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

Player: NPC; Leader of Operation Justice

Val  Char   Cost
35  STR25
26  DEX48
25  CON30
15  BODY10
15  INT5
14  EGO8
23  PRE13
14  COM2
 
20/26  PD13
20/26  ED15
5  SPD14
12  REC0
50  END0
50  STUN4
 
9"  RUN0
2"  SWIM0
7"  LEAP0
Characteristics Cost: 187

Cost  PowerEND
12  Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
10  Augmented Physiology: Power Defense (10 points) 0
7  Efficient Physiology: Reduced Endurance (1/2 END; +1/4) for up to 40 Active Points of Strength (10 Active Points); Activation Roll 14- (-1/2) 0
6  Enhanced Vision: +3 PER with Sight Group 0
23  Glue Grenades: Entangle 5d6, 5 DEF, Explosion (lose 1d6 and 1 DEF per 1"; +1/2) (75 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]
30  Particle Beam: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OAF (-1), 12 Charges (-1/4) [12]
6  Swift: Running +3" (9" total) 1
5  Toughness: Damage Resistance (5 PD/5 ED) 0
  Operation Justice Comlink Pendant, all slots IIF (-1/4) 
2  1) Clock Timer: Absolute Time Sense (3 Active Points); IIF (-1/4) 
2  2) GPS: Bump Of Direction (3 Active Points); IIF (-1/4) 
8  3) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance (10 Active Points); IIF (-1/4) 0
16  4) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) (20 Active Points); IIF (-1/4) 0
20  5) Tracking Chip: Detect Other Comlink Pendants 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) (25 Active Points); IIF (-1/4) 0
Powers Cost: 147

Cost  Martial Arts Maneuver
  Kung Fu (Wu Shu) 
5  1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 
5  5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike 
3  6) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 
5  7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
4  8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
3  11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
4  12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  13) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 
4  14) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 50 STR to Shove 
1  15) Weapon Element: Axes, Maces, and Picks 
1  16) Weapon Element: Blades 
1  17) Weapon Element: Chain Weapons 
1  18) Weapon Element: Clubs 
1  19) Weapon Element: Hook Sword 
1  20) Weapon Element: Polearms 
1  21) Weapon Element: Staffs 
1  22) Weapon Element: Three-Section Staff 
1  23) Weapon Element: Whips 
1  24) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 66

Cost  Skill
5  +1 with HTH Combat 
16  +2 with All Combat 
2  AK: Atlanta 11- 
3  Acrobatics 14- 
3  Analyze: Combat 12- 
3  Breakfall 14- 
3  Bureaucratics 14- 
3  Climbing 14- 
3  Concealment 12- 
3  Criminology 12- 
3  Deduction 12- 
3  High Society 14- 
3  Interrogation 14- 
2  KS: Criminal Law 11- 
2  KS: Kung Fu 11- 
2  KS: Operation Redemption 11- 
2  KS: PRIMUS 11- 
2  KS: The Law Enforcement World 11- 
0  Language: English (idiomatic) (4 Active Points) 
2  Language: Spanish (fluent conversation) 
3  Paramedics 12- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 14- 
3  Streetwise 14- 
3  Tactics 12- 
3  Teamwork 14- 
4  WF: Common Melee Weapons, Small Arms 
Skills Cost: 90

Cost  Perk
5  Computer Link: DOSPA Databases 
14  Fringe Benefit: Concealed Weapon Permit (where appropriate), Membership: Leader of Operation: Justice Field Team, Passport, Security Clearance: DOSPA 
5  Money: Well Off 
3  Well-Connected 
11  1) Contact: Atlanta PD (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 
17  2) Contact: DOSPA (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11- 
3  3) Contact: Nighthawk (Contact has extremely useful Skills or resources) (4 Active Points) 8- 
5  4) Contact: Silver Avenger Mayte Sanchez (Contact has extremely useful Skills or resources, Good relationship with Contact) (6 Active Points) 11- 
Perks Cost: 63

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Hunted: DOSPA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
15  Hunted: The Marauder 11- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: By the book (Common, Strong) 
20  Psychological Limitation: Dedicated to protecting America and her ideals (Very Common, Strong) 
15  Psychological Limitation: seeks to atone for his failings (Common, Strong) 
10  Reputation: Fallen Silver Avenger, 11- 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Social Limitation: Subject to Orders (Occasionally, Major) 
5  Vulnerability: 1 1/2 x STUN Poisons & Toxins (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 203

Total Experience Available: 203

Experience Unspent: 0

Total Character Cost: 553


Height: 1.86 mHair: Black
Weight: 102.00 kgEyes: Blue.
Appearance: John Robertson is a handsome man in his mid thirties. His lean physique belies his mass; he wears "Flag suit", consisting of a dark blue body suit with a golden eagle on the chest, white stars on his shoulders and white leggins, his gloves,.belts, and boots are red. He wears a facemask that leaves his mouth and chin uncovered.
Personality: Challenger is a good man. He is still somewhat impulsive, occasionally maverick, but he is a good man and a good leader. He regrets his past decisions and privately mourns the loss of his career in PRIMUS it was all he had ever wanted. He is a good leader and treats his charges with respect. It is still early in the game and they see him as a glorified parole officer more than a team leader, but they seem to be coming around.
Quote:"Gigawatt, hit 'em high! Powerwoman, hold the bridge until Skyguard can get the bus to safety! How's that power rerout coming Innovator?"
Background: John Robertson was one of the few, the proud, the Silver Avengers of PRIMUS. Sure there had been scanals but they were behind them now, the organization had put years of dedicated service together after the horror that was the Armstrong Incident and the Golden Avenger situation. John had been stationed in Atlanta, it wasn't a high profile job, but he was good at it and dedicated. He got along well with his fellow agents and had contacts throughout the organization.
Then it came. One of his street level contacts, Peter Hawkins, a "recreational chemist" who had been on PRIMUS payroll for years, sent him disturbing memos. Silver Avengers were on the take. John didn't believe it of course. Sure, Peter had never led him astray, but the information could have easily been misconstrued. John had gotten to PRIMUS as an investigative agent and put his skills to good use. He was distressed to find the truth even worse than Peter had reported. The Avengers were taking bribes, selling evidence, even extorting money from low level criminals for easy escapes. John didn't want another scandal to hurt PRIMUS, so he confronted one of the agents. He told them to cut it out or he'd go to the higher ups.
In hindsight, if John hadn't been so afraid of a scandal he'd have gone to his supervisors first. The Avengers quickly figured out John was the only one with the information and they killed Peter Hawkins and framed John for the murder. His access to his files restricted; John made a desperation phone call to Millennium City. He had gotten on quite well with Mayte Sanchez and appealed to her for assistance. She contacted Nighthawk of the Champions (as she couldn't get involved) and he went down to Atlanta and solved the case. The scandal was unavoidable and all the agents involved were prosecuted. John was relieved of duty, his actions had hindered the investigation into the corruption and lead to the murder of Mr. Hawkins. He wasn't charged but he was disgraced.

