Sunday, April 15, 2018

A Few Revisions More! Plus! The Thor Verdict!


The following powers have been revised. 


PHYSICAL POWERS
Inflation
Link: DEX              
Range: Self                       Type: Auto    
Base Cost: 20                    Factor Cost: 8
This power allows a character to inflate himself like a giant ball and bounce around as an attack and a defense.
               While inflated, the character divides his APs of Inflation between his physical AV/EV and OV/RV. He can also use his power to move in amazing ways. He can bounce to heights and distances equal to his APs of power. He can roll at a speed equal to half his APs of power.
Finally, the character can float without fear of drowning for an amount of time equal to his APs of power. While floating, he can hold up an amount of weight equal to his APs of power.
This power can be purchased with a special +2 FC bonus: Insulated. While inflated, this character is insulated against electrical attacks, gaining a +2 CS bonus to his RV against such.
Bouncing Boy of the Legion of Super-Heroes has this ridiculous power.

Plague Touch
Link: STR               
Range: Touch                    Type: Dice     
Base Cost: 30                    Factor Cost: 5
A character with this power is able to infect defenders through skin contact with fast acting, serious illnesses. The initial attack uses the attacking character’s DEX as AV and the APs of power as EV. RAPs are the number of successive phases the defender will be attacked by the disease.
In these successive phases, the defender is attacked by the APs of Plague Touch acting as the AV/EV against his BODY as OV/RV. These continuing attacks simulate the spread of disease throughout the defender’s body. If any of the attacks result in RAPs of damage, then the defender becomes sick.
While sick, the defender suffers a +2 CS to all physical OV/RV, including recovery checks, and a +1 CS to all mental and mystical OV/RV. This continues for an amount of time in APs equal to the cumulative RAPs of BODY damage caused by the power’s attacks.
An attacker who is already sick cannot be attacked by another Plague Touch until the previous attack has completed its infection.
Typhoid Mary from the movie Elektra has this insidious power.

Snare (revision)
A Snare can be used as a swing line or a rope. In this way, it has any length the character desires, up to a maximum equal to half his APs of power. The line has a STR and BODY equal to the APs of power. The character can move using the swing line at a speed equal to half his APs of power. This is an Automatic Action.
            Also note that the swing line ability under the Webbing power has been revised to operate in the exact fashion. 

MENTAL POWERS
Cybertelepathy is unchanged except for:
A machine with mystical attributes can attempt to break free on its own each phase with an AV/EV equal to its INT/WILL against the cybertelepath’s APs of power as OV/RV. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken. Of course, the cybertelepath may also attack every phase, accumulating more RAPs.
            Using Spy (Hacking), Weaponry, or Vehicles (or other appropriate skill), or an appropriate power, a character can wrest control of the machine from the cybertelepath. Doing this requires an action check with the APs of skill acting as AV/EV and the APs of Cybertelepathy being the OV/RV. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken. Of course, the cybertelepath may also attack every phase, accumulating more RAPs.

The Heroic Art of John Gallagher
MYSTICAL POWERS
Sorcery (revision)
               To clarify: It takes an Automatic Action to cast a spell. Casting a spell requires incantations and gestures, so a character who is immobilized or muted cannot use this power.
Once a power is cast as a spell it may be used normally. This means that the power can be used in the same phase as an Automatic or Dice Action as appropriate.
This power may be purchased with a +1 FC Bonus: Instant Casting. The character has no need of incantations or gestures when casting a spell. If he is silenced or restricted, he may still use his power. It still requires an automatic action to cast a spell.
               Sorcery may be customized through a variety of special Limitations:
*Implements (-1 or -2 FC Limitation): The character must possess a mystical charm to cast his spells, such as a staff, wand, hat, amulet, or other such. The implement is useless to anyone else, but without it, the sorcerer is powerless. If the item is one that cannot easily be taken away, such as a ring or amulet, then it lowers the FC by -1. If the item is one easily taken away, such as a wand, hat, or staff, then it lowers the FC by -2 FC.

