Adamant (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 "Class of '09"

Val  Char   Cost
30  STR20
17  DEX21
20  CON20
20  BODY20
13  INT3
11  EGO2
14  PRE4
12  COM1
 
50  PD44
50  ED46
4  SPD13
10  REC0
40  END0
45  STUN0
 
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 194

Cost  PowerEND
62  Nigh Invulnerable: Damage Resistance (50 PD/50 ED), Hardened (+1/4) (62 Active Points) 0
24  Hardened Defenses: (Total: 24 Active Cost, 24 Real Cost) Hardened (+1/4) (12 Active Points) applied to PD (Real Cost: 12) plus Hardened (+1/4) (12 Active Points) applied to ED (Real Cost: 12) 0
19  Nigh Invulnerable: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
10  No Weakpoints: Lack Of Weakness (-10) for Normal Defense 0
10  No Weakpoints: Lack Of Weakness (-10) for Resistant Defenses 0
3  Really Hard Fists: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
2  Small Buildings in a Single Bound: Leaping +2" (8" forward, 4" upward) 1
2  Stubborn: Knockback Resistance -1" 0
2  Good Vision: +1 PER with Sight Group 0
Powers Cost: 134

Cost  Skill
6  +3 with Punch 
2  KS: Metahuman World 11- 
2  KS: Politics 11- 
3  Oratory 12- 
3  Persuasion 12- 
3  Teamwork 12- 
Skills Cost: 19

Cost  Perk
3  Fringe Benefit: Membership: Student at Prescot Institute 
Perks Cost: 3

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
20  Hunted: Institute for Human Advancement/Genocide 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Bulldozer 8- (As Pow, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Hates bigotry/bigots (Common, Strong) 
20  Psychological Limitation: Approval junkie, needs to be loved (Very Common, Strong) 
15  Social Limitation: Secret identity: Jessica Brahn (Frequently, Major) 
10  Social Limitation: Minor: Age 13 (Frequently, Minor) 
20  Vulnerability: 2 x STUN Magic Based Attacks (Common) [Notes: Large group of uncommon attacks] 
10  Vulnerability: 1 1/2 x BODY Magic Based Attacks (Common) [Notes: Large group of uncommon attacks] 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.65 mHair: Brown
Weight: 57.00 kgEyes: Blue
Appearance: A teenage girl with shoulder length brown hair and blue eyes. Her costume is a blue bodysuit with black gloves and boots. She has a silver "A" on her abdomen.
Personality: Jessica is quickly becoming a responsible and earnest young woman. She still shows the occasional teenage rebellion but her friends look to her for guidance and she is leaned on heavily by her teachers to act in a responsible manner.
Quote:"Oh, this is going to hurt you alot more than it hurts me."
Background: Jessica Brahn is a mutant, like the others of the "Class of '09" she is a student at the Prescot Institute in Portland, Oregon. Professor James Prescot, brother of the late John Prescot, aka the Golden Gladiator (a mutant hero of the 70's and early 80's), started the school as a way to give "special needs" children (ie those with superpowers) an environment that was conducive to learning and self fullfillment. Its a finishing school also offering grandes k-12. Prescot has assembled a competant staff and has contacts throught the superheroic community. Jessica's parents are, sadly, anti-mutant and she was sent to live with relatives. She was understandably distraught over her abandonment and tended to act out, given her abilities it was difficult to control her and Prescot was called in. She's doing much better now, writes her aunt and uncle weekly and is an authority figure for her class. She and the others from the Class 'O9 have (like so many of the children before them) taken to superheroism at a young age. Although it is not something the Institute condones, they do understand the need for the students to act out in this manner. A fair majority have gone on to become crime fighters elsehwere (Oregon's relatively low supercrime rate was part of the reason it was chosen as the sight of the Institute).
Powers/Tactics: Jessica is Nigh Invulnerable. She is a low level brick but her defenses are off the charts. She can take blows that would stagger superhtough characters and shrug them off. She also has very little to fear from temperature extremes and energy attacks. The only time she runs into trouble is against mentalists and magic.
Campaign Use: The Class '09 is a group of young, well meaning and surprisingly powerful heroes in their early teens. If Adamant is too powerful for your campaign as is. Lower her defenses but they should remain above the campaign norm, it is, after all her concept. If she's not tough enough, then her brick nature could be improved, perhaps bringing her STR up to mid range for bricks in your campaign.


Bloodfang (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 Class '09

Val  Char   Cost
25  STR15
25  DEX45
20  CON20
10  BODY0
10  INT0
12  EGO4
18  PRE8
10  COM0
 
12  PD7
12  ED8
6  SPD25
9  REC0
40  END0
35  STUN2
 
6"  RUN0
2"  SWIM0
5"  LEAP0
Characteristics Cost: 134

Cost  PowerEND
4  Terrifying Howl: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must howl; -1/4) 
55  Were-Form: Multiform (250 Character Points in the most expensive form) (x2 Number Of Forms) 0
12  Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4) 1
8  Damage Resistance (12 PD/12 ED) (12 Active Points); Not vs Silver (-1/2) 0
20  Physical Damage Reduction, Resistant, 50% (30 Active Points); Not vs Silver (-1/2) 0
30  Large Fangs: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) 3
6  Animal Senses: +2 PER with all Sense Groups 0
3  Animal Ears: Ultrasonic Perception (Hearing Group) 0
5  Animal Eyes: Nightvision 0
4  Animal Nose: +2 PER with Smell/Taste Group 0
5  Animal Nose: Tracking with Normal Smell 0
9  Animal Communication: Telepathy 5d6 (Animal class of minds) (25 Active Points); No Range (-1/2), Limited Class Of Minds Canines (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2
20  Animal Control: Mind Control 6d6 (Animal class of minds) (30 Active Points); Limited Class Of Minds Canines (-1/2) 3
Powers Cost: 181

