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TABLA 6.- ESPECIFICACIONES DEL GRADO DE SOLIDEZ DE COLOR DE LA FRANELA AFELPADA 100% ALGODÓN EL LICITANTE DEBERA ENTREGAR UNA COPIA SIMPLE DE LA ACREDITACIÓN DE LA EMA (ENTIDAD MEXICANA DE

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E. TABLA 6.- ESPECIFICACIONES DEL GRADO DE SOLIDEZ DE COLOR DE LA FRANELA AFELPADA 100% ALGODÓN EL LICITANTE DEBERA ENTREGAR UNA COPIA SIMPLE DE LA ACREDITACIÓN DE LA EMA (ENTIDAD MEXICANA DE

Here are some facts char- acters and NPCs might know about Smoke and Mirrors if they succeed with an appropriate Skill Roll:

N/R: Smoke and Mirrors are twin sister supervil- lainesses; Smoke has darkness powers, while Mirrors can generate illu- sions. They always work together.

K/R: Their real names are Lizaveta (Smoke) and Irina (Mirrors) Perovsky; they used to work for VIPER as part of its Dragon Branch, but were captured during Operation Fever Dream in 1994 and turned on the organiza- tion (which now wants them dead).

-2: Based on their accents and names, Smoke and Mirrors are probably from Russia or Eastern Europe.

-4: Smoke and Mirrors are both mutants.

-8: Smoke experiences heightened pain when struck with Light-based attacks, and her eyes are particularly susceptible to Light-based Sight Group Flashes.

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] 20 DEX 20 13-

20 CON 10 13-

20 INT 10 13- PER Roll 13- 15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 8 PD 6 Total: 28 PD (20 rPD) 12 ED 10 Total: 32 ED (20 rED) 12 REC 8 60 END 8 12 BODY 2

30 STUN 5 Total Characteristics Cost: 195

Movement: Running: 12m

Teleportation: 50m

Cost Powers END

50 Shadow Field: Darkness to Sight Group 8m radius 5

Personal Immunity (+¼)

60 Shadow Powers: Multipower, 60-point reserve

6f 1) Shadow Force Blast: Blast 12d6 6 5f 2) Blinding Shadow Force Blast: Blast 8d6 6

plus: Sight Group Flash 4d6

Linked (-½)

6f 3) Grasping Shadows: Entangle 5d6, 5 PD/5 ED, Stops A Given Sense (Sight Group) 6 6f 4) Blinding Clot Of Shadows: Sight Group Flash 12d6 6 2f 5) Shadow Sphere: Barrier 8 PD/8 ED, 8 BODY (up

to 4m long, 2m tall, and ½m thick), Opaque (Sight

Group) 5

Costs Endurance (to maintain; -½), No Range (-½), Only To Englobe (-½)

48 Shadow Shield: Resistant Protection (20 PD/20 ED) 2

Costs Half Endurance (-¼)

55 Shadow-Travel: Teleportation 50m, x2 Increased Mass 5 5 Telling Reality From Illusion: +10 to Normal Sight

PER Rolls 0

Only To Determine That Mirror’s Illusions Are Illusions (-1)

Talents

4 Lightning Reflexes: +4 DEX to act first with All Actions 3 Striking Appearance +1/+1d6

Skills

9 +3 with Shadow Powers Multipower 3 Acrobatics 13-

3 Breakfall 13- 3 Charm 13- 3 Combat Piloting 13-

2 KS: The Superhuman World 11- 2 KS: VIPER 11-

3 Language: English (completely fluent; Russian is Native) 1 Lockpicking 8- 3 Persuasion 13- 1 Security Systems 8- 3 Stealth 13- 3 Streetwise 13- 3 Teamwork 13-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

Total Powers & Skills Cost: 295 Total Cost: 490

400 Matching Complications (75)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 25 Enraged: if sister Knocked Out or seriously hurt

(Common), go 14-, recover 11-

25 Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture) 25 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture) 20 Psychological Complication: Code Versus Killing

(Common, Total)

20 Psychological Complication: Devoted To/Protective Of Her Sister (Common, Total)

15 Social Complication: Public Identity (Lizaveta Perovsky) (Frequently, Major)

10 Vulnerability: 2 x STUN from Light attacks (Uncommon) 10 Vulnerability: 2 x BODY from Light attacks (Uncommon) 20 Vulnerability: 2 x Effect from Light-based Flashes

(Common)

Total Complications Points: 75 Experience Points: 90 employers and generally enjoy good professional

relations with them; these include ARGENT, the Ultimates, Holocaust, and Professor Paradigm (who’s intrigued by Mirror’s powers and would like to study her further... but the sisters find him a little too creepy to want to go along for what he’s willing to pay). They haven’t worked with GRAB

GRAB’s lineup if that team ever decides to expand. Kinematik has extended an offer to them to join his pro-mutant followers, but they’re totally apolit- ical and don’t care about his cause right now; he hasn’t yet gotten mad enough about their refusals to label them “traitors to mutantkind.”

