Tuesday, August 9, 2016

Floyd Lawton—Deadshot

With the release of Suicide Squad—another DCEU movie with mixed reception—I have even more characters to run through the Savaging gauntlet. I personally enjoyed the film, but maybe that's because I went in looking for things to analyze and my expectations were already kind of low.

Anyways, let's just get started with one of the best parts of the movie: Deadshot. Spoilers, of course.


Name: Floyd Lawton
Race: Human
Experience: 30 (Seasoned)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d8; Smarts d6; Spirit d6; Strength d8; Vigor d8
Pace 6; Parry 7; Charisma –2; Toughness 10 (4)
Hindrances: Arrogant, Dependent (daughter), Ruthless (m), Smart Mouth
Edges: Arcane Background (Super Powers), Alertness, The Best There Is (super edge), Accurate Attack (Shooting), Assault, Marksman, No Mercy, Quick Draw, Rock and Roll!, Two-Fisted, Steady Hands, Assassin, Combat Reflexes, Dead Shot.
Skills: Climbing d6, Fighting d10, Notice d6, Shooting d12+4, Stealth d8, Streetwise d8, Taunt d6.
Inventory: Body Armor (Armor +4, –4 AP vs ballistics), custom AR-15 (24/48/96, 2d8, AP 2, RoF 3, Auto, 30 shots), 3× AR-15 magazines, Glock 17 (12/24/48, 2d6, AP 1, RoF 1, Semi-Auto, 17 shots), 2× Glock 17 magazines, 2× Glock 18 (12/24/48, 2d6, AP 1, RoF 3, Auto, 30 shots), 4× Glock 18 magazines.
Powers:
  • Attack, Ranged (5): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Lethal, Requires Materials (–2, 9mm ammunition), Device (–1). (Wrist gun.)
  • Attack, Ranged (5): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Lethal, Requires Materials (–2, 9mm ammunition), Device (–1). (Wrist gun.)
  • Heightened Senses (1): Eagle Eyes, Infravision, Device (–1). (High-tech eyepiece.)
  • Super Edge (14): Accurate Attack (Shooting), Assault, Marksman, No Mercy, Quick Draw, Rock and Roll!, Two Fisted.
  • Super Skill (10): Fighting +2, Shooting +6, Stealth +1, Streetwise +1.
Deadshot is one of the world's best sharpshooters, able to consistently place fully-automatic fire directly between the eyes of his victims. His skill led him to begin work as an international assassin, able to consistently take incredible shots, including ricocheted shots at extreme ranges.

He's also a father. Although his daughter knows what he does, she appreciates and loves him, knowing that he does everything because he loves her. This drives him to do anything for his daughter, including risk his life, to make enough money to be there for her and provide for her. Unfortunately, his relationship with his daughter is what led to him being caught: when Batman tracked him down and confronted him, Deadshot surrendered to him because his daughter pleaded with him not to kill the Bat.

Lawton was registered and imprisoned in Belle Reve Penitentiary before being selected by Amanda Waller for Task Force X (unofficially known as the Suicide Squad). Deadshot was selected to descend into Midway City with the rest of the team, assisting the squad in retrieving a V.I.P. and later volunteering to stop the Enchantress to be a hero for his daughter.

The Assault Edge is from a variety of military settings, requiring Rock and Roll!, and allowing you to ignore the Automatic Fire penalty while moving, rather than forcing you to stand still.
—DoctorBoson

Monday, March 28, 2016

Bruce Wayne—Batman

I mean... c'mon guys, we all saw this coming. Now that Batman v Superman's dropped, I finally have one of the greatest Batmans we've ever seen on-screen and I wanna see how he shapes up compared to all of the other heroes I've tossed together.


