Every Golden Age team needed a magician/sorcerer; the Liberty League was no exception. Today we meet the spell-casting scourge of fascists and totalitarians, the enemy of tyrants from this world and unearthly realms alike, Mr. Mystery! Be afraid, Adolph — be very afraid…

MR. MYSTERY

Mr. Mystery

Born in a small western Pennsylvania steel town, young Attila Czyz grew up avidly listening to the stories his grandparents told of the myths and legends of the “old country”. Little Attila loved to hear of the spirits, vampires, and werewolves which haunted the Eastern European countryside. Years later, on a school field trip to New York, Attila discovered an old book on a back shelf in a curio shop, a book containing spells and incantations. Attila purchased the book, brought it home with him, and began to learn all he could of its contents. Unfortunately, the tome was no “beginner’s spell book” and Attila was able to learn only a very limited number of spells, but what little he did learn was profoundly useful to him.

Originally a mysterious trenchcoated figure in the early years of his crimefighting career during the late 1920’s, Mr. Mystery (as Attila called himself) adopted a more flamboyant look in the late 1930’s when costumed “mystery men” began to make their appearance in newspapers and magazines. He successfully made the transition from “pulp hero” to “superhero” and joined the Liberty League in the late 1930’s. Despite his long career, Mr. Mystery was never a full time adventurer until he became a League member, and even then he spent much of his time in study and meditation instead of actively adventuring. Despite his lack of “field experience”, Mr. Mystery was a highly respected member of the team due to his intelligence and insight.

Mr. Mystery vanished along with the rest of the Liberty League in 1946; their fate remains unknown.

IDENTITY: Attila Czyz
NAME: Mr. Mystery
SIDE: G
SEX: M
AGE: 38 (b.1908)
EXPERIENCE: 17,000
LEVEL: 5
TRAINING: Agility
POWERS:

  1. Magical spell: Emotion Control (Fear), Range=INT (19), PR=8, Radius attack 15″ from central point, target may save (d100 vs. CHAR) each between-turn phase
  2. Magical spell: Force Field (Screen type), as power of same name but can be used as a defense only
  3. Magical spell: Eldritch Bolt (as Power Blast), Range = (S+E)/2 (12″), PR=1, DAM=1d20
  4. Willpower: may go up to six days without food or sleep

WEIGHT: 171 lbs.
BASIC HITS: 4
AGILITY MOD:
STRENGTH: 10
ENDURANCE: 13
AGILITY: 13
INTELLIGENCE: 19
CHARISMA:REACTIONS FROM GOOD: –  FROM EVIL:
HIT MOD.: 2.366
HIT POINTS: 10
DAMAGE MOD.: +2
HEALING RATE: 1.2
ACCURACY: +1
POWER POINTS: 55
CARRYING CAPACITY: 196.65
BASIC HTH DAMAGE: 1d4
MOVEMENT RATES: 36″
DET. HIDDEN: 20%
DET. DANGER: 20%
INVENTING POINTS: 1
CASH: $
INVENTING %:
LEGAL STATUS: Member Liberty League

Please feel free to use Mr. Mystery (and the rest of the Liberty League) as non-player characters in your own Villains & Vigilantes games; just be sure to let me know what happens!

Have fun! — Steve

Copyright 2010, Steven A. Lopez. All rights reserved.

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