Dark Avenger
When I came back from studying in China, I found that the city I grew
up in was overrun with criminals,
I used my scientific knowledge to become “Night Man” the master of
darkness. Now Criminals know fear when they hear my mocking laughter.
--Andrew Merritt, Night Man.
Description
The Avenger has been wronged in some way or believes he has been wronged. He seeks to smash crime and evil at every turn. The Avenger should possess some fighting skills and should be able to match the criminals at their own clandestine skills.
Examples of Dark Avengers are easy to find, names such as
The Spider, The Shadow, the Avenger and The Whisperer all spring to mind.
Codes: Avenger, Punisher, Pragmatist
Contacts: Black Market, Illegal Casino owner, Thug, Inventor, newspaper Reporter, Taxi Driver, Coroner.
Wealth Level: Upper Class
Beginning Ability Scores
Physique: 60
Intellect: 60
Discipline: 50
Aim Right: 50
Aim Left: 50
Reflexes: 60
Influence: 60
Allure: 40
Toughness: 1d8
Starting Skills: Flips, Climbing, Shadowing,
Stealth
Occupational Skills:
10 Any Language
10 Quick Draw
10 Rope Swings
20 Climbing
20 Contortion
20 Interrogation
20 Mimicry
20 Shadowing
20 Streetwise
30 Disguise
30 Gadgetry
30 Security Systems
40 Brawling
40-50 Martial Arts (Any)
Suggested Powers: Command, ESP, Fear, Hypnosis, Invisibility, Shadow Control, Sight
Advantages: Mysterious Stranger (Noir)
Inheritance
Reputation
Sixth Sense
Trench Coat Effect
Two fisted
Vested Contact
Starting Equipment:
Flowing trench coat or cloak
Mask or Scarf
Gloves
Two Automatic Pistols
Distinctive Ring, pendant or something.
Long Black Car