SUBGERENCIA DE ADQUISICIONES
13. ASPECTOS CONTRACTUALES BASICOS
13.3 INSPECCION DE LOS BIENES
13.4.2 CARTA DE CRÉDITO STANDBY RELACIONADA AL CUMPLIMIENTO DEL CONTRATO, ASI COMO LOS DEFECTOS Y VICIOS OCULTOS DE LOS BIENES
Here are some facts characters and NPCs might know about Cheshire Cat if they succeed with an appropriate Skill Roll:
N/R: Cheshire Cat is a member of the GRAB team of super-thieves; he’s a martial artist who can teleport.
K/R: His real name is Robert “Bob” Johanssen; he got his teleportation powers when he tried to commit suicide by walking into a nuclear reactor, but his martial arts skills come from training and practice.
-1: Cheshire Cat considers other superpowered martial artists his rivals, and is always looking for opportuni- ties to prove that he’s a better fighter than they are.
-2: Cheshire Cat practices Aikijutsu.
-6: Cheshire Cat and Green Dragon are bitter rivals.
-8: If someone else teleports Cheshire Cat, he suffers intense pain.
simply making a Half Move Teleport right behind or next to someone to obtain a Surprise Move bonus, he can rapidly teleport around to hit several people (Teleportation Boxing), “blink tele- port” rapidly around someone to hit them from unexpected angles or avoid their counterattacks (Teleportive Combat Enhancement), or quickly “mini-teleport” away from someone so they can’t hit back. However, his metabolism cannot tolerate having other people Teleport him; this causes him severe pain.
In addition to being able to teleport himself (sometimes over distances of up to 300 km), Cheshire Cat also has a limited power to open “teleportation gates” through which other people can travel. His gates aren’t a continuous-effect phenomenon; he can only keep one open for a second or two, just long enough for someone to use it. Through diligent practice, he’s increased his ability to the point where he can move someone as heavy as Black Diamond through his gate; in the future he hopes to extend the gate’s range and duration.
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Background/History: Ever had that dream where you wake up and you’re real tiny, and everything around you looks gigantic? Well, it happened to Melissa Saunders for real.
One night when she was just shy of sixteen, Melissa went to bed. She’d been reading Alice’s
Adventures In Wonderland for one of her high
school classes. Everything was perfectly normal, but when she woke up, her bed, furniture, and everything else in her room had become gigantic! She screamed, but no one heard her (she figured out later her voice wasn’t loud enough because of her small size). After she stopped panicking, she realized it wasn’t that her furnishings had all gotten bigger — it was that she’d gotten smaller.
She sat there and tried to figure out what to do. Couldn’t tell her parents — heck, they usually didn’t even have time to talk to her in the morning anyway, they were so busy rushing off to work in the city. Didn’t want to tell any of her friends, either; some things, she understood, were best kept secret.
For that matter, how was she even going to get to school? It would take her two hours just to walk to the bus stop at her size. Could she even get out of bed? She crawled to the edge and looked over. It was a loooong way down. Well, nothing for it; she’d have to jump and hope she didn’t break her leg. She gritted her teeth, closed her eyes, and leaped...
...only to find herself suspended in mid-air! She wasn’t falling. She concentrated hard for a second, and found that she could move herself. She could fly! Within five minutes, she was zipping around the room just as pretty as you please, executing midair spins, hairpin turns, and all sorts of fancy maneuvers. She landed on the floor near her desk. The flight thing was pretty cool, but she wasn’t all that sure about the Tom Thumb routine. Maybe if she concentrated real hard on being normal size again?...
Within a few seconds, she was back to her normal self. She found out she couldn’t fly at that size, though; flying only worked when she was tiny. She got her biology textbook out of her back- pack and flipped through it for a second, looking for something she’d read the other day. “Mutation: a change in a gene which results in a new inherit- able characteristic.” Wow, she thought, that must be it, I’m a mutant. I mean, I haven’t been in any lab accidents or bitten by any radioactive butter- flies or anything, what else could it be? Cool.
When you’re sixteen, without significant parental supervision, and you have powers of shrinking and flight, what can you do? You’ve got it, spy on your rivals at school. And get into the teacher’s desk and look at the test before you take it. Soon, Melissa was making straight As, and the gossip mill was buzzing with hateful little stories about all the popular girls who’d been snubbing her since fifth grade. All in all, it was a very good junior year.
It wasn’t long before Melissa graduated to petty theft. Nothing major — small pieces of jewelry, a little cash here and there, anything small enough and light enough for her to carry in her “Hummingbird” form (as she called it). It was during one of these “shopping runs” that she learned about some of the other powers that she had. She was lifting a small, but nevertheless very valuable, diamond ring from a jeweler’s in the mall when an annoyingly diligent sales clerk saw her. “Hey, come back here!” he shouted, waving his hands and trying to catch her.