Cost  Skill
10  +2 with HTH Combat 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 11- 
2  KS: Supernatural Beings 11- 
3  Shadowing 11- 
3  Stealth 14- 
3  Streetwise 13- 
2  Survival (Urban) 11- 
Skills Cost: 32

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
Talents Cost: 3

Val  Disadvantages
10  Accidental Change: When Stunned 8- (Common) 
20  Distinctive Features: Were-Wolf (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 
20  Enraged: Berserk if takes body under full moon (Uncommon), go 11-, recover 14- 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
20  Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Violent and Aggressive (Common, Strong) 
20  Psychological Limitation: Fearless (Common, Total) 
15  Psychological Limitation: Loyal to friends (Common, Strong) 
15  Social Limitation: Secret Identity: Daniel Redfang (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.75 mHair: Black Fur
Weight: 65.00 kgEyes: Brown
Appearance: In his hybrid form, Daniel is an anthropomorphic wolf with black fur, brown eyes and whatever clothing dan was wearing. He has taken a "costume" and tends to wear a pair of black jeans, torn to allow for his legs, and a black tank top with chinese characters on it in red.
The characters stand for "moon" and "life"
Personality: Dan is raging against the world. He lost most of his family and he lashes out. He originally went out on his own, looking to act as a violent (ie lethal) vigilante. He encountered the other members of the Class '09 who followed him, and a fight ensued, he was subdued by the combined efforts of Adamant, Crimson Dragon, and a silver ring. Since then he has been working with his fellow students. His emotional growth has been dramatic since finding a new "family". Eric is very protective of his little brother and he has been working with the staff to keep an eye on the younger students.
Quote:"Growl"
Background: The youngest of a family of werewolves. Daniel's family was hunted down by members of a New Mexico DEMON Morbane, who believed with their blood and hearts he could transform his followers into werewolves loyal only to him. Daniel escaped with his older brother Eric. They made their way north and found freinds of their family who sent them to the Prescott Institute. Eric is sixteen and a junior. Daniel is 12 and a member of the Class '09, a group of 8th graders who are more powerful than average and have been patrolling the streets of Portland, wishing to be crime fighters. The school staff has been watching them (secretly) to keep them out of trouble.
Powers/Tactics: Bloodfang has toned down his act since he began running with a new pack. He doesn't fight to kill anymore (but is less in control during the full moon) and tends to rely on his natural strength and speed to carry him through. Next to Adamant, Bloodfang is the most durable.
Campaign Use: 


Core (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 Class '09

Val  Char   Cost
5/30  STR-5
15  DEX15
40  CON60
20  BODY20
10  INT0
9  EGO-2
9  PRE-1
10  COM0
 
10/15  PD9
11/16  ED3
4  SPD15
10  REC2
80  END0
45  STUN2
 
5"  RUN-2
1"  SWIM-1
1"/6"  LEAP0
Characteristics Cost: 115

Cost  PowerEND
40  Density Manipulation: Multipower, 40-point reserve 
3u  1) Density Enhancement: Density Increase (1,400 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) (31 Active Points) 2
4u  2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks) (40 Active Points) 4
78  Disrupt Electronics: Dispel Electronic Devices 14d6, One At A Time (+1/4), Affects Physical World (+2) (136 Active Points); No Range (-1/2), Linked To Desolidification (-1/4) 14
35  Intangible Touch: Energy Blast 4d6, No Normal Defense (PD Force Field; +1), Affects Physical World (+2) (80 Active Points); No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Takes Half famage done by attack; -1/2), Linked To Desolidification (-1/4) 8
32  Lighter Than A Feather: +40 STR (40 Active Points); Non Persistant (-1/4) 4
26  Too Heavy To Move: Entangle 3d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); No Range (-1/2), Vulnerable (Gravitic; -1/4) 4
8  Walking On Air: Flight 6" (12 Active Points); Linked to Desolid (-1/2) 1
Powers Cost: 226

Cost  Skill
5  +1 with HTH Combat 
3  Computer Programming 11- 
2  KS: Superhero World 11- 
1  SS: Density Physics 8- 
1  SS: Gravitics 8- 
Skills Cost: 12

Cost  Talent
10  Lightning Reflexes: +10 DEX to act first with Changing Density 
Talents Cost: 10

Val  Disadvantages
15  Distinctive Features: Alien characteristics (Flame red skin, golden hair & eyes) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: METE 11- (Mo Pow, Watching) 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: idolizes superheroes (Common, Moderate) 
15  Psychological Limitation: yearns for acceptance (Common, Strong) 
15  Social Limitation: Minor: Age 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: Kevin Clark (Frequently, Major) 
5  Vulnerability: 1 1/2 x BODY Gravity Based Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 13

