a kind soul; loyal to the end and avoiding violence whenever given the opportunity. She is also insatiably curious, reading books and learning about cultures until it no longer satisfies her, driving her to explore these ruins herself.

As a younger girl, Lara took gymnastics and archery, and has limited experience in first aid due to her time as a barmaid. She is very resourceful and highly intelligent, able to tinker and put together simple devices to aid her if need be. Her time with her surrogate father Ross helped teach her how to fight and hunt, helping her immensely in those first few hours on the island. Lara is also an expert in Asian history and legends, being her major in college.

After graduating, she left upon the Endurance to find the lost kingdom of Yamatai. This prompted her first adventure ever, forcing her to learn how to fight and keep a cool head to survive and save her crewmates. This girl made more Soak rolls in a couple days than some of my players have made over the course of a couple months. Maybe I'm just a nice GM like that.

This adventure—showing her a glimpse of the supernatural and that not all legends are fiction—now drives her to new adventures and more bizarre horizons. Only the future can really tell what's in store for Lara in her next adventure.

There's Lara Croft. No, she doesn't have Two-Fisted (yet) since this is the reboot, but I'll be keeping a close eye on this series and keep her updated to the best of my ability. Leave questions, comments, and reboot hate down below.
—DoctorBoson

Sunday, June 14, 2015

Kenzo Tenma—Neurosurgeon

Now, normally, the rule of thumb is that anime is off limits when it comes to Savaging. Monster is the exception that makes the rule. It's one of my favorite shows and it was ripe for a Savaging.


Name: Kenzo Tenma
Race: Human
Experience: 65 (Legendary)
Agility d6; Smarts d10; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 5
Hindrances: Code of Honor, Death Wish (m—Kill Johann), Heroic, Pacifist (m), Wanted (M)
Edges: Rich, Doctor, Common Bond, Quick Draw, Level Headed, Elan, Scholar (Medicine)
Skills: Fighting d4, Healing d12, Intimidation d4, Investigation d8, Knowledge (Medicine) d10, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Streetwise d6
Inventory: Taurus 845 (2d6+1, AP 1, 12/24/48, Semi-Auto)

Kenzo Tenma is a brilliant Japanese neurosurgeon that moved to Germany after reading a paper by a Doctor Heinemann, the director of a hospital in Munich, and began to work. His talent rocketed him to the top of the hospital's politics, but Tenma's idealism prevented him from really participating in the director's game. When he realized what was happening, he disobeyed an order from the director, operating on a boy with a gunshot wound to the head and was thoroughly ruined afterwards.

That is, until the murders of the three individuals that had made Tenma's life hell. Years later, this cold case came back to life and Tenma was framed, prompting him to run and end the man that had framed him and killed those four.

Over the course of his four year journey, the good Doctor learned how to wield a gun, navigate the streets of Germany undetected, and otherwise avoid capture and prepare for his final goal, but his heroism and call for peace and forgiveness never wavered in all that time.

Tenma has an Edge from Realms of Cthulhu (Doctor) that effectively functions as the Healer Edge from the core rules, as a Professional Edge makes more sense than the Weird Edge.

This is one of the few anime that has a full, vibrant, and easily Savageable cast, and it's good to get a character below Legendary in here now and again. Leave questions, comments, and Monster love below.
—DoctorBoson

Wednesday, June 3, 2015

Tony Stark's Hall of Armors

This will be a post solely dedicated to all of Stark's now-obsolete armors, just for the sake of posterity.



Iron Man Mk. I (35 PP)
From: Iron Man
  • 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 (6): Range 12/24/48, Damage 4d6, RoF 1, AP 6, MBT, Heavy Weapon, Lethal, Limitation (–2, only 2 shots). Contingent on armor.
  • Flamethrower (4): Range Cone Template, Damage 2d10, RoF 1, Enhanced Damage, Lethal. Contingent on armor.
  • Flamethrower (4): Range Cone Template, Damage 2d10, RoF 1, 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
  • Super Edge (1): Two-Fisted. Contingent on armor.
  • Super Skills (1): Piloting +1, Shooting +1. Contingent on armor.


Iron Man Mk. II (45 PP)
From: Iron Man, Iron Man 2
  • Armor +12 (8): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Flight (18): Sonic Speed, Climb 0, –6 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set, and repulsor beam, attack, melee, and combat flight as a set). 
  • Combat Flight (3): Pace 12, Climb 0. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Super Attribute (16): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Piloting +1. Contingent on armor.


