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SHIELD Super-Agents


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:

  • Body Armor   +5 (by hardening his skin)
  • Strength Boost   9 (this also increases his stature to 8' tall, from his normal height of 6' 6")
  • Leaping   9
  • 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:

  • Air/Gas Control   12
       Stunts: Maintain Atmospheric Pressure (regardless of external pressures), Expanding/Condensing Gases
  • Flight   2
  • Psychic Invisibility   13
       Stunt: Psi-Borg can extend her field to hide everyone in Striking Distance
  • Psychic Blast   12
  • 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:

  • Flame-thrower   8 (10 bursts before needing re-fuel)
  • Pistol (Exploding Bullets)   10
  • 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)