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 363


Height: 1.60 mHair: Golden Yellow
Weight: 45.00 kgEyes: Golden Yellow
Appearance: A short, skinny kid with crimson skin and golden hair and eyes. He generally has to have one of the instructors put makeup on his face and hands to let him go out of the compound. His costume is a black body suit with a golden star design on his side. His boots, bracers, and belt are gold.
Personality: Kevin can't wait to grow up and be a "real hero". He considers his activities as training and kiddy stuff until he is 18 and can live on his own without his mother or anyone else watching over him. Feeling like an outcast and circuis freak most of his life, Kevin loves his new home and school, he desperately craves acceptance and approval.
Quote:"Did ya see that, Starchild? I smaked him but good."
Background: Kevin's mother is positive that he is the result of an alien abduction. Even before he was born, red skinned and golden eyed, she maintained she had been impregnated by an alien. The fact that she came from a rural area in Louisiana, in a particular county where UFO sighting were common, and just as commonly ignored, meant no one believed her. Kevin's metahuman abilities made him tabloid fodder in his home town and so his mother and he moved away. At some point enough of her story had been made that the Metropolitan ExtraTerrestrial Enclave stepped in and attempted to determine if his characteristics were indeed those of any known alien race. Their findings were mixed, but one of the researchers knew Prof. Prescott and of his school and suggested that he attend. METE offered to cover their moving expenses and his tuition and his mother jumped at the chance.
Kevin does not register as a mutant and his DNA is barely recognizable as human.
Powers/Tactics: Kevin can alter his body's density between two extremes, insubstantial and superdense. Its easier for him to increase his density than it is to decrease it, as yet no one knows why. When desolid he can walk on air and make use of his Intangible Touch, which causes damage to his target as well as himself. He has also proven capable of altering the density of those he can touch, either causing them to be light as a feather, enabling him to lift seemingly vast amounts, or making them too heavy to move.
Campaign Use: If Core is too powerful for your campaign, get rid of his Light as a Feather and Too Heavy To Move powers. If he's not tough enough, raise his DI to 8 levels and adjust his Intangibility to Costs End Only to Activate.


Crimson Dragon (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 Class '09

Val  Char   Cost
10  STR0
27  DEX51
20  CON20
12  BODY4
13  INT3
15  EGO10
15  PRE5
14  COM2
 
6/18  PD4
6/18  ED2
7  SPD33
10  REC8
40  END0
30  STUN3
 
7"  RUN2
3"  SWIM1
4"  LEAP2
Characteristics Cost: 150

Cost  PowerEND
60  Unbeatable Martial Arts Skills!: Multipower, 60-point reserve 
2u  1) Basic Strikes: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2
4u  2) Ch'i Power Ball: EB 8d6 (40 Active Points) 4
2u  3) Evasion: Missile Deflection (Any Ranged Attack) (20 Active Points) 0
3u  4) Killing Strike: HKA 2d6 (2 1/2d6 w/STR) (30 Active Points) 3
5u  5) Peerless Defense: FW (10 PD), Invisible Power Effects, SFX Only (Fully Invisible; Seems like superb blocking; +1/2), Transparent ED (+1/2) (50 Active Points) 5
2u  6) Peerless Grappling: Entangle 4d6, 4 DEF, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Range (-1/2), Gestures ("Gestures" is merely the fact that he has to hold his enemies; -1/4), Nonresistant DEF (-1/4), Side Effects (Characater takes damage when "entangle" is damaged; -1/4) 2
3u  7) Return Fire: Missile Deflection (Thrown Objects), Missile Reflection, Reflect At Any Target (35 Active Points) 0
3u  8) Special Strikes: HA +3d6, Variable Advantage (+1 Advantages; +2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
32  Ch'i Awareness: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Range, Sense, Targeting 0
Powers Cost: 116

Cost  Skill
3  Acrobatics 14- 
3  Analyze: Style 12- 
3  Breakfall 14- 
3  Climbing 14- 
3  Contortionist 14- 
10  Defense Maneuver I-IV  
3  KS: Martial Arts Based Video Games 12- 
2  KS: Martial Arts Films 11- 
1  KS: Kung Fu 8- 
3  Lockpicking 14- 
3  Shadowing 12- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 12- 
10  Two-Weapon Fighting (HTH)  
4  WF: Common Martial Arts Melee Weapons, Common Melee Weapons 
Skills Cost: 60

