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GRAVITAR FACTS

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

N/R: Gravitar is one of the most powerful supervil-lains in the world;

she’s frequently fought entire superteams or other master villains to a standstill.

K/R: Since 2006, Gravitar’s attacks and actions have become more serious, more focused, and more tactically adept.

-1: Based on her accent, Gravitar is French.

-1: Gravitar is a mutant; she’s teamed with other mutant villains to oppose anti-mutant activities.

-2: Gravitar’s attitudes and way of expressing herself indicate she was probably raised in a wealthy family.

-4: Gravitar’s

“lifting ability” (her capacity to negate gravity as it affects an object) seems to be at least 20 kilotons, and may be more; it’s unclear whether she’s shown the world the true extent of her powers.

-10: Her Secret Identity is Erica d’Monstressart.

46 n Gravitar Hero System 6th Edition

Val Char Cost Roll Notes

40 STR 30 17- Lift 6.4 tons; 8d6 HTH damage [4]

25 DEX 30 14-30 CON 20

15-25 INT 15 PER Roll 14-25 EGO 15

14-30 PRE 20 15- PRE Attack: 6d6 8 OCV 25

10 DCV 35 3 OMCV 0 8 DMCV 15

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 24 PD 22 Total: 54 PD (30 rPD) 24 ED 22 Total: 54 ED (30 rED) 20 REC 16

100 END 16 15 BODY 5

60 STUN 20 Total Characteristics Cost: 346 Movement: Running: 12m

Flight: 60m

Cost Powers END

135 Gravitic Manipulation: Telekinesis (60 STR) 0 Reduced Endurance (0 END; +½)

100 Gravitic Powers: Multipower, 100-point powers 6f 1) Enhanced Gravitic Manipulation: Telekinesis

(+40 STR) 6

10f 2) Gravitic Blast I: Blast 20d6 10 9f 3) Gravitic Blast II: Blast 12d6 0

Reduced Endurance (0 END; +½)

10f 4) Gravitic Blast III: Blast 10d6 10 Indirect (Source Point and Path can vary from use to use; +1)

9f 5) Gravitic Blast IV: Blast 12d6 0 Double Knockback (+½)

9f 6) Crushing And Rending I: RKA 4d6 0 Reduced Endurance (0 END; +½)

9f 7) Crushing And Rending II: RKA 3d6 9 Indirect (Source Point and Path can vary from use to use; +1)

9f 8) Selective Weight Alteration: RKA 1½d6 0 NND (defense is Desolidification, Power Defense, or gravity-manipulation abilities; +½), Does BODY (+1), Constant (+½), Reduced Endurance (0 END; +½) 10f 9) The Big Squeeze: Blast 10d6 10

NND (defense is PD Resistant Protection defined as a force-field or the like; +1)

9f 10) Gravitic Drag: Drain DCV 6d6 0 Reduced Endurance (0 END; +½)

10f 11) Gravitic Drag Field: Drain DCV 5d6 10 Area Of Effect (16m Radius; +¾),

Personal Immunity (+¼)

10f 12) Altered Individual Gravity: Flight 30m 0 Usable As Attack (does not affect anyone with Deso-lidification, Power Defense, or gravity-manipulation abilities; +1¼), Ranged (+½), Reduced Endurance (0 END; +½)

10f 13) Altered Gravity Field: Flight 26m 10 Usable As Attack (does not affect anyone with Deso-lidification, Power Defense, or gravity-manipulation abilities; +1¼), Ranged (+½), Area Of Effect (16m Radius Selective; +1)

120 Gravitic Pulse: Blast 12d6 0

Area Of Effect (16m Radius; +¾), Double Knockback (+½), Personal Immunity (+¼), Reduced Endurance (0 END; +½); No Range (-½)

112 Gravity Strengthening/Reversal Field: Telekinesis

(60 STR) 0

Area Of Effect (32m Radius; +1), Reduced Endurance (0 END; +½); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1)

90 Gravitic Shield I: Resistant Protection Field

(30 PD/30 ED) 0

53 Gravitic Shield II: Damage Negation (-8 DCs Physical

and Energy) 8

Costs Endurance (-½) earn enough of her wrath to make her

Hunt them — and in that case, watch out! She’ll simply confront the target of her ire at every reasonable oppor-tunity and smash him to a bloody pulp. She’ll stop once she feels she’s obtained proper revenge for all slights toward her.

If Gravitar proves too weak to take on your team of PCs, increase her defenses (perhaps give her 50%

Damage Reduction, Resistant) and other powers as appropriate. You might also exchange her Multip-ower for a hefty Variable PMultip-ower Pool. If she’s too tough for them to tackle, reduce the Active Points in her attacks, drop her SPD to 5, and lower her defenses to a more appro-priate level. You might also consider reducing her END, so she has to be a little more cautious about using her powers at full strength.

Appearance: Erica d’Monstressart is a beautiful young French woman with long blonde hair and blue eyes who speaks English with a delightful French accent. In her Gravitar identity, she wears a long-sleeved black dress with the skirt split up the sides, a blue cloak that wraps around her upper body but leaves her neck exposed, blue boots and gauntlets, and a blue mask.

