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Demogogue (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 Lords of Justice

Val  Char   Cost
10/30  STR0
15/21  DEX15
10/30  CON0
15/20  BODY10
50  INT40
18  EGO16
18  PRE8
12  COM1
 
16/20  PD0
16/20  ED0
4/5  SPD15
4/17  REC0
20/80  END0
25/70  STUN0
 
6"  RUN0
2"  SWIM0
2"/6"  LEAP0
Characteristics Cost: 105

Cost  PowerEND
125  Toys & On the Spot Solutions: VPP (Gadget Pool), 100 base + 25 control cost, (150 Active Points); all slots OAF (-1) 
  Battlesuit: biomesh combat suit, all slots OIF (-1/2) 
27  1) Anti Gravity Belt: Flight 15", Improved Noncombat Movement (x8) (40 Active Points); OIF (-1/2) 4
13  2) Attribute Enchancement I: +20 STR (20 Active Points); OIF (-1/2) 2
12  2) Attribute Enhancement II: +6 DEX (18 Active Points); OIF (-1/2) 
27  2) Attribute Enhancement III: +20 CON (40 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement IV: +5 BODY (10 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement VI: +1 SPD (10 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement VII: +5 REC (10 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement VIII: +20 END (10 Active Points); OIF (-1/2) 
13  2) Atribute Enhancement IX: +20 STUN (20 Active Points); OIF (-1/2) 
20  10) Life Support Unit: Life Support (Eating Character only has to eat once per week; 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 only has to sleep 8 hours per week) (41 Active Points); Linked to Force Field (-1/2), OIF (-1/2) 0
57  11) Omni-Defense Shields: Force Field (14 PD/14 ED/5 Mental Defense/5 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (85 Active Points); OIF (-1/2) 0
  Energy Absorbtion Shield, all slots IIF (Microcircuitry in Cloak; -1/4) 
42  1) Absorption vs Energy attacks 6d6 (energy, Energy), Can Absorb Maximum Of 80 Points' Worth Of Energy Damage (52 Active Points); IIF (Microcircuitry in Cloak; -1/4) [Notes: 1/2 goes to Strength; 1/2 goes to Endurance] 0
34  2) Energy Damage Reduction, Resistant, 75% (60 Active Points); Requires OCV vs OCV Roll: Seriously (-1/2), IIF (Microcircuitry in Cloak; -1/4) 0
53  Staff of Power: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) [Notes: The staff can be taken in hand to hand combat but with a bit of concentration he can summon it back to his hand.] 
5u  1) Force Barrage: Energy Blast 10d6, Autofire (+1/2) (75 Active Points); OIF (-1/2) 7
5u  2) Force Beam: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 7
5u  3) Force Cage: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); OIF (-1/2) 7
5u  4) Force Manipulation: Telekinesis (45 STR), Fine Manipulation (78 Active Points); OIF (-1/2) 8
1u  5) Force Punch: Hand-to-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2
5u  6) Force Wave: Energy Blast 8d6, Area Effect: Any Area (+1) (80 Active Points); OIF (-1/2) 8
5u  7) Wall of Force: Force Wall (17 PD/13 ED) (75 Active Points); OIF (-1/2) 7
  Sensor Display Goggles, all slots OAF (-1) 
7  1) Magnefying Vision: Microscopic with Sight Group (15 Active Points); OAF (-1) 0
5  2) Peripheral Enhancement: Increased Arc Of Perception (240-Degree) with All Senses (10 Active Points); OAF (-1) 0
2  3) Psionic Detection Models: Mental Awareness (5 Active Points); OAF (-1) 0
8  4) Radar Sensors: Radar (Radio Group), Telescopic (+1) (16 Active Points); OAF (-1) 0
9  5) Satellite Feed: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Rapid (x10), Telescopic (+5) (21 Active Points); OAF (-1), Sense Affected As Sight and Hearing [very common Sense] (-1/4) 0
3  6) Sensory Enhancements: +2 PER with All Sense Groups (6 Active Points); OAF (-1) 0
2  7) Spectral Analysis : Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OAF (-1) 0
12  8) Spectral Analysis Unit: Detect A Single Thing (Energy) 19- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+6), Sense Affected As Sight (+0) (24 Active Points); OAF (-1) 0
2  9) Spectral Analysis: Infrared Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OAF (-1) 0
1  10) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group), Sense Affected As Hearing Group (+0) (3 Active Points); OAF (-1) 0
13  Transport Ring: Teleportation 10" (20 Active Points); OIF (-1/2) 2
Powers Cost: 546

Cost  Martial Arts Maneuver
  Aikido 
4  1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR / 45 STR vs. Grabs 
3  3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR / 40 STR for holding on 
5  4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 2d6 / 6d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 6d6 +v/5, Target Falls 
Martial Arts Cost: 19

Cost  Skill
40  +4 with Overall Level 
3  Breakfall 12- (13-) 
3  Bureaucratics 13- 
3  Computer Programming 19- 
3  Cryptography 19- 
3  Deduction 19- 
3  Electronics 19- 
3  Forensic Medicine 19- 
3  Inventor 19- 
3  Mechanics 19- 
3  Scholar 
2  1) KS: Akido (3 Active Points) 19- 
2  2) KS: Other Dimensions (3 Active Points) 19- 
2  3) KS: Scientific World (3 Active Points) 19- 
2  4) KS: Super Beings (3 Active Points) 19- 
3  Scientist 
2  1) SS: Aeronautical Engineering 19- (3 Active Points) 
2  2) SS: Aerospace Enginering 19- (3 Active Points) 
2  3) SS: Astrophysics 19- (3 Active Points) 
2  4) SS: Battlesuit Engineering and Design 19- (3 Active Points) 
2  5) SS: Biochemistry 19- (3 Active Points) 
2  6) SS: Biology 19- (3 Active Points) 
2  7) SS: Chemical Engineering 19- (3 Active Points) 
2  8) SS: Chemistry 19- (3 Active Points) 
2  9) SS: Cybernetics 19- (3 Active Points) 
2  10) SS: Exobiology 19- (3 Active Points) 
2  11) SS: Genetics 19- (3 Active Points) 
2  12) SS: Mathematics 19- (3 Active Points) 
2  13) SS: Medicine 19- (3 Active Points) 
2  14) SS: Nuclear Physics 19- (3 Active Points) 
2  15) SS: Physics 19- (3 Active Points) 
2  16) SS: Robotics 19- (3 Active Points) 
2  17) SS: Solid State Physics 19- (3 Active Points) 
2  18) SS: Sub-Atomic Physics 19- (3 Active Points) 
2  19) SS: Temporal Physics 19- (3 Active Points) 
2  20) SS: Weapons System Engineering 19- (3 Active Points) 
3  Systems Operation 19- 
3  Traveler 
1  1) AK: New York City (2 Active Points) 11- 
1  2) AK: Southeast Asia (2 Active Points) 11- 
1  3) AK: Switzerland (2 Active Points) 11- 
1  4) AK: Washington DC (2 Active Points) 11- 
Skills Cost: 131

Cost  Perk
  Lords of Justice Perks 
15  1) Tower of Justice Contribution 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
3  Well-Connected 
5  1) Contact: Government (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
3  2) Contact: Infinate man (Contact has extremely useful Skills or resources) (4 Active Points) 8- 
4  3) Contact: James Caldwell (politician) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 8- 
5  4) Contact: PRIMUS (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
5  5) Contact: Pentagon (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
Perks Cost: 63

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
3  Lightning Calculator 
6  Speed Reading (x100) 
20  Universal Translator 19- 
Talents Cost: 43

Val  Disadvantages
10  Hunted: US Government 8- (Occasionally), More Powerful, NCI, Watching 
20  Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Hunted: Technocracy 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Telios 8- (Occasionally), As Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Arrogant, vain about intellect Very Common, Strong 
10  Psychological Limitation: Cannot Tell a Lie Uncommon, Strong 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Reputation: World's Smartest Man, Frequently (11-) (Extreme) 
5  Rivalry: Professional (Any other scientist hero/adventurer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Public Identity: Gallelao Anderson the World's Smartest man Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 300

Experience Required: 457

Total Experience Available: 457

Experience Unspent: 0

Total Character Cost: 907


Height: 1.79 mHair: Silver
Weight: 69.00 kgEyes: Blue
Appearance: Gallelao Anderson is a tall, thin man with silver hair and blue eyes. He often wears business suits or casual business attire. His costume consists of the Biomesh Combat Suit, which is a grey bodystocking, white boots, a white utility belt and a white vest with many pockets and snaps. He also wears black arm and leg bands that have many containers for his gadgets.
Personality: Dr Anderson is an odd bird; on the one hand he is a heroic ideal, he won't kill, can't bring himself to lie under any circumstance, and is by all accounts a kind and compassionate man, on the other hand, he (like many of his fellow Lords) has become exceedingly vain and self important. He tends to be condescending to anyone who isn't his intellectual equal (and there aren't many mind you) and he constantly feels put upon when asked for his expertise and or aid.
He enjoys being a superhero and celebrity, but also cherishes his privacy and time spend working on theory. He holds a facination with extraterrestrial intelligences and is a frequent visitor to the Enclave. He is one of the few non members aware of the Technocracy, he strives against them in a private war; not willing to enlist the aid of inferiors and secretly hoping to dismantle the organization and study its secrets in private.
Quote:"Interesting, but Stupid."
Background: Gallelao Anderson is one of the most brilliant men on the planet. He has studied applied technologhy and medicine and is considered one of the top authorities on technology used by superheroes and villains. He joined the Lords of Justice shortly after their inception. He started out as a powered armor hero but eventually decided to be a strict gadgeteer. He gave his battle suit (the Titan) to his assistant and renamed himself Demogogue.
Powers/Tactics: A massive gadget pool to back up his passable hand to hand skills and formidable "Force Guantlets". The Bioweave battlesuit provides nigh unlimited lifesupport, staunch defenses and impressive physical enhancements. His Sensor Goggles are nothing short of astounding. Recently, Demogogue has taken a "Wizard" approach to his technology, he now carries a "staff" and the trappings of the stereotypical mage. He uses Teleportation technology to "summon" his gadgetpool, no longer needing to get them between adventures.
Campaign Use: A master gadgeteer for players to go with their troubles, only to find he has not the time nor patience for them.