Cost  Talent
24  Combat Luck (12 PD/12 ED) 
Talents Cost: 24

Val  Disadvantages
10  DNPC: Sheresse Porter (older sister) 8- (Normal) 
10  Distinctive Features: Strong Ch'i (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Dr Yin Wu 11- (Mo Pow, NCI, Watching) 
10  Hunted: Ninjas 8- (As Pow, Harshly Punish) 
10  Hunted: The Dragon Master 8- (Mo Pow, NCI, Watching) 
10  Psychological Limitation: Likes Combat (Common, Moderate) 
15  Psychological Limitation: Overconfident (Common, Strong) 
15  Psychological Limitation: Plays at Bushido Code (Common, Strong) 
15  Psychological Limitation: Protective of Sister (Common, Strong) 
10  Reputation: Martial Arts Savant, 11- (Extreme; Known Only To A Small Group) 
15  Social Limitation: Minor Age: 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: Jerome Porter (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.70 mHair: Black, Dyed Red
Weight: 55.00 kgEyes: Brown
Appearance: Tall and skinny but with obvious athleticism. Jerome has brown eyes; he dyes his hair red and dresses in urban fashions. His costume consists of a red domino mask, red leather jacket with a dragon embossed on the back and red pants. He wears red Karate pads on his hands.
Personality: Jerome is a warrior; he enjoys fighting and sees his "superhero" antics as training for something bigger. He also has some idea that his abilities are known to others. He has found himself facing what could best be described as Ninjas and other martial artists of skill who seem to be seeking him out. Jerome's worldview has been shaped by his Video Game and Kung Fu film obsessions; he tries to live the life of a movie hero, following a romanticized "code of Bushido".
Quote:"Beware; you will soon taste Gecko’s Mountain Waterfall Kick, although it was left out of Street Kings IV: The Rebirth, it was one of the strongest moves in the game..."
Background: Jerome Porter doesn't know this, but he is a mythical being. His family has lived in San Francisco as long as he can remember and one of his ancestors was one of the most gifted martial artists of his generation. This relative, a young man from China who migrated to the US to escape the machinations of a number of Chinese strongmen who would use his abilities for personal gain, eventually settled in San Francisco and married an African woman who had been freed from her former "employment". Jerome's ancestor had a vision of one of his descendants becoming a great warrior, and he wrote of it in a diary. This knowledge found its way to various sources and it is believed that Jerome is the Warrior mentioned. Jerome is a completely self taught fighter; his "style" is based on video games and movies he's seen. His parents saw his "Ch'i Blast" and figured he was a mutant. He ended up at the Prescot Institute, and while the source of his powers is one of the greater mysteries to the staff, he has been receiving instruction in Kung Fu by a local teacher. The instructor, amazed at his prowess has sought to correct his "erratic" form. Jerome's older sister is studying at a local school in Portland so that he has family with him. He is very protective of her.
Powers/Tactics: An eclectic series of "Martial Arts" attacks, backed by phenomenal physical prowess. Jerome is only twelve but he is very strong for his age. When he reaches adulthood he will be in the 20-25 STR range. He generally uses his strikes or peerless grappling to wear his foes down, breaking loose with the Ch'i Power Ball if the prove too tough. He doesn't use his killing strike against living foes if he can help it.
Campaign Use: As Jerome grows and continues to truly study martial arts his powers will blossom into an amazing arsenal of special abilities. He would be a good student for a dedicated, Ch'i oriented martial artist. If he's too tough, trim his Ultimate Martial Arts Multipower to a few slots and drop his speed to 6. If he's not tough enough, bring his stats up to what ever "Teen Hero" norm is, and maybe give him some actual martial arts maneuvers (stay away from strikes, his MP should handle those).


Guardian Angel (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 Class '09

Val  Char   Cost
4  STR-6
23  DEX39
15  CON10
7  BODY-6
15  INT5
11  EGO2
25  PRE15
20  COM5
 
6/12  PD5
6/12  ED3
5  SPD17
4  REC0
30  END0
20  STUN3
 
6"  RUN0
2"  SWIM0
0 1/2"  LEAP0
Characteristics Cost: 92

Cost  PowerEND
92  Blinding Aura: (Total: 155 Active Cost, 92 Real Cost) Sight Group Flash 8d6, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-1/2) (Real Cost: 60) plus Energy Blast 4d6, Personal Immunity (+1/4), No Normal Defense (Sight Group Flash DEF; +1), Area Of Effect (5" Radius; +1) (65 Active Points); Linked (Flash; -1/2), No Range (-1/2) (Real Cost: 32) 15
32  Body Of Light: Desolidification (affected by Light Or Darkness Attacks) (40 Active Points); Only Through Non-Opaque Objects (-1/4) 4
19  Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1) 4
34  Safe Lightform: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare 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; Sleeping Character does not sleep) (42 Active Points); Linked to Body Of Light (-1/4) 0
24  Wings: Multipower, 24-point reserve 
1u  1) Gliding I: Gliding 12" (12 Active Points); Restrainable (-1/2) 0
2u  2) Wings: Flight 12" (24 Active Points); Restrainable (-1/2) 2
Powers Cost: 204

Cost  Skill
10  +2 with DCV 
2  KS: Music 11- 
2  KS: Mystical Lore 11- 
2  KS: Religious Studies 11- 
3  Mimicry 12- 
3  Oratory 14- 
3  PS: Musician (Vocalist) 14- 
3  Persuasion 14- 
Skills Cost: 28

Cost  Talent
12  Combat Luck (6 PD/6 ED) 
11  Inspire [Notes: 1d6 AID to PRE; Area of Effect(voice radius); Selective;Concentration; Extra Time (Full Phase); Incantations (voice range).] 
3  Perfect Pitch 
Talents Cost: 26

Val  Disadvantages
10  Distinctive Features: "Angel" (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Being of Light (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
25  Hunted: DEMON 11- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Has a crush on Daniel Redfang (Bloodfang) (Common, Strong) 
15  Psychological Limitation: Unsure of her place in religious community (Common, Strong) 
10  Reputation: Guardian Angel, 11- (Extreme; Known Only To A Small Group) 
15  Social Limitation: Minor; Age 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.60 mHair: Black
Weight: 43.00 kgEyes: Green
Appearance: A pretty 12 year old girl with an astounding presence. Guardian Angel has black hair, green eyes, and she has large, white, feathered wings on her back. The wings can somehow be compressed against her back such that they resemble more of an elaborate tattoo than extra limbs, this allows her to have a somewhat normal wardrobe. When acting as the guardian angel, she wears a white bodysuit with a golden halo on her chest. She wears a golden mask, boots, and gloves as well.
Personality: Aria tries to do good works. She feels uncomfortable with the religious implications of her powers as she feels no connection to a higher power beyond the superficial resemblance. On the few occasions that she has encountered supernatural evil their reaction was one of fear and revulsion. She has formed a strong bond with the other two supernaturally powered students in her class, the werewolf Daniel Redfang, and the Darkling Elf girl, Jelena. The fact that these two come from what would be considered historically evil backgrounds doesn't seem to bother her. She is studying the religions of the world as well as the occult and has found enough references to beings of similar abilities to feel her family might not be who she thinks they are. All in all she is a very confused girl.
Quote:"I don't think that would be the right thing to do."
Background: Ariella Andrews was brought to the Prescott Institute when she was six. Her demonstration of her abilities and her parents’ obvious distaste for them led Professor Prescott to open the school to younger students than he had anticipated. Ariella, who shortens her name to Aria when among friends, hasn't heard from her mother or father since. She receives regular mail from her grandparents (both maternal and paternal) and they have come to visit her at the school several times. As she got older the comments on her being an "Angel" caused her to research what that means. She is sure she isn't an Angel because she has no idea what God wants of her, and Angels always seem to know. When her friends began acting as superheroes, she took the name Guardian Angel, despite her feelings that she is neither.
Powers/Tactics: Guardian Angel has two seemingly unrelated sets of powers. She has her wings and the ability to glow with a searing supernatural light. When pressed, she can also transform into a being of pure light, resembling a fainly glowing translucent version of herself. Her light form can be affected by light based, and magic based attacks.
Campaign Use: If she's too powerful for your campaign don't use her because she has the lowest combat value of any of the Class '09 as it is. If you want to make her stronger add a "Light Sword" HKA energy with no strength bonus and affects desolid. Perhaps give her some higher defenses.


