Showing posts with label DC Comics. Show all posts
Showing posts with label DC Comics. Show all posts

Sunday, April 3, 2016

Barry Allen—The Flash

So, thanks to a challenge Ron Blessing (over at the Savage Bloggers Network), instead of finishing and posting Katniss, or Captain Jack Sparrow, or Indiana Jones, we're just going to give you another superhero. Don't worry, I'll be bringing in more normal folks as we move forwards, I just want to take the time to make sure they're done right.

Some of you might ask why I'm not posting Barry over at Savage DCEU, given that he's a DC character. Unfortunately, it's the same reason that I posted Deadpool over here, even though he's a Marvel character: continuity. Deadpool's movie rights are at Fox and he doesn't exist within the MCU, and this iteration of Barry Allen (while still owned by DC) is only canon to the CW "Arrow-verse," which is where Oliver Queen and those smaller level heroes reside. I'll be sure to give Barry his own (likely more bullshitty) stats on Savage DCEU when we actually see him do something in the movies.

This is only up through Season 1, since I haven't actually caught up to Season 2 yet.


Name: Bartholomew Henry Allen
Race: Human
Experience: 52 (Veteran)
Power Level: Cosmic with Super Karma and Rising Stars (75 PP)
Agility d12; Smarts d10; Spirit d8; Strength d6; Vigor d12
Pace 6; Parry 6; Charisma 2; Toughness 10 (2)
Hindrances: Code of Honor, Heroic, Loyal, Stubborn
Edges: Arcane Background (Super Powers), Alertness, Attractive, Quick, Jack-of-All-Trades, Connections—CCPD, Elan, Level Headed
Skills: Climbing d4, Fighting d8, Investigation d6, Knowledge (Chemistry) d8, Knowledge (Physics) d6, Notice d6, Persuasion d4, Shooting d4, Stealth d6, Streetwise d4, Throwing d4.
Inventory: CommLink, Costume.
Super Powers:
  • Armor +2 (2): Hardy, Partial Protection (–1), Device (–1, suit).
  • Extra Actions (17): 5 extra actions, Fast Action.
  • Leaping (2): Level 2, Bounce, Contingent (–1, speed).
  • Regeneration (5): Level 2, Recovery. Roll to heal every hour.
  • Resistance (1): Cold, Fire/Heat. +4 to resist, +4 Toughness. Device (–1, suit).
  • Speed (23): Mach 2+, –8 to Hit, Blinding Reflexes, Catch and Throw, Pummel, Surface Tension, Whirlwind.
  • Super Attributes (14): Agility +3, Strength +1, Vigor +3
  • Super Edge (4): Extraction, Quick.
Attacks (Switchable)
  • Supersonic Punch (7): Damage Str+3d6, AP 4, Contingent (–1, speed), Limitation (–2, no Extra Actions). Switchable (primary).
with
  • Attack, Melee (5): Damage Str+2d6, Multiple Attacks, Contingent (–1, speed).
Barry Allen had been running his entire life. He loved to race, and he also had to get away from the bullies at his school. However, after his mother was murdered by a mysterious yellow streak, and his father was blamed for the murder, Barry was taken in by close family friends Joe and Iris. Barry would continue trying to run to see his father in Iron Heights prison.

Years later, Barry was working as a forensic scientist for the Central City police department when the S.T.A.R. Labs particle accelerator shorted out, and Barry was struck by a bolt of dark matter lightning and doused in a variety of unknown chemicals. He fell into a coma for 9 months.

After waking up, Barry found that he had incredible speed, as time seemed to slow down for him. Over the following weeks, he learned to control and pace his powers, as well as increase his speed (from an initial 240 mph to his current Mach 3) and his combat prowess. He was also given a suit by his new friends that ignored the friction he generated at such high speeds, as well as providing a small amount of protection.

Barry began to use these new abilities to both stop criminals in their tracks as well as to augment his day-to-day life and gather evidence for the crime lab. His S.T.A.R. Labs friends Cisco, Caitlin, and Harrison Wells assisted him in these endeavors, granting him ideas and tactical advice that he could use to bring down criminals like Captain Cold and Heat Wave.