Name: Bruce Wayne
Race: Human
Experience: 240 (Legendary)
Power Level: Heavy Hitter (60 PP)
Agility d10; Smarts d10; Spirit d8; Strength d12; Vigor d10
Pace 8; Parry 11; Charisma 2; Toughness 12 (4)
Hindrances: Heroic, Overconfident, Ruthless (m), Stubborn
Edges: Arcane Background (Super Powers), Attractive, Brawny, Filthy Rich, Brave, Improved Counterattack, Improved Dodge, Fleet-Footed, Improved Level Headed, Martial Artist, Combat Reflexes, Quick Draw, Traceur, Nerves of Steel, Improved Frenzy, Combat Sense, Marksman, Improved Block, Take the Hit.
Skills: Climbing d8, Driving d10, Fighting d12+2, Intimidation d10, Investigation d8, Knowledge (Engineering) d10, Notice d8, Persuasion d6, Piloting d10, Repair d10, Shooting d10, Stealth d10, Streetwise d8, Swimming d8, Throwing d12.
Inventory: Batsuit (Armor +4, negate 4 points of ballistic AP), autograpnel (Range 10/20/40, Pace 10), commlink, batarangs ×20 (Str+d4, 5/10/20), grenade launcher (12/24/48, 1 shot), kryptonite gas grenades, lead-based smoke bomb (5/10/20, MBT, –6 to hit inside the effect), flash bangs (5/10/20, MBT, Agility roll –2 or Dazed (old shaken rules) and Parry –2 until their next action; Dazed and blinded (–6 and Parry 2) with a 1 on Agility die until recovered from Dazed), rebreather.
Powers:
  • Gifted (2): Super-genius.
  • Heightened Senses (1): Low Light Vision, Perception, Super Sight. Device (–1, bat-cowl), Requires Activation.
  • Invent (16): Level 9. Limitation (–2, two hours per Power Point). (Super-genius.)
  • Resistance (1): Cold, Fire/Heat. +4 to resist effects, +4 Toughness. Device (–1, insulated armor (cold), cape (fire/heat)).
  • Super Attribute (12): Agility +1, Smarts +2, Strength +2, Vigor +1. (Peak human training.)
  • Super Edge (14): Brave, Counterattack, Dodge, First Strike, Fleet-Footed, Level Headed, Martial Artist. (Peak human training.)
  • Super Skill (14): Fighting +3, Intimidation +2, Knowledge (Engineering) +2, Repair +2, Stealth +2, Swimming +1, Throwing +2. (Peak human training.)
Bruce Wayne was born just outside of Gotham City in the '70s. Not much is known about his early years, but in 1981, when him and his parents went to see a movie, Bruce's parents were shot and killed in a mugging. The young boy was taken into legal care by their bodyguard, Alfred Pennyworth. At the funeral, Bruce ran into the forest and fell down a well, discovering an enormous cave system beneath Wayne Manor.

Channeling his anger, Bruce started to train his mind and body for his one-man crusade against the Gotham crime wave. At the age of 25, Bruce created the "Batman" legend, and fought crime for 20 years using his technique and a variety of gadgets, weapons, and vehicles, and eventually took on a sidekick in the form of Robin. It appears, however, that Robin was murdered by the Joker, snapping Batman and making him lose his disregard for killing his enemies. At some point during this period, Wayne Manor was burned down, prompting Bruce and Alfred to move into a glass mansion near the lake, directly above the Batcave.

In 2013, however, he and the rest of the world received a broadcast from General Zod, encouraging them to give up the refugee Cal-El in exchange for leaving the planet intact. However, Zod descended into Metropolis anyways, and as the World Machine began its work, Bruce took a helicopter into the city to try and evacuate his close friend Jack O'Dwyer and as much of his Wayne Financial staff as he could manage.

During the engagement between Superman and Zod, however, the building was collapsed, killing Jack and many staff members. Bruce did his best to assist rescue teams, but he could do very little, simple looking on in rage as the aliens battled each other.

18 months later, Bruce is been working on discovering a method to stop Superman if he ever needs to.

More to be added after the I see Batman v Superman again


Batmobile
Large Vehicle: Size 4, Acc/TS 30/60, Toughness 21 (10), Crew 1, Cost $135.4K, Remaining Mods 2
Notes: AMCM, 3× Heavy Armor, Boosters, Four Wheel Drive, Sloped Armor, 4× Speed, Targeting System
Weapons:
  • Dual Heavy Machine Guns (.50): 2d10+2, 50/100/200, AP 4, 200 Shots, RoF 3.
The Batmobile is a custom-built pursuit vehicle that he hides away in the Batcave. Using state-of-the-art civilian and military tech, Bruce has created a monstrous car to patrol the streets of Gotham.