*Channeling (-1 FC Limitation): This limitation represents a character who calls upon powerful mystical entities like spirits or gods from other planes for magic. He channels the energy of the entity to cast spells. The character must choose a patron entity and his Motivation must be the same as his chosen patron’s.
               When Channeling, the sorcerer must use a Dice Action to invoke his spells. When invoking spells, he must roll a Sorcery check using his APs of power as AV/EV and the Travel Distance (see Dimension Travel) of the contacted entity as OV/RV. RAPs are the APs of power that the sorcerer may use in the invoking of the desired power. Characters that channel their spells do not suffer mystic bashing damage.

*Vancian Magic (-3 FC Limitation): A character with this spell stores his spells as complex formulae in his mind that disappear when he casts them. He does not suffer any mystic bashing damage when casting spells, but each day he must prepare which spells he wishes to cast.
               To prepare a spell, the caster must first decide which powers he wishes to have access to that day. He may select a number of spells equal to his APs in Sorcery. Once he has selected a power he wishes to cast as a spell, he makes a Sorcery check with his APs of power acting as AV/EV and his INT/WILL acting as OV/RV. RAPs are the APs of power the character invokes when he casts a spell.
Once the spell is cast, the sorcerer may not cast that spell again. If he wishes to be able to cast a spell multiple times during the day, he must make a preparation roll against that power multiple times.

*Wizardry (-1 FC Limitation): This limitation represents a character who does not invoke his magic, but rather is vastly schooled in the mystic arts and spells. The character must also have the Occultist skill and that skill acts as the AV for all powers imitated by Sorcery.
This character does not suffer mystic bashing damage when casting spells. Wizards cast spells by rolling an Occultist check with his APs of skill as AV, his APs of Sorcery as EV, and the APs of the spell he wishes to invoke as OV/RV. RAPs are the APs of power actually invoked.

*Lethal Backlash (-4 FC Limitation): The mystic damage the sorcerer suffers from the casting of his spells is Killing damage instead of Bashing.

Swarm
Link: AURA
Range: Normal                   Type: Dice
Base Cost: 25                     Factor Cost: 8
The character can summon a swarm composed of thousands of insects, like bees or ants, or hundreds of vermin, like rats or bats. The swarm has a volume equal to the character’s APs of power. It can slip through any opening large enough to admit the insects or vermin of the swarm.
Swarms can blind targets by becoming a cloud around them or impede their movement by swarming around their feet. Either is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. If successful the target is affected for a number of phases equal to the RAPs of the attack. While affected, the RAPs are subtracted from the defenders’ DEX and Initiative.
Alternately, the character can summon a swarm of stinging insects or clawing and biting vermin that can harm targets. This is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. This is considered Killing Combat.
Swarms are comprised of only a single type of insect or vermin at a time and possess all the powers of the single type of creature.
For a +1 FC bonus, the swarms is a pack instead. This summons a pack of larger animals, like tigers, dogs, or wolves. Only one type of pack can be summoned, and the type of creatures it is comprised of must be specified when the power is purchased.
For a -2 FC limitation, the swarms could be limited to a few types of creatures (a number no more than half the APs of power), such as rats, bats, and owls or scarabs, locusts, and flies. The types of creatures must be specified when the power is purchased.
For a -4 FC limitation, the swarm could be limited to a single type of creature, such as wasps or rats, specified when the power is purchased.
Count Dracula had this power.