It turns out, however, that Wells had a secret: he was the Reverse Flash, the yellow streak that was capable of keeping up with Barry, and was using Barry's connection to the Speed Force to recharge his own powers and let him return to the future. Barry was able to stop him, but the process created a wormhole above the city that Barry was last seen rushing to stop.

Power Stunts:
  • Energy Control (3): Fire/Heat. Area Effect (LBT). Limitation (–2, Nullify only). Barry is able to spin his arms so quickly that he can put out fires at will.
  • Intangibility (5): Barry is able to run so fast, his molecules are able to vibrate apart and allow him to pass through solid objects. This has only been used once, but may become part of his Power Set later on down the line (as the Vibrate modifier on speed).
  • Time Travel (10): By spending a Benny (in addition to the Benny he has to spend for the Power Stunt), and making a successful Spirit roll at –2, Barry can pop forwards or back to any point in time. This is a power not normally allowed for normal characters, but it is present in an NPC named Fugue in the Super Powers Companion 2nd edition Villains Supplement, on page 15.
And that's all that I have for him right now. I'll probably catch up to the show later on and add in some more levels, but I've really gotta try and focus on the above-mentioned characters. Leave questions and comments and nerd rage below, as always.
—DoctorBoson

Monday, December 28, 2015

Savage DCEU—Yes, I'm doing this too

Yes, it's been a long time since I've posted something here. Yes, I'm spending too much time making superheroes. Yes, I am working on more characters for this Savage Everything blog. No, they are not ready yet.

I am, again, putting forward a new dump for Savaged supers, but in this particular case, I'm trying to put my foot in the door to this new Cinematic Universe before it takes off (something I dearly wish I had done back when the MCU had first started). For now, all we really have to work with is Man of Steel, meaning Superman, Zod, Lois Lane, and maybe some other extras across the movie, but once Batman v Superman lands, DC is going to start getting some really good representation on my Savaging blogs.

You can find the blog here, and I hope that this universe takes off. Gives me more material to work with.

For the record, yes, I am working on more characters. We have Katniss, Captain Jack Sparrow, and Indiana Jones himself in the works for you guys, and you'll be seeing them drop in here as soon as they've been completed to a reasonable degree (they all have multiple movies, so it takes a fair amount of time to actually get them figured out). Stay tuned!

Wednesday, May 27, 2015

Clark Kent—Superman

Hey, look at that, I've redone Superman on his own DC blog too. I'm leaving this post available for folks to see Superman at a different power level, but his definitive stats from the DC Cinematic Universe are located here. He's had his experienced reduced very slightly (as he has nearly no combat experience or training), but subsequently has had his actual powers increased significantly, with higher strength, durability, range, and speed. Truly, he is a god among men.

Maybe we should have him and Thor fight to see who comes out on top.

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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: 40 (Veteran)
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.
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

Saturday, February 14, 2015

Hal Jordan—Green Lantern

As it happens, I've been throwing a lot of super heroes together recently, so I figured I'd throw this one up to keep the content flowing. Not to mention that the DC Comics universe only has so many good movies, and we might as well take a look at one of the few force control supers out there. This is based on the 2011 movie.


Name: Hal Jordan
Race: Human
Experience: 60 (Heroic)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 19 (6)
Hindrances: Arrogant, Heroic, Quirk (Shies from responsibility), Vow (m, Green Lantern Corps)
Edges: Arcane Background (Super Powers), Attractive, The Best There Is (force control), Brave, Elan, Ace, Dodge
Skills: Driving d6, Fighting d8, K (Planes) d6, Knowledge (Galactic Politics) d8, Notice d8, Persuasion d4, Piloting d10, Shooting d10, Taunt d6
Super Powers:
  • Armor +6 (1): Device (–1), Requires Activation.
  • Attack, Ranged (13): Range 12/24/48, Damage 3d6, AP 2, Medium Burst, Heavy Weapon, RoF 3. Device (–1).
  • Danger Sense (1): Device (–1).
  • Doesn't Breathe (1): Device (–1), Requires Activation.
  • Flight (19): Mach 2+, Climb 4. Device (–1).
  • Force Control (35): Level 12, Strength d12+12. Area Effect (MBT), Force Field, Heavy Weapon. Range 24". Device (–1).
  • Resistance (2): Air, Heat, Cold, Radiation. Device (–1), Requires Activation.
  • Speak Language (1): Written Word. Device (–1).
  • Super Attribute (4): Spirit +2.  
  • Super Skill (3): Knowledge (Galactic Politics) +3.
  • Toughness +7 (5): Device (–1), Requires Activation.
Inventory: Lantern Ring.

After his father's death in a terrible accident, Hal Jordan followed in his father's footsteps and becoming an accomplished and highly-talented pilot. An irresponsible ladies man by night, Hal was known for having an incredible (and oftentimes very irritating) force of will. This is why the ring chose him as Earth's newest protector: the Green Lantern.

Intelligent, strong, and brave, Hal's ring grants him incredible powers of flight and incredible resilience, but what really powers him is the ring's capacity to generate nearly anything his mind can dream up. From swords to guns to slingshots to race cars, Hal can construct them and use them as he wishes. The ring also grants him some other powers, including a working knowledge of the Lantern Corps and galactic politics, a universal translator, alerts him when he is needed.

Without the ring, Hal is simply a very strong willed individual; it really wouldn't be a good idea for the average tangle with him, even powerless.

There isn't much more I can say for him, which is the benefit of working off of a one-off movie character: just go watch the movie and you'll see most of this in action. Leave questions, comments, and lantern-love below.
—DoctorBoson

Wednesday, October 22, 2014

V — Vigilante of London

In going back and updating some of these characters, V fits more as a Street Fighter hero: a man with a vendetta against the government, fighting a massive "criminal" organization. I've updated him, but his Pulp Hero stats are left below for posterity.




Name: V
Race: Human
Experience: 170
Agility d10; Smarts d12; Spirit d10; Strength d10; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 9
Hindrances: Loyal, Out of My League, Ruthless (m), Ugly, Vengeful (M), Wanted (M)
Edges: Arcane Background (Super Powers), Ambidextrous, Quick, Combat Reflexes, Improved Nerves of Steel, Quick Draw, Improved First Strike, Two-Fisted, Counterattack, Charismatic, Scholar (Computers & Explosives), Thief, Level Headed, Florentine, Dodge, Martial Artist, Frenzy, Marksman
Skills: Climbing d6, Fighting d12, Knowledge (Computers) d8, Knowledge (Explosives) d8, Intimidation d8, Lockpicking d6, Notice d8, Persuasion d10, Stealth d10, Throwing d10, Taunt d6
Inventory: Black Clothes, Cape and Hat; Guy Fawkes Mask, Knife ×8 (Str+d4; 3/6/12)
Super Powers:
  • Extra Actions (6): 2 additional actions.
  • Super Attribute (16): Agility +2, Spirit +1, Strength +3, Vigor +2.
  • Super Edges (6): Combat Reflexes, Improved Nerves of Steel.
  • Super Skills (5): Fighting +1, Knowledge (Computers) +1, Knowledge (Explosives) +1, Stealth +1, Throwing +1.
  • Toughness +2 (2): Reinforced skeleton.
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Today we have V, the infamous vigilante single-handedly returning power to the people of England. I will also throw this in, because I love this movie: 
"The only verdict is vengeance; a vendetta, held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous."


Name: V
Race: Human
Experience: 270
Agility d10; Smarts d12; Spirit d10; Strength d10; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 9
Hindrances: Loyal, Ruthless, Ugly, Vengeful (M), Wanted (M)
Edges: Arcane Background (Super Powers), Ambidextrous, Quick, Quick Draw, Combat Reflexes, Thief, Level Headed, Improved Nerves of Steel, Scholar (Computers & Explosives), Charismatic, Two-Fisted, Counterattack, Florentine, Improved First Strike, Strong Willed, Dodge, Martial Artist, One Final Effort, Frenzy, Marksman
Skills: Climbing d6, Fighting d12, Knowledge (Computers) d8, Knowledge (Explosives) d8, Intimidation d8, Lockpicking d6, Notice d8, Persuasion d10, Stealth d10, Throwing d10, Taunt d8
Inventory: Black Clothes, Cape and Hat; Guy Fawkes Mask, Knife x8 (Str+d4; 3/6/12)
Super Powers:
  • Extra Actions (6): 2 additional actions.
  • Super Attribute (12): Agility +1, Spirit +1, Strength +2, Vigor +2.
  • Toughness +2 (2): Reinforced skeleton.
Known simply as V, this vigilante is a man who was kidnapped, tortured, and violated in a conspiracy that created the new English government. At 20 Power Points, he is one of the only Pulp Heroes we've seen thus far. 

He is a master of hand to hand combat, explosives, technological exploitation (aka hacking), literature, persuasion, and culture, and uses these to great effect to incite anarchy and rebellion. His ultimate feat of combat is killing nearly a dozen men in only a couple rounds of combat, while heavily wounded.

The experimentation that occurred at the Larkhill facility left V tough, strong, and fast; the rest of his abilities simply came through almost two decades of training.

There isn't much more to him! Leave questions, comments, etc below as per the norm.
—DoctorBoson

Monday, August 25, 2014

Bruce Wayne — The Dark Knight

We're gonna take a second look at Nolan's Batman. When I initially threw him together, I overbuilt really hard and made a couple of exceptions within his levels and Power Points, so I figured it was high time to look over him again and see where exactly the Dark Knight stands. The original stats, as well as updated entries for both vehicles and the Bat Cave, are below this entry.



Name: Bruce Wayne
Race: Human
Experience: 180 (Legendary)
Agility d10; Smarts d10; Spirit d8; Strength d10; Vigor d10
Pace 6; Parry 8; Charisma 4; Toughness 11 (4)
Hindrances: Phobia (m, bats), Overconfident, Vow—no killing (minor), Wanted (M), Lame
Edges: Arcane Background (Super Powers), Attractive, Noble, Filthy Rich, 
Elan, First Strike, Martial Artist, Connections—Wayne Enterprise, Level Headed, Improved Counterattack, Combat Sense, Improved Frenzy, Quick Draw, Marksman, Dodge
Skills: Climbing d6, Driving d6, Fighting d12, Intimidation d10, Investigation d6, Knowledge (Engineering) d10, Notice d8, Repair d10, Shooting d6, Stealth d10, Streetwise d8, Throwing d10
Inventory: Batsuit (Armor +4, –4 AP from ballistics, Armor –2 vs a Raise), Auto-Grapnel (10/20/40), Batarang ×10 (Str+d4, 5/10/20), Cell Phone, Point Grenades ×4 (3d6, AP 4, 5/10/20, single target), Commlink.
Super Powers:

  • Flight (1): Flying Pace 12", Climb 0. Device (–1, Special cape), Limitation (–1, Glider), Limitation (–1, requires both hands).
  • Gifted (2): Genius-level intellect.
  • Heightened Senses (1): Perception, Super Hearing. Device (–1, Bat-Ear—Super Hearing).
  • Invent (12): Level 6.
  • Super Attribute (4): Smarts +2.
  • Super Edge (2): Elan.
  • Super Skill (8): Fighting +1, Knowledge (Engineering) +2, Repair +3, Stealth +1, Throwing +1.
Movie Specific Devices
Batman Begins: Batsuit (Armor +2, –2 AP from Ballistics), Bat Lure (Animal Control [Level 3]; Summonable, Bats only [–2], Summoning takes 2d6 rounds [–1], No communication [–1]), Periscope, (Heightened Senses [Low Light Vision])
Dark Knight: Bat Claw (Attack, Melee [Str+d6], AP 4, One Arm; Strength +1 [contingent on attack, melee]), Bat Bombs (Attack, Ranged [3d6], MBT, 24/48/96, Timed [–1], Lethal, Heavy Weapon, Limitation [–1, 5 shots]), Bat Sonar (Awareness), Bat Fangs (Attack, Ranged [2d6], Limitation (–2, one use)
Dark Knight Rises: EMP Remote (Malfunction, MBT, Limitation (–1, Centered on Self), EMP Rifle (Malfunction, MBT),

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We finally push the limits of my established ground rules as we tackle Christopher Nolan's Batman. Our second "super" super hero, we're utilizing the Super Powers Companion and the Science Fiction Companion's vehicle rules.



Name: Bruce Wayne
Race: Human
Experience: 400 (Legendary as f*ck)
Agility d10; Smarts d12; Spirit d12; Strength d12; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 11 (4)
Hindrances: Phobia (m, bats), Overconfident, Vengeful (m), Vow (M, no guns, no killing), Wanted (M), Lame
Edges: Arcane Background (Super Powers), Attractive, Filthy Rich, 
The Best There Is (invent), Elan, Improved Martial Artist, Combat Reflexes, Improved Counterattack, Improved Dodge, Combat Sense, Level Headed, Nerves of Steel, Block, Brave, Quick Draw, Two-Fisted, Improved Frenzy, First Strike, Marksman
Skills: Climbing d8, Driving d8, Fighting d12+1, Intimidation d10, Investigation d8, Knowledge (Engineering) d10, Notice d8, Piloting d6, Repair d10, Shooting d8, Stealth d12, Streetwise d6, Taunt d6, Throwing d10
Inventory: Batsuit (Armor +4, –2 AP from ballistics), Auto-Grapnel (10.20.40), Batarangs (30, Str+d4, 5.10.20), Commlink.
Super Powers:

  • Flight (3): Flying Pace 12", Climb 0. Device (–1, Special cape).
  • Gifted (2): Genius-level intellect.
  • Heightened Senses (1): Perception, Super Hearing. Device (–1, Bat-Ear—Super Hearing).
  • Invent (14): Level 7.
  • Speak Language (2): Written Word. Genius-level intellect.
  • Super Attribute (8): Smarts +2, Spirit +2.
  • Super Skill (5): Knowledge (Engineering) +2, Repair +3.
Nolan's Dark Knight is a 35 Power Point Street Fighter with Super Karma. After his parents were killed in a shooting as a child, he adhered to his own twisted sense of justice, living among the poor across the world for years. Eventually, the League of Shadows found him, taught him to overcome fear itself (Brave), and trained him as a deadly agent. He turned on them because he refused to execute a man convicted of murder and returned to Gotham, overturning criminals of all kinds.

Batman has trained his mind and body to near-physical perfection, and is a master of many forms of martial arts. Few brave enough to engage him in combat will actually leave with all of their bones unbroken. He also possesses several vehicles and his legendary "Bat Cave," all of which are detailed below.


Name: Tumbler
Heavy Vehicle: Size 6; Acc/TS: 25/55; Toughness: 24 (9); Crew: 1+1; Cost: $986K, Remaining Mods 3
Notes: Heavy Armor ×2, Boosters, Crew Reduction, Ejection System, Four Wheel Drive, Sloped Armor, Speed ×5, Targeting System
Weapons: 
  • Dual Small Cannons (3d10, AP 10) (Fixed)



Name: Bat Pod
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $815.9K, Remaining Mods 1
Notes: Crew Reduction, Exposed Crew, Handling, Speed ×2
Weapons: 
  • Dual Light Machine Guns (2d8, AP 2, RoF 3) (Fixed)
  • Dual Small Cannons (3d10, AP 10) (Fixed)


Name: The Bat
Heavy Vehicle: Size 6; Acc/TS: 50/200; Toughness: 20 (5); Crew: 1+1; Cost: $1.576M, Remaining Mods 5
Notes: Aircraft, Turbofan; AMCM, Autopilot, Climb ×2, Crew Reduction, Ejection System, Sloped Armor, Targeting System
Weapons: 
  • Dual Medium Cannons (4d10, AP 15) (Fixed)
  • Quad Heavy Machine Guns (2d10, AP 4, RoF 3, Heavy Weapon) (Fixed)


Wayne Manor & Bat Cave (25)
Size: Large; Location: Urban; Condition: Advanced
Rooms (10/2): Garage, Generator, Computer Lab, Hangar, Kitchen & Dining, Personal Quarters ×2, Workshop
Features: Camouflaged

There's the 400 experience powerhouse that is Batman. I've recently opened the floodgates comments to anonymous users, so leave questions, comments, etc. down below!
—DoctorBoson