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

Player: NPC Heroine; Member of the Lost Legion

Val  Char   Cost
15  STR5
23  DEX39
18  CON16
16  BODY12
15  INT5
13  EGO6
18  PRE8
16  COM3
 
8  PD5
30  ED26
6  SPD27
11  REC8
40  END2
35  STUN2
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 164

Cost  PowerEND
60  Cold Fire Powers: Multipower, 60-point reserve 
6u  1) Basic Bolt: Energy Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 0
6u  2) ColdFireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
6u  3) Ice Flare: Sight Group Flash 6d6, Explosion (-1 DC/3"; +1) (60 Active Points) 6
4u  4) Sub Zero Bolt: Killing Attack - Ranged 3d6 (45 Active Points) 4
5u  5) Winter's Touch: Drain Fire/Heat Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
7  Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target Limited (-1/2) 1
30  Space Traveller: Multipower, 30-point reserve 
3u  1) FTL Flight: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) 0
3u  2) Flying: Flight 15" (30 Active Points) 3
19  Space Worthy: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
17  Toughened Flesh: Damage Resistance (4 PD/30 ED) 0
40  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against (Cold/Heat/Ice/Fire) Limited Type of Attack (-1/2) 0
5  Sense Temperature: Detect Temperature 12- (Unusual Group), Sense 0
Powers Cost: 211

Cost  Skill
30  +6 with Ranged Combat 
3  Breakfall 14- 
3  Defense Maneuver I  
2  KS: The Superhuman World 11- 
3  Oratory 13- 
3  Paramedics 12- 
3  Persuasion 13- 
3  Teamwork 14- 
Skills Cost: 50

Cost  Perk
3  Fringe Benefit: Membership: Lost Legion 
5  Base Contribution 
Perks Cost: 8

Cost  Talent
3  Absolute Range Sense 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Hunted: Eurostar 8- (Mo Pow, Harshly Punish) 
15  Hunted: Firewing 8- (Mo Pow, Harshly Punish) 
20  Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: The Red Gallowglass 8- (As Pow, Harshly Punish) 
10  Psychological Limitation: Always cheerful and outgoing (Common, Moderate) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Strong sense of right and wrong; Acts on her convictions (Very Common, Moderate) 
15  Psychological Limitation: Will always aid those in need (Common, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Vulnerability: 1 1/2 x Effect Temperature based Drains/Transfers (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 86

Total Experience Available: 86

Experience Unspent: 0

Total Character Cost: 436


Height: 1.63 mHair: White (when her powers are active looks like blue white flames)
Weight: 52.00 kgEyes: White
Appearance: An attractive young woman with pale skin, white eyes and white hair. Her hair is cut to her shoulders. When she activates her powers her hair appears like a ghostly blue white flame atop her head. Her costume is dark blue with cold arrows along the sides. It leaves her shoulders and head uncovered. She wears white gloves and boots.
Personality: A noble and kind hearted young woman; Meredith is the heart of the team. She is also the moral compass and the other defer to her on matters of law and lethality. She has been working especially hard at bringing out the humanity in NightRunner. Meredith just feels that she has the ability to help others and so she does so.
Quote:"Oddly enough, Feurmacher...you leave me COLD."
Background: A mutant with odd "cold fire" based powers. Meredith is amused to find herself the most normal member of this team. She was raised in Liverpool, England and when her powers emerged she began using them to fight crime. She met the other members of the Lost Legion when the five displaced heroes were battling Eurostar. She was instrumental in their escaping alive and was offered a spot on the team. She took it. She enjoys being a part of the team, but it has had a side effect of making her appreciate her own family so much more as none of the others have families here. She has taken it upon herself to make the others integrate themselves in society, not just protect it.
Powers/Tactics: A farily standard Projector with flight. Her odd special effect enables her to catch opponets of guard at least once. As a side note; at this time, Meredith is unaware of her ability to survive, let alone fly in space.
Campaign Use: A slightly unique energy projector. If you want to tone her down, drop her DR and decrease her MP to 50 points. A more powerful Frost Fire should have a 90 pt reserve and some more powers using either the USPD's Fire/Heat or Ice/Cold power sections would be feasable.


Gallant (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 Lost Legion

Val  Char   Cost
30  STR10
23  DEX39
30  CON20
10  BODY0
13  INT3
20  EGO20
20  PRE10
14  COM2
 