THOR #154 รข€¢Jack Kirby
THOR and my write-ups; or, 
How I Did It by Angry Rabbit.
             I have read the first three volumes of Essential Thor and a ton of loose issues from 200 onward. I stand by my write up of Thor as it has been posted. However, I feel I again should explain my process in writing up characters.
           I want to start out by pointing out that my Thor has a 16 STR. His belt can boost that to 20. In a fight, he has Strike, giving adding 2 points when punching. That is equal to Superman and I haven't even mentioned Mjolnir's Strike of 6 or his Weapon Specialization in it. Thor is not so outdistanced as it may seem. My overall impression of Thor is that while he is very strong, he is far more impressive as a warrior.
              Now, on to my write up process...
          First of all, forget wrieups.org. I don't care for their write ups at all. Not only do they make too many changes to the MEGS system, but they also attempt to catalog every single instance of any power ever used. Worse, many of their write ups are heavily Mary-Sued. 
            In my write ups, I am attempting to obtain a "classic" version of the character. This means, I want to capture the character as he appears in most of his appearances, or in the appearances that I like best. This does mean that I disregard extreme uses of powers, one shot powers, and powers that a particular creative team used but no one else did. I assume that such instances are the game equivalent of pushing abilities, spending hero points, or performing power stunts. 
          Second of all, I am biased and I write up characters from the eras I collect and those I like best. My DC heroes and villains represent the DCU of the late 80's and 90's. I own copious amounts of comics from that era and I love them. In contrast, while I enjoy silver age DC, I think it's simply too goofy to run or play a game in. And I don't like anything that DC has done since Identity Crisis. I used DC Heroes itself as a basis for most of these write ups since they got most of the characters written up. I generally use West End Game's DC Universe for others, since their sourcebooks were so outstanding.
          Similarly, my favorite era of Marvel is the 60's and 70's, back when Marvel was king, with a little bit of early 2000's thrown in. The 80's and 90's of Marvel were pretty shaky stuff. All that Image-esque art and grimdark character stuff just isn't my bag. The modern era of Marvel is a freaking train wreck, except the movies, which I generally adore. As for gaming stuff, I use the old TSR game and the Marvel Universe game (published by Marvel itself) as a basis. As a result, my write ups for Marvel may be a bit out dated. 
          Another point that I cannot overstate is that DC and Marvel have fundamentally different power levels. At the same time that Superman was shuffling the solar system to trick villains, Thor was uprooting a tree to flip a tank! The street-level characters are on an equal level. Batman versus Captain America, for example, is a dead heat of a fight. Their mid-level characters are very close- the Teen Titans, Legion of Super-Heroes, and X-Men are all fairly comparable. However, their upper levels aren't even remotely balanced. Superman or Green Lantern transplanted into Marvel becomes a cosmic force on par with the likes of Silver Surfer with his full cosmic powers, whereas Thor transplanted into the DCU becomes a high level hero. That is, by the way, deliberate- part of Stan Lee's creative philosophy at Marvel was that his heroes would be more down-to-earth than the outrageous, over-powered characters of the Distinguished Competition.
          When writing up Marvel, I decided to make it comparable to itself, not to DC. Thor compared to DC is pretty impressive. Thor compared to Marvel is a god (literally). If the GM decides to move characters from one universe to the other, he should absolutely be prepared to scale down DC's high and mid level heroes or scale up Marvel's high level heroes. That was Kurt Buseik's solution in JLA/Avengers and it was a fine one. It certainly works better than the solution of DC versus Marvel. In fact, that series showed the flaw in letting fanboys decide- in no way ever, in any universe, should Wolverine be able to defeat Lobo. Wolverine is a far, far better character, but even Superman has his hands full with Lobo!
          Finally, I want to say that I approach write ups as an art, not a science. I try very hard to be objective and fair in order to deliver the character as close to "classic" as possible. However, I am not looking for exact instances of strength or intellect or power, but an overall impression. Thus, Thor is an outstanding warrior, Superman is incredibly strong, no one is smarter than Mr. Fantastic, Wonder Woman is impressive in a fight, but far more impressive out of one, Batman is the world's greatest detective, Captain America is the soldier's soldier, etc. Those are my impressions as I read. 
          I don't want to step on anyone's toes. We are all geeks here and we all have our own impressions and definitions of "classic." Thus, there is no real wrong or right way to write up characters. The point of the game is not to argue and quibble over who would win in a fight- though that is, let's face it, part of the fun- or to tirelessly maintain game balance between characters or universes.  It is to have fun.
          In these tedious days of grim socio-political arguments and the media's constant hateful vitriol, I think that a little fun is a goal worth fighting for!
          Thanks again to everyone who reads, everyone who agrees, and everyone who doesn't! Play on!


