Gaia (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 Elementelles

Val  Char   Cost
75  STR40
15  DEX15
50  CON80
25  BODY30
13  INT3
20  EGO20
30  PRE20
16  COM3
 
20/35  PD2
15/30  ED2
4  SPD15
25  REC0
100  END0
100  STUN12
 
12"  RUN0
2"  SWIM0
20"  LEAP0
Characteristics Cost: 242

Cost  PowerEND
118  Body Of Stone: (Total: 129 Active Cost, 118 Real Cost) Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Visible (-1/4) (Real Cost: 45) plus Knockback Resistance -3" (Real Cost: 6) plus +25 STR (Real Cost: 25) plus +3 PD, Hardened (+1/4) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus +3 ED, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Longevity 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (Real Cost: 27) 2
70  Brick Tricks!: Multipower, 70-point reserve 
1u  1) Coal Into Diamonds: Major Transform 2d6 (lump of pure coal into a diamond) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target Pure Coal (-1), No Range (-1/2), All Or Nothing (-1/2) 3
4u  2) Earthquake Stomp: Energy Blast 8d6, Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) 7
3u  3) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
2u  4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
2u  5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
5u  6) Super-Digging: Tunneling 10" through 10 DEF material (50 Active Points) 5
40  It's Like Hitting A Brick Wall: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0
12  Super-Strong Legs: Running +6" (12" total) 1
10  Super Strong Legs: Leaping +5" (20" forward, 10" upward) (Accurate) 1
Powers Cost: 267

Cost  Skill
4  +2 with Punch 
25  +5 with HTH Combat 
3  Analyze: Magic 12- 
3  Breakfall 12- 
3  Climbing 12- 
3  High Society 15- 
3  Language: Gaelic (completely fluent) 
4  Language: Terran (language of Earth Spirits) (idiomatic) 
3  Paramedics 12- 
3  Persuasion 15- 
2  SS: Alchemy 11- 
3  Scholar 
2  1) KS: Arcane And Occult Lore (3 Active Points) 12- 
1  2) KS: Flora And Fauna (2 Active Points) 11- 
1  3) KS: Herbalism And Healing-Lore (2 Active Points) 11- 
1  4) KS: Legends And Lore (2 Active Points) 11- 
1  5) KS: The Superhuman World (2 Active Points) 11- 
2  6) KS: Witchcraft (3 Active Points) 12- 
3  Seduction 15- 
13  Strength Tricks 17- 
4  Survival (Temperate/Subtropical, Mountain) 12- 
Skills Cost: 87

Cost  Perk
3  Fringe Benefit: Membership: The Elementelles 
5  Money: Well Off 
4  Reputation: Popular Heroine (A large group) 11-, +2/+2d6 
15  Vehicles & Bases: The Grove  
Perks Cost: 27

Cost  Talent
2  Environmental Movement (no penalties on quicksand/mud) 
Talents Cost: 2

Val  Disadvantages
15  Distinctive Features: Woman cast in stone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Gravitar 8- (Mo Pow, Harshly Punish) 
10  Physical Limitation: Heavy (800lbs) (Frequently, Slightly Impairing) 
10  Physical Limitation: Very difficult to treat with medicine -10 to Paramedics roll (Infrequently, Greatly Impairing) 
15  Psychological Limitation: Stubborn and unyielding (Very Common, Moderate) 
20  Psychological Limitation: Worshiper of Gaia, The Earth Goddess (Common, Total) 
15  Psychological Limitation: enjoys combat (particularly with men) (Very Common, Moderate) 
10  Psychological Limitation: Protective of "Sisters" (Common, Moderate) 
10  Reputation: "Witch", 8- (Extreme) 
10  Vulnerability: 1 1/2 x STUN Wind Based Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 275