“Leave me alone!” she shouted in her tiny, squeaky voice. Suddenly he stopped, turned around, and walked the other way as if nothing had happened! Intrigued, she flew up behind him and said, “Cluck like a chicken!” In a moment he was strutting around making clucking noises. A little experimentation brought another mental power to the fore as well — a psychic blast that made people clutch their heads in agony and pass out.
When you’re seventeen and find out you have mind control powers, what do you do then? That’s right — you get the captain of the football team to take you to the Senior Prom. And you make your parents give you a sportscar for graduation.
But petty theft and idle amusement didn’t satisfy Melissa for long. She had all these powers, why shouldn’t she use them? Before long she was making her living stealing and fencing jewelry and similar small, valuable items. After she’d proven herself trustworthy, her fence turned her on to some spy-jobs she was ideal for. Soon she was making more money doing industrial espionage and surveillance work than by stealing, and having a fine time. Sure, her parents thought she was attending community college, but a little mental control here and there ensured she got top marks without ever having to attend class.
Hummingbird came to GRAB’s attention when the group’s patron needed to find out some information about a computer corporation he wanted to hit. GRAB had to know where the plans for certain experimental microchips, as well as the prototype chips themselves, were kept, so they wouldn’t waste time looking. Humming- bird got the information, and in almost no time. GRAB was impressed — so impressed it offered Hummingbird membership in the team. It didn’t take Melissa long to agree; the group’s attitude toward crime suited hers, and it was a lot more fun to hang out with other super-people than spend so much time by herself. She’s been a member in good standing since then, and enjoying every minute.
Personality/Motivation: Hummingbird isn’t a hardened criminal. She’s more of a young adult on a lark. She loves her powers and what she can do with them. She likes spying on people without being detected (she loves knowing peoples’ secrets), making people do whatever she wants, and getting whatever she wants without paying for it. She really isn’t into the whole self-sacrifice, devotion to the cause of good routine most heroes
use her powers to help others. “Self-sacrifice, who needs that? Gimme the mink coat and diamond necklace any day!”
Hummingbird’s villainous tendencies run strictly to the larcenous. She has no desire what- soever to play nasty tricks on superheroes (okay, maybe a little prank or two every now and then), or to get in fights with them — or anybody else, for that matter. If someone pulled a gun on her, she’d probably freak out. This is really just a big game to her, something to do for kicks. In fact, she doesn’t always take things nearly seriously enough; she’s sort of an airhead, prone to ignoring plan- ning meetings and other important details. (About once every adventure or two she appears in, the GM should make an EGO Roll for her; if she fails, she forgets some important detail and causes problems for GRAB as a result.)
Hummingbird gets along well with her team- mates, particularly Bluejay and (to a lesser extent) Black Diamond. She and Bluejay often go out shopping together.
Quote: “Size counts! But not in the way you’re thinking.”
Powers/Tactics: Hummingbird is a mutant with the power to shrink her body down to about 2.5 inches tall. When she shrinks, her cells become extremely compact, which makes her resistant to damage. The compaction also somehow strengthens her brain cells, giving her mental powers (she may develop additional ones in time). She can also use the residual energies from reducing her size to fly.
Most of Hummingbird’s powers are Linked to her Shrinking. For every 6 points’ worth of Shrinking she uses, she can use 1d6 of Mental Blast, 2d6 of Mind Control, or 10m of Flight. She usually Shrinks down as small as she can go.
Hummingbird dislikes combat intensely and will avoid it if at all possible. If she can’t, she’ll try to use Held Actions to protect herself by Dodging or Diving For Cover. She’s also gotten quite good at Shrinking, hiding behind something strong enough to protect her from counterattack, and then blasting away at enemies with her Neural Cohesion powers.
combatant. The GM should use her appropriately — as the focus for mystery and chase-and-capture scenarios, rather than straight-up battles. Given that she’s not particularly malicious or vicious, she might even make a good potential romantic interest for a PC hero.
If you need to make Hummingbird more powerful, there are two possible routes you can take. One is to emphasize her psionic abilities — give her more Mental Powers and increase her EGO. The other is to focus on her speed — make her a speedster by increasing her Flight, her SPD, and her ability to Dodge. A little more defense wouldn’t hurt, either. To make her less powerful, reduce her SPD and meters of Flight.
Associates, Allies, And Adversaries: Humming- bird has a bit of a crush on Tachyon, though it’s based on picture she’s seen of him; they’ve never met in person.
Appearance: Hummingbird is a pretty twenty- something girl with shoulder-length brown hair, green eyes, and a trim, attractive figure. Her normal costume consists of tight green pants, a green top that bares her midriff, nothing on her arms, short gold gloves, and gold boots — but sometimes she changes the color scheme around, just for fun. She doesn’t wear a mask.