Firelord (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC; Member of Atomic Rangers

Val  Char   Cost
15  STR5
24  DEX42
25  CON30
11  BODY2
13  INT3
17  EGO14
20  PRE10
10  COM0
 
8/26  PD5
8/30  ED3
6  SPD26
10  REC4
50  END0
50  STUN18
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 162

Cost  PowerEND
100  Flame Mastery: Multipower, 100-point reserve 
10u  1) Firey Arsenal: EB 10d6, Variable Advantage (+1/2 Advantages; +1) (100 Active Points) 10
9u  2) Firelord's Clensing Flame: RKA 2d6, Penetrating (+1/2), Sticky (+1/2), Continuous (+1) (90 Active Points) 9
9u  3) Flame Mastery: Suppress Fire Powers Flame Based Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) 9
10u  4) Flame Transference: Transfer 4d6 (Flame Powers to Flame Powers), Can Transfer Maximum Of 64 Points, from any Flame power one at a time (+1/4) (100 Active Points) 10
4u  5) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4
7u  6) Immolation: RKA 2d6, Uncontrolled (+1/2), Continuous (+1) (75 Active Points) 7
1u  7) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
5u  8) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
20  Personal Fire Abilities: Elemental Control, 40-point powers 
20  1) Fiery Flight: Flight 20" (40 Active Points) 4
20  2) Fire Shield: Force Field (18 PD/22 ED) (40 Active Points) 4
28  3) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2) 6
10  Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
10  Gather 'Round The Fire: Life Support (Safe in Intense Cold; Safe in Intense Heat), Area Of Effect (4" Radius; +1 1/2) (10 Active Points) 0
5  Sense Temperature: Detect Temperature 12- (Unusual Group), Sense 0
5  Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 273

Cost  Skill
2  +1 with Flame Blast 
3  Concealment 12- 
3  Demolitions 12- 
2  KS: The Military/Mercenary/Terrorist World 11- 
2  KS: US Army 11- 
1  Navigation (Land) 8- 
1  PS: Soldier 8- 
3  Paramedics 12- 
3  SS: Chemical Engineering 12- 
3  SS: Chemical and Biological Weapons 12- 
3  SS: Cosmology 12- 
3  SS: Energy Conversion Systems 12- 
3  SS: Mathematics 12- 
3  SS: Pyrotechnics 12- 
3  Survival 12- 
3  Tactics 12- 
2  WF: Small Arms 
3  Weaponsmith (Chemical Weapons, Incendiary Weapons) 12- 
Skills Cost: 46

Val  Disadvantages
15  Hunted: Firewing 8- (Mo Pow, Harshly Punish) 
10  Hunted: Freon 8- (As Pow, Harshly Punish) 
20  Hunted: The Black Legion 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: US Military 8- (Mo Pow, NCI, Watching) 
20  Psychological Limitation: Code of the Soldier (Honor to country; kills only when necessary) (Common, Total) 
15  Psychological Limitation: Loyal to friends and superiors (Common, Strong) 
15  Psychological Limitation: Scientific Curiosity (Common, Strong) 
15  Social Limitation: Secret Identity (Peter James) (Frequently, Major) 
10  Vulnerability: 1 1/2 x BODY Cold Attacks (Common) 
20  Vulnerability: 2 x STUN Cold Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 131