Total Experience Available: 276

Experience Unspent: 1

Total Character Cost: 625


Height: 2.00 mHair: White
Weight: 363.00 kgEyes: Emerald green
Appearance: Although she is a living statue, she is very pretty. Her hair is white marble, and still acts like hair, her eyes are a deep emerald green and her skin has the color and sheen of polished black marble. She wears her hair long and it now reaches the small of ther back. Being immune to temperature extremes, she tends to wears whatever clothing suits her personal tastes at the time; often flowing skirts (with bike shorts underneath in case she has to fight) and bikini tops. She wears a gold band hin her hair, on her left arm, and silver bracers on her wrists. She never wears shoes anymore.
Personality: Adrianna is the mother hen of the group. Her elemental nature has made her stubborn and slow to change her mind. She also really enjoys combat now; particuarly against men. Not because she dislikes men, but because they tend to react so badly to being bested by a woman. Her religious beliefs and her elemental nature have made it difficult for her to find romance, but she doesn't seemed to terribly concerned with that at the moment. Being a superhero is a kick, and she has become alot more outgoing of late.
Quote:"Let's Rock."
"Gaia, lend me your strength."
Background: Adrianna Snowden had magic in her blood. Her father was a member of the Trismegistus Council and she had been raised to respect magic and its applications; to use it to better mankind and battle the corrupting influences of DEMON, the Circle of the Scarlet Moon, and others. Adrianna's childhood was rich with wonder and play. Her father, who had travelled much in his youth, managed to convince several of his friends form around the world to look into settling down in the same town, making something of a mytstic neighborhood; an area they could go about their studies and duties with out constant vigilance to the outside world. Adrianna had several friends who shared her interests in magic (though her worship of Gaia was something she did alone, it had been handed down by her grandmother) and they grew up to be as close as sisters. Aiko was the brilliant one, it was believed that she would become a member of the council. Brianne was the gifted one, an artist who actually had managed to learn rituals at the tender age of 11. Gabrielle was the enthusiastic one, she charged into whatever plans they made with gusto. Adrianne was the oldest, she protected everyone.
When they attented Woodland, a liberal arts college near Oxford, Maine, Aiko found a ritual in a book she bought at a rare bookstore. The four girls thought the idea of summoning elemental spirits was dangerous, exciting, and eminently appealing. Waiting until graduation, they spent two years planning the ritual. Deciding that they needed to do the ritual in a natural setting, one that was both beautiful and secluded, they "road tripped" to Montana, and rented a cabin in the mountains.
Although they never have revealed the extent of what happened during the ritual, the girls returned home a week later...changed. Adrianna had become a polished statue of a woman, strong and durable; Aiko had become a spirit of the water, flexible and versitile to the extreme, Brianne had become a wind spirit, beautiful, but capable of raging storms; and Gabrielle had embraced the fire spirit, enchanting, passionate, excitable. The four decided that their powers (which were great indeed) should be put to good use. They pooled their money and bought the land the cabin had been on, it turned out to be right on a gold vein. Hiring a few locals, they mined the vein and Aiko invested the dividends. The girls moved back to the east coast and bought an old manor house about 30 miles from Oxford (they had grown to love the area during college). Now they work as Heroines as well as doing "public" works for the Trismegistus Council, allowing the council to be active in the area but maintaining its secrecy.
Powers/Tactics: Being composed of stone has made Adrianna very strong and tough. She ranks among the sturdiest of heroes. Her "Brick Tricks" have been picked up quickly and it is believed that many of them might be more of an extension of her elemental nature than simply applied strength. She can take a beating and often acts as the front line for the Elementelles. She does however lament being the slowest.
Campaign Use: If she's too tough for your campaign. Lower her FInal STR to 60 and her CON to 30 (along with the drop in figured characteristics) and reduce the number or eliminate entirely, her Brick Tricks Multipower. If she need toughening up raise her DEF to 40 and final STR to 80. Possibly increase the Brick Trick pool to 90.


Ishtar (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 Elementelles

Val  Char   Cost
15  STR5
30  DEX60
25  CON30
10  BODY0
20  INT10
14  EGO8
20  PRE10
20  COM5
 
8/28  PD5
12/32  ED7
6  SPD20
8  REC0
50  END0
31  STUN0
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 160

