Cassandra Posted September 24, 2013 Report Share Posted September 24, 2013 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? Quote Link to comment Share on other sites More sharing options...
steriaca Posted September 24, 2013 Report Share Posted September 24, 2013 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... Quote Link to comment Share on other sites More sharing options...
psyber624 Posted September 25, 2013 Report Share Posted September 25, 2013 You can't forget the ubiquitous Teleportation, 10m, Megasacle, Triggered, One Fixed Location, IIF, 1 Charge Teleportation Ring so that they can never REALLY be put out of action. Quote Link to comment Share on other sites More sharing options...
Cassandra Posted September 25, 2013 Author Report Share Posted September 25, 2013 Teleport is great for simulating an escape plan where the hero can't follow. Quote Link to comment Share on other sites More sharing options...
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