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Atraso en la Entrega de los Bienes y prestación de servicios

Nivel IV de inspección de servicios

I. Atraso en la Entrega de los Bienes y prestación de servicios

Here are some facts characters and NPCs might know about Hypnos if they succeed with an appropriate Skill Roll:

N/R: Hypnos is a member of PSI. As the name implies, his main power is super-mesmerism, but he can also make direct mental assaults or sap someone’s will.

K/R: Hypnos uses concealed belt-jets to fly.

-1: Hypnos is a pretty decent brawler, if forced to fight hand-to-hand.

-4: Hypnos is a skirtchaser and something of a sucker for a pretty face.

-6: Hypnos is a mutant.

-8: His real name is Brian Van Der Schaaf; his mother was the Silver Age supervillainess Dr. Bedlam.

Champions Villains Volume Two: Villain Teams n Psi 155

Val Char Cost Roll Notes

15 STR 5 12- Lift 150 kg; 3d6 HTH damage [1] 18 DEX 16 13-

18 CON 8 13-

10 INT 0 11- PER Roll 11- 23 EGO 13 14-

12 PRE 2 11- PRE Attack: 2d6 5 OCV 10 6 DCV 15 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 Total: 16 PD (8 rPD) 7 ED 5 Total: 15 ED (8 rED) 9 REC 5 55 END 7 10 BODY 0

30 STUN 5 Total Characteristics Cost: 157

Movement: Running: 12m

Flight: 20m

Cost Powers END

62 Mental Powers: Multipower, 62-point reserve

6f 1) Power Of Suggestion: Mind Control 12d6 6 6f 2) Mental Shock: Mental Blast 5d6 6

Does Knockback (+¼)

6f 3) Sapping The Will: Drain EGO 3d6 2

ACV (uses OMCV against DMCV; +¼), Line Of Sight (+½), Reduced Endurance (½ END; +¼)

Martial Arts: Brawling

Maneuver OCV DCV Notes

4 Eye Gouge -1 -1 Sight Group Flash 4d6

4 Low Blow -1 +1 2d6 NND (3)

4 Punch +0 +2 5d6 Strike

3 Tackle +0 -1 3d6 + v/10 Strike; You Fall, Target Falls

16 PSI Armored Costume: Resistant Protection

(8 PD/8 ED) 0

OIF (-½)

15 Mental Wards: Mental Defense (15 points) 0 16 Concealed Belt Jets: Flight 20m [1cc]

IIF (-¼), Fuel Charge (1 Continuing Charge lasting 1 Hour; -0)

4 PSI Radio: Radio Perception/Transmission (Radio Group) 0

OAF (-1), Affected As Hearing Group As Well As Radio Group (-¼)

Skills

3 +3 OMCV with Mind Control 3 Conversation 11-

5 Disguise 12-

1 Gambling (Card Games) 8- 2 KS: East Coast Mafia 11- 2 KS: The Superhuman World 11- 3 Persuasion 11-

3 Stealth 13- 1 Streetwise 8- 1 Teamwork 8-

Total Powers & Skills Cost: 171 Total Cost: 328

400 Matching Complications (75)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 15 DNPC: Wanda Van Der Schaaf (retired mother, in a

nursing home) (Infrequently, Incompetent) 15 Hunted: VIPER (Infrequently, Mo Pow, NCI, Kill) 15 Psychological Complication: Overconfidence (Very

Common, Moderate)

10 Psychological Complication: Lecherous (Common, Moderate)

5 Rivalry: Professional (with Psimon for leadership of PSI) 10 Unluck 2d6

Total Complications Points: 75 Experience Points: 0

Background/History: Harold Gripp was a bad kid. Born in 1984 in Newark, New Jersey, Gripp started cutting school and hanging out on the streets before he was 10. He was soon selling drugs and committing petty robberies with his band of cronies. Caught and sent to juvenile hall in ’99, Harry was soon among the leaders of the reform school gangs and seemed headed down a slow path to nowhere...

...until his mutant powers manifested in the spring of 2001. He was part of a cleanup detail collecting trash by the side of a New Jersey freeway when he and another inmate got into a fight over nothing in particular. As two fellow inmates restrained his arms, Harry stared intensely at his opponent, and was as surprised as anyone when the other young man screamed and burst into flames. In the ensuing confusion, Harry escaped from the cleanup detail and fled into the woods.

Harry spent the next few months on the run, working his way west as he learned how his powers functioned by committing petty robberies of gas stations and convenience stores to survive. He arrived in Millennium City in September, where Trace detected him. PSI recruited him by promising to teach him how to control and use his powers in new and interesting ways. As Soulfire, he learned how to use his powers and became a valuable member of the group.

When the PSI “civil war” broke out, Soulfire tried to cut the best deal for himself by shifting sides depending on how the situation looked. He fought for Lancer when she was winning, but jumped ship to Psimon’s side when she wasn’t. He got away when the authorities captured Psimon and Medusa and began a solo supervillain career. That lasted until 2009 when he was captured and sentenced to Stronghold... arriving just in time for the breakout. He fled with former partners and agreed to join their new PSI.

Personality/Motivation: Soulfire suffers from a number of undiagnosed psychological problems. He’s naturally paranoid, prone to violence, and pathologically unable to sympathize with the pain of others. This makes him a bully who only responds to intimidation (Psimon and Medusa can intimidate him easily... for now). He’s at least borderline schizophrenic, a problem that currently manifests as “voices” only he can hear. The voices tell him to use his powers on anyone or anything that annoys or frightens him. On top of all that, Soulfire developed a cocaine habit years ago, and has always found a way to keep it secret from the rest of PSI. Despite his tremendous power, Soulfire is definitely a time bomb waiting to go off.

Quote: “Burn.”

combust, frequently with explosive effects. He’s become so skilled that he can frequently destroy bullets and other projectiles in mid-air. He’s also resistant (but not immune) to the effects of tremendous heat, and can detect and “see” gradi- ents of heat.

In combat Soulfire doesn’t have too much tactical sense; he jumps right into the thick of things and starts enflaming people or creating fire- balls. Eventually someone will show him the error of his ways with a few well-placed blows.

Campaign Use: Soulfire is a young man with a hair-trigger temper and a dangerous power. PSI has no real interest in helping him with his various psychological issues (beyond making sure they don’t make him a liability to the team), and good dramatic karma dictates they should suffer for it. Eventually Soulfire will turn against them, with devastating results, unless the PCs find a way to help him.

If you want to make Soulfire more powerful, add some slots to his Multipower and give him a little more general defense. If his powers make him too dangerous, tone his Multipower down to a 45-point reserve.

Appearance: Harry is a powerfully-built young white man standing 6’2m and weighing 195 pounds. He has black hair, and his green eyes flash fire-orange when his powers activate. Ordinarily he wears a PSI costume with a small “flame” logo, but when off duty prefers a T-shirt, jeans and a backwards baseball cap.