Cost  PowerEND
81  Air Attacks: Multipower, 81-point reserve 
6u  1) Air Mastery: Suppress 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
5u  2) Airborne Supremacy: Suppress: Flight or Gliding 8d6, One Power At A Time (+1/4) (50 Active Points) 5
4u  3) Hardened Air: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 6
7u  4) Out Of Air: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Self-Contained Breathing) (Standard; +1) (75 Active Points) 0
6u  5) Suffocation: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (60 Active Points) 6
8u  6) Tornado Blast: Energy Blast 8d6, Random Knockback (+0), Area Of Effect (4" Radius; +1) (80 Active Points) 8
8u  7) Wind Blast : Energy Blast 8d6, Reduced Endurance (Half END; +1/4), Double Knockback (+3/4) (80 Active Points) 3
5u  8) Wind Gust: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-1/2) 8
8u  9) Wind Manipulation: Telekinesis (36 STR), Reduced Endurance (0 END; +1/2) (81 Active Points) 0
17  Air Elemental: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
4  Fall-Breaking Cushion: Breakfall 18- (9 Active Points); Only For Falls of 2 Segment Duration Or Longer (-1/2), Costs Endurance (-1/2) 1
9  Knockback Dampening Cushion: Knockback Resistance -7" (14 Active Points); Costs Endurance (-1/2) 1
11  Longsword: HKA 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4) 2
25  Protective Air Bubble: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Area Of Effect (4" Radius; +1 1/4) (38 Active Points); Costs Endurance (-1/2) 4
22  Sense Air Currents: Spatial Awareness (Unusual Group) 0
40  Wind Powers: Elemental Control, 80-point powers 
40  1) Air Shield: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
50  2) Come Fly with Me: Flight 20", Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 8 people at once; +1) (90 Active Points) 4
25  3) Come Sail Away: Succor Swimming 6d6, Megascale (1" = 1 km; +1/4), Ranged (+1/2), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (90 Active Points); Only For Vehicles With The Sail Limitation (-1) 9
68  4) Fire Starvation: Dispel Fire 12d6, All Powers Simultaneously (+2) (108 Active Points) 11
117  5) Mistress of Flight: Flight 30", Improved Noncombat Movement (x8), Rapid Noncombat Movement (+1/4), Combat Acceleration/Deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (157 Active Points) 0
Powers Cost: 566

Cost  Skill
3  +1 with Swords 
6  +3 with Flight 
20  +4 with Ranged Combat 
3  Acrobatics 15- 
3  Analyze: Combat 13- 
3  Analyze: Magic 13- 
3  Breakfall 15- 
3  Climbing 15- 
4  Language: Auran (Language of the Air Elementals) (idiomatic) 
3  Language: German (completely fluent) 
3  Language: Latin (completely fluent) 
3  Lockpicking 15- 
3  Persuasion 13- 
3  SS: Meteorology 12- 
3  Scholar 
2  1) KS: Arcane And Occult Lore (3 Active Points) 12- 
2  2) KS: Black Magic (3 Active Points) 13- 
2  3) KS: Elemental Magic (3 Active Points) 13- 
2  4) KS: Grey Magic (3 Active Points) 13- 
2  5) KS: Occult History (3 Active Points) 13- 
2  6) KS: Secret Societies (3 Active Points) 13- 
1  7) KS: The Superhuman World (2 Active Points) 11- 
2  8) KS: White Magic (3 Active Points) 13- 
3  Security Systems 13- 
3  Stealth 15- 
3  Streetwise 13- 
3  Teamwork 15- 
3  Tracking 13- 
1  WF: Blades 
Skills Cost: 97

Cost  Perk
15  Vehicles & Bases: The Grove (Contribution) 
3  Fringe Benefit: Membership: The Elementelles 
4  Contact: Witchcraft (Contact has useful Skills or resources, Good relationship with Contact) 11- 
Perks Cost: 22

Cost  Talent
3  Absolute Range Sense 
3  Bump Of Direction 
Talents Cost: 6

Val  Disadvantages
10  Distinctive Features: Always in a breeze Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not always noticeable 
15  Enraged: If innocents Harmed (Uncommon), go 11-, recover 11- 
20  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Stormfront 8- (As Pow, Harshly Punish) 
15  Hunted: Ultimates 8- (Mo Pow, Harshly Punish) 
10  Hunted: Zephyer 8- (Occasionally) (As Pow, Harshly Punish) [Notes: To see who is the better flier] 
10  Psychological Limitation: Agressive and Combative Common, Moderate 
15  Psychological Limitation: Aloof and tempestuous (Very Common, Moderate) 
20  Psychological Limitation: Code of Honor Common, Total 
15  Social Limitation: Secret Identity Frequently (11-), Major 
10  Vulnerability: 2 x STUN Earth Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 501

Total Experience Available: 501

Experience Unspent: 0

Total Character Cost: 851


Height: 1.80 mHair: Pale Blond
Weight: 54.00 kgEyes: Blue
Appearance: A lovely young woman with pale blone hair and blue eyes. She wears a winged tiara and heavy blue and white robes tied at her waist with a silver silken rope-like belt. She has silver runes on her robes.
Personality: Still the hothead, Brianne now sees herself as a modern day Valkyrie. She chose the name Ishtar because that sky goddess was also a war goddess. She has little patience for those who seek to improve their lot in life through the harm of others. Her code of honor is based on the chivalric codes, she is merciful when asked, treats both men and women with respect, takes no unfair advantage in combat (unless her opponent has proven dishonorable), and holds herself to higher standards of behavior in most cases.
Quote:"Go away."
Background: Brianne Weis is the daughter of two gifted magicians. The firestarter of the group, she had always seen it as her place to protect the weak. When she atteneded the local school she spent alot of time in the principal's office for fighting, she couldn't simply stand by and watch someone puick on a younger or weaker student and get away with it. In an attempt to better control her anger, she studied fencing, hoping the discipline required would help her keep a reign on her emotions. She might have gone on to be a superheroine in the vein of Witchcraft if she hadn't been granted the elemental Air aspect in a ritual years ago. But She was and as a result her magics have suffered from disuse. Brianne has always been gifted. She was a gifted user of magic and has displayed similar ease with adjusting to her powers and abilities. As Ishtar, the Sky Goddess, she is the team's transport and speed specialist.
Powers/Tactics: Fast, agile, and did we mention fast? Ishtar prefers to fight at a distance because even with her air shields she isn't the most well defended of the team. However, she carries the sword for more than decorative reasons and will occasionally go toe to toe with another swordsman.
Campaign Use: If she's too tough, cut the MP to 62 pts, the elemental control should be dropped to 60 pt range (except the flight, leave it alone). If you want to improve her power, crank the MP to 90-120 pts. Add some armor and martial arts maneuvers to represent her sword skill.


Naya (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 Elementelles

Val  Char   Cost
15  STR5
23  DEX39
55  CON90
22  BODY24
30  INT20
17  EGO14
18  PRE8
18  COM4
 
13/17  PD10
12/16  ED1
5  SPD17
14  REC0
110  END0
63  STUN5
 
6"  RUN0
32"  SWIM0
3"  LEAP0
Characteristics Cost: 237

Cost  PowerEND
80  Arcane Aquatic Powers: Multipower, 80-point reserve 
3u  1) Body Of Water: Desolidification (affected by water, fire, cold attacks) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
5u  2) Choking Blast: (Total: 60 Active Cost, 53 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Energy Blast 2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1) (20 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 13) 6
3u  3) Dehydrate: Energy Blast 5d6, No Normal Defense (Power DEF or body that lacks liquids; +1) (50 Active Points); Victim At Least 50% Immersed In Water Gets A Free Recovery Of This Damage Each Phase (-1/2) 5
4u  4) Drowning: Killing Attack - Ranged 1/2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1), Does BODY (+1), Continuous (+1) (40 Active Points) 4
6u  5) Enhanced Swimming: Succor: Swimming 8d6, Ranged (+1/2) (60 Active Points) 6
4u  6) Fire Extinguisher: Dispel Fire Powers 12d6, One At A Time (+1/4) (45 Active Points) 4
6u  7) Fist Of Water: Energy Blast 8d6, Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points) 6
6u  8) Inhibit Swimming: Suppress: Swimming 12d6 (60 Active Points) 6
7u  9) Pushing Water Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points) 7
6u  10) Strong Water Blast: Energy Blast 12d6 (60 Active Points) 6
4u  11) Wall Of Water: Force Wall (10 PD/8 ED) (45 Active Points) 4
1u  12) Water Column: Flight 8" (16 Active Points); Only Within 8" Of Water (-1 1/2) 2
4u  13) Water Control, Greater : Telekinesis (20 STR), Affects Porous, Area Of Effect (4" Any Area; +1) (80 Active Points); Only On Water (-1) 8
3u  14) Water Control: Telekinesis (40 STR), Affects Porous (70 Active Points); Only On Water (-1) 7
6u  15) Water Mastery: Suppress: Water Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
2u  16) Water Walkway: Flight 6", Usable Simultaneously (up to 8 people at once; +1) (24 Active Points); Only In Contact Of Surface Of Water Of Designated Body Of Water (-1/4) 2
1u  17) Have A Drink: Life Support (Eating Character does not eat), 1 Continuing Charge lasting 1 Day (+1/4), Usable Simultaneously (up to 8 people at once; +1) (7 Active Points); Only To Provide Water To Drink (-1) [1 cc]
5  Breathe Underwater: Life Support (Expanded Breathing) 0
15  Delphine Senses: Active Sonar (Hearing Group) 0
3  Enhanced Hearing: Ultrasonic Perception (Hearing Group) 0
30  Super-Swimming: Swimming +30" (32" total) 3
12  Supernatural Flesh: Armor (4 PD/4 ED) 0
3  Underwater Comfort: Life Support (Safe in High Pressure; Safe in Intense Cold) 0
3  Underwater Movement: Environmental Movement (Water) 
5  Underwater Vision: UV Perception (Sight Group) 0
Powers Cost: 227

Cost  Martial Arts Maneuver
  Takijutsu 
4  1) The Fortress Hand of Sohda Hiroshi: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) The Gentle Grasp of Master Shiokawa: 1/2 Phase, +0 OCV, +0 DCV, Grab One Limb, 10 STR for holding on 
4  3) Hayata Setsuko's Hand of Passage: 1/2 Phase, +0 OCV, +0 DCV, 30 STR to Shove 
4  4) The Response of the Stream: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  5) The Touch of Tsukiyomi: 1/2 Phase, +0 OCV, +1 DCV, 2d6 NND 
4  6) The Waterfall Throw of Sakai Akemi: 1/2 Phase, +1 OCV, +1 DCV, +v/5, Target Falls 
Martial Arts Cost: 25

Cost  Skill
3  Acrobatics 14- 
3  Analyze: Magic 15- 
3  Breakfall 14- 
3  Bureaucratics 13- 
3  Conversation 13- 
3  Deduction 15- 
3  High Society 13- 
4  Language: Aquan (language of Aquatic Creatures) (idiomatic) 
4  Language: English (idiomatic) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  PS: Appraise 15- 
3  PS: CEO: Elemental Industries 15- 
3  Paramedics 15- 
3  Persuasion 13- 
2  SS: Economics 11- 
3  Scholar 
2  1) KS: Accounting/Bookeeping (3 Active Points) 15- 
2  2) KS: Arcane And Occult Lore (3 Active Points) 15- 
2  3) KS: Business Law (3 Active Points) 15- 
2  4) KS: Business/Finance (3 Active Points) 15- 
2  5) KS: Finance (3 Active Points) 15- 
2  6) KS: High Society (3 Active Points) 15- 
2  7) KS: International Business (3 Active Points) 15- 
2  8) KS: Legends And Lore (3 Active Points) 15- 
2  9) KS: Market Analysis (3 Active Points) 15- 
1  10) KS: Shintoism (2 Active Points) 11- 
2  11) KS: Stock Brokering/Trading (3 Active Points) 15- 
2  12) KS: Stock Market (3 Active Points) 15- 
1  13) KS: Takijutsu (2 Active Points) 11- 
2  14) KS: The Mystic World (3 Active Points) 15- 
2  15) KS: The Superhuman World (3 Active Points) 15- 
3  Stealth 14- 
3  Trading 13- 
Skills Cost: 80

Cost  Perk
6  Contact: Business Community, Organization Contact (x3) (6 Active Points) 11- 
3  Fringe Benefit: Membership: The Elementelles 
5  Money: Well Off 
2  Reputation: Heroic Mystic (A large group) 11-, +1/+1d6 
15  Vehicles & Bases: The Grove 
Perks Cost: 31

Cost  Talent
3  Bump Of Direction 
Talents Cost: 3

Val  Disadvantages
5  DNPC: Ido Kusanagi (Brother) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 
5  Distinctive Features: Blue haired japanese girl with green eyes; dark skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Firewing 8- (Mo Pow, Harshly Punish) 
10  Hunted: Riptide 8- (As Pow, Harshly Punish) 
20  Psychological Limitation: Code of Honor; wants to be a modern day Samurai (Very Common, Strong) 
15  Psychological Limitation: Enjoys intellectual Challenges (Very Common, Moderate) 
15  Psychological Limitation: Nerd; loves anime, martial arts, magic, and unicorns *giggle* (Very Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
20  Vulnerability: 2 x STUN Fire Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 253

Total Experience Available: 254

Experience Unspent: 1

Total Character Cost: 603


Height: 1.65 mHair: Blue
Weight: 59.00 kgEyes: Green
Appearance: A beautiful dark skinned japanese woman with long blue hair and green eyes. She paints her lips and eyelids blue. Her costume is a form fitting white kimono with aquatic designs in blue and green, with a dark blue under suit to keep her modest and a broad black belt. She wears green slippers. Unbeknownst to her parents she got a tattoo of a shark on the small of her back. When acting as the CEO of Elemental Industries, she wears a black wig and brown contacts.
Personality: Cool under pressure, with a keen analytical mind, Aiko is still an excitable fan girl of the whole superhero lifestyle. She often sees herself as the star in one of the magical girl mangas she read as a girl. At the ripe old age of 25 she hasn't seemed to lost that much of her inner child. When acting as Naiad or in the board room she is cool and sharp as a tack.
Quote:"Looks like your ship isn't coming in."
Background: Aiko Kusanagi always wanted to be a superhero. She was brilliant, and had intended to study magic and become Arcanna, the Heroic Sorceress! She'd designed her costume, studied martial arts, and practiced magic almost daily. By the time she was thirteen she had also become obsessed with economics. When she attended Woodland College, she got a degree in Business Management with a minor in Accounting. It was Aiko that managed to peice together the ritual of spirit summoning. She eagerly joined the others in the trip to Montanna.
When they had received super powers she was slightly disappointed that Arcanna, the Heroic Sorceress was not going to become her future, but the Naya, sultry Nymph of the Waves and commander of the very element of water appealed to her. She invested thier money and proved to be a "Wizard" at investing. She oversees Elemental Industries; their holding company, in her spare time.
Her baby brother Ido has followed in her footsteps hoping to become a superhero. Adding magical training to his extensive Karate training he has been contemplating a heroic identity. She worries about him as he's "only" 18; and has been watching his activities closely. Her parents are very proud of their children and actually encourage them in their heroic endeavors.
Powers/Tactics: Able to command and summong vast quantities of water from the moisture around her, Naiad can create many spectacular effects. She prefers to not transform into water because it severely crimps her combat ability.
Campaign Use: If she's too tough, drop her MP pool to 60 pts, and lose the martial arts. If you want to toughen her up or make her more versitile, increas the pool to 120 pts make the slots multis and increase her overal DEF to 20.


Pele (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 Elementelles

Val  Char   Cost
10  STR0
21  DEX33
25  CON30
10  BODY0
15  INT5
15  EGO10
20/25  PRE10
20  COM5
 
26  PD8
34/46  ED5
5  SPD19
7  REC0
50  END0
35  STUN7
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 132

Cost  PowerEND
62  Fiery Attacks: Multipower, 62-point reserve 
6u  1) Fiery Blast: Energy Blast 10d6, Reduced Endurance (Half END; +1/4) (62 Active Points) 2
6u  2) Melting Blast: Killing Attack - Ranged 3d6, Reduced Endurance (Half END; +1/4) (56 Active Points) 2
4u  3) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4
4u  4) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4) 6
1u  5) 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  6) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u  7) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
6u  8) Flame Constructs: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Reduced Endurance (Half END; +1/4), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points) 2
6u  9) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
30  Fiery Powers: Elemental Control, 60-point powers 
55  1) Flame Aura: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (112 Active Points); No STR Bonus (-1/2) 0
30  2) Fiery Flight: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points) 0
30  3) Fiery Protection: Force Field (16 PD/24 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 0
40  4) Fiery Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move Into/Out Of The Hex (-1/2) 0
44  5) Fiery Wall: (Total: 85 Active Cost, 67 Real Cost) Force Wall (10 ED), Reduced Endurance (Half END; +1/4), Transparent PD (+1/2) (44 Active Points) (Real Cost: 44) plus Killing Attack - Ranged 1d6, Reduced Endurance (Half END; +1/4), Damage Shield (+1/2), Continuous (+1) (41 Active Points); Linked (-1/2), No Knockback (-1/4) (Real Cost: 23) 4
4  Fiery Form: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
12  Lesser Cold Resistance: Armor (0 PD/12 ED) (18 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2) 0
40  Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
5  Thermal Vision: Infrared Perception (Sight Group) 0
2  Fiery Seduction: +5 PRE (5 Active Points); Only vs Male Fire Elementals (-1) 
Powers Cost: 398

Cost  Skill
   
9  +3 with Fiery Attack Multipower 
2  AK: Canada 11- 
2  AK: Europe 11- 
3  Climbing 13- 
2  KS: Arcane And Occult Lore 11- 
2  KS: The Superhuman World 11- 
0  Language: English (idiomatic) (4 Active Points) 
4  Language: French (idiomatic) 
4  Language: Ignan (Language of Fire Elementals) (idiomatic) 
2  Navigation (Air) 12- 
3  Persuasion 13- (14-) 
3  Seduction 13- (14-) 
3  Shadowing 12- 
4  Survival (Temperate/Subtropical, Tropical) 12- 
3  Tactics 12- 
3  Teamwork 13- 
Skills Cost: 49

Cost  Perk
10  Vehicles & Bases: The Grove (Contribution) 
3  Fringe Benefit: Membership: The Elementelles 
Perks Cost: 13

Val  Disadvantages
10  DNPC: Richard D'Amberville (Father) & Allyson D'Amberville (Mother) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 
5  Distinctive Features: very warm to the touch; red eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Firewing 8- (Mo Pow, Mildly Punish) [Notes: Firewing is enchanted by her and wants to have her as his consort.] 
10  Hunted: Freon 8- (Occasionally) (As Pow, Harshly Punish) 
15  Psychological Limitation: Exciteable and Hyperactive (Very Common, Moderate) 
10  Psychological Limitation: Flirtateous and passionate (Common, Moderate) 
10  Psychological Limitation: In love with PC Hero (by default its Nightwind) (Common, Moderate) 
15  Psychological Limitation: Protective of normals Common, Strong 
10  Rivalry: Professional and Romantic (Icicle; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
10  Vulnerability: 2 x Effect Water Based attacks (Uncommon) 
10  Vulnerability: 2x STUN Water Attacks Uncommon 
Disadvantage Points: 150

Base Points: 200

Experience Required: 242

Total Experience Available: 242

Experience Unspent: 0

Total Character Cost: 592


Height: 1.71 mHair: Red
Weight: 53.00 kgEyes: Red
Appearance: Beautiful young woman with red hair and eyes, her skin is tanned and she tends to wear red makeup. Her costume consists of a red "sports bra" with gold trim, and billowy gold pants with red flames on the side and a red sash. She wears no mask since her "Flame Aura" distorts her features enough to keep her identity secret.
When acting in a civilian manner she wears modern fashions on the revealing side (she is immune to temperature extremes) often in red, pink, gold, or orange. She also wears contact lenses that color her eyes green rather than their natural red. Her hair is long and wavy.
Personality: Like her elemental nature, Gabrielle is a passionate, seductive, energetic, and dangerous. She has little or no concept of fear and will jump right into almost any activity. She is the least successfull of the four in regards to her mystic studies so her powers are even more important to her as it puts her on the same level as her friends (she had always felt a little out of place amongst them).
Quote:"I call this my Fire Lotus! Look at its dangerous bloom!"
"Ohhh! Nightwind! *sigh*"
Background: Gabirelle was always an energetic child. The wild instigater of her circle of friends growing up, she pointed the direction and they follwowed, as long as Adrianna was on board. When they transformed themselves into the Elementelles, Gabrielle became the embodiment of fire and flame. In their subsequent adventures she has had the twin headaches of 1) cold/water using villains seeking to "Snuff" her flames, and powerful male fire using villains seeking her as a bride. Ironically, she and Icicle have a unique relationship. They fight as a super heroine and villainess would fight, but they also both pine for the handsome hero Nightwind. The two have made the rivalry alot friendlier over the last year and a half, but they each have a job to do and won't let their budding friendship get in the way.
Powers/Tactics: Tremendous control over fire and flame. She can be airborne and often is. Unlike Aiko or Adrianne, she has no reason to go hand to hand agianst anyone.
Campaign Use: If she's too tough for your campaignl lower her attack multipower and drop her the attacks from her Elemental Control. If she's not tough enough, raise the MP to 90+ pts