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NOTAS ESPECÍFICAS:

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

N/R: Astralle is a supervillainess with a suite of mystic powers.

K/R: Astralle’s powers actually come from making pacts with demons rather than studying and casting spells.

-1: The demons who gave Astralle her powers are the Planetary Demons, and her powers are loosely related to their respective spheres of influence.

-2: Astralle’s astrological powers allow her to foresee the future.

-4: Astralle is somehow connected to the Sylvestri clan; she may be a member, or may simply work for them on a regular basis. She’s scared of being hurt or captured; unless she feels she’s in control of a situation it’s likely she’ll flee and try again another time.

-6: Astralle’s demonic taint makes her suffer pain when she’s on holy ground or exposed to holy objects.

-8: The mystically aware can recognize Astralle by her demon- tainted aura.

-10: Her Secret Identity is Perrenon Sylvestri, though she some- times uses the alternate identity of “Perry Wood.”

Powers/Tactics: The Planetary Demons each gave Astralle one attack spell and one defensive or miscellaneous spell she can mix and match any way she wants. She also has a number of other spells based on demonology or astrology. She casts her planetary spells using a belt of enameled plaques bearing the sigils of the seven Planetary Demons and some combination of Gestures, Incantations, Concentration, Extra Time, or an Activation Roll.

Astralle’s greatest power is actually her skill at astrological forecasts. By studying the positions of the planets in the Zodiac, Astralle often obtains visions of the future. She’s especially skilled at predicting the future actions and circumstances of individuals (the more she knows about a person, the greater her chance of making an accurate fore- cast; the GM should take this into account when she uses her Precognition). She searches people’s timelines for events she can turn to her advantage — she looks forward to see where they’ll be; then she goes there at the appointed time... or sends her hirelings.

Astralle values her own safety above all else. When she can’t get what she wants by working undercover, she tries to get somebody else to do the dirty work or at least back her up in a light- ning-quick operation. If she encounters unfore- seen problems, Astralle immediately flees.

Campaign Use: See the introductory text for general information. Astralle is a low-ranking Sylvestri. She schemes to gain information about heroes so she can trade her forecasts to other Sylvestris, gaining favors in return. Astralle might try to get close to a hero to learn about him and his comrades. She fights heroes because they’ve exposed her imposture or interfered with one of her plans. Other Sylvestris often recruit Astralle to help them Hunt their enemies, but she does not, strictly speaking, ever Hunt characters on her own.

To make Astralle more powerful, raise her Characteristics to make her a more effective combatant, or increase her Multipower to 144 points so she can use more Powers at once. To make her less powerful, reduce her SPD and scale back her Multipower slots to 50-some and 25 Active Points.

Appearance: Perrenon Sylvestri is a voluptuous woman with cornsilk-blonde hair. When not undercover as “Perry Wood” she wears flowing costumes of dark blue silk that leave her arms and legs bare, with lots of decolletage, and a blue-lined black satin cape. Around her waist is the belt of dark blue and gold sigil plaques. A black domino mask is strictly for show; Astralle thinks it makes her look mysterious.

Background/History: Cornelius Liefeld was some- thing of a rebel in his younger days. How do you shock your parents when you come from a family of Satanic sorcerers? You say you want to become a scientist. Cornelius got a doctorate in chemistry, but studied alchemy on the side as a concession to his parents.

Like most young rebels, once Cornelius tasted the real world he settled down and became just like his parents. His life had no dramatic turning point. He just kept encountering situations in which it was inconvenient to remain a law-abiding industrial chemist. First Cornelius compromised his principles just a little by using some alchemy, but in a few years he was murdering enemies, trading favors with other family members, and generally behaving like any other Sylvestri. The clan forgave Cornelius’s youthful rebellion, and now the other Sylvestris greatly respect his remarkable powers of alchemy.

Personality/Motivation: Cornelius is not actively vicious, just completely amoral. He feels no loyalty to anyone; he keeps all relationships strictly busi- ness, even with other members of the Sylvestri clan. He wouldn’t save his own mother’s life if someone didn’t pay him for it in money, resources, or a promise of favors in return. His blunt and mercenary ways irritate senior Sylvestris, but not enough for any of them to chastise him. Corne- lius would even betray the clan, if he saw enough profit to himself and he thought he could get away with it.

