3. M ARCO TEÓRICO Y CONCEPTUAL
3.6 Base de datos de obras huérfanas
Here are some facts characters and NPCs might know about Holocaust if they succeed with an appropriate Skill Roll:
N/R: Holocaust is a powerful supervillain who can fire energy beams from his eyes.
K/R: Holocaust also has other energy powers, including the ability to absorb energy to improve his powers, flight, and telekinesis.
-1: Holocaust is a mutant; he’s teamed with other mutant villains to oppose anti-mutant activities.
-4: Holocaust’s ability to sense the energy patterns around him is so acute that it’s diffi-cult to surprise him or sneak up on him.
-10: His Secret Identity is Geoffrey Haganstone.
50 n Holocaust Hero System 6th Edition
Val Char Cost Roll Notes
40 STR 30 17- Lift 6,400 kg; 8d6 HTH damage [4]
20 DEX 20 13-30 CON 20
15-23 INT 13 PER Roll 14-20 EGO 10
13-30 PRE 20 15- PRE Attack: 6d6 9 OCV 30
9 DCV 30 3 OMCV 0 6 DMCV 9
8 SPD 60 Phases: 2, 3, 5, 6, 8, 9, 11, 12 30 PD 28 Total: 32 PD (18 rPD) 30 ED 28 Total: 32 ED (18 rED) 20 REC 16
100 END 16 20 BODY 10
70 STUN 25 Total Characteristics Cost: 365 Movement: Running: 18m
Flight: 60m
Cost Powers END
300 Energy Conversion: Absorption 100 BODY (energy) 0 Expanded Effect + Variable Effect (any two of his Characteristics or Energy Powers at a time; +1), Defensive Absorption (counts as Resistant ED; +1) 105 Eyebeams: Multipower, 105-point reserve
10f 1) Power-beam: Blast 20d6 10
10f 2) Basic Eyebeam: Blast 14d6 0
Reduced Endurance (0 END; +½)
10f 3) Focused Eyebeam: Blast 16d6 10 Armor Piercing (+¼)
7f 4) Cone Eyebeam: Blast 12d6 10
Area Of Effect (32m Cone; +¾); No Range (-½)
10f 5) Homing Eyebeam: Blast 12d6 4
Indirect (Source Point is always Holocaust, but Path can vary from use to use to attack from any angle;
+½), Reduced Endurance (½ END; +¼)
130 Energy Draining: Drain Energy Powers 4d6 4 Expanded Effect + Variable Effect (any two Energy Powers at a time; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1), Reduced Endurance (½ END; +¼)
48 Kinetic Manipulation: Telekinesis (40 STR) 6 Unified Power (with Flight; -¼)
9 Spiked Gauntlets: HKA 1d6 0
Armor Piercing (+¼); OIF (-½), No STR Bonus (-½) 16 Toughness: Resistant (+½) for 16 PD/16 ED 0 60 Energy Control: Physical and Energy Damage
Reduction, Resistant, 50% 0
4 Armored Costume: Resistant Protection (2 PD/2 ED) 0 OIF (-½)
72 Kinetic Flight: Flight 60m 0
Reduced Endurance (0 END; +½); Unified Power (with Telekinesis; -¼)
6 Swift Runner: Running +6m (18m total) 1 42 All-Sense: Detect Physical Objects and Energy 14- (no
Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 0 Perks
50 Contacts: Well-Connected and 47 points’ worth in American government and high society 15 Money: Filthy Rich
Talents
5 Lightning Reflexes: +5 DEX to act first with All Actions Skills
15 +5 with Eyebeams Multipower 6 +3 with Flight
3 Charm
15-3 Computer Programming 14-3 Conversation
15-3 High Society 15-2 CK: New York City 11-2 CK: Washington, D.C. 11-2 KS: American Politics 11-3 KS: The Superhuman World 14-3 Oratory
15-3 Persuasion 15-3 Riding 13-3 Stealth
13-4 TF: Large Motorized Boats, SCUBA, Snowmobiles, Snow Skiing
Total Powers & Skills Cost: 967 Total Cost: 1,332
400 Matching Complications (75)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses)
20 Enraged: by insults, sarcasm, or not being taken seriously (Common), go , recover
11-20 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture) 20 Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture/Kill) 20 Psychological Complication: Megalomaniac;
Deter-mined To Rule The World (Very Common, Strong) 20 Psychological Complication: Casual Killer (Very
Common, Strong)
15 Social Complication: Secret Identity (Geoffrey Hagan-stone) (Frequently, Major)
Total Complications Points: 75 Experience Points: 932
Champions Villains Volume One: Master Villains n Interface 51
Background/History: Years ago, Rutger Eisen-mann was a mercenary, and a good one. He did bodyguard, infiltration, and even assassination work for high-paying clients, and he never failed to get the job done. His reputation eventually attracted the attention of the techno-criminals at ARGENT, and the organization hired him to guard several of its scientists while they completed a crucial research project involving cybernetics.
When raiders came crashing in, Eisenmann fought like a tiger to cover his employers’ escape.
He took several deep wounds from bullets and grenades before reinforcements arrived and drove off the attackers. Eisenmann was wounded so badly he should have died — but the scientists, in gratitude for his help and in need of experimental subjects for their work, decided they could save him. They salvaged what they could of his ravaged body — the head and spine, parts of the torso — and grafted them into a cybernetic body made of titanium steel and electronic cables.