Total Experience Available: 129

Experience Unspent: 0

Total Character Cost: 481


Height: 1.80 mHair: Black
Weight: 73.00 kgEyes: Gray
Appearance: Pete's blonde hair and blue eyes have turned black and gray respectively since the accident. He wears comfortable clothes often with a long gray overcoat (he is almost immune to temperature extremes and wearing a long coat in New Mexico amuses him). His costume is a deep red, metallic bosysuit with gold gloves and boots. When he activates his forcefield he appears to be a flaming man made of molten gold.
Personality: Pete is still a soldier, he serves the American People as Firelord as he did as Lt. Peter James, the uniform is just different. As the most potent of the Atomic Rangers and the most tactically sound, Pete is generally considered the teams leader.
Quote:"Remember Kids, don't play with matches and you won't get burned."
Background: Peter James was one of a number of former soldiers working for the defense contractor, PulseTech. James had shown technical know how and a disciplined approach that PulseTech looked for and he eventually became the project leader for the Furite Blast weapon. The weapon was a design of flame thrower that didn't rely on a large fuel pack for energy. The cells that Peter and his team had developed were in their prototype stage when Pete, having been in meetings all day came to the lab late one night and saw one of his team busily copying files. Knowing industrial espionage when he saw it; Pete immediately called security and in a fit of overconfidence, confronted the man.
The spy, a VIPER undercover specialist, proved to be Pete's physical superior. During the struggle, Pete was knocked into the prototype. The spy had sabatoged the prototype and he simply detonated it.
For a second Pete thought he saw the golden light he'd heart about. He felt no pain and when his eyes adjusted to the light and sound around him, he realized that he had been transformed by the Cell's explosion. The security team arrived and took both men into custody. Pete went peacefully and figured out how to "power down" really quickly. He decided to put his new abilities to the good of the public. Pete took the name Firelord from a comic book in his youth (and he's received permission from the creators and owners of said character in exchange for producing the Atomic Rangers and Firelord comic lines based off of his image and adventures).
Powers/Tactics: Firelord's tactics stem from the versatility of his abilities. Able to create and manipulate fire and his "Firey Arsenal" allows him to affect a wide variety of potent attacks. His defenses are average but he has enhanced speed and reaction time, he tends to keep his distance.
Campaign Use: 


Flying Lotus (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC Heroine;

Val  Char   Cost
20  STR10
26  DEX48
20  CON20
10  BODY0
10  INT0
11  EGO2
20  PRE10
20  COM5
 
16  PD6
16  ED6
6  SPD24
8  REC0
40  END0
30  STUN0
 
8"  RUN0
6"/12"  SWIM0
16"  LEAP0
Characteristics Cost: 131

Cost  PowerEND
13  Ch'i Awareness: Detect A Single Thing 11- (Unusual Group), Targeting Sense 0
5  Ch'i Harmony: Power Defense (5 points) 0
10  Ch'i Purity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
7  Impenitrable Defense: Physical Damage Reduction, 25% (10 Active Points); Only against hand to hand attacks she can sense (-1/2) 0
5  Impenitrable Defenses: Lack of Weakness (-5) for Normal Defense 0
5  Iron Fan: Missile Deflection (Thrown Objects) 0
4  Iron Shirt : Damage Resistance (10 PD) (5 Active Points); Doesn't work against Guns (-1/4) 0
20  Strike of the Emperor Lion: HA +8d6 (40 Active Points); Activation (-1/2), Hand-To-Hand Attack (-1/2) 4
12  Very Perceptive: +4 PER with All Sense Groups 0
5  Walk on Water: Swimming +6" (6"/12" total) (6 Active Points); Surface Only (-1/4) 1
5  Mental Awareness 0
4  Running +2" (8" total) 1
8  Superleap +12" (16" forward, 8" upward) (12 Active Points); Requires Skill Roll (Acrobatics) (-1/2) 1
4  Swimming +4" (6"/12" total) 1
Powers Cost: 107

Cost  Martial Arts Maneuver
  Kung Fu 
12  1) +3 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 
5  6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
4  8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
3  9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
Martial Arts Cost: 43

Cost  Skill
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
2  KS: Knowledge Skill: Kung Fu 11- 
2  KS: Knowledge Skill: Kung Fu Styles 11- 
0  Language: Cantonese (idiomatic) (4 Active Points) 
4  Language: English (idiomatic) 
2  PS: Librarian 11- 
3  Shadowing 11- 
3  Sleight of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
3  Tracking 11- 
Skills Cost: 34

Cost  Talent
12  Combat Luck: 6 PD/6 ED 
16  Combat Sense 12- 
9  Lightning Reflexes: +6 DEX to act first with All Actions 
3  Lightsleep 
3  Resistance: 3 points 
Talents Cost: 43