Champions Villains Volume One: Master Villains n Gravitar 47

110 Gravitic Wall: Barrier 12 PD/12 ED, 12 BODY (up to 20m long, 4m tall, and ½m thick), Dismissable,

Non-Anchored 4

Reduced Endurance (½ END; +¼)

16 Gravitic Point Defense: Deflection 2 Only Works Against Physical Projectiles (-¼)

81 Gravitic Flight: Flight 60m, x4 Noncombat 3 Reduced Endurance (½ END; +¼)

37 Gravitic Field Awareness: Spatial Awareness, Increased Arc Of Perception (360 Degrees) 0 20 Sense Gravitic Fields: Detect Gravity 14- (no Sense

Group), Discriminatory, Analyze, Range, Sense Perks

15 Money: Filthy Rich Talents

6 Environmental Movement: Zero-G Training Skills

30 +6 with all Gravity Powers 3 Computer Programming 14-3 Electronics

14-3 High Society 15-3 Inventor 14-2 KS: Art History 11-3 KS: Literature

14-3 KS: The Superhuman World

14-3 Language: English (completely fluent; French is Native) 2 Language: Japanese (fluent conversation)

1 Language: Russian (basic conversation) 3 Mechanics

14-15 Power: Gravity Manipulation Tricks 20-3 SS: Physics

14-5 SS: Gravitics 16-3 Stealth 14-3 Traveler

1 1) CK: London 11-1 2) CK: Millennium City 11-1 3) CK: Moscow 11-1 4) CK: New York City 11-1 5) CK: Paris 11-1 6) CK: San Francisco 11-1 7) CK: Tokyo 11-Total Powers & Skill Cost: 1,110 Total Cost: 1,456

400 Matching Complications (75)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses)

20 Enraged: by insults, sarcasm, or not being taken seriously (Common), go , recover

11-20 Hunted: UNTIL (Frequently, As Pow, NCI, Capture) 15 Hunted: the Champions (Infrequently, As Pow, NCI,

Capture)

10 Hunted: Eurostar (Infrequently, As Pow, Kill)

20 Negative Reputation: supervillainness of world-threat-ening power, 14- (Extreme)

25 Psychological Complication: Bent On World Domination (Very Common, Total)

15 Psychological Complication: Overconfidence (Very Common, Moderate)

15 Social Complication: Secret Identity (Erica d’Monstressart) (Frequently, Major) Total Complications Points: 75

Experience Points: 1,056

48 n Holocaust Hero System 6th Edition

Background/History: Geoffrey Haganstone was born to power — in more ways than one.

The son of Senator Albert Haganstone of Pennsylvania and his socialite wife Clarice, Geof-frey was a precocious child, far more intelligent and active than his years would indicate. Raised in a family of wealth and privilege, he lacked for nothing; many people predicted he would succeed to his father’s Senate seat one day.

When he was a teenager, Geoffrey manifested mutant powers — the ability to control and project energy. Concerned about “scandal,” the Haganstone family kept his superpowers secret, thus allowing him to develop his abilities without hindrance.

By the time he finished college, Geoffrey’s combination of power, privilege, and wealth had made him haughty and condescending. He real-ized he, and he alone, was fit to lead the peoples of the world — and with his abilities, he could conquer them. The thought of ruling Earth soon came to obsess him, but he knew even he, by himself, would find it hard to conquer humanity...

unless it learned to fear him, and through fear respect him. He had to teach his lessers the obedi-ence and discipline they so badly needed through actions imperial in scope and frightening in their grandeur.

Fashioning a costume and choosing a name

— Holocaust — designed to impress and terrify, Geoffrey started his supervillain career by attacking the Empire State Building in 1983. The Justice Squadron defeated him, but only barely, and he escaped at the last minute. Since then he’s launched many schemes of conquest, typically involving the destruction of major landmarks and other attention-grabbing events. So far super-heroes have defeated him, often by the barest of margins, and have never managed to capture him.

He’s convinced it’s only a matter of time before he finds a way to triumph.

Personality/Motivation: Holocaust practically personifies megalomania and arrogance. He’s certain that he’s superior to everyone else on Earth and destined to rule the planet. He has so little regard for his “future subjects” that he does a superb job of living up to his name. He’ll kill for the slightest reason — defying him, not obeying him fast enough, spilling his coffee, or simply because someone happens to be in the wrong place at the wrong time and gets caught up in one of his many destructive crimes. His lack of restraint has caused him problems in the past (it’s hard to get information from a dead person, for example), and undoubtedly will again in the future.

Despite this general attitude, Holocaust does feel some stirrings of noblesse oblige (even if those feelings are mainly self-serving, not genuinely altruistic). One of the easiest ways to manipulate him is to appeal to his “honor” or his “concern for your people.” That doesn’t always work, but sometimes he falls for it.

Holocaust has a knack for holding a grudge and rarely forgets a slight (making him a good Hunter for many heroes). He has a fierce temper;

insults, mockery, humiliation, or simply not being taken seriously are often all it takes to set him off.

It takes little to anger him to the point where he considers a particular hero (or team) an enemy fit only to be destroyed. He’ll launch schemes of world conquest arranged to attract a specific enemy’s attention, then ambush him while he tries to stop the plan.

Quote: “On your knees! I intend to rule this world, and those who obey me will find themselves rewarded. Those who do not will be punished.”

Powers/Tactics: Holocaust is a mutant with exten-sive energy control powers. His body can absorb any form of incoming energy and “channel” it to enhance any of his powers or abilities — he could become stronger, more agile, fire more powerful energy beams, fly faster, whatever he chooses. This ability has an upper limit (though he rarely seems to reach it), and the boost of power he gets is temporary, but on top of his already considerable powers it can make him nearly unstoppable.

Second, Holocaust can leech away other super-humans’ energy powers. Given how much most superteams rely on energy-based abilities, this

Champions Villains Volume One: Master Villains n Holocaust 49 power can seriously weaken much of his

opposi-tion. And that leaves them vulnerable to his third type of super-ability, a powerful energy beam that he fires from his eyes. He can focus the beam from ultra-tight (to better penetrate armor) to a wide cone (to affect multiple foes). Most amazingly he can actually control the flow of the energy beam, allowing him to alter the direction of the energy so it arcs around to attack an enemy from behind, turns corners to hit someone trying to hide behind cover, or the like.

Lastly, Holocaust has telekinetic powers. These allow him to manipulate objects at a distance with a STR equal to his own, or to fly.

Holocaust usually opens combat in the most grandiose fashion possible, attacking his foes with eyebeams and trying to overwhelm them with sheer power. If he doesn’t quickly get the upper hand he shifts to more sensible tactics; he’s no fool.

Because he uses END so quickly due to his high SPD, Holocaust often takes Recoveries during a Turn (particularly on his Phases in Segments 9 and 11). If he expects a long fight, he may use his Absorption to feed his END, too (half to END, half to STUN is a favorite combination).

Campaign Use: Holocaust is a master villain of the second water. He lacks the Skills and true power to conquer the world on his own, though he’s determined to keep trying. He should be able to stand against the PCs by himself for at least a few Phases, if not an entire combat.

Making Holocaust more powerful is easy. All you have to do is think of other ways he could

“control energy,” and then give him the appro-priate abilities (see the “Energy Manipulation Powers” section of Champions Powers for plenty of ideas). A large Variable Power Pool for Energy Control effects wouldn’t even be out of the ques-tion. If you want to make him weaker, reduce the Active Points in his Multipower reserve to 90 or 75, give him a single type of Absorption (with the Varying Effect Advantage), decrease or remove his Telekinesis, and reduce his SPD to 6.

Associates, Allies, And Adversaries: Like most master villains, Holocaust doesn’t get along well with others of his ilk, viewing them as competitors and rivals. He and Interface seem to particularly despise one another, though no one besides the two of them knows why.

Two master villains Holocaust has worked well with in the past are Kinematik and Gravitar, with whom he shares an interest in protecting mutants from the anti-mutant actitivities of the Institute for Human Advancement and people with similar views. He doesn’t particularly like either of them, but he can work together with them in common cause.

As Geoffrey Haganstone, Holocaust is socially acquainted with Representative David Suther-land (the master villain Invictus; see page 55).

His ability to sense energy has told him that Sutherland possesses energy powers, though he’s not aware of Sutherland’s alternate identity or plans. For now Holocaust’s simply sitting on this

information, waiting to use it at just the right time to blackmail or manipulate him.

Holocaust doesn’t have an organization of agents or minions, so he often relies on merce-nary supervillains. He’s on good terms with most of them, such as the Crimelords, the Ultimates, Mechassassin, and the Steel Commando. On the other hand, his personality and the Overbrain’s clash so much that he and the Brain Trust want nothing to do with one another.

In 2006 Holocaust briefly put together a team of villains he called “the Alliance” to fight the Champions. Members included Ankylosaur, the Basilisk, Esper, Fenris, Frag, Freakshow, Levia-than, Lodestone, Ogre, Riptide, Tesseract, and Thunderbolt II. Their scheme didn’t work out, but he remains on good terms with all of them.

Appearance: Holocaust’s costume is a red bodysuit, with purple boots, trunks, gloves, and gorget that also have a scale motif to them. His belt is gold, and there are gold patches on the inner wrists of his gloves. Spikes on the knuckles of his gloves make his punches deadlier than normal. He covers his head with purple helmet that has a lightning bolt-like yellow design on top, and a green eyebar from which he projects his Eyebeams. The helmet leaves his mouth exposed.

He also wears a purple cape.

Geoffrey Haganstone is a handsome, athletic man in his forties with a winning smile and some-what arrogant demeanor. He’s well-known on the American social circuit.

HOLOCAUST