It took Eisenmann months to learn how to use his new body, in part because the scientists kept developing upgrades and new parts for it, but eventually he could move as easily as he had with his fleshly limbs. Although bitter about all he’d lost, he had to admit his cyborg body had its merits — he could lift a hundred tons, project blasts of energy, and leap over a hundred feet.
Eisenmann, now known by the code name Interface, went back to work for ARGENT. It was good work; they paid well and, more impor-tantly, performed the daily maintenance his body needed. But after several years, it became apparent the two didn’t mesh. ARGENT is a subtle orga-nization, given to stealth and behind-the-scenes manipulation. But Interface, though certainly a master planner, is a combat machine, ready and able to get involved in battles against even the toughest superheroes. He longed to declare himself publicly and match wits against the so-called “forces of good.”
When these difficulties became too apparent for anyone to ignore, Interface suggested he leave ARGENT to strike out on his own. He’d contract with the group for maintenance services, and also refer other clients to it and team with it to conduct certain operations. Seeing the benefits in this arrangement, ARGENT’s leaders agreed.
Interface launched his first major scheme in 2003, when he planned and executed a series of crimes-by-proxy designed to allow him to study the Champions in detail so he could easily defeat them. Unfortunately for him, they figured a way out of his deathtraps, defeated him, and sent him to Stronghold. (Even more unfortunately for him, they captured a huge amount of data on ARGENT, enough to set that organization back years; in turn it severed all ties with Interface and put out an open bounty on his head.) He stayed there until the 2009 breakout; now he’s free and no doubt planning another elaborate scheme.
Personality/Motivation: Never the most kind-hearted or sympathetic person when wholly human, Interface is now as cold and harsh as the steel that forms his skin. He cares nothing for other people; he’s concerned only with himself, his goals, and making sure he keeps his cyborg body in fighting shape with daily maintenance.
52 n Interface Hero System 6th Edition If he can’t have the pleasures of ordinary human
touch and companionship, he will instead have the pleasures of power.
Despite the fact that he comes across as a bull in a china shop, Interface can be surprisingly subtle. First and foremost a soldier, he appreci-ates the value of intelligence gathering, planning for contingencies, and tactical preparation. When expecting (or planning) a fight, he slowly and carefully gathers information about his quarry;
then, when he feels the time is right, he lowers the boom and attacks. Heroes who expect nothing but a brawl from him are likely to be in for a surprise
— he studies superheroes extensively, the better to humble them in battle. He loves to humble a foe in one-on-one combat, though, and may be tempted by a challenge to duke it out with a hero.
Quote: “Flesh and bone may make you powerful, but steel and lightning make me more so.”
Powers/Tactics: Interface’s cyborg body grants him a wide range of superpowers. In addition to his enormous strength and resilience, he can project bolts of electricity in various forms. He can also touch someone and send a paralyzing current of electricity through that person’s body, upping the power to inflict agony if he wants. His combi-nation of hand-to-hand combat skills and ranged attacks gives him a wide range of tactical options in any situation.
The small corps of technicians who work for Interface can, if necessary, build additional weapons or devices into his body. They don’t make these alterations permanent, since they use up lots of power and require even more maintenance, but if Interface expects to get into a fight soon he has them “bolt on” some extra technology.
Interface has one weakness: his face. While most of his organic parts are well-protected by his steel-frame body, his steel “skull” leaves most of his face exposed (though he has an internal air supply). None of his defenses apply to Hit Loca-tion 4, and he must take care when exposed to intense heat or the like — he may have Total Life Support, but that won’t keep intense heat from burning his face, or high pressure from crushing his eyeballs.
Campaign Use: Interface is a second-tier master villain, suitable for short story arcs or for heroes not yet powerful enough to take on Mechanon or Dr. Destroyer. With the right gang of goons, robots, and/or hired supervillains to back him up, he could pose a significant threat to world security.
To make Interface tougher, you have several options. First, increase his Damage Reduction so he can fight longer. Second, increase the size of his VPP so he has more optional weapons and gadgets built into his body at once. Third, give him cyberkinetic powers and related Skills, so that he’s a virtual warrior as well as a physical one. If he’s already too much for your PCs to handle, reduce the size of his VPP, the amount of points in his Multipower reserve, and some of his Characteris-tics (particularly STR and his defenses).
Associates, Allies, And Adversaries: Interface and ARGENT are bitter enemies. Ever since his defeat in 2003 harmed the organization, it’s had an open hit contract out on him. No one’s been able to collect yet, but he’s tired of people trying. He’d like nothing better than to destroy the organization that created him; he might even covertly assist heroes in anti-ARGENT activities.
On the other hand, recently Interface has developed a good, albeit highly secret, working relationship with Anderson Powell, the head of Bastion Alpha Security (see CU 64). He’s provided technological support and a little extra “muscle”
for a couple of Bastion Alpha’s jobs; he and Powell are exploring ways to expand the partnership.
Mechanon hates Interface almost as much as ARGENT does. The evil robot regards cyborgs in general, and Interface in particular, as a gross insult to machinekind worthy only of oblitera-tion... and it intends to make good on that feeling.
Appearance: Interface has a humanoid cyborg body made of titanium steel — shiny metal plates, strips, and cables that mimic the shape and musculature of the human form. His steel “skull”
leaves his face exposed, except for a thin bar running down the center of his face (he no longer has an external nose or ears). His voice, though still quite human, has a sort of detached quality to it, as if verging ever so slightly into the realm of digitized sound. On occasion, he has extra parts or modules attached to his body; these are usually experimental weapons of some sort.