Val  Disadvantages
15  Always Obeys Orders of Superiors: Very Common, Moderate 
20  Code Against Killing: Common, Total 
10  Distinctive Features: Style Disadvantage: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Hunted: Dragon Master: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Golden Scorpion: 8- (Occasionally), As Powerful, Harshly Punish 
20  Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Reputation: Mystic Martial Artist: , Frequently (11-) 
15  Secret Identity: Rose Chen: Frequently (11-), Major 
15  Shy in social situations: Common, Strong 
Disadvantage Points: 135

Base Points: 200

Experience Required: 23

Total Experience Available: 76

Experience Unspent: 53

Total Character Cost: 358


Height: 1.65 mHair: Brown
Weight: 63.00 kgEyes: Brown
Appearance: Rose is short but has a powerful build. She wears her hair in a bun and loose clothing in her job as a librarian. When active as the Flying Lotus, she wears a tight, red top and billowy white kung fu pants. She wears a white domino mask as well as letting her hair down.
Personality: A very civic minded woman, Rose has accepted the role of heroine in her community by her family's elders. She feels proudest when she helps the people in some way. She is often more comfortable in her role as heroine than librarian, but she finds the work in the library to be equally fulfilling.
Quote:"I do not think that your present course of action will bring you the desired results."
Background: Rose Chen is a librarian by day and a superheroine by night. She uses her Kung Fu skills and quasi mystical abilities to battle crime in New Mexico along with the other members of the Atomic Rangers.
Powers/Tactics: A mystic based martial artist, Rose is skilled in hand to hand combat and capable of great physical feats. She is deceptively strong and hearty.
Campaign Use: Standard costumed martial artist but she operates in an out of the way place.


Legionnaire (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC; Member of the Atomic Rangers.

Val  Char   Cost
40  STR30
24  DEX42
25  CON30
12  BODY4
15  INT5
13  EGO6
20  PRE10
20  COM5
 
15/27  PD7
15/27  ED10
5  SPD16
15  REC4
50  END0
50  STUN5
 
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 174

Cost  PowerEND
  Powered Legionnaire Armor, all slots OIF (Powered Armor; -1/2) 
24  1) Armored Flight Suit: Armor (12 PD/12 ED) (36 Active Points); OIF (Powered Armor; -1/2) 0
20  2) Combat Flight: Flight 15" (30 Active Points); OIF (Powered Armor; -1/2) 3
21  3) Non-Combat Flight: Flight 8", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (32 Active Points); OIF (Powered Armor; -1/2) 3
19  4) LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF (Powered Armor; -1/2) 0
8  5) Onboard Radio: HRRP (Radio Group) (12 Active Points); OIF (Powered Armor; -1/2) 0
25  6) Plasma Guantlets: EB 10d6 (50 Active Points); 8 Charges (-1/2), OIF (Powered Armor; -1/2) [8]
Powers Cost: 117

Cost  Martial Arts Maneuver
  Boxing, Modern 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
4  3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
5  4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
3  5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 
Martial Arts Cost: 19

Cost  Skill
5  +1 with HTH Combat 
3  Bureaucratics 13- 
3  High Society 13- 
2  KS: Criminal Underworld 11- 
3  Navigation (Air, Land) 12- 
3  Paramedics 12- 
5  Seduction 14- 
3  Scientist 
2  1) SS: Biochemistry 12- (3 Active Points) 
1  2) SS: Biology 11- (2 Active Points) 
1  3) SS: Genetic Engineering 11- (2 Active Points) 
3  Stealth 14- 
3  Streetwise 13- 
3  Systems Operation 12- 
Skills Cost: 40