Maiden Shadow (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 Class '09

Val  Char   Cost
15  STR5
26  DEX48
18  CON16
11  BODY2
18  INT8
18  EGO16
15  PRE5
18  COM4
 
8/11  PD5
8/11  ED4
6  SPD24
7  REC0
40  END2
30  STUN2
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 141

Cost  PowerEND
30  Magic Knowledge: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points) 
0  1) Alter Self - Human Form: Shape Shift (Sight Group) (10 Active Points) Real Cost: 10 1
20  Innate Dark Elven Magic: Multipower, 20-point reserve 
1u  1) Shroud of Night: Darkness to Sight Group 1" radius, Personal Immunity (+1/4) (12 Active Points) 1
1u  2) Levitation: Flight 5" (10 Active Points); Levitation (-1/2) 1
1u  3) Shadow Melding: Invisibility to Sight Group (20 Active Points); Only When Not Attacking (-1/2), Only in shadows or darkness (-1/2) 2
4  Stong Will: Mental Defense (8 points total) 0
7  LS (Immunity Venom from very common plant/animal(Arachnids); Longevity 1600 Years) 0
Powers Cost: 64

Cost  Martial Arts Maneuver
  Dark Elf Combat Training 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4  7) Reverse Spinning Backhand/Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
5  8) Slash Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
3  9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
4  10) Thrust/Foreward Kick: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 
4  11) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 
1  12) Weapon Element: Blades 
1  13) Weapon Element: Clubs 
1  14) Weapon Element: Off Hand 
1  15) Weapon Element: Polearms and Spears 
Martial Arts Cost: 47

Cost  Skill
10  +2 with HTH Combat 
3  Acrobatics 14- 
3  Acting 12- 
3  Analyze: Combat 13- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 13- 
3  Contortionist 14- 
3  Defense Maneuver I  
3  Fast Draw 14- 
3  High Society 12- 
3  Interrogation 12- 
2  KS: Arcane Lore 11- 
2  KS: Pop Culture 11- 
0  Language: Elven (idiomatic) (4 Active Points) 
4  Language: English (completely fluent; literate) 
3  Language: Undercommon/American Sign Language (completely fluent) 
3  Persuasion 12- 
3  Power: Magic Skill 13- 
3  Shadowing 13- 
3  Stealth 14- 
4  Survival (Mountain, Urban) 13- 
10  Two-Weapon Fighting (HTH)  
5  WF: Common Melee Weapons, Common Missile Weapons, Off Hand 
Skills Cost: 85

Cost  Talent
3  Bump Of Direction 
6  Combat Luck (3 PD/3 ED) 
3  Lightsleep 
Talents Cost: 12

Val  Disadvantages
10  Distinctive Features: Dark Elf in Superheroic Setting (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
15  Hunted: Former Master 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 
15  Psychological Limitation: Protective of Secrets (Common, Strong) 
15  Psychological Limitation: Doesn't want to lose her new friends/freedom (Common, Strong) 
10  Psychological Limitation: Materialistic (Common, Moderate) 
10  Psychological Limitation: Hedonist (Common, Moderate) 
15  Social Limitation: Secret Identity: Jelena Serilda (Frequently, Major) 
15  Social Limitation: Minor: Listed Age: 12 (Frequently, Major) 
20  Vulnerability: 2 x Effect Light Based Flash Attacks (Common) 
10  Susceptibility: Light Based Flash Attacks, 1d6 damage Instant (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 349