Iron Man Mk. III (70 PP)
From: Iron Man
  • Armor +12 (8): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on armor.
  • Anti-Infantry Darts (20): Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on armor. Switchable (Primary with anti-tank missile, attack, melee, and unibeam).
  • Anti-Tank Missile (14): Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Unibeam (14): Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on armor. Limitation (–1, Focus only).
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Flight (19): Sonic Speed, Climb 4, –6 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set). 
  • Combat Flight (5): Pace 24, Climb 0. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (16): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.


Iron Man Mk. IV (70 PP)
From: Iron Man 2
  • Armor +12 (8): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (2): Damage Str+d6, Heavy Weapon, Contingent on armor.
  • Anti-Infantry Darts (18): Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on armor. Switchable (Primary with anti-tank missile and unibeam).
  • Anti-Tank Missile (12): Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Unibeam (14): Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on armor. Limitation (–1, Focus only).
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Flight (19): Sonic Speed, Climb 4, –6 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set). 
  • Combat Flight (5): Pace 24, Climb 0. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (16): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.


Iron Man Mk. V (35 PP)
From: Iron Man 2
  • Armor +8 (7): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (2): Damage Str+d6, Heavy Weapon, Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Super Attribute (13): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.


Iron Man Mk. VI (70 PP)
From: Iron Man 2, The Avengers
  • Armor +12 (8): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (4): Damage Str+d6, Heavy Weapon, Multiple Attacks. Contingent on armor.
  • Anti-Infantry Darts (18): Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on armor. Switchable (Primary with anti-tank missile and unibeam).
  • Anti-Tank Missile (12): Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on armor.
  • Mini-Rockets (14): Range 12/24/48, Damage 3d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Flight (19): Sonic Speed, Climb 4, –6 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set). 
  • Combat Flight (5): Pace 24, Climb 0. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (16): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.
Power Stunts:
  • Explode (8): Damage 5d8, Heavy Weapon. Device (–1, Laser System). Power Stunt on Anti-Tank Missile (experimental weapon system). Iron Man 2.
  • Absorption (7): Reflection, Transference. Contingent on armor. Power Stunt on Armor (energy capacitors). The Avengers.
  • Unibeam (14): Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on armor. Limitation (–1, Focus only). Power Stunt on Repulsor Beams ×2 (overcharged armor systems). The Avengers.


Iron Man Mk. VII (85 PP)
From: The Avengers
  • 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
  • Anti-Tank Missile (14): Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, 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 anti-tank missile).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Tri-Laser System (8): Range 12/24/48, Damage 3d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor.
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Flight (23): Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set, and repulsor beam, tri-laser system, and combat flight 2 as a set; active with repulsor beam). 
  • Combat Flight (13): Pace 192, Climb 4, –4 to hit while flying. Contingent on armor.
  • Combat Flight 2 (11): Pace 192, Climb 0, –4 to hit while flying. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (18): Strength +8, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.


Iron Man Mk. XLII (60 PP)
From: Iron Man 3
  • Armor +14 (9): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (2): Damage Str+d6, Heavy Weapon, Contingent on armor.
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Duplication (2): Level 1, No Tell, Sturdy. Device (–1, remote headest), Limitation (–2, Stark loses all powers while active). (Remote control of the suit).
  • Flight (18): Sonic Speed, Climb 4, –6 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set; active with repulsor beam). 
  • Combat Flight (10): Pace 192, Climb 2, –4 to hit while flying. Device (–1, boots and gauntlets).
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (16): Strength +7, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.

The Mk. XLII's duplication has a custom modifier that doubles the total cost to allow duplicates to have 3 Wound levels. This does not allow them to roll a Wild Die and are considered Extras in every other respect.


Iron Man Mk. XLIII (85 PP)
From: Age of Ultron
  • Armor +14 (9): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on armor.
  • Anti-Infantry Darts (15): Range 12/24/48, Damage 3d6, RoF 5, Contingent on armor
  • Anti-Tank Missile (16): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on armor.
  • Mini-Rockets (22): Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on armor. Switchable (Primary with anti-infantry darts, anti-tank missile, and attack, melee, duplication, and heightened senses (infravision & spatial sense) as a set).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Tri-Laser System (8): Range 12/24/48, Damage 3d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor.
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Duplication (1): Level 1, No Tell. Device (–1, remote headest), Limitation (–2, Stark loses all powers while active). (Sentry Mode).
  • Flight (23): Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set, and repulsor beam, tri-laser system, and combat flight 2 as a set; active with repulsor beam). 
  • Combat Flight (13): Pace 192, Climb 4, –4 to hit while flying. Contingent on armor.
  • Combat Flight 2 (11): Pace 192, Climb 0, –4 to hit while flying. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Heightened Senses (3): Infravision, Spatial Sense.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (18): Strength +8, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (1): Notice +1, Shooting +1. Contingent on armor.


