B LACK WIDO WThe stories of Natasha Romanoff’s early life are so diverse and fantastical, and the mental conditioning she’s had to fight off so potent, that Natasha herself has trouble keeping the story straight. It doesn’t help that she’s done a lot of lying in her career. What’s for certain is that Natasha--once a spy for the KGB--has been chemically altered to slow her aging process, and that at some point she switched sides from Russia to America. From there, Natasha has worked with SHIELD and been an active member of the Avengers; despite her dark past as a Russian spy, Black Widow has helped save New York, America, and the world they inhabit many, many times. With her old world becoming a part of many new ones, Natasha must figure out where she stands, and what she can do to keep fighting the good fight.CHECKSRoll 3d10and take the highest result for checks that involve military tactics or strategy, and checks involving ballet.Roll 2d10 and take the highest result for attack checks made unarmed or with a firearm, defense checks to dodge attacks or other hazards, feats of acrobatics or agility, checks involving willpower, checks to hide or sneak, checks to notice things, checks to hack or sabotage machines and electronics, checks to gather information, and checks to lie, feint, or deceive.Roll 1d10 for anything else.XPWhen you get your hands dirty doing what others won’t, gain 1 XP.When doing something heroic requires you to keep something from your teammates--or outright deceive them--gain 3 XP.When you expose a massive conspiracy, or bring a secret evil organization into the light, gain 5 XP.YOU BEGIN WITHRed Room Training:You have been put through extremely rigorous training, both mental and physical. You can shake off Armor Break, Blind, Challenge, Charm, Fear,or Ragestatus, or immediately break out of any restraint or containment (handcuffs, ropes, a cell, etc) as a main action. You can speak all conventional modern languages from your world (English, Russian, French, Japanese, etc) and get a +2 bonus to picking up any new languages.LEVEL UP CHOICESMisdirection:You are good at getting opponents to do exactly what you want, and directing their attacks at their own ranks. When you fully defend against an attack, you can make a free attack check of your own as a counter-attack at 1d10 against a different target. If the original attack was a melee attack, then your counter-attack must be against someone else in melee range.Photostatic Veil: You possess a Photostatic Veil, a device previously used by both SHIELD and HYDRA. It’s a mesh veil of nanite sized holographic cells; it can flawlessly imitate the face and voice of anyone you have a DNA and voice sample of. As long as you know enough of the target’s behavior to imitate them--and have a more or less similar build or can make up the difference, as the Veil doesn’t alter your body--you may roll 2d10+2 on checks to disguise yourself as an individual you’ve catalogued. Russian Ballerina:You are an Olympic class athlete, incredibly agile and a master acrobat. You may automatically succeed on any checks involving acrobatics, agility, or balance. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Small Explosives: You carry small, disc-shaped explosives on your belt. You can plant an explosive as a main action, and trigger it as a main action. It deals 2d10 (take the higher) damage to anyone within 20 feet of it at no penalty, in addition to having a number of utility purposes (break ins, demolitions, etc). After you plant an explosive, roll 1d10; on a 1-5, shut this ability down.Soviet Technology:You possess gauntlets equipped with KGB technology far ahead of its time. Your gauntlets can fire a grappling line that supports your weight, pulling you up to 50 feet quickly and easily--if the grapple can reach it, so can you. It can also be used to pull smaller items to you as a side action. Your gauntlets function as a communication device, and can broadcast radio signals or tag into local networks (cellular, for example). Lastly, your gauntlets can produce an electrical shock, granting you a +2 bonus on attack checks against enemies weak to Electricity. You may only take the following abilities if you already have this one:Radio Transmitter: You have tracking devices that transmit a specific signal back to your gauntlets. You can plant a Transmitter on a target in melee range as a side action; your gauntlets will alert you to their general distance, direction, and elevation compared to you, allowing you to track them over any range.Tear Gas: You can fire a tear gas pellet from your gauntlet as a main action, which you can shoot up to 30 feet. Wherever you choose for it to land, it creates a 10 by 10 foot field of tear gas that inflicts Blindon anyone within it, or anyone that passes through it. When you use this aspect of the ability, roll 1d10; on a 1-5, shut this aspect down. In addition, when you roll a 10 on a melee attack check, you may automatically inflict Blind by spraying tear gas directly from the gauntlet.Widow’s Bite: You can selectively amp up the electrical output of your gauntlet, inflicting System Shock on the target of your melee attack. Shut this ability down after use.Super Spy: You are a professional spy, one of the best in this (or any) world. You may automatically succeed on any checks involving stealth (hiding, sneaking, doing something unnoticed) or deception (lying, witholding information, etc). After you use this ability, roll 1d10; on a 1-5, shut this ability down.