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GIN Aparatos controladores de flama; balanzas; cargadores de baterías;

Protesto lo necesario

GIN Aparatos controladores de flama; balanzas; cargadores de baterías;

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

N/R: Red Winter is a team of Russian villains for hire; it’s led by the Soviet Guard, and other members include Hammer, Sickle, Drago, Red Dawn, and White Wolf.

K/R: Red Winter used to be a team of superhumans performing secret missions for the KGB, GRU, Red Army, and the Soviet Union in general. Its existence was only publicly revealed and acknowledged after the collapse of the Soviet Union.

-1: Red Winter has worked for Slun on several occasions.

-4: Some members of Red Winter still espouse a pro- Soviet, pro-Commu- nism ideology to some degree and would like to see the Soviet Union restored.

-6: Red Winter and Eurostar hate each other.

Val Char Cost Roll Notes

50 STR 40 19- Lift 12.5 tons; 10d6 HTH damage [5] 23 DEX 26 14-

25 CON 15 14-

20 INT 10 13- PER Roll 13- 18 EGO 8 13-

25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 15 PD 13 Total: 25 PD (20 rPD) 15 ED 13 Total: 25 ED (20 rED) 10 REC 6 50 END 6 15 BODY 5

40 STUN 10 Total Characteristics Cost: 266

Movement: Running: 20m

Leaping: 12m Swimming: 8m

Cost Powers END

Martial Arts: Brick Tricks

Maneuver OCV DCV Notes

4 Bearhug +0 +0 14d6 Crush, Must Follow Grab

4 Big Push +0 +0 65 STR to Shove

4 Break Free +0 +0 65 STR versus Grabs

4 Grab +0 -1 Grab Two Limbs, 60 STR for

holding on

4 Punch +2 +0 12d6 Strike

4 Slam -1 -1 12d6 Strike; Grab Two Limbs;

Target Falls

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

4 Toughness +2 +2 Block, Abort

12 Enhanced Physiology: Reduced Endurance (½ END;

+¼) for 50 STR 0

10 Super-Tough Skin: Resistant (+½) for 10 PD/10 ED 0 20 Armored Costume: Resistant Protection (10 PD/10 ED) 0

OIF (-½)

12 Enhanced Physiology: Power Defense (12 points) 0 6 Mask Lenses: Sight Group Flash Defense (8 points) 0

IIF (-¼)

8 Fast Runner: Running +8m (20m total) 1 4 Strong Leaper: Leaping +8m (12m forward, 6m upward) 1 2 Fast Swimmer: Swimming +4m (8m total) 1 9 Observant: +3 to PER Rolls with all Sense Groups 0 6 Wrist Communicator: HRRP 0

OIF (-½), Affected As Sight And Hearing Groups As Well As Radio Group (-½)

Talents 3 Resistance (3 points) 3 Lightsleep Skills 24 +2 Overall 32 +4 HTH 3 Acrobatics 14- 3 Acting 14- 3 Breakfall 14- 2 Bribery 10- 3 Bureaucratics 14- 3 Charm 14- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 1 Computer Programming 8- 3 Concealment 13- 3 Conversation 14- 3 Cryptography 13- 1 Demolitions 8- 1 Disguise 8- 1 Electronics 8- 1 Forgery (Documents) 8- 2 KS: The Espionage World 11-

2 KS: The Military/Mercenary/Terrorist World 11- 2 KS: The Russian Underworld 11-

2 KS: The Superhuman World 11-

2 Language: English (fluent conversation; Russian is Native) 2 Language: German (fluent conversation)

3 Lockpicking 14- 1 Mechanics 8- 3 Oratory 14- 3 Persuasion 14- 11 Power: Brick Tricks 18- 2 PS: Espionage Agent 11- 2 PS: Soviet Soldier 11- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 14- 1 Systems Operation 8- 7 Tactics 15- 3 Teamwork 14-

4 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Basic Parachuting 5 WF: Small Arms, Blades, General Purpose/Heavy Machine

Guns, Shoulder-Fired Weapons Total Powers & Skills Cost: 291 Total Cost: 557

Champions Villains Volume Two: Villain Teams n Red Winter 161

Personality/Motivation: Although he’s outwardly bitter at the way the Soviet government treated him, in his heart the Soviet Guard would very much like to revive the Soviet Union (look at how he’s kept the name, rather than changing it to something more descriptive and less politically charged). He’s as fervent a Soviet patriot as they come, even today, and would gladly abandon his villainous career to go back into the service of his country... provided he can respect his country. Right now, unfortunately, there’s little to respect about Russia.

Even deeper down, though, serving his country and being a high-ranking military/espionage asset were just means to an end for the Soviet Guard. What he really wants most of all is respect, influence, and money — all things he had when he served the state, since like other high-ranking Soviet officials he had it good while the ordinary people suffered. He wants to have that again, and right now the surest route to wealth and power for him is being a supervillain for hire.

Villain or not, the Soviet Guard is an extremely charismatic individual and an adept leader of men. Even his enemies can’t deny his skill at presenting himself to others and persuading them to see his point of view.

Quote: “Not all that has fallen is dead. Sometimes it merely slumbers, awaiting the proper spark to awaken it to life once more.”

Powers/Tactics: As a result of being subjected to a Cyberline-like series of experiments and treatments, the Soviet Guard is superhumanly strong, tough, and fast. Compared to many other “bricks” (such as Ironclad, Durak, or Ogre) he’s a little weak, but he’s trained in ways to employ his super-strength to make him as effective a fighter as someone able to lift dozens or hundreds of tons more. He’s also got two decades’ worth of practical experience in the field as a fighter.

The Soviet Guard has also received extensive training as a soldier and spy. While he hasn’t mastered every discipline of espionage, he’s a tolerable hand at many skills and a master of more than a few. The real danger he poses as an adversary isn’t just his strength, it’s his ability to outthink and outmaneuver his opponents.

Campaign Use: As the leader of Red Winter, the Soviet Guard is the “face” and spokesman for the team. He’s the group member the PCs are most likely to talk with at length. As they’ll discover if they’re insightful enough, he’s not really that villainous. Circumstances have driven him to crime, but he’d rather be a soldier and spy for a Russia he loves and respects. Given the right opportunities and pressures he could “switch sides” and become a superhero (probably bringing Hammer, Sickle, and White Wolf along with him), though his first loyalty would always be to the Soviet Union, not to crimefighting.

If you want to make the Soviet Guard tougher, increase his SPD to 6 and his REC to 15-20 (a little more STUN might not hurt either), and give him some super-tech weapons and gadgets designed for him by the Larisagrad scientists. If he’s too tough, get rid of some Skills (or reduce them to Familiarities or Proficiencies) and some Martial Maneuvers, and drop his OCV and DCV to 7.

Appearance: The Soviet Guard is a 6’2” tall Russian man. He wears a red, black, and gold costume with a gold hammer-and-sickle chest symbol. A high collar rises from his tunic behind his head, and he conceals his identity with a simple black domino mask. His hair and short, stylish beard are dark brown.

400 Matching Complications (75)

20 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)

15 Hunted: Eurostar (Infrequently, Mo Pow, Kill) 15 Psychological Complication: Wants

Respect, Influence, Power, And Wealth (Common, Strong)

10 Psychological Complication: Ardent Communist; Wants To Restore The Soviet Union (Common, Moderate) 15 Social Complication: Secret Identity

(Stephan Stepanov) (Frequently, Major) Total Complications Points: 75

Experience Points: 157

SOVIET GUARD