Iron Man Mk. XLIV Veronica Protocol/Hulk Buster (85 PP)
From: Avengers: Age of Ultron
  • Armor +20 (14): Hardy, Heavy Armor, Device (–1, power armor), Slow to Activate, Limitation (–1, Requires another suit to interface with).
  • Attack, Melee (4): Damage Str+d6, Heavy Weapon, Multiple Attacks. Contingent on armor.
  • Repulsor Blast (10): Range 12/24/48, Damage 6d6, Heavy Weapon. Contingent on armor.
  • Mini-Rockets (18): Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on armor. Switchable (Primary with repulsor beam and flight).
  • Doesn't Breathe (1): Sealed Suit.
  • Flight (5): Pace 24, Climb 0, –1 to hit while flying. Contingent on armor.
  • Growth (9): Size +4 (+4 Size, Strength, and Toughness). Monster. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision. Contingent on armor.
  • Regeneration (8): Level 5, Regrowth. Device (–1, Victoria sentry), Limitation (–1, armor only), Limitation (–2, regrowth only).
  • Stun (2): Strong. Contingent on armor. (Gas spray.)
  • Super Attribute (20): Strength +8, Vigor +2. Not Today (Strength). Contingent on armor
  • Super Edge (7): Improved Frenzy, Nerves of Steel. Contingent on armor.
  • Super Skills (1): Fighting +1, Shooting +1. Contingent on armor.

Wednesday, May 27, 2015

Clark Kent—Superman

Yup. I've got a few more characters up my sleeve, I'm taking a swing at him. This could either go really, really well or really, really poorly. Just for the sake of sanity, I'm going to be working with the Man of Steel Superman and nothing more—no other movies or comics or TV shows or anything. He's bullshitty enough as it is.


Name: Kal-El/Clark Kent
Race: Kryptonian
Experience: 45
Agility d8; Smarts d8; Spirit d8; Strength d12+8; Vigor d10
Pace 6; Parry 7; Charisma 4; Toughness 26 (10)
Hindrances: Heroic, Loyal, Pacifist (m), Power Negation (Kryponite)
Edges: Arcane Background (Super Powers), Attractive, Brawny, Charismatic, Take the Hit, Elan, Frenzy
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d8, Persuasion d4, Shooting d8, Stealth d4, Streetwise d4, Swimming d8
Inventory: Costume
Super Powers:
  • Armor +10 (5): Extremely hard skin.
  • Attack, Melee (7): Damage Str+2d6, Heavy Weapon, Multiple Attacks.
  • Attack, Ranged (18): Range 12/24/48, Damage 5d6, RoF 2, AP 6, Heavy Weapon, Lethal, Switchable (primary with heightened senses and regeneration as a set and attack, melee and extra action as a set). (Heat Vision).
  • Doesn't Breathe (2): Kryptonian Powers.
  • Extra Action (3): One extra action per round
  • Flight (19): Super Sonic Speed, Climb 2, –8 to hit while flying. 
  • Heightened Senses (5): Eagle Eyes, Super Hearing, Super Sight, Spatial Sense (x-ray vision).
  • Regeneration (9): Level 4, roll to heal every minute. Recovery.
  • Resistance (4): Air, Cold, Heat, Radiation.
  • Super Attributes (26): Agility +1, Strength +10, Vigor +2.
  • Toughness +8 (11): Hardy.

Kal-El, known under the alias of Clark Kent on earth, is the lone survivor of the planet Krypton, which was destroyed in a planetary catastrophe years ago. Once he was recovered near a farm in Kansas, he was raised as a normal child, learning how to control his incredible abilities over his life. Today, he wears his iconic blue and red suit, donning the title of Superman (a Cosmic level hero with Super Karma).

We all know his powers. He hits hard, he flies fast, he has heat vision, and he's almost invincible. He does not, however, have any real form of martial training, instead relying on raw speed and strength to carry him (admittedly quite well) through a fight. After humanity's first contact with aliens, he took up a job at the Daily Bugle as a reporter.