Height: 1.25 mHair: Silver
Weight: 37.00 kgEyes: Emerald Green
Appearance: Normally, a short, thin elven girl with jet black skin, silver hair, and emerald green eyes; her instructor from the Trismegistus Council has taught her an illusion spell that hides her dark elven heritage and allows her to go out with her friends. When she does this she appears as a normal human girl with blonde hair. When acting with the Class '09, she tends to use her true appearance and wears a red two piece costume with black boots and gloves.
Personality: Jelena is a girl in a brand new world. She has adapted quickly, and her understanding of Earth and the culture she has ended up in is astounding. It has been theorized that the magic that brought her here has had something to do with that. She has learned english quickly and being with other teenagers she has picked up alot of slang.
Quote:"Looks can be decieving."
Background: Jelena is for all intents and purposes, a dark elf. How she got here, she doesn't know. She knows not of her past. She was found wandering the streets of Eugene, OR one afternoon by a police officer. Dressed in rags and obviously not in her element, the officer approached her. Not surprisingly, she spoke no english, but the officer was surprised (and thrilled) to find that she spoke American Sign Language. She referred to it as "undercommon" and there were some differences, but they were able to communicate. Although she couldn't remember how she got there, she had vague recollection of imprisonment and a harsh life of servitude to a great dragon. Skeptical, but not able to completely disregard her story, the officer took her back to the station, got her some food, and contacted the nearest PRIMUS center. The Portland branch sent a few plain-clothes agents to collect her, as well as a sign language interpreter. A call was made to UNTIL and Dr White and Dr Black were sent to see the girl. The two sorcerers were no more able to cooberate her story than the PRIMUS agents, but they had contacts who could help. It was decided that the Prescott Institute would be a perfect place to take care of her while her mystery was solved.
Jelena was introduced to a group of mystics, several with dimensional travel experience. While her plane of origin was unable to be determined they were able to unlock the parts she couldn't remember, namely that she was freed from servitude by the sacrifice of her mother and sent sent somewhere safe for her. She also proved to have a high level of magic potential. A representative from the Trismegistus Council was asked to join the staff at the Prescott Institute to better teach Jelena and the other supernatually based children about their powers and origin. Jelena was then given "non-resident alien" status and allowed to stay.
Powers/Tactics: Jelena has impressive physical characteristics for a girl her size and age. She knows a little magic but nothing really combat worthy. SHe relies on her natural prowess and her supernatural abilities. Unbeknownst ot her teachers she is roughly 60 years old, has had extensive training in swordsmanship and other combat skills. She keeps this fact hidden because she doesn't want her friends to think less of her.
She only reverts to the combat savvy warrior when her friends are in danger. Very young for an elf, she is quickly entering the maturation stage, she will probably mature just as quickly as her friends give or take a year or two. Maiden Shadow has a vulnerability to light based flash attacks, they simply are more effective against her and cause her pain.
Campaign Use: She's odd to pigeon hole. If she is too tough, drop her magic skills entirely (save for her disguise spell) and get rid of the DC's with combat. If she's not tough enough, then she appeared with armor and weapons.


Princess Gear Ultima (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 Class '09

Val  Char   Cost
5/35  STR-5
8/18  DEX-6
5/20  CON-10
5/15  BODY-10
28  INT18
12  EGO4
8/18  PRE-2
14  COM2
 
2/22  PD1
2/22  ED1
3/5  SPD12
2/9  REC0
10/40  END0
20/40  STUN9
 
6"/9"  RUN0
2"  SWIM0
1"/19"  LEAP0
Characteristics Cost: 14

Cost  PowerEND
  Mech Attributes, all slots OIF (-1/2) 
15  1) Robotic Strength: +30 STR (30 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) 3
15  2) Cybernetic Control Relay: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
15  3) Structural Durability: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  4) Mecha Structure: +10 BODY (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
7  5) Impressive Visage: +10 PRE (10 Active Points); OIF (-1/2) 
13  6) Cybernetic Relay Enhancement: +2 SPD (20 Active Points); OIF (-1/2) 
9  7) Bio Energy Stores: +7 REC (14 Active Points); OIF (-1/2) 
10  8) BioReserves: +30 END (15 Active Points); OIF (-1/2) 
13  9) Feedback Supressors: +20 STUN (20 Active Points); OIF (-1/2) 
40  Battle Armor Weapons Suite: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 
4u  1) Sunfire Plasma Cannon!: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
4u  2) Deathreign Micro-Missile Barrage!: Killing Attack - Ranged 2d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2) 6
4u  3) Silken Steel Cable Captors!: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) 6
40  Battle Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0
5  Internal Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2) 1
11  Jumpjets: Leaping +12" (1"/19" forward, 0 1/2"/9 1/2" upward) (Accurate) (17 Active Points); OIF (-1/2) 2
26  Sensor Suite: (Total: 40 Active Cost, 26 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Radar (Radio Group) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) 0
4  Leg Servos: Running +3" (6"/9" total) (6 Active Points); OIF (-1/2) 1
Powers Cost: 245

Cost  Skill
6  +2 with Battle Armor Weapons Suite 
3  Climbing 11- (13-) 
3  Combat Piloting 11- (13-) 
3  Computer Programming 15- 
3  Demolitions 15- 
3  Electronics 15- 
3  Inventor 15- 
0  Language: English (Idiomatic, native accent; Native Language) 
3  Language: Japanese (completely fluent) 
3  Lockpicking 11- (13-) 
3  Mechanics 15- 
4  Navigation (Air, Land, Marine) 15- 
3  Persuasion 11- (13-) 
3  Scholar 
2  1) KS: Anime/Manga (3 Active Points) 12- 
2  2) KS: Mecha Anime/Manga (3 Active Points) 15- 
1  3) KS: Robotics World (2 Active Points) 11- 
3  Scientist 
2  1) SS: Bio Physics 15- (3 Active Points) 
2  2) SS: Cybernetics 15- (3 Active Points) 
2  3) SS: Physics 15- (3 Active Points) 
2  4) SS: Robotics 15- (3 Active Points) 
3  Security Systems 15- 
3  Systems Operation 15- 
2  TF: Mecha 
6  Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 15- 
Skills Cost: 73

Cost  Talent
  Onboard Computer, all slots OIF (-1/2) 
2  1) Absolute Range Sense (3 Active Points); OIF (-1/2) 
2  2) Absolute Time Sense (3 Active Points); OIF (-1/2) 
2  3) Bump Of Direction (3 Active Points); OIF (-1/2) 
3  Lightning Calculator 
5  Eidetic Memory 
4  Speed Reading (x10) 
Talents Cost: 18

