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

Player: NPC: hero; member of Nippon Ichiban

Val  Char   Cost
50  STR40
21  DEX33
25  CON30
25  BODY30
15  INT5
11  EGO2
25  PRE15
10  COM0
 
25  PD15
25  ED20
5  SPD19
20  REC10
80  END15
80  STUN17
 
6"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 251

Cost  PowerEND
60  Blaster Array: Multipower, 60-point reserve 
4u  1) Plasma Blaster: Energy Blast 12d6 (60 Active Points); Activation Roll 14- (-1/2) 6
4u  2) Shoulder Blaster: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); Activation Roll 14- (-1/2) 6
4u  3) Wrist Blaster: Killing Attack - Ranged 2d6, Armor Piercing x2 (x2; +1) (60 Active Points); Activation Roll 14- (-1/2) 6
8  Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight/Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
10  Defense Field: Lack Of Weakness (-10) for Resistant Defenses 0
5  Defense Field: Power Defense (5 points) 0
30  Forearm Blades: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points) 0
5  IR Sensors: Infrared Perception (Sight Group) 0
6  Robotic Body: Knockback Resistance -3" 0
50  Robotic Body: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare 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), Inherent (+1/4) (50 Active Points) 0
19  Robotic Form: Damage Resistance (15 PD/15 ED), Inherent (+1/4) (19 Active Points) 0
20  Robotic Senses: (Total: 20 Active Cost, 20 Real Cost) Sight Group Flash Defense (10 points) (Real Cost: 10) plus Hearing Group Flash Defense (10 points) (Real Cost: 10) 0
36  Rockets: Flight 18" 4
7  Steel Fists: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
20  Tactical Computer: Find Weakness 11- with Blaster Array and Forearm Blades 0
5  UV Sensors: Ultraviolet Perception (Sight Group) 0
Powers Cost: 293

Cost  Skill
6  +2 with Blaster Array Multipower 
3  Computer Programming 12- 
3  Electronics 12- 
3  KS: Go 12- 
2  KS: The Superhuman World 11- 
3  Mechanics 12- 
3  Navigation (Air, Land) 12- 
3  Streetwise 14- 
3  Systems Operation 12- 
Skills Cost: 29

Cost  Perk
5  Vehicle Contribution 
10  Base Constribution 
3  Fringe Benefit: Membership: Nippon Ichiban 
1  Fringe Benefit: Free Robot 
Perks Cost: 19

Cost  Talent
3  Lightning Calculator 
3  Bump Of Direction 
3  Absolute Time Sense 
3  Absolute Range Sense 
Talents Cost: 12

Val  Disadvantages
15  Enraged: if innocents harmed (Uncommon), go 11-, recover 11- 
25  Hunted: VIPER Japan 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching 
20  Psychological Limitation: Protective of Life/Code vs Killing Very Common, Strong 
15  Psychological Limitation: Enraptured by children and true innocence. Common, Strong 
10  Psychological Limitation: Fears his origins (Uncommon, Strong) 
15  Social Limitation: Public Identity; Ichi the Gun Gear Frequently (11-), Major 
20  Vulnerability: 2x STUN Ego Attacks Common 
10  Vulnerability: 2x STUN Magnetic Attacks Uncommon 
Disadvantage Points: 150

Base Points: 200

Experience Required: 254

Total Experience Available: 254

Experience Unspent: 0

Total Character Cost: 604


Height: 1.98 mHair: None
Weight: 199.00 kgEyes: Red
Appearance: A 2 meter tall humanoid robot; gleaming silver with dark gray trim. he resembles marvel Comic's War machine but with a less "menacing" face.
Personality: GunGear is a sophisticated robot; his personality is very natural. He seems to have a completely normal human personality. His desire to help innocents and his respect for authority are viewed positively by most. Nandemoya has hypothesised that he is actually a cyborg, or a human whose mind was imprinted on the robotic body. She still has no idea who designed or built Ichi.
For is part, Ichi doesn't think about his past too much. He tries desparately to live in the present and look to the future. This is in part because he fears he has a sinister origin; he doesn't want to find out he's a trojan horse, and will eventually turn on all he holds dear.
Quote:"Pulse blaster initiated. This would be a good time for you to give up."
Background: A free willed robot; unsure of its own origin. Ichi; known as GunGear to the public, was originally turned over to Nippon Ichiban for Nandemoya to study. She found no "bugs" in his system and he performed very well with the team. He was recently granted Free Robot and Citizen of Japan status.
Powers/Tactics: GunGear has a few weapons; and a seriously durable body. His tactics tend towards softening up his opposition with his weapons array and closing to finish them off with his fists of steel. He saves his forearm blades for inanimate objects.
Campaign Use: Something of a mystery. GunGear should be about an even fight for one hero. If he's too tough lower his STR to 40 and his END and STUN to 60 each. If he's not tough enough bump his Multipower to 75 active points and add a few more weapons. Add a couple of 8 pt combat levels as well.


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

Player: NPC Herone; Member of Nippon Ichibon

Val  Char   Cost
35  STR25
29  DEX57
25  CON30
13  BODY6
9  INT-1
15  EGO10
20  PRE10
20  COM5
 
19/22  PD12
19/22  ED14
6  SPD21
12  REC0
50  END0
50  STUN6
 
12"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 195

Cost  PowerEND
18  Acute Senses: +6 PER with All Sense Groups 0
6  Cat-like Leaps: Superleap +6" (13" forward, 6 1/2" upward) 1
17  Catspeak: Mind Link , Animal class of minds, Specific Group of Minds, Number of Minds (x32) (35 Active Points); Limited Power: Line of Sight only (-1/2), Limited Class Of Minds Felines (-1/2) 0
24  Claws: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3
14  Empathy: Detect Emotions 13- (Unusual Group), Discriminatory, Sense 0
5  Hyper Olfactory: Discriminatory Sense with Normal Smell 0
5  Hyper Olfactory: Range with Normal Smell 0
34  Legs like a...CHEETAH!: Running +6" (12" total), x4 Noncombat, Noncombat acceleration/deceleration (+1) (34 Active Points) 3
5  Night sight: Nightvision 0
5  Toughened Flesh: Damage Resistance (5 PD/5 ED) 0
15  Toughness: Energy Damage Reduction, Resistant, 25% 0
15  Toughness: Physical Damage Reduction, Resistant, 25% 0
5  Tracking Scent: Tracking with Normal Smell 0
Powers Cost: 168

Cost  Skill
15  +3 with Hand to Hand 
13  Animal Handler (Felines, Pick Something) 18- 
7  Acrobatics 17- 
13  Breakfall 20- 
3  Climbing 15- 
13  Concealment 16- 
10  Defense Maneuver I-IV  
2  KS: Birds 11- 
2  KS: Cats 11- 
2  KS: The Superhuman World 11- 
3  Language: English (completely fluent) 
3  Language: Japanese (completely fluent) 
0  Language: Korean (idiomatic) (4 Active Points) 
2  Navigation (Land) 11- 
3  Persuasion 13- 
3  Seduction 13- 
3  Shadowing 11- 
3  Sleight Of Hand 15- 
3  Stealth 15- 
3  Streetwise 13- 
4  Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Urban) 11- 
17  Tracking 18- 
Skills Cost: 127

Cost  Perk
6  Reputation: Popular cult heroine (A large group) 14-, +2/+2d6 
5  Vehicle Contribution 
3  Fringe Benefit: Membership: Nippon Ichibon 
5  Contact: Dr Silverback (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 
Perks Cost: 19

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
1  Environmental Movement (no penalties on narrow surfaces) 
2  Trackless Stride 
Talents Cost: 9

Val  Disadvantages
5  DNPC: Cho Masato ("Boyfriend") 8- (Normal; Useful Noncombat Position or Skills) 
15  Distinctive Features: Tigeroid Human: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Hunted : Dr Moreau 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Fenris 8- (As Pow, Harshly Punish) 
15  Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, Watching 
10  Hunted: The Red Fang (Ninja "Clan") 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Curious Very Common, Moderate 
20  Psychological Limitation: Hedonistic, Cat like (Very Common, Strong) 
15  Psychological Limitation: Protective of her friends Very Common, Moderate 
15  Social Limitation: Secret identity Frequently (11-), Major 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 168