There's nothing else really special here to note. He's straight out of the book with all of his powers. He does have some form of regeneration, and although it's not explicitly stated it is shown, being that a few hours after his Kansas battle he is on his feet and shrugged the beating off from earlier.

The Man of Steel is here. And I'm really, really hoping that he doesn't have any new powers Dawn of Justice because I'm really gonna have to strain to keep him rules-legal if they do. Leave questions, comments, and Superman hate below.
—DoctorBoson

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: 150 (Legendary)
Agility d10; Smarts d6; Spirit d8; Strength d12+7; Vigor d12
Pace 6; Parry 8; Charisma 4; Toughness 24 (8)
Hindrances: Arrogant, Code of Honor, Heroic, 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, Nerves of Steel
Skills: Fighting d12, Intimidation d6, Knowledge (Battle) d4, Notice d6, Persuasion d4, Riding d4, Shooting d8, Stealth d4, Throwing d10
Inventory: Asgardian Armor, Mjolnir (Spirit roll to return).
Super Powers:
  • Armor +8 (2): Partial Protection (–1), Device (–1).
  • Attack, Melee (6): Damage Str+d6, AP 2, Heavy Weapon, Multiple Attacks. Switchable (Mjolnir). 
  • Mjolnir (9): Damage Str+3d6, Heavy Weapon, Multiple Attacks, One Arm. Device (–1, Mjolnir). Switchable (Primary with attack, melee).
  • Charged Mjolnir (9): Damage Str+4d6, Focus, Heavy Weapon, One Arm. Device (–1, Mjolnir), Slow to Activate. Switchable (as energy control, deflection as a set, with ranged attack, storm, and whirlwind as a set).
  • Attack, Ranged (14): Range 24/48/96 or Cone Template, Damage 3d10, AP 2, RoF 1, MBT, Heavy Weapon, Lethal. (Lightning blast.) Switchable (With storm and whirlwind as a set, primary with charged Mjolnir, energy control, and deflection as a set).
  • Mjolnir Throw (17): Range 24/48/96, Damage 5d6, RoF 3, Heavy Weapon. Device (–1), Limitation (–1, must be thrown in a straight line). Switchable (Primary with flight). (Mjolnir throw.)
  • Deflection (1): –3 to hit with ranged attacks. Device (–1, Mjolnir), Limitation (–1, Energy only). Switchable (As energy controlcharged Mjolnir as a set, with ranged attack, storm, whirlwind).
  • Energy Control (7): Electricity. Selective. Switchable (As charged Mjolnir, deflection as a set, with ranged attack, storm, whirlwind).
  • Flight (14): Sonic Speed, –6 to hit while flying. Device (–1, Mjolnir). Switchable (Mjolnir throw).
  • Regeneration (4): Level 2, rolls to heal every hour.
  • Resistance (1): Electricity. (The god of thunder ignores such petty things.)
  • 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 (5): Lightning Strike. Device (–1, Mjolnir). Switchable (With ranged attack and whirlwind as a set, primary with charged Mjolnir, energy control, and deflection as a set).
  • Super Attributes (18): Strength +7, Vigor +2.
  • Toughness +7 (10): Hardy. Thor has extremely thick and hardened skin.
  • Whirlwind (3): Twister. Device (–1, Mjolnir). Switchable (With ranged attack and storm as a set, primary with charged Mjolnir, energy control, and deflection as a set).
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: 100 (Legendary)
Agility d12; Smarts d10; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 9; Charisma 2; Toughness 6
Hindrances: Heroic, Loyal, Ruthless (M), Vow (m—S.H.I.E.L.D.), Wanted (M)
Edges: Arcane Background (Super Powers), Attractive, Linguist, Counterattack, Improved Dodge, First Strike, Improved Frenzy, Improved Martial Artist, Marksman, Quick Draw, Two-Fisted, Acrobat, Strong Willed, Level Headed, Combat Reflexes, Killer Instinct.
Skills: Climbing d8, Driving d6, Fighting d12+1, Intimidation d6, Investigation d6, K (Computers) d8, Notice d8, Persuasion d10, Piloting d4, Shooting d10, Stealth d8, 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:
  • Invent (11): Level 6. Limitation (–1, devices are acquired through S.H.I.E.L.D. and are not built. This is a Streetwise roll, and may not be used without a method of contacting HQ).
  • Super Attribute (10): Agility +3, Smarts +2.
  • Super Edge (16): Counterattack, Dodge, First Strike, Frenzy, Martial Artist, Marksman, Quick Draw, Two-Fisted.
  • Super Skill (13): Climbing +1, Fighting +2, Knowledge (Computers) +2, Persuasion +2, Shooting +2, Streetwise +2, 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).