Val  Disadvantages
20  DNPC: Richard and Lydia Abernathy (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Armadillo 8- (As Pow, Harshly Punish) 
10  Hunted: Prescott Institute 8- (Mo Pow, NCI, Watching) 
5  Physical Limitation: Rather Small (Infrequently, Slightly Impairing) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Obsessed with Mecha (Common, Strong) 
15  Psychological Limitation: Refuses To Back Down Or Be Bullied Common, Strong 
15  Social Limitation: Minor: Age 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: Penny Abernathy (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.27 mHair: Blonde
Weight: 39.00 kgEyes: Brown
Appearance: A slightly larger than Human-size robot vehicle shaped like a Gundam Wing style mecha. The Mech is Pink with white arms and legs, the "face" is a good human copy (curved rather than straight lines) and looks like an angel. The Mech has a golden "Crown".
Personality: Penny is a nice little girl who wants to be a "Famous Mecha Pilot". She's just naive enough still to not yet realize that there aren't very many mech pilots to compete with. Penny's powered armor looks like something out of Gundam Wing. Penny has taken a code against killing but not at the "total" level because she knows that occasionally there are foes so vile that a mecha pilot has to take them down by any means necessary. She's stubborn and refuses to back down from a fight and she obviously obsesses over the robot behicles.
Quote:"Okay! Now you've done it. Princess Gear Ultima!! Deathreign Micro-Missile Barrage!!!!"
Background: Penny Abernathy is a robot obsessed super-genius. She is a mutant whose mutation has given her an impressive intellect particularly when geared towards robotics. She is one of the most capable experts in the field today. Think of what she will be when she can actually pay attention long enough to really advance her skills. Penny's parents were delighted to send her to the Prescott Institute, mostly because her robots were messing up the house. She visits them alot and they are amazed at her note books and schematic drawings. They realize that at some point she is going to end up taking part in the meta-human lifestyle, but they don't know she's already started. ARGENT has taken notice of the white and pink hardsuited heroine that has been battling crime in the Portland area.
Powers/Tactics: Although her hardsuit makes her far more formidable in hand to hand combat than a normal twelve year old girl, Princess Gear Ultima generally uses her ranged attacks. Her power reseves are based on her own bioelectric impulses, and as she grows and trains with the armor she will gain a far greater endurance level. As it is, she is good for about a turn of combat. After that she needs rest.
Campaign Use: If PGU is too powerful for your campaign lower the suit's attacks and defenses to campaign level. If she isn't tough enough, raise her CON, REC, END, and STUN to levels allowing her to stick around longer, or add reduced END to her Weapons Array. Also, add a Blazing No-Daichi (2d6 penetrating HKA, no knock back, OAF), and Jet Packs (15" Flight). Finally, increase the size of the Mech to Large (+15 STR, +3 BOD, +5 PRE, -3" KB)


Sentinal (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 Class '09

Val  Char   Cost
55  STR5
15  DEX15
25  CON30
15  BODY10
15  INT5
20  EGO20
15  PRE5
14  COM2
 
9/21  PD6
8/20  ED3
2  SPD0
8  REC0
50  END0
50  STUN14
 
6"  RUN0
2"  SWIM0
11"  LEAP0
Characteristics Cost: 115

Cost  PowerEND
29  Barkskin: Armor (12 PD/12 ED) (36 Active Points); Visible (-1/4) 0
15  Plant Body Control: Elemental Control, 30-point powers 
17  1) Choking Spores: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) 4
30  2) Phytotoxic Sting: (Total: 97 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Armor Piercing x1 (+1/2) (15 Active Points) (Real Cost: 15) plus Drain CON & STUN 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Two Powers Simultaneously (+1/2), No Normal Defense (LS: appropriate Immunity; +1) (82 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), HKA Must Do Body (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 20) 1
25  3) Plant Control: Mind Control 8d6 (Plant class of minds) (40 Active Points) 4
15  4) Plant Speech : Telepathy 6d6 (Plant class of minds) (30 Active Points) 3
10  5) Strength of Trees: +40 STR (40 Active Points); Increased Endurance Cost (3x END; -1), No Figured Characteristics (-1/2) 12
17  6) Wood Warping: Major Transform 3d6 (wooden objects into useless wooden objects) (45 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Target wood (-1/4) 8
8  Rooted: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) 1
24  Sense Vibrations: Detect Physical Vibrations 12- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only In Contact With The Ground (-1/4) 0
3  Thicket Master: Environmental Movement (Undergrowth) 
Powers Cost: 193

Cost  Skill
5  +1 with HTH Combat 
3  Climbing 12- 
2  KS: Agriculture 11- 
1  SS: Botany 8- 
3  Stealth 12- 
3  Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests) 12- 
Skills Cost: 17

Cost  Talent
20  Animal Friendship 
5  Rapid Healing 
Talents Cost: 25

Val  Disadvantages
15  DNPC: Deborah Martin (Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID) [Notes: His mother knows of his powers, yes, but she is unaware that he is active in the superhero community, something she would not be pleased with. As such, Peter avoids media attention whenever possible.] 
15  Distinctive Features: Bark like skin and green hair. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
20  Hunted: Thorn 8- (Mo Pow, NCI, Harshly Punish) 
5  Physical Limitation: Bological changes make medical care difficult (Infrequently, Slightly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Defender of the weak. Will stick up for the underdog (Common, Strong) 
15  Psychological Limitation: Fears his father (Common, Strong) 
15  Social Limitation: Minor: Age 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: Peter Martin (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.80 mHair: Green
Weight: 60.00 kgEyes: Green
Appearance: An unusual looking boy about 12, with brown tough skin (barklike even!) and green hair and eyes. His hair is indeed hair and not leaves, his skin while unusual looking still feels like skin, if a little rough. As Sentinal, he wears jeans and a t-shirt. He doesn't really disguise himself when he leaves campus.
Personality: Sentinal is a little forelorn. He knows that his presence might actually be a danger to the other students and faculty if his father comes calling. He also knows that he lacks the power to deal with him one on one. He appreciates the abilities of his "team" but also knows that they have yet to face anything stronger than an overconfident Bulldozer and a few ninja. Peter worries about his mother and calls her often.
Quote:"Hey Aria, your flowers want you to put them closer to the window."
Background: Peter Martin is the son Dr. Lawrence Lloyd, aka Thorn. Born a normal boy, Peter left Millennium City with his mother after her divorce from Dr. Lloyd. When Lloyd became Thorn, the idea of a plant based super villain team appealed to him. He also thought that he would "reclaim" his son and turn him into an heir of sorts for when he conquered the world. He used a more refined version of his plant antitoxin and Peter was indeed transformed. He lacks his father's power level and variety but his body has seemingly permenantly changed. Also, he seems to have mantained his sanity. When the Champions rescued Peter from Thorn and returned him to his mother, Professor Prescott came calling almost immediately. Peter was admitted into the school so that he could be monitored for mental illness like his father's, learn to use his powers, and be kept safe from Thorn's attempts at reclamation. Peter gladly joined the other members of the Class '09 and while he holds no love in his heart for his estranged (and deranged) father, he does appreciate the power he has been given.
Powers/Tactics: Sentinal has plant based powers. His powers are mostly physical at this point. He can communicate and control plants but these abilities aren't very effective unless the plants are capable of movement. He can cause a large thorn-like spike to protrude from his wrist that inflicts a degenerative, but not fatal poison if he can pierce the skin. He can also cause a cloud of choking spores to eminate from his body. Finally, he has superhuman strength at a high level, however it is very tiring for him to use.
Campaign Use: IF he's too tough lower is "strength of trees" to +30. If he's not tough enough, raise h is dex to 18 or 20.


Starchild (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 Class '09

Val  Char   Cost
10  STR0
20  DEX30
20  CON20
12  BODY4
13  INT3
12  EGO4
13  PRE3
14  COM2
 
6/16  PD4
6/26  ED2
5  SPD20
6  REC0
40  END0
30  STUN3
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 95

Cost  PowerEND
112  Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points) 11
15  Energy Analysis: Detect A Class Of Things 12- (Sight Group), Discriminatory, Analyze 0
5  Light-enhancing Vision: Nightvision 0
45  Protective Aura I: Armor (10 PD/20 ED) 0
21  Protective Aura II: LS (Eating Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
10  Protective Aura III: Power Defense (10 points) 0
Powers Cost: 208

Cost  Skill
4  +2 with Cosmic Power Bolt 
3  KS: Astronomy 12- 
2  Navigation (Land) 12- 
3  Paramedics 12- 
3  Persuasion 12- 
3  Teamwork 13- 
Skills Cost: 18

Cost  Talent
3  Absolute Time Sense 
3  Bump Of Direction 
20  Universal Translator 12- 
3  Absolute Range Sense 
Talents Cost: 29

Val  Disadvantages
15  DNPC: Parents 8- (Normal; Group DNPC: x2 DNPCs) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
5  Distinctive Features: Violet Hair and eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: Dr Fredrick Manning (for study) 8- (Less Pow, NCI, Harshly Punish) 
20  Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching) 
20  Psychological Limitation: Code vs Killing (Very Common, Strong) 
10  Psychological Limitation: Fearful of Power's destructive nature. (Common, Moderate) 
15  Psychological Limitation: Shy and withdrawn (Common, Strong) 
15  Social Limitation: Minor: Age 12 (Frequently, Major) 
15  Social Limitation: Secret Identity: Laura Holden (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.42 mHair: Violet
Weight: 41.00 kgEyes: Violet
Appearance: A pretty young girl with purple hair and eyes. Her "uniform" was put together by her friend Penny and she resembles a sailor scout. She wears a white top with long sleeves, a purple star over her heart, and a purple pleated skirt. She has white boots and gloves.
Personality: Be good, don't hurt anyone too badly. That's Starchild's creedo.
Quote:"Don't make me hurt you."
Background: Laura Holden, the daughter of teachers in Newport, OR, was born with vibrant purple eyes and hair. The prognosis was that she was a mutant. Her parents, while concerned about her future, were delighted at their cheerful and beautiful baby girl. When Laura was six her; parents heard of a school for metahuman children opening up through a friend in social services. Delighted, the Holden's interviewed to have Laura placed in the school. At the interview, they found that the school was also looking for elementary grade teachers. Getting the jobs, the family moved to Portland and Laura was enrolled. Laura's powers surfaced shortly after her eleventh birthday. She is one of the most powerful and potential destructive students at the institute. The last year has been a productive one for her in regards to control and confidence building. She has joined with the others in the Class '09 and tries to be a responsible super heroine.
Powers/Tactics: Her powers have grown considerably in the short time she has exhibited them; in raw power and in scope. She is constantly surrounded by a protective aura that not only protects against damage but also has granted her environmental immunity and drastically reduced dependence on food and sleep. Recently she has been able to converse with anyone, seemingly translating their words as they speak. Her instructors theorize that she will one day be able to fly. That day can't come soon enough for Laura.
Campaign Use: Laura is pretty tough for a twelve year old. If you want her to be less dangerous to her environment, lower her cosmic pulse to 12d6. If she's in need of toughening up, give her a few more points of armor, and flight.