Einherjar (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 Lords of Justice

Val  Char   Cost
15/70  STR5
20/26  DEX30
20/35  CON20
12/17  BODY4
20  INT10
15  EGO10
18  PRE8
14  COM2
 
24/35  PD5
24/35  ED4
4/6  SPD10
8/20  REC2
40/70  END0
30/82  STUN0
 
6"  RUN0
2"  SWIM0
3"/14"  LEAP0
Characteristics Cost: 110

Cost  PowerEND
75  Armor Weapons Subroutines: Multipower, 112-point reserve, (112 Active Points); all slots OIF (-1/2) 
5u  1) Electron Beam: Energy Blast 10d6, Area Effect: One-hex (+1/2) (75 Active Points); OIF (-1/2) 7
4u  2) Energy Sword: RKA 3d6+1, Armor Piercing (+1/2) (75 Active Points); No Range (-1/2), OIF (-1/2) 7
5u  3) Freon Blast: (Total: 90 Active Cost, 49 Real Cost) Energy Blast 11d6 (55 Active Points); OIF (-1/2) (Real Cost: 37) plus Entangle 2d6, 5 DEF (35 Active Points); Vulnerable: Fire/Heat (Very Common; -1), Linked (Energy Blast; -1/2), OIF (-1/2) (Real Cost: 12) 8
4u  4) Mercy Bullets: RKA 2d6, Autofire (+1/2), 16 clips of 30 Charges (+3/4) (67 Active Points); OIF (-1/2) [30]
3u  5) Missiles: RKA 3d6+1, Explosion (+1/2) (75 Active Points); 1 clips of 6 Charges (-3/4), OIF (-1/2) [6]
5u  6) Particle Beam: Killing Attack - Ranged 6d6 (90 Active Points); OIF (-1/2), Beam (-1/4) 9
6u  7) Plasma Globe: Force Wall (8 PD/15 ED/3 Mental Defense/3 Power Defense; 2" long and 1" tall), Backlash (+1/2) (112 Active Points); OIF (-1/2), Restricted Shape: Globe (-1/4) 11
4u  8) Repulsors: Energy Blast 15d6 (75 Active Points); OIF (-1/2), Reduced by Range (-1/4) 7
  Sensor Suite, all slots OIF (-1/2) 
4  1) Telescopic Optics: +4 versus Range Modifier for Sight (6 Active Points); OIF (-1/2) 0
7  2) Magnification Vision: Microscopic with Sight Group (10 Active Points); OIF (-1/2) 0
10  3) Active Sonar: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 0
3  4) Thermal Imaging: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
10  5) Radar Systems: Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
7  6) Radio Transmitter: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
2  7) Ultrasonic Receptors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
3  8) Low- Light Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  War Titan Armored Battlesuit, all slots OIF (-1/2) 
11  1) Armor Biotechnolgy Shells: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2), OIF (-1/2) 0
30  2) Armor Servomotors: +45 STR (45 Active Points); OIF (-1/2) 4
7  2) Armor Durability II: +5 BODY (10 Active Points); OIF (-1/2) 
12  2) Telepathic Combat Relay: +6 DEX (18 Active Points); OIF (-1/2) 
20  2) Armor Durability: +15 CON (30 Active Points); OIF (-1/2) 
4  2) Armor Integrity: +6 ED (6 Active Points); OIF (-1/2) 
13  2) Telepathic Combat Relay: +2 SPD (20 Active Points); OIF (-1/2) 
11  2) Impact Cushoning: +16 STUN (16 Active Points); OIF (-1/2) 
29  9) Boot Jets & Back pack Thrusters: Flight 15", Position Shift, Cannot use in Space (+0), Usable Underwater (+1/4) (44 Active Points); OIF (-1/2) 4
32  10) Chordium Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 0
8  11) EMP Protection: Power Defense (20 points) (20 Active Points); Only vs EMP (-1), OIF (-1/2) 0
20  12) Energy Dispersal Field: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2) 0
3  13) Gyroscopic Stablizors: Knockback Resistance -2" (4 Active Points); OIF (-1/2) 0
14  14) Life Support Systems: Life Support (Eating Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (21 Active Points); OIF (-1/2) 0
3  15) Polarized Faceplate: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3  16) Scramled Radio: Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
20  17) Supersonic Flight: Flight 12", Megascale (1" = 1 km; +1/4) (30 Active Points); OIF (-1/2) 3
Powers Cost: 397

Cost  Martial Arts Maneuver
  Aikido 
4  1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
5  2) Defensive Block: Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
3  3) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 16d6 Strike; Target Falls; Must Follow Grab 
4  4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 80 STR to Disarm roll 
4  5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 85 STR vs. Grabs 
3  6) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 80 STR for holding on 
4  7) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 16d6 Strike 
3  8) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 14d6 +v/5, Target Falls 
5  9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR / 80 STR to take weapon away 
Martial Arts Cost: 35

Cost  Skill
15  +3 with Powered Armor 
5  Breakfall 14- (15-) 
3  Bureaucratics 13- 
5  Climbing 14- (15-) 
5  Combat Driving 14- (15-) 
5  Combat Piloting 14- (15-) 
3  Computer Programming 13- 
3  Concealment 13- 
3  Deduction 13- 
3  Electronics 13- 
3  High Society 13- 
3  Inventor 13- 
2  KS: Aikido 11- 
2  KS: Criminal Underworld 11- 
2  KS: Superheroes and Teams 11- 
3  Language: Japanese (completely fluent) 
3  Mechanics 13- 
3  Scientist 
2  1) SS: Metallurgy 13- (3 Active Points) 
2  2) SS: Aeronautics 13- (3 Active Points) 
2  3) SS: Biophysics 13- (3 Active Points) 
2  4) SS: Exobiology 13- (3 Active Points) 
2  5) SS: Mathematics 13- (3 Active Points) 
2  6) SS: Nuclear Physics 13- (3 Active Points) 
2  7) SS: Power Systems 13- (3 Active Points) 
2  8) SS: Weapon Systems 13- (3 Active Points) 
Skills Cost: 87

Cost  Perk
1  Favor: Orrad 
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
Perks Cost: 34

Cost  Talent
  Onboard Computer, all slots OIF (-1/2) 
2  1) Absolute Range Sense (3 Active Points); OIF (-1/2) 
2  2) Absolute Time Sense (3 Active Points); OIF (-1/2) 
2  3) Bump Of Direction (3 Active Points); OIF (-1/2) 
3  4) Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIF (-1/2) 
Talents Cost: 9

Val  Disadvantages
5  DNPC: Karen White (younger sister): 8- (Infrequently), Normal, Useful noncombat position or skills 
20  Hunted: Dr Destroyer: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Hunted: Viper: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Normal Characteristic Maxima 
15  Psychological Limitaion: Sees combat as a game Very Common, Moderate 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Psychological Limitation: In awe of his team-mates, will almost always defer to them (Common, Strong) 
10  Reputation: Inexperienced Hero: , Frequently (11-) 
15  Social Limitaion: Secret Identity: Charles White Frequently (11-), Major 
10  Susceptibility: Intense magnetic fields: , 1d6 damage per Turn Uncommon 
Disadvantage Points: 150

Base Points: 300

Experience Required: 222

Total Experience Available: 222

Experience Unspent: 0

Total Character Cost: 672


Height: 1.78 mHair: Brown
Weight: 99.00 kgEyes: Brown
Appearance: Charles is an average looking man. Average height, a little heavier weight and build, but unless he's naked you wouldn't notice. His athleticism aside he is as unusual as a topless dancer in Vegas. Outside of the armor he wears blue jeans and tee shirts, often with a white lab coat over them. The War Titan armor is black with red trim and silver highlights. When Doc Titan wore the armor, he had cast it to resemble a roman centurion. Charles has done away with that for the most part and the armor seems pretty typical high-tech humanoid powered armor. Charles is considering a change to represent his tastes but he wants to wait until he can significantly overhaul the armorís abilities before he personalizes it too much.
Personality: Charles is living out a childhood fantasy. He's pretty sure that he would have developed his own armor if given a chance. However, he's just as sure that his wouldn't stack up to the TITAN class one he wears now. He is keenly interested in this new "Titan" and studies her activities. He has noticed a rather unhealthy preoccupation with Dr. Destroyer on her part and is trying to find a way to help. Although he has never met her or even seen her oustside of her armor, he has become quite smitten with the idea of her.
He tries to ignore the politics of the team he cares so much for. His hero worship of Demagogue, Superion and Lockdown has taken something of a beating over the years, but his esteem for Freya and Empyrean has grown. He and Wyldefire are quite close. Glamour reminds him snotty rich girls from school and he kind of avoids her.
Quote:"I don't think those guns are going to help you too much. But go ahead and fire them."
Background: Charles White had the dream internship. He was the technical assistant to the Lords of Justice! He had won a scholarship to train with Dr Gallaleo Anderson, aka Dr. Titan. Charles served at his post for three years happily repairing and upgrading the armor with Dr Anderson until the good doctor decided he'd "outgrown" it. Rather than let the powerful armor gather dust in a warehouse or trophy case he gave it to his assistant. Charles took the name Titan and began working on his own designs for the suit. He has been with the team for four years now, one as Titan, he intends to stick around a while.
Recently, a new hero with a suit of powered armor appeared, calling himself Titan. The Lords of Justice actually sued this new hero, Charles challenged the new-comer to a charity bout, the winner would keep the Titan name, and the loser would find a new one. Charles lost, the challenger produced a modular weapon (i.e. Gadget pool setting) that managed to interfere with his power core. Taking the loss more graciously than Superion or Demagogue would have liked; in the doghouse since for bringing "shame" to the team.
Charles decided to find a new name. Freya offered the title Einherjar; Charles liked it and adopted the name. Though his mentor and some of the others are still a little upset at him, Charles doesn't care really; because he found out something during the battle. The pilot of the other armor was a woman. Charles has made it his private mission to find out why she hides behind a man's appearance.
Powers/Tactics: Charles has the usual "Laundry List" of powered armor weapons. He is also physically impressive with his lifelong dedication to aikido. He has taken it upon himself to teach others on the team the art hoping to improve their hand to hand abilities. He actually enjoys fisticuffs in and outside the armor.
Campaign Use: A relatively inexperienced but high powered combat machine. Spartan is friendly and helpful. He is definitely in the camp of Freya and Empyrean when the meetings take place. He is slowly coming into his own as a hero.