Val  Disadvantages
5  DNPC: Lester "Les" Mattingly; Friend and confidant 8- (Normal; Useful Noncombat Position or Skills) 
15  Hunted: Father (mid rate supervillain mastermind) 8- (Mo Pow, Harshly Punish) 
10  Hunted: Pulsar 8- (As Pow, Harshly Punish) 
20  Hunted: Telios 8- (Mo Pow, NCI, Harshly Punish) 
10  Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) 
10  Psychological Limitation: Brash (Common, Moderate) 
10  Psychological Limitation: Dark Secret: Gained his powers from supervillain father. (Uncommon, Strong) 
15  Psychological Limitation: Glory hound (Very Common, Moderate) 
10  Psychological Limitation: Protective of Self (Uncommon, Strong) 
15  Social Limitation: Secret Identity (Alexander Reece) (Frequently, Major) 
10  Vulnerability: 1 1/2 x BODY Chemical Based Attacks (Common) 
10  Vulnerability: 1 1/2 x Effect Chemical Based Attacks (Common) 
10  Vulnerability: 1 1/2 x STUN Chemical Based Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.82 mHair: Blonde
Weight: 100.00 kgEyes: Blue
Appearance: Classically handsome hero with blue eyes, blonde hair and all american muscular physique. His armor appears to be a modern version of roman Legionairre armor with a full face plate (only his eyes showing) and armored leggings. His armor is silver, his cape is white with blue trim. The Plume in his helm is blue.
Personality: A thrill seeker and lover of fame and glory, Alex has taken to the role of hero quickly. Responsibility has been a little slower in coming. He tends to fight harder in front of cameras and pretty ladies. He won't abandon his team but he might try to cut and run if they meat too much resistance.
Quote:"The pain I will heap upon you will be Legion, get it?"
Background: Alex Reece has superhuman physical characteristics. He claims to have gotten them after being bitten by a radioactive scoprion, but no one believes him. He does not show up on Mutant Scanners though. When he and some other wannabe heroes failed to make the highly publicized Victory Squad, they decided to form their own team. A fellow hero, Widget, helped him build his armored costume and flight suit.
Powers/Tactics: A flying brick with high agility and low super strength. He backs this up with boxing skill.
Campaign Use: 


Lifter (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC; Member of the Atomic Knights

Val  Char   Cost
50  STR40
15  DEX15
25  CON30
12  BODY4
15  INT5
12  EGO4
20  PRE10
20  COM5
 
25  PD15
25  ED20
4  SPD15
15  REC0
50  END0
50  STUN0
 
9"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 163

Cost  PowerEND
25  Resiliant Flesh: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) 0
12  Resiliant Flesh II: (Total: 12 Active Cost, 12 Real Cost) Hardened (+1/4) (6 Active Points) applied to PD (Real Cost: 6) plus Hardened (+1/4) (6 Active Points) applied to ED (Real Cost: 6) 0
20  Hard to put down: Physical Damage Reduction, 50% 0
20  Hard to Put Down: Energy Damage Reduction, 50% 0
6  Swift on his feet: Running +3" (9" total) 1
9  I can lift that!: +50 STR (50 Active Points); Increased Endurance Cost (x10 END; -4), Only for Pushing (-1/2) 50
26  Sturdy Physiology: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity Alcohol; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
4  Big and Beefy: Knockback Resistance -2" 0
10  I'm an agile leaper.: Leaping 0" (10" forward, 5" upward) (Accurate, x4 Noncombat) 1
Powers Cost: 132

Cost  Skill
4  +2 with grab 
15  +3 with HTH Combat 
8  +4 with Punch 
1  Criminology 8- 
3  Deduction 12- 
1  Forensic Medicine 8- 
2  KS: Body Building 11- 
2  KS: Superhero World 11- 
3  Paramedics 12- 
3  Persuasion 13- 
2  SS: Ballistics 11- 
3  Seduction 13- 
3  Streetwise 13- 
3  Teamwork 12- 
Skills Cost: 53

Cost  Talent
2  Environmental Movement (no penalties on Heavy Gravity) 
Talents Cost: 2

