Monday, November 18, 2013


Here is my version of Colossus. I made him using the Total Power option from the SPC with 50 Power Points total. I was going to give him Toughness with Hardy as well but with the Immunity (Nearly Complete Coverage) he is halving ALL damage except for Vibranium. As I'm basing these stats on the Marvel Super Hero Advanced game I used this paragraph to explain his Immunities:

His metallic form grants Colossus Amazing (50) body armor, Monstrous (75) resistance to heat and cold, Remarkable (30) resistance to radiation and electricity, and Excellent (20) resistance to acid. Peter's metabolism alters when he changes to Colossus, becoming so efficient that he has little need for breathing (he has survived in suffocating conditions for up to five days and can even last up to 10 rounds in a complete vacuum).

For him to take Immunity to heat, cold, radiation, electricity and acid would cost 20 Power Points and would still need a way to have a "sealed system". The Nearly Complete Coverage Modifier for Immunity at x4 is cheaper and provides the "sealed system" effect Colossus seems to have. I could change how Immunity works but I am trying to stay By-the-Book and use the SPC as/is rather than house-rule something (I did add an Edge from another setting though. See below).With d12+8 Strength (at Veteran) and Brawny he can lift 80 tons. That matches up well with his Monstrous (75) strength from MSH.

Update (11/20/13) After posting Colossus on the Pinnacle forums I am updating him with some recommendations from the Savages. From the Marvel Heroic Roleplaying game SFX Take the Hit (Spend 1 PP to take physical stress intended for a nearby ally or friend) that Colossus has I am including an Edge from another source (Slip Stream) called Guardian. It's a Professional Edge that allows a character to jump in front of an attack meant for another character. I am changing it to a Combat Edge for Supers so it can be taken with the Super Edge Power. Colossus protects the weaker X-men team members often and this Edge mimics that from the comics very well. Captain America would have this Edge too! 

(0 XP, Novice)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8 (d12+6), Vigor d8 (d12+2)
Skills: Driving d4, Fighting d8, Intimidation d6, Notice d6, Knowledge (Art) d4, Stealth d6, Throwing d8
Charisma: 0, Pace: 6, Parry: 6, Toughness: 7 [20 (9)]
Edges: Brawny
Hindrances: Gimmick (Transformation into Organic Steel), Heroic, Loyal, Quirk (Russian outlook on life)

Powers: (50) Total Power Option
Armor (8) +9 Heavy Armor
Attack, Melee (9) Str+2d6, Focus. Knockback.
Growth (2) Strength +1 step, Toughness +1
Immunity (16) Nearly Complete Coverage. Exception:Vibranium
Leaping (2) 4” & 8”
Super Attributes (11) Strength +7 steps, Vigor +4 steps
Super Edge (2) Guardian

Level Ups:
1. Strength d10
2. First Strike
3. Two Fisted
4. Spirit d8
5. Combat Reflexes
6. Fighting d10
7. Sweep
8. Strength d12
9. Improved Sweep

(45 XP, Veteran)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12 (d12+8), Vigor d8 (d12+2)
Skills: Driving d4, Fighting d10, Intimidation d6, Notice d6, Knowledge (Art) d4, Stealth d6, Throwing d8
Charisma: 0, Pace: 6, Parry: 7, Toughness: 7 [20 (9)]
Edges: Brawny, Combat Reflexes, First Strike, Improved Sweep, Two Fisted

Friday, November 8, 2013


Hard to believe it's been over a year since my last post. I've been playing and running a lot of Savage Worlds in the past year! I stumbled across a blog today, Advanced Dungeons and Parenting. I used to follow his old site with Savage Worlds Supers and one of his recent posts discussed Hawkeye in Savage Worlds. I copy and pasted from my stat card so he looks a little wonky here:

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d8, Fighting d8, Notice d8(+2), Shooting d12+2, Stealth d8, Taunt d10, Throwing d10
Pace: 8, Parry: 7/16, Toughness: 10 (3)

Heroic (Always helps those in need)
Overconfident (Super Cocky)
Quirk (Smart Alec)

Acrobat (+1 Parry; +2 to Agility rolls)
Combat Reflexes (+2 to recover from Shaken)
Dead Shot (Double Ranged damage on a Joker)
Improved Extraction (Withdraw from all opponents with Agility roll )
Fleet Footed (Pace 8; d10 running die)
Improved Trademark Weapon (+2 Shooting with his bow)
Marksman (+2 to Ranged attacks if he doesn’t move)
Steady Hands (Ignore Unstable Platform penalty; Running penalty –1)

Attack, Ranged (20) Switchable. Device.
1.   Attack Ranged (15) 3XDamage. Focus. 18/36/72, 5d6 Ignores inanimate Armor
2.   Attack Ranged (15) 1XDamage. 2xRapid Attack. 3xAP, 18/36/72, 3d6 RoF: 3, AP 6
3.   Parry (6) +9 Parry
     Deflection (6) -6 to be hit with Ranged Attacks
     Swinging (3) 12” movement in addition to normal move.
Heightened Senses (2) Eagle Eyes (150% on Range)
Super Attributes (3) Agility +1 step, Strength +1 step, Vigor +1 step
Super Skills (5) Climbing +1 step, Fighting +1 step, Notice +1 step, Shooting +2 steps, Stealth +2 steps, Taunt +1 steps, Throwing +2 steps

Armor (+3 chainmail)

Arrow Heads
Adhesive (Agility vs Shooting roll; Toughness 10)
Bludgeon (Nonlethal damage)
Concussion (Vigor –2 or Shaken & -2 Parry; MBT optional)
EMP (Additional d6 damage to electronics; Malfunction)
Flash/Bang (Agility –2 or Shaken & -2 Parry; MBT optional)
Net/Bola (1/2 Pace, -2 to Agility & Strength skills; Agility or Strength roll at –2 to break free, MBT optional)