Empyrean (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 the Lords of Justice

Val  Char   Cost
65  STR55
27  DEX51
40  CON60
25  BODY30
18  INT8
24  EGO28
40  PRE30
22  COM6
 
25  PD12
25  ED17
5  SPD13
21  REC0
80  END0
80  STUN2
 
6"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 312

Cost  PowerEND
125  Flame Manipulation: Multipower, 125-point reserve 
12u  1) Blinding Presence: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2), Area Effect: Radius (+1) (125 Active Points) 0
4u  2) Cosmic Travel: Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points) 0
10u  3) Fight Fire: Suppress All Flame Based Powers 7d6, All Powers Simultaneously (+2), Delayed Return Rate (5 Points per 5 Minutes; +1/2) (122 Active Points); Limited Special Effect Very Common SFX (-1/4) 12
12u  4) Fire Bolt: Energy Blast 20d6, Reduced Endurance (Half END; +1/4) (125 Active Points) 5
12u  5) Fire Fan: Energy Blast 12d6, Area Of Effect (24" Line; +1) (120 Active Points) 12
7u  6) Fuel Fire: Succor All Flame Based Powers 5d6, Can Add Maximum Of 42 Points, Can Apply (Remove) Adders (+1), All Powers Simultaneously (+2) (124 Active Points); Others Only (-1/2), Limited Special Effect Very Common SFX (-1/4) 12
12u  7) Heat Beam: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points) 0
4u  8) Light Form: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move through Solid Objects (-1/2) 0
5u  9) Pyrokinetic Fist: Telekinesis (50 STR), Fine Manipulation, Reduced Endurance (Half END; +1/4) (106 Active Points); Only Works On Limited Types Of Objects Very Limited Group of Objects (-1), Cannot Be Used With Multiple-Power Attacks (-1/4) [Notes: This ability summons a great fist of flame and heat. The fist can do crushing damage, "Punching" damage and has a special effect of Fire for vulnerabilities. Somehow, it does not burn victems of its grasp] 4
10u  10) Searing Heat: RKA 3d6+1, Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (100 Active Points) 0
45  Atmospheric Flight: Flight 20", Improved Noncombat Movement (x4) 4
5  Eyes of Fire and Heat: Infrared Perception (Sight Group) 0
10  Eyes of Light and Fire: Sight Group Flash Defense (10 points) 0
30  Flame Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Fire Only (-1) 0
15  Hard to Kill: Damage Resistance (12 PD/12 ED), Hardened (+1/4) (15 Active Points) 0
6  I'm not going anywhere: Knockback Resistance -3" 0
5  Is it cold in here? I didn't notice: +10 ED (10 Active Points); Limited Power: only vs. cold attacks (-1) 
50  Look, I'm a GOD, you'll have to do better than that.: 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
9  Regeneration: Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 2
10  Supernatural Being: Power Defense (10 points) 0
12  The minds of Gods are hard to interact with, No?: Mental Defense (17 points total) 0
5  Weakness?: Lack of Weakness (-5) for Resistant Defenses 0
Powers Cost: 415

Cost  Skill
8  +1 with All Combat 
25  +5 with Fire Powers 
3  Gambling 13- 
3  Jack of All Trades 
2  1) PS: Artist (Painter) (3 Active Points) 12- 
2  2) PS: Chef (3 Active Points) 13- 
2  3) PS: Musician (Guitarist) (3 Active Points) 14- 
2  4) PS: Musician (Scitar) (3 Active Points) 14- 
2  5) PS: Musician (Vocalist) (3 Active Points) 17- 
3  Linguist 
3  1) Language: Bathran (Idiomatic, native accent) (4 Active Points) 
3  2) Language: English (Idiomatic, native accent) (4 Active Points) 
3  3) Language: Greek (Idiomatic, native accent) (4 Active Points) 
3  Scholar 
2  1) KS: Active "Dieties" (3 Active Points) 13- 
2  2) KS: Bathran Mythology (3 Active Points) 13- 
2  3) KS: Cooking Styles (3 Active Points) 13- 
2  4) KS: Greek Mythology (3 Active Points) 13- 
2  5) KS: Musical Styles (3 Active Points) 13- 
3  Seduction 17- 
3  Streetwise 17- 
1  TF: Flying Beasts 
3  Tactics 13- 
3  Teamwork 14- 
5  WF: Common Melee Weapons, Common Missile Weapons, Lances 
Skills Cost: 92

Cost  Perk
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
3  3) Anonymity (Extraterrestrial Being with no Criminal Record) 
10  4) Money: Wealthy 
4  5) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
3  Well-Connected 
26  1) Contact: Gods Of Olympus (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13- 
2  2) Contact: Other Earth Dieties (Contact has useful Skills or resources) (3 Active Points) 11- 
5  3) Contact: Ravenswood Academy, Organization Contact (x3) (6 Active Points) 11- 
3  4) Contact: The Champions (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11- 
11  5) Contact: UNTIL Liason (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11- 
Perks Cost: 86

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
3  Perfect Pitch 
25  Universal Translator 18- 
Talents Cost: 42

Val  Disadvantages
15  Distinctive Features: Aura of Arcane Might (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 
10  Distinctive Features: Well Bulit Man with reddish skin, flaming head Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
10  Hunted: Fire Wing 8- (Occasionally), As Powerful, Harshly Punish 
15  Hunted: Winter Lords 11-, As Powerful, Harshly Punish 
15  Psychological Limitation: Thrill Seeker Common, Strong 
15  Psychological Limitation: Hates Tyrants & Bullies Common, Strong 
15  Psychological Limitation: In love with Freya Common, Strong 
15  Reputation: God From another World, Almost Always (14-) 
10  Rivalry: Professional and Romantic (Magni; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
10  Vulnerability: Water Attacks: 1 1/2x STUN Uncommon 
Disadvantage Points: 145

Base Points: 300

Experience Required: 502

Total Experience Available: 501

Experience Unspent: 0

Total Character Cost: 947


Height: 1.98 mHair: White can become a nimbus of flames.
Weight: 144.00 kgEyes: Golden
Appearance: A handsome man with reddish skin white hair and golden eyes. He wears a "Green Arrow" type Beard and moustache, and he can will the hair on his scalp to become a nimbus of golden and red flames. He wears a white costume trimmed with gold; sometimes with a golden cape.
Personality: Empyrean is a very easy going being formerly worshipped as a god. He is for the most part without arrogance and tends to laugh in the face of Superion's attitudes and Lockdown's burgeoning paranoia. He enjoys being a hero more than he did a god and is very comfortable "mixing with the mortals" as he calls it. He has been sweet on Freya ever since he first laid eyes on her, and itís not simply because of her nature and gifts. He admires her spirit and her warrior wanton attitude. They spend a lot of time together but are not a couple (Yet).
Quote:"I glow bright like the sun and I will burn you if you aren't careful."
"Hey, I used to sit on a throne of gold and have naked virgins attending to my every need; I don't need this job, I do it because I love it."
Background: Hallax the Sun-Bringer was a God on the world of Moara. He had ruled alongside his extended divine family for countless generations. Slowly, the people of Moara began to lessen their need, and then their deference to the gods. Like Earth pantheons before them the God's of Moara took leave of their world allowing their people to grow while taking a large number of their truly faithful with them to another plane. Hallax decided to journey the stars. He was one of the few, even among the Gods, who could venture unaided into space. He spent the next millennia in exploration. He happened upon the world of Malva, and for a time he studied them. He watched Ariax Thone become the legendary Firewing. He also saw that Thone was "up to no good". That his honor was as often merely for show than it was a way of life.
Hallax saw this as a release from his boredom; he would follow the Firewing to his new destination and see what played out. Taking advantage of the Gate opened by Ariax Thone, he arrived shortly after Firewing. Hallax found Earth to be marvelous. He had never seen so many beings of great power before. Heroes and monsters all over again; he wanted to participate. Hallax took the nomme de gurre, Empyrean (without knowing of the people who used that name) and tried to do good. However, a neophyte group of superheroes mistook him for Firewing and he was attacked. The misunderstanding was cleared up and Empyrean agreed to accompany the group on their endeavors (mostly on the request of the beautiful goddess, Freya). Empyrean has stayed with the LoJ ever since. He knows that sometimes the runaway egos on the team grate on the rest of the superhero community and suspects that Lockdown may one day go completely off his rocker, but he stays with them and does what he can to bridge the gap between the arrogance and heroism.
Powers/Tactics: Sun God. He has intense light/fire abilities and a powerful physical presence. He tends to keep his abilities toned down at the beginning of battle to avoid unnecessary death and destruction, but if he ever deems it NECCESSARY, then all hell will break loose.
Campaign Use: 


Freya the Warrior (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 Lords of Justice

Val  Char   Cost
50  STR40
30  DEX60
30  CON40
20  BODY20
20  INT10
20  EGO20
35/55  PRE25
50  COM10
 
36  PD5
36  ED9
6  SPD20
18  REC4
90  END15
90  STUN30
 
22"  RUN0
2"  SWIM0
16"  LEAP0
Characteristics Cost: 308

Cost  PowerEND
  Brisings, all slots OIF (Brisings; Enchanted Necklace; -1/2) 
7  1) +20 COM (10 Active Points); OIF (Brisings; Enchanted Necklace; -1/2) 
8  2) +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Men Only; -1), OIF (Brisings; Enchanted Necklace; -1/2) 
7  Armor of Valkyrie: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
37  Armor of the Valkyrie: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
27  Boots of Birfrost: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2) 
3u  1) Cloud Walking: Flight 16", Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2) 1
3u  2) Rainbow Bridge: Extra-Dimensional Movement (Single Dimension (Asgard)), x16 Increased Weight (40 Active Points); OIF (-1/2) 4
3u  3) Sprint like the wind: Running +16" (22" total), Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2) 1
45  Cloak of Feathers: Multiform: Supernatural Falcon (200 Character Points in the most expensive form) (Instant Change) 0
5  Divine Favor: Luck 1d6 0
10  Divine Heratitage: Damage Resistance (10 PD/10 ED) 0
20  Eyes of the Eagles: Clairsentience (Sight Group) 2
47  Fenris Tooth: (Total: 104 Active Cost, 47 Real Cost) HKA 2d6+1 (4d6 w/STR), +1 Increased STUN Multiplier (Painful Rending; +1/4), Affects Desolidified One Special Effect of Desolidification (Supernatural Desolids Only; +1/4), Reduced Endurance (1/2 END; Ease of use; +1/4), Penetrating (Powerful Rending; +1/2) (79 Active Points); OAF Unbreakable (Sword; -1), No Knockback (-1/4) (Real Cost: 35) plus +2 with DCV (10 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 5) plus +3 with OCV (15 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 7) 3
6  Heavier than she looks: Knockback Resistance -3" 0
37  Immortal Body: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; 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 only has to sleep 8 hours per week) 0
15  Iron Will: Mental Defense (19 points total) 0
5  Low Light Vision: Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) 0
13  Protections of Idun: Power Defense (20 points) (20 Active Points); Only Works Against Magic Attacks Limited Type of Attack (-1/2) 0
6  Strong Leaper: Leaping +6" (16" forward, 8" upward) 1
Powers Cost: 304

Cost  Martial Arts Maneuver
  Boxing, Ancient 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 
1  3) Weapon Element: Cestus 
  Wrestling, Ancient 
4  1) Bend Joint: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Break Bone: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs 
3  5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on 
3  6) Kick/Punch: 1/2 Phase, +1 OCV, +0 DCV, 12d6 Strike 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls 
3  8) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike; You Fall, Target Falls 
Martial Arts Cost: 36

Cost  Skill
5  +1 with Pre Based Skill 
40  +5 with All Combat 
40  +4 with Overall Level 
5  Acrobatics 16- 
5  Animal Handler (Birds, Equines, Felines, Other Asgardian War-Boars) 16- (20-) 
5  Breakfall 16- 
3  Conversation 16- (20-) 
10  Defense Maneuver I-IV  
3  High Society 16- (20-) 
3  Linguist 
5  1) Language: English (imitate dialects; Literacy) (6 Active Points) 
3  2) Language: Gaelic (completely fluent; Literacy) (4 Active Points) 
4  3) Language: German (idiomatic; Literacy) (5 Active Points) 
0  4) Language: Olde Norse (Idiomatic, native accent; Native) 
5  Navigation (Air, Dimensional, Land, Marine) 13- 
3  Paramedic 13- 
3  Scholar 
1  1) KS: Ancient Boxing (2 Active Points) 11- 
1  2) KS: Artifacts & Relics (2 Active Points) 11- 
2  3) KS: Asgardian Lore (3 Active Points) 13- 
1  4) KS: Erotic Lore and Sexual Positions (2 Active Points) 11- 
2  5) KS: Monster Lore (3 Active Points) 13- 
1  6) KS: Supernatural Creatures (2 Active Points) 11- 
1  7) KS: Wrestling (2 Active Points) 11- 
3  Scientist 
1  1) SS: Archaeology 11- (2 Active Points) 
1  2) SS: History 11- (2 Active Points) 
1  3) SS: Literature 11- (2 Active Points) 
1  4) SS: Medicine 11- (2 Active Points) 
3  Seduction 16- (20-) 
3  Shadowing 13- 
5  Stealth 16- 
3  Streetwise 16- (20-) 
2  Survival (Pick Something) 13- 
3  Tactics 13- 
3  Tracking 13- 
13  Weapon Familiarity: Common Melee Weapons, Common Missile Weapons, Siege Engines, Boomerangs and Throwing Clubs, Lances, Nets, Off Hand, Sling, Staffs, Thrown Sword 
Skills Cost: 193

Cost  Perk
5  Member of New Asgardian Pantheon 
  Lords of Justice Perks 
10  1) Vehicles & Bases 
3  2) Anonymity (ExtraDimensional Being with no Criminal Record) 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
9  5) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
3  Well-Connected 
20  1) Contact: : New Asgard (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11- 
5  2) Contact: : Lodun; God of Knowledge (Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 12- 
2  3) Contact : Magni (Contact has useful Skills or resources) (3 Active Points) 11- 
7  4) Contact: Atlas & the Earth Force (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 Active Points) 12- 
Perks Cost: 78

Cost  Talent
29  Danger Sense (Immediate Vicinity, Out of Combat) 17- 
12  Combat Luck (6 PD/6 ED) 
3  Absolute Time Sense 
5  Eidetic Memory 
20  Universal Translator 13- 
Talents Cost: 69

Val  Disadvantages
15  Distinctive Features: Divine Beauty Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Enraged: Innocents threatened/Harmed (Common), go 11-, recover 11- 
20  Hunted : Eurostar 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Hunted : Gravitar 8- (Occasionally) (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: DEMON 8- (Occasionally) (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Psychological Limitation: Enjoys combat Common, Strong 
20  Psychological Limitation: Honorable Common, Total 
15  Psychological Limitation: Protector of the Meek (Common, Strong) 
15  Psychological Limitation: Wild and Willing; a party girl paradox. Common, Strong 
10  Psychological Limitation: Yearns for love Uncommon, Strong 
10  Reputation: Goddess of War, Frequently (11-) 
15  Social Limitation: Public Identity: Freya the Warrior (Frequently, Major) 
Disadvantage Points: 200

Base Points: 400

Experience Required: 388

Total Experience Available: 388

Experience Unspent: 0

Total Character Cost: 988


Height: 1.88 mHair: Red
Weight: 100.00 kgEyes: Green
Appearance: Freya is a Goddess and she wears a necklace that only enhances her supernatural beauty. She has flame red hair and emerald eyes, she wears her hair long, though she braids it for battle. Her costume is red and gold with a falcon theme to the armor and weapons. She speaks with the "classic" marvel pseudo shakespearian accent, only because she gets a kick out of it, she can speak perfect english if she wants. Outside of her super-heroic career she wears trendy revealing fashions.
Personality: Freya is a warrior and a wild woman at the same time. She's a lot more laid back than many of her fellow Lords and often flirts with handsome men just about anywhere. At the same time she is incredibly compassionate; having grown to care for the people of her adopted home. She is honorable to a fault and Empyrean's constant advances are starting to wear her down. She has had some interesting romantic liaisons with various heroes during her tenure on Earth, including a (in her opinion) disastrous tryst with Superion.
Quote:"Fenris's Collar! you are a fearsome foe Firewing, but the Daughter of Njord fears no flaming bird!"
Background: When Thor returned and Ragnarok was joined, things did not happen exactly as foretold. Many of the gods did perish in the battles with Loki and the Giants, but most of the younger gods, led by Vidar, Modi, and Magni survived. Freya would have fell in battle if not for Thor's daughter Thrud taking a blow meant for her. The Goddess of Fertility and Love added Warmaiden to her title that day. She accounted for her share of slain enemies and when the Gods of New Asgard returned to the Earth Realm on the "Night of Fire", she journeyed to Midgard and began her life there. Nearly immortal, and possessing of divine attributes, she had decided to leave the new generation of Gods to their business. It was only after spending time in Midgard did she understand what had happened to Thor*. Freya decided to put her abilities to good use now that she had adopted Midgard as "her" realm. After observing the heroes and villains of the day she simply announced her presence during a battle between the New Knights of the Round Table and Eurostar. The news of her "return" to Earth spread quickly (though many simply disregarded the "Mythological" aspects and treat her as a rather eccentric super heroine. She moved to America (where the action was) and eventually helped to form the Lords of Justice.
Powers/Tactics: A straight up, weapons bearing, brick/martial artist. Freya is hard to hurt, hard to control and hard to overcome. She is fast, hits hard and usually is the most impressive warrior on the battlefield. This is not to say she can't be defeated, she has her psychological flaws, and the warriors of this day and age are far more powerful than those faced in the days of Ragnarok. In addition she still wears the Brisings and her feathered cloak that allows her to turn into a falcon. Her chariot; cats and war-boar all reside with her at the Lords Tower.
Campaign Use: A Goddess of Fertility, Love, and Battle. Freya is sex, guns, and rock n' roll all rolled into one.


Glamour (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 Lords of Justice

Val  Char   Cost
20  STR10
23  DEX39
25  CON30
11  BODY2
13  INT3
16  EGO12
20  PRE10
18  COM4
 
21  PD6
26  ED10
5  SPD17
9  REC0
60  END5
40  STUN6
 
6"  RUN0
2"  SWIM0
4"  LEAP0
Characteristics Cost: 154

Cost  PowerEND
90  Photonic Manipulation: Multipower, 90-point reserve 
9u  1) Beacon in the Shadows: Dispel Darkness Based Powers 10d6, All Powers Simultaneously (+2) (90 Active Points) 9
9u  2) Burn the Shadows: Suppress: Darkness Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) 9
3u  3) Dazzle Burst: Sight Group Flash 3d6, Area Effect: Radius (+1) (30 Active Points) 3
6u  4) Holograms: Sight Group Images Increases Size (16" radius; +1), +/-6 to PER Roll (56 Active Points) 6
9u  5) Photon Burst: Energy Blast 18d6 (90 Active Points) 9
9u  6) Photon Pulse: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points) 9
8u  7) Prisim Cage: Entangle 8d6, 8 DEF, Entangle Damage: Entangle Takes Damage (+0) (80 Active Points) 8
20  Photon Burst: Sight Group Flash 6d6 (30 Active Points); Linked (Photon Burst; -1/2) 3
20  Photokinetic Powers: Elemental Control, 40-point powers 
20  1) Bend Light: Invisibility to Sight Group , No Fringe (30 Active Points) 3
13  2) Body of Light: Desolidification (affected by Light Based) (40 Active Points); Cannot Move through Solid Objects (-1/2) 4
12  3) Create Light: Sight Group Images x16" Radius (+1), +4 to PER Roll (44 Active Points); Only To Create Light (-1) 4
30  4) Low Light Speed Flight: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
20  5) Supersonic Flight: Flight 16", Megascale (1" = 1 km; +1/4) (40 Active Points) 4
16  Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-1/4) 0
6  Far Sighted: +4 versus Range Modifier for Sight 0
8  Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
40  Light Absorbtion: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Light Based Only (-1/2) 0
8  Light Dispersal: Knockback Resistance -6" (12 Active Points); Limited Power: ONLY VS LIGHT BASED ATTACKS (-1/2) 0
26  Photonic Armor Field: Armor (11 PD/11 ED) (33 Active Points); Only in Hero ID (-1/4) 0
5  Thermal Vision: Infrared Perception (Sight Group) 0
40  Translight Speed: Faster-Than-Light Travel (4 Light Years/hour) 0
Powers Cost: 427

Cost  Skill
10  +2 with Ranged Combat 
15  +3 with Multipower 
5  Computer Programming 13- 
3  Persuasion 13- 
3  Scientist 
3  1) Science: Computer Science 13- (4 Active Points) 
3  2) Science: Mathematics 13- (4 Active Points) 
3  3) Science: Nuclear Physics 13- (4 Active Points) 
2  4) Science: Physics 12- (3 Active Points) 
3  Seduction 13- 
Skills Cost: 50

Cost  Perk
9  Contact: Media (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8- 
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
Perks Cost: 42

Val  Disadvantages
10  Dependent NPC: Boy Toy of the Week 8- (Normal) 
15  Distinctive Features: Sparkles (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: Tabloids 11- (As Pow, NCI, Watching) 
10  Hunted: Ultraviolet 8- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Flamboyant; Publicity Hound (Common, Strong) 
15  Psychological Limitation: In awe of Superion, Lockdown, and Freya (Common, Strong) 
15  Psychological Limitation: Lecherous; Vain (Very Common, Moderate) 
15  Reputation: Vampy Heroine, 11- (Extreme) 
15  Social Limitation: Secret Identity (Tracy Adams) (Frequently, Major) 
10  Susceptibility: Darkness Fields, 2d6 damage per Minute (Uncommon) 
  Optional Disadvantage 
0  1) Rivalry: Professional and Romantic (Saphire; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Optional) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 223

Total Experience Available: 230

Experience Unspent: 7

Total Character Cost: 673


Height: 1.75 mHair: Golden Blonde
Weight: 54.00 kgEyes: Amber
Appearance: Golden haired, golden skinned, golden girl. She'd be the most sought after superheroine around if she wasn't on the same team as a goddess of love. She is tall and tan, her costume is (not surprisingly) gold and rather revealing.
Personality: Glamour is in the hero biz to stroke her own ego. She enjoys the adulation, the fame, the jealousy of other women and the lustful gazes of men. While she does good deeds, its generally in order to further her own ego and celebrity. She was honored when Superion asked her to join the Lords of Justice three years ago and she maintains her awe of the "Big Three".
Quote:"Well, boys, its been fun but I think its time you "Saw the Light"."
"They're all my best side"
Background: A mousy, plain research assistant at Orion Labs, Tracy Adams was conducting teleportation experiments with Dr. Garrett Powell. Dr. Powell's research was funded by a private party; Orion Labs had been paid handsomely to allow him to use their facilities in Millennium City. Tracy was infatuated with the doctor and this allowed her to overlook the discrepancies in his reports rather than bringing them to the attention of Orion. The device had near successes with small inanimate objects; though the only living matter sent through, a lab rat named Spike, had merely disintegrated. One evening, Tracy was finishing up typing the days notes, when she heard voices in the lab. A man in a business suit was talking with Dr Powell and they were both getting louder and obviously agitated with each other. In an attempt to hide and eavesdrop, she tripped over a power cable that had been used as a replacement for the one they burned out earlier. Falling into the Matter Transmitter, she briefly disappeared in a flash of bright light.
Dr Powell and the man in the suit, who was an agent of the criminal technology group ARGENT, immediately fled the scene so as not to be connected with Tracy's disappearance. Tracy reappeared a moment later a changed woman; gone was the short, plain nobody and in her place was a tall, gorgeous, super powered femme fatale. Tracy flew off into the night and Orion Labs closed their doors for good, unable to get insurance to cover the mess that her incident had caused.
She made her debut as Glorious Star a few days later. Then, after joining the Lords of Justice, she was told by their merchandizing firm that perhaps a shorter name, like Glamour would be a better fit for the team.
Powers/Tactics: Rather Standard light based energy Projector. She has a few interesting abilities, namely her "armor field" that doesn't drop when she's stunned.
Campaign Use: Just a vampy superheroine for your characters to be repulsed by or what have you. If she's too far above the competition, lower her multipower to 75 pts. If she's not tough enough, jump it to 125 pts and adjust the abilities accorningly.


Helmsman (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 the Lords of Justice

Val  Char   Cost
60  STR50
26  DEX48
30  CON40
13  BODY6
18  INT8
17  EGO14
23  PRE13
24  COM7
 
25  PD13
25  ED19
6  SPD24
18  REC0
60  END0
60  STUN2
 
6"  RUN0
15"  SWIM0
12"  LEAP0
Characteristics Cost: 244

Cost  PowerEND
25   Hydrokinisis: Elemental Control, 50-point powers 
62  1) Gyser Blast: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points) 9
11  2) Hydrokinisis: Telekinesis (34 STR) (51 Active Points); Only Works On Water Very Limited Group of Objects (-1), can't "crush": Slightly (-1/4) 5
25  3) Sea Web: Entangle 5d6, 5 DEF (50 Active Points) 5
25  4) Wall of Waves: Force Wall (8 PD/12 ED) (50 Active Points) 5
17  5) Wave Form: Desolidification (affected by Fire based Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Move through Solid Objects (-1/2) 2
14  Aquatic man: Life Support (Eating Character only has to eat once per week; Expanded Breathing: Water; Longevity 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
18  Delphine Sonar: (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) 0
7  Depth Vision Part 2: N-Ray Perception (Sight Group), Sense Affected As Sight (+0) (10 Active Points); Only to see through water (at great Depths) (-1/2) 0
5  Depth Vision: Ultraviolet Perception (Sight Group) 0
22  Peerless Swimmer: Swimming +13" (15" total) (x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (22 Active Points) 1
13  Regeneration: Healing 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 3
5  Thermal Vision: Infrared Perception (Sight Group) 0
30  Tougher than he looks: Energy Damage Reduction, Resistant, 50% 0
30  Tougher than he looks: Physical Damage Reduction, Resistant, 50% 0
10  Toughness: Damage Resistance (10 PD/10 ED) 0
5  Underwater Eyes: Nightvision 0
32  Water Currents Sense: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense 0
Powers Cost: 356

Cost  Martial Arts Maneuver
  Aikido 
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 vs. Grabs 
3  3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 
5  4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls 
Martial Arts Cost: 19

Cost  Skill
16  +2 with All Combat 
10  +2 with HTH Combat 
12  +4 with Underwater Combat 
8  Animal Handler (Aquatic Animals) 17- 
3  Bureaucratics 14- 
3  Combat Driving 14- 
3  Combat Piloting 14- 
3  Demolitions 13- 
3  High Society 14- 
2  Navigation (Marine) 13- 
3  Professional Skill: Model 14- 
3  Riding 14- 
3  Seduction 14- 
2  Survival (Pick Something) 13- 
3  Systems Operation 13- 
17  TF: Common Motorized Ground Vehicles, Riding Animals, Balloons & Zeppelins, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Windsurfing 
Skills Cost: 94

Cost  Perk
  Lords of Justice Perks 
9  1) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
4  2) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
15  3) Money: Filthy Rich 
10  4) Vehicles & Bases 
15  Fringe Benefit: Diplomatic Immunity, Head of State 
30  Imperial Palace of Atlantis 
25  Vehicle 
12  Contact: United Natioins (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 
Perks Cost: 120

Cost  Talent
2  Environmental Movement (Underwater) 
3  Bump Of Direction 
Talents Cost: 5

Val  Disadvantages
20  Berserk: When Atlantis or the Seas Threatened: Uncommon, go 11-, recover 8- 
20  Code of Chivalry: Common, Total 
5  Distinctive Features: Handsome: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
10  Hunted: Barracuda: 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish 
15  Lehcerous: Very Common, Moderate 
15  Overconfidence: Very Common, Moderate 
20  Psych. Lim.: Actively seeks to destory evil: Common, Total 
10  Psych. Lim.: Fiercely Protective of his Kingdom: Uncommon, Strong 
15  Public Identity: Damon Helmsman: Frequently (11-), Major 
10  Reputation: Highly sought after Male Model: , Frequently (11-) 
10  Watched: UN: 11- (Frequently), As Powerful, NCI, Watching 
Disadvantage Points: 150

Base Points: 300

Experience Required: 388

Total Experience Available: 389

Experience Unspent: 1

Total Character Cost: 838


Height: 2.01 mHair: Brown
Weight: 124.00 kgEyes: Brown
Appearance: Helmsman is one of the most attractive men alive. The fact that he is the dashing super hero and soverign of "Atlantis", a small island kingdom in the pacific, makes him even more desireable. He is tall, lean with an athletic tanned physique. His eyes are aqua, his hair is jet black with dark green highlights. He wears it very long. He dresses in expensive and flamboyant suits.
Personality: Damon is the guy at the gym that dates married women. He is relatively selfish, arrogant, and aside from a nobiles oblige to make the world a better place, he might consider just being a model playboy for the rest of his long life. He tries to fit in with most other heroes he meets and can be a nice, genuine fellow occasionally, but he is truely convinced of his superiority. Think the best and worst traits of Namor the Submariner and Ashton Kutcher.
Quote:"An interesting proposition, Lady Blue, but I am afraid I have to turn you over to the police. Perhaps a congical visit?"
Background: Damon Helmsman is the king of Atlantis (no, not that Atlantis). His palace serves as one of the bases of operations to the Lords of Justice. A powerful mutant with control over water and super human speed and strength, Damon quickly became a popular hero in the pacific (if you discount Barracuda). His pretty boy looks have also made him a sought after model. He is always on the scene. Like many of his cohorts in the Lords he is an arrogant, obnoxious hero.
Powers/Tactics: Aquatic based brick with significant Hydrokinetic abilties. He can create and manipulate water in several combat worthy ways. However, he does enjoy beating his foes with his bare hands.
Campaign Use: Just another of the really annoying "Big Leaguers" out there.


Lockdown (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 Lords of Justice

Val  Char   Cost
20  STR10
30  DEX60
20  CON20
15  BODY10
23  INT13
20  EGO20
25  PRE15
16  COM3
 
12/24  PD8
12/24  ED8
7  SPD30
10  REC4
40  END0
40  STUN5
 
10"  RUN0
4"  SWIM0
7"  LEAP0
Characteristics Cost: 206

Cost  PowerEND
64  Toys: VPP (Gadget Pool), 50 base + 14 control cost, (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (-1/4) 
0  1) Entangle: Manacles 3d6, 3 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (45 Active Points); OAF (-1) Real Cost: 22 4
0  2) Energy Blast: Stunner Gun 10d6 (50 Active Points); OAF (-1), 1 clips of 8 Charges (-1/2), Reduced by Range (-1/4) Real Cost: 18 [8]
0  3) Gliding: Hangglider 10" (10 Active Points); OAF Fragile (-1 1/4), Extra Time: 1 turn (-1) Real Cost: 3 0
0  4) RKA: Pistol 2d6-1 (25 Active Points); OAF (-1), 1 clips of 6 Charges (-3/4) Real Cost: 9 [6]
30  Utility Belt: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2) 
1u  1) Micro-Rebreather: Life Support (Expanded Breathing) (5 Active Points); OAF (-1) 0
1u  2) Smoke pellets: Darkness to Sight Group 2" radius (20 Active Points); OAF (-1), 8 Charges (-1/2), Limited Power: range based on strength (-1/4) [8]
1u  3) Radio Gear: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) 0
1u  4) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1
1u  5) Mini spotlight: Change Environment 4" radius (15 Active Points); OAF (-1) 1
1u  6) Flexi-Sheild: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0
1u  7) Line and Winch: Superleap +15" (7"/7" forward, 3 1/2"/11" upward) (15 Active Points); OAF (-1), Upward Movement Only (-1) 1
1u  8) Throwing Blades : RKA 1d6, 16 Charges (+0), Autofire (+1/2) (22 Active Points); OAF (-1) [16]
30  Combat Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) 0
9  Acute Senses: +3 PER with all Sense Groups 0
8  HRRP (Radio Group) (12 Active Points); OIF (Cowl Radio; -1/2) 0
10  Protected Senses: (Total: 16 Active Cost, 10 Real Cost) Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -1/2) (Real Cost: 5) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -1/2) (Real Cost: 5) 0
6  Iron Will: Mental Defense (10 points total) 0
8  Swift: Running +4" (10" total) 1
2  Strong Swimmer: Swimming +2" (4" total) 1
3  Acrobatic : Leaping +3" (7"/7" forward, 3 1/2"/11" upward) 1
10  I didn't get this far on skill alone: Luck 2d6 0
Powers Cost: 188

Cost  Martial Arts Maneuver
  Karate 
16  1) +4 HTH Damage Class(es) 
4  2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  6) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 
4  8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
5  9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
1  10) Weapon Element: Karate Weapons 
1  11) Weapon Element: Staffs 
Martial Arts Cost: 50

Cost  Skill
16  +2 with all non-combat Skills 
40  +5 with All Combat 
3  Acrobatics 15- 
3  Analyze: Combat 14- 
3  Breakfall 15- 
3  Bugging 14- 
3  Bureaucratics 14- 
3  Climbing 15- 
3  Combat Driving 15- 
3  Combat Piloting 15- 
3  Computer Programming 14- 
3  Concealment 14- 
3  Contortionist 15- 
3  Conversation 14- 
3  Criminology 14- 
3  Cryptography 14- 
3  Deduction 14- 
3  Disguise 14- 
3  Electronics 14- 
3  Forensic Medicine 14- 
6  Forgery (Art Objects, Commercial Goods, Documents) 14- 
4  Gambling (Card Games, Roulette) 14- 
3  High Society 14- 
3  Interrogation 14- 
3  Inventor 14- 
2  Language: Cantonese (fluent conversation) 
1  Language: English (imitate dialects) (5 Active Points) 
2  Language: French (fluent conversation) 
2  Language: Spanish (fluent conversation) 
3  Lockpicking 15- 
3  Mechanics 14- 
3  Mimicry 14- 
4  Navigation (Air, Land, Marine) 14- 
3  Paramedics 14- 
3  Persuasion 14- 
3  Riding 15- 
3  Scholar 
2  1) KS: Blue Collar Crime (3 Active Points) 14- 
2  2) KS: Criminal Law (3 Active Points) 14- 
2  3) KS: Criminal Psychology (3 Active Points) 14- 
2  4) KS: Evidence Dispersal (3 Active Points) 14- 
2  5) KS: Organized Crime (3 Active Points) 14- 
2  6) KS: Security and Containment Systems (3 Active Points) 14- 
2  7) KS: Street Gangs (3 Active Points) 14- 
2  8) KS: The Black Market (3 Active Points) 14- 
2  9) KS: The Underworld (3 Active Points) 14- 
3  Scientist 
2  1) SS: Ballistics 14- (3 Active Points) 
2  2) SS: Chemistry 14- (3 Active Points) 
2  3) SS: Forensic Sciences 14- (3 Active Points) 
2  4) SS: Toxicology/Pharmacology 14- (3 Active Points) 
3  Security Systems 14- 
3  Shadowing 14- 
3  Sleight Of Hand 15- 
3  Stealth 15- 
5  Streetwise 15- 
2  Survival (Urban) 14- 
3  Systems Operation 14- 
9  TF: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
3  Tactics 14- 
3  Teamwork 15- 
3  Tracking 14- 
10  Two-Weapon Fighting (HTH)  
8  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Off Hand, Thrown Knives, Axes, and Darts 
6  Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 14- 
Skills Cost: 254

Cost  Perk
  Lords of Justice Perks 
10  1) Money: Wealthy 
12  2) Reputation : Most Feared Man on the Planet (A large group) 14-, +4/+4d6 
9  3) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
30  4) Tower of Justice Contribution 
3  Well-Connected 
4  1) Contact: CIA Records Clerk (5 Active Points) 14- 
5  2) Contact: Government (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
4  3) Contact: James Caldwell (politician) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 8- 
5  4) Contact: Police Chief (6 Active Points) 15- 
1  5) Contact: Underworld Lieutenant (2 Active Points) 11- 
5  Computer Link: Until Criminal Database 
6  Computer Link: USDOD Database 
10  Computer Link: Stronghold Mainfraime [Notes: Lockdown can enter this computer at any time and he can see any information on it.] 
15  Access: Stronghold (Hidden (-10 to Skill Rolls)) 
30  Super Car 
40  Personal Base 
55  Followers: Agents [Notes: These are highly placed agents, their existance is unknown to the other Lords of Justice] 
Perks Cost: 244

Cost  Talent
3  Lightsleep 
5  Resistance (5 points) 
Talents Cost: 8

Val  Disadvantages
10  Distinctive Features: Style: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Assassin or young gun criminal aiming to make a name for themselves 8- (As Pow, Harshly Punish) 
20  Hunted: Organized Crime 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Primus Undercover Agent Leslie Mahn 11- (As Pow, NCI, Watching) 
20  Hunted: Rogues Gallery 11- (As Pow, NCI, Harshly Punish) 
25  Hunted: VIPER 11- (Mo Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Loves to Out think opponents Common, Moderate 
20  Psychological Limitation: Always right; disdain for those who question him. Common, Total 
15  Psychological Limitation: Control Freak (Common, Strong) 
15  Psychological Limitation: Devoted to Justice Very Common, Moderate 
10  Psychological Limitation: Vengeful Uncommon, Strong 
10  Rivalry: Less Violent detectives: Professional (; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity: Keith McClann Frequently (11-), Major 
10  Unluck: 2d6 
Disadvantage Points: 200

Base Points: 300

Experience Required: 450

Total Experience Available: 450

Experience Unspent: 0

Total Character Cost: 950


Height: 1.86 mHair: Red
Weight: 95.00 kgEyes: Green
Appearance: Red hair and green eyes (check). Lean, powerful build (Check). Commanding presence(Check). Keith has it all. The Lockdown suit consists of an armored black body suit. His boots, gloves, Utility belt, and over cloak are gray. His mask covers the upper part of his face leaving his nose, mouth, and chin exposed. The eye covers are red. His chest symbol resembles the shield badge of a police officer, it is white. He wears a like badge symbol on his forehead.
Personality: Lockdown is Batman with out the rosy outlook and firm grip on his sanity. He's starting to crack and his arrogance and paranoia are merging into an acute megalomania. He has, over the last 15 years developed a near army of moles, contacts, agents, and loyalists in every facet of security, law enforcement, and corrections in the United States. He has computer access to places many law enforcement officials aren't even aware of and Stronghold might as well be his own personal playground. He is obsessed with keeping the evil behind bars and the good in front of them. Trouble is he's getting less and less able to see the difference and more and more inclined to be the final authority on who belongs where.
Quote:"This is where you fall down."
Background: Keith McClain's father, George, was a Warden in New Mexico. Growing up Keith, a phenomenal natural athlete whom many thought would play professional football, baseball, or basketball; only wanted to follow his father into corrections. His family had been law enforcement for generations and Keith only wanted to keep the tradition alive. Warden McClain was legendary for his innovations and squeaky clean record. He was a consultant on the original "Stronghold Project" and his innovations were generally credited with creating a safe, yet humane, correction facility that was state of the art.
Warden McClain was not without enemies however. Rumors of torture and "missing" inmates crept into his life on two occasions; although the subsequent investigations found no bearing for such things. One of the prison's inmates, a two bit punk who was the son of a major crime figure (a VIPER big wig); had developed an obsession with the Warden and his family. The man constantly made references to Warden McClain's wife and children that, if the Warden had tortured or eliminated inmates, would have probably found him dead. However, the Warden merely kept security tight and improved the security of his home.
Then the inmate was scheduled for extradition to California for murder. The transfer went without a hitch from New Mexico but it vanished somewhere in route to California. The files on the inmate disappeared too and when an investigation was called for by the man's influential family, Warden McClain's fingerprints and errors were all over it. Rather than face scrutiny from the feds, Warden McClain was summarily dismissed and his career ruined.
Outraged but unable to clear (or even defend himself) George McClain moved his family to New York and tried to set himself up as a security consultant. His company went belly up and he was found dead (apparent suicide) six months later. His wife and daughter never seen again and are presumed dead. The case was closed with preternatural quickness. Keith, however, had stayed in New Mexico with relatives to finish high school. He knew his father would never take his own life, let alone his wife and daughter; he vowed to get to the bottom of it. Why Keith was spared from VIPER's wrath is unknown, but for whatever reason they merely created one of the most dogged crime fighters ever. Keith turned his athletic talents and keen intellect into a detective par excellence and a physical paragon. He began to fight crime as Lockdown when he was 21 and still attending college. He started Warden Enterprises, a security consulting firm when he was 23 with money left by his parents' life insurance. WE oversaw the refurbishing of Stronghold in the late 1990's. Lockdown joined the Lords of Justice in 1994; he has served as the team's tactical leader and "mystery man" ever since. He is widely considered the "World's Greatest Detective" by the media (though there are several in the profession who take offense to that).
Lockdown's first case was clear his father's name, it took him seven years; the evidence was collected slowly and methodically, those responsible found themselves behind bars, often nursing serious physical wounds to go along with long prison sentences. He presented enough evidence of corruption and incompetence in the New Mexico State Corrections Office that a purge was deemed necessary.
Powers/Tactics: A skilled martial artist with a gadget pool to back him up. Think Utility; he usually brings gadgets based on the abilities of his enemies, failing that he brings some that compliment his allies. He's not above fighting dirty and will at the very least strike from the shadows if at all possible.
Campaign Use: If Lockdown (who is supposed to be one of the top 10 martial artists in the campaign) is too tough for your campaign, then drop his DEX/SPD to 27/6, his gadget pool to 40 active points and his CSL's to a more manageable level for your campaign. If he's not tough enough, then up his Defenses to the 25-30 range, give him a few more DC's with martial arts, and increase his Gadget pool to 60 points.


Man o' War (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 Lords of Justice

Val  Char   Cost
30  STR20
30  DEX60
30  CON40
30  BODY40
15  INT5
20  EGO20
25  PRE15
20  COM5
 
15  PD9
15  ED9
7  SPD30
12  REC0
60  END0
60  STUN0
 
10"  RUN0
5"  SWIM0
11"  LEAP0
Characteristics Cost: 253

Cost  PowerEND
22  Nigh Indestructible Disc Shield: Multipower, 45-point reserve, (45 Active Points); all slots OAF Durable (-1) 
2u  1) Missile Deflection (Any Ranged Attack), +1 OVC with Deflection, Full Range (+1) (44 Active Points); OAF Durable (-1) 0
1u  2) Thrown Shield: Energy Blast 9d6 (45 Active Points); 1 Recoverable Charge (-1 1/4), OAF Durable (-1) [1 rc]
1u  3) Shield Bash!: Hand-To-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) 2
9  Swingline Gun: Swinging 15", 4 clips of 16 Charges (+1/4) (19 Active Points); OAF (-1) [16]
8  Swift Footed: Running +4" (10" total) 1
19  Superhuman Physiology: Life Support (Eating Any Protein; Extended Breathing 1 END per Minute; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0
30  Pain Resistance: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
3  Strong Swimmer: Swimming +3" (5" total) 1
10  Prodigeous Leaper: Superleap +5" (11" forward, 5 1/2" upward) (Accurate) 1
7  Micromail: Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-1/2) 0
11  Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
Powers Cost: 123

Cost  Martial Arts Maneuver
  Martial Arts: Combataka 
8  1) +2 HTH Damage Class(es) 
4  2) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
3  6) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
4  7) Punch/Elbow/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
3  8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
4  9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
5  10) Side Kick/Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
1  11) Weapon Element: Disc Shield 
1  12) Weapon Element: Off Hand 
1  13) Weapon Element: Staffs 
Martial Arts Cost: 46

Cost  Skill
16  +2 with All Combat 
30  +3 with Overall Level 
10  +5 with Block 
3  Acrobatics 15- 
3  Breakfall 15- 
3  Bureaucratics 14- 
3  Climbing 15- 
3  Combat Driving 15- 
3  Contortionist 15- 
3  Conversation 14- 
3  Criminology 12- 
3  Cryptography 12- 
5  Defense Maneuver I-II  
3  Fast Draw 15- 
3  High Society 14- 
2  KS: Combataka 11- 
2  KS: Criminal Law 11- 
2  KS: PRIMUS 11- 
2  KS: The Law Enforcement World 11- 
2  KS: The Superhero World 11- 
3  Mechanics 12- 
3  Oratory 14- 
3  Paramedic 12- 
3  Persuasion 14- 
3  Professional Skill : PRIMUS Liasion 12- 
3  Shadowing 12- 
3  Stealth 15- 
3  Streetwise 14- 
2  Survival (Urban) 12- 
3  Systems Operation 12- 
3  Tactics 12- 
28  Transport Familiarity: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Ground Vehicles, Hanggliding, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing 
Skills Cost: 164

Cost  Perk
5  Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers 
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
3  Well-Connected 
11  1) Contact: Crucible Industries (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8- 
4  2) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11- 
8  3) Contact: PRIMUS, Organization Contact (x3) (9 Active Points) 12- 
4  4) Contact: White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity) (5 Active Points) 11- 
5  Computer Link: PRIMUS Database 
3  Fringe Benefit: Membership: PRIMUS Liasion to Lords of Justice 
Perks Cost: 76

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
15  Combat Sense 12- 
14  Fearless [Notes: From Fantasy Hero; p. 106] 
3  Lightsleep 
3  Resistance: 3 points 
Talents Cost: 38

Val  Disadvantages
10  Distinctive Features: Combat Style: Combataka (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
15  Hunted: Red Doom: 8- (Occasionally), As Powerful, NCI, Harshly Punish 
10  Hunted: Zarathrusta: 8- (Occasionally), Less Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Always keeps his word Uncommon, Total 
20  Psychological Limitation: Ego-driven, wants to be leader (Very Common, Strong) 
20  Psychological Limitation: Superpatriot Common, Total 
10  Rivalry: Strong (Another Pariotic Hero (PC?), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 
15  Social Limitation: Secret Identity: John Randall Hurst Frequently (11-), Major 
15  Social Limitation: Subject to orders (Frequently, Major) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 250

Total Experience Available: 250

Experience Unspent: 0

Total Character Cost: 700


Height: 1.91 mHair: Blonde
Weight: 110.00 kgEyes: Blue
Appearance: American (Aryan?) Ideal. Man o' War is tall, powerfully built and perfectly symetrical. He is handsome, blonde haired, and blue eyed . He has a strict, no - nonsense approach to dress. Very conservative. The Man o' War uniform is reinforced space-aged material. Its white with a black belt, several black leather pouches and a silver star buckle. He wears a white domino mask. His gloves, boots and shoulder designs are red. His trunks are blue. he also has a blue star on his chest. His shield is silver with a golden eagle on it.
Personality: John is a good soldier -sorta. John follows his orders as long as they make sense to him and as long as they don't violate his sense of patriotism. He would never do anything that was "un-American" or damage his country's ideals or image. He enjoys playing with the big boys and although he yearns to lead the team (or any team; he's beginning to think he should petition for a team of his own) he keeps his feelings to himself and tries to learn what he can from Lockdown and the others.
Quote:"Give me your poor, your tired, your hungry, but don't give me your lip or try to take what belongs to my fellow Americans!"
Background: Crucible Industries has made its fortune as the major player in the "Super Soldier" game. Started in the 1970's, the corporation was originally a think-tank given the task to create the perfect soldier. They have had various levels of success over the years, coming up with weapons for The All American, and it was CI that developed the method for transporting and storing the Cyberline Treatment. CI has constantly attempted to create a cost effective super soldier and the various projects over the last 30 plus years have mostly been "singular achievements" in which an individual test subject is given great abilities but they are unable to reproduce or mass produce the results. Man o' War is one of these. John Randall Hurst was the only one of seventy five test subjects for CI's Operation Bellerophon; an attempt to create a more "universal" and cheaper Cyberline Treatment, to show any affects what so ever. The effects were astounding, giving him physically perfect attributes and a high resistance to disease. Like most of the volunteers, John was a PRIMUS cadet who took the opportunity to become something more. Since he was the only success, he was given the opportunity to become a "Suit" under PRIMUS jurisdiction. He took the job and Man O' War was created. John was trained in an eclectic martial arts style by its creator William Johnson, a member of PRIMUS' Avenger Training Team. He received a super tough shield, armored costume, and the name Man o' War. He has adapted the use of "American" before hand, in case no one knows what country he favors. Under the jurisdiction of PRIMUS, he operated solo for about six months but when a high powered super team, known as the Lords of Justice, needed government assistance, he was assigned as a temporary liaison. The job went well, and he meshed well with the egos of the group. He requested, and was made a permanent liaison to the team. John likes to consider himself the field leader, and won't hesitate to bark out orders to his teammates. It really bothers him that they generally ignore him, but he doesn't raise too much of a stink about it after both Lockdown and Freya slapped the piss out of him on separate occasions. He plays it safe now and gives orders that are pretty much what the team was doing anyway.
Powers/Tactics: A Captain America clone with acrobatic fighting style, invulnerable disc shield and heightened characteristics. Even on a team with as much firepower as the LOJ, he is a frontline fighter and wouldn't be anywhere else.
Campaign Use: Not quite the "government toady" some of his fellow supersoldiers are, Man O' War is still kind of pushy and tends to grandstand and use any American reference he can remember. He is a good combatant and a fair tactician. He would probably make a pretty good leader if he ever gets the chance.


Superion (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 Lords of Justice

Val  Char   Cost
115  STR105
29  DEX57
50  CON80
19  BODY18
23  INT13
24  EGO28
40  PRE30
20  COM5
 
45  PD22
45  ED35
6  SPD21
33  REC0
100  END0
100  STUN-2
 
30"  RUN0
30"  SWIM0
23"  LEAP0
Characteristics Cost: 412

Cost  PowerEND
105  Brick Tricks: Multipower, 105-point reserve 
3u  1) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6
4u  2) Shockwave Variant: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10
1u  3) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
1u  4) Strong Augmented Haymaker: HA +6d6 (30 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 3
5u  5) Strong Breaking: Dispel Technological Object 20d6, any Technological Object power one at a time (+1/4) (75 Active Points); No Range (-1/2) 7
1u  6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4
2u  7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
75  Movement Powers: Multipower, 75-point reserve 
7u  1) Superior Flight: Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
5u  2) Superior Running: Running +24" (30" total) (48 Active Points) 5
3u  3) Superior Swimming: Swimming +28" (30" total) (28 Active Points) 3
7u  4) Supersonic Flight: Flight 20", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (70 Active Points) 7
60  Optic Pulse: RKA 5d6 (75 Active Points); No Knockback (-1/4) 7
8  Super Speed Quick Change: Cosmetic Transform 2d6 (Ordinary Cloths to Heroic Costume) (10 Active Points); Limited Target: Own Clothes ([Slightly Limited]; -1/4) 1
20  Superior Being: Power Defense (20 points) 0
10  Superior Invulnerability II: Lack of Weakness (-10) for Resistant Defenses 0
24  Superior Invulnerability: Damage Resistance (30 PD/30 ED) (30 Active Points); Limited Power: Reduced to 15/15 by magic attacks (-1/4) 0
13  Superior Will: Mental Defense (21 points total) (16 Active Points); Half Defense vs Mind Control: Slightly (-1/4) 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
12  Tougher than that II: Physical Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-1/4) 0
12  Tougher than that: Energy Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-1/4) 0
  Superior Senses 
24  1) Far Seeing: +16 versus Range Modifier for Sight 0
20  2) Microscopic Vision: Microscopic with Sight Group 0
12  3) Parabolic Hearing: +8 versus Range Modifier for Hearing 0
8  4) Radio Hearing: Radio Perception 0
9  5) Senses Superior: +3 PER with All Sense Groups 0
8  6) Superior Balance: Knockback Resistance -4" 0
3  7) Superior Range Hearing: Ultrasonic Perception (Hearing Group) 0
5  8) Superior Vision (Low Light): Ultraviolet Perception (Sight Group) 0
7  9) Superior Vision (Tiring): N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2) 1
5  10) Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 529

Cost  Skill
20  +2 Overall 
16  +2 with All Combat 
10  +2 with HTH Combat 
6  +3 with Optic Pulse 
3  Criminology 14- 
3  Cryptography 14- 
3  Deduction 14- 
3  Interrogation 17- 
2  KS: Journalism 11- 
2  KS: Media World 11- 
2  KS: Politics 11- 
2  KS: Public Relations 11- 
2  KS: Superheroes and Super Teams 11- 
3  Oratory 17- 
2  PS: Journalist 11- 
3  Persuasion 17- 
3  Seduction 17- 
3  Systems Operation 14- 
3  Strength Tricks 15- 
Skills Cost: 91

Cost  Perk
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
3  3) Anonymity (ExtraDimensional Being with no Criminal Record) 
10  4) Money: Wealthy 
8  5) Reputation: Leader of Incredibly Famous Superteam (A large group) , 11-, +4/+4d6 
3  Well-Connected 
11  1) Contact : PRIMUS (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 
20  2) Contact: : True King of All Media: Media organizations nation wide (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11- 
7  3) Contact: : Senator John Preston Walsh (D); California (Contact has extremely useful Skills or resources, Very Good relationship with Contact) (8 Active Points) 12- 
Perks Cost: 81

Cost  Talent
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
3  Lightning Calculator 
4  Speed Reading (x10) 
Talents Cost: 18