Smoke and Mirror’s major underworld enemy is VIPER. They betrayed the snakes, and there’s only one penalty for that: death. VIPER has a standing offer out for them, dead or alive, and that often makes their life difficult.

Champions Villains Volume Two: Villain Teams n Smoke And Mir rors 175

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] 20 DEX 20 13-

20 CON 10 13-

20 INT 10 13- PER Roll 13- 15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 8 PD 6 Total: 16 PD (8 rPD) 12 ED 10 Total: 20 ED (8 rED) 12 REC 8 60 END 8 12 BODY 2

30 STUN 5 Total Characteristics Cost: 185

Movement: Running: 12m

Cost Powers END

107 Illusions: Images to Sight, Hearing, Smell/Taste, and Touch Groups, -6 to PER Rolls 6

Area Of Effect (16m Radius; +¾), Mobile (+½), Reduced Endurance (½ END; +¼)

16 Armored Costume: Resistant Protection (8 PD/8 ED) 0

OIF (-½)

16 Eyes In The Darkness: Detect Physical Objects 13- (no Sense Group), Discriminatory, Range, Sense,

Targeting 0

Only To Perceive Through Smoke’s Darkness (-1)

Talents

4 Lightning Reflexes: +4 DEX to act first with All Actions 3 Striking Appearance +1/+1d6

Skills

8 +4 OCV with Illusions 3 Acrobatics 13- 3 Breakfall 13- 3 Charm 13- 3 Combat Driving 13- 1 Computer Programming 8- 1 Electronics 8-

2 KS: The Superhuman World 11- 2 KS: VIPER 11-

3 Language: English (completely fluent; Russian is Native) 3 Persuasion 13-

3 Stealth 13- 3 Streetwise 13- 3 Teamwork 13-

4 TF: Small Planes, Large Planes, Combat Aircraft, Helicopters

Total Powers & Skills Cost: 191 Total Cost: 376

400 Matching Complications (75)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 25 Enraged: if sister Knocked Out or seriously hurt

(Common), go 14-, recover 11-

25 Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture) 25 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture) 20 Psychological Complication: Code Versus Killing

(Common, Total)

20 Psychological Complication: Devoted To/Protective Of Her Sister (Common, Total)

15 Social Complication: Public Identity (Irina Perovsky) (Frequently, Major)

Total Complications Points: 75 Experience Points: 0

Appearance: Smoke and Mirrors are twin sisters, both beautiful twenty-somethings with long blonde hair. Each wears a skin- tight bodysuit with a daring teardrop- shaped decolletage cut out of the front (Smoke’s suit is char- coal grey, Mirror’s is a shiny, reflective silver), plus matching boots and gloves. Neither of them wears a mask.

Membership: Giacomo Sylvestri (Patriarch), Bocol McFarlane, Astralle, Cornelius Liefeld, and others.

Background/History: For three hundred years, the Sylvestri clan has been one of the most powerful and evil factions of the Mystic World. The clan consists of several related, extended families: the Sylvestris themselves; the McFarlanes; the Liefelds; and a few other minor families. Members of the Sylvestri Clan live on at least three continents.

The lineage’s involvement in black magic began with Count Giacomo Sylvestri. Unlike most Satanists, Giacomo had the patience and discre- tion to learn magic on his own instead of relying on what the Lords of Hell proffered. Giacomo went beyond his deal with the Devil to serve the Dragon — the mystical embodiment of all human evil — directly. He has lived for centuries through Satanic power, with no end in sight, and has become one of the Dragon’s most favored servants.

Giacomo raised his children as Satanists and Dragon-worshippers, and they continued the tradition with their own children. The Sylvestris married other black magicians, bringing them into the extended family. By now the far-flung clan includes at least twenty adepts of significant power, and dozens of minor mystics. Family members with no talent for magic stay involved as cultists and accomplices. Not all the family members choose to follow this peculiar “family business,” and the Sylvestris suffer a high attrition rate, but after three centuries their numbers make them a major power-bloc in the Magical World.

Group Relations: Sylvestris work together on missions, and any Sylvestri can count on help from the others if he faces danger from outside forces such as churches, governments, or mystic heroes. At the same time, the Sylvestris are selfish amoralists who gladly betray each other when things go well, if they think this could bring them more power. Keeping up with family gossip on who’s doing what with whom (or to whom) is a major preoccupation.

The Sylvestris agree, however, that family patri- arch Giacomo remains the boss, now and forever. Giacomo has the most seniority and experience, and he’s clearly the clan’s most powerful sorcerer. Giacomo has also survived numerous assassina- tion attempts and killed the would-be assassins.

Most importantly, the Dragon says Giacomo is the boss, and most Sylvestris know better than to argue with the Dragon.

Other senior Sylvestris receive respect and obedience in proportion to their age, power, and favor with Giacomo. The family patriarch appoints an informal council of elders to advise him and oversee family operations. The Sylvestris preach obedience to elders as an important part of Sylvestri etiquette. Actually, respect for elders is a matter of self-preservation: young snots who mouth off to their seniors don’t live to become seniors themselves.