Movie-Specific Devices
Iron Man 2: Stun (Strong, Ranged Touch Attack [Throwing])
Winter Soldier: Malfunction, Chameleon (Voice, Limitation (–1, no Size changing)
Age of Ultron: Attack, Melee (Str+d6, AP 2) ×2

Natasha Romanoff, aka the Black Widow, is a Four Color 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, and is held in high regard among other 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: 70 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 7; Charisma 0; Toughness 5
Hindrances: Bad Luck, Heroic, Stubborn, Vow (m—S.H.I.E.L.D.)
Edges: Arcane Background (Super Powers), Ambidextrous, Ultimate Power (attack, ranged), Steady Hands, Trademark Weapon (Bow), Marksman, Improved Dodge, Level Headed, Ace, Quick Draw.
Skills: Climbing d4, Driving d4, Fighting d10, Notice d10, Piloting d6, Repair d4, Shooting d12+2, Stealth d4, Taunt d6, Throwing d10
Inventory: Custom Bow, Custom Quiver, Knife (Str+d4), Commlink.
Super Powers:
  • Attack, Melee (1): Str+d6. Device (–2, bow).
  • Breach Arrow (13): Range 12/24/48, Damage 4d6, RoF 1, Focus, MBT, Heavy Weapon, Lethal. Device (–2, arrow). Switchable (Primary with teflon arrows, interface, malfunction, explosive arrows, and swinging as a set and melting arrow and stun as a set). (Breach arrow)
  • Explosive Arrows (3): Range 12/24/48, Damage 3d6, RoF 1, Medium Burst, Lethal. Device (–2, arrow). (Explosive arrows.)
  • Teflon Arrows (6): Range 12/24/48, Damage 2d6, AP 2, RoF 2, Lethal. Device (–2, arrow). (Teflon arrows.)
  • Melting Arrow (5): Range 12/24/48, Damage 3d6, RoF 1, Focus, Heavy Weapon, Lethal. Device (–2, arrow). (Melting arrow.)
  • Interface (1): Contingent on malfunction.
  • Malfunction (1): Contingent on successful ranged attack. (Hacking arrow).
  • Stun (4): MBT, 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 Pulp Hero with Super Karma 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: 130 (Legendary)
Agility d8; Smarts d12; Spirit d8; Strength d6 [d12+5]; Vigor d6 [d10]
Pace 6; Parry 5 [6]; Charisma 5; Toughness 5 [21 (14)]
Hindrances: Arrogant, Dependency (ARC Reactor), Habit (m—Joker), Heroic, Stubborn
Edges: Arcane Background (Super Powers), Attractive, Noble, Filthy Rich, Scholar (Engineering & Computers), Charismatic, Jack-of-All-Trades, Marksman, Two-Fisted, Level Headed, Followers—Iron Legion.
Skills: Driving d4, Fighting d6 [d8], Knowledge (Computers) d8, Knowledge (Engineering) d8, Notice d8 [d10], Piloting d6 [d8], Persuasion d6, Repair d10, Shooting d6 [d10], Stealth d4, Taunt d8, Throwing d6
Inventory: Iron Man Armor, Comm Link, Flare System ×4 (AMCM/blind)
Super Powers (Mk. XLV):
  • Armor +14 (9): Heavy Armor, Device (–1, power armor), Slow to Activate.
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on armor.
  • Anti-Tank Missile (14): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, ammo). Contingent on armor.
  • Mini-Rockets (20): Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Requires Material (–2, ammo). Contingent on armor. Switchable (Primary with anti-tank missile, unibeam, and attack, melee, duplication, and heightened senses (infravision & spatial sense) as a set).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).
  • Tri-Laser System (8): Range 12/24/48, Damage 3d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor.
  • Unibeam (14): Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon. Contingent on armor.
  • Doesn't Breathe (1): Contingent on armor. (Sealed suit).
  • Duplication (1): Level 1, No Tell. Device (–1, remote headest), Limitation (–2, Stark loses all powers while active). (Sentry Mode).
  • Flight (23): Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on armor, Switchable (Primary with repulsor beamrepulsor beam, and combat flight as a set, and repulsor beam, tri-laser system, and combat flight 2 as a set; active with repulsor beam). 
  • Combat Flight (13): Pace 192, Climb 4, –4 to hit while flying. Contingent on armor.
  • Combat Flight 2 (11): Pace 192, Climb 0, –4 to hit while flying. Contingent on armor.
  • Heightened Senses (1): Eagle Eyes, Low Light Vision, Contingent on armor.
  • Heightened Senses (3): Infravision, Spatial Sense.
  • Resistance (3): Air, Cold, Heat, Radiation, Contingent on armor.
  • Super Attribute (18): Strength +8, Vigor +2. Contingent on armor
  • Super Edge (1): Nerves of Steel. Contingent on armor.
  • Super Skills (3): Fighting +1, Notice +1, Piloting +1, Shooting +2. Contingent on armor. Requires Activation.
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 suit of power armor (currently a Cosmic-level suit 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, all sealed for space activity and allowing 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