Batwing
Heavy Vehicle: Size 6, Acc/TS 10/80 (VTOL mode), 50/600 (jet mode), Toughness 22 (7), Crew 1+1, Cost $376K, Remaining Mods 7
Notes: Aircraft (Helicopter, Climb 0), Aircraft (Jet Place, Climb 3), AMCM, Heavy Armor, Climb, Drone Systems, Sensor Suite, Sloped Armor, Targeting System.
Weapons:
  • Dual Miniguns (7.62), Fixed (.50): 2d8+6, 24/48/96, AP 3, 2000 Shots, RoF 4, Heavy Weapon.
Built using scrapped designs from an experimental military fighter, the Batwing is equipped with a dual-rotating mini-gun system and thermal scanners. In addition, it has a built-in "drone mode," where an accomplice—typically Alfred—at the Bat-Computer can remotely take control of the craft.


Batcave (30)
Size: Large; Location: Underground; Condition: Advanced
Rooms (10/0): Command Center, Computer Lab, 2× Garage, Generator, Kitchen & Dining, Personal Quarters, Specialist Lab (Computers), Training Room, Workshop.
Features: Secure Access, Well-Hidden.

The Batcave is Bruce's second home. It contains space for him to work on all of his gadgets and vehicles, as well as living space and room for him to train and stay in tip top shape. Along with all of this, it contains the Bat-Computer—a supercomputer that assists him in monitoring communications in Gotham as well as run decryption and analysis.

Invent Powers:
  • Armor +16 (6): Partial Protection (–1). Limitation (–1, extremely heavy). Batman constructed this armor to keep himself safe during his fight with Superman.
  • Malfunction (3): Area Effect. Limitation (–1, guns only), Limitation (–1, can only target weapons enemies are currently equipped with). These small gadgets are used to disable firearms, but are difficult to deploy once in combat.
  • Interface (3): Code Breaker. This small device is used several times to clone phone and server information and to later decrypt the data.
This Batman is utterly terrifying, and I'm glad I finally had the chance to put him out here for the masses. Sure, the movie wasn't super great, but it was absolutely worth watching just for the Batflek.
—DoctorBoson

Monday, December 28, 2015

Clark Kent—Superman

Well, given that this is the DC Cinematic Universe, who else would our starting entry? Man of Steel is our only movie so far, and hopefully I'll have the numbers for most of their main cast before Batman v Superman drops in March.

EDIT: I've recently come in to make some changes to his stats. I've come to the conclusion that you cannot build a truly good Superman within the confines of the actual rules, or even in the confines of my house-ruled "Deity" Power Level. So, the goal of this DC-verse is going to be to try and build all non-Kryptonians in the confines of the game's rules.

For people that want to have an idea of where this puts Supes at, it looks like every Power Level is 15 points above the Power Level before it. This is effectively 4 Power Levels above Cosmic and 3 above Deity.


Name: Kal-El
Race: Kryptonian
Experience: 50 (Veteran)
Power Level: Fuck It with Super Karma (145 PP)
Agility d10; Smarts d6; Spirit d8; Strength d12+14; Vigor d12+4
Pace 6; Parry 6; Charisma 4; Toughness 36 (16)
Hindrances: Code of Honor, Dependent (Lois Lane), Heroic, Loyal, Pacifist (m), Power Negation (Kryptonite).
Edges: Arcane Background (Super Powers), Alertness, Marksman, Quick, Take the Hit, Attractive, Brave, Brawny, Charismatic, Nerves of Steel, Elan, Hard to Kill.
Skills: Fighting d8, Intimidation d8, Investigation d8, Notice d12, Persuasion d6, Shooting d10 [attack, ranged only], Stealth d6, Streetwise d6, Swimming d6.
Inventory: Costume, Glasses.
Powers:
  • Armor +16 (10): Heavy Armor, Ultra-Thick Skin.
  • Doesn't Breathe (2): Kryptonian physiology. 
  • Extra Action (6): Two extra actions.
  • Flight (20): Super Sonic Speed, –8 to hit while flying. Climb 4.
  • Heightened Senses (6): Eagle Eyes, Low Light Vision, Super Senses (Hearing, Sight). Spatial Sense.
  • Immune to Disease/Poison (2): Kryptonian physiology.
  • Resistance (4): Air, Cold, Fire/Heat, Radiation. +4 to resist, +4 Toughness.
  • Super Attribute (48): Agility +2, Strength +15, Vigor +7.
  • Super Edge (8): Alertness, Marksman, Quick, Take the Hit.
  • Super Skill (5): Notice +3, Shooting +3. Limitation (–1, Shooting—ranged attack only).
  • Toughness +10 (13): Hardy.
Combat:
  • Attack, Ranged (21): Range 24/48/96, Damage 5d10, AP 4, Enhanced Damage, Focus, Heavy Weapon, Lethal. Switchable. (Heat vision.)
with
  • Attack, Melee (12): Damage Str+2d6, AP 2, Climb, Focus, Heavy Weapon, Multiple Attacks.
  • Regeneration (7): Level 3, rolls to heal every ten minutes, Recovery. Limitation (–2, Level 4 when exposed to direct sunlight in space).
One of the last born on the dying planet Krypton, and jettisoned by his parents to save his life, Kal-El landed in Smallville, Kansas as a child. He was found by Jon and Martha Kent, adopting him and giving him the name Clark Kent, and was raised as a normal child. The power of Earth's yellow sun, however, was absorbed by his kryptonian cells and have augmented his body, increasing his senses, strength, agility, speed, durability and more.

