SHIELD ISSUE GEAR (ITEM SETS)
Access: Unlock Fitz/Simmons
"The standard issue of equipment issued to S.H.I.E.L.D.
field agents."
Body Armor D6, Comm D6, Diving
Suit (Swimming D6), Jetpack (Flight D6), Toolkit D6
SFX: Medpack. Spend 1 PP/a doom die to step back physical
stress or trauma by -1.
Limit: Gear. Shutdown S.H.I.E.L.D. ARSENAL to gain 1
PP/step up the lowest die in the doom pool, or add a D6 doom die. Take an
action vs. the doom pool to recover S.H.I.E.L.D. Equipment.
“The Convincer can be wielded as a conventional baton,
but also generates energy for battling superhuman foes.”
Weapon D6
SFX: Energy Baton. Step up or double a Weapon die against
a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Intimidation. When using the Menace Specialty to
intimidate targets, add a D6 and step up your effect die.
Limit: Gear. Shutdown Convincer and gain 1 PP/step up the
lowest doom die, or add a D6 to the doom pool. Activate an opportunity to
recover gear.
Energy Weapon D6
SFX: Plasma Torch. Add a D6 to your dice pool for an
attack action and step back highest die in pool by –1. Step up physical stress
inflicted by +1.
Limit: Gear. Shutdown Liberty Torch and gain 1 PP. Activate an opportunity to
recover.
Flight D6
SFX: Drop Zone. Spend 1 PP to
join a scene after it begins.
Limit: Shot Down. Flight may be targeted as a trait by
characters using Blast- or Flight-related attacks. If affected by a D8 or
higher effect die, gain 1 PP and shut down Parachute.
Limit: Gear. Shutdown Parachute and gain 1 PP/step up the
lowest doom die, or add a D6 to the doom pool. Activate an opportunity to
recover gear.
“Vibranium soled boots allowed you to run up walls, move
silently, leap greater distances and land from great heights.”
Leaping D6, Wall-Walking D6
SFX: Sound-Baffling. When using your Covert Specialty for
stealth-related purposes, add a D6 and use three dice for your total.
Limit: Gear. Shutdown Vibranium-Sole Boots and gain 1
PP. Activate an
opportunity to recover gear.
Cybernetic Senses D6, Enhanced Reflexes D8, Repulsors D6, Superhuman Durability D10, Superhuman Strength D10, Supersonic Flight D10
IRON PATRIOT ARMOR
Access: Unlock Pepper Potts
Cybernetic Senses D6, Enhanced Reflexes D8, Repulsors D6, Superhuman Durability D10, Superhuman Strength D10, Supersonic Flight D10
SFX: Area Attack. Against multiple targets, for each additional target add D6 and keep an additional effect die.
SFX: System Allocations. Shutdown one IRON PATRIOT ARMOR power to step up another IRON PATRIOT ARMOR power. Spend 1 PP to recover that power.
SFX: Star-Unibeam. Step up and double Repulsors against a single opponent. Remove the highest rolling die and add three dice for your total.
Limit: Charged System. Shutdown highest-rated power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
BANNERTECH
Access: Unlock Bruce Banner
BANNERTECHAccess: Unlock Bruce Banner
Comm D8,
Enhanced Durability D8, Enhanced Strength D8, Gamma Blast D8, Teleport D8
SFX: Gamma Absorption. On a successful reaction against a gamma- or Oldstrong-based attack action, convert opponent's die into a Bannertech stunt or step up a BANNERTECH power until used in an action. If opponent's action succeeds, spend 1 PP to use anyway.
SFX: Power Transfer. Step back any BANNERTECH power by -1 to step up any BANNERTECH power by +1 for this turn. Recover this SFX at the start of your next turn.
Limit: Gear. Shutdown any Bannertech
power to gain 1 PP. Activate an opportunity to recover.
Limit: Keyed Teleportation. Teleport can
only be used to transport yourself to team HQ or one other assigned location. Recover during next transition scene.





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