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

Player: Chad Riley

Val  Char   Cost
30  STR20
24  DEX42
25  CON30
15  BODY10
15  INT5
13  EGO6
18  PRE8
16  COM3
 
20  PD14
20  ED15
6  SPD26
11  REC0
50  END0
50  STUN7
 
6"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 186

Cost  PowerEND
100  Multipower: Multipower, 100-point reserve 
10u  1) Energy Blast (Electrical Bolt): Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
3u  2) Flash (Electric Flash): Hearing Group Flash 5d6, Area Effect: Line (+1) (30 Active Points) 3
10u  3) RKA (Lightning Bolt): RKA 5d6+1, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
2u  4) Hand-to-Hand Attack (Shock Punch): Hand-to-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
10u  5) Transfer (To ALL Powers in Multipower): Transfer 2d6, Can Transfer Maximum Of 19 Points, All Powers Simultaneously (+2) (100 Active Points) 10
7u  6) Teleportation 10", Improved Noncombat Movement (x131072) (100 Active Points); Only over electrical lines (-1/2) 10
10  Damage Resistance (10 PD/10 ED) 0
30  Electrical Immunity (Damage Reduction): Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Damage Only (-1) 0
15  Elemental Control: Living Lightning: Elemental Control, 30-point powers 
85  1) Flight 40", Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
12  2) Invisibility to Sight and Additional Sense Groups , No Fringe (40 Active Points); Electronic Based Sensors only (-1) 4
15  3) Electrokinesis: Telekinesis (10 STR), Fine Manipulation, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (37 Active Points); Only Works Electronics/Computers Limited Group of Objects (-1/2) 4
8  Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
Powers Cost: 317

Cost  Skill
16  +2 with All Combat 
3  Computer Programming 12- 
3  Conversation 13- 
3  Electronics 12- 
3  High Society 13- 
3  KS: Operating Languages 12- 
3  KS: Coding Techniques 12- 
3  KS: Knowledge Skill: Firewalls & Security 12- 
3  Oratory 13- 
3  SS: Computer Repair 12- 
3  SS: Computer Science 12- 
Skills Cost: 46

Cost  Perk
3  Computer Link 
3  Reputation: National Hero (A small to medium sized group) 8-, +3/+3d6 
Perks Cost: 6

Cost  Talent
3  Lightning Calculator 
9  Lightning Reflexes: +6 DEX to act first with All Actions 
3  Bump Of Direction 
Talents Cost: 15

Val  Disadvantages
10  DNPC: Dr Charles Watson (Mentor): 11- (Occasionally), Normal, Useful noncombat position or skills 
20  Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Ultimates (Particularly Thunderbolt) 8- (Occasionally), More Powerful, Harshly Punish 
20  Code Against Killing: Common, Total 
15  Overeager to be a hero: Very Common, Moderate 
15  Secret Identity: Eric Singer: Frequently (11-), Major 
15  Susceptibility: Intense Magnetic Fields: , 2d6 damage per Turn Uncommon 
10  Vulnerability: Magnetic Attacks: 1 1/2x STUN Uncommon 
15  In Love with Natalia Petrova (Silverfox): Common, Strong 
15  Reputation: : Saved the President of the US. Famous Hero, Frequently (11-), Extreme 
Disadvantage Points: 150

Base Points: 300

Experience Required: 120

Total Experience Available: 200

Experience Unspent: 80

Total Character Cost: 570


Height: 1.83 mHair: Blonde
Weight: 97.00 kgEyes: Green
Appearance: Eric is your standard superhero energy projector, athletic without being too bulky, handsome without being overbearing, and tall without being gigantic. He dresses in casual wear and often a lab coat. The CT costume is a blue body suit with a gold domino mask, boots, and a golden thunderbolt on his chest. The thunderbolt starts at his left shoulder and ends just below his sturnum.
Personality: Eric is a good hearted young man. He works hard to improve his control of his powers and spends his time trying to be a better hero. He is ernest if a bit overeager at times.
Quote:"Truely the pun is the most foul of superhero witicisms, but beleive me, you will get a CHARGE out of this one!"
Background: Eric Singer was a computer science student at MIT in 1995. He was alone in the computer lab one evening when everyone else not late with their thesis were at the commons courtyard where President was speaking. Eric took a break from his work and looked out the window when the Ultimates attacked. The supervillain team had planned to hold the entire campus as well as the President hostage. Eric saw them from his vantage point and quickly pulled the fire alarm. This alerted the secret servicemen who began to converge on the disguised villains. Their ambush ruined, the Ultimates scattered. One member, Thunderbolt, in a fit of pique fired a bolt of lightning at Eric. The incredible rush of energy unlocked Eric's latent mutant abilties. Eric found that he, like Thunderbolt was able to control, even become, electricity. Eric instinctively transported via electrical outlet to his dorm and grabed his "thunderman" halloween costume. Wearing that and a domino mask(his thunderman mask was being used by a friend down the hall), Eric flew into battle.
Although inexperienced and initially out gunned, Eric drew the attention of the Ultimates away from the President while he awaited superhuman backup. His televised mano y mano against Thunderbolt was rebroadcast for almost three weeks. Eric's heroics were lauded by nearly everyone. He developed a slightly different costume and announced himself Captain Tempest.
He later joined the fledgling superteam, the Frontline. He has served with them since 1996 and has been elected chairman twice in that time. He and Thunderbolt hate eachother and their battles have been known to cause great distruction and when they are through, both combatants often require medical attention.
Powers/Tactics: Standard energy projector. As a result of his clashes with Thunderbolt, he has developed a "lightning punch" of his own.
Campaign Use: Just a filler hero. The rest of the Frontline consists of (Enforcer (My namesake), Emperia, Syphon, Rising Sun, Mantis, and Xenonoblaster) They might make appearances.


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

Player: s Chad Riley

Val  Char   Cost
40  STR30
21  DEX33
60  CON100
15  BODY10
25  INT15
30  EGO40
23  PRE13
22  COM6
 
15/30  PD7
15/30  ED3
6  SPD29
20  REC0
120  END0
65  STUN0
 
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 286

Cost  PowerEND
36  Metallic Skin (Armor): Armor (15 PD/15 ED) (45 Active Points); Only in Hero ID (-1/4) 0
30  Elemental Control: Psionic Mastery: Elemental Control, 60-point powers 
40  1) Ego Attack 7d6 (70 Active Points) 7
30  2) Mental Illusions 12d6 (60 Active Points) 6
32  3) Mind Control 10d6, Telepathic (+1/4) (62 Active Points) 6
34  4) Mind Scan 12d6, +2 ECV (64 Active Points) 6
45  5) Telepathy 15d6 (75 Active Points) 7
41  6) Teleportation 23", Improved Noncombat Movement (x64) (71 Active Points) 7
103  7) Telekinesis (75 STR), Affects Porous, Fine Manipulation (133 Active Points) 13
132  VPP, 60 base + 72 control cost, Cosmic (+2) (150 Active Points); all slots Only in Hero ID (-1/4) 
19  Mental Defense (25 points total) 0
45  Mind Link , Any Willing Target, Any distance, Number of Minds (x32) 0
10  Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
15  Power Defense (15 points) 0
5  Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 1
46  Multipower: Multipower, 46-point reserve 
5u  1) Flight 23" (46 Active Points) 5
1u  2) Supersonic Flight: Flight 4", Megascale (1" = 1 km; +1/4) (10 Active Points) 1
5u  3) Faster-Than-Light Travel (30 Light Years/hour) (46 Active Points) 0
50  Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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) 0
Powers Cost: 724

Cost  Skill
10  +2 with Mental Combat 
20  +2 with Overall Level 
5  +1 with PRE Skills 
3  KS: Knowledge Skill: Cosmic Beings 14- 
3  KS: Knowledge Skill: Diplpomacy 12- 
3  KS: Knowledge Skill: Psionics World 14- 
3  Bureaucratics 14- 
3  High Society 14- 
3  Interrogation 14- 
3  Persuasion 14- 
3  Seduction 14- 
3  Trading 14- 
3  Professional Skill: Ambassador 12- 
Skills Cost: 65

Cost  Perk
5  Fringe Benefit: International Driver's License, Membership: The Frontline, Passport 
6  Contact: UNTIL, Organization Contact (x3) (6 Active Points) 11- 
15  Contact: Metropolitan Extra-Terrestrial Enclave (Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12- 
Perks Cost: 26

Cost  Talent
3  Absolute Time Sense 
3  Bump Of Direction 
40  Danger Sense (immediate vicinity, out of combat, Function as a Sense, Targeting Sense) 17- 
5  Eidetic Memory 
3  Lightning Calculator 
3  Lightsleep 
4  Speed Reading: x10 
28  Universal Translator 22- 
Talents Cost: 89

Val  Disadvantages
15  Distinctive Features : Metallic Blue skin with glowing blue "Energy hair" Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses 
20  Hunted: Devios the Mad (Titan of Slaughter): 11- (Frequently), More Powerful, Harshly Punish 
20  Hunted: Menton: 11- (Frequently), As Powerful, NCI, Harshly Punish 
20  Hunted: PSI: 11- (Frequently), As Powerful, NCI, Harshly Punish 
10  Watched: Operation Janus 11- (Frequently), As Powerful, NCI, Watching [Notes: Operation Janus is a US/UK/Canadian organization that studies the various extraterrestrial races in the universe. They also track the various beings of cosmic power. The have some serious hardware at their disposal, like the MIB, but they are benevolent and don't usually hunt, not even villains] 
15  Social Limitation: Secret Identity: Alexandria Austin Frequently (11-), Major 
15  Psychological Limitation: Aloof, Superior Very Common, Moderate 
20  Psychological Limitation: Code of Heroes; Help those in need, punnish evil Common, Total 
10  Psychological Limitation: Retirement Plan; Alex intends to one day give up the superhero biz and explore the universe Uncommon, Strong 
15  Psychological Limitations: Stubbornness, alway right Common, Strong 
15  Reputation: Awesomely Powerful Mentalist: , Almost Always (14-) 
Disadvantage Points: 175

Base Points: 500

Experience Required: 515

Total Experience Available: 525

Experience Unspent: 10

Total Character Cost: 1190


Height: 1.78 mHair: Glowing Blue energy
Weight: 71.00 kgEyes: Silver
Appearance: A beautifull goddess, cast in gleaming blue tinted silver, Alexandria bears a striking resemblance to Marvel Comic's Nova (the shiny female of fire, not bucket head). When "armored up" she wears no clothing, her metallic "skin" has a dark metallic blue eye symbol on her chest. Other than that, nothing. Her hair is a soft, transparent energy, it can be touched and tingles a bit. In her civies, she dresses like a bond girl. She enjoys her body's cosmic "enhancements" and feels she can dress however she wants.
Personality: Emperia is a "world guardian" she sees herself as a protector of the entire planet. She aslo sees this as a job. Eventually she expects the Earth to get along without her and explore the universe. She's aloof and quite arrogant, but she tries to do the right thing and has made attempts at modesty.
Quote:"You do not give the orders around here; I do."
Background: Alexandria Austin was intent on seeing the world. The daughter of a diplomat, she was going to follow in her mother's footsteps and become an attaché. She spent six years attending school in Pennsylvania and Europe. She went to the right parties, and pretty much made herself as many contacts as possible. On night, she was at a party for a young dilettante from France, when she and a few of her friends decided to travel down to the coast. On her way there a shooting star struck the earth right in front of her car. She swerved and hit a tree. Her car was totaled and she had flown through the windshield and lay dying on the road. She struggled to breath, tried in vain to move or speak, but nothing was happening.
It was then that she heard in her mind the feeble voice of Kymar. Kymar was a being of vast power, but the power had attracted Devios the Mad. Devios was also a being of vast power and he wanted to clean out the competition, and potential competition, and a couple of worlds because they were ugly. Devios had assaulted Kymar just outside of the earth's atmosphere and would surely come down to lay claim to Kymar's power and snuff out its life.
Kymar was dying and it posed a solution to the young woman.
We are both dying, it seems... it began, Perhaps, I can spare us both.
Using its telekinetic powers, Kymar brought Alexandria's dying body over towards it. With barely enough strength to open her eyes, Alexandria stared at the alien, it resembled a bluish silver Pegasus from Greek legends, although its wings had no feathers and its head looked less like a horse and more like a dragon.
Hmmm...it appears I have sustained more damage than I had thought... The voice in her head was getting softer, Your world is in danger, Devios will not be quenched by my death alone...Take my power human, perhaps you can find away to save your world...
Alexandria woke in a crater. Next to her was a broken corpse of a being she had never seen before. In her head swam thoughts of danger. Concentrating, she pinpointed it. Looking to the sky she could almost see Devios. Without thinking, a sheath of cosmic metal surrounded her body and she prepared for battle. Mentally summoning as many heroes as she could, Emperia took off to battle the Mad Titan.
Since driving off Devios, she has traveled the globe and much of the solar system. She has faced beings of cosmic and psionic might. She has saved the world. Someday, she will travel to the stars and see what the rest of the universe is like, but now, Earth needs her.
Powers/Tactics: A powerful mentalist made even more powerful with a cosmic variable power pool at her disposal. She has the traditional "Cosmic" abilities of spuerhuman strength and gleaming, environmentally independant, and hyper resiliant skin. She can fly.
Campaign Use: She's annoying but tries to do the right thing. She thinks she's always right and powerful enough to push around entire teams. She should be used carefully.


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

Player: S Chad Riley; Member of Frontline

Val  Char   Cost
60/100  STR50
23  DEX39
30  CON40
15  BODY10
15  INT5
13  EGO6
20  PRE10
22  COM6
 
30  PD18
30  ED24
5  SPD17
18  REC0
60  END0
60  STUN0
 
10"  RUN8
6"  SWIM4
15"/23"  LEAP3
Characteristics Cost: 240

Cost  PowerEND
50  Enforcer Guantlets (Multipower): Multipower, 75-point reserve, (75 Active Points); all slots OIF Durable (-1/2) 
4u  1) Force Beam (Energy Blast): Energy Blast 12d6 (60 Active Points); OIF Durable (-1/2) 6
5u  2) Force Globe (Entangle): Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); OIF Durable (-1/2) 7
3u  3) Force Wall: Force Wall (9 PD/9 ED; 2" long and 2" tall), Backlash (+1/2) (73 Active Points); Feedback (-1), OIF Durable (-1/2) 7
20  Adrenal Overrides: +40 STR (40 Active Points); 6 Continuing Charges lasting 1 Extra Phase each (-1/2), No Figured Characteristics (-1/2) 
3  Antigravity Defense: Gliding 5", Only to "land safely" (+0) (5 Active Points); Only when Unconscious (-1/2) [Notes: This represents safty features that allow Enforcer to float to the ground when KO'd rather than fall to his (and whatever he hits') detriment.] 0
67  Antigravity Implant: Multipower, 45-point reserve, all slots Reduced Endurance (0 END; +1/2) (67 Active Points) 
4u  1) Anti-Gravity Belt (Flight): Flight 20", Position Shift (45 Active Points) 0
1u  2) Supersonic Flight: Flight 4", Megascale (1" = 1 km; +1/4) (10 Active Points) 0
5  Cellular Lock: LS (Longevity Immortal) 0
45  Environmental Immunities: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; 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; Sleeping Character does not sleep) 0
10  Immunities: Power Defense (10 points) 0
37  Invulnerability: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 0
7  Invulnerability: Lack of Weakness (-7) for Resistant Defenses 0
10  Psychic Invulnerability: Mental Defense (13 points total) 0
7  Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0
37  Resiliance: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) 0
37  Resiliance: Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) 0
6  Rock Solid: Knockback Resistance -3" 0
   Sensory Implants 
5  1) +3 versus Range Modifier for Hearing Group 0
5  2) Infrared Perception (Sight Group) 0
10  3) Radio Perception/Transmission (Radio Group) 0
Powers Cost: 378

Cost  Martial Arts Maneuver
  Akido 
4  1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR / 115 STR vs. Grabs 
4  3) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 75 STR / 115 STR to resist Shove; Block, Abort 
3  4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR / 110 STR for holding on 
5  5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable 
4  6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 
5  7) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
5  8) Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 / 20d6 Strike 
3  9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 12d6 / 20d6 Strike; Target Falls 
3  10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 / 20d6 +v/5, Target Falls 
1  11) Weapon Element: Blades 
1  12) Weapon Element: Staffs 
1  13) Weapon Element: Polearms 
Martial Arts Cost: 43

Cost  Skill
10  +2 with Ranged Combat 
25  +5 with HTH Combat 
3  Breakfall 14- 
3  Bureaucratics 13- 
3  Conversation 13- 
7  Criminology 14- 
3  Deduction 12- 
3  Forensic Medicine 12- 
3  High Society 13- 
3  Interrogation 13- 
3  PS: Security Specialist 12- 
3  Paramedics 12- 
3  Persuasion 13- 
3  SS: Ballistics 12- 
3  SS: Chemistry 12- 
3  SS: Forensics 12- 
3  Scholar 
1  1) KS: Akido (2 Active Points) 11- 
1  2) KS: Ballroom Dance (2 Active Points) 11- 
1  3) KS: Criminal Law (2 Active Points) 11- 
1  4) KS: Metahuman Criminals (2 Active Points) 11- 
1  5) KS: NYPD (2 Active Points) 11- 
1  6) KS: Sexual Positions and Techniques (2 Active Points) 11- 
3  Security Systems 12- 
3  Seduction 13- 
3  Shadowing 12- 
3  Streetwise 13- 
3  Teamwork 14- 
3  Tracking 12- 
1  WF: Handguns 
Skills Cost: 109

Cost  Perk
8  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Security Specialist, Membership: The Frontline, Passport 
9  Contact: NYPD (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12- 
Perks Cost: 17

Cost  Talent
13  Universal Translator 12- (20 Active Points); Terran Languages only (-1/2) 
Talents Cost: 13

Val  Disadvantages
10  Distinctive Features: Incredibly handsome. Women swoon, men get jealous, etc. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Fighting Style: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: Empress 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Firewing 8- (As Pow, Harshly Punish) 
15  Hunted: ARGENT 8- (As Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Enjoys the company of women (Common, Moderate) 
15  Psychological Limitation: Respectful of Authority figures (Common, Strong) 
10  Psychological Limitation: Admires "free spirits" (Common, Moderate) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
5  Reputation: Superpowered "Player", 11- (Known Only To A Small Group) [Notes: Reputation is more amongst the superhuman community itself and has been rumored in the super tabloids...] 
15  Social Limitation: Secret Identity: Alric Victor (Frequently, Major) 
15  Susceptibility: When uses Adrenal Override, 3d6 damage Instant (Uncommon) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 350

Total Experience Available: 350

Experience Unspent: 0

Total Character Cost: 800


Height: 1.96 mHair: Black
Weight: 124.00 kgEyes: Blue
Appearance: Tall, unsettlingly handsome and graceful. Enforcer was created to be a protector and a companion. He is well versed in social skills and has impeccable taste in clothes. He has short black hair and piercing blue eyes. The Enforcer uniform is white with plue trim, black boots and gloves. He wears a blue opaque headset.
Personality: Enforcer is a respectful and straightlaced guy. He has slowly developed a more comfortable, and philosophical appraoch to life after being created as a souless being for war and "sport". He sees Anna as family, not a possible romantic partner. Early in his career as a superhero he had many affairs with other superhumans; this is most likely due to the "programming" he had at creation, he enjoys sex and making women happy. As he has grown as an individual, he has sought more permanent relations but occasionally his reputation from the early days works against him.
He is a solidly heroic professional in his costumed identity; works well with others, respectful of the authorities and gets along well with both the "free will" supers and the "By the Book" heroes in part due to his own clashes with Free Will vs Programmed Classism. He rarely gets angry during combat but when he does can be a truely frightning foe.
Quote:"Surrender Firewing, or face the consequences."
Background: Bio-Unit A#2231234, know known as Alric Victor as well as the heroic, Enforcer, began his life in an alternate dimension in which the Earth is run by a scientific meritocracy known as the Tech Lords. Created as a pleasure/guardian unit by Contessa Lilith Strossen of the Clonists, Unit A#2231234, then dubbed, Adonis, was found to be “too sentient” and lacking sexual technique for the vain and sex crazy Contessa. Rather than having the unique Bio-Unit destroyed Contessa Strossen traded it to Baron Otto Rupert, a Machinist. Otto intended to use the Bio-Unit as a bodyguard and companion to his daughter Anna. Anna was the one who discovered Adonis’s unusually high level of individuality. He was given the name Alric to better fit his personality. Alric served faithfully for several years until Baron Rupert’s genius came to the attention of King Albert the III, the Zerstoiten family had ruled Earth for four generations now and had stayed in power by stealing and adapting the work of others.
When the Destroids and Black Talon agents invaded the Rupert Stronghold to steal Baron Otto’s Dimensional Aporter, Alric led the Rupert Model Defense bots in the defense of his lord and lady. Although he accounted for the destruction of several of the foes, Alric found the invasion force overwhelming. He knew there would be no help from the authorities as they turned a blind eye to the intrigue and violence between the lords.
Alric was ordered by Baron Otto to rendezvous at the workshop. When he arrived he was informed that he needed to follow Anna through the Aporter.
“I cannot abandon you Baron. You go, I will operate the machine.”
“No Alric,” Otto said with a rueful grin, “My time is at hand, Alric, King Albert will not follow you and Anna; I will make a final stand here.”
With that, Otto’s visor shut.
Alric saluted his lord and flew to the platform with Anna. Her eyes brimming with tears, she waved to her father and they stepped through the portal.
“This is my greatest achievement, Albert, and I will be damned if I give it to you.” Otto said. He then activated his Omega Protocols and the entire compound disintegrated in a flash of brilliant golden light.
Somewhere, King Albert Zerstoiten III roared in anger.

Arriving on Champions Earth, Anna used the information and resources she and her father had gathered during the successful tests of the DA. She used the funds from a few patents that they had filed already to form a company Rupert Technologies. She and Alric studied the world and culture they had entered. Since there were no Bio-Units or android class laws, Alric was released from service. Taking a surname (Victor, as a nod to Mary Shelly’s Frankenstein), he began a career as a security professional for RT. Realizing his abilities made him a metahuman on this world, he adopted a costumed identity and went about protecting those who needed it. In a misguided but respectful attempt to emulate police officers upholding the laws of America, he took the name Enforcer.
Powers/Tactics: Enforcer is a brick with impressive combat skills, high durability, a versitile weapon and the ability to enhance his stregth to Gargantuan levels for a short time. He can fly and enjoys enhanced senses.
Campaign Use: If Enforcer is too powerful for your campaign, drop the adrenaline surge or lower it to +30 Str and drop his regular Cha to 50 STR 25 CON 12 BODY 25 PD 25 ED and lose the Damage reduction. If he's not tough enough, give him a few DC's with Aikido and increase the power and or flexability of his force guantlets.