12/24  PD6
12/24  ED6
5  SPD17
14  REC4
60  END0
50  STUN10
 
7"  RUN2
3"  SWIM1
6"  LEAP0
Characteristics Cost: 150

Cost  PowerEND
22  Bastion of Camalot (Enchanted Shield): Multipower, 45-point reserve, (45 Active Points); all slots OAF Unbreakable (-1) 
2m  1) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (-1) 0
2m  2) Partial Cover: +4 with DCV (20 Active Points); OAF Unbreakable (-1) 
1m  3) Shield Bash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 1
30  Sword of Destiny: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1) 
3u  1) Blade of Destiny: Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 0
2u  2) Transport: Teleportation 15", x2 Increased Mass, Safe Blind Teleport (+1/4) (44 Active Points); OAF Unbreakable (-1) 4
7  Sword of Destiny: Luck 3d6 (15 Active Points); OAF Unbreakable (-1) 0
20  Sword of Destiny: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Targeting Sense) (40 Active Points); OAF Unbreakable (-1) 15- 
4  Iron Will: Mental Defense (8 points total) 0
  Rune Armor, all slots OIF (-1/2) 
30  1) Enchanted Chain Mail: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) 0
4  2) Rune of Protection: Lack Of Weakness (-6) for Resistant Defenses (6 Active Points); OIF (-1/2) 0
5  3) Rune of Defense: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2) 0
7  4) Rune of Strength: +10 STR (10 Active Points); OIF (-1/2) 1
13  5) Rune of Fortitude: +10 CON (20 Active Points); OIF (-1/2) 
Powers Cost: 152

Cost  Martial Arts Maneuver
  Weapons Combat 
4  1) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Empty Hand, Lances, Shields 
5  2) All Out Attack: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 
4  3) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 
4  4) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove 
4  5) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  6) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 
4  7) Resist: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort 
4  8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove 
Martial Arts Cost: 34

Cost  Skill
15  +3 with HTH Combat 
2  Animal Handler (Equines) 13- 
3  High Society 13- 
2  KS: Arthurian Lore 11- 
2  KS: Knights of the Round Table 11- 
2  KS: Chivalric Codes 11- 
4  Language: Olde English (Idiomatic, native accent) 
3  Persuasion 13- 
5  Riding 15- 
3  Tactics 12- 
3  Teamwork 14- 
6  WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances 
5  TF: Common Motorized Ground Vehicles, Equines, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles 
Skills Cost: 55

Cost  Perk
8  Fringe Benefit: Member of the Lower Nobility, Membership: Leader of the Lost Legion, Weapon Permit (where appropriate) 
5  Money: Well Off 
Perks Cost: 13

Val  Disadvantages
5  Distinctive Features: Incredibly polite, has an odd english accent Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
20  Hunted: Black Paladin 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
25  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Psychological Limitation: Code of Chivalry Common, Total 
20  Psychological Limitation: Sworn to defend the United Kingdom Common, Total 
10  Psychological Limitation: Enjoys games of Strategy Common, Moderate 
15  Reputation: Heroic "Paladin", Frequently (11-), Extreme 
15  Social Limitation: Public Identity Frequently (11-), Major 
Disadvantage Points: 130

Base Points: 200

Experience Required: 74

Total Experience Available: 100

Experience Unspent: 26

Total Character Cost: 404


Height: 1.75 mHair: Brown
Weight: 79.00 kgEyes: Brown
Appearance: A handsome young man with black hair and blue eyes. He has a nobility and sense of purpose about him that makes him seem more impressive than a man his size should be. He wears enchanted elvan created chain mail with a white tunic over it. His shield, a gift from Merlin has the crest of Arthur Pendragon on the Welsh family colors. The Sword of Destiny is a bastard sword that he weilds one handed most often but he can weild it two handed if necessary. It has a silvered blade and the hilt is in the shape of two golden wings. The pommel holds a brilliant blue sapphire.
Personality: Sir Justin seeks nothing more than Justice and peace. He strives to be an example to the youth of today. He is bold, decisive and honorable. He understands the laws of today and does his utmost to defend them.
Quote:Your black hearted reign of terror ends to day Giles de Morphant; oh and I'm going to eat that damned bird of yours too!
Background: Justin Welsh grew up during the time of Camalot. His father was a squire who had attained knighhood and Justin hoped to follow in his footsteps. He served ably and was eventually made a knight of the round table. Sir Justin was sent to the east by Merlin, on a quest for an enchanted sword that was fortold to have a great destiny. He and his men travelled for seven weeks before they arrived at the keep that Merlin had seen in his prophacy.
Sir Justin and his men entered the seemingly deserted keep and found themselves beset upon by all manner of vile demons and beasts. They fought bravely but in the end, only Justin remained. On the run from the creatures of darkness; Justin made his way deeper into the Keep. The seemingly endless catacombs lay before him and he constantly heard the fall of footsteps and spied flitting shadows in his peripheral vision.
Finally, exhausted he found his way into a room with a fountain. The room was a stark contrast to the dark and malevolent keep. It was polished white marble, gold trimmings and frescas on the cielling depicting angels and creatures of goodness. Weary of a trap, he slowly approached the fountain. In the center was the sword of Destiny; it was just as Merlin had described! Grasping the blade, Sir Justin felt his strength return tenfold. He turned to leave the room when a voice called out to him.
"Justin, your destiny no longer lies with Camalot."
He spun around and saw an ethereal image of a stately older man.
"You are needed elsewhere, another time, another battle."
With these words, Sir Justin fell into an enchanted slumber. He did not awaken until the year 1997. Once awakened, he sensed the presence of a dark and evil power. Taking up the Sword of Destiny and his shield of Purity, he strode out of the room to meet the dark presence.
He appeared on the streets of Bristol, England. His enchanted slumber had somehow allowed him to learn while he slept, he understood modern english and the technological marvels of the day. Clad in his armor and shield as he was he was quickly approached by the police. He went without a struggle and after talking with the New Knights of the Round Table; he began his career as a costumed adventurer.
He eventually found himself drawn to other displaced heroes and they formed the Lost Legion. He leads them to this day. He and his Lost Legion have encountered a similar group in America known as the Crusaders. They have compared notes and have a good working relationship but rarely encounter each other working on separate continents as they do.
Powers/Tactics: A chivilrous knight of the round table, Justin is brave, honorable, and very skilled in battle. He has the Weapon Fighting martial art, is a fair brawler as well and has a few enchanted items to back up his training. He generally is a front line fighter teaming with SEIGE to soften up opponents. He isn't fond of NightRunner's guerilla tactics, but as long as lethal force is avoided he over looks it.
Campaign Use: Ho Hum, another temporally displaced warrior. I have at least nine of them in my Champions Universe. Maybe they should form a union. Justin is a mid card hero and a front line fighter. He can also be used as a historian for the Arthurian times if it is needed. He has access to a fiarily potent mystic as well and the Lost Legion can get involved in Arcane matters. By the way, the evil he sensed is the Black Paladin. Somehow, Sir Giles is going to become a major threat.


NightRunner (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 Lost Legion

Val  Char   Cost
15  STR5
23  DEX39
20  CON20
12  BODY4
13  INT3
11  EGO2
15  PRE5
10  COM0
 
11/17  PD5
11/17  ED4
6  SPD27
7  REC0
40  END0
30  STUN0
 
8"  RUN0
2"  SWIM0
5"  LEAP0
Characteristics Cost: 114

Cost  PowerEND
43  Assault Rifle: (Total: 97 Active Cost, 43 Real Cost) Killing Attack - Ranged 2d6, 4 clips of 64 Charges (+3/4), Autofire (10 shots; +1) (82 Active Points); OAF (-1), No Knockback (-1/4) (Real Cost: 36) plus +3 with OCV (15 Active Points); OAF (-1) (Real Cost: 7) [64]
13  Dropped Marbles: Change Environment 4" radius, -4 to DEX Rolls, Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (48 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) [1 rc]
3  Nightvision Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
10  Pistol: Killing Attack - Ranged 1d6+1, +1 STUN Multiplier (+1/4) (25 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4), No Knockback (-1/4) [8]
10  Throwing Knife: (Total: 18 Active Cost, 10 Real Cost) HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1), No Knockback (-1/4) (Real Cost: 7) plus Ranged for HKA 1d6+1: Ranged (+1/2), Reduced Endurance (0 END; +1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) for up to 10 Active Points (Real Cost: 3) [1 rc]
5  Walkie Talkie: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
  Grenades 
16  1) Knockout Gas Grenade: Energy Blast 4d6, No Normal Defense (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1), Area Of Effect (4" Radius; +1) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Range Based On STR (-1/4) [2]
18  2) Smoke Grenade: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1), Range Based On STR (-1/4) [2 cc]
16  3) Tear Gas Grenade: Sight Group Flash 6d6, No Normal Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [Immunity]; +1/2), Explosion (+1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Range Based On STR (-1/4) [2]
  Stealth Assualt Armor 
12  1) Body Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
19  2) Camoflage Suit: Sight Group Images 1" radius, -6 to PER Rolls, Reduced Endurance (0 END; +1/2) (42 Active Points); No Range (-1/2), Set Effect (only to camoflage wearer; -1/2), IIF (-1/4) 0
10  3) Stealth Suit: +6 with Stealth (12 Active Points); IIF (-1/4) 
2  Very Athletic: Leaping +2" (5" forward, 2 1/2" upward) 1
4  Very Athletic: Running +2" (8" total) 1
Powers Cost: 181

Cost  Martial Arts Maneuver
  Encoded Combat Style 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  3) Cross/Knee Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 
3  4) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike; Target Falls; Must Follow Grab 
3  5) Grappling: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
4  6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 
4  7) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4  9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
5  10) Uppercut/Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
Martial Arts Cost: 38

Cost  Skill
24  +3 with All Combat 
3  Acrobatics 14- 
3  Analyze: Combat 12- 
3  Breakfall 14- 
3  Bribery 12- 
3  Bugging 12- 
3  Climbing 14- 
3  Combat Driving 14- 
3  Concealment 12- 
5  Concentrated Sprayfire 
3  Contortionist 14- 
3  Cryptography 12- 
5  Defense Maneuver I-II  
3  Demolitions 12- 
3  Disguise 12- 
3  Fast Draw 14- 
3  Interrogation 12- 
2  KS: Classic Literature 11- 
2  KS: The Military/Mercenary/Terrorist World 11- 
3  Lockpicking 14- 
2  Navigation (Land) 12- 
3  Paramedics 12- 
5  Rapid Attack (Ranged)  
3  Security Systems 12- 
3  Seduction 12- 
3  Shadowing 12- 
3  Stealth 14- 
3  Streetwise 12- 
2  Survival (Urban) 12- 
2  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 
3  Tactics 12- 
3  Tracking 12- 
2  WF: Small Arms 
2  Weaponsmith (Firearms) 12- 
Skills Cost: 122

Cost  Perk
3  Anonymity 
3  Fringe Benefit: Membership: Lost Legion 
5  Base Contribution 
Perks Cost: 11

Cost  Talent
6  Combat Luck: 3 PD/3 ED 
15  Combat Sense 12- 
15  Lightning Reflexes: +10 DEX to act first with All Actions 
Talents Cost: 36

Val  Disadvantages
5  Distinctive Features: Bar code on forehead; no body hair. Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
20  Hunted: ARGENT 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Telios 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
20  Hunted: Two Bit European Crimelord 8- (Mo Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Fears Telios is after him Common, Moderate 
15  Psychological Limitation: In love with Frost Flame Common, Strong 
15  Psychological Limitation: Mild Paranoia Common, Strong 
20  Psychological Limitation: Will sacrifice self for innocents Common, Total 
5  Rivalry: Professional (Clansman; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 
10  Social Limitation: No Identity (Occasionally, Major) 
5  Unluck: 1d6 
10  Vulnerability: 2 x Effect Mindscann (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 152

Total Experience Available: 152

Experience Unspent: 0

Total Character Cost: 502


Height: 1.85 mHair: bald
Weight: 99.00 kgEyes: Blue
Appearance: Tall, lean, and well built; NightRunner has blue eyes and no hair anywhere on his body. He has a bar code tattooed on ihs forehead. His costume is black bodyarmor wiht dark gray belts, pouches, and holsters. His night sight goggles are black with red lenses.
Personality: Motivated by fear of what he was and still might be; "John" tries to remain a cool soldier at all times. He feels more comfortable in combat than in the real world. He respects all of his team mates, and protects innocents with his life, but he seems to chaffe under orders from Sir Justin. He also has an intense desire to show up the Clansman, leader of the New Knights of the Roundtable.
Quote:"Target Sighted. Commencing attack."
Background: As far as he can tell, NightRunner is an advanced version of Telios' clone soldiers. He has specialized training and far greater physical prowess than the average clone. He is highly skilled at urban warfare, hand to hand combat, modern weaponry, and espionage equipment. He doesn't know how or why he achieved individuality, or even if he has. He fears that he might be a "mole" and at any moment become a killing machine under Telios' control. He therefore tries to keep his emotional distance from his team mates. It has been very unsucessful; he feels they are his family and he secretly loves Frostflame. He is slowly beginning to allow his humanity to take control of his feaers.
Powers/Tactics: A skilled guerilla fighter; NightRunner really prefers to fight from cover. He is skilled in hand to hand combat and can mix it up with the best of them if he has to; he just prefers to keep his distance.
Campaign Use: A link to Telios. He is a skilled warrior and espionage specialist.


Patheron the Mysterious (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 Lost Legion

Val  Char   Cost
15  STR5
20  DEX30
15  CON10
10  BODY0
23  INT13
18  EGO16
25  PRE15
16  COM3
 
13  PD4
13  ED4
5  SPD20
6  REC0
30  END0
30  STUN4
 
7"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 124

Cost  PowerEND
13  Clan Sword: HKA 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), No Knockback (-1/4) 0
6  Elven Longevity: Life Support (Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 0
12  Enchanted Robes: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
5  Force of Will: Mental Defense (16 points total) 0
5  Hat of Disguise: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2), IIF (Enchanted headwear; -1/4) 1
45  Hat of Disguise: Shapeshift (Sight and Touch Groups, limited group of shapes), Instant Change, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); IIF (Hat of Disguise) (-1/4) 0
28  Illusions: Multipower, 56-point reserve, (56 Active Points); all slots Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 
3u  1) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (Half END; +1/4) (56 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
2u  2) Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (51 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 5
1u  3) Master Mimic: Hearing Group Images x4" Radius (+1/2), -4 to PER Roll (25 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
1u  4) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (45 Active Points); Set Effect (-1), Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 4
3u  5) Phantasmal Force: Sight, Hearing and Smell/Taste Groups Images x2 Radius (+1/4), +/-5 to PER Roll, Reduced Endurance (Half END; +1/4) (52 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
2u  6) Phantasmal Killer: Mental Illusions 10d6 (50 Active Points); Activation Roll 14- (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4), Gestures (-1/4) 5
6  Observant: +2 PER with All Sense Groups 0
67  Sorcerous Knowledge: VPP (Magic Pool), 50 base + 17 control cost, (75 Active Points); all slots Incantations (-1/4), Gestures (-1/4) 
2  Swift of foot: Running +1" (7" total) 1
30  U-SHL "Shellie" Blaster Pistol: EB 8d6, 4 clips of 32 Charges (+1/2); OAF (-1) [Notes: Only 2 clips] [32]
  Staff of Althus, all slots OAF (-1) 
6  1) Bashing: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
5  2) Increased Bashing : +2 with OCV (10 Active Points); OAF (-1) 
2  3) Reach Weapon: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) 0
5  4) Shield Wards: +2 with DCV (10 Active Points); OAF (-1) 
9  5) Shield Wards: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0
3  6) Soul Bastion: +7 Mental Defense (16 points total) (7 Active Points); OAF (-1) 0
Powers Cost: 261

Cost  Skill
20  +2 Overall 
3  Acting 14- 
3  Bugging 14- 
3  Concealment 14- 
3  Conversation 14- 
3  Criminology 14- 
3  Cryptography 14- 
3  Deduction 14- 
3  Disguise 14- 
2  Gambling (Card Games) 14- 
3  High Society 14- 
15  Magic Skill 20- 
3  Mimicry 14- 
3  PS: Artificier 14- 
3  Persuasion 14- 
3  Scholar 
3  1) KS: Arcane And Occult Lore (4 Active Points) 15- 
2  2) KS: Artifacts & Relics (3 Active Points) 14- 
2  3) KS: Heraldry (3 Active Points) 14- 
8  4) KS: Illusion Magic (9 Active Points) 20- 
2  5) KS: Legends And Lore (3 Active Points) 14- 
2  6) KS: Magic Item Creation (3 Active Points) 14- 
2  7) KS: Mystery Novels (3 Active Points) 14- 
2  8) KS: Riddles & Puzzles (3 Active Points) 14- 
2  9) KS: Rune Magic (3 Active Points) 14- 
2  10) KS: Summoning (3 Active Points) 14- 
2  11) KS: The High Elvan Court (3 Active Points) 14- 
3  Security Systems 14- 
3  Seduction 14- 
3  Shadowing 14- 
3  Sleight Of Hand 13- 
7  Stealth 15- 
3  Systems Operation 14- 
3  Tactics 14- 
3  Traveler 
1  1) AK: Land of Faerie (2 Active Points) 11- 
1  2) CK: Hymara (2 Active Points) 11- 
1  3) CK: London (2 Active Points) 11- 
1  4) CK: Prostous (2 Active Points) 11- 
Skills Cost: 137

Cost  Perk
3  Anonymity 
5  Money: Well Off 
12  Base Contribution 
2  Fringe Benefit: Knight 
Perks Cost: 22

Cost  Talent
3  Perfect Pitch 
3  Lightsleep 
Talents Cost: 6

Val  Disadvantages
10  Dependent NPC: Romance of the Moment 8- (Infrequently), Normal 
10  Distinctive Features: Aura of Magic Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 
10  Distinctive Features: Elven features Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish 
5  Hunted: Krevos (a retainer sent by his family to spy on him) 11- (As Pow, Watching) 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Psychological Limitation: Enjoys mystery and deception (Common, Moderate) 
15  Psychological Limitation: Lady Killer Very Common, Moderate 
20  Psychological Limitation: Nobilesse Oblige Common, Total 
15  Psychological Limitation: Sworn to defend Hymara (Uncommon, Total) 
5  Reputation: Scion of the Fae, Frequently (11-), Known Only To A Small Group 
15  Social Limitation: Public Id; Lord Patheron Regies Frequently (11-), Major 
Disadvantage Points: 155

Base Points: 200

Experience Required: 195

Total Experience Available: 195

Experience Unspent: 0

Total Character Cost: 550


Height: 1.98 mHair: Red
Weight: 72.00 kgEyes: Silver
Appearance: A handsome elf with a noble bearing. He tends towards intricately decorated cloting resembling 16th century nobility. Often with a great cloak or cape and his everpresent hat.
He has silver eyes and red hair. The High Elvan court are tall, thin, and fine featured, Patheron is no exception.
Personality: His motives drift from amusment, to responsibility, to a natural heroism. Patheron is happiest when he is in the middle of an adventure and he has proven to be invaluable to the team in regards to his deductive and reasoning skills.
Quote:"Women are a mystery to me, and there's nothing like openning up a good mystery."
Background: When you are the 26th lord of Hymara, life is idle play and self indulgence. Your brothers, cousins, and uncles all have a claim to the throne before you. However, when you are an immortal elf, it also brings boredom, tediousness, and listlessness. Patheron packed up his magical gear and left one afternoon. His sense of adventure and love of intrigue lead him to the Old Realm (Earth). He found himself taking part in human adventures as a costumed crimefighter.
A battle in the streets of London with Eurostar lead to the formation of the Lost Legion. Patheron has chosen to stay with the Legion to take part in their adventures and "guide them in the ways of heroism". He enjoys each member's company. He chose the sight of their base and has sectioned off an area for his workshop and study. The base is built near a sight of magical energy.
Powers/Tactics: A "fantasy" mage in a supers campaign. He has adapted his style to fit the superheroic mold. He is eagerly studying Jeet Kune Do from Sci Fi and has picked up an UNTIL blaster, it was given to him by an Agent he saved (and romanced) early in his career. He keeps it (hidden) as a surprise for those who think him averse to technology.
Campaign Use: Patheron is a mix detective and mage. Should he be too powerful simply remove his VPP and limit his magic to his Illusions MP. If you want him to be more powerful add 10 pts to the VPP and emphasize his Detective work style; give him the martial arts and allow for use with his staff. A few more enchanted items might help too.


SEIGE (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 Lost Legion

Val  Char   Cost
60  STR35
21  DEX33
30  CON40
14  BODY2
18  INT8
22  EGO24
35  PRE20
8  COM-1
 
15/35  PD3
15/35  ED6
5  SPD19
18  REC0
60  END0
60  STUN0
 
12"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 189

Cost  PowerEND
60  Assault Mecha Armor Plating: Armor (20 PD/20 ED) 0
13  Cyber-Security: Mental Defense (24 points total) (20 Active Points); Only Works Against Cyberkinetic Effects Limited Type of Attack (-1/2) 0
15  Cyberkinetic Ghost: Elemental Control, 30-point powers 
13  1) Assemble Machines: Minor Transform 4d6 (Parts Into Working Machine), Improved Target Group (+1/4) (50 Active Points); Limited Target Spare Parts (-1/2), Requires A Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Limited Range (10") (-1/4) 5
15  2) Cybercontrol: Mind Control 6d6 (Machine class of minds) (30 Active Points) 3
7  3) Cyberillusions II: Sight and Radio Groups Images x16" Radius (+1) (30 Active Points); Only Versus Machines (-1) 3
12  4) Cyberillusions: Mental Illusions 6d6 (Machine class of minds) (30 Active Points); Cannot Cause Harm (-1/4) 3
15  5) Cyberpathy: Telepathy 6d6 (Machine class of minds) (30 Active Points) 3
25  6) Cyberscanning: Mind Scan 8d6 (Machine class of minds) (40 Active Points) 4
26  7) Erase/Alter Records: Major Transform 2d6 (Add, Alter, or Remove Computer Psychological Limitations, Programs, or Records), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Target Chooses Defense (-1/4) (67 Active Points); No Range (-1/2), Limited Target Software & files (-1/2) 7
7  8) Machine Manipulation: Telekinesis (13 STR), Fine Manipulation (30 Active Points); Only To Control Machines And Machine Parts (-1) 3
22  Energy Blade: Killing Attack - Hand-To-Hand 3d6 (45 Active Points); No STR Bonus (-1/2), -1 Decreased STUN Multiplier (-1/4), No Knockback (-1/4) 4
75  Left Arm Armaments: Multipower, 75-point reserve 
7u  1) Gauntlet-Mounted Machine Gun: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (75 Active Points) [250]
7u  2) Shoulder Mounted Grenade Launcher: Energy Blast 8d6, 30 Charges (+1/4), Explosion (+1/2) (70 Active Points) [30]
10  Radar Array: Radar (Radio Group) (15 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
19  Radio Communications: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) 0
93  Right Arm Sonic Weaponry: Multipower, 62-point reserve, all slots 60 Charges (+1/2) (93 Active Points) 
6u  1) Basic Sonic Blast: Energy Blast 12d6 (60 Active Points) 0
3u  2) Cutting Sonic Blast: Killing Attack - Ranged 3d6 (45 Active Points); Requires 3 Charges Per Use (-1/2) 0
5u  3) Deafening Sonic Blast: Hearing Group Flash 12d6, Explosion (+1/2) (54 Active Points) 0
4u  4) Stunning Sonic Blast: Energy Blast 5d6, Attack Versus Limited Defense (defense is Hearing Flash Defense; +1 1/2) (62 Active Points); Requires 3 Charges Per Use (-1/2) 0
30  Self-Powered Jetpack: Flight 15" 3
27  Technological Intuition: (Total: 27 Active Cost, 27 Real Cost) Computer Programming 13- (Real Cost: 3) plus Electronics 13- (Real Cost: 3) plus Inventor 13- (Real Cost: 3) plus Systems Operation 13- (Real Cost: 3) plus +3 with All Intellect Skills (Real Cost: 15) 0
43  Wide-Beam Pulson Rifle: Energy Blast 10d6, 30 Charges (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points); OAF (-1) [30]
  Large Assault Frame 
6  1) Greater Mass: +3 BODY 
15  2) Greater Strength: +15 STR 1
6  3) Heavy: Knockback Resistance -3" 0
12  4) Long Legs: Running +6" (12" total) 1
5  5) More Impressive: +5 PRE 
4  6) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
3  7) Tougher: +3 ED 
  Optics 
12  1) Long Range Sensors: +8 versus Range Modifier for Sight Group 0
15  2) MicroOptics: Microscopic (x1,000) with Sight Group 0
5  3) Nightsight: Nightvision 0
Powers Cost: 642

Cost  Skill
10  +2 with HTH Combat 
25  +5 with Ranged Combat 
5  Accurate Sprayfire 
3  Cryptography 13- 
3  Demolitions 13- 
3  KS: British RAF 13- 
3  KS: Cyberspace 13- 
3  KS: The Military/Mercenary/Terrorist World 13- 
3  KS: The Robotic World 13- 
3  KS: The Superhuman World 13- 
3  Mechanics 13- 
4  Navigation (Air, Land, Marine) 13- 
3  Tactics 13- 
3  Teamwork 13- 
3  WF: Small Arms, Blades 
Skills Cost: 77

Cost  Perk
3  Fringe Benefit: Membership: Lost Legion 
5  Base Contribution 
9  Contact: British RAF (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- 
Perks Cost: 17