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     I finally saw the Justice League movie. It wasn't as epic as it should have been, and Ben Affleck still needs a neck, but it was pretty good. I loved Henry Cavill in it. He is doing such a great job playing a role so horribly written.
     Alas, the post credits scene all but ruins everything they set up in the film. It seems that Jesse "Squeak" Eisenberg is poised to be a big part of the sequel. How will they ever find enough scenery for him to maul?
     Still.... I think I liked it better than Guardians of the Galaxy 3 Thor: Ragnarok.

Saturday, April 14, 2018

A Few Revisions!

Superman by Tom Grummett, John Moore, and Gerry Turnbull *

In the process of revising my Heroes' Handbook for printing, I found some errors, revised some rules, and clarified some vagaries. I thought I'd put the most notable changes here. I guess even rules get retconned occasionally!


Revisions to 
Advantages, Drawbacks, Bonuses, & Limitations


Attrition (-1, -2, or -3 FC) (Limitation)
This power diminishes with use. Each time it is used or activated, it loses 1 AP until it reaches 0. It recovers by 1 AP for each phase that passes in which it is not used. Hero points cannot offset this loss.
The power functions at its reduced APs of power even for purposes of Hero Point application. For example, if the power normally has 10 APs and is reduced through attrition to 6 APs, a maximum of 6 HPs can be applied to it.
For -1 FC, the power can be recharged by another item. In this case, touching the recharge item and spending an entire phase doing nothing else restores all lost APs of the power. However, the power cannot be recovered except by touching the recharge item, so if the item is inaccessible, the power remains at 0 APs.
For -2 FC, the lost APs can be regained through Last Ditch Defense and Recovery Rolls, even if it is not at 0.
For -3 FC, the lost APs must be Recovered and cannot be regained through Last Ditch Defense. Recovery Rolls may be made for it even if it is not at 0.

Connections, Specialized (Cost: Variable) (Advantage)
---Allied Armed Forces (Cost: Low 8, High 12)
This Connection functions exactly like a Connection with the U.S. Armed Forces (described below) except that the Connected character has access to a military leader or soldier serving with the forces of a nation allied with the US. In WWII this would be British, Chinese, Free French, or Soviet military forces. In modern times, it could be almost any nation involved with NATO or the UN.
               All characters who maintain any sort of Connection in the Soviet government or Soviet armed forces following WWII are automatically suspected to be communist sympathizers and often may find themselves targets of the alphabet soup (FBI, NSA, CIA, etc) surveillance. Any character who purchases such a Connection must pay triple the cost of any Connection with the U.S. government or the U.S. armed forces. Such characters are treated as though they have a minor version of the Mistrust Drawback.
The GM may reduce this penalty for characters possessing connections in Russia following the 1989 fall of the Berlin Wall. If so, the cost of any Connection with the U.S. government or the U.S. armed forces is merely doubled.

---Cosmic Entities (Cost: Low 10 or 15, High 20)
Cosmic Entities are potent magic wielders who tend to operate outside the Earth dimension. This group includes the Demon Etrigan, Neron, Doctor Fate, the Olympians, the Asgardians, the Spectre, the Sandman, Galactus, Silver Surfer, Adam Warlock, Thanos, Uatu the Watcher, Dread Dormammu, Ghost Rider, the Phantom Stranger, the Lords of Order and Chaos, etc.
There are two Low-level Connections available for Cosmic Entities. One costs 10 HPs and indicates that the character is known to the cosmic forces of the multiverse and that they have a generally benign opinion of him, rather than any specific ability of the character to call upon them for help.
The 15 HP Low-level Connection and the High-level Connection are connections to specific entities. Note that Cosmic Entities are rather detached from humanity and this is the reason for the increased cost. Almost all characters who have a Connection with one or more Cosmic Entities are easily recognized by most of the important personalities hailing from the extra-dimensional realms.
Characters described in the Magic sourcebook who are considered Cosmic Entities have a “CE” notation listed after their occupation.
Note that the GM has the right to override any entity he feels would be inappropriate. For example, it is generally inappropriate for a character to possess a connection to the Source or the Voice that directs the Spectre, Death, the Celestials, the Millennium Giants, etc.

---Earth’s Mystical Community (Cost: Low 15, High 20)
Earth’s Mystical Community is an informal collection of all of the notable and generally benevolent mages and occultists on Earth, including Shadowpact, John Constantine, Zatanna, Baron Winters, Deadman, Mister E, Doctor Occult, Jason Blood, Manitou Raven, Zauriel, Madame Xanadu, Doctor Strange, Brother Voodoo, and most Earth characters with APs in the Sorcery power or an Occultist score of 7 APs or higher and a heroic Motivation. Specifically excluded from the Mystical Community are the Swamp Thing, the Spectre, Ghost Rider, and most mages and occultists with villainous Motivations (Mordru, Mordo, Tannarak, Tala, etc.) because such do not involve themselves in the activities of the Community. There are exceptions to this, as the mystical community has a high incident of anti-heroes, but such exceptions are left to the GM.
A character who has a High-level Connection with Earth’s Mystical Community is well-known in occult circles and easily recognizable by anyone with an Occultist score of 7 APs or higher. Most Characters with such a connection are themselves members of the Mystical Community and may occasionally find themselves on the receiving end of another member’s request for aid.
A Character with a Low-level Connection with Earth’s Mystical Community has some knowledge and the acquaintance of one or more members of this community, but does not have easy access to these individuals.
Characters described in the Magic Sourcebook who are included within the Mystical Community have an “MC” notation listed after their occupation.
  
---Enemy or Axis Armed Forces (Cost: Low 15, High 25)
In the WWII of the comics, the Axis powers are almost always depicted as unified militaristic evil powers. Disloyal Axis agents are almost totally nonexistent. For this reason, heroes with an enemy armed forces Connection are extremely rare, hence the Connection’s increased cost.
          Characters with this Connection must specify whether they are connected with the German, Italian, or Japanese armed forces at the moment of the purchase. Otherwise, the connection functions exactly like the U.S. Armed Forces (described below).
           Modern characters with Russian, Chinese, Korean, Vietnamese, or Middle Eastern connections will be viewed with suspicion and often may find themselves targets of alphabet soup (FBI, NSA, CIA, etc) surveillance. Any character who purchases such a Connection must double the cost of any Connection with the U.S. government or the U.S. armed forces. Such characters are treated as though they have a minor version of the Mistrust Drawback.
          Characters possessing connections to terrorist networks like ISIS, the Taliban, or Al-Qaeda will be viewed with great suspicion and will find themselves targets of alphabet soup (FBI, NSA, CIA, etc) surveillance. Any character who purchases such a Connection must triple the cost of any Connection with the U.S. government or the U.S. armed forces. Such characters are treated as though they have the Mistrust Drawback and may be seen as villains.

---Hero Team (Cost: Low 10, High 15)
A character with a Connection to a hero team is usually a member of the team. A Low-level Connection indicates that the character is a reserve member or a rookie who only occasionally takes part in the team’s adventures. A High-level Connection indicates that the character is a key member and the team is rarely seen without him.


Extended Range (+1 or +2 FC) (Bonus)
The power with this bonus has a longer than Normal Range. For +1 FC, the range is one-quarter more APs than the APs of power. For +2 FC, the range is double the APs of power. 

Incomprehensible (Bonus: 5/10) (Drawback)
A character with this drawback cannot communicate with others in a normal fashion. The bonus is worth 5 HP if the character is capable of understanding others and others are generally able to understand him, like Black Bolt or Chewbacca.
            The bonus is 10 HP if others are as incomprehensible to the character as he is to them. This goes beyond a language barrier. It indicates that the character is actually incapable of direct communications, either as a result of a physical difference or as the result of a radically different approach to language, such as Isaac Asimov’s hard ones and soft ones from The Gods Themselves.