Then he was summoned into DOSPA headquarters. Andrew Rochester told him about Operation Redemption. It was a chance for super-powered criminals, those who showed a strong chance for rehabilitation could work some of their sentence off as agents of Justice. Rochester wanted him to lead them. He felt that John's own "redemption" would be sped along by this project. Eight months later, Operation Justice made their public debut against Firewing. It's going to be a long hall but Challenger feels he and his team is up to it.
Powers/Tactics: Having gone through PRIMUS Silver Avenger Tactical Training, Challenger is well suited for leading a small team of superbeings. He no longer has the PRIMUS issued equipment to back him up so he relys almost completely on his physical skills and training. He uses Kung Fu in combat and has really upped his training since he left PRIMUS, Innovator has devised a few items for him to take into battle. He tends to avoid the Particle Beam as he doesn't want to destroy much or risk hitting an innocent bystander. He does like the entangle grenades though.
Campaign Use: Challenger's abilites should not be altered too much as he is fairly average for a Silver Avenger. He is a little quicker due to his intense training (no longer has any paper work to deal with). If you want to lower his effectiveness eliminate or tapper his equipment. To make him more powerful, increase the equipment load or power.


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

Player: NPC Hero; Member of Operation: Justice

Val  Char   Cost
30  STR20
18  DEX24
30  CON40
12  BODY4
13  INT3
11  EGO2
18  PRE8
10  COM0
 
12/18  PD6
12/18  ED6
5  SPD22
12  REC0
60  END0
60  STUN18
 
6"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 153

Cost  PowerEND
27  Absorb Power: Absorption 8d6 (energy, Energy to STUN) (40 Active Points); Limited Phenomena (Electricity Only) (-1/2) 0
12  Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
75  Electrical Controll: Multipower, 75-point reserve 
2u  1) Arc Escape: Teleportation 20", MegaScale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4), Trigger (When below 0 BODY; +1/4) (70 Active Points); No Conscious Control (-2), Only Between ConductorsOnly Between Conductors Or Through Wires (-1/2) 7
7u  2) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
4u  3) Deadly Lightning: Killing Attack - Ranged 3d6 (45 Active Points) 4
2u  4) Direct Current Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1) (75 Active Points); Vulnerable (Electrical; -1), No Range (-1/2), Lockout (must maintain contact with victim; loss of contact negates entangle) (-1/2), Cannot Form Barriers (-1/4) 7
7u  5) Lightning Blast: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
1u  6) Lightning Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
6u  7) Neverending Lightning Blast: Energy Blast 6d6, Continuous (+1) (60 Active Points) 6
1u  8) Power Device: Aid Endurance 4d6 (40 Active Points); Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2) 0
5u  9) Power Down: Drain Electrical Powers 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points) 5
25  Electrosense: Detect Energy Fields 12- (Unusual Group), Discriminatory, Range, Targeting Sense 0
20  Flight Belt: Flight 15" (30 Active Points); OIF (Antigravity Belt; -1/2) 3
20  OHM Effect: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Electricity (-1/2) 0
17  Ride The Lightning: Flight 15" (30 Active Points); Only Along Electrical Wires (-3/4) 3
  Operation Justice Comlink Pendant, all slots IIF (-1/4) 
2  1) Clock Timer: Absolute Time Sense (3 Active Points); IIF (-1/4) 
2  2) GPS: Bump Of Direction (3 Active Points); IIF (-1/4) 
8  3) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance (10 Active Points); IIF (-1/4) 0
16  4) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) (20 Active Points); IIF (-1/4) 0
20  5) Tracking Chip: Detect Other Comlink Pendants 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) (25 Active Points); IIF (-1/4) 0
Powers Cost: 279

Cost  Martial Arts Maneuver
  VIPER Brawling 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
Martial Arts Cost: 15

Cost  Skill
5  +1 with HTH Combat 
6  +2 with VIPER Blasters 
20  +4 with Ranged Combat 
4  Computer Programming (Computer Networks, Personal Computers) 12- 
3  Electronics 12- 
3  KS: Computer Databases 12- 
3  KS: Computer Interfaces 12- 
2  KS: Operation: Justice 11- 
2  KS: The Local Underworld 11- 
2  KS: The Superhuman World 11- 
2  KS: VIPER 11- 
1  Language: Basic (basic conversation) 
1  Language: C (basic conversation) 
3  SS: Computer Control Systems 12- 
3  Stealth 13- 
3  Streetwise 13- 
3  WF: Small Arms, Blades 
Skills Cost: 66

Cost  Perk
3  Fringe Benefit: Membership: Operation: Justice 
3  Anonymity 
Perks Cost: 6

Cost  Talent
3  Lightning Reflexes: +2 DEX to act first with All Actions 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Often causes slight static electrical effects (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests) 
20  Hunted: DOSPA 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
10  Hunted: Dr Moreau 8- (Mo Pow, NCI, Watching) [Notes: Dr.Moreau had seen the appearance of Conductor as too great of a coincidence and kept a file on him. He also noticed when Conductor disappeared from Stronghold (thought this isn't common knowledge) and the appearance of Gigawatt.] 
15  Hunted: The Ultimates 8- (Mo Pow, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Protective of Innocents (Common, Strong) 
10  Psychological Limitation: Seeks to atone for his past misdeeds (Common, Moderate) 
10  Psychological Limitation: Wants to leave the "tights" game behind (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Social Limitation: Subject to Orders (Frequently, Major) 
10  Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 172

Total Experience Available: 172

Experience Unspent: 0

Total Character Cost: 522


Height: 1.90 mHair: Black
Weight: 80.00 kgEyes: Brown
Appearance: Gigawatt, in his costume is a well built African-American with brown eyes that glow electric blue when he uses his powers. He wears a pale blue bodysuit with golden lightning bolts on his chest, arms and legs. His boots and gloves are white. He wears a blue head piece that doesn't cover his face but large opaque golden goggles keep his identity safe.
If you want his Conductor costume, it was a black body suit with copper colored lightning bolt on the chest and a full face mask. His boots and guantlets were also copper colored.

William Bettis dresses in casual, off the rack clothing.
Personality: Gigawatt is a serious young man now. He had always gone with the flow. He had never really questioned his life, always taking the easy way out. But that's all behind him now. Its not about the easy way. Its not about the money. Its about living the right way. He has quickly become the second in command of Operation: Justice, he trains hard, and he has the trust of his team and leader.
Quote:"Don't you get it? Can't you see the bigger picture? There is an entire world out there! Stop thinking only of yourself!"
Background: Terrence "Trey" Braydon was a decent kid growing up. He loved his mom and his older sister. He tried his best in school and got a scholarship to the city college; but things just didn't work out. He was 14 when he got into the gang scene. He was smart, athletic, and a "good" guy, he treated his friends well. It was easy for a VIPER recruiter to impress him with the money and the prestige and the comraderie of VIPER. He bought into it for a while. His time with VIPER wasn't bad. He enjoyed hanging with the other agents, the nest leader treated his men well. It wasn't until Trey balked at the assassination of a local politician and his family that his days in VIPER were anything but good. Feeling uneasy with the idea of gunning down a man's family; Trey went to his nest leader. He figured he might get reassigned to guard duty or something, but apparently it was the last sign his leader needed that Trey wasn't "VIPER Material" after all. Trey was assured he'd be placed on the auxilery guard for that mission and went back to his barracks. WIthout a care in the world he went to sleep.
He awoke later, strapped to a table with the piercingly cold eyes of Dr. Moreau gazing at him.
"Apparently, you didn't work out" The Dr. said with a trace of a grin on his thin lips.
Trey tried to scream, but he had been gagged. He became aware of a numbness throughout his body. He frantically looked around for anything that would tell him this was a horrible nightmare or terrifying prank.
"I have used a mutated series of glands from bioelectric producing animals, such as eels. The cells have more or less been accepted by your body and your health hasn't significantly suffered. I am planning to study your body's ability to absorb the electrical current. Perhaps these will allow me to create a superbeing capable of controlling and emiting powerful electrical current. You however, will simply be overloaded and fried. Its too bad you didn't work out.
Without another word Dr Moreau flipped the switch. Trey was in agony. He couldn't even scream. For 45 seconds the pain was overwhelming. Then it began to quickly ebb. The modified cells were protecting him. The powerlevel increased and he felt pain again. Soon this too subsided. For the next eleven minutes he alternated between pain and relief. He was dimly aware of the hum of the equipment and the occasional crackle of energy. Dr. Moreau was impressed; the cells were absorbing and overcoming the charge. He had already surpassed the current of a lightning strike. His equipment was actually being pushed to the limit. Perhaps this subject would survive. How would he explain that? At the highest level, the young man's body seemed to be readily copping with the output until suddenly a bright light flashed and the equipment was destroyed. The table and its contents had become no more than a pile of ash. Moreau sighed with relief and called for a cleaning crew.
Trey didn't die ofcourse. The surge of power apparently subconsciously made his desire of escape possible and he transported out in a backlash of energy. He was shot along powerlines and eventually found himself naked near a nearby hydro electrical plant. The experiment indeed granted him superhuman powers and he quickly put them to use robbing a few stores to clothe and feed himself. He settled into the life of a mid-card supervillain, working for various bosses and organizations (but never VIPER) under the name Conductor. He was caught and jailed a few times but often escaped or was released so he could work with yet another burgeoning criminal mastermind.
After a few years he simply stopped getting sprung. He sat in Stronghold for almost two years before he worked up the courage to write his mother. She never replied to his letters, but he wrote her weekly. He aslo spent time with Dr. Price discussing his criminal career. He'd never really thought about why he never tried to do anything else. After a third year in Stronghold he got a visit from his mom and sister. It was a tearful reunion; his mother, dying from cancer, wanted to see him again before she died. They spent all afternoon together in a room provided by Dr. Wildman. After that day, Trey became a model prisoner. He and his mother corresponded up until her death in 2003. Then he wrote to his sister. When John Robertson sought villains who might want a second chance at life; who might be convinced to use their talents for the good of America and not their own selfish desires, Cunductor was the first name on the list.
Trey Braydon is gone. William Bettis, aka Gigawatt, is a young man trying to find his way into the world. He still writes his sister. He's visited his mother's grave and he's begun correspondance classes in computer programming. He is unsure if he will remain Gigawatt after his sentence is completed. He's grown tired of the super powered game. But for now, he simply wants to be the man his mother always wanted him to be.
Powers/Tactics: Gigawatt is a living electrical generator. He can absorb, and emit electrical current in a variety of ways. While he was once simply a blaster, he has become alot more creative in his use of this powers since he began studying computers and electronics. He has lower end defenses so he tends to keep his distance. He does have a few surprises for anyone who assumes he's toast in a hand to hand situation.
Campaign Use: Trying hard to reform and become a normal man. At this point in his heroic career, Gigawatt simply wants out of the tights game. As he begins to appreciate the need for superheroes and understand that he can do great acts of good, he will warm up to the idea more. If you want to run him as Conductor simply eliminate the last three slots in his Multipower, drop the pool to 60 pts and eliminate the Operation:Justice Comlink Pendant.


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

Player: NPC; Member of Operation: Justice

Val  Char   Cost
10  STR0
36  DEX78
25  CON30
17  BODY14
18  INT8
11  EGO2
18  PRE8
14  COM2
 
8/25  PD6
8/25  ED3
8  SPD34
10  REC6
50  END0
35  STUN0
 
21"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 191

Cost  PowerEND
22  Armored Costume: Armor (11 PD/11 ED) (33 Active Points); OIF (Reinforced Costume; -1/2) 0
29  Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
7  Running Up Buildings: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Must Make At Least A Half Move Each Phase (-1/4) 0
75  Speed/Quickness Tricks: Multipower, 75-point reserve 
4u  1) Dizzying Spin: Drain DEX 4d6 (40 Active Points) 4
4u  2) Hyper Throwing: Blunt Objects: Energy Blast 8d6 (40 Active Points) 4
3u  3) Hyper Throwing: Sharp Objects: Killing Attack - Ranged 2d6 (30 Active Points) 3
3u  4) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4) (75 Active Points); Only To Disarm/Grab Objects (-1), No Range (-1/2) 7
3u  5) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Linked To Running Or Other Movement Power (-1/2) 6
3u  6) Run-By Grabbing: (Total: 50 Active Cost, 32 Real Cost) +30 STR (30 Active Points); Only For Grab-Bys (-1), No Figured Characteristics (-1/2) (Real Cost: 12) plus +10 with Grab-Bys (Real Cost: 20) 6
40  Superhuman Speed: Multipower, 40-point reserve 
4u  1) Overdrive Running: Running 15", Megascale (1" = 1 km; +1/4) (40 Active Points) 4
3u  2) Super-Running: Running +15" (21" total), Improved Noncombat Movement (x4) (35 Active Points) 3
  Operation Justice Comlink Pendant, all slots IIF (-1/4) 
2  1) Clock Timer: Absolute Time Sense (3 Active Points); IIF (-1/4) 
2  2) GPS: Bump Of Direction (3 Active Points); IIF (-1/4) 
8  3) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance (10 Active Points); IIF (-1/4) 0
16  4) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) (20 Active Points); IIF (-1/4) 0
20  5) Tracking Chip: Detect Other Comlink Pendants 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) (25 Active Points); IIF (-1/4) 0
Powers Cost: 248

Cost  Skill
10  +2 with HTH Combat 
15  +5 with Running 
3  Acrobatics 16- 
3  Breakfall 16- 
3  Concealment 13- 
10  Defense Maneuver I-IV  
2  KS: Fantasy Literature 11- 
2  KS: Pop Culture 11- 
2  KS: The Superhuman world 11- 
3  Lockpicking 16- 
2  Navigation (Land) 13- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 16- 
3  Stealth 16- 
3  Streetwise 13- 
2  Survival (Urban) 13- 
3  Teamwork 16- 
Skills Cost: 75

Cost  Perk
3  Fringe Benefit: Membership: Operation: Justice 
Perks Cost: 3

Cost  Talent
12  Combat Luck (6 PD/6 ED) 
3  Ambidexterity (-2 Off Hand penalty) 
3  Lightning Calculator 
15  Lightning Reflexes: +10 DEX to act first with All Actions 
6  Speed Reading (x100) 
Talents Cost: 39

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Hunted: DOSPA 11- (Mo Pow, NCI, Watching) 
20  Hunted: The Shadowprince 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Lives for adventure (Common, Moderate) 
10  Psychological Limitation: Mischevious and playful (Common, Moderate) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
10  Social Limitation: Minor: Age 15 (Occasionally, Major) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Social Limitation: Subject to Orders (Frequently, Major) 
10  Vulnerability: 2 x STUN toxins and poisons (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 206

Total Experience Available: 206

Experience Unspent: 0

Total Character Cost: 556


Height: 1.63 mHair: Red
Weight: 53.00 kgEyes: Green
Appearance: An attractive fourteen year old girl. Aubrey has red hair and green eyes and a runner's build. She has a new costume based on a white body suit with gold metallic chest, shoulders, and thighs, her boots and gloves are red and she wears a set of red goggles. Small stylized white wings adorn her back, these are ofcourse non functional.
Personality: The youngest member of the team, she sometimes feels a bit alone. Powerwoman makes every effort to be her friend but she's almost twelve years older. Aubrey (her new name) has had to grow up rather fast, but she still harbors her fantasies and still yearns for adventure. She works well with the others but when her sentence is done she might seek a hero team more her own age.
Quote:"Didja see that? No, I guess you wouldn't."
Background: Jessica's mutant powers emerged when she was twelve. They allowed her to act out her fantasies. As the elusive Quickling, she took part in petty theft and vandalism. It was fun and no one ever got hurt. That was the case at least until [i]HE[/i] showed up. The man, calling himself the Shadowprince, appeared before Quickling and threatened her parentsí lives if she didn't work for him. Frightened and unsure of how to get out of it, she agreed. The Quickling became a much more violent threat, she used her powers along with the Shadowprince's other servants; Graywarden, Gollum, Pandora, and Burner, to harm, harass, and even murder their master's enemies.
It eventually became too much for Jessica to bear and she left cryptic messages for the local hero team in Seattle. They managed to peace together the clues and rescue Jessica's parents from their prison. Once his bargaining chips were gone, the Shadowprince found how much Quickling had resented his "employment". She led the heroes to his lair and personally beat him into unconsciousness. Then she turned herself in.
Her sixteen months at Stronghold (as there is no superpowered minor correctional facility) consisted of daily talks with Dr. Price and eventually a meeting with Challenger. She took the job, came up with yet another fantastic name and began working on the lighter side of the superhuman color wheel. She doesn't regret it; Her parents have been safely relocated and as of yet the Shadowprince has stayed away.
Powers/Tactics: A speedster. She isn't as blindingly fast as some but she is incredibly agile and a natural acrobat. She uses her powers mostly in combat but Challenger has been stressing the importance of combat training and she is picking up some new tricks. She's slowly learning martial arts as well.
Campaign Use: A speedster with an emphasis on agility. She doesn't do troughs as much as move bys. If you want to weaken her a bit drop her SPD to 7 (or 6 but that's a bit much) and get rid of her area affect attack. To improve her combat abilities, give her martial arts and a few more move by based attacks.


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

Player: NPC; Member of the Operation: Justice

Val  Char   Cost
15/25  STR5
15/21  DEX15
15/25  CON10
15/20  BODY10
30  INT20
17  EGO14
18  PRE8
12  COM1
 
4/27  PD1
4/27  ED1
4/5  SPD15
6/11  REC0
30/50  END0
31/51  STUN0
 
6"  RUN0
2"  SWIM0
3"/5"  LEAP0
Characteristics Cost: 100

Cost  PowerEND
80  Toys & On the Spot Solutions: VPP (Gadget Pool), 60 base + 20 control cost, (90 Active Points); all slots OIF (-1/2) 
0  1) Bola Gun: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4) (37 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 12 [4]
0  2) Force Field: Force Field (15 PD/15 ED) (30 Active Points); OIF (-1/2) Real Cost: 20 3
0  3) Strong Pulson Carbine: Energy Blast 12d6, 16 Charges (+0) (60 Active Points); OAF (-1), Limited Range (175"; -1/4) Real Cost: 27 [16]
  "Onboard Computer" [Notes: A cybernetic system hooked to his left eye. Looks like a high tech monocle attached to his temple.] 
3  1) Depth Finder: Absolute Range Sense 
3  2) Internal Clock: Absolute Time Sense 
5  3) Memory Storage Cells: Eidetic Memory 
3  4) Onboard Compass: Bump Of Direction 
10  5) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance 0
20  6) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) 0
25  7) Tracking Chip: Detect Other Comlink Pendants 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) 0
  Light Exoskeleton combat suit, all slots OIF (-1/2) 
27  1) Anti Gravity Belt: Flight 15", Improved Noncombat Movement (x8) (40 Active Points); OIF (-1/2) 4
13  2) Atribute Enhancement IX: +20 STUN (20 Active Points); OIF (-1/2) 
5  2) Attribute Enchancement I: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 1
9  2) Attribute Enhancement II: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  2) Attribute Enhancement III: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
5  2) Attribute Enhancement IV: +5 BODY (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
7  2) Attribute Enhancement VI: +1 SPD (10 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement VII: +5 REC (10 Active Points); OIF (-1/2) 
7  2) Attribute Enhancement VIII: +20 END (10 Active Points); OIF (-1/2) 
16  10) Exoskeleton Defense: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
20  11) Life Support Unit: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (41 Active Points); Linked to Force Field (-1/2), OIF (-1/2) 0
  Optic Systems, all slots OIF (-1/2) [Notes: The "Monocle" cannot be removed without surgury, but it can be disabled with an electronics roll at - 6] 
10  1) Magnefying Vision: Microscopic with Sight Group (15 Active Points); OIF (-1/2) 0
7  2) Peripheral Enhancement: Increased Arc Of Perception (240-Degree) with All Senses (10 Active Points); OIF (-1/2) 0
0  3) Psionic Detection Models: Mental Awareness; OIF (-1/2) 0
11  4) Radar Sensors: Radar (Radio Group), Telescopic (+1) (16 Active Points); OIF (-1/2) 0
12  5) Satellite Feed: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Rapid (x10), Telescopic (+5) (21 Active Points); OIF (-1/2), Sense Affected As Sight and Hearing [very common Sense] (-1/4) 0
4  6) Sensory Enhancements: +2 PER with All Sense Groups (6 Active Points); OIF (-1/2) 0
3  7) Spectral Analysis : Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OIF (-1/2) 0
16  8) Spectral Analysis Unit: Detect A Single Thing (Energy) 15- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+6), Sense Affected As Sight (+0) (24 Active Points); OIF (-1/2) 0
3  9) Spectral Analysis: Infrared Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OIF (-1/2) 0
2  10) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group), Sense Affected As Hearing Group (+0) (3 Active Points); OIF (-1/2) 0
Powers Cost: 343

Cost  Martial Arts Maneuver
  Aikido 
4  1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 40 STR vs. Grabs 
3  3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 35 STR for holding on 
5  4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 5d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 5d6 +v/5, Target Falls 
Martial Arts Cost: 19

Cost  Skill
3  Breakfall 12- (13-) 
3  Bureaucratics 13- 
3  Computer Programming 15- 
3  Cryptography 15- 
3  Deduction 15- 
3  Electronics 15- 
3  Forensic Medicine 15- 
13  Gadgeteering 20- 
3  Inventor 15- 
3  Mechanics 15- 
3  Scholar 
2  1) KS: Other Dimensions (3 Active Points) 15- 
2  2) KS: Scientific World (3 Active Points) 15- 
2  3) KS: Superpowers (3 Active Points) 15- 
2  4) KS: The Superhuman World (3 Active Points) 15- 
3  Scientist 
2  1) SS: Aeronautical Engineering 15- (3 Active Points) 
2  2) SS: Aerospace Enginering 15- (3 Active Points) 
2  3) SS: Astrophysics 15- (3 Active Points) 
2  4) SS: Battlesuit Engineering and Design 15- (3 Active Points) 
2  5) SS: Biochemistry 15- (3 Active Points) 
2  6) SS: Biology 15- (3 Active Points) 
2  7) SS: Chemical Engineering 15- (3 Active Points) 
2  8) SS: Chemistry 15- (3 Active Points) 
2  9) SS: Cybernetics 15- (3 Active Points) 
2  10) SS: Exobiology 15- (3 Active Points) 
2  11) SS: Genetics 15- (3 Active Points) 
2  12) SS: Mathematics 15- (3 Active Points) 
2  13) SS: Medicine 15- (3 Active Points) 
2  14) SS: Nuclear Physics 15- (3 Active Points) 
2  15) SS: Physics 15- (3 Active Points) 
2  16) SS: Robotics 15- (3 Active Points) 
2  17) SS: Solid State Physics 15- (3 Active Points) 
2  18) SS: Sub-Atomic Physics 15- (3 Active Points) 
2  19) SS: Temporal Physics 15- (3 Active Points) 
2  20) SS: Weapons System Engineering 15- (3 Active Points) 
3  Streetwise 13- 
3  Systems Operation 15- 
3  Teamwork 12- (13-) 
Skills Cost: 103

Cost  Perk
5  Money: Well Off 
3  Fringe Benefit: Membership: Operation: Justice 
Perks Cost: 8

Cost  Talent
3  Lightning Calculator 
6  Speed Reading (x100) 
Talents Cost: 9

Val  Disadvantages
15  Hunted: DOSPA 11-, More Powerful, NCI, Watching 
10  Hunted: Pentagon 8- (Mo Pow, NCI, Watching) 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code Against Killing Common, Total 
10  Psychological Limitation: Disdain for bureaucratic corruption (Uncommon, Strong) 
10  Psychological Limitation: Enjoys matching wtis with other "Geniuses" (Common, Moderate) 
10  Psychological Limitation: Hunts James Donaldson (aka Golden Fang, Nest leader in Silicon Valley) (Uncommon, Strong) 
15  Psychological Limitation: Overconfident Very Common, Moderate 
10  Rivalry: Professional (Demogogue of the LoJ; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
15  Social Limitation: Subject to Orders (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 232

Total Experience Available: 232

Experience Unspent: 0

Total Character Cost: 582


Height: 1.79 mHair: Red
Weight: 75.00 kgEyes: Green
Appearance: Innovator is a healthy guy, almost six fee tall and about 165 lbs. He has red hair and green eys. He doesn't tan well. The Innovator wears a light exoskeleton that leaves his face open but covers his torso, arms, legs, neck and back of his head. The exoskeleton is white wth blue trim the "chest plate" is black with a white circuitry design contained in a circle on his chest. His gadget pool often takes the apearance of modules or weapons hooked to the armor.
Personality: Brad is pretty laid back. Supremely confident in his skills, he never proved to be the gibbering mad scientist type he was often portrayed to be in the media during his trial. Since he fights on the side of the angels now, he works (in his copeous spare time) at finding evidence against Jim Donaldson. He is as yet unaware thad Donaldson is a VIPER nest leader.
Quote:"Nice toy, I can make it better."
Background: Frank was a happy man. He had graduated top of his class at MIT and seemed on the fast track to success. In fact his scores had been the highest the university had seen since Gallelao Anderson back in the late 80's. Frank's friend Jim Donaldson was an MBA from Harvard who offered the capitol for Frank's start up business. The two partners became very rich men when the company went public in 1996.
Then Frank was an unhappy man. A call from their accountant claiming that Jim had been embezzling brought Frank from the lab to the office building one night. However, when he arrived, Frank found the accountant dead. Frank went to pick up the phone when Jim and the cops burst in the door. Jim fingered Frank as the murderer telling the officers that the accountant had uncovered Frank's embezzlement! Frank escaped and vowed revenger. Jim sold the company to a large technology conglomerate and was in the clear.
Frank developed the Fabricator identity to get revenge on Jim. Realizing he needed capital he robbed a few banks first. It became a rush. He found he enjoyed matcing wits with the Heroic geniuses; this became his obsession, and his hatred of Jim Donaldson ebbed. Then he bit of more than he could chew and challenged Demogogue's intellect with one of his capers. Their similar backgrounds and studies had made the idea too good to resist. But Demogogue proved his better and he was captured. It was at this time that he was tried for the murder of the accountant and sentenced to 25 years in prison. His intellect, though not considered a mutation was considered formidable enough to put him into Stronghold. He spent four years there, and in that time proved that he wasn't the killer the courts made him out to be.
Challenger took him in the initial group for Operation: Redeption. Frank took a new identity, Brad Einstein and a new heroic identity, the Innovator.
Powers/Tactics: His dislike for Demogogue is born of jealousy. It shows most in his standard equipment which resembles his rival's in function, particularly his sensor implant. He isn't as big on combat as the rest of the team but often is the only ranged response; so he generally packs a gun of some sort.
Campaign Use: Innovator is a good guy to have on your team. His tinkering and "innovations" are a good rationale for any type of power upgrade. If you want to make him a bit more limited of a combatant, get rid of the "attribute enhancements" in his exoskeleton. If you'd like ot improve him, Open Gadgets and Gear, pick a neat toy and give it to him.