His powers began to develop at a young age, including his super hearing, heat vision, and super strength. Several people have seen him using these abilities, and he was ostracized. At 13, Jonathon finally revealed that Kal-El was actually an alien, found in a kryptonian escape pod, and urged Kal to keep his powers under the radar because humanity wasn't ready to learn about life elsewhere in the universe. When Kal was 17, Jonathon was killed by a tornado, and shortly after Kal left Smallville to learn why he was on Earth, helping people that needed it as he went along.

Eventually, Kal found a job working up at a research site around a possible alien crash site, and investigated to find a lost kryptonian scout ship. Lois Lane, a reporter there at the time, followed him as well, but Kal helped her against the ship's defenses and escorted her out of the ship after she was knocked unconscious. Heading back into the ship, he found an A.I. modeled after Jor-El's—Kal-El's true father—to speak to Kal when he found the ship, explaining why he was sent to Earth and giving him his iconic uniform.

Kal returned to Smallville, where Lois Lane had found who he really was, and he convinced her to leave his identity alone. Kal met back up with Martha, catching up when a long-lost kryptonian general, Zod, broadcasted a threat to humanity unless Kal-El revealed himself. Kal-El decided to give himself up, being taken up to Zod's ship and being weakened by the kryptonian atmosphere inside the ship. After a bit of mental torture, Kal escaped, saving Lois and flying away to save Martha as well, taking on two of Zod's lieutenants as he did.

Kal-El then worked with the military to counter Zod's attempt at terraforming Earth, destroying the terraform generator and flying to metropolis to destroy Zod's ship as well. Zod, fueled by rage, attacked Kal, trying to kill him, and though Kal fought valiantly, he was only able to fight Zod to a standstill, and was forced to kill Zod as he threatened a small family.

Now known as Superman, Kal-El resides in secret, helping anyone that needs it as time goes forwards and making sure that no military has control over his actions. He blends into the populace using his adopted name, Clark Kent, and now works at the Daily Planet alongside Lois Lane.

Power Stunts:
  • Super Skill (12): Climbing +6, Swimming +6. Due to Kal-El's super strength, he can swim and climb extremely efficiently, which helped him reach a burning oil rig before he learned that he could fly.
  • Energy Control (6): Fire/Heat, Selective. Limitation (–1, Control only). Superman used his heat vision to carve his way into a glacier.
  • Healing (5): Using his heat vision, Superman can cauterize and wounds and help his allies to heal.
  • Leaping (6): Level 6. Leaps 64" vertically and 128" horizontally. Due to his super strength, Superman can leap extremely far distances. Once he realized he could fly, he generally does not use this power anymore.
—DoctorBoson

Friday, December 4, 2015

Ground Rules (again!)

Alright, I admit it, I'm a completionist. Shocking, I know.

But since the DCEU is getting ready to really take off with Dawn of Justice, I figured it'd be prudent for me to get my foot in the door earlier on (partially to avoid this catch-up game I'm playing with Savage MCU). So, as per the usual, here's my introductory post.

For those that don't know, my name is Donavon (more universally known as DoctorBoson). I'm the same guy that writes and runs the Savage Everything! blog and have been playing and GMing Pinnacle Entertainment's Savage Worlds game system for around four or five years now; very cheap and highly recommended if you somehow found me before you found them.

This is my third Savaging dump, dedicated this time around to DC characters in their cinematic universe only. Characters from comics or other DC movie properties don't count (like Nolan's Dark Knight).

