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Agents of Shield Write-Ups?


Vondy

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Well, the techies on the team in the TV show could probably be built as Competent Normals, and the combat types would be Powerful Heroes. Ward and May just seem to mow through opposition, and Coulson is highly-capable as a leader.

 

That's just my read on them. May might even be better represented as a Very Powerful Hero the way she is presented.

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would Coulson voucfor ward after leaning he is a HYDRA sleeper agent ?/

Don't be surprised if Ward turns out to be on some "off the reservation" infiltration of Hyrdra aimed at finding out why they are so interested in Skye / Coulsen with the twisted justification that it was the only way to protect them. Blah. Blah. Blah.

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That's just my read on them. May might even be better represented as a Very Powerful Hero the way she is presented.

I tend to agree. It would depend on how you build the mooks she's mowing through, I think. If most of them are skilled normals she could, even as a "powerful hero" wade through them in bunches.

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The mook-types are probably Skilled Normals and the more elite types are Competent Normals. Three or four at once seems to give Ward a bit of trouble, but May seems to take it in stride no matter the odds against her. Coulson is older, but he seems to hold his own about as well as Ward does. If I were to rate them in order of combat-capability, it would be May, Ward and then Coulson. Other than piloting, May's skills are all-combat and heavy into martial arts and general toughness. Coulson has to buy a lot of other abilities as leader, so he's not the point person on combat details.

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Mooks with Military or Special Forces training.

I would build the "elite mooks" as competent normals with the relevant military and SF packages.

 

I don't, however, include characteristics in packages. That can be tweaked as needed.

 

I'm also wary of stacking skill levels from packages, which can result in mooks who are out of tune with their dramatic importance.

 

Most other mooks -- the rank and file -- would just be skilled normals with a relevant package if need be.

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Well, the techies on the team in the TV show could probably be built as Competent Normals, and the combat types would be Powerful Heroes. Ward and May just seem to mow through opposition, and Coulson is highly-capable as a leader.

 

That's just my read on them. May might even be better represented as a Very Powerful Hero the way she is presented.

 

The techies are insanely capable at what they do, and could easily be built on as many points as the combat types. They just didn't spend them on the same things.

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SHIELD Levels

 

Level 1: Executive Director

Level 2: Special Directors

Level 3: Regional Directors

Level 4: Special Officers

Level 5: Regional Officers

Level 6: Field Agents

Level 7: Administrators

Level 8: Technicians

 

 

Field Agent Package [Field Agents, Administrators, and Technicians]

 

Male Char Female

13 STR 8

10 DEX 11

13 CON 13

10 BODY 10

13 INT 13

10 EGO 11

13 PRE 13

10 COM 10

3 PD 3

3 ED 3

3 SPD 3

6 REC 5

26 END 26

24 STUN 21

Total Characteristics Cost: 25 Points

 

Cost Skills

2 CSL: EB +1

5 FB: International Police Powers

4 Martial Block

4 Martial Strike

3 Martial Throw

1 Use Martial Arts with Nightstick

6 Two of the Following Skills: Breakfall, Bugging, Bureaucratics, Combat Driving, Combat Piloting, Computer Programming, Concealment, Conversation, Criminology, Cryptography, Demolitions, Disguise, Electronics, Interrogation, Lockpicking, Paramedic, Persuasion, Security Systems, Seduction, Shadowing, Stealth, Streetwise, Systems Operation, Tactics

Total Skills Cost: 25 Points

 

Cost Powers

Assault Package

10 Armor +6 rPD +6 rED, 15-, OIF: Body Armor (-1/2)

25 EB 8d6, [12c/4 Clips] (+1/4), OAF: Energy Carbine (-1)

2 ES: Nightvision, OAF: Goggles (-1)

5 ES: RPT, OAF: Radio (-1)

6 HA +3d6, HTH Attack (-1/2), OAF: Nightstick (-1)

2 Running +1"

or 

Covert Package

10 Armor +6 rPD +6 rED, 14- (-1/2), IIF: Concealed Body Armor (-1/4)

25 EB 8d6, Invisible [Hearing] (+1/4), [8c/4 Clips] (-0), OAF: Silenced Energy Pistol (-1)

7 ES: RPT, IAF: Concealed Radio (-1/2)

6 HA +3d6, HTH Attack (-1/2), OAF: Nightstick (-1)

2 Running +1"

Total Powers Cost: 50 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

15 Hunted: HYDRA (As Powerful/NCI) 8-

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

15 PsyL: Sworn To Uphold The Principles of SHIELD (Common/Strong)

10 SocL: Subject To SHIELD Orders (Occasionally/Major)

Total Disadvantages Cost: 100 Points

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Agents Of SHIELD 

 

Advanced Training Package [special Officers and Regional Officers]

 

 

Male Char Female

15 STR 10

14 DEX 18

15 CON 13

12 BODY 11

13 INT 13

10 EGO 11

15 PRE 15

16 COM 16

5 PD 4

3 ED 4

3 SPD 3

6 REC 5

30 END 26

28 STUN 23

Total Characteristics Cost: 50 Points

 

Cost Skills

3 Breakfall 12-

3 Combat Luck +3 rPD +3 rED

2 CSL: EB +1

3 CSL: Martial Arts +1

5 FB: International Police Powers

2 KS: HYDRA 11-

2 KS: SHIELD 11-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

1 Use Martial Arts With Club

9 Three of the Following Skills: Bugging, Bureaucratics, Combat Driving, Combat Piloting, Computer Programming, Concealment, Conversation, Criminology, Cryptography, Disguise, Electronics, Interrogation, Lockpicking, Paramedic, Persuasion, Security Systems, Seduction, Shadowing, Stealth, Streetwise, Systems Operation, Tactics

Total Skills Cost: 50 Points

 

Cost Powers

Assault Package

10 Armor +6 rPD +6 rED, 15- (-1/4), OIF: Body Armor (-1/2)

25 EB 8d6, [12c/4 Clips] (+1/4), OAF: Energy Carbine (-1)

2 ES: Nightvision, OAF: Goggles (-1)

5 ES: RPT, OAF: Radio (-1)

6 HA +3d6, HTH Attack (-1/2), OAF: Club (-1)

2 Running +1"

Covert Package

10 Armor +6 rPD +6 rED, 14- (-1/2), IIF: Concealed Body Armor (-1/4)

25 EB 8d6, Invisible [Hearing] (+1/4), [8c/4 Clips] (-0), OAF: Silenced Energy Pistol (-1)

7 ES: RPT, IAF: Concealed Radio (-1/2)

6 HA +3d6, HTH Attack (-1/2), OAF: Club (-1)

2 Running +1"

Total Powers Cost: 50 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

15 DNPC: Current Assignment (Unaware Normal) 8-

15 Hunted: HYDRA (As Powerful/NCI) 8-

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

10 PsyL: Protective Of Current Assignment (Uncommon/Strong)

15 PsyL: Sworn To Uphold The Principles Of SHIELD (Common/Strong)

10 SocL: Subject To Orders (Occasionally/Major)

Total Disadvantages Cost: 150 Points

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Agents of SHIELD

 

Using the CIA as a template, SHIELD would have four different Directorates, each run by a Special Director.  Intelligence would be responsible for undercover operations.  Operations would be in charge of overt missions.  Administration would be responsible for communications and logistics.  Science & Technology would provide Technical and Medical support, as well as research & development of new SHIELD devices.  

 

 

Command Structure of SHIELD

 

Executive Director:  Nick Fury

Deputy Director:  Maria Hill

 

Special Director (Operations):  Timothy "Dum Dum" Dugan

Special Director (Intelligence):  Valentina Allegro De Fontaine

Special Director (Administration):  Victoria Hand

Special Director (Science & Technology):  Jasper Sitwell

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Agents of SHIELD Comic Book Equipment

 

Cost Powers

10 Armor +6 rPD +6 rED, 15-, OIF: Uniform (-1/2)

27 Multipower (40 Points) OIF: Weapons Belt (-1/2)

2 u) EB 8d6, [8c/4 Clips] (-0), OAF: Plasma Beam Gun (-1)

2 u) RKA 1d6+1, Autofire [2-3 Shots] (+1/4), [30c/4 Clips] (+3/4), OAF: Machine Pistol (-1)

2 ES: Nightvision, OAF: Goggles (-1/2)

5 ES: RPT, OAF: Radio (-1)

2 Running +1"

Total Powers Cost: 50 Points

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Shadowcat

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

15 PRE 5

18 COM 4

5 PD 2

5 ED 1

4 SPD 12

9 REC 4

46 END 5

28 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Breakfall 13-

6 Combat Luck +3 rPD +3 rED

3 Computer Programming 13-

3 Electronics 13-

5 FB: International Police Powers

2 KS: SHIELD 11-

1 Lang: Basic Japanese

1 Lang: Basic Russian

1 Martial Arts Weapons Element: Clubs

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

3 Stealth 13-

1 TF: SHIELD Flying Car

1 WF: SHIELD Flying Car Weapons

Total Skills Cost: 50 Points

 

Cost Powers

10 Armor +6 rPD +6 rED, 15- (-1/4), OIF: Uniform (-1/2)

40 Desolid [Magic]

9 Flight 7", Linked [Flight] (-1/2)

27 Multipower (40 Points) OIF: Weapons Belt (-1/2)

2 u) EB 8d6, [8c/4 Clips] (-0), OAF: Plasma Beam Handgun (-1)

1 u) HA +3d6, HTH Attack (-1/2), No END (+1/2), OAF: Club (-1)

2 u) RKA 1d6+1, Autofire [2-3 Shots] (+1/4), [30c/4 Clips] (+3/4), OAF: Machine Pistol (-1)

2 ES: Nightvision, OAF: Goggles (-1)

5 ES: RPT, OAF: Radio (-1)

2 Running +1"

Total Powers Cost: 100 Points

 

Total Cost: 250 Points

 

150+ Disadvantates

5 DNPC: Lockheed (Slightly Less Powerful) 8-

5 DNPC: Pete Wisdom (Slightly Less Powerful) 8-

5 DF: Mutant (Concealable/Technology/Noticed)

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

20 Normal Characteristics Maxima

20 PsyL: Protective Of Innocents (Very Common/Strong)

15 PsyL: Sworn To Uphold The Principles Of SHIELD (Common/Strong)

10 SocL: Secret Identity [Katherine "Kitty" Pryde] (Occasionally/Major)

10 SocL: Subject To Orders (Occasionally/Major)

Total Disadvantages Cost: 250 Points

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  • 2 weeks later...

SHIELD Flying Car

 

Val Char Cost

25 STR 0

13 BODY 0

2"x1" Size 15

10 DEF 24

18 DEX 24

4 SPD 12

Total Characteristics Cost: 75 Points

 

Mass 800kg, DCV -2, PER +2, KNB -3"

 

Cost Powers

30 EB 12d6, [16c] (-0), OIF[bulky]

6 ES: HRRP, OIF[bulky] (-1)

2 ES: Nightvision, OIF[bulky] (-1)

2 ES: 360 Degree Sight, OIF[bulky] (-1)

50 Flight 15", 32 NCM

5 Images [sight] AE 8" Cone (+1/2), No END (+1/2), Only To Create Light (-1), 60 Degree Horizontal Foward Arc (-3/4), OIF[bulky]

1 LS: Intense Cold, OIF[bulky] (-1)

1 LS: Intense Heat, OIF[bulky] (-1)

28 Running 15", 8x NCM

Total Powers Cost: 125 Points

 

Total Cost: 200 Points

 

Total Real Cost: 40 Points

 

0+ Disadvantages

5 DF: SHIELD Flying Car (Easily Concealable/Noticed)

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

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SHIELD Quinjet

 

Val Char Cost

40 STR 0

16 BODY 0

4"x2" SIZE 30

10 DEF 24

18 DEX 24

4 SPD 12

Total Characteristics Cost: 90 Points

 

Mass 6.4t, DCV -4, PER +4, KNB -6"

 

Cost Powers

30 EB 12d6, [16c] (-0), OIF[bulky] (-1)

6 ES: HRRP, OIF:[bulky] (-1)

2 ES: Nightvision, OIF:[bulky] (-1)

10 ES: 360 Degree Radar, OIF[bulky] (-1)

50 Flight 15", 32x NCM

10 Invisible [Radio], No END Persistent (+1), OIF[bulky]

1 LS: Intense Cold, OIF[bulky] (-1)

1 LS: Intense Heat, OIF[bulky] (-1)

Total Powers Cost: 110 Points

 

Total Cost: 200/40 Points

 

0+ Disadvantages

5 DF: SHIELD Quinjet (Easily Concealable/Noticed)

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

Total Disadvantages Cost: 15 Points

 

Total Cost: 25 Points

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