Most law enforcement agencies have no idea of the Sylvestris’ dark deeds. The Sylvestris devote great effort to keeping the cops in the dark. It’s not easy, considering how many Sylvestris engage in kidnapping, torture, murder, and other criminal activities. The family is also hip-deep in the international drug trade, more for its value as a corroder of social values than for the money (their demonic connections have allowed the Sylves- tris to amass total assets worth billions of dollars already). Several are multi-millionaires. A few Sylvestris fall because of their criminal activities, but the family passes them off as isolated “black sheep” and hides the occult aspects.

Tactics: The family’s goals can be summarized as, “Whatever would please the Dragon.” In the long term, this means freeing the Dragon, annihilating civilization as it currently exists, and making the Earth an eternal Hell of misery from which even death gives no escape. In the short term, however, the Sylvestris follow many goals. Typical Sylvestri operations range from creating a magic item to provoking wars, plagues, and famines — if it’s nasty, Sylvestris enjoy doing it. Some Sylvestris hire out to other evil sorcerers and cults as a way of making contacts — and keeping an eye on potential rivals of the clan. Each family member has his own favored magic tactics, making the group a dangerously unpredictable foe.

Resources: Many members of the extended Sylvestri clan are wealthy and/or hold positions of influence in the societies they live in. Additionally, the Sylvestris own several Bases. The three family homelands hold their most important sanctums. Castello di Sylvestri in the Apennine Mountains of Italy is the clan’s supreme headquarters. A small town in Scotland hosts McFarlane House.

Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 177

The Liefeld Commerzbank Tower in Frankfurt, Germany forms the chief nexus for the clan’s financial web. All these Bases boast extensive defenses, both magical and mundane.

Campaign Use: Most obviously, the Sylvestris present an ongoing threat to the heroes. They make a fine source for new villains, too. If you cannot think of some other origin for an evil sorcerer or magical super-thug, you can make him another Sylvestri. You can also use the Sylvestris as an excuse for all sorts of different sorcerers, villains, and monsters to work together.

The Sylvestris are so widespread and have their fingers in so many pies that players can easily justify them as a hero’s Hunted. Heroes might have thwarted Sylvestri plots in the past, or gained their powers by accident from a Sylvestri magic ritual, and so on. A hero might even be a Sylvestri who “went rogue,” and the family wants him back — or dead. In every generation, a few Sylvestris try to drop out and lead normal lives. If they succeed, their children might inherit a knack for magic. Sylvestris who fail might seek good-guy sorcerers — like the PCs — for help against their relatives.

Weakening or strengthening the Sylvestris primarily means decreasing or increasing their numbers. You could also make the family less powerful by heightening its internal divisiveness, making it less likely that large numbers of them can work together.

Associates, Allies, And Adversaries: The Sylves- tris’ biggest rivals in the Mystic World, at least in the eyes of many, is the Vandaleur family. Other sorcerous “dynasties” like the de Morphants and the Warwicks died away long ago, but the Vandaleurs remain, and are of far older lineage than the Sylvestris. (And it doesn’t hurt that Giacomo Sylvestri and Adrian Vandaleur despise one another personally.) Additionally, Vandaleur magic doesn’t depend so much on pacts with the infernal and the Dragon, giving them potentially greater flexibility and freedom. But the truth is the two clans hardly interact. Sometimes a plot hatched by a Sylvestri impacts a Vandaleur and there’s a clash between the two of them, or a Vandaleur decides not to let a Sylvestri do something harmful (at least as the Vandaleur defines “harmful”) and works against him behind the scenes, but the two families have never “gone to war” with one another. In many ways their “rivalry” is more more of a cold war... though there’s no question that it could easily flare up into something hotter, given the right circumstances.

Relations between the Sylvestris and the Circle of the Scarlet Moon are touchy. The leaders of the Circle prefer for their followers not to sell their souls to demonic powers (since they don’t want them answering to anyone else), whereas most Sylvestris are firmly in the pocket of either the Dragon itself or some diabolic power. Despite this potential source of friction, various Sylvestris have at times teamed with the Circle to their mutual profit, and that’s likely to continue in the future... though neither group trusts the other at all.

The Sylvestris enjoy cordial relationships with most other Satanic and Draconic cults and mystics. DEMON used to have close relations with the Sylvestris. But when DEMON’s true nature and purpose were revealed (see CU 159-60), the Dragon and the demonic patrons of various family members commanded the clan to break off the alliance. Most Sylvestris obeyed, and the ones who did not had to throw in their lot with DEMON, once and for all.

Of course, all heroic mystic organizations despise the Sylvestris. The Trismegistus Council is the clan’s most determined foe, having fought it tooth and nail for over a century now. If and when a new Archmage takes office, the Council will urge him to destroy the Sylvestris once and for all. It’s bad enough the Dragon has to exist; having such a powerful group of humans serve him directly is intolerable.