Parapsychologist (Cost: 10) (Advantage)
A character with this advantage is knowledgeable in the Occult, but not particularly spiritual about it. Instead, he approaches it from the point of view of science. This could be a parapsychologist character, such as a ghost hunter or an archeologist like Indiana Jones.
This character’s Occult Knowledge subskill extends beyond the magical and occult and into more modern and scientific forms of occult lore like cryptozoloogy, UFOs and abductions, conspiracy theories, and parapsychology and ghost hunting.
He may link his Occultist skill to his INT. This advantage is only available when the Occultist skill is first purchased. It may not be added later.
A parapsyhologist cannot use the Occultist subskills Create Artifact, Ritual Magic, or Premonition, reducing the FC of the skill to 6.

Ritual Discipline (revision) (Cost: Variable) (Advantage)
Characters with the Occultist (Create Artifact or Ritual Magic) subskills may purchase one or more special Scholar advantages known as Ritual Disciplines. These advantages increase their effectiveness whenever they perform occult rituals or create occult artifacts mimicking certain specified powers. A character purchasing an advantage in one of the Ritual Disciplines described below receives the standard -2 OV/RV CS bonus to the Occultist Action Check necessary to perform any Ritual or create any Artifact mimicking the effects of one or more of the Discipline’s listed Approved Powers. Furthermore, the character with a Scholar (Ritual Discipline) advantage also receives the CS bonus when using the Occultist (Identify Artifact or Occult Knowledge) subskills to gain knowledge or recognize artifacts pertaining to their area of expertise.
Characters with Sorcery receive a +2 CS to their RV against the mystical backlash of mimicking an Approved Power.
A character with this advantage who purchases an appropriate Approved Power, gains a -2 FC Bonus to the cost.


Person of Interest (Bonus: 15) (Drawback)
This drawback is in many ways, the opposite of Silent Assistant. Whereas a silent assistant is a mysterious ally watching out for the character, being a Person of Interest indicates that the character has an enemy about whom he knows little, if anything, at all.
A character with this drawback is being watched and manipulated by a shadowy organization over which he has no control. The relationship the character has with this secret enemy is usually complete ignorance, but not always. Most commonly, it is an agency the character was associated with once but no more, whether a cult, secret society, government, corporation, etc. However, it could also be an individual.
This drawback functions like a forced connection. The agency always watches the character and it occasionally exerts direct influence in his life, usually acting from behind the scenes to complicate his life or the lives of his associates. This should occur every few sessions. In other words, the agency is a constant part of the character’s life, but the character may not even realize it.
The agency may or may not know the character’s secret identity.
If the agency is ever uncovered, it will take pains to disappear again or it will be uncovered as merely a pawn of a bigger, even more secretive agency, so that its sinister influence will always be felt by the hero.

Personality Change (Bonus: 25/50) (Drawback)
Under certain conditions, the character’s personality radically and uncontrollably changes. The conditions could be an Alter Ego change, exposure to certain substances, like red kryptonite, the failure of a psychological instability or rage roll, or a very hard knock on the head.
            The change in personality is usually from the character’s normal personality to one almost opposite- usually from hero to villain or vise versa. To represent this, the player should choose an alternate Motivation for the character that takes over during his time as the alternate personality. The character rarely recalls his actions as the alternate personality, and even if he does, he has no control over them.
             The duration of the change is always highly variable. It could last until the character recovers from the instability or rage, changes back from the alter ego, until the altering substance is destroyed or removed far away (3 APs or more), or after a brief amount of time (15 APs). In these cases, the change is considered a Minor one and is worth 25 HPs.
               A Major change is worth 50 HPs. This change is completely unpredictable. It lasts until the character rolls a 2. Once per day, the character is allowed a roll to recover from the change. He rolls the dice and if the result is a 2, he returns to his original identity. Also, if the character rolls a 2 on any check, he recovers.

Reduced Range (-1 or -2 FC) (Limitation)
The power with this limitation has a shorter than Normal Range. For -1 FC, the range is equal to one-half the APs of power. For -2 FC, the range is one-quarter the APs of power. 

