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Here are some facts characters and NPCs might know about Harpy if they succeed with an appro- priate Skill Roll:

N/R: Harpy is a supervillainess who resembles the mythical bird-woman; she’s super-strong, can fly, and has sharp, powerful talons.

K/R: She’s also skilled at buffeting foes with her wings; she can hit several at once if they get too close to her.

-1: Harpy is mostly a mercenary supervillain, and seems to favor employers from the Mystic World, but sometimes pulls a robbery or other job on her own.

-2: Harpy seems to hate men who abuse or exploit women; several of her crimes are unprovoked attacks on men who only have that attribute in common.

-4: Drugs and poisons seem to have an unusually strong effect on Harpy.

-8: Exposure to even mildly toxic chemicals causes Harpy pain.

Champions Villains Volume Three: Solo Villains n Harpy 149

Val Char Cost Roll Notes

50 STR 40 19- Lift 25 tons; 10d6 HTH damage [5] 23 DEX 26 14-

25 CON 15 14-

13 INT 3 12- PER Roll 12- 14 EGO 4 12-

20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 27 PD 25 Total: 27 PD (7 rPD) 23 ED 21 Total: 23 ED (5 rED) 15 REC 11 50 END 6 16 BODY 6

50 STUN 15 Total Characteristics Cost: 268

Movement: Running: 12m Flight: 40m

Cost Powers END

12 Tireless Strength: Reduced Endurance (½ END; +¼)

on 50 STR 0

30 Talons: HKA 2d6 (5d6+1 with STR) 1

Reduced Endurance (½ END; +¼); Reduced Penetration (-¼)

33 Wing Swat: Blast 6d6 3

Area Of Effect (1m Radius; +¼), Penetrating (+½), Personal Immunity (+¼), Reduced Endurance (½ END; +¼); No Range (-½), Restrainable (-½)

6 Enchanted Toughness: Resistant (+½) for 7 PD/5 ED 0 37 Wings: Flight 40m, x4 Noncombat 2

Reduced Endurance (½ END; +¼); Restrainable (-½)

9 Falcon Eyes: +6 versus Range Modifer for Sight Group 0

Skills

6 +3 OCV with Move By 2 KS: Alchemy 11- 2 KS: The Mystic World 11- 2 Navigation (Air) 12- 3 Power: Brick Tricks 19- 3 Shadowing 12- 3 Streetwise 13- 1 WF: Pistols

Total Powers & Skills Cost: 149 Total Cost: 417

400 Matching Complications (75)

20 Accidental Change: to Human identity after 24 hours (Uncommon, Always)

15 DNPC: Jennifer (daughter) (Infrequently, Incompetent) 20 Physical Complication: need potions to change form

controllably (Infrequently; Fully Impairing) 20 Psychological Complication: Terrified of Capture Or

Weakness (Very Common, Strong)

15 Psychological Complication: Hates Pimps, Loan Sharks, And Abusers (Common, Strong)

15 Psychological Complication: Mercenary (Common, Strong)

15 Social Complication: Secret Identity (Edwina Baldwin) (Frequently, Major)

15 Susceptibility: to mildly toxic chemicals, take 1d6 damage per Turn of exposure (Common) 10 Vulnerability: 1½ x STUN from Drug/Poison Attacks

(Common)

Total Complications Points: 75 Experience Points: 17

150 n Hazard Hero System 6th Edition

Background/History: David Weinstein, a child- hood friend of Mark (Nighthawk) Whitaker, joined the Army after graduating high school in 1986. While serving in the Gulf War, Weinstein was on a patrol in the Kuwaiti desert when he found a strange bracelet. Fascinated by the small gemstones, Weinstein tucked it into his pocket. When he returned to his unit’s base camp that night, he won so much money in a poker game that some of his friends accused him of cheating. They planned to give him a beating that night, but improbable misfortunes struck them before they could harm him — one slipped and fell in a pit, breaking his arm; another’s pistol accidentally discharged, shooting the third in the leg.

Eventually Weinstein realized the bracelet gave him preposterously good luck. He left the Army, purchased a couple of lottery tickets, and with the winnings bought himself a nice penthouse apartment in Detroit. His luck saved him from the Battle of Detroit — he was out of town when it happened, and when he returned his building had miraculously been spared from the fires.

Weinstein soon tired of using his luck for mundane purposes. Wanting to see the world and lacking any particular scruples against killing, he became the mercenary/assassin Hazard, special- izing in “impossible” kills: the wealthy, the difficult to find, the superpowered.

Personality/Motivation: Hazard selects the jobs he takes based on how likely they are to alleviate his boredom. His luck makes his daily life so easy that only the “Great Game” of superpowered conflict holds his interest. He charges surprisingly little — as long as the target holds sufficient interest and presents him with a challenge, Hazard takes a contract for much less money than his competi- tors. He’s killed over thirty people by contract, but he won’t kill casually — he makes every effort to avoid killing bystanders and even interfering lawmen and superheroes (though he will kill them if necessary to maintain his freedom).

Quote: “Feeling lucky, hero? I am.”

Powers/Tactics: Hazard’s powers all come from a strange disruption of probability created by the “lucky charm” he wears. (The charm itself is small, worn under his costume and almost never taken away, so he receives no Focus Limitation for it. In fact, he’s never revealed its existence to another soul.) Beyond his luck powers, he’s a skilled marksman, hand-to-hand combatant, and spy, and wears a suit of light, high-tech battle armor for protection.

Hazard prefers to strike from surprise. If he cannot, he relies on his Blaster Pistol as much as he can, switching to hand-to-hand combat only when pressed or directly challenged. Although he couldn’t command a group of soldiers, he has a good head for personal tactics, and often finds a way to use cover or the environment to his advantage.

Hazard’s luck plays a part in just about any battle he participates in; you should roll his Luck dice at least once or twice during the course of a combat. Typically his enemies’ weapons jam, something falls on, trips, or hinders his oppo- nents, or events arrange themselves to aid his escape.

Campaign Use: Hazard makes an entertaining second-tier villain, suitable for hire by any of the behind-the-scenes masterminds in your campaign. He’s particularly useful as a way for a Hunter to harass a PC indirectly. Once Hazard accepts an assignment, his Code Of Honor won’t let him give up — he keeps trying until he succeeds, he dies, or his client calls off the hit.

If you want to make Hazard more powerful, give him more weapons and some Extra DCs for his Martial Arts. You could also build some other gadgets into his powered armor (sense-enhancers, communicators, and the like). If he’s already too difficult for the PCs to cope with, reduce his Luck dice (perhaps to as little as 6d6), decrease some of his Characteristics, and tone down his Blaster Pistol.

HAZARD FACTS

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