Val  Disadvantages
15  DNPC: Lacey Daniels (Little Sister) 11- (Normal) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Hunted: Bulldozer 8- (As Pow, Harshly Punish) 
20  Hunted: GENOCIDE/Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code Against Killing (Common, Total) 
10  Psychological Limitation: Ladies Man, Player (Common, Moderate) 
10  Psychological Limitation: Laidback, Easy going, Slow to anger. (Common, Moderate) 
10  Psychological Limitation: Overconfidance (Common, Moderate) 
5  Rivalry: Professional (Mega Man; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Jason Daniels) (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 2.00 mHair: Brown
Weight: 150.00 kgEyes: Blue
Appearance: A tall and buff young man with perfect teeth, skin, and hair. He wears a white body suit with blue gloves, boots, belt and harness.
He wears no mask.
Personality: Lifter is an easy going fellow. He has spend most of his life as a beach bum and body builder, but now he sees his superheroic career as a higher purpose. He has actually started taking criminology classes at the local university (one of the team's weaknesses). He's proven smarter than he appears.
Quote:"If I stop lifting, I die."
Background: Lifter is a mutant with superhuman strength. His upper limit has never been tested but he tires quickly if he routinely lifts more than about 25 Tons. He was born and raised in So Cal, and moved to New Mexico to try out for the Victory Squad, but like many others he was left off the final roster. When a number of the jilted heroes decided to stay together and form a team, Lifter agreed to lend his strength to the cause. Jason's younger sister has also started attending school at St. John's New Mexico. She has also exhibited limited superhuman strength and often gets under Jason's foot trying to "Help Out" she calls herself Thundara.
Powers/Tactics: Lifter is a standard brick but he can really push himself beyond normal limits. His STR for Pushing is 100. For normal use, his strength is 50.
He is slightly more agile and quicker than the average person. He can take a beating too.
Campaign Use: Lifter is an "amalgam" of the example character in Hero5 and the Lifter from Wildguard: Casting Call. Who knows, perhaps the comic book Lifter will prove to be very similar to the Hero one....


Sunset Kid (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC Heroine

Val  Char   Cost
15  STR5
20  DEX30
18  CON16
12  BODY4
15  INT5
18  EGO16
18  PRE8
16  COM3
 
11/18  PD5
11/18  ED4
5  SPD20
11  REC8
40  END2
30  STUN1
 
7"  RUN2
3"  SWIM1
4"  LEAP1
Characteristics Cost: 131

Cost  PowerEND
21  Armored Costume: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); IIF (-1/4) 0
14  Hi-Tech Pistol: Multipower, 50-point reserve, (50 Active Points); all slots 2 clips of 1 Charge (-1 1/2), OAF (-1) 
2u  1) Standard Shot: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); OAF (-1), No Knockback (-1/4) 0
2u  2) Stunning Shot: Energy Blast 10d6, STUN Only (+0) (50 Active Points); OAF (-1), No Knockback (-1/4) 0
5  Another Pistol: Additional Multipower (5 Active Points) 0
9  Hidden Belt Radio: Radio Perception/Transmission (Radio Group), Concealed (-1 with Radio Perception/Transmission PER Rolls) (11 Active Points); IIF (-1/4) 0
22  Lasso: Multipower, 45-point reserve, (45 Active Points); all slots OAF Durable (-1) 
1u  1) Rope Use: Stretching 4" (20 Active Points); OAF Durable (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4) 2
1u  2) Swingline: Swinging 12" (12 Active Points); OAF Durable (-1) 1
17  Speed Shooting: Any "Gun" Based Attack: Autofire (3 shots; +1/2); OIF (Focus any pistol; -1/2) for up to 50 Active Points (17 Active Points) 2
Powers Cost: 94

Cost  Martial Arts Maneuver
  Kung Fu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
3  4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4  5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
3  6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
2  7) Weapon Element: Chain & Rope Weapons, Empty Hand, Off Hand 
  Trick Shooting 
4  1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 
3  2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 
3  3) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Half move required, Strike, you fall 
4  4) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR 
4  5) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls 
0  6) Weapon Element: Pistols 
Martial Arts Cost: 43

Cost  Skill
2  +1 with any single attack 
5  +3 a single attack 
5  +3 a single attack 
8  +4 with any single attack 
5  Accurate Sprayfire 
4  Animal Handler (Equines) 14- 
3  Breakfall 13- 
3  Climbing 13- 
3  Conversation 13- 
7  Fast Draw 15- 
3  Forensic Medicine 12- 
3  KS: Old West 12- 
3  KS: Superhuman World 12- 
2  KS: Western Lore 11- 
3  Oratory 13- 
3  PS: Surgeon 12- 
3  Paramedics 12- 
3  Persuasion 13- 
5  Rapid Attack (Ranged)  
5  Riding 14- 
2  SS: Biology 11- 
2  SS: Metahuman Physiology 11- 
3  Shadowing 12- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
2  Survival (Desert) 12- 
0  TF: Equines 
3  Teamwork 13- 
3  Tracking 12- 
10  Two-Weapon Fighting (Ranged)  
4  WF: Chain & Rope Weapons, Handguns, Rifles, Whips 
Skills Cost: 112

