bubba smith Posted April 16, 2014 Report Share Posted April 16, 2014 would Coulson voucfor ward after leaning he is a HYDRA sleeper agent ?/ Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted April 16, 2014 Report Share Posted April 16, 2014 Spoiler Alert!!! Bad Bubba Smith QM Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 16, 2014 Author Report Share Posted April 16, 2014 No fun to play though. Incompetent in any confrontation and Red Shirts are not my color. LOL QM Player characters are, presumably, named protagonists built on cinematic levels, no? Quote Link to comment Share on other sites More sharing options...
Steve Posted April 16, 2014 Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 16, 2014 Author Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 16, 2014 Author Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
Steve Posted April 16, 2014 Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted April 16, 2014 Report Share Posted April 16, 2014 Mooks with Military or Special Forces training. Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 16, 2014 Author Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
assault Posted April 16, 2014 Report Share Posted April 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 16, 2014 Author Report Share Posted April 16, 2014 In terms of Skye and Fitzsimmons, I agree. They may even have "super-skills" (or universals) associated with tech. Quote Link to comment Share on other sites More sharing options...
Cassandra Posted April 17, 2014 Report Share Posted April 17, 2014 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 Quote Link to comment Share on other sites More sharing options...
Cassandra Posted April 18, 2014 Report Share Posted April 18, 2014 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 Quote Link to comment Share on other sites More sharing options...
Cassandra Posted April 19, 2014 Report Share Posted April 19, 2014 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 Quote Link to comment Share on other sites More sharing options...
Cassandra Posted April 19, 2014 Report Share Posted April 19, 2014 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 Quote Link to comment Share on other sites More sharing options...
Cassandra Posted April 20, 2014 Report Share Posted April 20, 2014 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 Quote Link to comment Share on other sites More sharing options...
Cassandra Posted May 5, 2014 Report Share Posted May 5, 2014 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- Quote Link to comment Share on other sites More sharing options...
Cassandra Posted May 5, 2014 Report Share Posted May 5, 2014 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 Quote Link to comment Share on other sites More sharing options...
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