A few ground rules and house rules that I personally use to make these folks work:
  1. As usual, I am pulling information from the movies only. There may be some rare times when I pull from the DCEU-official tie-in comics to round out certain characters, but I won't be straying outside of the DCEU canon to build characters. Superman, as bullshit as he is, stays within the realm of his movie limits and doesn't have ice breath and hurricane sneezes, etc.
  2. Also, as per the usual, these characters are being made as though I were a player and the movies were a campaign. Most characters are going to start above Novice (many of them beginning above Legendary, even), and I'm gonna be working to make it so that they are the lowest experience possible to recreate what the character is capable of on the screen. Arguments could be made to bring them up to a higher level but 90% of the time I'm sticking with what we've seen and not much more.
  3. Most all of my information is going to be brought in from the Second Edition Supers Companion. The first edition was decent at the power levels it was shooting for, but given the massive power levels we see in DC films, that won't be enough.
  4. Now, a minor tweak for characters here: Power Points are not solidified for some characters. This hasn't really popped up in the DC films like it has in Marvel, but I want it to be clear that Power Points aren't necessarily written in stone.
  5. Joke cameos do not count for the purposes of tags, narrative cameos do.
A few Setting Rules that are in effect:
  1. Characters with Super Powers may gain them for free and at any time appropriate to the narrative (not restricted to being a Background Edge). That said, if a character with a Rising Stars! Arcane Background may take Power Points every 20 XP, regardless of rank, up to their normal maximum. Super Karma may also be applied at any time, not solely at character creation.
  2. Characters without Arcane Background (Super Powers) do not necessarily gain a free Background Edge. This is on a case-by-case basis but generally they don't.
  3. Joker's Wild! is always in effect in my games and conversions (characters automatically receive a Benny whenever one of them draws a Joker).
  4. All Comic Book CombatPower Stunts, and Power Tricks Settings Rules are in effect with one exception: Unarmed Defender is modified. This is a tricky one on a character-to-character basis as to who is considered armed or unarmed, but the general rule of thumb is that if you have Heavy Armor, have a melee attack, or have any of the attack penalty powers (parryspeeduncanny reflexes, etc.), or otherwise logically you don't care about weapons, you are considered an armed defender (this does not make you an armed attacker for the purposes of the rule). This means martial artists still must take the Martial Artist Edge. (A character with an unarmed attack, melee power adds that to their Martial Artist damage).
  5. A character's Power Limit is one third of their total Power Points (rounded up), including Super Karma. A Four Color hero with Super Karma has a Power Limit of 19 instead of 15, for example.
  6. There have been a few power changes that I've made, notably to the flight and speed tables, all listed in this document.
The last thing I'll be leaving here is a reiteration of how I judge skills. Keep in mind that this isn't what a character is implied to have: all skills and Edges are required to be seen for a character to have them. Most of these are just general guidelines, as appropriate Edges will modify how talented a character is.
  • Unskilled (d4–2): A character is only vaguely capable of doing something and likely has never tried. A city-slicker that went camping 12 years ago would probably be Unskilled in Survival.
  • Below Average (d4): A character that is familiar with basic principles of a skill but is sketchy on actually executing this. An avid flight-sim player might have a d4 in Piloting.
  • Average (d6): This character is average at something involved in their particular line of work. Most cops would only have a d6 in Shooting.
  • Above Average (d8): Among a group of friends, or people that are learned in a particular subject, this character is extremely talented in this. Link has a d8 in Smarts (puzzle-solving bastard).
  • Expert (d10): This is the level where you will likely be actively pursued and paid high dollar for your abilities or services, or are otherwise just exceptionally skilled. House has a d10 in Taunt.
  • Elite (d12): Simply one of the best in this particular field. The Mountain has a d12 in Intimidation (and by god did he earn that one).
  • Legendary (d12+1): Stories of this characters' aptitude will be told for decades after he has passed away. Ezio has a d12+1 in Fighting (and a whole slew of Edges to go with it).
  • Maximum Human Capacity (d12+2): This is the physical limit of the human body to be able to accomplish incredible feats. Louis Cyr had a d12+2 in Strength.
Here's to a good long while of Savaging. Hopefully this picks up traction and I can get a good snapshot of the universe before Batman v Superman drops and I have to kick into high gear.
—DoctorBoson