Val Char Cost Roll Notes

10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] 18 DEX 16 13-

18 CON 8 13-

13 INT 3 12- PER Roll 12- 18 EGO 8 13-

20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 6 DCV 15 6 OMCV 9 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 Total: 21 PD (13 rPD) 8 ED 6 Total: 21 ED (13 rED) 6 REC 2 35 END 3 10 BODY 0

24 STUN 2 Total Characteristics Cost: 142

Movement: Running: 12m

Flight: 34m

Cost Powers END

73 Favors Of The Planetary Demons: Multipower, 91-point reserve

Variable Limitations (requires -½ worth of Limitations chosen from OIF [sigil belt], Activation Roll, Concen- tration, Extra Time, Gestures, and Incantations; -¼)

3f 1) Och’s Solar Flare: Sight Group Flash 8d6 [8]

Area Of Effect (1m Radius; +¼); Variable Limitations (see above; -¼), 8 Charges (-½)

3f 2) Phantasms Of Phul: Mental Illusions 12d6 [8]

Variable Limitations (see above; -¼), 8 Charges (-½)

4f 3) Ophiel’s Forcible Flight: Flight 24m [8]

Usable As Attack (defense is Flight; +1¼), Ranged (+½); Variable Limitations (see above; -¼), 8 Charges (-½)

3f 4) Hagith’s Mental Mastery: Mind Control 12d6 [8]

Variable Limitations (see above; -¼), 8 Charges (-½)

3f 5) Barsabel’s Flaming Spear: RKA 2½d6 [8]

Armor Piercing (+¼); Variable Limitations (see above; -¼), 8 Charges (-½)

3f 6) Lightning Of Bethor: Blast 12d6 [8]

Variable Limitations (see above; -¼), 8 Charges (-½)

3f 7) Aratron’s Leaden Bonds: Entangle 6d6, 6 PD/6 ED [8]

Variable Limitations (see above; -¼), 8 Charges (-½)

1f 8) Och’s Illumination: Change Environment (creates

real sunlight) 1

Area Of Effect (32m Radius; +1), Reduced Endurance (½ END; +¼); Variable Limitations (see above; -¼)

3f 9) Concealment Of Phul: Invisibility to Sight Group

and Mystic Group 1

Reduced Endurance (½ END; +¼); Variable Limita- tions (see above; -¼)

2f 10) Ophiel’s Instant Transport: Teleportation 30m 3

Variable Limitations (see above; -¼)

1f 11) Hagith’s Attractive Aura: +25 PRE 0

Only To Make Persuasive/Seductive Presence Attacks (-1)

3f 12) Barsabel’s Iron Shield: Resistant Protection (8 PD/8 ED/6 Power Defense) 2

Hardened (+¼); Costs Half Endurance (-¼), Variable Limitations (see above; -¼)

1f 13) Bethor’s Revelations: Detect Magic 12-

(Sight Group), Discriminatory 0 3f 14) Aratron’s Subtle Clutch: Suppress DEX 5d6 5

Costs Endurance (to maintain; -½), Variable Limita- tions (see above; -¼)

2f 15) Astrological Search: Mind Scan 18d6 9

Extra Time (1 Hour per attack roll; -3)

2f 16) Contact Demon: Mind Scan 12d6 9

Transdimensional (Netherworld targets; +½); Variable Limitations (see above; -¼), Extra Time (1 Hour; -3)

2f 17) Open The Way: Extra-Dimensional Movement (to a single location in a single dimension [Astralle’s location on Earth]) 10

Usable By Other (+¼), Indirect (+½), Ranged (+½), Transdimensional (Netherworld targets; +½); Variable Limitations (see above; -¼), Concentration (0 DCV; -½), Increased Endurance Cost (x2 END; -½)

28 Lesser Gifts Of The Planetary Demons: Multipower, 49-point reserve

OIAID (-¼), Variable Limitations (requires -1 worth of Limitations chosen from OIF [sigil belt], Concentra- tion, Extra Time, Gestures, and Incantations; -½)

2f 1) Shield Of The Star Demons: Resistant Protection (13 PD/13 ED/6 Power Defense) 2

OIAID (-¼), Costs Half Endurance (-¼), Variable Limitations (see above; -½)

2f 2) Winds Of Asmodeus: Flight 34m, x8 Noncombat 4

OIAID (-¼), Variable Limitations (see above; -½)

1f 3) Astrological Forecast: Precognitive Clairvoyance

(Sight Group) 4

OIAID (-¼), Variable Limitations (see above; -½), Precognition Only (-1)

2f 4) Astral Gate: Extra-Dimensional Movement (any loca- tion in the Imaginal Planes), x4 Increased Mass 8

OIAID (-¼), Variable Limitations (see above; -½) Extra Time (Full Phase; -½), Increased Endurance Cost (x2 END; -½)

1f 5) Conjure Imp: Summon one 246-point Imp (see HSB

73) 8

OIAID (-¼), Variable Limitations (see above; -½) Extra Time (1 Turn; -1¼), Increased Endurance Cost (x2 END; -½)

1f 6) Contact Demon: Mind Link to any one demon, any distance, any dimension 0

Concentration (0 DCV, must Concentrate throughout; -1), OIAID (-¼), Variable Limitations (see above; -½)

Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 185

5 Stars In Her Eyes: Sight Group Flash Defense (5 points) 0 8 Slippery Mind: Mental Defense (8 points) 0 10 Astral Awareness: Dimensional (Astral Plane) for

Sight Group 0

3 Instant Change: Cosmetic Transform 1d6 (any clothing to costume; reverses at will) 1

Trigger (changing clothing is a Zero Phase Action, Trigger immediately automatically resets; +¾); Limited Target (the clothes currently worn by character; -½)

Talents

3 Striking Appearance +1/+1d6

Perks

1 Fringe Benefit: International Driver’s License 1 Fringe Benefit: Library of Babylon Borrower’s Card

Skills

15 +3 with Favors Of The Planetary Demons Multipower 4 Astrology: +8 OMCV with Mind Scan 0

OIAID (-¼), Variable Limitations (requires -½ worth of Limitations chosen from OIF [sigil belt], Concen- tration, Extra Time, Gestures, Incantations; -¼), Requires A PS: Astrology Roll (-½)

3 Acting 13- 3 Charm 13- 3 Concealment 13- 3 Conversation 13- 2 AK: Babylon 11- 2 AK: Astral Plane 11-

4 Language: English (idiomatic, native accent; Italian is Native)

1 Language: Latin (basic conversation) 3 Navigation (Astral, Dimensional) 12- 4 PS: Astrologer 13-

5 Shadowing 13- 3 Scholar

2 1) KS: Arcane And Occult Lore 12- 2 2) KS: Astrology 12-

2 3) KS: Demonology 12- 1 4) KS: The Mystic World 11- 1 5) KS: The Superhuman World 11- 1 6) KS: Western Occultism 11- Total Powers & Skills Cost: 247 Total Cost: 389

400 Matching Complications (75)

10 Distinctive Features: Demon-tainted aura (Not Conceal- able; Always Noticed; Detectable Only with Unusual Senses)

10 Hunted: Senior Sylvestris (Frequently, Mo Pow, Watching) 10 Hunted: Planetary Demons (Frequently, Mo Pow,

Watching)

15 Physical Complication: Planetary demons can control her main Multipower (Infrequently, Greatly Impairing) 20 Physical Complication: Planetary demons can Summon

her (Infrequently, Fully Impairing)

20 Psychological Complication: Terrified Of Capture, Punishment, Or Death (Very Common, Strong) 10 Psychological Complication: Greedy For Magical Power

(Common, Moderate)

10 Psychological Complication: Lecherous (Common, Moderate)

15 Social Complication: Secret Identity (Perrenon Sylvestri) (Frequently, Major)

15 Susceptibility: takes 3d6 damage instantly whenever a planetary demon wants (Uncommon)

10 Susceptibility: to holy symbols/ground, 1d6 damage/Turn (Uncommon)

Total Complications Points: 75 Experience Points: 0

however, can override both his avoidance of danger and his greed. He won’t easily let pass any slur on the art of alchemy, his alchemy, especially from other kinds of sorcerers. He might lose his cool and toss an attack potion at the insulting person.

Quote: “Who, me? Sir, I haven’t the faintest idea

what you are talking about. If you don’t leave me alone, I shall call the police.”

Powers/Tactics: Cornelius has adapted modern lab

techniques to the ancient art of alchemy with spectacular results. He became one of the top alchemists

in the world while still in his forties, and can make potions and other alchemical items for nearly any effect he wants. At the moment, Cornelius is researching immortality and invulnerability. So far, he’s succeeded only in giving himself a knack for suspended animation and addicting himself to heavy metal toxins such as mercury.

His alchemical mastery, however, doesn’t make Cornelius a fighter. For the most part, he supplies alchemical weapons to cultists or agents working for the clan. He might hire some crook with an obscenely high Sleight Of Hand skill to slip a vile magical toxin or potion into an enemy’s food or drink.

Cornelius often watches from hiding to make sure people use his potions correctly and to gauge their effectiveness, but he won’t join an assault on heroes. He carries potions on his person in case someone notices and attacks him, but these are almost all for defense and escape. Any offensive potions will be for Flash, Darkness, or other powers to delay or hinder pursuit. Cornelius might carry one Constant Area Effect attack with which to threaten bystanders as a diversion (or he might try to bluff the heroes by claiming one of his other potions is a deadly attack). If he can’t get away, he surrenders — in a public place, to a policeman. He knows he’s safe in government hands and will never spend more than a few days in custody.

mystical technician who possesses great mystical power but relies on other people to use the weapons he supplies. He might Hunt characters at the behest of a senior Sylvestri.

To make Cornelius Liefeld more powerful, give him a potion (outside his Alchemy Pool) that makes him invulnerable, or give him alchemy- spawned minions such as homonculi. He could create some of the mythical beings from the The

HERO System Bestiary as servant monsters as well.

To make him less powerful, reduce his Alchemy Pool so he cannot make such powerful potions.

EXAMPLE POWERS FOR