Cost  Perk
10  Base Contribution 
15  Follower: Copper, the Robot Horse 
5  Fringe Benefit: Concealed Weapon Permit (where appropriate), Membership: Atomic Rangers 
Perks Cost: 30

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
6  Combat Luck: 3 PD/3 ED 
4  Lightning Reflexes: +4 DEX to act first with Pistols 
Talents Cost: 13

Val  Disadvantages
5  Distinctive Features: Modern Day Cow-Girl Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
10  Distinctive Features: Style Disadvantage: Kung Fu Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
15  Hunted: Lazer 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
15  Hunted: Relic Theives 11- (Frequently), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
25  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
15  Hunted: Warpath 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Psychological Limitation: Code vs Killing Common, Total 
10  Psychological Limitation: Loves the old west Common, Moderate 
15  Psychological Limitation: Thrill Seeker Common, Strong 
5  Reputation: Modern Day Cowgirl, Sometimes (8-) 
15  Social Limitation: Public ID: Wendy Allusade, the Sunset Kid Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 73

Total Experience Available: 73

Experience Unspent: 0

Total Character Cost: 423


Height: 1.70 mHair: Brown
Weight: 68.00 kgEyes: Brown
Appearance: Wendy is a fit and attractive young woman with a cheerful personality and an adventurous streak a mile wide. She will try almost anything once. She can be serious, but she doesn't like to stay that way. The Sunset Kid wears a stylized armored cowgirl uniform. Combat boots instead of cowboy boots, a white hat, her trade mark round glasses, and a leather duster. Her hi-tech guns appear to be vintage six shooters. Her lasso has a metallic golden sheen.
Her pants and neckerchief are red, her duster is gray, and her shirt is denim blue. Her boots, gloves, and belt are black.
Personality: The Sundset Kid is a "gimmick" and she knows it. She is popular with the media, having charm, wit, and grace when being interviewed. She tried originally to be a "true cowgirl" in her Sunset persona, but she eventually gave it up. She is more confident in the public relations part of hero-ing; setting a good example, doing public service announcements, et al., but she can hold her own in a fight. Wendy is in this for the thrills and the chance to do well.
Quote:"I do believe I have you covered, Shadow Dragon. What are you doing in these parts anyhow?"
Background: Wendy Allusade was always fascinated by tales of the old west. Her family moved to New Mexico when she was eleven. She began riding horses that summer. When she graduated high school she joined a local rodeo, by this time she was a fair trick shooter, rope user, and all round showman. She worked for a few theme parks on the west coast but felt a call to something higher. She began college later that year taking pre-med. Working a local theme park to earn her tuition; Wendy found herself in the papers one day when a young kid attempted to rob the gate. She used her lasso to stop him, and although the robbery was real; most of the customers present thought it was part of the act. Wendy enjoyed the media coverage, and the owners of the park, in gratitude paid for her entire freshman year. She continued to work as a trick shooting, lassoing cowgirl on weekends, but began to feel that maybe she could be more.
Training intensely for the next three years while allowing her studies to slip, she made herself a modern day desperado outfit (lightly armored) and took her skills to the streets. As the Sunset Kid, she tried unsuccessfully to join the publicity seeking Victory Corps. The Corps was a publicity stunt by a few local heroes who held a public "try out" for their team. Wendy's skills intrigued them, but she was passed over in the end. A few of the others who weren't chosen decided to form their own team known as the Atomic Rangers; Wendy was asked to join and accepted. The Atomic Rangers are now based in New Mexico on land owned by Wendy's parents.
Powers/Tactics: Thanks to Widget, the team gadgeteer, the Sunset Kid has some true firepower at her hips. She wears a light armored costume, has a concealed radio, variable ammunition six-shooters, and an extremely sturdy lasso. She also has "Copper", the robot horse. Copper can fly as well as cruise at high land speeds. Sunset has trained diligently to be able to ride and fight while Copper is in the air. She has also studied Flying Lotus's Kung Fu and can hold her own in hand to hand combat.
Campaign Use: The Sunset Kid is a half hearted attempt at a serious superhero. She is along the lines of Shooting Star of Marvel Comics fame. Not only is she an able combatant and spokes person; she has completed her medical certification and is a licensed Doctor. She is an expert at meta-human treatment; at least as far as her team mates go.


