LACK WIDO  W The   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. CHECKS Roll    3d10     and    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. XP When 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 WITH Red   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   Rage    status,   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 CHOICES Misdirection:    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   Blind    on   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.