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Standard Super Villain Powers And Skills


Cassandra

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EB 6d6, NND [LS: Self Contained] (+1)

 

Sleep Gas is a very popular weapon used by super villains.

 

Entangle 4d6 DEF 4, Takes No Damage (+1/2)

 

Villains like traps that make the victim helpless while leave them vulnerable to further damage.

 

RKA 4d6

 

Death Ray, all villains need a death ray.

 

Force Wall 12 rPD 12 rED

 

Means of trapping large group of innocents or heroes.

 

Streetwise

 

For contacting other villains, knowing who are your rivals, etc.

 

Bribery

 

For corrupting government, getting information, etc.

 

Oratory

 

For those distracting speeches allowing your minions to capture the heroes.

 

Anything else?

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Humm... let me think... Acrobatics: To get a surprise move. Analyze ("theam"): For complementary skill rolls. Breakfall: To tumble to his feat. Charm: Get NPCs to do what you want...gently. Criminology: You got to know crime to do crime. Deduction: To find who your enimie is. Demolitions: To blow things up really well. Interrogation: Tell me what you know, OR ELSE!! Inventor: To make objects to help in crimes, and to comit crimes to afford to build... Tactics: To get advantage in combat. Teamwork: If your a leader...

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