Silent Assistant (Cost: 15) (Advantage)
A character with this advantage possesses an unknown aid who knows the character’s secret identity and regularly assists in the character’s personal and heroic life. The Assistant will often act as a surrogate for the character when possible (surreptitiously performing the occupational duties of the character’s secret identity when the character is absent, providing “timely accidents” which allow the character to leave the scene during a crisis, debunking others who discover the character’s identity, etc).
         When a character purchases this advantage, the GM should create an NPC to serve as the hero’s Silent Assistant. At any time during an adventure (when appropriate), the GM may alleviate a difficult situation through advent of the Silent Assistant. The Silent Assistant’s identity should remain unknown to the character, although through role-playing of campaign subplots the character may ultimately discover the Silent Assistant’s identity.


COMICS: DC Unveils 25 GREEN LANTERN Variants Arriving This September



By the way, if anyone is interested, I added a couple of more pictures to my Batman V Superman post.
Terrible movie...

Superhero Cosplay Girls | Meet Enji Night, dubbed best cosplayer ever | Welcome to Lollipop ...
More revisions to come...

Sunday, February 25, 2018

Write Ups: BLACK PANTHER! MS. MARVEL! VISION! WONDER MAN!

Here's four more Avengers!


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BLACK PANTHER
DEX
10
STR
5
BODY
6
Alter Ego
INT
12
WILL
12
MIND
12
T’challa
INFL
10
AURA
10
SPIRIT
10
Motivation
INIT
36
WEALTH
23
HP
150
Responsibility of Power
SKILLS (all linked)
Acrobatics: 10, Charisma: 10, Gadgetry: 12, Martial Artist: 10, Military Science: 12, Scientist: 12, Spy: 12, Thief: 10, Vehicles: 10, Weaponry: 10
ADVANTAGES
Area Knowledge (Wakanda, New York City), Connoisseur, Free Access (Military in Wakanda), Genius, Expansive Headquarters (Wakanda: Lab: 12, Security: 16), Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Security Clearance (High in Wakanda), Sharp Eye
CONNECTIONS
High- Avengers, Fantastic Four, Storm, United Nations; Low- European Union
DRAWBACKS
Arch Enemies (Klaw, Man-Ape), Authority Figure (King of Wakanda), Secret Identity
EQUIPMENT
PANTHERSUIT [BODY: 6, Skin Armor: 4, Claws: 2, Cling: 1, Jumping: 3 (Only reduces falling damage), Ultra Vision: 5]
Avengers Communicard [BODY: 4, Radio Communications: 20 (Only used to communicate with other Avengers and their headquarters)]
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LOL! This is awesome!



Image result for warbird marvel
The Warbird/Ms. Marvel costume- her coolest look by a lot.
MS. MARVEL
DEX
12
STR
12
BODY
10
Alter Ego
INT
7
WILL
6
MIND
6
Carol Danvers
INFL
8
AURA
5
SPIRIT
7
Motivation
INIT
31
WEALTH
7
HP
125
Responsibility of Power
POWERS
Danger Sense: 3, Energy Absorption: 10 (Absorbed APs can be added to Power Reserve), Energy Blast (Photon): 8 (Can be used to recharge electrical equipment), Power Reserve: 6 (Adds to Energy Blast, Flight, Regeneration, & STR), Flight: 8, Invulnerability: 8, Regeneration: 1
SKILLS (* Linked)
Charisma: 8*, Detective: 7*, Martial Artist: 7, Military Science: 7*, Spy: 7*, Thief: 7, Vehicles: 7, Weaponry: 7
ADVANTAGES
Attractive, Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Rank (Colonel), Security Clearance (Medium), Sharp Eye
CONNECTIONS
High- Avengers, Captain America, SHIELD, Fantastic Four, NASA;
Low- US Intelligence, US Airforce, X-Men
DRAWBACKS
Altered Biology (Near Human), Minor Irrational Hatred of Rogue, Minor Rage, Minor Physical Restriction (Danvers is a recovering alcoholic), Public Identity, Misc: Ms. Marvel has a dissociative disorder with the memories of her early life- she recalls them, but feels little emotional connection to them
EQUIPMENT
Avengers Communicard [BODY: 4, Radio Communications: 20 (Only used to communicate with other Avengers and their headquarters)]
Image result for carol danvers original costume
Thank goodness they changed her costume...
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The new Captain Marvel costume. I like this redesign.