Total Experience Available: 170

Experience Unspent: 2

Total Character Cost: 518


Height: 1.77 mHair: Black with orange stripes
Weight: 73.00 kgEyes: Green
Appearance: A beautiful, buxom "cat girl" with cat ears on the top of her haid, a tail, and tiger striped hair. Her eyes are cat-like and green. She wears a black one-piece bathing suit with white shoulder pads, and belt. On her chest is a white cat head; not unlike the hello kitty face.
Personality: Mike Neko is an exciteable, and earnest young woman. She managed to come to terms with her powers and nature and is now very happy. She is protective of her friends, plays with her "prey" and generally acts like a cat.
Quote:"Hi! I will do that for you Masato-san!"
Background: Mike Neko is the result of a clandestine experiment by a "mad-scientist" with an anime fixation. Orginally a Korean Born waitress living in Tokyo, Mi-na, was captured and turned into a "Cat-Girl". However, her new master was unable to control her and in a fit of rage and fear, she killed him. Afraid of what she had become, Mi-na fled into the night. She was found by a young man, named Cho Masato, three days later. He took the girl into his home and simply let her work things through. Masato, a devotee of Takijutsu and oriental healing and philosophy; helped Mi-na come to grips with her new abilities and nature. They have started a relationship and the endlessly patient Masoto has his work cut out for him.
Upon seeing a news story about the Nippon Ichiban, Mi-na decided to join and use her abilities to help others. Taking the name Mike Neko, she has become an instant celebrity.
Powers/Tactics: Strong and fast, Mike is still one of the "Lightweights" of the team, she tends to skulk around the battlefield and pick off agents or other combatants that look vulnerable. She is a peerless tracker and very stealthy. She is studying under Onryou and may someday become a peerless spy.
Campaign Use: A little levity. Mike has precious little advantage over the average 350pt character, but if you need to reduce her effectiveness, drop her KA to 1.5d6; her Dex can go to 26 and speed 5. If you want to improve her combat wise; simply advance her training with Onryou, give her martial arts, a few ninja tricks, and increase her Dex to 30 SPD 7; it would probably also be a good idea to raise her intelligence to 13.


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

Player: NPC Heroine; Member of

Val  Char   Cost
30  STR0
23  DEX21
23  CON6
13  BODY-4
40  INT30
15  EGO10
18  PRE8
16  COM3
 
6/20  PD4
6/20  ED3
6  SPD13
5  REC0
26  END0
25  STUN5
 
6"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 99

Cost  PowerEND
90  Gadget Pool: Variable Power Pool (Gadget Pool), 75 base + 15 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1) 
12  Antigravity Belt: Flight 12" (24 Active Points); OAF (-1) 2
19  Default Blaster I: Energy Blast 7d6, 16 clips of 8 Boostable Charges (+1/4) (44 Active Points); OAF (-1), Reduced Penetration (-1/4) [8 bc]
10  Force Shield Guantlet: Force Wall (5 PD/5 ED) (25 Active Points); Self Only (-1/2), OIF (-1/2), Requires A DEX Roll (-1/2) 2
35  Light Combat Armor: Armor (14 PD/14 ED), Hardened (+1/4) (52 Active Points); OIF (-1/2) 0
  Attribute Bonuses, all slots OIF (-1/2) 
10  1) Servomotors: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
9  2) T-Path Neurolink: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  3) Biofeedback Dampener: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
5  4) Armor Defenses: +5 BODY (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
13  5) T-Path Nerolink II: +2 SPD (20 Active Points); OIF (-1/2) 
  Helmet Sensors/Communication, all slots OIF (-1/2) 
19  1) Energy: Detect A Large Class Of Things 17- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+1), Transmit, Sense Affected Sight (+0) (28 Active Points); OIF (-1/2) 0
3  2) Heat Sensors: Infrared Perception (Sight Group), Sense Affected Sight (+0) (5 Active Points); OIF (-1/2) 0
7  3) Magnification Visor: Microscopic with Sight Group (10 Active Points); OIF (-1/2) 0
3  4) Protected Senses I: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3  5) Protected Senses II: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
8  6) Radio Comm-Link: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
Powers Cost: 256

Cost  Martial Arts Maneuver
  Shorinji Kempo 
5  1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
3  3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
Martial Arts Cost: 19

Cost  Skill
3  Computer Programming 17- 
3  Concealment 17- 
3  Cryptography 17- 
3  Electronics 17- 
3  Forensic Medicine 17- 
4  Forgery (Documents, Credit Cards, Machine/Vehicle Parts) 17- 
3  High Society 13- 
3  Inventor 17- 
3  Linguist 
3  1) Language: Cantonese (idiomatic) (4 Active Points) 
2  2) Language: English (completely fluent) (3 Active Points) 
2  3) Language: Indonesian (completely fluent) (3 Active Points) 
0  4) Language: Japanese (idiomatic; Native) 
2  5) Language: Korean (completely fluent) (3 Active Points) 
2  6) Language: Vietnamese (completely fluent) (3 Active Points) 
3  Mechanics 17- 
3  Paramedics 17- 
3  Persuasion 13- 
3  Scholar 
2  1) KS: Artificial Intelligences (3 Active Points) 17- 
2  2) KS: Programming Languages (3 Active Points) 17- 
2  3) KS: Scientific World (3 Active Points) 17- 
2  4) KS: Shorinji Kenpo (3 Active Points) 17- 
2  5) KS: Superhero World (3 Active Points) 17- 
3  Scientist 
2  1) SS: Aeronautical Engineering 17- (3 Active Points) 
2  2) SS: Aerospace Enginering 17- (3 Active Points) 
2  3) SS: Battlesuit Engineering and Design 17- (3 Active Points) 
2  4) SS: BioChemistry 17- (3 Active Points) 
2  5) SS: Biology 17- (3 Active Points) 
2  6) SS: Chemistry 17- (3 Active Points) 
2  7) SS: Communications Engineering 17- (3 Active Points) 
2  8) SS: Cybernetics 17- (3 Active Points) 
2  9) SS: Environmental Engineering 17- (3 Active Points) 
2  10) SS: Genetics 17- (3 Active Points) 
1  11) SS: Gravitic Engineering 11- (2 Active Points) 
2  12) SS: Ionization Engineering 17- (3 Active Points) 
2  13) SS: Magnetic Engineering 17- (3 Active Points) 
2  14) SS: Medicine 17- (3 Active Points) 
2  15) SS: Physics 17- (3 Active Points) 
2  16) SS: Physiology 17- (3 Active Points) 
2  17) SS: Weapons System Engineering 17- (3 Active Points) 
3  Systems Operation 17- 
5  TF: Mecha, Grav Vehicles/Hovercraft, Small Planes, Two-Wheeled Motorized Ground Vehicles 
3  Teamwork 14- 
10  Two-Weapon Fighting (Ranged)  
5  WF: Small Arms, Blades, Clubs, Karate Weapons, Vehicle Weapons 
10  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Powered Armor) 17- 
Skills Cost: 133

Cost  Perk
4  Reputation (A medium-sized group) ; 14-, +2/+2d6 
50  Follower: Spy spheres see Gadgets & Gear pg 117 
5  Computer Link 
15  Contact (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- 
6  Contact: Empress (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8- 
10  Money: Wealthy 
Perks Cost: 90

Cost  Talent
5  Eidetic Memory 
3  Lightning Calculator 
4  Speed Reading (x10) 
Talents Cost: 12

Val  Disadvantages
15  Dependent NPC: Parents 8- (Normal; Group DNPC: x2 DNPCs) 
20  Hunted: VIPER Asia 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Evil Scientist Grandfather 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Protective of her 'Creations' (Common, Strong) 
15  Psychological Limitation: Lonely (Common, Strong) 
15  Reputation: Smartest girl in the world, 11- (Extreme) 
15  Social Limitation: Public ID (Frequently, Major) 
15  Social Limitation: Underaged (Age 15) (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 259

Total Experience Available: 264

Experience Unspent: 5

Total Character Cost: 609


Height: 1.58 mHair: Black (Dyed Pink)
Weight: 39.00 kgEyes: Brown
Appearance: An attractive, enthusiastic young woman. Gadget Girl dresses in western fashions, dyes her hair pink and pretty much tries to be noticed for anything other than being really smart. Her combat suit is a skin tight metallic fiber cosume, white with red shoulder armor, guantlets, bootsl and helmet. The helmet has a clear face plate. Has numerous compartments on her battlesuit for her gadgets. They appear to be belts, holdsters, and bandoliers but they are actually part of the suit itself, they have a gold color scheme.
Personality: Yumi might be one of the 5 most intelligent people on the planet. She has met some of the others; Mentiac from UNTIL's UNITY team, and the Empress. Mentiac took an immediate dislike to her (because, unlike him, she appears like a normal, attractive teenager), but Empress was enchanted. They actually communicate semi-regularly, and the Empress might even aid Yumi if the was very desperate.
Yumi tries very hard to stand out. She hates being known as "a girl-Genius" and enjoys "Superheroine" much better. She is active and often rushes into danger without thinking. Originally, she was going to call herself, "Gadget Girl" but a "Gadget Boy" already existed. She and he have met on one occasion and he has quite the crush on her.
Quote:"Sure, I understand it; I just don't want to talk about it; physics can be boring you know."
Background: Yumi Sasaki's parents had a whirlwind romance, married, had twin daughters and then found it difficult living with eachother. Although Yuki and Yumi loved their parents dearly, they tended to identify with one over the other. Yuki was drawn to her mother's spiritual nature and love of the magical and unexplained; while Yumi was facinated by the high technology that was the focus of their father's life. Although they did not divorce, the twins' parents drifted apart, Yumi and her father lived in the city in an apartment furnished by the company his father had started Sasaki Industries. Yuki and their mother lived in their home out side of Osaka.
Both girls were unusually bright and observant. When they were eleven a man approached their mother about Yuki's potential and she left with him to the mythical city of Shamballah.
Yumi missed her sister terribly, but she lost herself in her studies. Years later when the Nippon Ichiban team was being formed; Yumi was asked if she could provide technical assistance to the team. She did more than that. She joined as a combat member. Her father was unsure of this course of action. He was really not sure when she volunteered her sister to also join the team. Yuki had returned with an impressive command over magic and an intense desire to help stem the tide of evil. The sisters, in a moment of "Twin-Thinking" each took a name that meant "Jack of All Trades" however, Yuki's name is an old word while Yumi's name is a new word. This causes some exasperation to their team mates but nothing they can't get over.
Powers/Tactics: Speak quickly and carry a large blaster rifle.
Campaign Use: A great reason to buy Gadgets and Gear. She now has alot of premade toys. If you want her to be less flexible/powerful, drop her gadget pool to 50 pts. If you want to go the other way. Increase it to 100 pts.


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

Player: NPC Heroine; Member of Nippon Ichiban

Val  Char   Cost
15  STR5
33  DEX69
20  CON20
15/65  BODY10
18  INT8
17  EGO14
23  PRE13
20  COM5
 
9/17  PD6
9/17  ED5
7  SPD27
10  REC6
50  END5
50  STUN17
 
9"  RUN0
6"  SWIM0
20"  LEAP0
Characteristics Cost: 210

Cost  PowerEND
67  Ninja Magic: VPP (Magic Pool), 45 base + 22 control cost, (67 Active Points) 
18  Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF Unbreakable (-1) 
1u  1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF Unbreakable (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF Unbreakable (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Unbreakable (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 4 (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF Unbreakable (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF Unbreakable (-1) 0
7  Advanced Superior Balance: Flight 6" (12 Active Points); Only along reasonably horizontal surfaces (-1/2), no Noncombat movement (-1/4) 1
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
5  Fire Powder Packets: RKA 1d6 (15 Active Points); OAF (-1), 6 Charges (-3/4), Limited Range; 5" (-1/4) [6]
26  Immortal Champion: LS (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal) 0
61  Immortality Syndrome: (Total: 195 Active Cost, 61 Real Cost) Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 25) plus +50 BODY, Inherent (+1/4) (125 Active Points); Only To Prevent Death (-2), No Figured Characteristics (-1/2) (Real Cost: 36) 0
7  Ninja Smoke Bomb: Darkness to Sight Group 1" radius, 9 Continuing Charges lasting 1 Extra Phase each (+0), Cleared away by high winds, rain, and the like (+0) (10 Active Points); IAF (-1/2) [9 cc]
18  Rain of Shuriken: RKA 1d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (45 Active Points); OAF (Shuriken or throwing irons; -1), Extra Time (Full Phase, -1/2) 0
6  Strong Runner: Running +3" (9" total) 1
4  Strong Swimmer: Swimming +4" (6" total) 1
27  Supreme Leaping: Leaping +17" (20" forward, 10" upward) (Accurate, x4 Noncombat) 3
16  Nightsuit: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
6  Camouflage : +6 with Concealment (12 Active Points); Self Only (-1/2), OIF (Enchanted Nightsuit; -1/2) 
6  Silence: +4 with Stealth (8 Active Points); IIF (Nightsuit; -1/4) 
7  Tough In a Fight: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Nonpersistent (-1/4), Hand to Hand Combat Only (-1/4) 0
Powers Cost: 307

Cost  Martial Arts Maneuver
  Korogi Taijutsu 
12  1) +3 HTH Damage Class(es) 
4  2) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Cricket Choke Hold: 1/2 Phase, -2 OCV, -1 DCV, Grab One Limb; 3 1/2d6 NND ; FMove 
4  5) Cricket Escape: 1/2 Phase, +0 OCV, -1 DCV, 25 STR vs. Grabs; FMove 
5  6) Cricket Kick: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove 
4  7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
3  12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
1  13) Weapon Element: One Weapon Type (GM's choice) 
1  14) Weapon Element: One Weapon Type (GM's choice) 
Martial Arts Cost: 58

Cost  Skill
2  +1 OCV with Ninja-to 
24  +3 with All Combat 
40  +4 Overall 
3  Acrobatics 16- 
3  Breakfall 16- 
3  Bugging 13- 
3  Bureaucratics 14- 
3  Climbing 16- 
3  Combat Driving 16- 
3  Contortionist 16- 
3  Conversation 14- 
3  Criminology 13- 
3  Demolitions 13- 
3  Disguise 13- 
3  Forgery 13- 
3  High Society 14- 
3  Interrogation 14- 
3  Intonjutsu: Concealment 13- 
3  Jack of All Trades 
1  1) PS: Appraise (2 Active Points) 11- 
3  2) PS: Dancer (4 Active Points) 17- 
2  3) PS: Kunoichi (3 Active Points) 12- 
2  4) PS: Sales Represtnative (3 Active Points) 14- 
1  5) PS: Writer: Poetry (2 Active Points) 11- 
3  Linguist 
3  1) Language: English (idiomatic) (4 Active Points) 
0  2) Language: Japanese (idiomatic) (4 Active Points) 
1  3) Language: Korean (fluent conversation) (2 Active Points) 
1  4) Language: Mandarin (fluent conversation) (2 Active Points) 
2  5) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
2  6) Language: Spanish (completely fluent) (3 Active Points) 
1  7) Language: Vietnamese (fluent conversation) (2 Active Points) 
3  Lockpicking 16- 
3  Mimicry 13- 
13  Ninja Magic 18- 
3  Paramedics 13- 
3  Persuasion 14- 
3  SS: Pharmacology/Toxicology 12- 
3  Scholar 
1  1) KS: Business/Finance (2 Active Points) 11- 
2  2) KS: History of Japan (3 Active Points) 13- 
2  3) KS: Ninjutsu (3 Active Points) 12- 
1  4) KS: Politics (2 Active Points) 11- 
1  5) KS: The Martial World (2 Active Points) 11- 
1  6) KS: The Superhuman World (2 Active Points) 11- 
1  7) KS: VIPER (2 Active Points) 11- 
1  8) KS: Yakuza Families (2 Active Points) 11- 
3  Security Systems 13- 
5  Seduction 15- 
3  Shadowing 13- 
3  Sleight Of Hand 16- 
5  Stealth 17- 
3  Streetwise 14- 
2  Survival (Urban) 13- 
3  Tactics 13- 
3  Teamwork 16- 
3  Trading 14- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
1  WF: Off Hand 
1  WF: Off Hand 
Skills Cost: 221

Cost  Perk
10  Base Contribution 
2  Deep Cover 
2  Deep Cover 
2  Deep Cover: International Sales Manager 
3  Fringe Benefit: Membership: Nippon Ichiban 
10  Money: Wealthy 
5  Vehicle Contribution 
20  Well Connected and 17 contacts at 11- 
Perks Cost: 54

Cost  Talent
3  Absolute Time Sense 
6  Combat Luck (3 PD/3 ED) 
30  Danger Sense (self only, any danger, Function as a Sense) 16- 
3  Lightsleep 
Talents Cost: 42

Val  Disadvantages
5  Distinctive Features: Ninja Night-Suit Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
15  Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, Watching 
10  Hunted: Stormwatch 8- (As Pow, Harshly Punish) 
20  Hunted: Yakuza Family 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Aspires to nobility and honor; has chosen the honorable path (Common, Strong) 
20  Psychological Limitation: Lonely, but distant (Very Common, Strong) 
25  Psychological Limitation: Loyal To Ninja Clan Very Common, Total 
15  Reputation: lethal Japanese assassin, Frequently (11-), Extreme 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 542

Total Experience Available: 545

Experience Unspent: 3

Total Character Cost: 892


Height: 1.55 mHair: Black
Weight: 38.00 kgEyes: Violet
Appearance: A beautiful Japanese woman. She is small, but very fit, superheroine sexy, with long black hair and her eyes are a sparkling violet. She wears contacts and business suits when in her guise as a Sales Manager. Her costume consists of a rather flashy "ninja Nightsuit" that is white with intricate gold trim on her shoulder armor, bracers, midriff, and shin guards. The suit is enchanted (a gift from Shinyu when they worked together) and not only provides protection to her, it also can alter its color to suit her needs. She simply likes the purple design.
Personality: As far as anyone on the team know she is merely a highly skilled martial artist with "Ninja Magic" abilities. Only Raiden, himself an immortal, and Yorozuya, a mystic, have guessed at her true nature. She remains detached from most of the people she meets because she knows they will only age and die, leaving her alone again. Ayame is beginning to remember what honor, love, friendship, and life meant to her so many years ago. Part of her is rages against it; part of her knows if she opens her shell she will feel pain again. She has thrown herself at Raiden (she "senses" he is possibly immortal); but he has thus far treated her more as a student or sister than a lover.
Quote:"I am not called the Angry Ghost out of any sense of irony."
Background: Ayame is very old. Her clan was on the losing end of a struggle within the Korogi (cricket) clans. She is the only surviving member of the clan and has been since she was but six years old. Her mother, who was the last member of the family slain; cursed the winner's with Ayame's undying vengence. The ninja who slew Ayame's mother took pity on the girl and took her back to his clan. Ofcourse, Ayame wanted to kill them all. But she didn't; she grew strong and beautiful, and became a member of the clan. She married a young genin and worked very hard. She and her husband were saddened when it became apparent that she could not have children; but they became "uncle and aunt" to many of the clan's children. Ayame first began to suspect her mother's curse had been more than it had appeared when she was in her late thirties; her husband was beginning to show signs of age but she remained as young as she had been when they wed. As the years passed her eternal youth began to worry the clan elders.
Ayame and her husband were sent away and she cared for him until his death at the ripe old age of nintey one. Distraught that the love of her ife had passed and she still remained young, Ayame tried to kill herself by leaping from the cliffs of her home. Though she was unconscious for a long while, she survived. Feeling that the heaven's themself had rejected her she returned to her clan. The Clan she had known was gone, the men and women now running the Clan had not even been born when she and her husband had been asked to leave. The new clan elders tried to elimitae this stranger who had their style; Ayame fought. She killed warrior after warrior. Eventually she just left; her mother's curse had indeed come to fruition.
Ayame travelled to the capital city, she sold her services as a spy, assassin, geisha, anything. She became careless; she seemingly couldn't die. Over the decades she became known as Onryou, the Angry Ghost. She didn't care for anything or any body until WWII. Onryou was employed by Shinyu during the war. She travelled to America during some of her employer's schemes. It wasn't until the end of the war that something stirred inside her. She left the service of Shinyu and approached the Emperor. She wanted to serve her country; she wanted for nothing in terms of money, power, or fame, she simply wanted to serve her country. Taken as an envoy, she Japanese government used her as an effective agent. Ayame was changing though. For reasons unknown to her, she had begun seeking to be more than a weapon. She wanted to be alive again.
Over the last 50+ years Ayame has begun upon the path of honor. Its been a slow process; she realizes that honor, nobility, and ethics are different these days. She voluneered to be in the Nippon Ichiban team.
Powers/Tactics: A skilled ninja with centuries of experience. She is a superb spy, actress, mimic, assassin, and even a front line fighter. Knowing that it is so difficult to kill her; she sees no reason to "play it safe". She has numerous stealth abilities and attack skills.
Campaign Use: Onryou can easily be too much for your campaign, she has high CV, lots of levels, is very hard to hit let alone keep down. She has a lot of Non-Combat skills and abilities as well. If she's too hyper competant; drop her levels to 50 pts worth total, her Dex and SPD can fall to 26 and 6 respectively and get rid of some of her Ninja Magic. IF you think she needs some improvement; increase her DC's with ninjutsu, and giver her more or increase the power of her ninja magic.


Raiden (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 Nippon Ichibon

Val  Char   Cost
50  STR40
23  DEX39
50  CON80
25  BODY30
20  INT10
25  EGO30
40  PRE30
20  COM5
 
30/42  PD20
30/42  ED20
6  SPD27
20  REC0
100  END0
100  STUN25
 
12"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 356

Cost  PowerEND
220  God of Thunder and Storms: Variable Power Pool (Magic Pool), 110 base + 110 control cost, Cosmic (+2) (275 Active Points); Weather Powers only Limited (-1/2) 
0  1) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) Real Cost: 43 4
0  2) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) Real Cost: 42 5
0  3) Call Down The Lightning I: Killing Attack - Ranged 3d6, Indirect (always comes from the sky; +1/4) (56 Active Points); Only Works During Storms (-1) Real Cost: 28 6
0  4) Exposure: Change Environment 8" radius, 4 Points of NND Damage (defense is appropriate Life Support), Varying Effect Limited Group (+1/2) (52 Active Points) Real Cost: 52 5
0  5) Great Weather Control III: Change Environment 8" radius, 4 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (65 Active Points); No Range (-1/2) Real Cost: 43 6
0  6) Large Blizzard II: Energy Blast 3d6, No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1), Area Of Effect (10" Radius; +1 1/4) (64 Active Points); Limited Range (20") (-1/4) Real Cost: 51 6
0  7) Powerful Lightning Bolt: Killing Attack - Ranged 4d6 (60 Active Points) Real Cost: 60 6
0  8) Shield Of The Winds: Force Field (12 PD/12 ED) (24 Active Points) Real Cost: 24 2
0  9) Slippery Ground: Change Environment 8" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) Real Cost: 23 3
0  10) Strong Manipulation: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) Real Cost: 24 3
0  11) Strong Weather Control: Change Environment 8" radius, 6 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (52 Active Points) Real Cost: 52 5
0  12) Thunderbolt: (Total: 58 Active Cost, 52 Real Cost) Killing Attack - Ranged 2 1/2d6 (Real Cost: 40) plus Hearing Group Flash 6d6 (18 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 12) Real Cost: 52 6
0  13) Thunderclap: Hearing Group Flash 10d6 (30 Active Points) Real Cost: 30 3
0  14) True Weather Control: Change Environment 8" radius, +/-10 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (106 Active Points); Extra Time (1 Minute, -1 1/2), No Range (-1/2), Requires A Skill Roll (-1/2), Can Only Alter Weather, Not Create It (-1/4) Real Cost: 28 11
55  Divine Being: LS (Eating Character does not eat; Extended Breathing: 1 END per 20 Minutes; 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; Sleeping Character does not sleep), Inherent (+1/4) (55 Active Points) 0
14  Divine Form: (Total: 14 Active Cost, 14 Real Cost) Hardened (+1/4) (7 Active Points) applied to PD (Real Cost: 7) plus Hardened (+1/4) (7 Active Points) applied to ED (Real Cost: 7) 0
20  Divine Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
37  Divine Form: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 0
10  Divine Protection: Hearing Group Flash Defense (10 points) 0
10  Divine Protection: Sight Group Flash Defense (10 points) 0
14  Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (25 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0
6  Group Climate Control: LS: Safe Enviroments (Intense Cold, Intense Heats): Area Of Effect (up to 4" Radius; +1 1/2) for up to 4 Active Points (6 Active Points) 1
11  Inspire: Aid PRE 1d6, Area Of Effect (1" Radius; +1), Selective (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4) 0
6  Massive Being: Knockback Resistance -3" 0
30  Sense Cosmic Entities: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Telescopic (+8 versus Range Modifier) 0
12  Super-Strong Legs: Running +6" (12" total) 1
12  Supernatural Endurance: Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR 
10  Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2) 4
30  Windriding: Flight 15" 3
Powers Cost: 497

Cost  Martial Arts Maneuver
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls 
4  7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike 
5  8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike 
1  9) Weapon Element: Karate Weapons 
1  10) Weapon Element: Staffs 
Martial Arts Cost: 34

Cost  Skill
40  +5 with All Combat 
3  Breakfall 14- 
3  Fast Draw 14- 
3  High Society 17- 
3  Language: Cantonese (completely fluent) 
3  Language: English (completely fluent) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  Language: Mongolian (completely fluent) 
5  Navigation (Air, Astral, Dimensional, Land) 13- 
3  Riding 14- 
3  Scholar 
2  1) KS: Arcane and Occult Lore (3 Active Points) 13- 
2  2) KS: Caligraphy (3 Active Points) 12- 
2  3) KS: Classical Japanese Literature (3 Active Points) 12- 
2  4) KS: Dancing (3 Active Points) 12- 
2  5) KS: Demon Lore (3 Active Points) 13- 
2  6) KS: Devil Lore (3 Active Points) 13- 
2  7) KS: Dragon Lore (3 Active Points) 13- 
2  8) KS: Gardening (3 Active Points) 12- 
2  9) KS: Go (3 Active Points) 12- 
2  10) KS: Healing (3 Active Points) 12- 
2  11) KS: History of Japan (3 Active Points) 12- 
1  12) KS: Karate (2 Active Points) 11- 
2  13) KS: Legendary Magic Items and Artifacts (3 Active Points) 13- 
2  14) KS: Mon (3 Active Points) 12- 
2  15) KS: Music (3 Active Points) 12- 
2  16) KS: Painting (3 Active Points) 12- 
2  17) KS: Poetry (3 Active Points) 12- 
2  18) KS: Siege Warfare (3 Active Points) 12- 
2  19) KS: Tea Ceremony (3 Active Points) 12- 
2  20) KS: Undead Lore (3 Active Points) 13- 
3  Seduction 17- 
3  Shadowing 13- 
3  Stealth 14- 
3  Streetwise 17- 
3  Tactics 13- 
3  Teamwork 14- 
3  Traveler 
2  1) AK: Japan (3 Active Points) 13- 
2  2) AK: Lands of Legend (3 Active Points) 13- 
2  3) AK: Planar Lore (3 Active Points) 13- 
1  4) AK: United States (2 Active Points) 11- 
1  5) CK: Hong Kong (2 Active Points) 11- 
1  6) CK: Los Angeles (2 Active Points) 11- 
1  7) CK: Miami (2 Active Points) 11- 
1  8) CK: New York (2 Active Points) 11- 
2  9) CK: Tokyo (3 Active Points) 13- 
1  10) CK: Toronto (2 Active Points) 11- 
3  Ventriloquism 13- 
4  WF: Common Martial Arts Melee Weapons, Common Melee Weapons 
1  WF: Off Hand 
3  Weaponsmith 13- 
Skills Cost: 154

Cost  Perk
5  Base Contribution 
5  Fringe Benefit: Membership: Gods of Ancient Japan 
3  Fringe Benefit: Membership: Nippon Ichiban 
4  Reputation: Ancient Diety Returns! (A large group) 11-, +2/+2d6 
Perks Cost: 17

Cost  Talent
3  Bump Of Direction 
3  Absolute Time Sense 
3  Lightsleep 
20  Universal Translator 13- 
Talents Cost: 29

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
5  Distinctive Features: Entity of Great Power (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
25  Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: Dr Yin Wu 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture) 
15  Hunted: The Japanese Pantheon 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 
20  Psychological Limitation: Code of Honor (Common, Total) [Notes: Raiden has allowed for Modern Ethics and has toned down his killing of opponents. However, he does not have a code vs killing; and should the situation demand it, he would take lethal action.] 
10  Psychological Limitation: Amused by modern cultures and customs (Common, Moderate) 
20  Psychological Limitation: Overconfident (Very Common, Strong) 
10  Reputation: Crackpot masquerading as a god., 11- 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 737

Total Experience Available: 739

Experience Unspent: 2

Total Character Cost: 1087


Height: 1.90 mHair: Black
Weight: 273.00 kgEyes: Electric blue
Appearance: A tall, handsome man of Japanese decent with black hair and electric blue eyes. He wears a white gi with blue trim over a black body suit. His boots are blue and he wears black gloves. He wears a white wicker hat that never seems to be knocked off, but that he can remove at will. His hair is long and he wears it in a ponytail.
Personality: Raiden is a God who has been wandering the mortal plane for a few decades now. He kept himself concealed; using his vast powers very rarely and never announcing his return. Now he has, he plays the "God" roll to camp, just shy of adopting a faux shakespearian accent and making with the "Thor" antics from Marvel Comics. He plays himself as larger than life, but with a bit of camp. He doesn't take himself too seriously. He specifically chose to appear as the video game character for this purpose; it makes people that much less likely to believe he is a true "God".
Beyond his sense of whimsy; Raiden is a noble and courageous being of great power. He has taken his role as guardian of the people and government of Japan very seriously and true threats to either can raise an uncontrollable storm of fury.
Quote:"Amusing. FIGHT!"
"You dare defy the GOD OF THUNDER?!!?"
Background: He's been a Demon, worshiped as a God and relegated to the Lands of Faerie; but Raiden had never been envoked to bless a rocket ship. When the starship Raiden took off, the god himself, in a non-descript human disguise watched. It was stirring to tell the truth. Raiden had been spending time on the Earth Realms again; the influx of magic had made him curious. His name being invoked (actually mearly used in a video game) in America was also interesting to him. Seeing the power weilded by these new demigods, these supervillains and heroes; it made him want to return. Sure, the Gods had left Earth behind when their days in the sun had passed, but the rush of magical energies a few scant decades ago allowed many to return.
Raiden petitioned his pantheon. It was decided that he could return; not to seek new worshipers, but to "represent" the pantheon in the protection of their native Japan. The first thing Raiden did was take a form more recognizable. This was no mere shapshifting feat; Raiden used a chaos stone to permanantly change his appearance and "nature". No longer a red skinned Demon with large claws, Raiden was now a handsome man of Japanese decent in a white and blue costume with a large white wicker hat.
The he presented himself to the people of Japan as their hero. Although most think he is a powerful superhuman honoring the god of old, or a delusional man who believes that his mutant powers make him the God, Raiden, very few believe that he is the true god returned.
Powers/Tactics: Raiden has a lot of combat options. He is equal parts Brick, Martial Artist, and Energy Projector. His power levels since returning to Japan are impressive, even he is surprised. He is not sure if this means that the adulation Superheroes get is akin to the worship from ancient times but he is not going to complain about it. He actually prefers up close an personal combat but tends to hang back at the orders of .
Campaign Use: A God playing hero. He should be very powerful; capable of giving a low level team trouble by his lonesome. If he's way beyond what you are using powerwise lower his characteristics to more manageable levels and drop his Storm/Electricity powers to 90 active points. If you want a more "Godlike" version; up his Storm powers to 150 pts and increase his STR to 70.


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

Player: NPC Hero; Leader of Nippon Ichiban

Val  Char   Cost
30  STR20
30  DEX60
30  CON40
30  BODY40
20  INT10
25  EGO30
35  PRE25
20  COM5
 
10/28  PD4
10/28  ED4
7  SPD30
12  REC0
60  END0
60  STUN0
 
11"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 268

Cost  PowerEND
30  Ancestral Katana: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1) 
1u  1) Ancestral Warding: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (Requires use of Wakizashi as well; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) 0
3u  2) Blade: HKA 2d6 (3d6 w/STR), Affects Desolidified Supernatural (+1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 2
3u  3) Rising Sun Strike : RKA 2d6, Area Of Effect (12" Line; +1) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 6
22  Ancestral Wakizashi: Multipower, 45-point reserve, (45 Active Points); all slots OAF Unbreakable (Requires use of Wakizashi as well; -1) 
2u  1) Light of the Heavens: Sight Group Flash 5d6, Personal Immunity (+1/4), Explosion (+1/2) (44 Active Points); OAF Unbreakable (Requires use of Katana as well; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), No Range (-1/2) 4
2u  2) HKA 1d6+1 (2d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Transdimensional (Single Dimension; Astral Dimension; +1/2) (45 Active Points); OAF Unbreakable (Requires use of Wakizashi as well; -1) 2
5  Blessings of the Ancestors: Luck 1d6 0
25  Defeating the Armored: Find Weakness 12- with Martial Arts 0
2  Determined: Knockback Resistance -1" 0
8  Helmet Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
9  Keen Senses: +3 PER with all Sense Groups 0
5  Keen Senses: Nightvision 0
36  Modern Samurai Armor: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) 0
12  Perfect Physiology: LS (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
5  Protected Sense: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5  Protected Senses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (Goggles on helmet; -1/2) 0
11  Super-Athletic: Leaping +6" (12" forward, 6" upward) (Accurate) 1
15  Super-Athletic: Running +5" (11" total), x4 Noncombat 1
13  Space Cutting Step: Teleportation 10" (20 Active Points); Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) 2
10  Will of Steel: Mental Defense (15 points total) 0
10  Pure of Soul: Power Defense (10 points) 0
Powers Cost: 234

Cost  Martial Arts Maneuver
  Developing Style; incorporates many Japanese arts. 
8  1) +2 HTH Damage Class(es) 
5  2) Aikido Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike 
4  3) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  4) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 50 STR 
4  5) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  6) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 1d6 , Disable; Target Falls 
4  7) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  8) Dodge/Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  9) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
4  10) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to resist Shove; Block, Abort 
3  11) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
5  12) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable 
4  13) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 
3  14) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 20 STR for holding on 
4  15) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  16) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 
4  17) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike 
4  18) Punch/Snap Kick/Jujutsu Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
5  19) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
5  20) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove 
3  21) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 8d6 Strike; You Fall, Target Falls 
4  22) Shime: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
5  23) Side/Spin Kick/Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
3  24) Slam: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
5  25) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 50 STR to take weapon away 
3  26) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls 
3  27) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
1  28) Weapon Element: Blades 
1  29) Weapon Element: Karate Weapons 
1  30) Weapon Element: Polearms 
1  31) Weapon Element: Staffs 
Martial Arts Cost: 116

Cost  Skill
40  +5 with All Combat 
20  +2 Overall 
3  Acrobatics 15- 
3  Analyze: Combat 13- 
3  Analyze: Style 13- 
3  Breakfall 15- 
3  Breakfall 15- 
3  Bureaucratics 16- 
3  Climbing 15- 
3  Conversation 16- 
3  Defense Maneuver I  
3  Fast Draw (Iaijutsu) 15- 
3  Forensic Medicine 13- 
3  High Society 16- 
3  Interrogation 16- 
3  Linguist 
3  1) Language: English (idiomatic) (4 Active Points) 
0  2) Language: Japanese (idiomatic) (4 Active Points) 
1  3) Language: Korean (fluent conversation) (2 Active Points) 
1  4) Language: Vietnamese (fluent conversation) (2 Active Points) 
2  Navigation (Land) 13- 
3  Oratory 16- 
3  Paramedics 13- 
3  Persuasion 16- 
3  Power: Ki Energy Tricks 13- 
3  Riding 15- 
3  Scholar 
1  1) KS: Akido (2 Active Points) 11- 
4  2) KS: Harada Clan History (5 Active Points) 15- 
1  3) KS: Harada Clan Style Martial Arts (2 Active Points) 11- 
1  4) KS: Japanese History (2 Active Points) 11- 
1  5) KS: Jujutsu (2 Active Points) 11- 
1  6) KS: Karate (2 Active Points) 11- 
1  7) KS: Kenjutsu (2 Active Points) 11- 
1  8) KS: Legends And Lore (2 Active Points) 11- 
1  9) KS: The Martial World (2 Active Points) 11- 
1  10) KS: The Superhuman World (2 Active Points) 11- 
1  11) KS: The Tournament of the Dragon (2 Active Points) 11- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 15- 
3  Stealth 15- 
3  Streetwise 16- 
6  Survival (Temperate/Subtropical, Tropical, Underground) 13- 
6  TF: Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
3  Tactics 13- 
3  Teamwork 15- 
3  Tracking 13- 
3  Trading 16- 
10  Two-Weapon Fighting (HTH)  
1  WF: Blades 
1  WF: Bows 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
1  WF: Thrown Sword 
3  Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13- 
Skills Cost: 199

Cost  Perk
10  Base Contribution 
12  Contact: Harada Clan Ancestors (Contact has useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (12 Active Points) 12- 
12  Contact: Japanese Secret Service (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 
1  Fringe Benefit: Black Belt 
1  Fringe Benefit: International Driver's License 
5  Fringe Benefit: Membership: Nippon Ichiban (Leadership) 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Security Clearance: Japanese Secret Service 
5  Money: Well Off 
15  Reputation: Hero of Japan (A large group) 14-, +5/+5d6 
5  Vehicle Contribution 
Perks Cost: 70

Cost  Talent
3  Bump Of Direction 
27  Danger Sense (self only, any danger, Function as a Sense) 13- 
3  Lightsleep 
5  Resistance (5 points) 
Talents Cost: 38

Val  Disadvantages
10  DNPC: Harada Meiko (Mother) 8- (Normal) 
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: Followers of the Dragon 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Noble and Honorable (Common, Total) 
15  Psychological Limitation: Polite, respectful, and cordial. Doesn't lose his cool (Common, Strong) 
20  Psychological Limitation: Proud of Family Heritage; determined to add to that pride (Very Common, Strong) 
10  Psychological Limitation: Sizes up other martial artists for Tournament (Common, Moderate) 
10  Reputation: Top Tier Martial Artist, 11- (Extreme; Known Only To A Small Group) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 575

Total Experience Available: 578

Experience Unspent: 3

Total Character Cost: 925


Height: 1.90 mHair: Black
Weight: 100.00 kgEyes: Blue
Appearance: Tetsu is a good name for him, he looks like he was forged from iron rather than simply born. He is tall and impressively muscled, yet lean. He has close cropped black hair and as a clue to his altered state, dark blue eyes. He wears modern fashions preferring khaki's and button shirts with the sleeves rolled to his forearms. His armor is a modern version of the classic samurai armor. It is a laquered white, with a red rising sun n his chest and a built in face mask. His boots, gloves, and belt are also red. He wears his swords on his back as well as a pack that holds his retractable bow and 12 Arrows. The arrows are specially held via magnetics so that he can used his acrobatic and flamboyant martial arts without fear of losing them.
Personality: Polite, respectful, and philisophical, Tetsu is quiet and fairly unassuming, even considering his natural presence and size. He isn't shy but speaks only to add to the conversation, never to "hear himself talk". He keeps his opinions to himself unless asked, and is a compassionate and caring young man. He recognizes that Yorozuya has a crush on him but he is unsure of how to deal with it; so he tries to ignore it. To some degree he reciprocates the feelings but she is a few years away from being a possible romantic interest.
He leads the team by example in non-combat settings becoming vocal only during combat.
Quote:"Your skill is formidable Chow Deng, but your attitudes leave a lot to be desired."
"Hmm? Er..yes, Yuki, that is a lovely flower...thank you."
"Father, I did it."
Background: The Harada family had always been warriors. It was no surprise when police officer Kenshin's wife gave birth to a son. The boy was large too. His father named him Tetsu (Iron). The Officer Harada died in the line of duty when his son was twelve. Tetsu and his mother visited the family tomb. Tetsu prayed to his ancenstors to watch over his father and help him acclimate to the afterlife. Then he openned his eyes and realized that he was no longer in the tomb. He was no longer in the city. As a matter of fact, he was pretty sure he was no longer on Earth. He appeared to be in a vast, ornately built temple/fortress. He stood up and admired the beautiful murals on the walls of the hall. A shuffling of feet drew his attention and the boy turned to see whom was joining him. It was his father. Exactly as he had looked when Tetsu had last seen him.
"Father!" Tetsu smiled brightly, and hugged him. He had been growing fast and was almost as tall as his father already.
"My son, I have news."
Tetsu broke the embrace; it was his father's formal tone. It was the tone he took when Tetsu was in trouble, or supposed to do something very important.
"The Dragon is coming."
"What?" Tetsu frowned. What dragon?
"The Death Dragon." His father answered.
The Tournament is approaching and you have been chosen to represent the family."
"I have? Why me?" Tetsu was a little nervous, but it sounded like an honor.
"You are the only one, boy!" A voice snapped at him. Behind his father, was his grandfather; other men and women were filing in to the hall. They all looked like family, his father's eyes or nose. It stood to reason that these were his relatives.
"Of course," Tetsu bowed in apology to his ancestors, "I am the only Harada. But, am I to fight now? I must say that my skills are not up to the task of Dragon Slaying."
"Hmph." His grandfather waived him quiet.
"You will soon know all you need to defeat the Dragon, the Harada's have done so twice in the history of the world."
"That is good to know." Tetsu said, "Shall we begin?" He looked to the various faces of his family.

The next day, Tetsu awoke in his bed. He ached. His bed was drenched in sweat. His mother sat by the bed, "I am glad you have finally awoken, Tetsu, I was very worried about you."
"I am sorry mother, I had to learn about the Dragon. What day is it?" He struggled to sit up in bed.
"It is Saturday, we went to the tomb yesterday."
"Oh. Then I have much to do." His body betrayed him and he slipped back into unconsciousness.
His mother put him back into bed. At least the fever had broken. She let him sleep and dream of Dragons.

Twelve years later, Harada Tetsu is serving his country as the Samurai of the Sun. He trains daily, defends Japan and the world. But mostly, he waits. He waits fo r the invitation. He waits for the Dragon. He hopes he doesn't let his family down.
Powers/Tactics: Tetsu has been training for the Tournament of the Dragon since he was twelve. He was taught several forms of martial arts by his ancestors that night. Although to Tetsu it lasted years. He was rather surprised to still be a twelve year old boy when he returned. He feels that to win in the tournament he has to evolve as a warrior. His talents are not as mechanical as a "Downloaded" martial art; but he was trained in the spirit world. He has slowly tried to bring the various skills together into a coherant package. He fighting style currently can shift effortlessly between the four main styles he uses. He seeks to develop them into a Harada Clan style that he can teach his children and grandchildren. He has developed some Ki abilities but he is unsure if that is due to his meditation and training or if it has something to do with his spirit sensai.
If you want to run him as a more "Japanese" style hero, he uses his sword to lethal effect on many occasions; if that's a little Iron Age or Dark Champions for you, save the blade for robots, spirits, and inanimate objects or a last resort.
Samurai of the Sun is a front line fighter. He tries to discern his opponents weak points if at all possible and take them down quickly with as little collateral damage as possible. He is in many respects the Flagsuit of the team and his leadership qualities are obvious and even Raiden has no trouble following his lead.
Campaign Use: The 'Japanese Captain America' for my campaing world. Tetsu is a bit overwhelming; he carries the skills and lore from several generations and adds it to a peak human physical abilities, and vast martial arts knowledge. Add some high tech armor and family swords and you have a holy terror to deal with. If this is the case, lower his statistics to a more manageable level. However his STR, DEX, and SPD should never fall below 20, 20, and 5 respectively. If he's not quite tough enough for your world give him a few more levels and maybe a DC or two for his art. A few more Ki abilities might also be good for variety.


Seiryuu (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 Nippon Ichiban

Val  Char   Cost
60/110  STR50
15  DEX15
30  CON40
15  BODY10
20  INT10
17  EGO14
33  PRE23
10  COM0
 
30  PD18
30  ED24
5  SPD25
18  REC0
60  END0
60  STUN0
 
6"  RUN0
2"  SWIM0
12"/22"  LEAP0
Characteristics Cost: 229

Cost  PowerEND
90  Gravity Manipulation: Multipower, 90-point reserve 
2u  1) Expanded Gravitic Point Defense: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2) 3
2u  2) Gravity aided Lifting Power: +50 STR (50 Active Points); Only for Lifting (-1), No Figured Characteristics (-1/2) 5
7u  3) Gravitic Manipulation: Telekinesis (50 STR) (75 Active Points) 7
4u  4) Gravity Alteration: Telekinesis (30 STR), Area Of Effect (5" Radius; +1) (90 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off Ground (-1) 9
6u  5) Gravity Cancellation: Flight 8", Ranged (+1/2), Usable As Attack (x16 maximum weight per inanimate target; +2) (56 Active Points) 6
3u  6) Gravity Field I: Change Environment 8" radius, -5 to STR Roll (32 Active Points) 3
7u  7) Gravity Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points) 7
15  Effortless Strength: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR 
40  Graviton Maniplation: Flight 20" 4
4  Gravity Adaption: Environmental Movement (Zero-G Training) 
27  Gravity Bastion: Knockback Resistance -20" (40 Active Points); Costs Endurance (-1/2) 4
22  Gravity Smash: Double Knockback on up to 60 STR (45 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 8
13  Sense Gravitic Fields: Detect Gravity (Touch Group) 13- (Unusual Group), Discriminatory, Range 0
6  Simply Huge: Knockback Resistance -3" 0
20  Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
30  Supertough Skin: Damage Resistance (30 PD/30 ED) 0
10  Personal Gravity Plane: Clinging (normal STR) 0
22  Spaceworthy: LS (Eating Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 330

Cost  Skill
5  +1 with HTH Combat 
5  +1 with Vehicular Weaponry 
32  +4 with All Combat 
3  Bureaucratics 16- 
3  Combat Piloting 12- 
3  Cryptography 13- 
3  Electronics 13- 
3  High Society 16- 
3  KS: Alien Races and Technology 13- 
3  KS: History of Space Travel 13- 
3  KS: Remote Vehicle Operation 13- 
2  KS: The Superhuman World 11- 
3  Language: English (completely fluent) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  Mechanics 13- 
3  Navigation (Air, Space) 13- 
3  Paramedics 13- 
3  SS: Aerospace Engineering 13- 
3  SS: Hyperspace Physics 13- 
3  SS: Physics 13- 
3  Strength Tricks 13- 
7  Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors) 13- 
1  TF: Combat Aircraft, Industrial & Exploratory Spacecraft 
1  WF: Vehicle Weapons: Combat Aircraft 
Skills Cost: 101

Cost  Perk
5  Base Contribution 
20  Vehicle Contribution: The Catalyst 
1  Fringe Benefit: International Driver's License 
5  Fringe Benefit: Membership: Nippon Ichiban 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Security Clearance: Japanese Secret Service 
1  Fringe Benefit: Dual Citizenship (Japan, and America) 
5  Money: Well Off 
12  Reputation: Japanese National Hero (for his Space work) (A large group) 14-, +4/+4d6 
Perks Cost: 53

Cost  Talent
3  Bump Of Direction 
Talents Cost: 3

Val  Disadvantages
10  DNPC: Song Chin-sun (Korean Idol Singer; Girlfriend) 11- (Normal; Useful Noncombat Position or Skills) 
15  Distinctive Features: Huge, bald Japanese man; massively muscular and "small" head. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: Boruto (VOLT) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: Hunted by VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: Japanese Secret Service 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
10  Physical Limitation: Large Size (-2DCV) 600lbs Weight; tall and broad. (Frequently, Slightly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Has assumed the role of the hero; responsible and respectful. (Very Common, Moderate) 
15  Psychological Limitation: Loves Space and Space Travel. Exploration and the Unknown beckon him. (Common, Strong) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 155

Base Points: 200

Experience Required: 361

Total Experience Available: 362

Experience Unspent: 1

Total Character Cost: 716


Height: 2.50 mHair: Bald
Weight: 277.00 kgEyes: Black
Appearance: A huge man, standing over eight feet tall. He has no body hair at all save for eyebrows and lashes. He is massively muscular and has to have his clothing made specially for him. He tends towards modern fashions; often light as he feels no temperature extremes anymore. His costume is a white body suit with black gloves, boots, and a black 8 pt star on his chest. He wears a golden belt, leg and arm bands. He wears no mask but often has a "Crown" on his head (his comlink).
Personality: The Dragon of the Stars is a man with a love of seeing the unknown. He is a loyal and respectible japanese citizen who has easily adapted to his role as superhero. He is a good public figure, gives back to his country in any way he can and is often on the cover of magazines and newspapers. He is dating korean born Tokyo singing sensation Song Chin-sun. She, like him has always been facinated with outerspace and the unknown but has turned her facination into a series of successful albums and songs. The couple is often seen singing kareoke, as Koshiro love to sing as well.
Quote:"Firewing, if I can defeat you in combat you will compare notes of space travel with me, agreed?"
Background: Koshiro dreamt of exploring the stars ever since he was a small boy. He went to an American Unversity, studied aerospace technologies and then got his citizenship so that he could join the airforce. A natural talent for piloting lead to him becoming a fighter pilot. After mustering out of the Airforce he was interviewing with NASA when a call from Sasaki Umon, the CEO, founder, and lead designer of Sasaki Industries. They had been chosen to build and deploy Japan's first manned space vehicle and wanted him to be their pilot. The thrill of space travel along with the pride of knowing he would be honoring his home country made the decision an easyone. The rocket, Raiden, was going to leave the Earth's atmosphere, stop off at UNTIL's space station, and then fly to the moon and back. It was a largely symbolic mission, meant to show the world that Japan would be a leader into the "Final Frontier".
Koshiro took the first plane back. He spent the next year and a half working closely with the development team. He became very close to the lead scientist. Yumi Sasaki (she prefered the Western name customs), the daughter of Sasaki Umon. Yumi, all of 12 at the time was considered a hidden gem in the academic world. Her father, proud of her but unwilling to let his daughter become a "Circus Sideshow", kept her out of the spotlight. However it was her designs for Gravitic Engines that would make the dream possible. Koshiro treated Yumi as his little sister, and was a lot more fun to be around than her father.
The launch and mission went perfectly; to a point. Unbeknownst to the dreamers at Sasaki Industries, an agent of VIPER was a member of the technicians. Against the wishes of the Japanese Nests, the council of 30 decided that a bomb capable of destroying the UNTIL space station would be placed in the Raiden. The Japanese nests were outraged, because of the shame it would bring their country if the world thought a faulty Japanese rocketship caused so much damage. However, while the decision was not in thier hands the actual mission most certainly was. The agent incharge of the sabotage set the bomb to the engine core, it was decided that the Gravitic Engines destruction would cause a similar rupture of the Artificial Gravity use at the spacestation. The agent then left evidence of tampering (on purpose) hoping that the mission would be scrubbed, and he would forfeit his life for his "incompetance" but VIPER Japan would not bring shame to thier homeland. It didn't quite work out that way.
The technician who found the tampering was unable to discern the problem; he called his superiors but was unable to convince them to stall the launch. Things went off as planned. The device however was reset by the second technician's poking at it. The explosion didn't happen until after the Raiden had left the UNTIL Station.
Koshiro never knew what hit him. It was as if the heavens openned up and all was brilliant white light. He felt a searing heat and then a wave of force propelled him out into the depths of space.
To this day, the fact that he wasn't atomized confuses Koshiro. The transformation seemed almost arbitrary, as if some God simply decided that he would not die. He awoke to find himself floating in space. He quickly oriented himself and willed himself towards Earth. It took him days, he had been knocked for some distance. When he arrived back in Japan, he immediatly contacted his superiors. The Japanese Secret Service contacted him shortly afterwards. He didn't make an appearance as The Dragon of the Stars until three months later. He was a national hero (even though he felt he had failed in his mission) and the fact that he was now a superbeing was even better. When the government announced the creation of Nippon Ichibon; the official government superteam, The Dragon of the Stars was the first to be named.
Koshiro still longs for exploration; he still works with Sasaki Industries and the Japanese Space Program to give the people of Japan a legacy of space travel. He has worked as a trainer for the newest crop of Astronauts when he isn't fighting the forces of VIPER or Professor Alchemy.
Powers/Tactics: A brick with impressive gravity powers, Dragon of the Stars can use his power to further increase his impressive lifting capacity to Grondian Levels. He also tends to launch his foes around the battlefield (x2 KB on most offensive powers) and can make himself an Immovable Object. He also can fly, survive the rigors of space unaided and is very difficult to injure. He takes point with Raiden when the team joins with their foes.
Campaign Use: Dragon of the stars doesn't Hunt characters but he could be used with the team to aid or attack the heroes in the classic "Didn't know you weren't evil" encounter. If he's too powerful lower his strength to 50 and drop his MP to 60 pts. To make him more powerful increase his MP and add some other gravity powers.


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

Player: NPC Heroine; Member of Nippon Ichiban

Val  Char   Cost
8  STR-2
16  DEX18
18  CON16
11  BODY2
20  INT10
24  EGO28
20  PRE10
16  COM3
 
4/16  PD2
4/16  ED0
5  SPD24
8  REC4
50  END7
30  STUN6
 
6"  RUN0
2"  SWIM0
1 1/2"  LEAP0
Characteristics Cost: 128

Cost  PowerEND
34  Arcane Knowledge: Multipower, 60-point reserve, (60 Active Points); all slots Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 
2u  1) 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); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4
2u  2) Earthmoving: Telekinesis (30 STR) (45 Active Points); Only Versus Earth/Rock (-1/2), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4
3u  3) Elemental Assault: EB 9d6, Variable Special Effects (Limited Group of SFX; Fire, Earth, Metal, Water, and Wood effects only; +1/4) (56 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u  4) Fire Flare: Sight Group Flash 6d6, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5
3u  5) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
1u  6) Godfrey's Glorious Wardrobe: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 1
3u  7) Magic Dispersal: Dispel Magic Effect 16d6, any Magic power one at a time (+1/4) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u  8) Psionic Assault: Energy Blast 6d6, Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
1u  9) Reflective Form: Missile Deflection (Any Ranged Attack) (20 Active Points); Light-base Attacks Only (-1/2), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0
3u  10) Spirit Wall: FW (8 PD/8 ED), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u  11) Stone Cage: Entangle 3d6, 6 DEF (Larger Wall (+2"), Stops A Given Sense Group Sight Group) (59 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u  12) Vine Grapple: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2) (52 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5
45  Arcane Manipulation: Variable Power Pool (Magic Pool), 30 base + 15 control cost, (45 Active Points) 
15  Blessed Being: Luck 3d6 0
42  Cloud Riding: Flight 16", x8 Noncombat, Reduced Endurance (0 END; +1/2) (63 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Physical Manifestation (-1/4) 0
29  Enchanted Robes: Armor (12 PD/12 ED) (36 Active Points); IIF (Robes seem normal; -1/4) 0
16  Eyes of the Magi: Detect Magic 13- (Sight Group), Discriminatory, Analyze, Telescopic (+1 versus Range Modifier) 0
15  Iron Tower of the Mind: Mental Defense (20 points total) 0
15  Ivory Tower of the Soul: Power Defense (15 points) 0
47  Kyokujitsu Naginata: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2) 
2u  1) Light of Blinding: Sight Group Flash 8d6, Personal Immunity (+1/4) (50 Active Points); No Range (-1/2), OIF (-1/2), Gestures (-1/4) 5
1u  2) Light of Heaven: Hearing Group Images Increased Size (125" radius; +1 3/4) (14 Active Points); Only To Create Light (-1), No Range (-1/2), OIF (-1/2), Gestures (-1/4) 1
1u  3) Shaft: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
1u  4) Shaft: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), OIF (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 0
7m  5) Spirit Cutting Blade: HKA 2d6 (2d6+1 w/STR), Affects Desolidified One Special Effect of Desolidification (Supernatural Effects Only; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); OIF (-1/2) 0
1u  6) Spirit Sensing: Detect Supernatural Beings 13- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (17 Active Points); OIF (-1/2) 0
Powers Cost: 301

Cost  Martial Arts Maneuver
  Naginatajutsu/Sojutsu 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  3) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 
4  4) Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 
1  5) Weapon Element: Staffs 
Martial Arts Cost: 18

Cost  Skill
3  Analyze: Magic 13- 
3  Breakfall 12- 
3  Bureaucratics 13- 
1  CK: Shamballah 8- 
3  Conversation 13- 
3  High Society 13- 
3  Inventor (Spell Research) 13- 
3  Linguist 
2  1) Language: English (completely fluent) (3 Active Points) 
0  2) Language: Japanese (idiomatic) (4 Active Points) 
3  3) Language: Korean (idiomatic) (4 Active Points) 
3  4) Language: Mandarin (idiomatic) (4 Active Points) 
3  5) Language: Tibetan (idiomatic) (4 Active Points) 
13  Magic 18- 
3  Oratory 13- 
3  Paramedics 13- 
3  Persuasion 13- 
3  Scholar 
2  1) KS: Abjuration Magic (3 Active Points) 13- 
2  2) KS: Alchemy (3 Active Points) 13- 
2  3) KS: Arcane And Occult Lore (3 Active Points) 13- 
2  4) KS: Astrology (3 Active Points) 13- 
2  5) KS: Conjuration Magic (3 Active Points) 13- 
2  6) KS: Demon Lore (3 Active Points) 13- 
2  7) KS: Devil Lore (3 Active Points) 13- 
2  8) KS: Divination (3 Active Points) 13- 
2  9) KS: Dragon Lore (3 Active Points) 13- 
2  10) KS: Eastern Philosophies (3 Active Points) 13- 
2  11) KS: Flora and Fauna (3 Active Points) 13- 
2  12) KS: Herbalism (3 Active Points) 13- 
2  13) KS: Illusion Magic (3 Active Points) 13- 
2  14) KS: Legendary Magic Items and Artifacts (3 Active Points) 13- 
2  15) KS: Magical Diseases and Curses (3 Active Points) 13- 
2  16) KS: Magical Research (3 Active Points) 13- 
1  17) KS: Naginatajutsu (or Sojutsu, as appropriate) (2 Active Points) 11- 
2  18) KS: Necromancy (3 Active Points) 13- 
2  19) KS: Places of Mystery (3 Active Points) 13- 
2  20) KS: Planar Lore (3 Active Points) 13- 
2  21) KS: Undead Lore (3 Active Points) 13- 
3  Stealth 12- 
3  Teamwork 12- 
3  WF: Blades, Common Melee Weapons, Staffs 
Skills Cost: 108

Cost  Perk
12  Contact: Shamballah (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8- 
3  Fringe Benefit: Membership: Nippon Ichiban 
9  Reputation: Famous Heroine (A large group) 14-, +3/+3d6 
15  Base contribution 
Perks Cost: 39

Cost  Talent
3  Lightsleep 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Arcane Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Denziens of Agharti 8- (As Pow, Harshly Punish) 
15  Hunted: Elders of Shamballah 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 
20  Hunted: Followers of the Dragon 8- (Mo Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Crush on Samurai of the Sun (Common, Moderate) 
20  Psychological Limitation: Honorable (Common, Total) 
15  Psychological Limitation: Protective of Sister (Common, Strong) 
15  Psychological Limitation: Spiritual and Philisophical (Common, Strong) 
10  Social Limitation: Minor; Age 15 (Occasionally, Major) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 247

Total Experience Available: 250

Experience Unspent: 3

Total Character Cost: 597


Height: 1.70 mHair: Black
Weight: 41.00 kgEyes: Green
Appearance: A beautiful young japanese girl with black hair and green eyes. She wears robes and other effects that are feminine but slightly more modest than your basic superheroine fare. If she's on the town with Yumi she dresses in more moder fashions, but in a more restrained fashion than her sister.
Personality: A dedicated defender of good and battler of evil. Yorozuya is less concerned with the politics of being a heroine, and more concerned with simply doing her best. She is a bit short with 'fan boys' and anyone who calls her a "magical girl". She tends to keep close to Yumi; and has a huge crush on Samurai of the Sun.
Quote:"Spirits of my ancestors, heed the call of your children, release the lights of heaven on these unfortunate lost souls!"
"Dragon Fires from the Skies!"
Background: One of twin daughters born to an inventor and his wife, Yuki took to her mother's more spiritual side. Growing up she proved to be a brilliant and disciplined young woman. Her burgeoning magical abilities were announced by a visitor, an elderly man of Chinese descent who said Yuki showed promise and they wanted to train her in Shamballah, the mystical city of magic. Although initially against it, her parents relented and Yuki went away to study and achieve her true potential. The four years at Shamballah passed quickly, and Yuki proved to be such an adept that she was asked to return to the outside world as a champion. Her teachers were quite proud of her and felt that someone of her natural talent should be gaining experience in the real world; they also understood her sorrow at having not seen her family in years. Overjoyed at the opportunity to see her family again, Yuki returned to Japan. Magical Geas' placed upon her have supressed her knowledge of Shamballah's location.
When she arrived home she was immediately volunteered to Nippon Ichiban by her sister. They took the names Nandemoya and Yorozuya; both meaning Jack of All Trades, but one being an older, more traditional word (Yuki) and one being a more modern word (Yumi). Yuki has enjoyed her time as a heroine, she is a little taken aback by all the publicity, but she is getting the hang of it.
Powers/Tactics: A magician. She can achieve many many effects. Her Multipower is her standard suite of "Spells" her VPP represents her sorcery and manipulation of magical energies at their core.
Yorozuya is also learned in Nagigatajutsu and weilds a powerful magical pole arm. She summons the weapon from the heavens (and thus its an OIF rather than OAF) .
Campaign Use: If she's too strong or versitile get rid of the VPP entirely. If she's not enough of a combatant, bring her CON and END up and increase her VPP or simply trade the MP for a much larger VPP.