Widget (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC; Member of the Atomic Knights

Val  Char   Cost
15  STR5
20  DEX30
18  CON16
12  BODY4
30  INT20
13  EGO6
15  PRE5
14  COM2
 
6/16  PD3
6/16  ED2
5  SPD20
10  REC6
40  END2
40  STUN11
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 132

Cost  PowerEND
72  Arsenal of Widgets: Variable Power Pool (Gadget Pool), 60 base + 12 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1) 
0  1) Force Projector: FW (8 PD/8 ED) (40 Active Points); OAF (-1), Restricted Shape (Hemisphere; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) Real Cost: 16 [4 cc]
0  2) Ion Pulse Pistol: EB 11d6 (55 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4) Real Cost: 22 [12]
0  3) Magnocuffs: Entangle 2d6, 4 DEF, Takes No Damage From Attacks Limited Group (+1/4) (37 Active Points); Set Effect (Hands Only/Feet Only) (Hands Only; -1), OAF (Hand Cuffs; -1) Real Cost: 12 4
0  4) Sapper: Drain END 2d6, Ranged (+1/2) (30 Active Points); 4 Charges (-1), OAF (-1) Real Cost: 10 [4]
13  Multipower, 20-point reserve, (20 Active Points); OIF (Combat Harness & Utility Belt; -1/2) 
1u  1) Expandible Parasail: Gliding 5" (5 Active Points); Restrainable (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Physical Manifestation (-1/4) 0
1u  2) Lock Picks: +2 with Lockpicking (4 Active Points); OAF (-1) 
1u  3) Magno Suction Cups: Clinging (normal STR) (10 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only on Glass or Metal ; -1/2) 0
1u  4) Mini Med Kit: +2 with Paramedics (4 Active Points); OAF (-1) 
1u  5) Skeleton Key Card: +2 with Security Systems (4 Active Points); OAF (-1) 
1u  6) Side Arm: RKA 1d6+1 (20 Active Points); OAF (-1), Real Weapon (-1/4), 2 clips of 8 Charges (-1/4) [8]
  Headgear, all slots OIF (-1/2) 
25  1) Armored & Insulated Costume: (Total: 37 Active Cost, 25 Real Cost) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) (Real Cost: 20) plus LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2) (Real Cost: 5) 0
3  2) EMP Protection: Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
4  3) Far Seeing: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2) 0
8  4) Headset Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
3  5) Low Light Vision: Nightvision (5 Active Points); OIF (-1/2) 0
7  6) Magnification Vision: Microscopic (x100) with Sight Group (10 Active Points); OIF (-1/2) 0
7  7) Protected Hearing: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7  8) Protected Vision: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
2  9) Sonic Analyzer: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
3  10) Thermal Vision: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 160

Cost  Martial Arts Maneuver
  Tae Kwon Do 
4  1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 
5  4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike 
4  5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
4  6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 
5  8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
3  9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls 
Martial Arts Cost: 38

Cost  Skill
16  +2 with All Combat 
3  Acrobatics 13- 
3  Breakfall 13- 
3  Bureaucratics 12- 
3  Climbing 13- 
3  Computer Programming 15- 
3  Concealment 15- 
3  Demolitions 15- 
3  Electronics 15- 
3  Inventor 15- 
3  Lockpicking 13- 
3  Mechanics 15- 
3  Paramedics 15- 
3  Scholar 
2  1) KS: Computer Databases (3 Active Points) 15- 
2  2) KS: Computer Hacking (3 Active Points) 15- 
2  3) KS: Computer Security (3 Active Points) 15- 
2  4) KS: Computer Viruses (3 Active Points) 15- 
3  Scientist 
2  1) SS: AI Technology 15- (3 Active Points) 
2  2) SS: Automotive Engineering 15- (3 Active Points) 
2  3) SS: Battlesuit Engineering and Design 15- (3 Active Points) 
2  4) SS: Biochemistry 15- (3 Active Points) 
2  5) SS: Chemical Engineering 15- (3 Active Points) 
2  6) SS: Chemical and Biological Weapons 15- (3 Active Points) 
2  7) SS: Communications Engineering 15- (3 Active Points) 
2  8) SS: Computer Control Systems 15- (3 Active Points) 
2  9) SS: Electrical Engineering 15- (3 Active Points) 
2  10) SS: Energy Conversion Systems 15- (3 Active Points) 
2  11) SS: Gravitics 15- (3 Active Points) 
2  12) SS: Hyperspace Physics 15- (3 Active Points) 
2  13) SS: Ionization Engineering 15- (3 Active Points) 
2  14) SS: Lasers 15- (3 Active Points) 
2  15) SS: Mathematics 15- (3 Active Points) 
2  16) SS: Mechanical Engineering 15- (3 Active Points) 
2  17) SS: Neural Interface Technology 15- (3 Active Points) 
2  18) SS: Optics 15- (3 Active Points) 
2  19) SS: Physics 15- (3 Active Points) 
2  20) SS: Software Engineering 15- (3 Active Points) 
2  21) SS: Sonics 15- (3 Active Points) 
2  22) SS: Structural Engineering 15- (3 Active Points) 
2  23) SS: Weapons System Engineering 15- (3 Active Points) 
3  Security Systems 15- 
3  Stealth 13- 
3  Systems Operation 15- 
9  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 15- 
1  Language: Assembler (basic conversation) 
1  Language: C (basic conversation) 
1  Language: COBOL (basic conversation) 
Skills Cost: 133

Cost  Talent
3  Absolute Time Sense 
5  Eidetic Memory 
3  Lightning Calculator 
4  Speed Reading (x10) 
Talents Cost: 15

Val  Disadvantages
15  DNPC: Eliza McKenzie; Fiance 11- (Normal) 
10  Distinctive Features: Short of Stature (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
25  Hunted: ARGENT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: Ankylasaur 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Psychological Limitation: Cant resist mechanical devices (Common, Strong) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
10  Psychological Limitation: Curious (Common, Moderate) 
10  Psychological Limitation: Thrillseeker (Common, Moderate) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 155

Base Points: 200

Experience Required: 123

Total Experience Available: 155

Experience Unspent: 32

Total Character Cost: 478


Height: 1.37 mHair: Black
Weight: 68.00 kgEyes: Brown
Appearance: A short man, but thickly muscular. He has thick black hair and beard, brown eyes and an infectious grin. He wears a gray jump suit with black boots, gloves, and utility belt. His holster and combat harness are white. THere is a white "W" in a black circle on his right shoulder. He wears a headset/goggle combination but doesn't try to hide who he is.
Personality: Although he's been accused of having "Short Man's Syndrome", Perry has never considered himself angry or overcompensating for anything. He has an incurable scientific curiosity and a desire to experience new things. He also holds his fellow man in high regard and has sworn to protect the innocent from the machinations of a gaggle of morally stunted intellectuals.
Quote:"Here, catch."
"I wonder what this does."
Background: Perry Walters, short in stature but great in intellect, collected his first PhD from CalTech when he was only 15. He has an extensive list of patents to his name. He decided to become more than a wealthy industrialist and after a brief but intense training period, he developed an arsenal of crimefighting tools and embarked on a career as the heroic Widget. He tried to join the Victory Squad but was practically laughed out of the auditions. He and some of the other "cast offs" formed the Atomic Rangers.
Powers/Tactics: Skilled in a variety of sciences, Widget has produced a veritable arsenal of equipment in which to fight crime. He also has spent much of the last three years rigorously training his body, and has become a skilled, if unorthadox hand to hand fighter.
Campaign Use: