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

Player: NPC; Hero

Val  Char   Cost
20  STR10
23  DEX39
20  CON20
12  BODY4
18  INT8
18  EGO16
20  PRE10
20  COM5
 
8/30  PD4
8/30  ED4
6  SPD27
10  REC4
40  END0
40  STUN8
 
11"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 159

Cost  PowerEND
67  Cyberkenisis: Multipower, 67-point reserve 
2u  1) Cameravision: Clairsentience (Sight And Hearing Groups) (30 Active Points); Only Through Cameras and Listening Devices (-1/2), Attack Roll Required (-1/4) 3
4u  2) Cybercontrol: Mind Control 8d6 (Machine class of minds) (40 Active Points) 4
3u  3) Cyberillusions I: Mental Illusions 8d6 (Machine class of minds) (40 Active Points); Cannot Cause Harm (-1/4) 4
1u  4) Cyberillusions II: Sight and Radio Groups Images x8" Radius (+3/4) (26 Active Points); Only Versus Machines (-1) 3
1u  5) Cyberlink: Mind Link , Any Willing Machine (15 Active Points); No Range (-1/2) 0
4u  6) Cyberpathy: Telepathy 8d6 (Machine class of minds) (40 Active Points) 4
4u  7) Cyberscanning: Mind Scan 8d6 (Machine class of minds) (40 Active Points) 4
1u  8) Electronic Concealment: Invisibility to Sight Group , No Fringe (30 Active Points); Only Versus Machines (-1) 3
3u  9) 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
3u  10) Machine Destruction: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) (67 Active Points); Only Versus Machines (-1) 7
1u  11) Machine Manipulation: Telekinesis (10 STR), Fine Manipulation (25 Active Points); Only To Control Machines And Machine Parts (-1) 2
1u  12) Misdirection: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only Versus Ranged Attacks (-1), Costs Endurance (-1/2) 4
9  Acrobatic: Leaping +4" (8" forward, 4" upward) (Accurate) 1
12  Armored Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-7; -1/2) 0
10  Athletic: Running +5" (11" total) 1
6  Betacloth Jacket: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0
16  Crippling Blow: Drain BODY 1d6, any physical body-based power one at a time (+1/4), Delayed Return Rate (character heals damage as if Recovering BODY; +2) (32 Active Points); OIF (bladed weapons of opportunity; -1/2), Healing BODY Heals Effect (-1/2) 3
10  Luck of the er, lucky: Luck 2d6 0
5  Skilled at Evasion: Mental Defense (9 points total) 0
40  Techno-Blade: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1) 
3u  1) Vibro Blade: Killing Attack - Hand-To-Hand 3d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (79 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4) 3
3u  2) Vibro Blast: Energy Blast 12d6, Affects Desolidified One Special Effect of Desolidification (vs Vibratory Special Effect; +1/4) (75 Active Points); OAF (-1), Limited Range (10"; -1/4), 12 Charges (-1/4) [12]
12  Wideband Sense: High Range Radio Perception (Radio Group) (Radio Group) 0
Powers Cost: 221

Cost  Martial Arts Maneuver
  Hapkido 
12  1) +3 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  3) Breaking Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 , Target Falls 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 
5  6) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 +1 , Disable 
3  7) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 25 STR for holding on 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
4  9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
3  11) Sweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
3  12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
1  13) Weapon Element: Blades 
1  14) Weapon Element: Clubs 
Martial Arts Cost: 58

Cost  Skill
9  +3 with Swords 
15  +5 with Hapkido 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Combat Driving 14- 
13  Computer Programming 18- 
3  Concealment 13- 
3  Contortionist 14- 
3  Criminology 13- 
3  Cryptography 13- 
3  Demolitions 13- 
3  Disguise 13- 
3  Electronics 13- 
3  Fast Draw 14- 
3  High Society 13- 
3  Lockpicking 14- 
3  Mechanics 13- 
2  PS: UNTIL Agent 11- 
3  Paramedics 13- 
3  Scholar 
1  1) KS: Hapkido (2 Active Points) 11- 
1  2) KS: International Law And Law Enforcement (2 Active Points) 11- 
1  3) KS: The Martial World (2 Active Points) 11- 
1  4) KS: The Superhuman World (2 Active Points) 11- 
1  5) KS: The United Nations (2 Active Points) 11- 
1  6) KS: UNTIL (2 Active Points) 11- 
1  7) KS: World Politics (2 Active Points) 11- 
1  8) KS: World Supervillains (2 Active Points) 11- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
3  Systems Operation 13- 
3  Tracking 13- 
2  WF: Common Melee Weapons 
Skills Cost: 121

Cost  Perk
10  Computer Link: UNTIL Mainframe 
6  Contact: Until Technical Agent (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11- 
5  Fringe Benefit: International Driver's License, Passport, Security Clearance: UNTIL 
5  Fringe Benefit: International Police Powers 
2  Fringe Benefit: Membership: SLP Member 
Perks Cost: 28

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
12  Combat Luck (6 PD/6 ED) 
5  Eidetic Memory 
3  Lightning Calculator 
Talents Cost: 26

Val  Disadvantages
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Mechanon 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: The UItimates 8- (Mo Pow, Harshly Punish) 
10  Hunted: UNTIL 8- (Mo Pow, NCI, Watching) 
10  Psychological Limitation: Enthralled by logic puzzles; likes to "outthink" his foes (Common, Moderate) 
15  Psychological Limitation: Loyal to friends and allies. Lives by a strict personal code (Common, Strong) 
20  Psychological Limitation: Sworn to defend humanity from "tech gone wild" (Common, Total) 
15  Psychological Limitation: Technophile (Very Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 263

Total Experience Available: 263

Experience Unspent: 0

Total Character Cost: 613


Height: 1.80 mHair: Blue
Weight: 77.00 kgEyes: Blue
Appearance: Derek has a lithe build (belieing his strength )and wears a white tee shirt with a blue, tilted "halo" over his heart. He wears dark gray pants and black combat boots. His gloves have plates over the back of his hands, and are dark gray. He wears a blue belt with a black scabbard for his sword. Over this he wears a long pale gray duster with a blue halo on the left breast and white "wing" designs on the back.
Personality: The Blue Saint has had a rather brief career. He has been active in the UNTIL SLP for three years and his first recorded activity was a year before that. His origins are unknown, neither is his reasoning behind the name.
Quote:"Tsk, tsk, Mechanon. That was not nice."
Background: Derek McGowan is a specialist. A technology assassin. He is a powerful cyberkinetic with espionage and intense physical training. He loves technology, but he has sworn to defend humanity from those who abuse it. He has an excellent working relationship with UNTIL and is a member of ther Superhero Liason program. The source of his powers are assumed mutation but since he can effect mutant scanners he doesn't show up as one.
Powers/Tactics: Derek is essentially a cyberkinetic ninja. He has trained in the the arts of Hapkido (to be different) and his skulking skills are top notch. He is a computer savant (but says his powers made that a foregone conclusion and doesn't consider himself a genius. In combat he generally concentrates on foes he has the most success with, robots, cyborgs, powered armor, and hi-tech gunmen. In that order. If he doesn't have any of those to choose from he tends to play by ear and seek out foes that are closer to his Martial Arts skill level.
Campaign Use: A decent solo hero or team fodder when you need it. He's quite expensive though, if you want to use him drop his MP to about 40 pts and scale back the bigger powers. Drop some of them altogether. Also dropping his physical stats will make a more "agent" class fighter. To amp him up increase his DEX and SPD. Give him a small gadget pool.


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

Player: NPC Hero

Val  Char   Cost
65  STR55
15  DEX15
30  CON40
17  BODY14
13  INT3
15  EGO10
25  PRE15
10  COM0
 
30  PD17
30  ED24
4  SPD15
20  REC2
70  END5
70  STUN5
 
10"  RUN0
2"  SWIM0
49"  LEAP0
Characteristics Cost: 220

Cost  PowerEND
15  Toughness: Energy Damage Reduction, Resistant, 25% 0
15  Toughness: Physical Damage Reduction, Resistant, 25% 0
15  Durability: Damage Resistance (15 PD/15 ED) 0
16  Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (16 Active Points) applied to STR 
13  Superhuman Physique: LS (Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
7  Tough Minded: Mental Defense (10 points total) 0
8  Strong Legs: Running +4" (10" total) 1
30  Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points (30 Active Points) 3
26  Shockwave: Explosion on up to 60 STR, Hole In The Middle (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
24  Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
12  Supertough Form: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Leaping: Leaping +28" (49" forward, 24 1/2" upward) (28 Active Points) 3
1u  2) MegaLeaping: Leaping +8" (49" forward, 24 1/2" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
Powers Cost: 213

Cost  Skill
35  +7 with HTH Combat 
2  CK: Millennium City 11- 
3  Climbing 12- 
3  Interrogation 14- 
3  KS: Criminal Law 12- 
3  KS: The Black Market 12- 
3  KS: The Underworld 12- 
2  PS: Laborer 11- 
3  Paramedics 12- 
3  Shadowing 12- 
3  Streetwise 14- 
3  Strength Tricks 12- 
2  Survival (Urban) 12- 
3  Teamwork 12- 
Skills Cost: 71

Val  Disadvantages
15  DNPC: Irina Wilson & Patrick Wilson 8- (Normal; Group DNPC: x2 DNPCs) 
15  Distinctive Features: Huge man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: DOSPA 8- (Mo Pow, NCI, Watching) 
10  Hunted: Nighthawk 8- (Mo Pow, NCI, Watching) 
25  Hunted: The Defilers 11- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Dedicated to Heroism (Common, Strong) 
10  Psychological Limitation: In love with Irina Wilson (Common, Moderate) 
10  Psychological Limitation: Seeks the capture of the Defilers (Uncommon, Strong) 
10  Social Limitation: Ex-Con (Occasionally, Major) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 155

Base Points: 200

Experience Required: 149

Total Experience Available: 149

Experience Unspent: 0

Total Character Cost: 504


Height: 2.02 mHair: Blonde
Weight: 175.00 kgEyes: Brown
Appearance: Unusually tall and muscular, Burden stands out in a crowd even without his superhero costume. He has short blonde hair and brown eyes. His build is massively muscular, with slightly oversized hands and feet. The new costume is rather simple, gray body suit, full face mask, black trunks, boots, and gloves. His chest symbol is an open hand. It is red.
Personality: Burden is a pretty regular guy. He wasn't a world beater as a villain but he was a credible threat, street smart and a decent thinker. He has changed for the better, and plans to spend the rest of his life as the hero he feels he should have been in the first place. Although it might have alot to do with the guilt he feels for his part in the Protector's death, Chris can't get Irina Wilson out of his mind. He is haunted by her beauty and kind words at his trial. He thinks he's in love with her. He also feels a debt to her young son, Patrick who is only 22 months old.
Chris holds a special loathing in his heart for the Defilers, and the man who replaced him in their ranks. To his mind they are the worst kind of evil and although he knows they would kill him if they ever encountered eachother, he yearns to find a group of heroes to help him take them down but good.
Quote:"Here, let me help you."
Background: He had to wonder why being a super villain had been so appealing to him at one point. Chris looked back on his life; the hard times with his folks, the death of his sister, his mutant powers awakening. Sure, he had idolized superheroes as a kid, but the world was tough and he had to be tougher. With the IHA on his back, his parents rejection of thier "freak" son, Chris found that in the big city, a man of his power could make a good living. He even enjoyed duking it out with superheros. For the most part it was a big game, and he was pretty good. The game got tougher and he found himself joining one loosely organized villain team after another, there was safety in numbers. The Defilers were simply one of many teams Powerfist had been a part of. Things went wrong this time. Sure, he and the Protector had squared off a lot. They were roughly equal in power and skill. But Necros hated the Protector. Powerfist never understood the depths of some men's hatred. He totally misjudged the situation. He never meant for anyone to die; especially not some guy's wife and infant child.

"Christopher Banner, please rise," The judge said.
With a glance at his attorney, Chris stood; his massively build fame dwarfing the bailiffs and security guards present. Gigantic manacles held his hands together.
"Mr. Banner, while I am not the type of person to simply ignore the past; I am inclined to look closely at it and the ramifications of it." Judge Juliana Thompson looked him straight in the eye as she spoke. It was obvious that she was not intimidated by his size or power.
"Your criminal file is a long one, with several instances of violence. Super villainy is frowned upon by the law, Mr. Banner, and your exploits as Powerfist are an example of why. You are solely or in part responsible for several billion dollars of damage, theft, and injury claims; people have lost their livelihoods for your betterment. Officers have had their careers shortened because of your actions, and you were directly responsible for the death of one of Millennium City's finest heroes, the Protector."
Chris had never allowed his gaze to waver, and stood motionless before Judge Thompson as the occasional cough was the only noise to disrupt typing of the court stenographer or the reporters present.
"However, there facts in this case that can't be overlooked either due to your larcenous nature. The fact of the matter is that you saved the lives of a woman and child. The wife and child of the very hero you fought so many times, the man who died from the injuries he sustained fighting you and your cohorts in the Defilers."
The name of his former team caused Chris' jaw to tighten.
"According to the wife of the Protector, whose name has been sealed to protect her and her child from unwanted publicity; you refused to take part in the Protector's torture after he gave himself up to the Defilers to protect his family. That you turned on them and fought side by side with the Protector until the Champions were able to arrive and drive the Defilers off. "Then you turned yourself in without incident. A week later you stood trial and were sentenced to 25 years for your crimes; a sentence you began serving six months ago."
"Since then you were recruited by agents of PRIMUS to aid them in foiling a scheme by your former team and tracking their current whereabouts. At this you were successful. You also turned evidence on four VIPER's nests that you had worked with, and helped guards at Stronghold repel a break in by The Ultimates."
She put the paper she had been holding and adjusted her glasses.
"I want to believe you when you say you have changed. I pray that the trust placed in you by PRIMUS and DOSPA hasn't been merely a facade for future criminal acts. It is with this trust that the Governor of the state of Michigan has granted you clemency. I pray you do not make him regret it. This court is adjourned."
With the last sentence the courtroom became a circus as reporters tried to get a quote from the released convict.


Defender and Nighthawk stood inside the PRIMUS meeting room on one side of a large table. Chris sat at the other. His heart was racing. He didn't like the looks of them. They were probably thinking he was nothing but a thug, who were they to judge him? They didn't live his life! They didn't know...
"You haven't proved anything yet," Nighthawk growled, "I will be watching you."
Chris simply nodded.
"What are you going to do, now?" Defender asked him. It was odd, but he heard more emotion from the armored hero than the vigilante; Defender actually seemed concerned about him.
"I got a call from Harmon Industries. One of their execs saw my story on the news and offered me a job in one of their warehouses."
Nighthawk growled and shot a glance at Defender, then stormed off.
"He doesn't seem to like ex-cons." Chris said to Defender.
"Among others." Defender said quietly, the he walked over to Chris. "Look, its going to get worse before it gets better. I'll admit I haven't gone through what you have, but I know some men and women who have. You'll get through it but it will be tough. Don't throw your life away, Chris. Powerfist is gone. Chris Banner, itís your life now."
With that, Defender left too. Chris spent the next few minutes filling out some more paperwork. Then he was gone.

The job wasn't bad. The men seemed pretty indifferent to his past. He had an apartment, took the Tran to work, it wasn't a bad life, but something was missing. He took long walks at night, always finding himself at the address of Peter Wilson, the Protector. Standing outside and looking at the wreckage that was once a home. He'd been out of jail with a new life for almost six weeks when he made the call. The commission wasn't the flashiest they had ever done, but it when it was finished; Chris Banner had a new costume. Once again he stepped outside, his face concealed by silver goggles. He'd intended to be a hero as Powerfist; but it was hard. He hadn't been very strong, he was lazy and his powers allowed him to get what he wanted easily. But that was behind him now, it took the death of someone he respected, but he'd taken the easy road and hated the final destination. This time he wanted to make it right. This time he would take the hard road to heroism.
Powers/Tactics: Brick. Hit, take blow, repeat.
Campaign Use: Burden is pretty standard, with a slight increase in defense over the standard Champions character. If you want to make him a bit easier of a target, drop his STR to 55 and his DEF to 20 + the Damage Reduction or keep it where it is and drop the DR entirely. If he's not tough enough, give him some more strong man tricks. He's strong enough.


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

Player: NPC; Hero

Val  Char   Cost
15  STR5
21  DEX33
20  CON20
10  BODY0
15  INT5
15  EGO10
15/30  PRE5
14  COM2
 
14/25  PD5
14/25  ED4
5  SPD19
9  REC4
40  END0
38  STUN10
 
7"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 122

Cost  PowerEND
18  Amazingly Perceptive: +6 PER with all Sense Groups 0
14  Armored Costume (Concealed): Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4) 0
2  Athletic: Running +1" (7" total) 1
10  Battle Staves: Multipower, 20-point reserve, (20 Active Points); all slots OAF (-1) 
1u  1) Battle Staves/Joined: (Total: 15 Active Cost, 6 Real Cost) HA +2d6 (10 Active Points); OAF (-1), HA (-1/2) (Real Cost: 4) plus Stretching 1" (5 Active Points); OAF (-1), Only To Cause Damage (-1/2), no noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) 2
1u  2) Paired Strike: HA +4d6, Requires 2 To-Hit rolls (+0) (20 Active Points); OAF (-1), HA (-1/2), Reduced Penetration (-1/4) 2
1u  3) Vaulting: Leaping +5" (8" forward, 4" upward) (x4 noncombat) (10 Active Points); OAF (-1) 1
6  Climbing Harness/boots: Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (-1/2), Cannot Resist Knockback (-1/4) 0
7  Combat Cape: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2), Restrainable (-1/2) 
1u  1) Cover their head: Darkness to Sight Group 1" radius (10 Active Points); One Target Only (-1), OIF (-1/2), Restrainable (-1/2) 1
1u  2) Dark, it blends with the night: +5 with Stealth Skills (15 Active Points); OIF (-1/2), Restrainable (-1/2) 
1u  3) Look! Up in the Sky!: Gliding 10", Improved Noncombat Movement (x4) (15 Active Points); OIF (-1/2), Restrainable (-1/2) 0
1u  4) Reinforced, for his protection: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Restrainable (-1/2) 0
1u  5) Reinforced, for their protection: Force Field (5 PD/5 ED), Usable By Other (+1/4) (12 Active Points); OIF (-1/2), Restrainable (-1/2) 1
1u  6) Reinforced, to protect from damage: +3 with DCV (15 Active Points); OIF (-1/2), Restrainable (-1/2) 
8  Darkness Grenades: Darkness to Sight Group 2" radius (20 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2) [4 cc]
7  Fearless: +15 PRE (15 Active Points); Only for Defense (-1) 
10  Flashburst Bombs: Sight Group Flash 4d6, Explosion (+1/2) (30 Active Points); OAF (-1), 4 Charges (-1) [4]
10  Fool's Providence: Luck 2d6 0
13  Laser Scalpel: Killing Attack - Ranged 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Limited Range: 5" Maximum Range (-1/4) 0
6  Polarized Lenses in Cowl: Sight Group Flash Defense (7 points) (7 Active Points); IIF (-1/4) 0
6  Secure Radio: Mind Link , Specific Group of Minds, Number of Minds (x2), Flashed as Radio Sense Group and Not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 0
8  Swingline Generator: Swinging 12" (12 Active Points); OIF (Guantlets (Chemical formula, the swinglines disappear in about an hour); -1/2) 1
11  Tracking Device: Detect A Class Of Things 12- (Unusual Group), Increased Arc Of Perception (240 Degrees), Range, Sense, Telescopic (+1 versus Range Modifier), Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (22 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1" = 10m), Megascale (1" = 100m), Megascale (1" = 1Km), Difficult to dispel. Character is assumed to carry 12 bugs.] 0
Powers Cost: 145

Cost  Martial Arts Maneuver
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 
4  7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 
5  8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 
1  9) Weapon Element: Karate Weapons 
1  10) Weapon Element: Staffs 
8  11) +2 HTH Damage Class(es) 
Martial Arts Cost: 42

Cost  Skill
24  +3 with All Combat 
10  +2 with HTH Combat 
    
3  Breakfall 13- 
3  Climbing 13- 
3  Deduction 12- 
3  Criminology 12- 
3  Electronics 12- 
3  Forensic Medicine 12- 
3  High Society 12- (15-) 
2  KS: Criminal Underworld 11- 
2  KS: Karate 11- 
2  KS: Superheroes of New York 11- 
2  KS: Literature 11- 
2  KS: Literary World 11- 
2  KS: Storytelling 11- 
3  Lockpicking 13- 
3  Mechanics 12- 
3  Oratory 12- (15-) 
3  Paramedics 12- 
3  PS: Writer 12- 
2  PS: Tailor 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 13- 
3  Streetwise 12- (15-) 
2  Survival (Urban) 12- 
3  Tracking 12- 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
Skills Cost: 104

Cost  Perk
6  Contact: Bruce Robins, the Blacksmith (Contact has useful Skills or resources, Very Good relationship with Contact) 12- 
6  Contact: The Crusader (Contact has very useful Skills or resources, Good relationship with Contact) 12- 
5  Money: Well Off 
2  Reputation (A medium-sized group) 11-, +2/+2d6 
10  Vehicles & Bases 
25  Vehicles & Bases 
Perks Cost: 54

Cost  Talent
12  Combat Luck (6 PD/6 ED) 
14  Fearless 
Talents Cost: 26

Val  Disadvantages
10  DNPC: Officer James Dupree (Ex Partner/Confident) 11- (Normal; Useful Noncombat Position or Skills) 
15  DNPC: Olivia Watson (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID) 
10  Distinctive Features: Style Limitation: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
25  Hunted: Barron Terror 11- (Mo Pow, NCI, Harshly Punish) 
5  Hunted: Phobia 8- (Less Pow, Harshly Punish) 
10  Hunted: Saberclaw 8- (As Pow, Harshly Punish) 
20  Hunted: The Crimelord 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Selfless, will sacrifice for others. (Uncommon, Total) 
5  Rivalry: Professional (White Shield; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identiy: Dale Wood (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 143

Total Experience Available: 143

Experience Unspent: 0

Total Character Cost: 493


Height: 1.85 mHair: Black
Weight: 77.00 kgEyes: Blue
Appearance: Athletic man with a trim physique. CC wears a white body suit with a dark purple shield on his chest, a purple cape, cowl, boots, gloves, and trunks. His belt is black and a black "C" covers his heart.
Personality: Dale hasn't changed too much. He still sees himself as a detective; now he just works funny hours and doesn't use a gun. He does his best to remain on the right side of the law, giving his evidence to James Dupree and making sure arrests stick. He has seriously increased his training regimen, often working with Crusader and Squire. He seemingly has no fear and will enter into obviously fatal situations calmly and with a plan in mind. He still considers himself to be a work in progress.
Quote:"It only one of the Crowns of Krim, we can take him."
Background: It all began with a Halloween costume....

Dale wood was a police detective. Specializing in forensic science, he none the less felt it was his privilege and duty to act in the field. Although he kept fit and even studied martial arts in his youth, Dale was far from the cinematic "Maverick" cop from movies, the only thing that set him apart from his fellow officers was his lack of fear; Dale was unshakeable. Dale's partner, Detective Dupree had dubbed him Captain Courageous. One year for Detective Dupree's Halloween Party, Dale, a decent tailor, decided to come as Captain Courageous. It was a white and purple number and looked sufficiently gaudy.
On the way to the party however, Dale, in his costume saw movement out of the corner of his eye. It was a figure, no three figures; obviously costumed and moving across the rooftops. Without thinking, Dale took off after them. In relatively good shape, and due to the fact that they were navigating rooftops, he caught up to them in an alley. Peering around the corner, he saw the legendary, Crusader, facing off against two costumed criminals. He recognized the bestial Saberclaw and another, darker clad villain he hadn't seen before. The Crusader was backed against the wall with Saberclaw stalking forward. Dale rushed the beast, sensing Crusader's peril.
"Look out!" Crusader called, his voice tinged with fear, "Phobia can cripple you with fear!"
Phobia? Dale looked at the man in the black cowl. He was a skinny little man and he certainly didn't seem dangerous. Dale avoided the claws of his bestial opponent and charged the smaller target. Phobia grinned evilly and gestured at him. Dale felt a wave of energy pass over him but nothing else. Phobia's grin fell and he cringed as Dale collided with him. It was enough to break his spell on Crusader who turned his impressive combat ability on Saberclaw and took the beast down.
"Thanks for the help, err, who are you?" Crusader stood there with his hand extended.
"Captain Courageous." Dale said without too much thought. He took Crusader's hand and shook it.

Three years later, Captain Courageous is still fighting crime. A legitimate crime fighter, he returned to Karate to improve his combat technique, made some connections with various independent crime fighters and began his association with Bruce Robins, aka the Blacksmith, a retired SAT technician. The Blacksmith has provided CC with most of his vehicles and gear. He left the police force eighteen months after his decision to be a full time crime fighter, since he didn't want to put anyone in jeopardy by working tired. He collects a small pension (he was injured in the line of duty) and gets money as a private investigator.
Powers/Tactics: Captain Courageous is a highly trained normal with peak human agility and speed. He is well trained in Karate and weapons combat and has a multi-use combat staff, a few other neat gadgets and a reinforced cloak with a variety of uses. He tries to lure opponents away from civilians, always notifies the police before he goes into combat, and tries to incapacitate the most powerful foe he faces first.
Campaign Use: A not-so-very grim stalker in the night. CC has good contacts with the police and with a gadgeteer and a more famous crimefighter.


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

Player: NPC Hero; Champion of Minniapolis

Val  Char   Cost
60  STR50
24  DEX42
30  CON40
15  BODY10
20  INT10
17  EGO14
40  PRE30
20  COM5
 
30  PD18
30  ED24
6  SPD26
18  REC0
60  END0
60  STUN0
 
6"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 269

Cost  PowerEND
10  Agile Haymaker: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Extra Segment, -1/2) 2
8  Augmented Haymaker: HA +4d6 (20 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2
13  Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
45  Brick Flight: Multipower, 45-point reserve 
4u  1) Brick Flight: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points) 0
4u  2) Supersonic Flight: Flight 10", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 2
50  Brick Tricks: Multipower, 75-point reserve, (75 Active Points); all slots Requires A Brick Tricks Roll (-1/2) 
1u  1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 0
5u  2) Blast Of Breath: EB 8d6, Double Knockback (+3/4) (70 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u  3) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 8d6, all Gas/Smoke/Mist powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u  4) Blowing Out Fires: Dispel Fire Powers 8d6, all Fire powers powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
1u  5) Distance Throw, Longer Distance: +60 STR (60 Active Points); Only To Determine Throwing Distance (-2), No Figured Characteristics (-1/2), Requires A Brick Tricks Roll (-1/2) 6
2u  6) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Brick Tricks Roll (-1/2), Only Affects Targets On The Ground (-1/4) 4
1u  7) Stronger than A Locamotive: +60 STR (60 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2), Requires A Brick Tricks Roll (-1/2) 6
2u  8) 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), Requires A Brick Tricks Roll (-1/2) 6
22  Bulletproof: Armor (20 PD/0 ED), Hardened (x2; +1/2) (45 Active Points); Only Versus Bullets (-1) 0
15  Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4) 0
4  I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2) 1
52  Really Tough Skin: (Total: 52 Active Cost, 52 Real Cost) Hardened (+1/4) for 30 PD/30 ED (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) 0
11  Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2
13  Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
5  Super-Sensitive Eyes: Nightvision 0
4  Super-Strong Ears: +2 PER with Hearing Group 0
6  Super-Strong Eyes: +3 PER with Sight Group 0
12  Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0
20  Supertough Form I: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
15  Supertough Form II: Power Defense (15 points) 0
Powers Cost: 335

Cost  Skill
16  +2 with All Combat 
10  +2 with HTH Combat 
3  Analyze: Combat 13- 
13  Brick Tricks 18- 
3  Bureaucratics 17- 
3  Combat Driving 14- 
3  Conversation 17- 
3  Deduction 13- 
3  High Society 17- 
3  Hoist 14- 
3  Interrogation 17- 
3  Jack of All Trades 
2  1) PS: Accountant (3 Active Points) 13- 
2  2) PS: Professional Driver (3 Active Points) 13- 
2  3) PS: Writer (Journalism) (3 Active Points) 13- 
3  Linguist 
0  1) Language: English (idiomatic) (4 Active Points) 
2  2) Language: French (completely fluent) (3 Active Points) 
2  3) Language: Portugese (completely fluent) (3 Active Points) 
2  4) Language: Spanish (completely fluent) (3 Active Points) 
3  Lipreading 13- 
2  Navigation (Air) 13- 
3  Oratory 17- 
3  Paramedics 13- 
3  Scholar 
2  1) KS: Accounting/Bookeeping (3 Active Points) 13- 
2  2) KS: Business Development (3 Active Points) 13- 
2  3) KS: Business Law (3 Active Points) 13- 
2  4) KS: Diplomacy (3 Active Points) 13- 
2  5) KS: Finance (3 Active Points) 13- 
2  6) KS: History (3 Active Points) 13- 
2  7) KS: Journalism (3 Active Points) 13- 
2  8) KS: Law (3 Active Points) 13- 
2  9) KS: Philosophy (3 Active Points) 13- 
2  10) KS: Political Science (3 Active Points) 13- 
2  11) KS: Sociology (3 Active Points) 13- 
2  12) KS: Tax Law/Accounting (3 Active Points) 13- 
2  13) KS: The Superhuman World (3 Active Points) 13- 
3  Security Systems 13- 
3  Streetwise 17- 
3  Systems Operation 13- 
3  Teamwork 14- 
Skills Cost: 133

Cost  Perk
3  Anonymity 
7  Contact: Bruce Harper; UNTIL Technician (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 12- 
2  Deep Cover: Dave Balthezar CPA 
2  Deep Cover: Paul Kraig; Chauffeur 
4  Fringe Benefit: License to practice a profession: Accountant, License to practice a profession: Chauffeur, Passport, Press Pass 
9  Reputation: Greatest Hero of the Minneapolis Area (A large group) 14-, +3/+3d6 
30  Vehicles & Bases: The Craft 
Perks Cost: 57

Cost  Talent
9  Lightning Reflexes: +6 DEX to act first with All Actions 
Talents Cost: 9

Val  Disadvantages
15  Hunted: Rogues Gallery 8- (As Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
5  Hunted: Viperia 8- (Mo Pow, Watching) 
10  Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing) 
20  Psychological Limitation: Code Against Killing (Common, Total) 
15  Psychological Limitation: Stubborn (Common, Strong) 
15  Psychological Limitation: Naive and clueless about women (Uncommon, Total) 
20  Psychological Limitation: True-Blue Hero (Very Common, Strong) 
15  Reputation: Boy-Scout Hero, 14- 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 453

Total Experience Available: 450

Experience Unspent: 0

Total Character Cost: 803


Height: 1.91 mHair: Black
Weight: 100.00 kgEyes: Blue
Appearance: A classic strong jawed hero. Blue-black hair, blue eyes, perfect physique. In his various secret identities he manages to accentuate different personality or physical quirks along with a bit of costuing and acting. As Alan (his most common personae next to CT), he wears glasses, an off the rack suits. As Captain Triumph he wears a red body suit with a black belt, flared white gloves and fold-over boots. A white "T" adorns his chest, and a blue cape, held to the costume with golden discs completes the ensemble.
Personality: Captain Triumph (or Cap, or even CT, as he is often called), is a silver age hero in a bronze age world. He can and does some mind boggling feats of power and mental prowess; but at the same time his outlook is rather traditional and he is very slowly overcoming the naivete that has plagued his first three years as a hero. He will not kill, always acts in a heroic manner, and has a straight forward and respectful manner. He is a sucker for a pretty face, and can be completely beguiled by women, of almost any age - he can't say no to a precocious little girl or a sweet old grandmother. Heaven help him if a seductress goes after him. (treat any woman as having +10 PRE for Pre Based skills and non-threatning PRE attacks against him)
Quote:"I'll save you!"
Background: Alan Richman, known to most of the country as Captain Triumph is a man from another place; only, it's not the one he thinks it is. Captain Triumph was the creation of a 60's and 70's era writer. Desmond Wilde self-published the Captain Triumph comic books for five years before the venture fell through; though the initial run is now worth several hundred thousand dollars intact. Eld'rin Kohl, an alien sent to Earth by his father, the king of a far off world on the brink of civil war, crashed on Earth when his starship was shot down by the cosmic overlord Khath. Eld'rin was taken in by middle American couple, who convinced their neighbors that the toddler was the son of relatives who had died in a tragic accident sent to live with them. Dubbed Alan by his new parents, he grew up to be a CPA in the big city. Naturally, he used his incredible superhuman powers to fight for all that was good in the world.
The current Alan Richman; convinced of this as his true origin, is actually from another dimension. He is an android built by a dimension hopping genius known as Paul King. Mr. King, as he likes to be referred to, was an avid fan of the Captain Triumph books when he spent his time in Champions Earth. He developed a highly sophisticated bio-emulation construct. Nanites working as cells made up the body that for all intents and purposes is organic. The nanites have a genetic code and in theory, if he ever settled down, Alan could father children. The android was given a dimensional "Starship" and launched into Champions Earth as a gesture of thanks by Mr. King for the heroism and idealism he came to love about this parallel Earth.
Arriving outside of Minneapolis in his "starship" the young man conveniently found issues of Captain Triumph and noticed a distinct similarity. Taking this as a sign, he adopted the identity and became a hero for the city. Although based in Minneapolis, he has traveled to various different heroic hotspots in his brief career, but this is his home.
In a related note, Desmond Wilde was contacted by Paragon Media and offered a tidy sum to recreate his original hero. The comic is three years into its run and due to the fact that there is a "real" Captain Triumph, selling quite well.
Powers/Tactics: A classic "flying brick", CT has a number of "Brick Tricks" in his standard arsenal. He seems to have no trouble bending the laws of physics to suit his needs when it comes to being heroic. He has the Hoist skill to hold up buildings, can stop runaway locamotives and planes, can throw a car into the next county and can fly at several times the speed of sound. He has superhuman senses.
Campaign Use: A reason to have the Ultimate Brick. This guy is packed with stuff from that book. He's an offensive and defensive Juggernaut. If you want to tone him down drop the "Brick Tricks" pool to 60 or less points or drop it all together and get rid of his "Can Take a Punch" power. If you want to make him even more powerful, well simply move his characteristics closer to Viperia's. He's quite similar really.


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

Player: NPC Hero;

Val  Char   Cost
70  STR60
17  DEX21
35  CON50
17  BODY14
15  INT5
21  EGO22
40  PRE30
4  COM-3
 
35  PD21
35  ED28
4  SPD13
21  REC0
70  END0
70  STUN0
 
12"  RUN0
2"  SWIM0
50"  LEAP0
Characteristics Cost: 261

Cost  PowerEND
60  Brick Tricks: Multipower, 60-point reserve 
3u  1) Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points (30 Active Points) 3
3u  2) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
3u  3) Shockwave: Explosion on up to 60 STR, Hole In The Middle (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
2u  4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
2u  5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
1u  6) Unrestrained Might: +40 STR (40 Active Points); Only to determine Casual Strength (-1 1/2), No Figured Characteristics (-1/2) 4
15  Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
6  Heavy: Knockback Resistance -3" 0
30  Large Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) 3
4  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
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Leaping: Leaping +28" (50" forward, 25" upward) (28 Active Points) 3
1u  2) MegaLeaping: Leaping +8" (50" forward, 25" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
12  Super-Strong Legs: Running +6" (12" total) 1
20  Supernaturally Tough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
30  Supernaturally Tough Skin: Damage Resistance (30 PD/30 ED) 0
5  Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
Powers Cost: 228

Cost  Skill
25  +5 with HTH Combat 
3  Bureaucratics 17- 
3  Conversation 17- 
3  High Society 17- 
3  Interrogation 17- 
0  Language: English (idiomatic) (4 Active Points) 
4  Language: Spanish (idiomatic) 
3  Oratory 17- 
3  Persuasion 17- 
3  Scholar 
1  1) KS: Alchemy (2 Active Points) 11- 
2  2) KS: Arcane And Occult Lore (3 Active Points) 12- 
1  3) KS: Legends And Lore (2 Active Points) 11- 
4  4) KS: The Entertainment World (5 Active Points) 14- 
1  5) KS: The Media World (2 Active Points) 11- 
1  6) KS: The Superhuman World (2 Active Points) 11- 
3  Streetwise 17- 
13  Strength Tricks 17- 
3  Trading 17- 
Skills Cost: 79

Cost  Perk
7  Contact: Jeff Barnes; Head of HR for Prospect Media (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 12- 
7  Contact: Dr. Sheila DuBrow; Parapsychology/Archeological Studies (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 12- 
5  Money: Well Off 
15  Base: Home in the Country 
Perks Cost: 34

Val  Disadvantages
5  Physical Limitation: Large Size (Infrequently, Slightly Impairing) [Notes: -2DCV; +2 to other's PER Rolls. Can't fit in some places, very heavy.] 
25  Distinctive Features: Horrific Monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
10  Psychological Limitation: Desperately tries to act like nothing is wrong with his appearance (Common, Moderate) 
10  Psychological Limitation: In love with Sheila (Common, Moderate) 
15  Enraged: When Innocents harmed or threatened (Common), go 8-, recover 11- 
15  Hunted: Cornelius Leifield 8- (As Pow, NCI, Harshly Punish) 
5  Hunted: Monster Hunters 8- (Less Pow, Harshly Punish) 
0  Hunted: Tabloids 8- (As Pow, Watching) 
10  Hunted: The Monster 8- (As Pow, Harshly Punish) 
20  Vulnerability: 2 x STUN Magical Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 252

Total Experience Available: 252

Experience Unspent: 0

Total Character Cost: 602


Height: 2.50 mHair: Copper Hued Mane
Weight: 340.00 kgEyes: Golden
Appearance: Chimera looks like a massively built humanoid he stands 2.5 Meters tall and weighs in well over 750 lbs. He has the head of a lion, a tawny furred torso, a rust colored scaled tail, black scaled hands with blood red claws, and dark, almost mahogany colored cloven goat legs. Over this he wears a loin cloth, a broad belt, and a white muscle shirt. The shirt never makes it through combat. He has had two suit coats and a "formal" loin cloth made for the occasions he requires to dress up.
Personality: Evan has always been a good guy; level headed, charming, and handsome. Now he's four out of five. He is far more interested in the occult than he used to be and is seeking to make more connections in the Arcane World. He still loves adventure and thrills and now that he's practically invincible its even more fun. He has a sympathetic outlook to some of the CU's more "mindless monster" types; realizing that he could easily have been one of them. So while he doesn't mind throwing down with Grond or Ogre to keep them from tearing things up; he's at least as likely to simply chase them off so they can seek solitude elsewhere. His one encounter with the Monster was...unpleasant for him.
Quote:"GRRRRRRR; This isn't going to end pretty."
"Hey, if I'm LION I'm DIEIN'...get it?"
Background: Evan Walsh was a bright, charismatic, handsome and adventurous young man. All his life he was well liked, respected, and popular. He received a business degree from Columbia University and started a company with three friends. Paragon Media was a success; the five friends were board of directors, Evan the CEO and public face. They produced television, film, magazines, you name it. Evan had a gift; he simply made their projects sound irresistible. He was the one who got things done; he lined up companies for product tie-ins. The five friends became very wealthy men in just ten short years.
One of them however, wanted more. Jake Spencer began stealing from the company coffers about two years ago. Sure he was a millionaire and these were his best friends; Jake was just an amoral man. He was jealous of Evan and worried that one of the others would find out about his cooking of the books. He began to search for a way to get rid of them. Jake had a fascination with the occult in his younger days and through it made casual acquaintance with a few members of the infamous Silvestri family. They got him in touch with Cornelius Leifield. Together they concocted a scheme that would allow Jake to take sole possession of the company and allow Leifield to gather a book of ancient alchemical formulae hidden away in a remote burial tomb in South America.
Evan and his buddies had all been thrill seekers in school and they took annual trips together; skydiving, mountain climbing, treasure hunting. The adventures took them all over the world. This year, Jake couldn't make it; the other four reluctantly went with out him and had a blast. Jake had been very excited, it was a chance to unearth a lost burial ground, there had been rumors of curses and hauntings; in a day and age with VIPER, DEMON, and brightly clad heroes and villains, these stories hold more weight and the four adventuresome businessmen were excited. They also weren't stupid. Jeff Barnes, Evan's room-mate in college and the director of Human Resources for Paragon Media was brilliant at reading people. Although he was as excited as anyone about the adventure, he had doubts about Jake's "illness"; of all the original five, Jeff was the one who suspected Jake was up to no good. He hadn't found any proof at the time so he kept his suspicions to himself. He did decide to be extra cautious and hit a few chat rooms and library message boards about the trip. He was contacted shortly afterwards by Sheila DuBrow. Sheila was a scholar and a member of the Trismegistus Council. She had heard of the curses and the potential rewards of the trip and offered her services as an "academic". After meeting Dr. Dubrow, Jeff knew she was more than she seemed and accepted her offer.
Sheila and Evan got along marvelously, she was a little older than him but very attractive and he was simply fascinated by her studies into the arcane. The burial ground was far from civilization and the guides (men supplied by Leifield), got them there with out incident.
The guides refused to go into the tomb (because their orders were to kill anyone who returned); so the four friends and Dr. DuBrow entered. The tomb was indeed well guarded and there were indeed arcane traps and curses; but Dr Dubrow proved adept at disarming and deactivating them. When they finally hit the chamber it was everything Evan had dreamed it would be. It was clean, marble floors and statues of arcane guardians and murals of angels being ravaged by demons adorned the walls. It was just like out of a movie. The sarcophagus was raised and above it was a book. Unable to control himself, Evan reached for the book. Sheila didn't notice until it was too late; she screamed at him but he had already grasped it.
"[i]I fear you will not steal my secrets today my friend. However I will allow you the honor of becoming my guardian and slave[/i]" said the voice in his head.
White hot pain shot through Evan. His screams of pain became a horrifying roar. Evan's friends drew their guns and fired; Sheila began a spell to return him to normal. The bullets bounced of Evan's flesh and he lashed out in pain, clipping Sheila and interrupting her spell.
The curse had transformed Evan in to a horrifying guardian; but once the pain stopped Evan was again in control.
"What happened to me?" He asked. His new voice was deep, bestial, but still understood.
"Evan?" Asked Jeff.
"Yes, Jeff?" Evan turned towards his friend; Jeff flinched. But it was obviously Evan.
"What happened to you?"
"I dunno," Evan crouched, then looked down with a start at his goat-like hooved legs, "I touched the book and a voice in my head called me its slave."
"The book was cursed," Sheila said looking up at Evan, even crouching, he towered over everyone present, "I-I am not sure I have the power to change you back."
"Oh."
Jeff and the others looked at each other. Then back at Evan.
"I think Jake knew this would happen," Jeff said.
"That I'd be turned into a monster?" Evan asked
"That one of us might," Jeff clarified, "I think you were supposed to kill us."
"Kill you?" Evan couldn't even conceive the idea.
"Well, perhaps the curse didn't work all the way, or maybe my spell was partially successful, " Sheila told him.
The five talked about it for a while and then made their way back. It was decided that Evan would be last out of the Tomb to avoid scaring the guides; Jeff led the group out.
Once Jeff came out of the tomb, he was shot. Evan, leapt past his friends and charged the guides. Panicking at the sight of him, they fled; they had not been sent to deal with crypt guardians.
Jeff survived, Evan carried him out and used his keen senses to find their way back to town.
Evan was "transported" back to America in a cage; disguised by Sheila as a bear. He found it difficult to return to business at Paragon. But Jake, hearing that they were coming back fled. The remaining three friends sold the company and went separate ways. Jeff helped Evan buy a home in the country and still spends time with him when not working on his new ventures. Evan has adjusted incredibly well to his new form. He knows that itís hard on others, but he still has a certain charm. He began to lend his might to the cause of good almost immediately after returning to California. He has met and is on good terms with the San Francisco-Based Eldritch. He has become a beloved "Heroic-Monster" in the Los Angeles area. He still works closely with Sheila DuBrow and the two seem on the verge of a romantic relationship.
Powers/Tactics: A brick. Chimera is big, bad and nigh-unstoppable. He lacks wings but can Jump for miles and has over the first year of his career developed a number of "Brick Tricks". Many of the "Tricks" are bought as naked advanteges for STR. So A GM might not want to put them in a Multipower; this is given as an option in The Ultimate Brick. Mostly to tick of those who think STR is already too cheap :) .
Chimera also has a variety of mystic defenses and senses. His "poison cloud" is not in his multipower because it's not a "Brick Trick".
Campaign Use: I realized 2 things recently; 1) I make all good looking heroes. I think I self associate too much with them. And 2) I want to use the Ultimate Brick! so here is one. Chimera is a big, bad coming in at 600+ pts of combat monster. If you want to tone him down (I won't feel bad, I promise), Reduce his STR to 55 and his DEF to 25; I think this will tone him down considerably. You could also drop a brick trick or two.
If you want to go the other way, increase his Dex to 21-23, his SPD to 5 or even 6; add a few "tricks" to his Multipower and maybe give him wings for mobility.
The Monster Hunters who hunt Chimera are well meaning (or not) people who simply can't bring themselves to trust that a being as monstrous as Evan has become could possibly be anything other than an evil beast. While they are not powerful enough to attack him directly (and aren't going to try that again), they can make his life difficult; speaking out against him sowing doubt about his intentions, etc.. Similarly the tabloids love him because he's their "Batboy" come to life. He's a popular target, but the stories are generally benign.


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

Player: NPC Hero

Val  Char   Cost
20  STR10
23  DEX39
20  CON20
10  BODY0
18  INT8
14  EGO8
18  PRE8
12  COM1
 
20  PD5
20  ED5
5  SPD17
8  REC0
40  END0
40  STUN10
 
9"  RUN0
2"  SWIM0
4"  LEAP0
Characteristics Cost: 131

Cost  PowerEND
39  Mercy Rifle: Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +1/2), 4 clips of 125 Charges (+1) (87 Active Points); OAF (-1), No Knockback (-1/4) [125]
21  .50 Desert Eagle: (Total: 49 Active Cost, 21 Real Cost) Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); OAF (-1), 2 clips of 9 Charges (-1/4) (Real Cost: 19) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) [9]
30  Grenades: Multipower, 60-point reserve, (60 Active Points); all slots OAF (grenade Belt) (-1) 
2u  1) Fragmentation Grenade: Killing Attack - Ranged 2d6, +2 STUN Multiplier (+1/2), Explosion (+1/2) (60 Active Points); OAF (-1), 4 Charges (-1) [4]
2u  2) Trang Gas Grenade: Energy Blast 4d6, Area Of Effect (4" Radius; +1), No Normal Defense (Self-Contained Breathing) (Standard; +1) (60 Active Points); OAF (-1), 4 Charges (-1) [4]
2u  3) Smoke Grenade: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2) [4 cc]
10  Carbonite Combat Knife: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Armor Piercing x1 (+1/2) (22 Active Points); OAF (-1), No Knockback (-1/4) 2
16  Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
5  Tinted Nightsight Glasses: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) 0
6  Fast: Running +3" (9" total) 1
6  Headset Communicator: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
2  Tinted Nightsight Glasses: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0
Powers Cost: 141

Cost  Martial Arts Maneuver
  Commando Training 
3  1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4  2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
4  3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
4  5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, +10 STR for holding on 
4  6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  7) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
4  8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
8  9) +2 HTH Damage Class(es) 
Martial Arts Cost: 39

Cost  Skill
10  +1 Overall 
16  +2 with All Combat 
   
5  Accurate Sprayfire 
3  Breakfall 14- 
3  Combat Driving 14- 
3  Computer Programming 13- 
5  Concentrated Sprayfire 
3  Criminology 13- 
3  Demolitions 13- 
3  Electronics 13- 
3  Forensic Medicine 13- 
3  Interrogation 13- 
3  Lockpicking 14- 
3  Paramedics 13- 
2  PS: Soldier 11- 
3  Security Systems 13- 
3  Shadowing 13- 
5  Skipover Sprayfire 
3  Stealth 14- 
3  Streetwise 13- 
10  Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13- 
3  Tactics 13- 
3  Tracking 13- 
10  Two-Weapon Fighting (Ranged)  
3  TF: Common Motorized Ground Vehicles, Helicopters, Two-Wheeled Motorized Ground Vehicles 
7  WF: Common Melee Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 
3  Scholar 
2  1) KS: Military History (3 Active Points) 13- 
2  2) KS: Miltary Hardware & Insignea (3 Active Points) 13- 
2  3) KS: The Espionage World (3 Active Points) 13- 
2  4) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13- 
2  5) KS: The Superhuman World (3 Active Points) 13- 
Skills Cost: 134

Cost  Perk
30  Follower: Scout 
Perks Cost: 30

Cost  Talent
3  Absolute Range Sense 
6  Combat Luck: 3 PD/3 ED 
Talents Cost: 9

Val  Disadvantages
5  Distinctive Features: Marine corps tattoo Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
10  Dependent NPC: Alexandria Marie Osborne (Alex) aka Scout; Daughter 11- (Occasionally), Slightly Less Powerful than the PC 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Gravitar 8- (Occasionally), More Powerful, Harshly Punish 
10  Hunted: Assassin with a grudge 8- (Occasionally), As Powerful, Harshly Punish 
10  Hunted: Social Services 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
20  Psychological Limitation: Code vs Killing Common, Total 
15  Psychological Limitation: Hatred Of Criminals Common, Strong 
20  Psychological Limitation: Protective of Daughter Common, Total 
15  Social Limitation: Secret Identity (Matthew Lee Osborne) Frequently (11-), Major 
Disadvantage Points: 140

Base Points: 200

Experience Required: 144

Total Experience Available: 151

Experience Unspent: 7

Total Character Cost: 484


Height: 1.83 mHair: Black
Weight: 81.00 kgEyes: Brown
Appearance: 
Personality: 
Quote:
Background: 
Powers/Tactics: 
Campaign Use: 


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

Player: NPC; Hero of

Val  Char   Cost
30  STR20
26  DEX48
20  CON20
12  BODY4
18  INT8
13  EGO6
20  PRE10
12  COM1
 
13/25  PD7
8/20  ED4
6  SPD24
12  REC4
40  END0
40  STUN3
 
8"  RUN0
2"  SWIM0
30"  LEAP0
Characteristics Cost: 159

Cost  PowerEND
26  Strike of the Seven Star Sword: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), No Knockback (-1/4) 0
36  Iron Skin: Armor (12 PD/12 ED) 0
7  Iron Skin: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
29  Prodigious Leaping: Leaping +24" (30" forward, 15" upward) (Accurate) 3
4  Swift Runner: Running +2" (8" total) 1
9  Heightened Senses: +3 PER with All Sense Groups 0
Powers Cost: 111

Cost  Martial Arts Maneuver
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
5  8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
1  9) Weapon Element: Karate Weapons 
1  10) Weapon Element: Staffs 
Martial Arts Cost: 34

Cost  Skill
10  +2 with HTH Combat 
   
3  Acrobatics 14- 
3  Breakfall 14- 
3  Conversation 13- 
3  Defense Maneuver I  
3  KS: Karate 12- 
2  KS: Martial Arts World 11- 
4  AK: Japan 13- 
3  Oratory 13- 
3  Paramedics 13- 
3  Persuasion 13- 
3  Tactics 13- 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
Skills Cost: 46

Val  Disadvantages
15  Dependent NPC: Comatose Mother 8- (Incompetent) 
10  Distinctive Features: Style Limitation: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Hunted: Green Dragon 11- (As Pow, Harshly Punish) 
25  Hunted: Iron Serpent Society 11- (Mo Pow, NCI, Harshly Punish) 
5  Money: Poor 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Hatred of [Group of Choice] (Common, Strong) 
10  Psychological Limitation: Vengeful (Uncommon, Strong) 
15  Reputation: Fallen Hero of Japan, 11- (Extreme) 
5  Rivalry: Professional (Nighthawk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 1.85 mHair: Black (Dyed Red)
Weight: 81.00 kgEyes: Brown
Appearance: Tall and sturdy, Mitsua dyes his hair bright red and has brown eyes. His costume is similar to his original Rising Sun costume with a different color scheme. He wears a black body suit with a red sun symbol on his chest and back, He wears a silver sash at his waist, red karate pad-like gloves, red boots and a black face mask. The mask covers everything but his mouth and nose and hair. The eye guards are silver.
Personality: He really is a good person, but Mitsua is fighting crime as much as a way of working through his grief as he is for altruistic purposes. He still desires to find his uncle and have him brought to justice for the death of his father. He looks after his mother and seeks a way to awaken her.
Quote:"The Sun has set on your dreams of victory Dragon!"
Background: Fallen Sun is a story of a rather tragic young man. Mitsua was born in Tokyo, raised by his father to be a second generation Japanese Hero, known as Rising Sun. Mitsua was (like his father) born with phenomenal physical potential. He trained from the time he could walk, learned his lessons well and at the age of 18 took his father's code name and begun his career as a superhero, a champion of the Japanese people. He fought supervillains, local and international, finding particular eneminity with the chinese Green Dragon. For the most part, it was a game to Mitsua; he enjoyed matching wits with foes, the physical confrontations, the adulation. He loved being a superhero. Still, he was only 18 and, as it turned out, rather over his head in regards to one of his frequent opponents, the Iron Serpent Society. The ISS did its homework, and struck Mitsua where it hurt the most; his family. While the young warrior was off battling his rival Green Dragon (hired by the ISS to keep him busy) the ISS sent seven teams of assassins to kill the elder Ono and his wife. Mitsua returned home to find the comatose body of his mother and his father, ravaged with wounds from defending his home. Scattered about were the bodies of the assassins. Before his father died, he told Mitsua that the man who had ordred this, the man who lead the ISS was none other than his own uncle, Shin. In a rage, Rising Sun attacked his uncle's place of business, in broad daylight. He managed to defeat his uncle's bodyguards but was unable to bring Shin to justice.
The story was captured on the news, the ISS hid Shin's tracks, and faked the man's death at the hands of Rising Sun. Mitsua was arrested and jailed for murder. He was released a few weeks later after investigations found evidence of the cover up. However, the damage was done, Mitsua had been unmasked, his reputation was ruined. He left Japan and joined his mother's sister in America. His mother had survived the assault but was comatose and recovering in Seattle, Washington. For a few months, Mitsua was a restless lagabout. He fought in bars, and moped around his aunts home. Eventually, he gathered his wits about him and, designing a new costume, began to fight crime again in his new home, this time as the Fallen Sun.
Powers/Tactics: A skilled martial artist and low level brick, Fallen Sun is a powerful front line fighter. He is also charismatic and a capable tactician.
Campaign Use: A martial artist with plot hooks and a past.


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

Player: NPC

Val  Char   Cost
15  STR5
20  DEX30
15  CON10
12  BODY4
13  INT3
15  EGO10
20  PRE10
12  COM1
 
8  PD5
8  ED5
6  SPD30
10  REC8
30  END0
30  STUN2
 
12"  RUN0
2"  SWIM0
19"  LEAP0
Characteristics Cost: 123

Cost  PowerEND
14  Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (27 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0
16  Invincible Wooden Sword: Missile Deflection (Any Ranged Attack) (20 Active Points); OIHID (-1/4) 0
24  Kendo Attacks: Multipower, 30-point reserve, (30 Active Points); OIHID (-1/4) 
2u  1) Homerun Strike!: HA +3d6, Double Knockback (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2) 3
2u  2) Hurrican Strike: HA +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
2u  3) Rain of Strikes: HA +4d6, Autofire (5 shots; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
15  Luck Favors the Fool: Luck 3d6 0
17  Summon Kendo "Sword": HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) 3
12  Swift of foot: Running +6" (12" total) 1
32  Wuxia Leaping: Leaping +16" (19" forward, 9 1/2" upward) (Accurate, x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (32 Active Points) 1
6  Summon Kendo Armor: 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) 1
  Summon Kendo Armor, all slots OIHID (-1/4) 
6  1) Damage Resistance (8 PD/8 ED) (8 Active Points); OIHID (-1/4) 0
48  2) Energy Damage Reduction, Resistant, 75% (60 Active Points); OIHID (-1/4) 0
3  3) Mental Defense (27 points total) (4 Active Points); OIHID (-1/4) 0
48  4) Physical Damage Reduction, Resistant, 75% (60 Active Points); OIHID (-1/4) 0
Powers Cost: 247

Cost  Martial Arts Maneuver
8  +2 HTH Damage Class(es) 
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  2) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 
4  4) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 
5  5) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 
1  6) Weapon Element: Staffs 
  Kenjutsu 
4  1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 35 STR 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 
4  4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike 
5  6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove 
5  7) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +6 DC Strike 
5  8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +6 DC Strike 
5  9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away 
0  10) Weapon Element: Blades 
1  11) Weapon Element: Empty Hand: Can use Bind, Block, Disarm, and Evade with his Karate as well 
Martial Arts Cost: 70

Cost  Skill
9  +3 with Kenjutsu 
20  +4 with HTH Combat 
3  Acrobatics 13- 
3  Analyze: Style 12- 
3  Breakfall 13- 
3  Climbing 13- 
10  Defense Maneuver I-IV  
3  Fast Draw 13- 
2  KS: Karate 11- 
3  KS: Kenjutsu 12- 
2  KS: Legends And Lore 11- 
2  KS: The Martial World 11- 
3  Language: English (completely fluent) 
0  Language: Japanese (idiomatic) (4 Active Points) 
2  PS: Sensei 11- 
3  Paramedics 12- 
5  Rapid Attack (HTH)  
3  Stealth 13- 
3  Teamwork 13- 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
Skills Cost: 85

Val  Disadvantages
5  DNPC: Chris Pendragon (Student) 8- (Slightly Less Powerful than the PC) 
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
10  Enraged: if innocents are harmed in his presence (Uncommon), go 11-, recover 14- 
15  Hunted: Black Paladin 8- (Mo Pow, Harshly Punish) 
15  Hunted: Holocaust 8- (Mo Pow, Harshly Punish) 
10  Hunted: Laser 8- (As Pow, Harshly Punish) 
15  Hunted: The Blade Goblin 8- (Mo Pow, Harshly Punish) 
20  Psychological Limitation: Code of Honor (Modernized Bushido) (Common, Total) 
15  Psychological Limitation: Flamboyant thrillseeker (Very Common, Moderate) 
10  Psychological Limitation: Sucker for a pretty face (Common, Moderate) 
10  Reputation: Mystic Swordsman, 11- 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 175

Total Experience Available: 176

Experience Unspent: 1

Total Character Cost: 525


Height: 1.77 mHair: Black
Weight: 87.00 kgEyes: Brown
Appearance: A moderatly handsome youth with long, wild, black hair that he wears pulled back in a pony tail most of the time. His enchanted kendo armor is blue cloth with black boots, gloves, mask, and chest guard. His sword is wooden with a leather wrap.
Personality: A modern day warrior; Kendo fights honorably and expects his opponents to do the same. Justin never really studied bushido and his code of honor takes alot from movies and books. He is a lecherous young man and his inability to disbelieve what beautiful women tell him gets him into trouble all the time.
Quote:"This will be a painful lesson for you."
Background: Justin isn't sure how he became the bearer of such power. But, every night for four years his dreams were the same. A blue haired youth, only about thirteen years of age with a samurai top knot calling himself Musashi, would force him to don kendo armor and then beat the living snot out of him with a wooden sword. The worst part about it was the fact that he woke up every morning sore and bruised. His parents were very worried about him. One night Musashi told Justin he had taught him all he could and that another master would be training him from here. Justin spent another two years getting punched out by a sensai Tomo. The last night he had any training dreams, the two masters told him that he had been chosen to defend Earth from an evil Oni (or goblin), whose name translated into the Blade Goblin.
Justin went off to college to study medicine but never forgot his weird dreams. One afternoon, when he was practicing his karate, a horrible purple light shot down from the sky, out poured hundreds then thousands of what could only be described as goblins. The invasion of Earth had begun! Racing towards the column of light he suddnely found himself wearing the kendo armor he had worn training in his dreams. In his hand a finely crafted wooden sword with carvings of dragons on the "Blade". Darting through the hoards of goblins, he suddnely found himself face to face with a gigantic, eight foot tall goblin carrying a huge sword. The goblin's sword was unnaturally wide and heavy but he used it as if it was perfectly balanced. Challinging the goblin to one on one combat for the fate of the Earth, Justin triumphed.
Then he awoke in a park. It was an ordinary day. The sun shone and children played.
Perhaps it had never happened. He stood up, and to his left was the wooden sword. He picked it up and stared at it.
"I will return" he heard the Blade Goblin say behind him.
Whirling around, Justin was again clad in his armor with his sword at the ready. But there was nothing there.
Bizzare as this all sounds, that is what Kendo claims his origin to be.
And he should know.
Powers/Tactics: Leaping from some martial art's anime, Kendo is a skilled martial artist, physically capable, wears enchanted armor and runs very fast and jumps very high. His enchanted armor and weapon are seemingly indestructible and he can summon them at any time.
Campaign Use: As is.


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

Player: NPC Hero

Val  Char   Cost
65  STR40
13  DEX9
35  CON50
19  BODY18
13  INT3
11  EGO2
24  PRE14
14  COM2
 
16/31  PD0
16/31  ED6
4  SPD17
20  REC0
70  END0
70  STUN0
 
12"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 161

Cost  PowerEND
30  Absolute Earth Control: Elemental Control, 60-point powers 
24  1) Earthmoving: Telekinesis (35 STR), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Only Versus Earth/Rock (-1/2) 2
18  2) Earthquake: Energy Blast 7d6, Personal Immunity (+1/4), Explosion (+1/2) (61 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) 6
32  3) Rock Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
26  4) Stony Prison: Entangle 4d6, 6 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Only Versus Grounded Targets (-1/4) 2
32  5) Tunnel Creation: Tunneling 8" through 12 DEF material, Fill In (62 Active Points) 6
8  Avalanche Wave: Multipower, 12-point reserve, (12 Active Points); all slots Side Effects (-1/2) 
1u  1) Avalance Riding: Running +6" (12" total) (12 Active Points); Side Effects (-1/2) 1
1u  2) Rock Skimming: Flight 6" (12 Active Points); Must Remain within 6" of Ground (-1/2), Side Effects (-1/2) 1
63  Body Of Stone: (Total: 72 Active Cost, 63 Real Cost) Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4) (Real Cost: 36) plus Knockback Resistance -3" (Real Cost: 6) plus +15 STR (Real Cost: 15) plus +3 PD (Real Cost: 3) plus +3 ED (Real Cost: 3) 1
8  Foot Melding: Knockback Resistance -6" (12 Active Points); Only In Contact With Ground (-1/2) 0
20  Karmic Comeback: Luck 4d6 0
46  Stone Form: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 309

Cost  Skill
12  +4 with Elemental Control 
15  +3 with HTH Combat 
2  KS: College Football 11- 
3  Mechanics 12- 
2  Navigation (Land) 12- 
2  PS: Truck Driver 11- 
3  Paramedics 12- 
3  Streetwise 14- 
4  TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles 
Skills Cost: 46

Cost  Perk
1  Fringe Benefit: License to practice a profession: Commercial Driver's License 
6  Reputation: Popular hero (A large group) 14-, +2/+2d6 
9  Contact: Local Police (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
Perks Cost: 16

Cost  Talent
3  Absolute Time Sense 
5  Lightning Reflexes: +3 DEX to act first with All Actions 
Talents Cost: 8

Val  Disadvantages
15  Dependent NPC: Ex-Wife 8- (Incompetent) 
15  Dependent NPC: Ex-Wife's child 8- (Incompetent) 
15  Distinctive Features: Made of Stone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: The Ultimates 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: Tremblor 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Physical Limitation: 4-7 times normal mass (Frequently, Greatly Impairing) 
5  Physical Limitation: Can't Swim, sinks in water (Infrequently, Slightly Impairing) 
10  Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing) 
5  Physical Limitation: Reduced Tactile Sense (Infrequently, Slightly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Loyalty To Community (Common, Strong) 
15  Psychological Limitation: Protective Of Innocents (Common, Strong) 
15  Social Limitation: Public Identity (Frequently, Major) 
5  Unluck: 1d6 
5  Vulnerability: 1 1/2 x BODY Air/Wind Based Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Air/Wind based attacks (Uncommon) 
Disadvantage Points: 200

Base Points: 200

Experience Required: 140

Total Experience Available: 140

Experience Unspent: 0

Total Character Cost: 540


Height: 2.17 mHair: Deep Gray
Weight: 400.00 kgEyes: Green
Appearance: David is a huge man made of smooth stone. He is cool to the touch with a gray surface swirled with browns, whites, and veins of gold or other precious metals. His eyes appear to be polished green stone and his "hair" is a dark gray. He wears a pair of specially made biker shorts with "MM" on the side of his right thigh.
Personality: Man Mountain is a decent guy. He works as a heavy lifter for a local contractor, getting a nice salary and since he doesn't need much sleep he's allowed to work odd hours so as not to interfere with his superheroic and charitable persuits. David is a good man. His word is his bond and he was raised to be respectful and polite. He carries this over to his superheroing, he works well with authorities and other heroes.
Quote:"Stand back, this can get pretty messy."
Background: David Johanson was an unhappy man. He married a girl he dated infrequently in highschool because she got pregnant. He dropped out of college to work at her father's trucking company as a driver and mechanic. The marriage wasn't a happy one. His wife constantly held their child's welfare over his head, pushing him to work horrific overtime hours (which his father-in-law was happy to let him do). David was on the road so much he barely recognized his daughter when he got home.
His life became even more heartbreaking when he heard the news that his daughter, Emily was in need of a kidney translplant. Racing home, David met his wife at the hospital. The doctors told the Johanson's that the list was long and a family member would be the best match. David wanted to be tested then and there but his wife resisted. She wanted to be tested first; then she urged David to go home and wait. David consented and went home. His wife came back saying that she wasn't a match and that the search would go on. David wanted to go get tested but she told him that if she wasn't a match he wouldn't be either. David agreed, seeing his wife was almost hysterical.
Then he was sent away on a shipment. While he was away, Emily worsened. When he got home four weeks later, she was in the hospital. David's wife was beside herself. She was becoming irrational and David couldn't deal with her. They had a huge fight and David left. Although his wife assumed he was headed to the bar to drown his sorrows, David made a bee-line for the hospital. He visited with Emily and then went to her doctor.
David begged to be tested. He explained that he knew his wife was not a match and that he probably wouldn't be, but he wanted to try. The doctor informed David that his wife had not actually consented to be tested. She'd left shortly after he had the night Emily was diagnosed. Dumfounded, David was tested and the doctor came back and told him more startling news. He was not compatable, and there was reason to believe that Emily was not his child. David took a paternity test and when it came back negative, he called a lawyer. The divorce was quick and decisive. David wanted custody of Emily, but the judge ruled against him. His former father-in-law fired him and he was out on the streets.
David was staying with his younger brother and his wife for a while when they went on a vacation to go rock climbing in Arizona. It was there that David unloosed a stone, so perfectly spherical, he had assumed it had been planted their by someone. He stared into the perfect alabaster globe in his hands and simply felt a keen sense of serinity.
When the park rangers were summoned a two days later to search for David they found what appeared to be a lifesized statue of a man sitting on a rock holding a small globe.
They were shocked when the statue turned and regarded them with a start. A few days later, David, as Man Mountain made the papers stopping a bank robbery. Since then he has performed admirably as a 'blue collar' superhero. His life has been more or less better than it was since the transformation, save for his Ex revealing his identity on the Jerry Springer show in a (backfired) attempt at bringing sympathy and financial compensation to her and her child. David has set up accounts for Emily's college and future, but he's kept this money from the Ex.
Powers/Tactics: More than a brick, Man Mountain can control the Earth itself. His powers tend to be quite destructive to the nearby area and he tries to avoid collateral damage as much as possible. He's hoping to one day be able to repair and construct stone surfaces as well as mess them up.
Campaign Use: Something of a "wroking class" hero. David is a normal man in an extrodinary world. If you want to make him more normal...drop his total STR to 50 and his CON and Defenses to 25.
If you want to make him tougher, increase the active point cap of his EC to 75 or more points, add a few construction abilities, a wall of stone and a stone transformation.


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

Player: Based on Character created by Bill Carone

Val  Char   Cost
15  STR5
13  DEX9
50  CON80
25  BODY30
28  INT18
33  EGO46
28  PRE18
12  COM1
 
25  PD12
25  ED5
4  SPD17
13  REC0
100  END0
60  STUN2
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 243

Cost  PowerEND
175  Wizardry: VPP (Magic Pool), 100 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (175 Active Points) 
67  Artifacts and Relics: VPP (Gadget Pool), 50 base + 17 control cost, (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2) 
60  Warding Spells: Multipower, 60-point reserve 
5u  1) Counter Spelling: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points) 0
6u  2) Wall of Force: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points) 6
2u  3) Ward from Evil: Entangle 3d6, 3 DEF, Backlash (+1/2) (45 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only against Evil Targets (-1/2) 4
37  Dimension Door: Teleportation 10", No Relative Velocity, Safe Blind Teleport (+1/4) (37 Active Points) 4
25  Wings of Silver: Flight 10", Improved Noncombat Movement (x4), Position Shift, Reduced Endurance (Half END; +1/4) (37 Active Points); Foulable Power loses about a third of its effectiveness (-1/2) 1
25  HomeWard : Extra-Dimensional Movement (Single Dimension, Any Location) 2
17  Hardened Form: (Total: 17 Active Cost, 17 Real Cost) Damage Resistance (10 PD/10 ED), Hardened (+3/4) (17 Active Points) (Real Cost: 17) 0
40  Personal Defense Magics: Force Field (10 PD/10 ED), Persistent (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points) 0
27  Body Immortal: 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; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 0
13  Regeneration: Healing 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 3
25  Body of Timelessness: Power Defense (25 points) 0
33  Wards of Adaption: Absorption 8d6 (energy, Defenses), One Power At A Time (+1/4) (50 Active Points); Limited to SFX of Attack that hits him (-1/2) [Notes: Absorbs to any given defense (PD, ED, MD, PowerD, Flash Defense). SFX bound (ie +5 to ED only vs Fire)] 0
10  Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
18  All-Powerful Mind: Mental Defense (25 points total) 0
Powers Cost: 585

Cost  Skill
16  +2 with All Combat 
35  +7 with Spells 
    
3  AK: Faerie Realms 15- 
2  AK: Lands of Faerie 11- 
2  AK: London 11- 
2  Animal Handler (Dragons) 15- 
3  Bureaucratics 15- 
3  Concealment 15- 
3  Conversation 15- 
3  Deduction 15- 
3  Disguise 15- 
5  Gambling (Card Games, Dice Games, Chess) 15- 
3  High Society 15- 
3  Interrogation 15- 
3  Linguist 
3  1) Language: Chortiss (Giant Language) (Idiomatic, native accent) (4 Active Points) 
3  2) Language: Draconic (Idiomatic, native accent) (4 Active Points) 
3  3) Language: English (Idiomatic, native accent) (4 Active Points) 
3  4) Language: French (Idiomatic, native accent) (4 Active Points) 
3  5) Language: Gaelic (Idiomatic, native accent) (4 Active Points) 
3  6) Language: German (Idiomatic, native accent) (4 Active Points) 
3  7) Language: Gyramniss (Faerie Realm) (Idiomatic, native accent) (4 Active Points) 
3  8) Language: Latin (Idiomatic, native accent) (4 Active Points) 
3  9) Language: Welsh (Idiomatic, native accent) (4 Active Points) 
4  Navigation (Astral, Dimensional, Land) 15- 
3  Oratory 15- 
3  Paramedics 15- 
3  Persuasion 15- 
3  Riding 12- 
3  Scholar 
2  1) KS: Abjuration Magic (3 Active Points) 15- 
2  2) KS: Arcane Lore (3 Active Points) 15- 
2  3) KS: Artifacts & Relics (3 Active Points) 15- 
2  4) KS: Demonology (3 Active Points) 15- 
2  5) KS: History (3 Active Points) 15- 
2  6) KS: Monsters & Supernatural Beings (3 Active Points) 15- 
2  7) KS: Mystic Community (3 Active Points) 15- 
3  Sleight Of Hand 12- 
14  Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 15- 
13  TF: Riding Animals, Balloons & Zeppelins, Carts & Carriages, Chariots, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skating (iceskating or rollerskating), Sleds, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Muscle-Powered Ground Vehicles 
3  Tactics 15- 
3  Trading 15- 
3  Ventriloquism 15- 
5  WF: Common Melee Weapons, Common Missile Weapons, Flintlocks 
13  Wizardry Skill 20- 
Skills Cost: 206

Cost  Perk
3  Anonymity 
12  Contact: Trimisgasis Council (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8- 
2  Contact: Apollo, God of the Sun 11- 
15  Contact: Order of the Blue Rose (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8- 
10  Money: Wealthy 
2  Reputation: One of the most powerful mages on Earth (A small to medium sized group) 8-, +2/+2d6 
25  The Tower of Twilight's Sorrow 
Perks Cost: 69

Cost  Talent
40  Danger Sense (immediate vicinity, out of combat, Analyze, Discriminatory, Function as a Sense, Telescopic (+3)) 15- 
5  Eidetic Memory 
6  Speed Reading: x100 
20  Universal Translator 15- 
Talents Cost: 71

Val  Disadvantages
10  Distinctive Features: Mystical Powerhouse: Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 
20  Hunted : Covenant of Five 11- (As Pow, NCI, Harshly Punish) 
10  Hunted: Dark Seraph 8- (Occasionally), As Powerful, Harshly Punish 
15  Hunted: Crowns of Krim 8- (Occasionally), More Powerful, Harshly Punish 
15  Cannot Tell a Lie: Uncommon, Total 
20  Protective of Earth and all its citizens: Common, Total 
15  Loves children: Very Common, Moderate 
15  Psychological Limitation: Never refuses a personal Challenge Common, Strong 
10  Reputation: Powerful Magician, Frequently (11-), Extreme, Known Only To A Small Group 
15  Secret Identity: Julian St. Croix: Frequently (11-), Major 
10  Watched: Many Magic Beings 11- (Frequently), As Powerful, PC has a Public ID or is otherwise very easy to find, Watching 
Disadvantage Points: 155

Base Points: 500

Experience Required: 519

Total Experience Available: 500

Experience Unspent: 0

Total Character Cost: 1174


Height: 1.88 mHair: Brown
Weight: 83.00 kgEyes: Brown
Appearance: A cloaked man with greenish glowing eyes shining from blackness beneath his hood. His cloak is gray with green runes at its bottom seam. Benieth this he wears a dark brown leather tunic, black pants, and brown boots, He wears guantlets, seemingly of green silk.
He is thin, and underneath his cloak is a man with a kindly face, a full head of silver hair and a neatly trimmed beard, the stereotypical kindly old wizard.

Updated Appearance:
Nilrem now wears a more stylish and colorful garb when appearing in public. He wears a silver cloak with green trim, a dark gray overcloak with gold piping and clasp, a green cloth belt, black pants, brown boots, his guantlets, and a red and gold shirt. The overcloak is magicked to still conceal his face save for glowing green eyes. He also sports a waist cloth depicting a stylized red unicorn.
Personality: Nilrem is dedicated to the protection of Earth and the betterment of mankind. He seeks those who might make decent apprentices and other allies in the realms of magic and superheroism in general. He is a friendly, if quiet fellow and loves children.
Quote:"Now, now, Giles; we can't be killing and pillaging here. Why don't you take that angry butterknife of yours and go home."
Background: Julien of St. Croix was an apprentice to Merlin in Camalot. He followed his mentor into the worlds of Avalon and when was ready he left to find his place in the multiverse. After spending several centuries studying in the realms of faerie, he has returned to watch over his homeland. He spent a few months readjusting himself to the culture and the problems of this day and age. Taking a rather weak stab at his mentor he took the name Nilrem when fighting the evil in this world.
Julien is a surprisingly gentle and kind man if just a bit taciturn over the fact that his friends and family are long dead. He spends most of his time trading magical secrets with his friends and allies, giving money and time to various charities (annonymously) and guarding against the evils of the world. Although they are mortal enemies, he finds it somewhat comforting that Giles de Morphant, one of his enemies has returned to this day and age. It gives him a sense of nostalgia.
Powers/Tactics: As a mage of incredible power; Nilrem can invoke great effects, limited only by his imagination. He has many objects of mystical power and carries a few of them depending on the situation. He has long since garnered enough personal power to rely on items that can be taken away from him for his personal protection.
Campaign Use: A powerful spell caster.


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

Player: NPC Hero

Val  Char   Cost
70  STR60
26  DEX48
35  CON50
17  BODY14
30  INT20
30  EGO40
50  PRE40
20  COM5
 
35  PD21
35  ED28
7  SPD34
21  REC0
100  END15
70  STUN0
 
6"  RUN0
2"  SWIM0
14"  LEAP0
Characteristics Cost: 375

Cost  PowerEND
250  Cosmic Acuity: Variable Power Pool (Cosmic), 100 base + 150 control cost, all slots Cosmic (+2) (250 Active Points) 
125  Cosmic Arsenal: Multipower, 125-point reserve 
7u  1) Cosmic Blast: Energy Blast 15d6 (75 Active Points) 7
10u  2) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points) 10
11u  3) Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points) 11
7u  4) Lethal Cosmic Blast: Killing Attack - Ranged 5d6 (75 Active Points) 7
9u  5) Transmutation: Major Transform 3d6 (anything into anything), Improved Target Group (anything) (+1) (90 Active Points) 9
10u  6) True Travel: Teleportation 40", Improved Noncombat Movement (x32) (100 Active Points) 10
20  Cosmic Being: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
30  Cosmic Being: Damage Resistance (30 PD/30 ED) 0
6  Cosmic Fashions: 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) 1
100  Cosmic Flight: Flight 40", Improved Noncombat Movement (x32) 10
62  Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
48  Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) 0
20  Mystic Defenses: Power Defense (20 points) 0
10  Protected Senses: Sight Group Flash Defense (10 points) 0
15  Strong Willed: Mental Defense (21 points total) 0
Powers Cost: 740

Cost  Skill
16  +2 with All Combat 
3  Bureaucratics 19- 
3  Computer Programming 15- 
3  Cosmic Energy Manipulation 15- 
3  Deduction 15- 
3  Disguise 15- 
3  Electronics 15- 
3  Forensic Medicine 15- 
3  High Society 19- 
3  Mechanics 15- 
3  Navigation (Air, Space) 15- 
3  Oratory 19- 
3  Paramedics 15- 
3  Persuasion 19- 
3  Scholar 
2  1) KS: Alternate Earth History (3 Active Points) 15- 
2  2) KS: Arcane And Occult Lore (3 Active Points) 15- 
2  3) KS: History (3 Active Points) 15- 
2  4) KS: The Superhuman World (3 Active Points) 15- 
3  Scientist 
2  1) SS: Astrophysics 15- (3 Active Points) 
2  2) SS: Chemistry 15- (3 Active Points) 
2  3) SS: Energy Conversion 15- (3 Active Points) 
2  4) SS: Mathematics 15- (3 Active Points) 
2  5) SS: Physics 15- (3 Active Points) 
3  Security Systems 15- 
3  Systems Operation 15- 
Skills Cost: 85

Cost  Perk
30  Vehicles & Bases: Orbital Base 
10  Money: Wealthy 
6  Reputation: One of the Most Pormiinent Heroes of his Generation (A large group) 14-, +2/+2d6 
7  Contact: Atlas (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12- 
15  Contact: UNTIL (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
7  Contact: Empress (Contact has extremely useful Skills or resources, Contact has significant Contacts of her own, Good relationship with Contact) 11- 
Perks Cost: 75

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
6  Lightning Reflexes: +4 DEX to act first with All Actions 
4  Speed Reading (x10) 
Talents Cost: 24

Val  Disadvantages
10  Distinctive Features: Cosmic Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Firewing 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: Lord Destroyer 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Nobilese Oblige (Common, Strong) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
20  Psychological Limitation: Trying to forget his old life (Very Common, Strong) 
20  Reputation: Cosmically Powerful Being, 14- (Extreme) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 175

Base Points: 200

Experience Required: 924

Total Experience Available: 924

Experience Unspent: 0

Total Character Cost: 1299


Height: 1.85 mHair: Black
Weight: 227.00 kgEyes: Blue
Appearance: Prodigy is a classically handsome young man with sharp features, a very muscular physique, long black hair, and blue eyes. He stands a little over 6' tall and weighs a surprisingly massive 500 lbs. His costume is black with a royal blue cape, fastened to his costume with two gold broaches. He has a blue infinity symbol on his chest. His boots and belt are blue. He wears no mask.
Personality: Adam feels he has been blessed with a new life, a fresh start. The first 14 years of his life were an exercise in uncontrolled anguish, anger, and violence. From the time he was four his father taught him what it meant to be a king. Adam, brilliant and sensitive chaffed at the callousness of his father's teachings. Upon the discovery that his mother had been kidnapped, forced to marry against her will (or brainwashed to marry), then murdered by the man who called himself Adam's father; Adam closed his mind to Dr. Eidolon's words. As he grew and his power matured he became less and less controllable. After their final confrontation, Adam had pondered his future. His father removed, he was not really angry at the world; but he knew they would only fear him. He had been pondering leaving Earth for the stars when Baron Kajeric had banished him to this new reality.
Adam simply decided that this world would serve as his new start.
It took him a few years to learn enough about this Earth's culture and earn his identity. Now that he has had time to think and weigh his options he has decided to become a defender. A part of him still hears his father's voice, telling him he is an Emperor born to rule the world. He doesn't want to rule but he does feel responsible to protect those less capable than he; and that's just about everyone.
Quote:"It's okay, I am here to help."
Background: "You are nothing but a disappointment, Adam." The voice said. It was hollow, mechanical, inhuman; but it carried a sense of exasparation.
"Shut up, father" the boy said.
"Your mother, had I allowed her to live, would be so disappointed in you."
"Shut [b]UP[/b], father!" Adam stood, his young frame was already thickening with muscle. His hair, long and untamed was the color of the void of space.
"I don't know why I even bother with you."
"[b]SHUT UP!! SHUT UP!! SHUT UP!![/b]" Cosmic energies rippled in the air around the boy, his eyes glowed with a raging red fire and he literally exploded.
The armored room was ripped to shreds, but as the dust settled around the wreckage, Adam walked away.

A world away, the mechanical gaze of Dr. Eidolon grimaced. The boy was becoming more and more difficult and expensive to contain.
"Send the Retrievers after Adam," he commanded. Several shadowy figures scurried away to inform the others of their master's bidding.
Eidolon looked at the snowy screen of the monitor. His anger at his son was great but he was beginning to respect the boy's power and fearlessness. He needed to deal with Adam soon, he could not afford to have paternal pride interfere with his destiny.

The Retrievers, a team of specially designed and cultivated super humans had attacked Adam en masse. The battle was much longer than the last one. It also differed in that instead of Adam lying unconscious at their feet, the Retrievers lay broken and scattered about the battlefield. Several had been destroyed utterly, but Adam allowed others to live. He simply walked away.
Dr. Eidolon was the greatest scientist of his era; he was among the most powerful mystics as well. The Earth quelled with fear when he appeared publicly. They had mourned the death of Starbird, the enchanting heroine that he had chosen as his mate. It had been with truly frightening ease that Eidolon destroyed the Protectors and took the unconscious Starbird with him. It was as if his whole career he had been holding back, waiting for the right moment to make his move. Eidolon used his magic to corrupt the woman's mind, used her as his "Bride' and then dispatched her when their child was born. That was fourteen years ago, since then Eidolon had systematically humiliated or destroyed Earth's heroes. He moved ever closer to his goal as Emperor of Earth, everything seemed to fall into place for him. Then Adam turned ten. Adam became more and more unruly. He demanded to know of his mother, his powers, derived from Starbird's cosmic energies, amplified by the Omega Gene, a specially engineered DNA additive that turned his own genetic material into godlike potential. Adam was to be his crowning achievement. A legitimate Heir that he would one day possess and rule for all eternity as an immortal God-King. Adam had become a liability. For the last four years resources, time, and manpower that should have gone towards the subjugation of Earth had gone towards keeping Adam in line.
Adam had inherited his father's mind and will and his mother's power. Each day he seemed to grow noticeably stronger.
Dr. Eidolon finally realized that Adam was not the success he was hoping for. Luckily he had the clone banks to fall back on. Dr. Eidolon then unleashed his Devastators, near mindless brutes of tremendous physical, or energy might. Though he surmised they would be unable to destroy Adam, they could keep the boy's attention while he summoned his abilities to dispose of the boy.
Dr. Eidolon's arrogance was his undoing. Adam was as far beyond the Devastators as they had been beyond the human chattel he had desired to rule over. He had been unable to summon enough energy to truly harm the boy. His attack failed and Adam unleashed a devastating masterstroke that slagged Dr. Eidolon's armor and surely would have destroyed him utterly if he hadn't instinctively teleported away. The transport beam was a brief flash, but Adam knew what it was and was able to act. He dispersed the beam and Dr Eidolon was no more. Smiling fiercely, Adam began to float skyward. He had no idea what he wanted to do now but he was finally free.
And then the world began to scream around him. The skies turned red and he could not see the ground. Adam panicked and tried to will things back to normal. Beneath him stood Baron Kajeric, the closest mystic rival Dr. Eidolon had ever known. Baron Kajeric had sensed the gathering of mystic energies as Dr Eidolon tried to kill his child and transported to the battlefield. He watched what transpired and realized that the child flying away was far worse a threat to his chances at world conquest than Eidolon had ever been. He quickly summoned his own mystical might and tore open a dimensional gate sending Adam anywhere but his reality. Let someone else deal with him.

When he could see the skies again Adam knew he was not home. He was at the same spot on Earth, but this earth was different. Adam quickly discerned what had probably happened to him and took off towards America, nation of heroes, to find a way home. This Earth was different than his home, he noted as he flew. He picked up radio broadcasts and television; summoning a "screen" of cosmic energy he watched the news for a few hours. There was no Dr Eidolon here. There had never been a Starbird. There had never been an Adam. The history of this Earth was similar but different than his own. Now intrigued, Adam landed in New York and began studying. He spent months simply visiting libraries, watching news channels, listening to the radio; it was fascinating. None of the superhuman champions or threats from his home had emerged here. The "event" that had ushered in the age of the Superhuman in the 1940's was different than the one in his world (a different year no less).
After months of research Adam realized that this Earth was a fresh start. He flew to a police station, announced who he was and turned himself in. The Police, PRIMUS, then even UNTIL found nothing on this boy. He was made a ward of the United Stated Government and sent to a state run children's home. Adam was a perfect child, polite, articulate, he helped out around the house, played well with the other children, never used his powers in anger. As far as anyone knew he was simply a decent human child. He was released to his own recognizance when he turned eighteen and traveled across the United States, earning his food and shelter along the way.
He never used his powers for personal gain. He didn't use them period until a chance encounter with Firewing. The fiery gladiator made a challenge at a nationally televised sporting event that Adam was attending as payment for three weeks work on in a mill. Adam accepted the challenge and flew into the sky to meet his Fiery Foe. Firewing found, to his amazement that this youth was every bit as powerful as he. The fight took some time; Adam, who shook of years of rust at using his powers, finally managed to overcome Firewing and rendered the villain unconscious. The papers heralded the arrival of a new, unknown hero. One reporter dubbed him a super heroic prodigy, and Adam took that for his name. He designed a costume in his minds eye and used his cosmic energy control to create it out of local microscopic matter. Prodigy had arrived and he was going to make the most of his new start.
Powers/Tactics: Adam possesses fantastic cosmic prowess. He has more raw power and fine control than Cosmo of the New Guard. He can control matter on an atomic level, he has superhuman strength, endurance, and durability. He can fly extremely fast inside and outside the atmosphere. He can emit devastating blasts of cosmic power. Adam backs this up with a super genius intellect.
Campaign Use: Prodigy is one of the most powerful beings on the planet. He counts Viperia, Lord Destroyer, Atlas, Nilrem, Dr. Yin Wu, Empress, and Tokafanes as equals. If you want him to be more "grounded" drop his VPP to 50 pts or eliminate it all together. To make him more powerful give him a few more CSL's and increase the VPP to your desired level.


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

Player: NPC; Heroine (Solo at this time)

Val  Char   Cost
20/60  STR10
21  DEX33
50  CON80
25  BODY30
13  INT3
11  EGO2
20  PRE10
16  COM3
 
11/27  PD7
10/26  ED0
5  SPD19
14  REC0
100  END0
60  STUN0
 
6"  RUN0
2"  SWIM0
4"/12"  LEAP0
Characteristics Cost: 197

Cost  PowerEND
25  Density Manipulation: Elemental Control, 50-point powers 
25  1) Density Enhancement: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points) 4
25  2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks), Costs END Only To Activate (+1/4) (50 Active Points) 4
55  3) Intangibility Attack: Desolidification (affected by Force, Magnetic, Gravitic Attacks), Usable As Attack (+1) (80 Active Points) 8
31  4) Intangible Touch: Energy Blast 4d6, No Normal Defense (PD Force Field; +1), Affects Physical World (+2) (80 Active Points); No Range (-1/2), Linked To Desolidification (-1/4) 8
23  Spear Hand: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 / 5d6+1 w/STR) (40 Active Points); Linked (Density Enhancement; Lesser Power can only be used when character uses greater Power at full value; -3/4) 4
4  Thief's Touch: Teleportation 1", Reduced Endurance (0 END; +1/2), Usable As Attack (+1), Affects Physical World (+2) (9 Active Points); Only Works On Handheld Objects (-1/2), Linked (Intangibility; -1/2) 0
16  Augmented Defenses: Armor (8 PD/8 ED) (24 Active Points); Linked to Density Increase (-1/2) 0
11  Super-Dense Legs: Knockback Resistance -8" (16 Active Points); Costs Endurance (-1/2) 2
8  Walking On Air: Flight 6" (12 Active Points); Linked to Desolid (-1/2) 1
Powers Cost: 223

Cost  Skill
15  +3 with HTH Combat 
2  CK: Atlanta 11- 
2  KS: The Superhero World 11- 
1  KS: Police Proceedure 8- 
3  Paramedics 12- 
3  Streetwise 13- 
Skills Cost: 26

Cost  Perk
4  Reputation: Poular Local Heroine (A medium-sized group) 14-, +2/+2d6 
Perks Cost: 4

Val  Disadvantages
10  DNPC: John Bryant (Fiance; Police Officer) 11- (Normal; Useful Noncombat Position or Skills) 
15  Distinctive Features: Crimson skin and hair, golden eyes. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Hunted: Black Diamond 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 
25  Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10  Physical Limitation: Altered genetic makeup. -2 on Paramedics rolls, cannot bear children (Infrequently, Greatly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Fun loving, outgoing (Very Common, Moderate) 
10  Psychological Limitation: Treats combat as a game (Common, Moderate) 
15  Social Limitation: Public Identity (Frequently, Major) 
10  Vulnerability: 2 x BODY Gravity Based Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 450


Height: 2.00 mHair: Red
Weight: 100.00 kgEyes: Golden
Appearance: A beautiful woman standing over two meters tall and with crimson skin and golden eyes. She wears a white one piece costume with an upside down triangle cutout to show off her cleavage. She also wears white boots and short white fingerless gloves. Her nails and lips are painted gold. A quirk with her powers makes her skin seem to be smooth, polished stone when her density increase is on and translucent smoth crystal when she is intangible.
Personality: A fun loving gal who enjoys her abilities and the fame that goes with them. She treats being a role model more seriously than she does superpowered combat as most of the supers she has encountered are of the non-lethal variety. She knows that she is unable to have children now and this is probably the one thing that brings her sadness. John and Brenda intend to adopt when they get married. They have put off their wedding eleven times in the last two years, something always comes up.
Quote:"What's the matter? Seeing Red?"
Background: Transformed by a radiation accident into a red skinned amazon with powers of density manipulation, Brenda Preston chose to look on the bright side and became a superheroine. She has operated out of the city of Atlanta for almost five years now. Her fiancee, John is a member of the Atlanta MARS program. He gets alot of flak from his fellow officers over his girlfriend. Ruby is very popular in Atlanta and has appeared on all the local tv and radio shows and hosts alot of charity events. She has a rather good natured rivalry with Black Diamond (who's powers are similar) and the two brick-ettes have tended to see their confrontations as contests. The local VIPER nest has been less friendly with their attentions.
Powers/Tactics: A brick with some sneaky abilities. She generally goes to high density and trades punches with her foes; saving the inangability powers as a surprise.
Campaign Use: Local color in your trip to Atlanta. She's a little tougher than normal (450 pts rather than 350) if she's too tough, drop her normal STR to 15, her Con to 40, and her normal defenses to 8/8; finally drop her SPD to 4. If she's not tough enough, raise her normal STR to 30 and her PD and ED to 14 each. Perhaps add a few brick tricks.


Scorpio 7 (right-click character name for HERO Designer file - note - do not save as "XML" document, save as any/all file types)

Player: NPC Hero

Val  Char   Cost
25  STR15
18  DEX24
25  CON30
14  BODY8
18  INT8
13  EGO6
23  PRE13
16  COM3
 
18/22  PD10
13/17  ED5
5  SPD22
10  REC0
50  END0
50  STUN10
 
7"  RUN2
3"  SWIM1
6"  LEAP1
Characteristics Cost: 158

Cost  PowerEND
10  Light Concealed Armor: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4) 0
20  Toughness: Physical Damage Reduction, 50% 0
6  Accute Senses: +2 PER with All Sense Groups 0
2  Practiced Low Center of Gravity: Knockback Resistance -1" 0
5  Iron Focus: Mental Defense (8 points total) 0
25  Catch And Release Program: Missile Deflection (Thrown Objects), Missile Reflection 0
5  Ch'i Defenses: Power Defense (5 points) 0
Powers Cost: 73

Cost  Martial Arts Maneuver
  Professional Wrestling 
5  1) Big Boot/Super Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
5  2) Catching the Fist/Arm: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 
4  3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND 
3  4) Chokeslam: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
4  6) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 5d6 
4  7) Fist/Forearm Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  8) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
4  9) Missile Dropkick: 1/2 Phase, +2 OCV, -2 DCV, 6d6 +v/5; FMove 
4  10) Pincer Lock: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab 
3  11) Power Slam: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4  12) Reversal: var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs 
5  13) Running Clothesline: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove 
5  14) Scorpion Arm Bar: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1 1/2d6 , Disable 
4  15) Shoulderflip: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls 
4  16) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove 
3  17) Single Leg Takedown: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
5  18) Spine Buster: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 , Target Falls 
4  19) Stand your ground: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort 
3  20) Suplex: 1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls 
3  21) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
4  22) +1 HTH Damage Class(es) 
Martial Arts Cost: 87

Cost  Skill
12  +4 with Professional Wrestling 
   
3  Acrobatics 13- 
3  Acting 14- 
3  Analyze: Combat 13- 
3  Breakfall 13- 
3  Climbing 13- 
3  Conversation 14- 
5  Cramming  
3  Deduction 13- 
10  Defense Maneuver I-IV  
3  Disguise 13- 
4  Forgery (Documents, Jewelry, Metalwork) 13- 
5  Gambling (Card Games, Dice Games, Chess) 13- 
3  High Society 14- 
3  Oratory 14- 
3  Paramedics 13- 
3  Persuasion 14- 
3  PS: Professional Wrestler 14- 
3  Riding 13- 
3  Seduction 14- 
3  Shadowing 13- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
3  Streetwise 14- 
6  Survival (Temperate/Subtropical, Mountain, Urban) 13- 
3  Teamwork 13- 
5  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Staffs 
3  Linguist 
2  1) Language: Cantonese (Completely Fluent, w/Accent) (3 Active Points) 
3  2) Language: French (Idiomatic, native accent) (4 Active Points) 
1  3) Language: German (Basic Conversation) 
2  4) Language: Greek (Completely Fluent, w/Accent) (3 Active Points) 
1  5) Language: Hebrew (Fluent Conversation) (2 Active Points) 
2  6) Language: Italian (Completely Fluent, w/Accent) (3 Active Points) 
3  7) Language: Japanese (Idiomatic, native accent) (4 Active Points) 
3  8) Language: Latin (Idiomatic, native accent) (4 Active Points) 
3  Scholar 
2  1) KS: Archeology (3 Active Points) 13- 
2  2) KS: Art History (3 Active Points) 13- 
2  3) KS: Classical Literature (3 Active Points) 13- 
2  4) KS: Classical Music (3 Active Points) 13- 
1  5) KS: History (2 Active Points) 11- 
2  6) KS: Martial Arts World (3 Active Points) 13- 
2  7) KS: Professional Wrestling (3 Active Points) 13- 
3  Traveler 
2  1) AK: Hong Kong (3 Active Points) 13- 
2  2) AK: Japan (3 Active Points) 13- 
2  3) AK: Mexico (3 Active Points) 13- 
2  4) AK: United Kingdom (3 Active Points) 13- 
Skills Cost: 154

Cost  Perk
10  Money: Wealthy 
5  Contact: Various Wrestling Promoters (Contact has useful Skills or resources, Good relationship with Contact) 12- 
3  Contact: Dr Yin Wu (Contact has extremely useful Skills or resources, Contact limited by identity) 8- 
Perks Cost: 18

Cost  Talent
6  Combat Luck: 3 PD/3 ED 
15  Combat Sense 13- 
5  Eidetic Memory 
4  Speed Reading: x10 
3  Lightning Calculator 
9  Lightning Reflexes: +6 DEX to act first with All Actions 
Talents Cost: 42


Base Points: 200

Experience Required: 332

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 532


Height: 1.98 mHair: Blonde (Dyed Dark Blue)
Weight: 116.00 kgEyes: Blue
Appearance: 
Personality: 
Quote:
Background: 
Powers/Tactics: 
Campaign Use: 


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

Player:

Val  Char   Cost
45  STR35
23  DEX39
30  CON40
15  BODY10
20  INT10
13  EGO6
20  PRE10
10  COM0
 
20  PD11
50  ED44
5  SPD17
15  REC0
60  END0
60  STUN7
 
6"  RUN0
2"  SWIM0
9"  LEAP0
Characteristics Cost: 229

Cost  PowerEND
33  Energy Emission: Multipower, 100-point reserve, (100 Active Points); all slots Increased Endurance Cost (x5 END; -2) 
3u  1) Energy Pulse: EB 20d6 (100 Active Points); Increased Endurance Cost (x5 END; -2) 50
3u  2) Energy Beam: RKA 7d6-1 (100 Active Points); Increased Endurance Cost (x5 END; -2) 50
3u  3) Energy Flash: Sight Group Flash 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); Increased Endurance Cost (x5 END; -2) 50
17  Tougher than steel walls: Damage Resistance (10 PD/25 ED) 0
5  Energy Pool: Endurance Reserve (50 END, 0 REC) 0
35  Absorption 5d6 (standard effect: 15 points) (energy, End Reserve), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage 0
30  Graviton Field: Flight 15" 3
5  Low-Light Vision: Nightvision 0
10  Internal Radio: Radio Perception/Transmission (Radio Group) 0
47  Body Eternal: LS (Eating Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per year) 0
Powers Cost: 191 c

Cost  Skill
16  +2 with All Combat 
    
5  Cramming  
3  Deduction 13- 
3  Electronics 13- 
3  Forensic Medicine 13- 
3  KS: Artificial Intelligence 13- 
3  KS: Charitable Organizations 13- 
3  Mechanics 13- 
2  Navigation (Air) 13- 
3  Paramedics 13- 
3  Power 13- 
7  Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Radar) 13- 
Skills Cost: 54

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Ambidexterity (-2 Off Hand penalty) 
3  Bump Of Direction 
5  Eidetic Memory 
3  Lightning Calculator 
6  Speed Reading (x100) 
Talents Cost: 26

Val  Disadvantages
15  DNPC: Creators: (Dr's James Dupree, Megahan Hart, Willis Arbuckle, and Preston Clark) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 
15  Distinctive Features: 66% Human Appearance... (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Operation Xenocide 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: Utopia Institute 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
10  Hunted: Photon 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10  Physical Limitation: Can only "Heal" to 10 Body, the remaining 5 requires Specialized Facilities (Infrequently, Greatly Impairing) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
10  Psychological Limitation: Outsider Mentality (Uncommon, Strong) 
10  Psychological Limitation: Facinated with Romance (Common, Moderate) 
10  Reputation: Android Hero, 11- 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 150

Total Experience Available: 150

Experience Unspent: 0

Total Character Cost: 500


Height: 2.00 mHair: None
Weight: 100.00 kgEyes: White
Appearance: A humanoid android. He has gray skin, no hair, slits for a nose, white eyes and a stocky physique. He wears a costume of blue with a red "V" at his neck, his bracers, and boots are also red. He wears white pants. When not "in uniform" he wears sweaters, khakis, and a gray overcoat. Sometimes he wears a fedora, but since he has become more comfortable with his appearance he has worn this less.
Personality: Vessel has a rather altruistic personality. He feels that the comparatively vast powers he posses should go towards helping mankind. He donates heavily to charities, often his name, time, and image as well as much of the cash he does manage to acquire. He sees his creators over at CWS as his family and is on very good terms with them. He enjoys interacting with humanity, has had romantic relationships and seeks to one day "settle down".
Quote:"Allow me ma'am."
Background: In early 1990's the ground breaking technological think tank known as Clockwerk Sun developed a series of fascinating (to their respective fields) theories and applications. During the next year, the brilliant minds behind CWS introduced Vessel. Vessel was an android built combining CWS' nanotech, AI, and energy conversion theories. "He" came online January 1st, 1996. Unlike many corporate entities, CWS basically pushed the United States to grant Vessel, who more often went by his chosen name of Preston Shipp (a name the android found very witty), citizenship and lead to the United States' Artificial Intelligence Laws. Vessel has used his abilities to aid those in need as a costumed adventurer. He has made many friends and admirers over the last seven years.
Powers/Tactics: Given his tremendous resistance to energy attacks, Vessel tends to seek out energy projectors to do battle with, knowing that he can generally overcome them physically even if they don't oblige him by trying to fry his absorption cells. If push comes to shove, he will proactively seek energy to power his big attacks.
Campaign Use: Vessel is a "Data" or "Vision" type character, someone who can be the outsider on human nature, asking the hard questions. He is a noble being and has actually had it pretty easily. Acceptance has been relatively easy to come by and the negative reactions to him have been rare (if not insignificant). He has some detractors, those who don't believe he should be given the same rights and freedoms as humanity. He shrugs this off and would only give this a second thought if the laws changed and he lost his autonomy.

Vessel is (unbeknownst to him and his creators) slowly evolving physically (his mental and emotional evolution is well documented); the nanites that make up his "blood" are slowly changing and improving on his body. With time (and experience) he will become more efficient at converting energy, and will probably develop more energy control abilities.