Aptitudes & Skills

Crime

Post by Monkee, October 9, 2016.
Advantages Character Creation

An crime aptitude represents a skill in... further description to come.

Below you will find an initial list of site-sanctioned Aptitudes and Skills for your character application.

Note - If you are logged in to Marvel RPG, each entry shown below may already be personalized to reflect your character"s codename and gender. If not, then they are shown in a generic format, but you can still set them to reflect your characters gender and codename by using the customizer located just above the catagory legend. Doing so will will instantly then format all the descriptions to your specifications to help you on your way to building an awesome addition to the Marvel RPG universe.



Demolitions: (#36)
The PC gets +1CS to Reason when figuring out the best applications for explosives, or the creation of home made explosives. Allows a good chance to blow the vault door off the wall without collapsing the back half of the building.



Disguise: (#37)
Disguise gives a +1CS to two stats...Intuition and Reason. When a PC gets in disguise, two situations could come up. One is where the disguise only has to pass at a glance. In this situation, anyone having cause to notice rolls an opposed FEAT between his Intuition and the character's Reason (+1CS). The other situation is where the character must adopt mannerisms to go with the disguise (disguising voice, affecting a limp, etc.). The person the character is trying to fool must make an opposed FEAT against the character's Intuition (+1CS) using either Reason or Intuition (whichever is higher). In either case, if the FEAT is failed, nothing is noticed. Green thru Red would signify anything from knowing something is wrong to recognizing the character.



Extortion: (#38)
Description to come



Forgery: (#39)
Enables a character to create excellent copies of a signature or work of art.



Intimidation: (#40)
A character with this talent knows how to inspire fear in an opponent either through the use of threats, brute strength, or imposing size.



Persuasion: (#41)
This talent provides the ability to convince someone to believe something or perform some action. Like Interrogation, a persuasion attempt normally requires 15 minutes.



Pick Locks: (#42)
Allows the character the ability to "borrow" items from another person without their knowledge. Can grant as much as +2CS to Agility if item is in an accessible place (outside pocket of an overcoat.)



Stealth: (#43)
Stealth is an Intuition based talent. It gives +1CS to intuiton and requires others to make an Intuition Feat at the intensity of the stealthy character's modified intuition in order to spot the character. Any movement requires additional Stealth FEAT's, or the watchers get another roll to detect the character. Detective/Espionage DOES give a bonus to spotting Stealthy characters.



Surveillance: (#44)
Description