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=='''Velma Valentine'''== -Sassy, cigar smoking pilot adventurer/explorer for hire, newfound curiosity in the Occult, alleged ex-Mob Moll.<br> '''Current Fate Points''': 5 '''Stress''':<br> Health XXOOO<br> Composure OOOOO O<br> Mild: None<br> Moderate: None<br> Severe: None<br> '''Known Aspects:''' <br> *“If it has wings and an engine, I can fly it." *Bombshell Barrage! *Epic Poker Face *"What’s this thing do?" *Vampy Vixen *Globetrotter Extrordinaire *"Some call it arrogance, I call it self-awareness." *“If I ever see that Xander Drake bastard again, I’ll…." *Aspect Nine *Aspect Ten '''Skills:'''<br> Superb - Pilot<br> Great - Guns, Rapport<br> Good - Engineering, Contacting, Empathy<br> Fair - Athletics, Drive, Alertness, Resources<br> Average - Mysteries, Deceit, Fists, Gambling, Resolve<br> '''Stunts:'''<br> -Acrobat [Athletics]<br> You are able to perform any number of impressive acrobatic feats. Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it. -Walk the Walk [Contacting]<br> The character’s travels have taken her to every corner of the globe. Her familiarity with the streets and peoples of the world allow her to function easily, at home and abroad. The character never suffers any additional difficulty from unfamiliar circumstances when Contacting. -Two Gun Jill [Guns]<br> Normally, shooting with two guns just looks cool without providing a bonus. With this stunt, a character firing two weapons has a decisive advantage. Any time this character uses two guns and hits a target for at least one stress, the stress of the hit is increased by one (meaning, essentially, that he never hits a target for less than two stress, when she hits). Furthermore, any defense against maneuvers to deprive the character of either of her guns is improved by one. The two belong together, after all, in the hands of a Two Gun Jill. -Barnstormer [Pilot]<br> This pilot can squeeze her plane through places where it has no business fitting. Normally, a pilot can spend a fate point for a coincidence or declaration to assure that the plane has enough clearance space to fly through. Characters with this stunt never need to spend a fate point: if it could fit, it can. What’s more, if your character does spend a fate point, she can fit the plane in places it absolutely should not be able to. This stunt is also useful for landing planes in improbably tight quarters. -Personal Aircraft [Pilot]<br> You have a personal aircraft that you own or have the exclusive right to fly. In all respects, this stunt functions like the Custom Ride stunt. Please refer to that stunt for details. ===Xander Drake=== RIVAL<br> Xander Drake Known Aspects: *"...and I get paid for this too?" *Cheerful executioner *"With pleasure, Reichsinspekteurr" *[Aspect4] *[Aspect5] *[Aspect6] *[Aspect7] *[Aspect8] *[Aspect9] *[Aspect10] Assumed Key Skill(s):<br> Weapons Rumored Stunts:<br> '''Anything Goes''' [Weapons]<br> Your character suffers no complications for an awkward or improvised weapon – virtually anything can be a lethal weapon in his hands, as long as he can comfortably and casually lift it. The key here is that the weapon must be improvised – a chair, a priceless urn, a beer bottle. There’s also a catch: most improvised weaponry doesn’t often survive more than a few uses. However, your character should never need to spend a fate point in order to declare that an improvised weapon is close at hand, unless his surroundings have been deliberately prepared against this (such as a prison cell). When using the Weapons skill to throw objects at a target, this stunt means he often has an easy supply of ammunition at hand. '''Close At Hand''' [Weapons]<br> Close at Hand allows your character to bring his weapon to hand faster than the eye can track. He never takes a supplemental action penalty when drawing his weapon if he has it nearby or on his person. If someone is actively blocking such an action (see page XX), you may treat that block as if it had a value two steps lower. Combined with Anything Goes (above), this character is effectively always effortlessly armed if he’s in an even moderately cluttered environment. '''Weapons of the World''' [Weapons]<br> Every kind of proper (not improvised) hand-held melee weapon in the world has been in your hands at one point or another. Your experience is extensive and profound; you never face a familiarity penalty regardless of how strange the weapon you’re using is. Further, if you tell a quick (two or three sentence) story about how you came to use such a weapon in times past, you may get a +1 bonus for a scene, once per “new” weapon, per session, at no cost. This story may either be out loud or as an internal monolog ue shared with the other players at the table. '''Infuriate''' [Intimidation]<br> Intimidation gives you a real talent for scaring people, but sometimes fear isn’t an option. That doesn’t mean you can’t still get up someone’s nose, so long as you’re willing to sacrifice a bit of the control that fear gets you. Whenever deliberately trying to get someone angry with you, you receive a +2 bonus. If this results in an attack or other action against you by your target, you may use Intimidation to complement the skill you use on the first exchange, no matter the circumstance – after all, you made it happen, so you were ready for it. '''Subtle Menace''' [Intimidation] <br> The character exudes menace far in excess of his capability to act. Even bound and behind prison bars, the character is so ripe with the promise of the awful things he could do that he’s still scary. This character may use Intimidation no matter what the power imbalance in the situation is, and reduces his target’s bonuses for acting from a superior position by 2 (to a minimum of +0). ===''Jessica Simms''=== An energetic, somewhat fidgety young writer fresh off the proverbial boat. She has a massive handbag that many in the business have dubbed her 'Bag of Tricks'. Her explanation? "I just like to have everything close at hand!"
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