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

Player: Chad Riley

Val  Char   Cost
25  STR15
27  DEX51
25  CON30
12  BODY4
18  INT8
13  EGO6
18  PRE8
18  COM4
 
21  PD10
16  ED5
7  SPD33
10  REC0
50  END0
50  STUN12
 
8"  RUN4
4"  SWIM2
10"  LEAP0
Characteristics Cost: 192

Cost  PowerEND
60  Ch'i Powers : VPP, 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points) 
0  1) Dragon Strike: Hand-To-Hand Attack +6d6 (30 Active Points); Increased Endurance Cost (5x END; -2), Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) Real Cost: 7 15
0  2) Shields of the Summer Rain: Missile Deflection (Any Ranged Attack) (20 Active Points) Real Cost: 20 0
0  3) Sword Fist: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points) Real Cost: 30 3
6  Accute Senses: +2 PER with all Sense Groups 0
5  Ch'i Awareness: Mental Awareness 0
10  Cloud Walking: Superleap +5" (10" forward, 5" upward) (Accurate) 1
8  Concealed Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF - Cowl (-1/4) 0
6  Iron Skin : Damage Resistance (8 PD/5 ED) 0
4  Night Sight: Infrared Perception (Sight Group) (5 Active Points); IIF - Cowl (-1/4) 0
4  Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF - Cowl (-1/4) 0
Powers Cost: 103

Cost  Martial Arts Maneuver
  Grand Mantis Style Kung Fu 
8  1) +2 HTH Damage Class(es) 
5  2) Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
4  5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4  6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  7) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike 
3  8) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
5  11) Snap Kick/Back Hand: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike 
5  12) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away 
3  13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
4  14) Tien-Hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  15) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 45 STR 
4  16) Weapon Element: Axes, Maces, Picks, Clubs, Pole Arms, Swords, Unarmed Combat 
Martial Arts Cost: 69

Cost  Skill
24  +3 with All Combat 
21  +7 with Kung Fu 
3  Acrobatics 14- 
13  Analyze: Style 18- 
3  Breakfall 14- 
3  Climbing 14- 
3  Contortionist 14- 
3  Criminology 13- 
5  Deduction 14- 
3  Disguise 13- 
3  Forensic Medicine 13- 
3  Interrogation 13- 
3  Linguist 
2  1) Language: Cambodian (Completely Fluent, w/Accent) (3 Active Points) 
2  2) Language: Cantonese (Completely Fluent, w/Accent) (3 Active Points) 
3  3) Language: Mandarin (Idiomatic, native accent) (4 Active Points) 
3  Lockpicking 14- 
3  Paramedic 13- 
3  Persuasion 13- 
3  Power (Ch'i Powers 12- 
3  Scholar 
2  1) KS: Martial Arts World (3 Active Points) 13- 
2  2) KS: Criminal Underworld (3 Active Points) 13- 
3  3) KS: Grand Mantis Style Kung Fu (4 Active Points) 14- 
2  4) KS: Kung Fu (3 Active Points) 13- 
2  5) KS: Martial Artists of Note (3 Active Points) 12- 
1  6) KS: Tournament of the Dragon (2 Active Points) 11- 
3  Security Systems 13- 
3  Seduction 13- 
3  Shadowing 13- 
3  Sleight of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
5  TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
3  Teamwork 14- 
3  Tracking 13- 
3  Tracking 13- 
4  Weapon Familiarity: Unarmed Combat & Clubs, Common Melee Weapons, Common Martial Arts Weapons 
Skills Cost: 160

Cost  Perk
1  Accredited Martial Arts Instructor 
2  Contact: Dragon Master (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 8- 
1  Contact: Green Dragon (Contact has useful Skills or resources, Contact limited by identity) 8- 
3  Contact: Mongoose (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11- 
2  Contact: Police Records Clerk Teresa Gordon 11- 
2  Contact: Primus Technician Andrea Stucker 11- 
3  Contact: UNTIL Agent Louise Anderson 12- 
10  Dojo 
5  Fringe Benefit: International Driver's License, Membership: The Frontline, Passport 
5  Money: Well Off 
2  Reputation: Renowned Martial Artist (A small to medium sized group) 8-, +2/+2d6 
15  Vehicle: Motorcycle 
Perks Cost: 51

Cost  Talent
12  Combat Luck: 6 PD/6 ED 
20  Danger Sense (self only, out of combat) 13- 
9  Lightning Reflexes: +6 DEX to act first with All Actions 
5  Resistance: 5 points 
Talents Cost: 46

Val  Disadvantages
10  Dependent NPC: Supervillain Reclimation Project (Mongoose, Dragon Master, Green Dragon) 8- (Infrequently), As powerful as the PC, Group DNPC (x4 DNPCs) 
5  Distinctive Features: Ch'i Aura Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses 
10  Hunted: Martial arts master assassin of the week 8- (Occasionally), As Powerful, Harshly Punish 
5  Hunted: Shadow Dragon 8- (Occasionally), Less Powerful, Harshly Punish 
20  Hunted: VOICE 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Believes in rehabilitation Common, Strong 
25  Psychological Limitation: Code of the Chinese Knight Very Common, Total 
15  Psychological Limitation: Disdain for Killing Common, Strong 
10  Reputation : Master of Kung Fu, Frequently (11-), Extreme, Known Only To A Small Group 
15  Reputation: Honorable Hero, Frequently (11-), Extreme 
15  Social Limitation: Secret Identity: Brian Xiang Frequently (11-), Major 
10  Style Disadvantage: Grand Mantis Kung Fu 
Disadvantage Points: 155

Base Points: 300

Experience Required: 166

Total Experience Available: 171

Experience Unspent: 5

Total Character Cost: 621


Height: 1.75 mHair: Black
Weight: 79.00 kgEyes: Green
Appearance: Brian is a handsome, incredibly fit Chinese-American man with short black hair, green eyes (yeah, I saw Big Trouble in Little China, why?) and the build of a life-time martial artist/exercise junkie. He wears loose fitting pants and tight shirts, and looks like he stepped out of a modern adventure movie. He is "cool" with a capital K. His costume has evolved over the years and he has recently given up the "armored vigilante" look for a more traditional, kung fu movie look. He wears a black, sleeveless shirt, billowy white pants, and black toe-shoes. He wears a half mask over the top of his head, green with white eyes. An emerald green silk sash at his waist and green fingerless gloves oh his hands.
Personality: Honorable man with asperations of herodom. He enjoys being a wise cracking battler of evil but feels as much elation being a teacher.
Quote:"The road to excellence is not a path to a door."
"Boot to the Head."
Background: Brian's father is a third generation American. He graduated with and engineering degree from Cal Tech, and moved to San Fransisco. Brad Xiang often hosted the children or grandchildren of his grandparents families and friends when they came to America. This was how he met Lian; she was over in the states to study business. They hit it off almost immediately and began dating. Marraige followed and Brian soon after that. An only child Brian was indulged in almost anything. A gifted athlete at a young age, Lian taught him kung fu just as her father had taught her. When Brian was 12, he asked to visit his gradparents in China, hoping to learn more martial arts from his grandfather. His parents allowed it and he spend the next six years in China with his grandparents. Brian became a phenomenally talented fighter. His grandfather sent him to various different teachers over his six year stay. He returned home and began college at UCLA. He wasn't sure what he wanted to do, so he enrolled in the liberal arts department.
While at college, he met and began dating a young woman who had just come over from China whith her brother. Lin Chow wanted to be an actress. She picked up english easily and helped Brian study his cantonese. However Deng, her brother, was not happy she was dating a westerner. Even though Brian was chinese, his family had "betrayed" china by settling in the US. Deng called Brian out and attacked him. Brian was able to defeat Deng, as the hot blooded martial artist was supremely overconfident. Later that week, Brian was attacked again. This time it was a supervillain! The Green Dragon challenged Brian. Nervous at facing a supervillain, Brian fought defensively. He was barely holding his own against the ferocious attacks of the Green Dragon when Brian realized that he had fought this opponent before! It was Lin's brother Deng! Brian broke of the combat and ran. He felt he didn't have a choice; if he had lost to Deng, he might have been severely beaten or murdered; but if he defeated Deng again, he would expose the fighter and bring Lin unwanted attention from the authorities.
He told Lin that he shouldn't see her anymore and went home to think things over. He emerged from his thoughts and apartment as the Mantis. He had hoped that if he could capture Deng he could council the angry young man and get him to turn away from crime, for Lin's sake. He adopted am armored costume and began fighting in the mantis style of kung fu to set Mantis apart from Brian. Brian graduated with a degree in philosophy and a minor in business. He set up a training center and began teaching Kung Fu.
Over the years, Mantis used contacts in the superhero "industry" to develop special weapons and vehicles. He joined the Frontline in 1996. His battles against evil led to confrontations with three men that troubled him. Green Dragon, Dragon Master, and Mongoose. He felt each of these men were honorable spirits who had been set upon the wrong path. Of the three, Green Dragon seemed the most lost, but even he was not pure evil. Mantis has tried to rehabilitate them over the years with very limited success. His "dojo" has become neutral ground to those three and he has on a few occasion harbored one of them there while they recovered from wounds or were falsely accused for crimes. He knows that they are criminals, and he could get into trouble for this but he can't help but think that each of them could do great things for the world if they would only find the road to lawfulness.
Mongoose has the least distance to go: he already considers himself something of a hero, doesn't harm innocents, and has on more than one occasion risen to battle evil when it threatened those around him. He views Mantis as a friendly rival.
Since they have both developed their own styles of fighting; the Mongoose Style and Grand Mantis Style, they meet once a year at a place of Mongoose's choosing and have at it to see whose style is better. Mantis, against his better judgement, enjoys these bouts tremendously.
Green Dragon is heart breaking to Mantis as his prejudices have done nothing but get worse over the years. He fears that it is only a matter of time before Deng becomes unworthy of his attempts to rehabilitate. Mantis still cares for Lin and goes out of his way to make sure that her brother's criminal career doesn't bring her pain. It is probably for this reason that Green Dragon has not revealed Mantis's identity to the underworld.
It is Dragon Master that is most perplexing. Dragon Master has a destiny and Mantis is not sure he can persuade him to alter that destiny. To Dragon Master, crime is a means to the freedom of the chinese people. Mantis has been unable to even plant the seed of doubt into him. However, their relationship is cordial, even warm.
Recently, Mantis has decided to drop the gadgets (save for his motorcycle) and rely solely on his martial arts skills. He has begun to develop Ch'i based powers in part to prepare for the upcoming Tournament of the Dragon.
Powers/Tactics: Martial Arts master with neato abiltities.
Campaign Use: Fighter, lover, trainer of warriors.


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

Player: Created by Ed Fein, Current Version: Chad Riley

Val  Char   Cost
20  STR10
30  DEX60
18  CON16
12  BODY4
18  INT8
12  EGO4
18  PRE8
20  COM5
 
8/17  PD4
8/17  ED4
7  SPD30
10  REC4
40  END2
40  STUN9
 
7"  RUN2
4"  SWIM2
6"  LEAP2
Characteristics Cost: 174

Cost  PowerEND
  Battlesuit: Rising Son v2.1, all slots OIF (-1/2) 
8  1) Armored Combat Suit: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) 0
13  2) Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); OIF (-1/2) 0
25  3) Absorption (Physical to Force Field): Absorption 4d6 (energy, Energy), Can Absorb Maximum Of 60 Points' Worth Of Energy Damage (38 Active Points); OIF (-1/2) 0
7  4) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
3  5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
13  6) Flight 10" (20 Active Points); OIF (-1/2) 2
27  Energy Katana (RKA): RKA 3d6, Penetrating (+1/2) (67 Active Points); OAF (-1), No Range (-1/2) 7
13  Tangler Bombs: Entangle 4d6, 4 DEF (40 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
25  Shuriken Launcher Guantlet: Killing Attack - Ranged 1d6, Autofire (5 shots; +1/2), 4 clips of 32 Recoverable Charges (+1) (37 Active Points); OIF (-1/2) [32 rc]
4  Energy Katana: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0
5  Ki Mastery (Power Defense): Power Defense (5 points) 0
5  Iron Will (Mental Defense): Mental Defense (7 points total) 0
Powers Cost: 148

Cost  Martial Arts Maneuver
  Karate/Kobojutsu 
1  1) Weapon Element: Swords, Unarmed Combat 
8  2) +2 HTH Damage Class(es) 
4  3) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  5) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
4  6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  7) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
Martial Arts Cost: 41

Cost  Skill
18  +6 with Karate 
4  Weapon Familiarity: Unarmed Combat & Clubs, Common Melee Weapons, Common Martial Arts Weapons 
4  Language: English (Idiomatic, native accent) 
0  Language: Japanese (Idiomatic, native accent; Native Language) 
3  Mathematics 13- 
3  Physics 13- 
3  Acrobatics 15- 
3  Analyze: Style 13- 
3  Breakfall 15- 
3  Climbing 15- 
3  Computer Programming 13- 
3  Stealth 15- 
3  Electronics 13- 
3  Mechanics 13- 
3  Systems Operation 13- 
3  KS: Knowledge Skill: Karate 12- 
2  KS: Knowledge Skill: Yakuza 11- 
2  KS: Metahuman World 11- 
5  Defense Maneuver I-II  
3  Security Systems 13- 
3  Streetwise 13- 
3  Sleight Of Hand 15- 
Skills Cost: 80

Cost  Perk
3  Access: Dragon Foundation 
3  Computer Link: Dragon Foundation 
24  Contact: Dragon Foundation (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12- 
6  Fringe Benefit: International Driver's License, Membership: Frontline (Reserve Member), Membership: Pacific Lords, Passport 
1  Reputation: Hero of Japan (A small to medium sized group) 8-, +1/+1d6 
5  Money: Well Off 
Perks Cost: 42

Cost  Talent
  Concealed Onboard microcomputer, all slots IIF Fragile (-1/2) 
2  1) Absolute Range Sense (3 Active Points); IIF Fragile (-1/2) 
2  2) Absolute Time Sense (3 Active Points); IIF Fragile (-1/2) 
2  3) Bump Of Direction (3 Active Points); IIF Fragile (-1/2) 
2  4) Lightning Calculator (3 Active Points); IIF Fragile (-1/2) 
Talents Cost: 8

Val  Disadvantages
10  Distinctive Features: Very flamboyant clothing, attitudes: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 
20  Hunted: Yakuza: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Watched: The Dragon Foundation: 14- (Very Frequently), More Powerful, NCI, Watching 
15  Secret Identity: Matsuki Jiro: Frequently (11-), Major 
20  Glory Hound: Common, Total 
10  Style Disadvantage: Karate/Kobojutsu 
15  Psychological Limitation: Vain Common, Strong 
20  Superpatriot: Japan: Common, Total 
10  Reputation: Popular Japanese Hero: , Frequently (11-) 
10  Rivalry: Mantis: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 43

Total Experience Available: 200

Experience Unspent: 157

Total Character Cost: 493


Height: 1.73 mHair: Black, dyed bright red
Weight: 70.00 kgEyes: Brown
Appearance: Matsuki Jiro looks like he stepped out of a post modern anime; or maybe a fighting game. He is handsome, arrogant, and wears outlandish styles, often with long jackets, many belts combat boots, gloves, and he always dyes his hair bright red. The Rising Sun battle suit resembles a video game ninja costume. It is white with white metallic armor plate on the torso, shoulders, and vitals. A rising sun symbol is on the chest of the armor. His head is visible, but he wears a bright red goggles. His Katana is sheathed in a glowing plasma.
Personality: Self absorbed, too cool for school and vain, Rising sun still has heroic inclinations. When the chips are down he puts the needs of others ahead of his own comfort and fame.
Quote:"We'll start a new tradition. One in wich I consistantly hand you your ass."
Background: Matsuki Jiro is a master of Karate and Kobojutsu. He is also totally in love with himself. A devote to science and the modern, he wears a state of the art battlesuit and battles crime as a hero of Japan. He spent three years in America, to learn the ropes, and joined the Frontline at that time. However, he did not blend well with the others, often arguing and fighting with his own teammates. In 1999 he returned to Japan and was asked to join the Pacific Lords a large superteam that defends the various pacific Islands and asian countries as well. He remains with the lords to this day.
Jiro has a fierce(and rather one sided) rivalry with Mantis. The young "techno-ninja" and the more traditional kung fu crimefighter never really saw eye to eye. Jiro would like nothing better than to show up Mantis in the Tournament of the Dragon, that Mantis talked about periodically. However, he realizes that he might not be able to use his weapons and armor.
Jiro's armor was developed by the Dragon Foundation, based on notes of his own. The Dragon Foundation believes in restoring Japan into an international power. Thus far they are merely a political and economic organization, but there are rumors that they are trying to amass an army.

Rising Sun originally created by Ed Fein
Current version by Chad Riley
Powers/Tactics: A martial artist with near superhuman agility and peak physical strength. Rising Son is skilled with weapon and weaponless combat and his battle suit allows him to take quite a beating. The inertia displacement field strengthens the field the more he gets hit topping out at +20 rPD/rED. He also has enhanced senses and an onboard micro computer.
Campaign Use: A rival modern martial artist.


Syphon (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 Frontline; Based on Character by Jeff Nelson

Val  Char   Cost
40  STR30
20  DEX30
20  CON20
10  BODY0
15  INT5
13  EGO6
20  PRE10
6  COM-2
 
20  PD12
20  ED16
4  SPD10
12  REC0
40  END0
40  STUN0
 
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 137

Cost  PowerEND
35  Lifeforce Control: Elemental Control, 70-point powers 
57  1) Damage Transferrance: Healing Characteristics 5d6, All Powers Simultaneously (+2) (150 Active Points); Side Effects: 60/All (-1) [Notes: ALL Below Normal Characteristics; Syphon temporarily looses indentical ammount of points from all CHA that he "heals"] 15
57  2) Impede Superpowers (Suppress): Suppress All superpowers 6d6, All Powers Simultaneously (+2), Area Effect: Radius (+1) (120 Active Points); No Range (-1/2) 12
40  3) Kinetic Absorption: Absorption 6d6 (physical, 1/2 STR, 1/2 to END), Can Absorb Maximum Of 76 Points' Worth Of Physical Damage, Two Powers Simultaneously (+1/2) (75 Active Points) 0
35  4) Strength Leech (Transfer): Transfer 4d6 (Strength to Strength), Can Transfer Maximum Of 44 Points (70 Active Points) 7
35  5) Weakening (Drain): Drain CON 7d6 (70 Active Points) 7
6  Aware of Surroundings: +2 PER with all Sense Groups 0
10  Hyper sense of Smell and Taste: Discriminatory Sense with Smell/Taste Group 0
9  Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 2
20  Syphon Defenses: Power Defense (20 points) 0
10  Tougher than Old Leather: Damage Resistance (10 PD/10 ED) 0
5  Tracking Scent: Tracking with Normal Smell 0
Powers Cost: 319

Cost  Skill
20  +4 with HTH Combat 
3  Climbing 13- 
3  Deduction 12- 
3  High Society 13- 
3  Linguist 
1  1) Language: Afrikaans (Fluent Conversation) (2 Active Points) 
1  2) Language: Arabic (Fluent Conversation) (2 Active Points) 
3  3) Language: English (Idiomatic, native accent) (4 Active Points) 
2  4) Language: French (Completely Fluent, w/Accent) (3 Active Points) 
2  5) Language: Italian (Completely Fluent, w/Accent) (3 Active Points) 
2  6) Language: Latin (Completely Fluent, w/Accent) (3 Active Points) 
2  7) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 
3  Oratory 13- 
3  Paramedic 12- 
3  Persuasion 13- 
3  Scholar 
2  1) KS: Knowledge Skill: Classical Liturature (3 Active Points) 12- 
2  2) KS: Knowledge Skill: Lore (Kuhngan) (3 Active Points) 12- 
2  3) KS: Knowledge Skill: Shamanic Rituals (3 Active Points) 12- 
3  Scientist 
2  1) SS: Anthropology 12- (3 Active Points) 
2  2) SS: Archaeology 12- (3 Active Points) 
2  3) SS: History 12- (3 Active Points) 
1  4) SS: Medicine 11- (2 Active Points) 
1  5) SS: Sociology 11- (2 Active Points) 
1  6) SS: Theology 11- (2 Active Points) 
3  Stealth 13- 
10  Survival (Temperate/Subtropical, Tropical, Pick Something) 14- 
3  Tracking 12- 
Skills Cost: 91

Cost  Perk
4  Fringe Benefit: Membership: The Frontline, Passport 
Perks Cost: 4

Cost  Talent
3  Lightsleep 
Talents Cost: 3

Val  Disadvantages
15  Distinctive Features: Extremely hairy, neanderthal looking fellow Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
10  Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 
10  Distinctive Features: Prehistoric Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Power Crusher: 8- (Occasionally), As Powerful, Harshly Punish 
20  Phsychological Limitation: Honorable Common, Total 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Psychological Limitation: Hunger for Knowledge/Irrational Curiousity Common, Strong 
10  Reputation: Heroic Monster: , Frequently (11-) 
15  Social Limitation: Public Identity: Cro/Alexander Cro Frequently (11-), Major 
Disadvantage Points: 145

Base Points: 300

Experience Required: 109

Total Experience Available: 113

Experience Unspent: 4

Total Character Cost: 554


Height: 1.75 mHair: Brown
Weight: 103.00 kgEyes: Brown
Appearance: Syphon, is a hairy, primitive looking, humanoid who has found culture. He dresses in eighteenth century style clothing (his favorite era of study) and speaks with a cultured British accent. His arms are long and his legs short; he has dense muscle and ruddy skin. He wears a few of his shaman totems still. When he is acting as Syphon, he wears a black bodysuit, not unlike a surfer's body glove. There are no sleeves and the leggings stop at mid thigh. He has silver "S" over his heart. He wears silver armbands and black boots.
Personality: Protect his adopted home from the evils of society. Alexander is a noble man who protects the weak and defends the innocent. His outsider status makes him keen to the whims of public opinion.
Quote:"Look sir, I understand your need to aspire to financial independence, but doing it at the expense of those who had worked so hard is an anathema, and I cannot allow such behavior to persist."
Background: Cro was a young and respected shaman of his people. He had been given special command over the life force, or "Spirit" of others. An intensely curious young man he ventured from his tribe on several occasions, learning about their world. One of his adventures he encountered a glowing disc on the wall of a cave in a mountain far away from his home. He touched the disc and found himself transported to a strange building in an even stranger world. The portal was one way, apparently set up for a sorcerer who was studying Cro's world. Cro left the dwelling and tried to acclimate himself with this new world. He was attacked and captured by superheroes. One of the heroes, a telepath, managed to communicate with Cro and he began his education of the planet Earth.
Taking the name Alexander (after the telepath who first spoke to him), Cro studied his new world and joined her champions. He eventually made his way America. In the states he encountered the Frontline, one of America's preeminent super teams. Aiding them against Empress, he came too really like their company and decided to stay. He was accepted as a member and has served capably ever since.
Cro is an odd being. A primitive man, yet very intelligent and gifted with "magic powers" that have turned out to be mutations (he shows up on mutant scanners). He knows that no matter what he does, he will stick out, so he pretty much goes all out with the weirdness. He gets along fabulously with anyone he meets, provided that they at least try to meet him half way. He obviously knows Dr Silverback and the two still correspond.

Syphon was originally created by Jeff Nelson. Current version by Chad Riley
Powers/Tactics: Mostly a low end brick who can become a high end brick with a little work. He fights hand to hand and within close proximity.
Campaign Use: Oustider hero. If he's too tough, drop the elemental control to reasonable levels and get rid of the Damage transferrance. If he's too weak, give him higher physical stats and perhaps a martial arts package or a weapon.


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

Player: Based on Character Created By Nicole Hilfiker, Chad Riley, and Bill Carone

Val  Char   Cost
15  STR5
18  DEX24
20  CON20
13  BODY6
18  INT8
23  EGO26
23  PRE13
22  COM6
 
20  PD7
25  ED11
5  SPD22
10  REC6
40  END0
35  STUN4
 
7"  RUN2
3"  SWIM1
4"  LEAP1
Characteristics Cost: 162

Cost  PowerEND
81  Elemental Command (Telekinesis): Telekinesis (30 STR), Affects Porous, Fine Manipulation, Variable Special Effects - Four Elements: Certain Group (+1/4) (81 Active Points) 8
70  Elemental Magics: VPP (Magic Pool), 50 base + 20 control cost, (75 Active Points); all slots Gestures: Instant Power (-1/4) 
10  Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
15  Iron Fortress of the Mind: Mental Defense (20 points total) 0
25  Mage Armor : Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (Enchanted Costume; -1/2) 0
21  Mage Sense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range 0
15  Mystic Shields (Power Defense): Power Defense (15 points) 0
5  Sense Psychic Energies: Mental Awareness 0
33  Staff of the Acolyte (Multipower): Multipower, 67-point reserve, (67 Active Points); all slots OAF Durable (-1) 
3u  1) Elemental Blast (Energy Blast): Energy Blast 10d6, Variable Special Effects - Four Elements: Certain Group (+1/4) (62 Active Points); OAF Durable (-1) 6
1u  2) Staff Smash: Hand-to-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) 2
3u  3) Stone Skipping: Tunneling 10" through 10 DEF material, Fill In Hole (60 Active Points); OAF Durable (-1) 6
3u  4) Wall of Fire (RKA): RKA 2d6, Area Effect: Radius (+1) (60 Active Points); OAF Durable (-1) [Notes: the Ring of Fire is 1 hex thick. (ie the hole in the middle is 2"] 6
3u  5) Wall of Stone (Force Wall): Force Wall (9 PD/9 ED/7 Flash Defense: Sight Group) (Opaque Sight Group) (62 Active Points); OAF Durable (-1) 6
2u  6) Wind walking: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF Durable (-1) 2
Powers Cost: 290

Cost  Martial Arts Maneuver
  Kung Fu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 
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 
1  6) Weapon Element: Staffs 
Martial Arts Cost: 21

Cost  Skill
15  +3 with Ranged Combat 
3  Concealment 13- 
5  Cramming  
3  Cryptography 13- 
3  Deduction 13- 
3  High Society 14- 
3  Jack of All Trades 
2  1) PS: Artificier (3 Active Points) 13- 
1  2) PS: Author (2 Active Points) 11- 
2  3) PS: Bookbinder (3 Active Points) 12- 
1  4) PS: Cook (2 Active Points) 11- 
1  5) PS: Store Owner (2 Active Points) 11- 
3  Linguist 
3  1) Language: French (Idiomatic, native accent) (4 Active Points) 
3  2) Language: German (Idiomatic, native accent) (4 Active Points) 
3  3) Language: Latin (Idiomatic, native accent) (4 Active Points) 
3  4) Language: Welsh (Idiomatic, native accent) (4 Active Points) 
3  Lockpicking 13- 
3  Persuasion 14- 
13  Power (Magic Skill) 19- 
3  Scholar 
2  1) KS: Arcane & Occult Lore (3 Active Points) 13- 
2  2) KS: Artifacts & Relics of Power (3 Active Points) 13- 
1  3) KS: Demonology (2 Active Points) 11- 
3  4) KS: Elemental Magics (4 Active Points) 14- 
3  5) KS: Elemental Planes (4 Active Points) 14- 
2  6) KS: Supernatural Beings & Monsters (3 Active Points) 13- 
5  Seduction 15- 
3  Shadowing 13- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
3  Streetwise 14- 
5  TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
3  Teamwork 13- 
1  WF: Staffs 
Skills Cost: 118

Cost  Perk
9  Contact: Trismegistus Council (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
5  Follower: Pentacles (Cat Familiar) 
5  Fringe Benefit: International Driver's License, Membership: The Frontline, Passport 
15  Manor House 
10  Money: Wealthy 
Perks Cost: 44

Val  Disadvantages
10  Distinctive Features: Mystic Aura Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 
10  Distinctive Features: Martial Arts Style: Kung Fu (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Hunted: Circle of the Scarlet Moon 8- (Occasionally), As Powerful, NCI, Harshly Punish 
20  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Hatred of the Undead Common, Strong 
15  Psychological Limitation: Hedonistic; likes the finer things and earthly pleasures Very Common, Moderate 
20  Psychological Limitation: Sworn to defend Earth Realm from supernatural threats Common, Total 
15  Psychological Limitation: Thrill Seeker Common, Strong 
10  Reputation: Sorceress, Frequently (11-) 
15  Social Limitation: Secret Identiy: Anne-Marie Lillian DeChampion Frequently (11-), Major 
Disadvantage Points: 145

Base Points: 300

Experience Required: 190

Total Experience Available: 187

Experience Unspent: 0

Total Character Cost: 635


Height: 1.68 mHair: Black
Weight: 54.00 kgEyes: Green
Appearance: Lilly is a truely stunning, vivaceous young woman in her mid twenties. She has long, natrually wavy black hair that she wears to her waist, green eyes and a lush, curvaceous figure. She gennerally dresses like a refugee from MTV, adding "weird" touches, like cloaks, sashes, and scarves. Her "uniform" is enchanted black leather bodice with a low cut white chemise, red skirt and soft leather black boots. She wears an indigo cloak with a silver pin in the shape of an owl.
Personality: Protect the innocent, have a good time, fight crime. In that order.
Quote:"Sure, Cheshire Cat, I'll scratch you behind the ears, drop the money first."
Background: Anne-Marie DeChampion, who also goes by the name Lilly Champion, is an the daughter of two magicians. She was raised by her parents, both elementalists of no small water who had ties with the Trimegistus Council, to be a champion of the light in these dark times. As they had suspected, Lilly surpassed them in power and was soon ready to assume her role in the world. Her parents met their ends battling evil, and while devistated, Lilly knew that was the road she herself would tred. She has inherited their considerable wealth.
Although she is a bit of a hedonist, and quite ...ahem, worldly for her age; Lillian has taken to heart her parents teachings and is a truely fierce protector of the innocent when combat is ineveitable.
When she turned 18, her parents gave her the Staff of the Acolyte. As she progresses, the staff will actually grow with her, eventually gaining true sentience and awarenes. She doens't know this yet.
Powers/Tactics: Vice often prefers the direct approach, no one knows why. But since she started studying Kung Fu under Mantis, she has as often as not jumped into combat with her staff a spinning. Assuming she uses her magic offensively, she generally focuses an elemental blast (one of the four classical elements; Air, Earth, Fire, or Water). She will generally use her VPP for unusual attacks, Darkness, Entangles, Drains, or enhancing her attributes: Body of Stone, Flame Aura, Hydroform, etc.
Campaign Use: A mage of power, she could teach Witchcraft a lesson, she's also an available romantic entanglement and a font of elemental knowledge. If she is too tough for your campiagn drop her Staff to 50 pts and her VPP to 30 or eliminate it all together. If she's not tough enough, increase her DEX to 23, give her a few more levels and maybe increase her VPP to 60.


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

Player: NPC; Based on character created by Bill Carone

Val  Char   Cost
100  STR90
23  DEX39
50  CON80
25  BODY30
25  INT15
17  EGO14
33  PRE23
10  COM0
 
50  PD30
50  ED40
6  SPD27
30  REC0
100  END0
100  STUN0
 
6"/20"  RUN0
2"/15"  SWIM0
20"  LEAP0
Characteristics Cost: 388

Cost  PowerEND
90  Defense Systems: Multipower, 90-point reserve 
9u  1) Disintigration Beam(RKA): RKA 6d6 (90 Active Points) 9
9u  2) Electro-Magnetic Pulse (Energy Blast): Energy Blast 12d6, Explosion (+1/2) (90 Active Points) 9
9u  3) Particle Beam (Energy Blast): Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points) 9
9u  4) Sound Blaster (Energy Blast): Energy Blast 12d6, STUN Only (+0), Affects Desolidified (+1/2) (90 Active Points) 9
9u  5) Stasis Globes (Entangle): Entangle 6d6, 6 DEF, Entangle Backlash (+1/2) (90 Active Points) 9
9u  6) Tractor Beam (Telekinesis): Telekinesis (60 STR) (90 Active Points) 9
30  Alloy Skin: Damage Resistance (30 PD/30 ED) 0
5  Cyber Web Inhibitor (Mental Defense): Mental Defense (8 points total) 0
20  Energy Matrix Shield (Missile Deflection): Missile Deflection (Any Ranged Attack) 0
45  Mobility: Multipower, 45-point reserve 
4u  1) Flight 15", Improved Noncombat Movement (x16) (45 Active Points) 4
3u  2) Running +14" (6"/20" total) (28 Active Points) 3
1u  3) Swimming +13" (2"/15" total) (13 Active Points) 1
  Sensor Systems 
10  1) Audio Filters: Hearing Group Flash Defense (10 points) 0
15  2) Magnificaction Vision: Microscopic (x1,000) with Sight Group 0
5  3) Omnirange Audio Sensors: Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (240 Degrees) 0
10  4) Protected Optics: Sight Group Flash Defense (10 points) 0
20  5) Radar Sense: Radar (Radio Group), Telescopic (+5 versus Range Modifier) 0
25  6) Radio Scanning: High Range Radio Perception (Radio Group), +1 to PER Roll, Telescopic (+7 versus Range Modifier), Tracking 0
12  7) Telescopic Vision: +8 versus Range Modifier for Sight Group 0
17  8) Thermo Imaging: Infrared Perception (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Transmit 0
50  Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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) 0
10  Big and Heavy: Knockback Resistance -5" 0
5  Peerless Alloy Construction: Lack of Weakness (-5) for Resistant Defenses 0
10  Core Configuration Protection: Power Defense (10 points) 0
Powers Cost: 441

Cost  Skill
20  +2 Overall 
16  +2 with All Combat 
3  Combat Piloting 14- 
12  Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 
3  Cryptography 14- 
5  Electronics 15- 
2  KS: Alien Races 11- 
3  KS: Artificial Intelligence Community 12- 
3  Mechanics 14- 
3  Scientist 
2  1) Biology 14- (3 Active Points) 
2  2) Chemistry 14- (3 Active Points) 
2  3) Computer Science 14- (3 Active Points) 
2  4) Mathematics 14- (3 Active Points) 
2  5) Physics 14- (3 Active Points) 
2  6) Robotics 14- (3 Active Points) 
3  Security Systems 14- 
14  Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, FTL Sensors, Medical Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 14- 
5  TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Small Planes 
3  Teamwork 14- 
1  WF: Vehicle Weapons 
Skills Cost: 108

Cost  Perk
4  Fringe Benefit: Free Robot, Membership: Frontline 
18  Contact: Metropolitan Extra Terrestrial Enclave (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 
9  Reputation: Long time Hero (A large group) 14-, +3/+3d6 
Perks Cost: 31

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Ambidexterity (-2 Off Hand penalty) 
3  Bump Of Direction 
5  Eidetic Memory 
3  Lightning Calculator 
16  Universal Translator 14- (20 Active Points); Terran Languages only (-1/4) 
Talents Cost: 36

Val  Disadvantages
5  DNPC: Anna Watson; "sister" 8- (Normal; Useful Noncombat Position or Skills) 
10  Dependent NPC: Anna Watson: 11- (Occasionally), Normal, Useful noncombat position or skills 
10  Distinctive Features: Artificial Voice: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Distinctive Features: Large Silver Robot: Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 
20  Hunted : ARGENT 11- (Frequently), As Powerful, NCI, Harshly Punish 
15  Hunted: Mechanon: 11- (Frequently), As Powerful, Harshly Punish 
20  Hunted: VIPER: 11- (Frequently), More Powerful, Harshly Punish 
20  Psychological Limitation: Code Against Killing (Humans) Common, Total 
15  Psychological Limitation: Must protect Anna Watson (Uncommon, Total) 
15  Psychological Limitation: Seeking his place in the universe (Common, Strong) 
15  Reputation: Heroic Robot: , Almost Always (14-) 
15  Social Limitation: Public Identity Frequently (11-), Major 
10  Vulnerability: Electrical Attacks: 1 1/2x STUN Common 
5  Vulnerability: Magnetic Attacks: 1 1/2x BODY Uncommon 
5  Vulnerability: Magnetic Attacks: 1 1/2x STUN Uncommon 
Disadvantage Points: 200

Base Points: 400

Experience Required: 404

Total Experience Available: 402

Experience Unspent: 0

Total Character Cost: 1004


Height: 2.26 mHair: None
Weight: 680.00 kgEyes: Red
Appearance: A tall, silver, anthropomorphic robot with a single red eye. He has two "horns" on either side of his head and a metallic, inhuman voice. He is kind of a cross between Mechanon from 3rd & 4th edition and the Cylons from Battlestar Galactica.
Personality: To help those in need and find his own place. He is less curious in his past (read: Origin) than his future.
Quote:"By your Command...*heh*"
"your day has come Mechanon, prepare to meet your maker."
Background: Throughout the universe there is nothing as rare and as curious as “I”, the computer planet. “I” is a gigantic artificial intelligence based on holographic memory surrounded by an "atmosphere" of organic circuitry. It doesn't know how long it has been around but it does know that its sentience is not by design. “I” calls its awareness, the "Life Virus"; at some point several millennia ago, it achieved self awareness. Since then it has roamed the universe and learned. "I", as the AI dubbed itself (actually it’s the English equivalent), has developed what would appear to the outsider, a civilization on its surface. Cities and robotic citizens bustle about, but this is not entirely true. While some of its "gatherers" achieve self awareness and individual personalities and goals (are infected by the "Life Virus"), the vast majority of the individuals on I are merely extensions of its own mind. “I” is intensely curious about the universe around it; apparently when it achieved awareness, much of its data regarding its origin was lost. “I” has remained stationary in a small solar system in an unnamed galaxy for the last 12000 years. It has sent probes, then Gatherers to various parts of the universe. Xenonoblaster is one of those Gatherers.

When the probe began intercepting radio and satellite signals from Earth 25 years ago, I sent a gatherer. To ease the burden on the local populous, the Gatherer was sent in the form of a famous Earth Hero, Xenonoblaster. The fact that the cartoon I was basing this decision off of was fiction is irrelevant now. Xenonoblaster was dispatched and arrived on Earth completely confused and ignorant of its purpose. It had apparently been afflicted with the Virus.
Found by an engineer and his family, and recognized by the father as Xenonoblaster from his childhood, the robot took the name and followed the family home. They kept it. Over the next few years Xenonoblaster learned what it could about its world and its history. The robot knows its extremely capable in combat and has turned to its "predecessor" for guidance and become a hero. He has developed a greater sense of self and although he is unsure of his origins, does what he can to help the people of Earth against those who would harm or enslave them. He was one of the heroes that originated the Frontline and has served the team in some capacity ever since.
Powers/Tactics: A powerful robot. Really. Xenonoblaster constantly powers down his attacks so as not to cause irreparable harm to organic foes. He is truly frightening if he ever lets loose. He uses his SoundBlaster to take down most opponents, or a TK Punch if they prove resistant to the sonic attacks. He uses his pulse on groups and his Particle Beam on inorganic opponents.
Campaign Use: If Xenonoblaster is too powerful for your campaign (and he is) lower his characteristics: STR 60 CON 30 BOD 15 PD 30 ED 30 SPD 5 REC 18 END 60 STUN 60. If he's not tough enough for your campaign (color me shocked) increase his multipower into the 125-150 pt range.



I should note that Xenonoblaster is as tough as he is because my friend's concept (bare in mind we were 12 at the time) was "A robot with 100 strength." he made Xenonoblaster and realized that he had come up with 500 pts of disads (again we were 12) and hadn't taken into account his base 100 pts (2nd or 3rd edition Champions here) and so rather than scale back his disads, he added another 100 pts worth of powers (skills were pretty much non-existent). Its still one of my favorite stories from the "old" days.