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

Player: NPC; Member of Operation: Redemption

Val  Char   Cost
35/45  STR25
25  DEX45
20/35  CON20
12  BODY4
10  INT0
11  EGO2
20  PRE10
12  COM1
 
15/30  PD8
15/30  ED11
5  SPD15
11  REC0
40  END0
40  STUN0
 
6"  RUN0
2"  SWIM0
7"/9"  LEAP0
Characteristics Cost: 141

Cost  PowerEND
5  Enhanced Hearing: +5 PER with Single Sense Group 0
10  Enhanced Sight: +5 PER with Sight Group 0
15  Far Seeing: +10 versus Range Modifier for Sight Group 0
45  Natrual Flight: Flight 20", x4 Noncombat 4
5  Nightsight: Nightvision 0
18  Parabolic Hearing: +12 versus Range Modifier for Hearing Group 0
6  Toughened Flesh: Damage Resistance (6 PD/6 ED) 0
5  Ultravision: Ultraviolet Perception (Sight Group) 0
50  Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 
5u  1) Gauntlet-Mounted Machine Gun: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (75 Active Points); OIF (-1/2) [250]
3u  2) Shoulder-Mounted Blaster: Energy Blast 10d6 (50 Active Points); OIF (-1/2) 5
  Iron Eagle Combat Suit, all slots OIF (-1/2) 
2  1) Clock Timer: Absolute Time Sense (3 Active Points); OIF (-1/2) 
3  2) Cooling System: Force Field (6 ED) (6 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
6  3) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
2  4) GPS: Bump Of Direction (3 Active Points); OIF (-1/2) 
7  5) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
7  6) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance (10 Active Points); OIF (-1/2) 0
7  7) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
6  8) Powered Armor Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
20  9) Powered Armor Standard Battery: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
30  10) Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
13  11) Resiliance Augmentation: +15 CON (30 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4) 
13  12) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) (20 Active Points); OIF (-1/2) 0
40  13) Sonic Flight: Flight 15", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); OIF (-1/2) 6
5  14) Strength Augmentation: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 1
17  15) Tracking Chip: Detect Other Comlink Pendants 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) (25 Active Points); OIF (-1/2) 0
17  16) Wing Assisted Flight Enchancement: +5 with Flight (25 Active Points); OIF (-1/2) 
Powers Cost: 362

Cost  Skill
5  +1 with Ranged Combat 
10  +2 with HTH Combat 
5  Accurate Sprayfire 
3  Breakfall 14- 
3  Combat Piloting 14- 
3  Concealment 11- 
3  Demolitions 11- 
2  KS: Mutant Issues 11- 
2  KS: The Hope 11- 
1  KS: The Superhuman world 8- 
3  Mechanics 11- 
4  Navigation (Air, Land, Marine) 11- 
3  Oratory 13- 
3  Paramedics 11- 
3  Persuasion 13- 
5  Rapid Attack (Ranged)  
2  SS: Orthonology 11- 
3  Stealth 14- 
3  Systems Operation 11- 
3  Teamwork 14- 
Skills Cost: 69

Cost  Perk
3  Fringe Benefit: Membership: Operation: Justice 
Perks Cost: 3

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Hunted: DOSPA 11- (Mo Pow, NCI, Watching) 
20  Hunted: The 5th Column 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: The Hope (Racist gang/criminal enterprise) 8- (Less Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Ashamed of his past (Common, Moderate) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Shy and withdrwan (Very Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Social Limitation: Subject to Orders (Frequently, Major) 
10  Susceptibility: Sonic Attacks, 2d6 damage Instant (Uncommon) 
10  Vulnerability: 2 x STUN Poisons/Toxins (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 225

Total Experience Available: 225

Experience Unspent: 0

Total Character Cost: 575


Height: 1.88 mHair: Blonde
Weight: 91.00 kgEyes: Blue
Appearance: A tall and broad shouldered man in his mid thirties, Iron Eagle has short blonde hair, blue eyes and a powerful build. His armor is white with a "Wing Pack" on his back. His Shoulder mounted blasters can rotate 90 degrees so he can use them while flying horizontally or hovering vertically. His guantlet ammunition is fed through lines from his backpack. The guantlets, boots, and legs are blue, the helmet face plate is also blue. A Stylized set of wings are placed over his heart.
Personality: Bobby's life has always been in someone else's hands. He followed his father despite not believing in the movement. He became a spokesperson for the Hope and the tool of Father Harvey because he needed the approval and percieved love from the man. He's aged alot in the last six years; he follows Challenger without question, but not out of a need for acceptance, but because its how he wants to spend the rest of his days. Atoning for the sins of his past.
As Sebastion Jones, he is a shy and introverted man but one driven to make a difference. He want's desperately to escape his past. He avoids talking to his more ethnic handlers for fear of insulting them or saying something wrong. He may overcome this.
Quote:"Yes, Sir."
Background: Bobby Pride was born to a white supremist in the pacific northwest. His mother died during childbirth and he was raised by his father. Bobby's dad took him out of public schools shortly after his freshman year of highschool after Bobby pointed out to his father that the minorities in his class did not live down to the stereotypes his father had always perscribed them. When his mutant abilities first appeared Bobby's father tried to "beat them out of him"; he survived due to the rugged nature of his abilities. Bobby both hated his father and yearned for acceptance. He tried to do the "right thing" by his dad and join him in the White Power movement. They got involved with a burgeoning organization known as The Hope (as in the Great White Hope) headed by a "Church of Universal Truth" minister named Leeland Harvey. Harvey was everyhing that Jack Pride was not; kind, soft spoken. He took great interest in Bobby. It was he who came up with the White Eagle persona for him. Though The Hope preaches against mutants as well as any non-white, "Father" Harvey thought that a subtle use of Bobby's mutant powers would be beneficial to the movement. Jack was so happy he actually hugged his son and treated him like a father should. Leeland Harvey took Bobby under his wing. He was educated at a local school and trained in the use of his powers in private. When Leeland felt he was ready, he presented Bobby with a costume; explaining that his mutant powers couldn't be revealed, Father Harvey told Bobby that they would infer the suit held the power and that it was the design of innovative scientists sympathetic to their cause. Although dispondent that he had to continue to hide his "gifts" Bobby was thrilled to be a "superhero". He made public appearances and spoke on the behalf of The Hope and "fought crime" (though he later found out much of the crimes were staged). He was directed behind the scenes by Father Harvey. During his thirteen months as the White Eagle, Bobby often sparred verbally or through the headlines with an African-American hero known as Fire-Lion. The 'feud' was carefully cultivated by Leeland Harvey. Fire-Lion had a history for violence, and activism. Harvey surmised (quite correctly) that he could be coaxed into attacking White Eagle. The idea was not so much to show White Eagle's power, but to show that the "Afro-Hero" as Harvey had dubbed Fire-Lion, was unstable, violent and a danger to white people. The Hope had studied their target well (often sending him tips on their calndestine operations to gague his abilities and weaknesses); and several men with specially designed sonic rifles intended to drive Fire-Lion into a frenzy. They ambushed Fire-Lion and captured him. Then they allowed him to escape during a televised rally. White Eagle goaded him on local television. Then the Sonic Rifles were used. The weapons worked too well; White Eagle, in an effort to defend himself from Fire-Lion's pain induced rage, broke the hero's neck. This was all caught on film and suddenly Bobby was very aware of police officers moving towards him. He looked to Father Harvey for help and found that his mentor had vanished. Bobby went quietly and was taken to jail. His arraignment was quick and he felt he had a good chance. His attorney said it was a clear cut case of self defense.
Bobby's life fell out from under him when James Watson, the brother of the man known as Fire-Lion showed up as the first witness for the prosecution with detailed notes and evidence how his brother was set up. The worst part was that the evidence that was presented pointed soley to White Eagle. The Hope, Father Harvey, and all the people who had put the plan together were cleared by the evidence, but Bobby's hands were everywhere. He paid the thugs who he had defeated, his men harrassed Fire-Lion; he had syphoned funds from The Hope to develope the sonic rifles, it was all there in black and white.
Bobby Pride was found guilty and sent to Stronghold. It was five years he had been there when he was introduced to Malcom Watson. The man known as Fire-Lion had recovored but still had to retire from crime fighting. He met with Bobby on only one occasion. They talked for hours; Malcom made it perfectly clear that he did not believe the evidence that had been presented. It hadn't been gathered by himself and he didn't think Bobby was smart enough or evil enough to do all that he was said to.
"You're just a thug, Eagle. You are no mastermind."
Bobby apologized for his part in the assault but still felt hollow. He spent most of his incarceration alone. Then with Dr Price. She saw throught his defenses and brought out the young man that still wanted to be loved. It was her recomendation that he be offered Redemption. He was one of the six called into the Ready Room to meet the Challenger. He was going to get a second chance.
Powers/Tactics: Iron Eagle's battle suit makes him the only true ranged combatant. It is designed to help him maneuver better, or achieve supersonic speeds. It provides lifesupport and a light exoskeleton to make the suit easier to handle. Much of the adjustments were done by Innovator.
Sebastion himself is has low level superhuman strength, is very agile and fast and tough, able to ignore low caliber bullets and knives, and has very accute hearing and vision.
Campaign Use: Something of a surprise for those who take his armor away. If you want to lower his abilities a bit reduce his mutant characteristics (STR, CON, PD/ED). If you'd like to improve im add some more weapons.


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

Player: NPC Heroine; Member of Operation: Justice

Val  Char   Cost
65  STR55
21  DEX33
33  CON46
16  BODY12
13  INT3
12  EGO4
20/30  PRE10
14  COM2
 
28  PD15
28  ED21
5  SPD19
20  REC0
66  END0
66  STUN0
 
6"  RUN0
2"  SWIM0
41"  LEAP0
Characteristics Cost: 220

Cost  PowerEND
16  Adrenaline Surge: Aid STR 4d6 (40 Active Points); 4 Charges (-1), Self Only (-1/2) [4]
13  Environmental Adaption: Life Support (Immunity Alcohol; 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
10  Immovable: Knockback Resistance -5" 0
4  Intimidation: +10 PRE (10 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -1/2) 
5  Really Deep Breath: LS (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Can Only Be Activated In Breathable Atmosphere (-1/4) 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
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Super-Leaping: Leaping +28" (41" forward, 20 1/2" upward) (28 Active Points) 3
1u  2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points) 1
28  Supertough Skin: Damage Resistance (28 PD/28 ED) 0
10  Thud: +20 PD (20 Active Points); Only Protects Against Damage From Falls (-1) 
  Brick Tricks 
12  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
22  2) Distance Punch: Double Knockback (+3/4) for up to 60 Active Points of STR (45 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 8
32  3) Super-Strength Smash-Through: Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2), No Noncombat Movement (-1/4) 6
  Operation Justice Comlink Pendant, all slots IIF (-1/4) 
2  1) Clock Timer: Absolute Time Sense (3 Active Points); IIF (-1/4) 
2  2) GPS: Bump Of Direction (3 Active Points); IIF (-1/4) 
8  3) Operation: Justice Secured Computer Access: Mind Link , Computers class of minds, One Specific Mind, Any distance (10 Active Points); IIF (-1/4) 0
16  4) Scrambled Radio: Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) (20 Active Points); IIF (-1/4) 0
20  5) Tracking Chip: Detect Other Comlink Pendants 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+7 versus Range Modifier) (25 Active Points); IIF (-1/4) 0
Powers Cost: 243

Cost  Martial Arts Maneuver
  Brick Tricks Martial Art 
4  1) Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 17d6 Crush, Must Follow Grab 
5  2) Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 2d6 NND 
4  3) Big Push: 1/2 Phase, +0 OCV, +0 DCV, 80 STR to Shove 
4  4) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 80 STR vs. Grabs 
4  5) Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
5  6) Deadly Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls 
5  7) Fist-Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 
3  8) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 75 STR for holding on 
5  9) Legbreaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable 
4  10) Punch: 1/2 Phase, +2 OCV, +0 DCV, 15d6 Strike 
4  11) Slam: 1/2 Phase, -1 OCV, -1 DCV, STR +2d6 Strike; Grab Two Limbs; Target Falls 
3  12) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 13d6 +v/5 Strike; You Fall, Target Falls; FMove 
4  13) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  14) Wrestler's Throw: 1/2 Phase, +2 OCV, +1 DCV, 13d6 Strike; You Fall, Target Falls 
Martial Arts Cost: 57

Cost  Skill
20  +4 with HTH Combat 
3  Power 13- 
2  AK: San Fransisco 11- 
3  Interrogation 13- (15-) 
2  KS: Local Criminal Underworld 11- 
2  KS: Operation: Justice 11- 
2  KS: The Superhuman World 11- 
1  Language: Spanish (basic conversation) 
3  Lipreading 12- 
3  Shadowing 12- 
3  Streetwise 13- (15-) 
2  Survival (Urban) 12- 
1  Teamwork 8- 
Skills Cost: 47

Cost  Perk
3  Fringe Benefit: Membership: Operation: Justice 
6  Contact: Eldritch (Contact has extremely useful Skills or resources, Good relationship with Contact) 11- 
Perks Cost: 9

Val  Disadvantages
15  Distinctive Features: Amazonian Beauty (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: Black Diamond 8- (As Pow, Harshly Punish) 
5  Hunted: Bulldozer 8- (Less Pow, Harshly Punish) 
15  Hunted: DOSPA 11- (Mo Pow, NCI, Watching) 
5  Physical Limitation: 2 times normal mass (Infrequently, Slightly Impairing) 
10  Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Overconfidence (Very Common, Moderate) 
15  Psychological Limitation: Protective Of Innocents (Common, Strong) 
10  Psychological Limitation: Wants to be loved (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Social Limitation: Subject to Orders (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 226

Total Experience Available: 226

Experience Unspent: 0

Total Character Cost: 576


Height: 2.00 mHair: Formerly Blonde, now Dyed Black
Weight: 175.00 kgEyes: Green
Appearance: Tall and attractive, Allyson now dyes her hair black and wears it much shorter. Its cut to about her chin. She has a muscular, "va-voom" style physique (Big Everywhere!) and wears a red and gold costume with black trim. (Inspired by the 2nd Ed Villains & Vigilantes game cover).
Allyson tends to dress "grily" when not in costume. She wears skirts and blouses. She doesn't mind showing skin.
Personality: Her life as Melissa was hell, but Allyson was stronger than she thought she was. A decent young lady was always lurking just below the surface but bad luck always kept her from a decent life. Her bad relationships have made her somewhat gunshy about romance and aside from Innovator no one on the team seems to be "interested". It doesn't really bother her.
Quote:"This should hurt just a bit."
Background: "Hell hath no fury like a woman scorned." That's the old quote and to Melissa Stahl it was a life lesson. She had been a happy girl once. But that was before her father stole her innocence. Her mother never intervened, and her teenage years were a horror that you hear about in the news but, if you are lucky, you never experience. Things changed for her when she was ninteen. Perhaps it was the abuse, perhaps it was the alcohol and drugs she'd turned to in order to cope, but her mutant powers didn't errupt during puberty; they slowly prestented themselves over the course of a year. She grew over a foot in height, added 250lbs of muscle, bone, and superstrong flesh. Melissa turned on her father and reduced him to a simpering, mewling man, begging for his life. She almost killed him, but something made her stop. Her mother called 911 and a MARS unit was dispatched. Melissa struck her mother in a fit of rage and simply leaped off into the distance.
Living on the streets wasn't much easier when you were a superstrong powerhouse and Melissa quickly began using her powers for personal gain. She was found by a low-level enforcer for the local crime lord. He took Melissa under his wing and molded her into as supervillainess, she took the name Scorn. Their relationship went badly after she found him with another woman. They found him hanging from his belt on a flagpool.
Scorn spent much of the early 90's as a superpowered enforcer. She worked with various temporary teams and had a number of unhealthy relationships. Finally she was captured by Eldritch in San Fransisco and faced trial. She was shocked to find that the jury had found her not guilty of assault on her parents; that her entire supervillain career might have been avoided if she hadn't run away after the violent confrontation. Unfortunately, her other crimes were not dismissed. She was sentenced to Stronghold for 12 years.
During her time at Stronghold, Melissa spent a lot of time with Dr. Price. When Challenger offered her a spot on the team and a new life, she jumped at it. Her brief time with Operation: Redemption (Publicly referred to as Operation: Justice) has been wonderful. It has been a relief to work with decent people, even Innovator and his lame come-ons haven't bothered her. Although it hasn't stopped her from hanging him on doors and dropping him in garbage bins.
Powers/Tactics: A classic brick, Powerwoman has just begun to develop some "tricks" with her superhuman physiology, she had been a give a punch take a punch kind of fighter before. She is very strong and can survive in all sorts of hostile environments. She can leap tremenous distances, even beyond what a superhumanly strong individual should be able to. She is a front line fighter, often working with Challenger and Skyguard to spearhead operations.
Campaign Use: Powerwoman is a brick with attitude, she's a little less out going than She-Hulk but its a pretty close parallel. If you want ot make her less formidable Drop her STR to 55 and her DEF to 25. If you want to run her as Scorn, drop the Brick Tricks List. To make her more powerful, increase her STR to 70-75 and her DEF to 35+, you could altenately give her a DEX 24 and SPD 6...


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

Player: NPC Hero; member of Operation: Redemption

Val  Char   Cost
60  STR50
24  DEX42
30  CON40
15  BODY10
20  INT10
17  EGO14
20  PRE10
20  COM5
 
30  PD18
30  ED24
5  SPD16
18  REC0
60  END0
60  STUN0
 
6"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 239

Cost  PowerEND
13  Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
45  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
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
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: 212

Cost  Skill
16  +2 with All Combat 
3  Brick Tricks 13- 
3  Conversation 13- 
3  Deduction 13- 
3  Hoist 14- 
3  Interrogation 13- 
2  Navigation (Air) 13- 
3  Paramedics 13- 
3  Security Systems 13- 
3  Streetwise 13- 
3  Teamwork 14- 
Skills Cost: 45

Cost  Perk
3  Fringe Benefit: Membership: Operation: Justice 
Perks Cost: 3

Val  Disadvantages
5  Distinctive Features: Unique giger counter signature (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 
15  Hunted: DOSPA 11- (Mo Pow, NCI, Watching) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
10  Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing) 
20  Psychological Limitation: Code Against Killing (Common, Total) 
15  Psychological Limitation: Guilt; feels the need to atone for his misdeeds. (Common, Strong) 
15  Psychological Limitation: Stubborn (Common, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Social Limitation: Subject to Orders (Frequently, Major) 
5  Vulnerability: 1 1/2 x BODY Magic (Uncommon) 
10  Vulnerability: 2 x STUN Magic (Uncommon) 
Disadvantage Points: 145

Base Points: 200

Experience Required: 154

Total Experience Available: 154

Experience Unspent: 0

Total Character Cost: 499


Height: 1.82 mHair: Blonde
Weight: 113.00 kgEyes: Blue
Appearance: A super teen. Skyguard is a deceptively lean young man with blonde hair and blue eyes. He wears a white costume with blue gloves, boots, and belt. A blue vortex adorns his chest. He wears a blue mask. He disdains a cape, instead wears a black leather jacket wtih rolled up sleeves over his costume.
Personality: Losing his family was tough on Lee. He blamed himself for surviving, his father for dying when he was young, his stepfather for not taking care of everyone, and the world for letting it happen. It didn't take long for him to realize that he wasn't getting anywhere with is super-powered fit of self destructive pique; but he didn't know where to go from there. The final confrontation between himself and superheroes ended with him in tears at the feet of Ironclad, not a punch thrown. He was ready to repay society. It is this feeling of responsibility that leads him to such great lengths as Skyguard. Lee will most definately stay with the team when his sentence is over (if they let him).
Quote:"We've all had it rough, let me help you."
Background: Zach Lee was transformed from a normal teenager into a superpowered being by a painful accident involving a matter transport beam and his alcholoic but brilliant step father. The accident destroyed the house killed Zach's entire family, his mother, step-father, and two sisters. Unable to cope with his own survival, Zach lashed out at the world. Hyperman, as he called himself, was a superpowered vandal. He destroyed property, attacked government installations, picked fights with superheroes; all in a subconscious effort to die. He was mostly successful at keeping innocents from coming to harm but a few injuries happened. When he was finally captured and put into Stronghold he had done over 2billion dollars in damage to various cities and installations.
Dr Price was surprisingly successful at getting through to him and he made rapid improvement in his rehabilitation. Of the six initial prospects, Challenger was least impressed with Hyperman, superpowered delinquents weren't his style, even the Quickling had shown more maturity. However, as Skyguard, he has managed to earn his leader's grudging respect through dedication and hard work.
Powers/Tactics: A classic "flying brick", Skyguard hasn't developed the arsenal of Brick Tricks yet. He mainly flies and smashes his foes. Challenger is seeking to get him to apply his might more creatively.
Campaign Use: Skyguard is a brick on the verge of being something more. If you want to limit his combat ability, simply reduce his Characteristics, that's all he really has at this point anyway. If you'd like to use a m ore evolved Skyguard, add some brick tricks to his arsenal. The Ultimate Brick would help here considerably.