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SHIELD Super-Agents
Ivory
Strength 4X
Agility 6D
Intellect 4B
Willpower 4X
Edge: 1
Hand: 3 (17)
Calling: Idealist
Personality: Mulatto native of Wakanda, earned her name Ivory because of her mixed heritage, because of this she detests prejudice of any kind, was once a terrorist but once she saw the bravery of SHIELD operatives, she switched sides and became dedicated to SHIELD's cause, compassionate, stable, woman of deep emotions and empathy, has proper speech patterns and is educated, gained her powers through exposure to Vibranium during an experimental accident
SKILLS:
Martial Arts
Physics, Electronics, Languages (Wakandan)
POWERS:
Kinetic Control 18
Stunts: Absorption, Energy Reflection (Force, Vibratory, or Sonic), Shatter (causes molecular vibrations within materials, any material of less than 10 intensity will shatter, materials of greater than 10 intensity must make an Average (8) Material Strength action vs. 10 intensity or be reduced by 18 material intensities as the substance develops stress fractures, etc.)
Knockabout
Strength 14(5)X
Agility 4D
Intellect 3X
Willpower 8C
Edge: 2
Hand: 4 (25)
Calling: Gloryhound
Personality: Secretive about his background, pathological liar, seems simple and naive, Australian native, jovial, friendly, outgoing, boisterous, been telling stories for so long, he's not sure where the stories end and the truth begins, likes to fight, relishes combat as a game, level-headed during a fight but often charges in without thought, does not reveal the source of his powers, often mixes in half-truths when telling information
SKILLS:
Martial Arts
Survival (Australian Outback), Performing (Story-telling)
POWERS:
Unique Power "Dreamtime Energy Absorption" 9
By telling stories and tales, Knockabout can tap into the Dreamtime and use its creative energy (and the psionic energy of those who listen) to enhance himself. He must tell one tale per day to maintain his power levels. If he is prevented from doing so, his powers are reduced by 2 levels of intensity per day until they reach zero, and he becomes a normal human again. To regain these lost powers, Knockabout must tell one story per 2 points of intensity until he reaches his maximum level of 9. In game terms, the player should have several stories available to tell, especially those about Knockabout's life in the Outback.
Knockabout uses this Dreamtime energy in the following ways:
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Body Armor +5 (by hardening his skin)
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Strength Boost 9 (this also increases his stature to 8' tall, from his normal height of 6' 6")
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Leaping 9
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Regeneration 9
Psi-Borg
Strength 4X
Agility 8D
Intellect 6D
Willpower 6X
Edge: 2
Hand: 4 (25)
Calling: Peace of Mind
Personality: Native of Latveria, wanted a simple life but wasn't content with it, she tried to win her monarch's (Dr. Doom) favor by being altered by Swiss biochemist Arnim Zola, Psi-Borg is relatively unemotional, protective of her privacy due to her time in Latveria, deadly serious in combat, prone to extreme emotional responses, possibly being controlled by her implants...
SKILLS:
Martial Arts
Languages (Latverian)
POWERS:
Psi-Borg has been implanted with complex microcircuitry in her arms, skull, and spine. They do not register on metal detectors, but can be detected on X-ray machines or other scanner of intensity of 14 or higher. These implants allow her to psionically do the following:
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Air/Gas Control 12
Stunts: Maintain Atmospheric Pressure (regardless of external pressures), Expanding/Condensing Gases
- Flight 2
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Psychic Invisibility 13
Stunt: Psi-Borg can extend her field to hide everyone in Striking Distance
- Psychic Blast 12
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Telelocation 10
Stunt: Psionic Detection
Violence
(Violet Pinkerton)
Strength 4X
Agility 8A
Intellect 4X
Willpower 4X
Edge: 1
Hand: 3 (17)
Calling: Animal Nature/Thrill-Seeker
Personality: Emotionally troubled, from England, holds a grudge against Nick Fury because she holds him responsible for the persecution of her grandfather, undisciplined, fearless, disregards her own safety, even called "suicidal" by one of the SHIELD evaluations, allowed to join SHIELD so she wouldn't join HYDRA, Violence is an extremely angry youth, disregards authority, wants to clear her grandfather's name in connection with war crimes, likes destructive weapons, possible danger to her teammates
SKILLS:
Piloting, Driving, Marksmanship, Martial Arts
POWERS:
None.
EQUIPMENT:
Plasma Beam Handgun +6
Six shots before needing a new battery pack
Can reduce intensity to fire a Stun Blast of intensity 12
Machine Pistol +4
Can be fired for 10 exchanges before needing more bullets
Kevlar/Metallic Weave Uniform +4
Combination Handgun
This experimental weapon has the following abilities:
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Flame-thrower 8 (10 bursts before needing re-fuel)
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Pistol (Exploding Bullets) 10
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Plasma Beam (same as above)
SHIELD Flying Motorcycle
Body Protection 3
Speed 10
Control 12
Rear Mounted Machine Guns +6
(Can fire 20 times before being re-loaded)
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