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: 140 (Legendary)
Agility d12+1; Smarts d8; Spirit d10; Strength d12+2; Vigor d12
Pace 6; Parry 10 (1); Charisma 2; Toughness 14 (4)
Hindrances: Code of Honor, Heroic, Out of My League, Overconfident, Loyal
Edges: Arcane Background (Super Powers), Brave, Elan, Brawny, Dodge, Improved First Strike, Improved Frenzy, Steady Hands, Charismatic, Command, Martial Artist, Level Headed, Trademark Weapon (Vibranium Shield), Quick Draw, Tactician, Block, Counterattack, Combat Sense, Take the Hit, Dynamic Duo (Thor).
Skills: Climbing d8, Driving d8, Fighting d12+1, Knowledge (Battle) d8, Notice d8, Persuasion d4, Shooting d8, Stealth d8, Swimming d10, Throwing d12
Inventory: Specialized Body Armor (Armor +4, Negates 4 AP from ballistics), Blue Steel Pot (Armor +4), Vibranium Shield, Comm Link
Super Powers:
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks, 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 (2): –3 to hit with ranged attacks. Protector (Adjacent ally). Device (–2, Shield).
  • Heightened Senses (1): Super Sight.
  • Leaping (1): Can leap 2" vertically or 4" horizontally.  
  • Parry +1 (3): 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 +4, Strength +5, Vigor +3.
  • Super Edges (12): Brawny, Dodge, First Strike, Frenzy, Quick Draw, 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: 65 (Heroic)
Agility d8; Smarts d12; Spirit d6; Strength d4; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 5
Hindrances: Bad Eyes, Loyal, Pacifist (m), Wanted (M)
Edges: Luck, Scholar (Biology & Physics), Level Headed, Martial Artist, Barbaric Blood
Skills: Fighting d6, Healing d6, Knowledge (Biology) d10, Knowledge (Computers) d8, Knowledge (Physics) d10, Knowledge (Portuguese) d4, Investigation d6, Notice d6, Persuasion d4, Repair d6, Stealth d4, Streetwise d8
Inventory: Pulse Tracker


Name: The Hulk
Race: ???
Experience: 80 (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, always Wild Attack), Loyal, Weakness (m, Sound)
Edges: Arcane Background (Super Powers), Brawny, Berserk, Take the Hit, Brawler, Frenzy, Nerves of Steel, Two-Fisted, Sweep, Mighty Blow, Combat Reflexes, Tough As Nails.
Skills: Climbing d12, Fighting d10, Intimidation d12, Notice d4, Stealth d4, Throwing d6
Super Powers:
  • Armor +6 (3): Extremely dense skin.
  • Attack, Melee (9): Str+d6, Focus, Heavy Weapon, Lethal, Multiple Attacks.
  • Fear (3): Scary, Terror.
  • Fearless (2): Pfft. You can't scare the Hulk.
  • Growth (7): Level 3 (+3 Size, Strength, and Toughness). Monster.
  • Leaping (6): Can leap 32" vertically or 64" horizontally. Bounce.
  • Regeneration (6): Level 3, rolls to heal every 10 minutes.
  • Speed (4): 4 x Pace, –1 to hit.
  • Super Attributes (24): Strength +7, Vigor +5.
  • 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, Portuguese, Bengali, and presumably others 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. Mechanically, this is represented as Berserk: Smarts roll (at –2) when Shaken/Wounded or he goes green. 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). I also use a variant of the Multiple Languages Setting Rule to account for the comics trope of being able to speak so many extra languages.

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