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VISION
DEX
12
STR
12
BODY
10
Alter Ego
INT
12
WILL
10
MIND
10
None
INFL
5
AURA
5
SPIRIT
5
Motivation
INIT
29
WEALTH
N/A
HP
100
Upholding the Good
POWERS
Cybertelepathy: 5, Density Increase: 11 (1 AP is always on and factored in), Dispersal: 18, Energy Absorption: 15 (Absorbed APs can heal physical damage), Energy Blast (Microwave Radiation/Heat): 18 (Serious Power Burnout if used at more than 12 APs), Flight: 8, Sealed Systems: 25, Invulnerability: 10, Recall: 12
SKILLS
Scientist: 5
ADVANTAGES
Iron Nerves, Lightning Reflexes, Sharp Eye, Super Numerate
CONNECTIONS
High- Avengers, Scarlet Witch; Low- Ultron
DRAWBACKS
Arch Enemy (Grim Reaper), Married (For all intents and purposes to Scarlet Witch), Media Bias,  Public Identity
EQUIPMENT
Avengers Communicard [BODY: 4, Radio Communications: 20 (Only used to communicate with other Avengers and their headquarters)]
Image result for vision android can cry
When it comes to emo robots in comic books, Vision is far superior to Red Tornado...
Not saying much, that.


Image result for wonder man red jacket frank cho avengers
The most awe-inspiring costume in the history of comics!
WONDER MAN
DEX
12
STR
15
BODY
12
Alter Ego
INT
6
WILL
4
MIND
4
Simon Williams
INFL
6
AURA
8
SPIRIT
7
Motivation
INIT
24
WEALTH
12
HP
85
Thrill of Adventure
POWERS
Energy Absorption: 12 (Ionic energy only, Always on), Energy Blast: 8 (Power linked to Energy Absorption), Flight: 8, Running: 6, Invulnerability: 12, Regeneration: 10 (Works even if killed), Sealed Systems: 35 (Always on), Super Hearing: 5, Ultra Vision: 8
THE IONIC MAN
Wonder Man was originally a physical man suffused with ionic energy. His stats were the same except that he lacked Energy Blast and Flight, had Jumping: 8, and wore a rocket belt that allowed him to fly (described below). After his death he was resurrected by the Scarlet Witch.
After his resurrection, Wonder Man became a being composed entirely of ionic energy and possesses the stats indicated above. His Altered Biology should be considered unique- he has no physiology and cannot be healed by normal means.
SKILLS
Charisma: 4, Gadgetry: 4, Scientist: 4
ADVANTAGES
Artist (Actor), Immortal, Insta-Change, Indestructible Costume, Popularity
CONNECTIONS
High- Beast, Avengers, Scarlet Witch, Grim Reaper, Hollywood
DRAWBACKS
Altered Biology (Inhuman), Public Identity, Uncertainty, Minor Psychological Instability (Wonder Man’s lack of confidence occasionally leads to him become extremely moody, usually resulting in an attack on the Avengers), Attack Vulnerability: -3 CS vs Energy Blasts not using photonic energy
EQUIPMENT
ROCKET BELT [STR: 4, BODY: 6, Flight: 7, R#2] Carrying weights in excess of the belt’s STR will prevent it from having enough thrust to lift off.
Avengers Communicard [BODY: 4, Radio Communications: 20 (Only used to communicate with other Avengers and their headquarters)]
Related imageImage result for wonder man ionic energy
Another Marvel character with costume issues...
Image result for wonder man frank cho leisure suit


Image result for ms marvel cosplay
Excelsior!

Thanks again for reading everyone!