Val  Disadvantages
15  DNPC: Alyssa Perez; Reporter/Girlfriend 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Eurostar 8- (As Pow, Harshly Punish) 
20  Hunted: Empress 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Arrogance; thinks he's the greatest thing since sliced bread (Very Common, Strong) 
15  Psychological Limitation: Feeds off the Adulation and Adoration of the "normals" (Common, Strong) 
10  Psychological Limitation: Womanizer (Common, Moderate) 
20  Psychological Limitation: Protective of his secrets (Common, Total) 
15  Reputation: Icon of Superherodom, 11- (Extreme) 
5  Rivalry: Professional (Atlas; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 
15  Social Limitation: Secret Identity: Jared Loeb; Investigative Reporter; Tyrannos, villain (Frequently, Major) 
Disadvantage Points: 165

Base Points: 300

Experience Required: 666

Total Experience Available: 666

Experience Unspent: 0

Total Character Cost: 1131


Height: 1.96 mHair: Blonde
Weight: 224.00 kgEyes: Blue
Appearance: Tall and powerfully built with blonde hair and blue eyes. He wears a rather simply red and white costume with a white cape. His hair is short, in the "ceaser" style once popularized by George Clooeny.
Personality: Greedy, glory hounding, and lecherous; those are his bad qualities and he hides them from the public very well. He comes across as a sincere and relatively modest man; "Just doing what he can to help his fellow man". A very private man, he keeps his secrets well guarded. He wasn't aware that the man who gave him his powers was a supervillian, and was somewhat uncomfortable promising him assistance, but Telios hasn't really asked much of him. When he does act on Telios' behalf he wears a black costume with no cape and a white gauntleted fist on the heart. A full face mask keeps his features from being discovered and he calls himself "Tyrannos". Telios hasn't called on his aid in almost seven years.
Superion is a womanizer as well, he keeps a low enough profile so that its mostly relegated to gossip rag fare, but his list of "conquests" is extensive and includes both the women on his team.
Quote:"This looks like a Superion Situation."
"Let's go, Lords!"
Background: Superion is not exactly forthcoming with his origin. His variety of powers and occasional dropped references point to outer space. It is believed he might come from the same planet as Ultra Woman. However, they have never been seen together to compare notes. The truth is far more sinister. Jared Loeb was born to wealth. His parents died when he was very young and he was raised by his grandmother who doted and spoiled him, all the while turning her son's small inheritance to a mighty enterprise. When he turned 18, Jared inherited the money and stocks. He went to Cornell, studied journalism and was all set to start a media empire. Then his incompetence kicked in. Where his grandmother had been a brilliant manager of the family fortune, Jared was mediocre, where she was shrewd, he was lax. Lazy, and not even a little prepared for management he went through much of the fortune by the time he was 24. Finally dawning on him that he would not have a fortune soon, he became desperate. Trying to figure a way to give himself everything he wanted; he came to the conclusion that if he was a famous superhero; he'd have the fame and adulation he craved and with a few endorsements and licensing deals he'd have the money. He set about a plan to train himself into physical perfection; learning martial arts and weapons skills, becoming a larger than life warrior. This soon petered out as he realized it was hard work. Then he decided to get super powers. Making a deal with a "less than upfront" geneticist, he forked over the bulk of his remaining fortune and a promise to "help" the good Doctor, should he ever need it. The process was astounding, exceeding even Telios's expectations. Dubbing himself Superion and donning a costume, Jared began helping people. The media attention was great, he soon founded a superhero team (since they got even MORE media coverage) and to this day has been the public figure head of the Lords of Justice.
Powers/Tactics: A classic superman archetype. He is one of the five strongest heroes on the Earth. The fact that he isn't #1 anymore galls him though.
He tends to be a hand to hand fighter, using his Optic Pulse only to gain a combat advantage or surprise.
Campaign Use: He should be tough, but lower him if you need to.


Wyldefire (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 Lords of Justice

Val  Char   Cost
30  STR20
36  DEX78
25  CON30
13  BODY6
18  INT8
13  EGO6
18  PRE8
16  COM3
 
23  PD14
23  ED15
10  SPD54
11  REC0
50  END0
50  STUN9
 
25"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 251

Cost  PowerEND
6  Accute Senses: +6 PER with Normal Sight 0
5  Armored Costume: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 0
6  Environmental Uniform: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
15  Fire Resiliance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs Fire/Heat (-1) 0
8  Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
20  Speed Powers: Elemental Control, 40-point powers 
36  1) Running on any surface: Flight 25", Improved Noncombat Movement (x16) (65 Active Points); Only In Contact With A Surface (-1/4) 6
67  2) Superhumanly Fast: Running +19" (25" total), Improved Noncombat Movement (x32), Reduced Endurance (1/2 END; +1/4), Combat Acceleration/Deceleration (+1/4) (87 Active Points) 3
180  Speed Powers: VPP, 90 base + 90 control cost, Cosmic (+2) (225 Active Points); all slots Restricted Type of Powers Available: No Mental Powers (-1/2) 
0  1) Multi Opponent Strike: Energy Blast 8d6, Area Effect: Cone (+1) (80 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 53 8
0  2) Catch those Missiles!: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 15 0
0  3) Hyper punches: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Autofire (+3/4) (60 Active Points); Hand-To-Hand Attack (-1/2), Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 30 2
0  4) Superspeed Tasks: Minor Transform 4d6 (Unfinished Task to Finished task), Improved Target Group (+1/4) (50 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 33 5
0  5) Vibration harmonics: Desolidification (affected by Dimensional, Vibrational Based Attacks) (40 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 27 4
0  6) Wyldefire Ball: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); No Range (-1/2), Increased Endurance Cost (2x END; -1/2), Restricted Type of Powers Available: No Mental Powers (-1/2) Real Cost: 36 [Notes: Wyldefire surrounds himself in a nimbus of flame and charges his opponent.] 18
Powers Cost: 343

Cost  Martial Arts Maneuver
  Aikido 
4  1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
3  3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
  Speedster Martial Arts 
5  1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 
5  2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on; FMove 
5  3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; +v/5; Target Falls; FMove 
5  4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 40 STR to Disarm roll; FMove 
5  5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove 
5  6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; Target Falls; FMove 
5  7) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 
Martial Arts Cost: 54

Cost  Skill
5  +1 with Hand to Hand Combat 
40  +20 with Dive for Cover 
9  +3 with "Running" Powers 
3  Power 16- 
5  Breakfall 17- 
3  Bureaucratics 13- 
3  High Society 13- 
3  Interrogation 13- 
3  Persuasion 13- 
3  Scholar 
1  1) KS: Akido (2 Active Points) 11- 
1  2) KS: Golden Age Super beings (2 Active Points) 11- 
1  3) KS: Heroic Community (2 Active Points) 11- 
1  4) KS: Politics (2 Active Points) 11- 
4  5) KS: Speedsters (5 Active Points) 15- 
3  Streetwise 13- 
Skills Cost: 88

Cost  Perk
15  Contact : Heroes of past Generations (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- 
  Lords of Justice Perks 
10  1) Vehicles & Bases 
9  2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 
10  3) Money: Wealthy 
4  4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 
Perks Cost: 48

Cost  Talent
3  Lightning Calculator 
6  Speed Reading (x100) 
3  Bump Of Direction 
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 18

Val  Disadvantages
5  DNPC: Evan Wylde (Rocketman) Grandfather 11-, Slightly Less Powerful than the PC, Useful noncombat position or skills 
10  DNPC: Shannon Greene; Girl friend (Police Forensics specialist) 8-, Normal, Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID 
10  Dependent NPC: Adrienne Wylde (Mother) 11- (Normal; Useful noncombat position or skills) 
10  Distinctive Features: Martial Arts Style: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: Dr Stone (golden Age immortal villain) 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Speed Demon 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
5  Hunted: Vibron 8- (Occasionally), Less Powerful, Harshly Punish 
10  Physical Limitation: Requires Lots of food (3x) Frequently, Slightly Impairing 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Psychological Limitation: Enthusiastic Thrillseeker (Common, Strong) 
15  Psychological Limitation: Hatred/Fear of Speed Dermon (Common, Strong) 
15  Psychological Limitation: Trying to uphold the family name Common, Strong 
10  Reputation: Third Generation superhero: , Frequently (11-) 
15  Social Limitation: Secret Identity: Jason Wylde Frequently (11-), Major 
15  Susceptibility: Intense Sonics: , 1d6 damage per Phase Uncommon 
10  Vulnerability: 2 x STUN Sonic/Vibration Attacks Uncommon 
Disadvantage Points: 200

Base Points: 400

Experience Required: 202

Total Experience Available: 179

Experience Unspent: 0

Total Character Cost: 802


Height: 1.85 mHair: Red
Weight: 84.00 kgEyes: Blue
Appearance: Jason Wylde is tall and has a sprinter's build. He has bright red hair and blue eyes. The Wyldefire costume is a white full bodysuit that covers him from head to toe. His boots, kneepads, guantlets, and headgear are all red. The eyes of his mask are red. He has a ring of fire around a white circle on his chest.
Personality: Jason is one of the more decent fellows on the team. He understands the dynamics of the group pretty well and tends to work with Einherjar, Freya, and Empyrean to counter the Cults of self displayed by Glorious, Superion, and Lockdown. He has connections with many former 50's, 60's, 70's, and 80's heroes.
Quote:"Don't get caught in my Jetstream, man."
Background: Jason Wylde is the grandson of WWII and "Golden Age" hero, Rocket Man. After he retired, Rocket Man (Evan Wylde) married and had two sons. Both inherited their father's super speed but the oldest son, Daniel also gained the ability to produce fire. He began a career as the hero Speed Demon but shortly into his career he inexplicably changed sides. Speed Demon killed or hospitalized the entire super team that he had joined. The younger son, Abe, had also gained other powers, Abe had impressive regenerative and recuperative powers, and he took the name Wildfire and battled his older brother for fifteen years, never able to catch him. Ten years ago, Daniel killed Abe in combat.
Jason was born into the family and showed his mother and father (Abe and his wife, Carol) that he too had inherited the speed powers of Rocketman, like the second generation, he also showed a mutation , Jason was far stronger than a normal child his age and grew to have low level super human strength. He also had minor pyrokinetic powers like his uncle (Speed Demon). Shortly after Abe's funeral, Carol told her son the truth, that he was Daniel's son, not Abe's. She and Daniel had had an affair before he had gone insane. She got pregnant and Abe married her anyway, raising Jason as his own son. Jason was shocked. He vowed that he would continue his father's battle against Speed Demon. Unbeknownst to the rest of the family, Jason wants Speed Demon dead, not brought to justice. He fears and hates his father in a manner that even makes he himself uncomfortable; so he doesn't admit this to anyone.

Shortly after taking the name Wyldefire, Jason joined the fledgling Lords of Justice. He often attempts to sidetrack the egos that run rampant through out the group and keep them on track. This is no easy task.
Powers/Tactics: A speedster who can create a trail of flames in his wake, Wyldefire is more of a support fighter. He has developed a number of "Speed Tricks" in addition to his enhanced physical characteristics and superhuman speed.
Campaign Use: