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===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).
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