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
Talents Cost: 14

Val  Disadvantages
20  Distinctive Features: Gigantic Robot Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Hunted: British RAF 8- (Mo Pow, NCI, Watching) 
15  Hunted: Eurostar 8- (Mo Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
5  Physical Limitation: Large Size (Infrequently, Slightly Impairing) 
15  Psychological Limitation: Protective of Civillians (Common, Strong) 
20  Psychological Limitation: Suffers silently; not a whiner (Very Common, Strong) 
15  Psychological Limitation: Yearns for human form again (Common, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 589

Total Experience Available: 592

Experience Unspent: 3

Total Character Cost: 939


Height: 4.00 mHair: Originally Reddish Blonde
Weight: 500.00 kgEyes: Originally Blue
Appearance: A thirteen foot tall humanoid robot; gun metal gray with blue armor plating on the chest, midrif, shoulders, forearms, "Guantlets", "Boots" and "Trunks". The head is squared off with a "T" shaped optics. There is no visible ears or mouth.
McIntyre was a 6 foot tall, reasonably athletic looking young man in his early twenties. He had red-blonde hair and blue eyes.
Personality: Thaddeus is surprisingly well adjusted considering his body is destroyed and he's stuck in a robot. He's never been one to complain about is lot in life and seems determined not to let this bother him. He has spoken occasionally with Sci-Fi on the feasibility of cloning a body from a deceased individual, but she believes he is an artificial intelligence desiring to be human, and has only given it a little thought.
Thaddeus is taken with the genius from the future and he spends as much time in her company as possible.
Aside from his lost humanity, Thaddeus is quite happy. He knows he should have died outright, so a quasi life is better than no life. He enjoys being a superhero and battling the forces of evil.
Quote:"This should build a fire 'neath you!"
Background: Thaddeus McIntyre was a member of the British Royal Armed Forces. A lieutenant in the machinists, he was noted for his impeccable upkeep of all hardware under his command. His mutant cyberkinetic powers were discovered during testing for a new missile system. Bright and a natural inventor, he was placed in the secret program "Operation SEIGE engine". The mechanized battle platform was a project that had been criticized for being more of a "flight of fancy" rather than a reliable military solution. Lt. McIntyre and his fellow technicians loved the idea of manned combat robots, but resources were tight and they were considered the "ugly stepchild" to more respectable R&D projects. However, thanks to Thaddeus' gifts, they made breakthrough after breakthrough. The prototype, controlled remotely via a cyber-helmet, was finished three years after Thaddeus had joined the project.
The tests went remarkably; even when someone other than Thaddeus was at the helm. When Eurostar unleashed an assault on London, SEIGE was deployed. Initially, he did quite well, but Eurostar had actually been a diversion. A traitorous agent in the RAF, loyal to VIPER had leaked info to the supervillains about a transport of several billion dollars worth of national security information, to a new secure sight. While Eurostar tore up London battling independent supers, three squads of VIPER agents kept the New Knights occupied. The agent then set explosives around the SEIGE control center. The SEIGE Engine was determined by VIPER Europe to be a true security risk and its destruction paramount. Knowing that the entire staff was at the control center this seemed to be a brilliant idea to eliminate it.
The VIPER mission was a success. The control center went up in a brilliant fireball and all the scientists, and the details of the project were destroyed. All save for McIntyre. His body died in the explosion, but somehow his consciousness was shunted to the SEIGE unit. Momentarily stunned, he recovered and aided in the battle once more.
After a brief investigation on his part confirmed the tragedy, Thaddeus reported to his superiors what had happened. He was ordered to remain with the neophyte heroes who had bravely managed to occupy Eurostar and keep London from being destroyed. He was also under orders not to reveal that he was a human spirit trapped in the robot. He still makes reports to his superiors on a monthly basis.
Powers/Tactics: A walking weapons platform with a dash of wannabe Knight in shining armor thrown in. SEIGE tends to start battles from foreground, being the team tank. Itís actually a bit of inefficient use of his tremendous ranged weapons suite, but he knows that the others aren't nearly as durable as he. When he closes for hand to hand, his weapons of choice are the plasma saber and his fists. He will hop back and use his ranged attacks if the situation calls for a retreat and he needs to cover his comrades.
Campaign Use: Coming in at almost 1000 pts, SEIGE is a beast. If you'd like to cut him down to size a bit; turn his Left and Right arm weapons systems into one multipower thus robbing him of the multi-attack options you could also get rid of his Blaster Rifle and lower his STR to 50 and DEF to 25-30. If you want him to be even more powerful, increase his STR to 75, and give him more mobility options, Running, Leaping, Megascaled Flight, etc.


Sci Fi (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 Lost Legion

Val  Char   Cost
18  STR8
18  DEX24
18  CON16
12  BODY4
33  INT23
18  EGO16
18  PRE8
16  COM3
 
8/18  PD4
8/18  ED4
5  SPD22
10  REC4
40  END2
30  STUN0
 
6"  RUN0
2"  SWIM0
3 1/2"  LEAP0
Characteristics Cost: 138

Cost  PowerEND
133  Gadget Pool: VPP (Gadget Pool), 100 base + 33 control cost, (150 Active Points); all slots Focused. All abilities are at least IAF (-1/2) 
25  Armored Uniform: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) 0
41  Combat Visor & Headset: (Total: 54 Active Cost, 41 Real Cost) +2 PER with All Sense Groups (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Microscopic with Hearing Group (10 Active Points); OIF (-1/2) (Real Cost: 7) plus High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Hearing Group Flash Defense (5 points) (Real Cost: 5) plus Radio Group Flash Defense (5 points) (Real Cost: 5) plus Sight Group Flash Defense (5 points) (Real Cost: 5) 0
20  Neuro Stunner : Energy Blast 4d6, Attack Versus Limited Defense (Mental Defense; +1 1/2) (50 Active Points); OAF (-1), No Knockback (-1/4), 12 Charges (-1/4) [12]
13  Protection Field: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
Powers Cost: 232

Cost  Martial Arts Maneuver
  Jeet Kun Do 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5 1/2d6 Strike, Must Follow Block 
5  4) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike 
3  5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4 1/2d6 Strike, Target Falls 
4  6) Punc/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike 
3  7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls 
Martial Arts Cost: 27

Cost  Skill
16  +2 with All Combat 
3  Analyze: Technoloy 16- 
3  Computer Programming 16- 
3  Deduction 16- 
3  Electronics 16- 
3  Gadgeteering 16- 
3  Inventor 16- 
2  KS: Jeet Kun Do 11- 
2  KS: Jun Fan Kung Fu 11- 
2  KS: Metahuman History 11- 
3  Mechanics 16- 
3  Scientist 
2  1) SS: Battlesuit Engineering and Design 16- (3 Active Points) 
2  2) SS: Chemical Engineering 16- (3 Active Points) 
2  3) SS: Cybernetics 16- (3 Active Points) 
2  4) SS: Electrical Engineering 16- (3 Active Points) 
2  5) SS: Energy Conversion Systems 16- (3 Active Points) 
2  6) SS: Gravitics 16- (3 Active Points) 
2  7) SS: Lasers 16- (3 Active Points) 
2  8) SS: Magnetics 16- (3 Active Points) 
2  9) SS: Mathematics 16- (3 Active Points) 
2  10) SS: Mechanical Engineering 16- (3 Active Points) 
2  11) SS: Microelectronics 16- (3 Active Points) 
2  12) SS: Physics 16- (3 Active Points) 
2  13) SS: Psionic Engineering 16- (3 Active Points) 
2  14) SS: Robotics 16- (3 Active Points) 
2  15) SS: Robotics 16- (3 Active Points) 
2  16) SS: Temporal Physics 16- (3 Active Points) 
2  17) SS: Vehicular Systems 16- (3 Active Points) 
2  18) SS: Weapons System Engineering 16- (3 Active Points) 
3  Systems Operation 16- 
8  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered Ranged) 16- 
Skills Cost: 93

Cost  Perk
3  Anonymity 
5  Money: Well Off 
3  Fringe Benefit: Membership: Lost Legion 
10  Base Contribution 
Perks Cost: 21

Cost  Talent
5  Eidetic Memory 
3  Lightning Calculator 
6  Speed Reading: x100 
Talents Cost: 14

Val  Disadvantages
10  Distinctive Features: Style Disadvantage: Jeet Kun Do Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
20  Hunted: Professor Prime 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
25  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Psychological Limitation: Code vs Killing Common, Total 
15  Psychological Limitation: Absolutely adores science Common, Strong 
15  Psychological Limitation: Eccentric Very Common, Moderate 
5  Reputation: Supergenius, Sometimes (8-) 
5  Rivalry: Jack Preston Savage Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Public Id; Arden McQuark; time displaced descendant of Dr. Elias McQuark Frequently (11-), Major 
10  Social Limitation: Anachronism; makes comments and judgements that are temporally odd Frequently (11-), Minor 
Disadvantage Points: 140

Base Points: 200

Experience Required: 185

Total Experience Available: 175

Experience Unspent: 0

Total Character Cost: 525


Height: 1.83 mHair: Red
Weight: 70.00 kgEyes: Green
Appearance: tall and attractive, Arden has red hair and green eyes. As Sci-Fi,she wears a white body suit with blue piping at the seems. Her varuous pouches, belts, and straps are gray. Her boots are black and her goggles are green.
Personality: Curious and super intelligent, Arden is a classic eccentric gadgeteer.
Quote:"One second, I'll have the Positronic Accelerator finished in one secon....WOW! I didn't know it would do that!"
Background: Arden McQuark is the great-great granddaughter of Doctor McQuark. She, like everyone in her family, is a genius of ever increasing ability. Skilled in Physics, Temporal Physics, Electronics, Computers, Mechanics, and other odd sciences, she sent herself back in time to meet her famous ancestor to ask him questions and find out more about her family. Oddly enough, she can't get back home again. She doesn't remember how. Now that she is here, has met her "papa" as she calls him, and seen the sights, she has decided to work towards the cause of freedom and justice. She returned to England (where the McQuark family moved sometime in the year 2054) and began to set up shop.

It should be noted that Arden McQuark is listed as a crime fighter in this era. It was this McQuark relative that Arden was named for back in her time. Apparently, (and completely unknown to her) she is named after herself.
Powers/Tactics: Large gadget pool. She provided a little bit of everything.
Campaign Use: