American Ingenuity (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

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
10  BODY0
25  INT15
18  EGO16
20  PRE10
16  COM3
 
6/15  PD3
6/15  ED2
5  SPD20
7  REC0
40  END0
30  STUN2
 
7"  RUN0
2"  SWIM0
4"  LEAP0
Characteristics Cost: 126

Cost  PowerEND
67  Arsenal: Variable Power Pool (Gadget Pool), 50 base + 17 control cost, (75 Active Points); all slots OIF (OAF or OIF minimum; -1/2) 
0  1) Bola Gun: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 17 [4]
0  2) Shock Sword: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1) Real Cost: 18 0
0  3) Bladeshooter: Killing Attack - Ranged 1d6, Armor Piercing (+1/2) (22 Active Points); OAF (-1), 10 Charges (-1/4) Real Cost: 10 [10]
0  4) Dropped Marbles: Change Environment 4" radius, -4 to DEX Rolls, Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (48 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) Real Cost: 13 [1 rc]
0  5) Laser: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 12 Charges (-1/4) Real Cost: 20 [12]
  Costume 
5  1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
6  2) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
10  3) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
5  4) Mindshield: Mental Defense (12 points total) (8 Active Points); OIF (-1/2) 0
3  5) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5  6) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
18  7) Strong Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
8  8) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3  9) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2  Physical Training : Running +1" (7" total) 1
1  Physical Training: Leaping +1" (4" forward, 2" upward) 1
15  Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) 
1u  1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
1u  2) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
1u  3) Swingline: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) 1
1u  4) Hanging onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Requires A STR Roll (No Active Point penalty to Skill Roll; -1/4), Cannot Resist Knockback (-1/4) 0
Powers Cost: 152

Cost  Martial Arts Maneuver
  Two Fisted Inventor 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 
4  3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 
3  4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
4  5) Punch/Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
5  6) Side Kick/Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
Martial Arts Cost: 24

Cost  Skill
16  +2 with All Combat 
9  Power: Gadgetry Pool Modification 17- 
3  Breakfall 13- 
3  Climbing 13- 
3  Combat Driving 13- 
3  Combat Piloting 13- 
3  Computer Programming 14- 
3  Cryptography 14- 
3  Deduction 14- 
3  Demolitions 14- 
3  Electronics 14- 
3  High Society 13- 
3  Inventor 14- 
3  KS: The Scientific Community 14- 
3  KS: The Technological World 14- 
3  KS: US History 14- 
3  Mechanics 14- 
4  Navigation (Air, Land, Marine) 14- 
3  Oratory 13- 
3  Paramedics 14- 
3  Persuasion 13- 
3  SS: Chemistry 14- 
3  SS: Physics 14- 
3  Security Systems 14- 
3  Systems Operation 14- 
3  Tactics 14- 
3  Teamwork 13- 
9  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14- 
Skills Cost: 110

Cost  Perk
9  Contact: PRIMUS (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
5  Computer Link: PRIMUS Database 
5  Money: Well Off 
6  Reputation: Patriotic Superhero (A large group) 14-, +2/+2d6 
25  Vehicles & Bases (Workshop) 
30  Vehicles & Bases(Suped up Sportscar) 
Perks Cost: 80

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
6  Combat Luck (3 PD/3 ED) 
15  Combat Sense 14- 
5  Eidetic Memory 
3  Lightning Calculator 
3  Lightning Reflexes: +2 DEX to act first with All Actions 
3  Lightsleep 
4  Speed Reading (x10) 
Talents Cost: 48

Val  Disadvantages
10  DNPC: James Parkinson (Baby Brother) 8- (Incompetent; Useful Noncombat Position or Skills) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Super Patroit (Common, Strong) 
20  Psychological Limitation: Code Vs Killing (Common, Total) 
15  Psychological Limitation: Can't resist tinkering with technology (Common, Strong) 
10  Psychological Limitation: Socially inept (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Rivalry: Professional (Nighthawk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 190

Total Experience Available: 190

Experience Unspent: 0

Total Character Cost: 540


Height: 1.86 mHair: Blonde
Weight: 91.00 kgEyes: Blue
Appearance: A handsome gentleman with short blonde hair and blue eyes. He wears dark blue, armored coveralls, with white gadget belts, white stars on his chest, shoulders, and back. His boots, gloves, and cowl are red.
Personality: Brian has always been an American Patriot. He worshiped the various patriotic heroes as a child and attempts to honor them in his career. His mind now operates at a much higher level, but he is still the same humble mechanic's son he always was. He and his brother, James, talk often. James, a certifiable genius himself, understands Brian better than anyone else. He idolizes his brother and one day wants to join him in his superheroic activities.
Quote:"Necessity is the mother of invention."
Background: Brian Parkinson was a despondant army washout living with his parents and his genius little brother when an aquaintance offered him the chance of a lifetime. One of his high school buddies had graduated from the university and went to work for Crucible Industries. Brian became a candidate for their latest "supersoldier" program. Operation Aggememnon hoped to unlock the subjects brain and allow for greater use of its functions, thereby increasing their ability to react in combat. The fifteen volunteers (Brian included) were subjected to the biochemical tratemenst and watched. Ten of the volunteers immediately took ill. They were rushed to CI's medical facilities and the experiment was halted for them. The remaining five were kept under medical supervision. The process was continued and the five "finalists" were monitored for change. Brian, who had been unable to pass the battery of tests for Ranger training, soon found that all the things he had been taught as a child were coming back to him. With a vengance. As the program finished the top officers of CI were unimpressed with the effects. The five volunteers were thanked for their time, paid their promised wages and left to live their lives. (CI watched them for about a year). By the time Brian had fallen off the radar of his benifactors, he had undergone a complete mental transformation. Once having been something of a lunkhead, often oblivious to the world around him and possessing of minor learnind deficiencies; he was now working with his father in the shop the family owned, developing unique and original answers to the various automotive problems they encountered. He and his baby brother, James, now spend time designing vehicles and gadgets in thier spare time. Brian also found that the process had also achieved its primary goal; he was more agile, graceful, and capable of reacting to situations like a finely honed combat veteran. Taking the cue from the comicbook heroes of his childhood, he adopted the "golden age" identity of American Ingenuity. In the three years since he has encountered the other five successful subjects. Each has gone on to a costumed hero career, each having differing abilities despite going through the same process. They keep in touch.
Powers/Tactics: A brilliant if untrained inventor. American Ingenuity's abilities allow him to analyze and formulate leaps of logic that defy most scientific standards. He is a deeply intuitive inventor and fighter. Generally keeps a bunch of gadgets around as well as his costume and billy club.
Campaign Use: A slightly different take on the gadgeteer. If he's too tough, drop his VPP to 45 or even 30 pts. If he's wanting in the combat arena, increase it to 60pts, add a few DC's.


Nemesis (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 Sentinals

Val  Char   Cost
60  STR50
20  DEX30
30  CON40
15  BODY10
18  INT8
11  EGO2
20  PRE10
20  COM5
 
30  PD18
20  ED14
5  SPD20
20  REC4
60  END0
60  STUN0
 
12"  RUN0
2"  SWIM0
48"  LEAP0
Characteristics Cost: 211

Cost  PowerEND
13  Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
38  Demigoddess Form: LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
22  Distance Punch: Double Knockback on up to 60 STR (45 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 8
27  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
20  Shockwave: Explosion on up to 60 STR, Hole In The Middle (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Strength Skill Roll (-1/2), Only affects Targets On The Ground (-1/4) 4
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Leaping: Leaping +28" (48" forward, 24" upward) (28 Active Points) 3
1u  2) MegaLeaping: Leaping +8" (48" forward, 24" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
12  Super-Strong Legs: Running +6" (12" total) 1
20  Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
25  Supertough Skin: Damage Resistance (30 PD/20 ED) 0
Powers Cost: 209

Cost  Skill
20  +4 with HTH Combat 
3  Power: Strength Skill 13- 
2  CK: New Orleans 11- 
3  Conversation 13- 
3  High Society 13- 
3  KS: Greek Mythology & Lore 13- 
3  KS: Legends And Lore 13- 
0  Language: English (Idiomatic, native accent; Native Language) 
3  Language: German (completely fluent) 
3  Language: Greek (completely fluent) 
2  PS: Sculpting 11- 
3  Stealth 13- 
3  Teamwork 13- 
Skills Cost: 51

Cost  Perk
6  Contact: The Trismegistus Council, Organization Contact (x3) (6 Active Points) 11- 
5  Vehicles & Bases: Base Contribution 
Perks Cost: 11

Cost  Talent
3  Lightsleep 
22  Danger Sense (self only, out of combat, Function as a Sense) 13- 
Talents Cost: 25

Val  Disadvantages
10  Dependent NPC: Knox (Her MicroDragon Pet) 8- (Infrequently), Normal 
10  Distinctive Features: Supernatural Being Not Concealable, Always Noticed, Detectable Only By Unusual Senses 
20  Hunted: Circle Of The Scarlet Moon 8- (Occasionally), More Powerful, NCI, Capture 
20  Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Capture 
15  Hunted: Dark Seraph 8- (Occasionally) (Mo Pow, Kill) 
5  Hunted: Trismegistus Council 8- (As Pow, NCI, Watching) 
20  Psychological Limitation: Code Versus Killing Common, Total 
10  Psychological Limitation: In love with American Ingenuity (unrequited) (Uncommon, Strong) 
15  Psychological Limitation: Underconfident; Afflicted With Self-Doubt Common, Strong 
15  Social Limitation: Secret ID Frequently (11-), Major 
10  Vulnerability: 2 x STUN Magic Based Mental Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 157

Total Experience Available: 157

Experience Unspent: 0

Total Character Cost: 507


Height: 1.98 mHair: Black
Weight: 99.00 kgEyes: Blue
Appearance: Tall and comic book beautiful, Nemesis actually looks kinda silly attempting to fade into the background, but she's so used to it that she can seemingly disappear in a crowd. She has long, wavy black hair, blue eyes and a form fitting white costume with a golden belt. The belt has an oversized "N" on the buckle. The tube top has no decoration at all. She wears a golden tiara, arm bands and bracers as well.
Personality: Kind-hearted and compassionate, Nemesis is an earnest and willing heroine. Still, she is a shy and self-conscious girl. She worries that she will accidently cause great harm to some of her normal foes, and fears that most superhumans are, like her fellow Olympians, way out of her league. These feelings of inadequacy have slowly began to wane and are not as prevalent as they once were.
Quote:"I will never give up."
Background: Leanne VanDerwahl is the daughter of Max Vanderwahl, the former German superbeing Maxim and his beloved, the greek "goddess" Nike, who fought crime together as members of UNITY in the 70's . They retired to mount Olympus when it was revealed that Nike was indeed who she claimed to be. Maxim has been granted a vastly extended lifespan by Zues's will and their daughter, raised in olympus, gained their powers. Though she is a physical dynamo on Earth, Leanne was often felt overwehlemed on her native olympus. She was a sensitive young girl and while her father sympathized, her mother (victory at any cost) was often harsh with criticism. Leanne didn't come into her own physically until she was 21. A late bloomer indeed. She was sent to live with her father's older sister in America when she and her mother could no longer be around each other without an argument breaking out. On Earth, Leanne realized that her abilities truely put her in a class by herself. Taking a rather embarassing costume and naming herself after one of the goddesses who treated her kindly, Leanne became Nemesis.
Powers/Tactics: A brick with a few tricks up her sleeve. Nemesis is a physical dynamo and quite skilled in combat. Her brick tricks require her Strength Skills because she tends to panic in combat.
Campaign Use: A brick with a differing personality than most. IF she's too tough scale back her brick tricks to none. If she's in need of toughness, raise her STR Tricks skill to better represent her confidence.


Night Fire (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 Sentinals

Val  Char   Cost
15  STR5
26  DEX48
20  CON20
15  BODY10
23  INT13
16  EGO12
23  PRE13
18  COM4
 
8/18  PD5
6/16  ED2
6  SPD24
7  REC0
40  END0
35  STUN2
 
9"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 158

Cost  PowerEND
75  Pyrokinetic Powers: Multipower, 75-point reserve 
6u  1) Extinguish Fire: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points) 6
5u  2) Fire Blast: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
6u  3) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
6u  4) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
1u  5) Fist of Flame: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
4u  6) Intense Flames: RKA 3d6 (45 Active Points) 4
1u  7) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
2u  8) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) 4
5u  9) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u  10) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8
2  Acute vision: +1 PER with Sight Group 0
3  Athletic: Leaping +3" (6" forward, 3" upward) 1
6  Athletic: Running +3" (9" total) 1
20  Combat Vest: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
10  Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
4  Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
40  Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
6  Left Bracer/Mask Radio: 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
10  Right Bracer (Linegun): Swinging 15" (15 Active Points); OIF (-1/2) 1
5  Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 223

Cost  Martial Arts Maneuver
  Karate & Aikijutsu Hybrid 
12  1) +3 HTH Damage Class(es) 
4  2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
4  7) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort 
3  8) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable 
4  10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND ; Target Falls 
4  11) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  12) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  13) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
5  14) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
3  15) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
3  16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
1  17) Weapon Element: Karate Weapons 
1  18) Weapon Element: Staffs 
Martial Arts Cost: 72

Cost  Skill
10  +1 Overall 
6  +2 with Martial Maneuvers 
3  Acrobatics 14- 
3  Breakfall 14- 
2  CK: Millennium City 11- 
3  Climbing 14- 
3  Computer Programming 14- 
3  Contortionist 14- 
3  Criminology 14- 
3  Demolitions 14- 
3  Electronics 14- 
3  Interrogation 14- 
3  Lockpicking 14- 
3  Power: Flame Tricks Skill 14- 
3  Scholar 
1  1) KS: Espionage World (2 Active Points) 11- 
1  2) KS: Military/Mercenary/Terrorist World 8- 
1  3) KS: Millennium City Underworld (2 Active Points) 11- 
1  4) KS: Superhuman World (2 Active Points) 11- 
1  5) KS: The Criminal World (2 Active Points) 11- 
3  Security Systems 14- 
3  Stealth 14- 
3  Streetwise 14- 
3  Systems Operation 14- 
3  Teamwork 14- 
Skills Cost: 74

Cost  Perk
3  Money: Well Off 
10  Vehicles & Bases(Safehouse) 
Perks Cost: 13

Val  Disadvantages
10  Distinctive Features: Mutants (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Enraged: if innocents harmed (Uncommon), go 11-, recover 11- 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Capture 
15  Hunted: Viberon 11- (Frequently), As Powerful, Harshly Punish 
15  Hunted: organized crime boss of the week 8- (Occasionally), As Powerful, NCI, Capture/Kill 
20  Psychological Limitation: Code vs Killing Very Common, Strong 
15  Psychological Limitation: Hatred of Crime and Criminals (Common, Strong) 
15  Psychological Limitation: Protective of innocents (Common, Strong) 
10  Reputation: reckless vigilante, Frequently (11-) 
15  Social Limitation: Secret ID Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 190

Total Experience Available: 190

Experience Unspent: 0

Total Character Cost: 540


Height: 1.78 mHair: Red
Weight: 59.00 kgEyes: Brown
Appearance: Night Fire wears a black body suit with a black leather jacket over it. Her mask leaves her hair, chin, and mouth free. The jacket has a ring of flames around a black circle on the back. She wears gray belts, gloves, and combat boots.
Personality: Night Fire is not quite as grim or violent as some crime fighters with a similar background. More idealistic than most, she uses her powers rather sparingly, preferring the less lethal martial arts maneuvers. Against superhuman foes she breaks out the fire.
Quote:"Hide in the shadows all you like, I am the light of justice and you don't stand a chance."
Background: When Alice Lawson's mutant powers first appered, she was in a school play. Spontaneously combusting a bush from the set, she caused quite a stir. Her school sent her home. It wasn't for another year that things really got bad. One evening their house was invaded by severel heavily armed men. Demanding that they hand their daughter over, the Lawson's fought back. Mr. Lawson was shot as he rushed the intruders. Alice and her mother ran from the house. They made it to the car but her mother was hit as they drove off. Keeping herself conscious long enough to get Alice to a neighbor's house and call the police, Mrs. Lawson collapsed. She died in the hospital.
Alice was sent to live with her mother's younger brother. Jason Penbrook, a confirmed bachelor, suddenly found himself the father of a stern young girl with precious little joy in her eyes. Surprisingly, Jason rose to the occassion and when Alice graduated high school, she had overcome her grief and managed to live a normal childhood. But she never forgot.
When Alice turned 18, she finally was in control of her inheritance. Jason had invested it for her and had turned into a rather brilliant financial planner.
When Alice went into Criminology, as a college student, Jason worried. He knew about her mutant abilities and worried that she might turn into one of those killer vigilantes he had heard about. Alice had begun training intensely, studying martial arts and other athletic persuits. She confided in her uncle about her plans and although he was against them he told her he would help her however he could. Jason still manages her money and looks after the financial needs of a young crime fighter. After a few years of fighting crime solo, she joined the neophyte Sentinals.
Powers/Tactics: A mutant with the ability to control fire and flame, Night Fire still prefers to get up close and personal, using her martial arts skills. This allows her to cut loose without fear of hurting them permenantly.
Campaign Use: If she's too tough, drop her MP to 45 pots and her DC's to 2. If you want her tougher, increase her DEX and CSLs.


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

Player: NPC; Member of the Sentinels

Val  Char   Cost
20/45  STR10
23  DEX39
20  CON20
20  BODY20
18  INT8
23  EGO26
20  PRE10
14  COM2
 
8/39  PD4
8/34  ED4
5  SPD17
8  REC0
40  END0
40  STUN0
 
6"  RUN0
2"  SWIM0
4"/9"  LEAP0
Characteristics Cost: 160

Cost  PowerEND
90  Psionic Assault Skills: Multipower, 90-point reserve 
6u  1) Area Telekinesis I: Telekinesis (20 STR), Area Of Effect (3" Radius; +1) (60 Active Points) 6
5u  2) Group Hallucination: Sight, Hearing, Touch, Smell/Taste, Radio and Mental Groups Images x4" Radius (+1/2), +/-3 to PER Roll (66 Active Points); Only Perceived By Persons Originally In Affected Area (-1/4) 7
6u  3) Lockdown: Entangle 3d6, 3 DEF, Continuous (+1) (60 Active Points) 6
6u  4) Mental Control: Mind Control 12d6 (60 Active Points) 6
4u  5) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 7
9u  6) Mental Scanning: Mind Scan 16d6, +5 ECV (90 Active Points) 9
2u  7) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points) 2
3u  8) Mind Lance: Ego Attack 4d6 (40 Active Points); Visible (-1/4) 4
4u  9) Psychic Vampirism: Transfer 3d6 (target's EGO to character's EGO), Ranged (+1/2) (67 Active Points); Requires An EGO Roll (-1/2) 7
7u  10) Strong Telekinesis: Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7
5u  11) Telekinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points) 5
3u  12) Telekinetic Blade: Killing Attack - Hand-To-Hand 2d6 (3d6+1 / 4d6 w/STR) (30 Active Points) 3
9u  13) Telepathy: Telepathy 18d6 (90 Active Points) 9
5u  14) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points) 5
3m  15) Telekinetic Exoskeleton: +25 STR (25 Active Points); No Figured Characteristics (-1/2) 2
12  Psionic Disciplines: Elemental Control, 24-point powers 
38  1) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
6  2) Psychic Translator (Tiring): Universal Translator 18- (25 Active Points); Must Involve Minds (-1/2), Costs Endurance (-1/2) 2
12  3) Telekinetic Flight: Flight 12" (24 Active Points) 2
33  4) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4
  Psionic Defenses 
10  1) Aura Vision: Detect Aura 13- (Unusual Group), Discriminatory 0
15  2) Combat Awareness: Combat Sense 13- 
13  3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-1/2) 0
20  4) Mind Shield: Mental Defense (25 points total) 0
10  Piece Mail: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -1/4) 0
Powers Cost: 336

Cost  Martial Arts Maneuver
  Gladiator Training 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 6d6 / 11d6 +v/5 Strike, FMove 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR / 55 STR to Disarm 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR / 60 STR vs. Grabs 
5  5) Fierce Strike/Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 / 13d6 Strike 
5  6) Jab/Low Kick: 1/2 Phase, +1 OCV, +3 DCV, 4d6 / 9d6 Strike 
3  7) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR / 55 STR for holding on 
3  8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 / 10d6 Strike, Target Falls 
4  9) Testing Strike (Punch): 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 11d6 Strike 
Martial Arts Cost: 36

Cost  Skill
10  +2 with HTH Combat 
25  +5 with Mental Combat 
3  Analyze: Combat 13- 
3  Breakfall 14- 
3  Climbing 14- 
3  Defense Maneuver I  
2  KS: Gladiator Games 11- 
2  KS: The Military/Mercenary/Terrorist World 11- 
2  KS: The Superhuman World 11- 
4  Language: English (idiomatic) 
4  Language: French (idiomatic) 
0  Language: Variant French (idiomatic) (4 Active Points) 
3  Navigation (Air, Land) 13- 
3  Paramedics 13- 
3  Shadowing 13- 
3  Stealth 14- 
3  Streetwise 13- 
2  Survival (Urban) 13- 
3  Tactics 13- 
3  Teamwork 14- 
4  WF: Common Melee Weapons, Common Missile Weapons 
Skills Cost: 88

Cost  Perk
3  Fringe Benefit: Membership: The Sentinels 
3  Anonymity: No record prior to July 12, 2003 
Perks Cost: 6

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
3  Absolute Range Sense 
6  Lightning Reflexes: +4 DEX to act first with All Actions 
Talents Cost: 15

Val  Disadvantages
10  DNPC: Rachelle DuMont 8- (Normal) 
5  Distinctive Features: Not from around here are you? (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Enraged: When friends downed (Common), go 8-, recover 14- 
20  Hunted: Istvana V'han 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Menton 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Loves Combat (Common, Strong) 
20  Psychological Limitation: Overconfident (Very Common, Strong) 
10  Psychological Limitation: Proud of his warrior heritage (Common, Moderate) 
10  Vulnerability: 1 1/2 x STUN Poisons/Toxins (Common) 
10  Vulnerability: 1 1/2 x Effect Poisons/Toxins (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 291

Total Experience Available: 291

Experience Unspent: 0

Total Character Cost: 641


Height: 1.88 mHair: Black
Weight: 94.00 kgEyes: Brown
Appearance: Tall and well built. He looks something like a cross between a martial artist and a warrior hero from fantasy novels. Wearing golden plate armor over his upper torso, wrists, thighs, and feet, a short purple cape and a golden head band to keep his long hair out of his eyes. When not in uniform he dresses in comfortable, casual clothes and has a habit of wearing muscle shirts.
Personality: Jaques is a warrior and full of bravado. He still wants to kill Empress Ishtanna V'han; but he since her last appearance was almost a year ago, she's fallen from his radar. He enjoys being a superhero and battling supervillains. He is awed my Menton and wishes to face the powerful mentalist in one on one combat. This is beginning to border on obsession and it won't bode well for Soul Warrior when he does meet his "rival"
Quote:"Well come on then, taste the might of the Soul Warrior."
Background: In the countless dimensions owned by the conquerer, Isthana V'Han, lies a battle rage earth realm. The remaining warriors, men and women given psionic powers by Albert Zerstoiten and Dr. Poe in a last ditch effort to replentish the superbeings who perished by the thousands keeping the world safe, were turned into slaves. Their descendants destroyed the entire dimension in an attempt to rid the multiverse of the Empress. Taking a few years to lick her wounds from the 'set back', Isthana turned to her "souveniers" from that lost Earth; a few psionic warriors who swore loyalty to her in order to spare their lives. These warriors were transformed into gladiators, killing themselves for her pleasure. She made sure to breed them with even more loyal psis to create a stronger cadre of warrior. The Gladiator sport was popular among her regents. Jacques DuPree was a fifth generation gladiator. He had watched his father and mother die when they no longer had the strength or speed to compete. Jaques was a skilled warrior and he impressed the regent. When word came through that the Empress herself, would be attending the next Arena celebration, Jaques was prepped for battle. Jaques, however had a better idea. He was going to kill the Empress and free countles civilizations. The fact that he had no hope of surviving the attack meant nothing to him if he succeeded.
When the day came he won the tourney and was presented to the Empress and her Regent. Seconds before he threw his life away in a foolish gambit, he overheard the Empress complain that a dimension had actually resisted her. On two occasions yet. The Empress of a Million Dimensions set back? Jaques wanted desperately to see this world. He approached confidently and begged the Empress to let him accompany her on her next foray into this Earth Realm. His bravado apparently impressed her and she had him transferred to her palace. Jaques played it cool. He had never lived in such luxury! It was easy to avoid the Empress and mainatin the facade of loyalty. When she next attempted to conquer Champions Earth, Jaques simply dissappeared. He found himself in Millennium City, contacting the Champions, he told them his story. They helped him establish his own identity here on Earth - C; he eventually left Millenium City and found himself in New York (Where his mother's family had been from). He joined the Sentinels shortly after his arrival.
Powers/Tactics: A mentalist with impressively potent abilities, he has honed his psionic mastery for battle. He's abit of a show off. He likes to fight hand to hand if possible; using either his TK Sword and/or his Exoskeleton and his martial arts. He backs off and uses his mental abilities if the situation calls for it. He has become a decent teammate working with his fellows to take their foes out quickly and efficiently
Campaign Use: Bad ass Mentalist. He act's like a Gladiator. If he's too bad ass for you, drop his Multipower to 60 pts. If you want to make him tougher up it to 120 pts.


Steelheart (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 Sentinels

Val  Char   Cost
11/45  STR1
12/29  DEX6
13/33  CON6
10  BODY0
10  INT0
15  EGO10
15  PRE5
16  COM3
 
3/24  PD1
3/28  ED0
2/5  SPD0
5  REC0
26  END0
23  STUN0
 
6"  RUN0
2"  SWIM0
2"/8 1/2"  LEAP0
Characteristics Cost: 32

Cost  PowerEND
41  Powered Armor Weapons Systems: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-1/2) 
4u  1) High-Energy Force Shield: Force Wall (8 PD/8 ED; 5" long and 2" tall), Hardened (+1/4) (62 Active Points); OIF (-1/2) 6
1u  2) Magna-Gauntlets: Telekinesis (10 STR) (15 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 1
4u  3) Powered Armor Gauntlet Concussor Beam: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points); OIF (-1/2) 6
4u  4) Powered Armor Vari-Beam Projector: Energy Blast 8d6, Variable Special Effects (Any SFX; +1/2) (60 Active Points); OIF (-1/2) 6
1u  5) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3
4u  6) Wide-Beam Pulson Blaster: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 6
  Armor Augmentation 
27  1) Battery : Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) 0
33  2) Boot Jets : Flight 20", No Turn Mode (+1/4) (50 Active Points); OIF (-1/2) 5
13  3) Powered Armor Fingertip Toolkit: +4 with a Technology Skills (20 Active Points); OIF (-1/2) 
20  4) Powered Armor Reaction Augmentation: +3 SPD (30 Active Points); OIF (-1/2) 
25  5) Powered Armor Reflex Enhancements: +17 DEX (51 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) 
18  6) Powered Armor Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4) 
17  7) Powered Armor Strength Augmentation: +34 STR (34 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
  Armor Defense Systems 
10  1) Advanced Cooling System: (Total: 18 Active Cost, 10 Real Cost) Force Field (6 PD/10 ED) (16 Active Points); OIF (-1/2), 12 Charges (-1/4) (Real Cost: 9) plus Knockback Resistance -1" (2 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), Linked (Force Field; -1/2), 12 Charges (-1/4) (Real Cost: 1) [12]
7  2) Powered Armor Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7  3) Powered Armor Psionic Shielding: Mental Defense (13 points total) (10 Active Points); OIF (-1/2) 0
37  4) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
  Life Support Systems, all slots OIF (-1/2) 
6  1) 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
7  2) 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]
13  3) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
  Sensor/Communications 
5  1) Nightsight: Nightvision 0
9  2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group 0
13  3) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
15  4) Sight Magnification System: Microscopic (x1,000) with Sight Group 0
7  5) Strong Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
9  6) Telescopic Lenses: +6 versus Range Modifier for Radio Group 0
5  7) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception 0
5  8) Thermalvision, High-Powered: N-Ray Perception (stopped by walls or like objects 1/2" thick or thicker, force fields, or anything that would block the ability to sense heat) (Sight Group) (10 Active Points); Limited Effect (can only see what could be seen with Infrared Perception; -1) 0
Powers Cost: 367

Cost  Skill
5  +1 with Ranged Combat 
3  Bureaucratics 12- 
3  Computer Programming 11- 
3  Electronics 11- 
3  High Society 12- 
2  KS: Charitable Organizations 11- 
2  KS: High socitey 11- 
2  KS: The Superhuman World 11- 
1  Language: French (basic conversation) 
3  Mechanics 11- 
3  Paramedics 11- 
3  Persuasion 12- 
3  Seduction 12- 
3  Systems Operation 11- 
3  Teamwork 11- (15-) 
Skills Cost: 42

Cost  Perk
10  Money: Wealthy 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Membership: The Sentinels 
5  Vehicles & Bases: Base Contribution 
Perks Cost: 19

Val  Disadvantages
10  DNPC: Brenda Bryce (Mother) 8- (Normal) 
15  Hunted: Steel Marauder (Jake) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Driven to live up to her father's heroism (Common, Strong) 
10  Psychological Limitation: Flirtateous (Common, Moderate) 
10  Psychological Limitation: Hates "shallow" people who remind her of her "old self" (Common, Moderate) 
10  Reputation: Legacy Heroine, 11- 
5  Rivalry: Professional and Romantic (Arianna St. Etienne; Rival is Less 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: 110

Total Experience Available: 110

Experience Unspent: 0

Total Character Cost: 460


Height: 1.73 mHair: Red
Weight: 52.00 kgEyes: Green
Appearance: Steelheart's armor is "girlie". Her father, not a brilliant designer, never the less managed to make a distinctly feminine suit of powered armor. It is lighter, sleeker, and metallic hot pink. The torso is white with a heart shaped variable beam blaster in the chest, the arms, legs, and midrift are metallic hot pink, the shoulders, boots, and guantlets are white. The helmet apears to be a sculpted female face in white with with a golden helm and pink "hair". Penelope her self takes after her mother with red hair, green eyes, and an easy smile. She looks alot more serious these days and doesn't dress as trampy as she used to, but her clothes still have style and still show off her hard won figure.
Personality: Although she was once a frivolous, spoiled and conceited little brat, Penelope has forced herself to become a heroine. Steelheart is noble, honest, and brave. In her private life, Penelope has given up her partying ways and now donates time and money to charities and helping her mother overcome the scars of her abduction and the loss of Donald.
Quote:"Don't you dare say 'Who's yer daddy'!"
Background: Penelope Bryce is a legacy heroine. Her father was the Steel Guardian, a powered armor hero of the 80's and 90's who retired to to focus on running his businesses at the start of the New Millennium. He passed his secrets and legacy on to his daughter, hoping that she would carry on his name. At first she resisted; Penelope wasn't the genius her father was, she was also spoiled, headstrong, and more than a little elitist. The idea of being famous appealed to her, but not in a stuffy suit of armor where no one could see her. Dismayed by his daughter's reluctance to carry on the family tradition, Donald Bryce instead entrusted his friend and business partner Jake Stone with the secret and legacy. Stone became the second Steel Guardian, wearing an updated suit. Things seemed fine for the first few months, but then Jake began displaying undesirable tendancies. Steel Guardian was becoming more violent and less concerned with the public. He grandstanded other heroes and often used the Steel Guardian identity to make a quick buck. Feeling concerned for his legacy, Donald began creating a new suit; this one for his daughter. He felt if he didn't design it for himself, Jake wouldn't become suspicious. He was wrong. Jake was beside himself with fury when he discovered a new battlesuit was being built. He accused Donald of betraying their trust. Donald countered that Penelope had decided to become a heroine after all and he simply wanted to help her. Jake stormed out of the workshop after telling Donald he had make a "big mistake".
Steel Guardian dropped out of sight for a while and Donald completed his daughter's armor, it was (in his mind) more in line with what she would want, streamlined, feminine, and a bit more colorful. Penelope was impressed with the suit, but still didn't want to give up partying and being a socialite to fight crime and risk her life against evil like her father had.
Then Jake returned, the Steel Guardian attacked Donald's workshop and thrashed the place looking for the new armor. Donald refused to tell him where it was. Jake struck his former friend and repeated his demands. Donald told him to go to hell. Jake then told Donald that he'd paid a 'visit' to Donald's house before coming and if he didn't show him where the armor was, he'd never see his wife again.
In a rage, Donald Bryce pulled a blaster from his jacket and shot Jake. The blast was meant to fry the armor's circuitry, but Jake merely laughed it off, explaining that ARGENT had found that weakness when he'd turned the suit over to them. He turned the armor's particle cannon on Donald, vaporizing him just as Penelope had returned from her "test flight".
In a rage, Penelope attacked her father's murderer. Her armor's weapons systems not yet having been activated, she was at a clear disadvantage. She barely escaped, using her suit's superior maneuverability to avoid the Steel Guardian's weapon fire. Instinctively heading home she found it destroyed and her mother missing. Using her suit's communications gear to alert the local superteam to Steel Guardian's crimes, she lead him on a mouse chase until they arrived. With their help she freed her mother from his clutches and turned him over to the police.
Penelope felt horrible, her father had only turned to Jake after she had spurned his request. In this regard she was responsible for Jake getting the armor and thus her father's death. Vowing to honor her father's legacy at long last, she began taking electronics and mechanics courses at the local university. With the help of a DVD of instructions her father had left her, she unlocked the weapons of her battle suit. Taking the name Steelheart (Jake has sullied the Steel Guardian name) she began her long road to (in her eyes) redemption.
Powers/Tactics: Steelheart has a cutting edge battle suit. A suit of weapons and a series of sensors and communications devices. Her father was truely looking out for her safety and the suit is designed to be highly manueverable and well protected. Though she has improved with training, Steelheart is still green and far from the genius her father was.
Campaign Use: A dime store powered armor heroine. If you want her to be less powerful drop her DEX and SPD and her DEF to the mid range for the campaign, if she's not tough enough increase her weapons multipower to 75+ pts.


Virtual Dragon (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 Sentinels

Val  Char   Cost
20  STR10
27  DEX51
30  CON40
12  BODY4
23  INT13
18  EGO16
20  PRE10
12  COM1
 
12/20  PD8
12/20  ED6
6  SPD23
11  REC2
60  END0
42  STUN5
 
13"  RUN0
2"  SWIM0
24"  LEAP0
Characteristics Cost: 189

Cost  PowerEND
45  Disciple of the Virtual Dragon: Variable Power Pool (Martial Arts Special Maneuvers), 30 base + 15 control cost, (45 Active Points) 
0  1) Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) Real Cost: 7 1
0  2) Paralyzing Strike of the Copper Cobra: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4) (25 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4) Real Cost: 14 2
0  3) Shiney Dragon Strike!: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) Real Cost: 15 3
0  4) Thunder Dragon Lightning Strike: HKA 2d6 (30 Active Points); No STR Bonus (-1/2), Restrainable (-1/2) Real Cost: 15 3
14  Fleet of Feet: Running +7" (13" total) 1
15  I am of a single thought, a million minds: Mental Defense (19 points total) 0
20  Parry Anything: Missile Deflection (Any Ranged Attack) 0
19  Virtual Dragon Skin: Armor (8 PD/8 ED) (24 Active Points); Visible (-1/4) 0
6  Virtual Immortality: LS (Extended Breathing: 1 END per Minute; Safe in Intense Cold; Safe in Intense Heat) 0
25  Wuxia Cloud Leaping: Leaping +20" (24" forward, 12" upward) (Accurate) 2
Powers Cost: 144

Cost  Martial Arts Maneuver
  Thunder Dragon Kung Fu 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Crescent Kick: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
3  4) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 20 STR for holding on 
5  5) Kree Strike: 1/2 Phase, +2 OCV, +1 DCV, 4d6 Strike 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
5  7) Roundhouse Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  8) Snap Kick/Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
1  9) Weapon Element: Axes, Maces, and Picks 
1  10) Weapon Element: Blades 
1  11) Weapon Element: Chain Weapons 
1  12) Weapon Element: Clubs 
1  13) Weapon Element: Hook Sword 
1  14) Weapon Element: Polearms 
1  15) Weapon Element: Staffs 
1  16) Weapon Element: Three-Section Staff 
1  17) Weapon Element: Whips 
1  18) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 46

Cost  Skill
21  +7 with Kung Fu 
3  Acrobatics 14- 
3  Analyze: Style 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Computer Programming 14- 
3  Contortionist 14- 
5  Defense Maneuver I-II  
3  Electronics 14- 
3  Inventor 14- 
1  Language: Assembler (basic conversation) 
1  Language: Basic (basic conversation) 
1  Language: C++ (basic conversation) 
1  Language: JAVA (basic conversation) 
1  Language: RPG (basic conversation) 
3  Lockpicking 14- 
3  Mechanics 14- 
3  Paramedics 14- 
3  SS: Anatomy 14- 
3  SS: Thunder Dragon Kung Fu 14- 
3  Scholar 
2  1) KS: Chinese Philosophy (3 Active Points) 14- 
2  2) KS: Computer Databases (3 Active Points) 14- 
2  3) KS: Computer Network Administration (3 Active Points) 14- 
2  4) KS: Computer Security (3 Active Points) 14- 
2  5) KS: Technology World (3 Active Points) 14- 
2  6) KS: The Martial World (3 Active Points) 14- 
2  7) KS: The Superhuman World (3 Active Points) 14- 
2  8) KS: Thunder Dragon Kung Fu (3 Active Points) 14- 
2  9) KS: Virtual Reality (3 Active Points) 14- 
3  Security Systems 14- 
3  Shadowing 14- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
3  Systems Operation 14- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
1  WF: Hook Sword 
1  WF: Off Hand 
1  WF: Three-Section Staff 
1  WF: Wind and Fire Wheels 
Skills Cost: 117

Cost  Perk
3  Fringe Benefit: Membership: The Sentinels 
Perks Cost: 3

Cost  Talent
3  Bump Of Direction 
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 9

Val  Disadvantages
10  Distinctive Features: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Green Dragon 8- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Curious and Enthralled by Technology (Common, Strong) 
15  Psychological Limitation: Geek. Humor and observations a bit askew of the norm. Has trouble in social situations (Very Common, Moderate) 
5  Psychological Limitation: Has a crush on Nemesis (Uncommon, Moderate) 
20  Psychological Limitation: Lives by the "Code" (Common, Total) 
10  Reputation: Hot shot hero, 11- 
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) 
5  Vulnerability: 1 1/2 x STUN 'True' Thunder Dragon Kung Fu (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 158

Total Experience Available: 158

Experience Unspent: 0

Total Character Cost: 508


Height: 1.75 mHair: Brown
Weight: 75.00 kgEyes: Blue
Appearance: Keith is better looking than he thinks he is, he has an athletic build, strong features and a rather intense stare. His eyes are blue and his hair is brown. He is clean shaven, when he acts as Virtual Dragon he summons a costume that appears to be a a black silk kung fu uniform with a golden sash, golden full contact armor on his hands, golden combat boots on his feet, He wears a golden mask that covers the top of his head, but leaves his mouth and nose uncovored. The back of the costume is adorned with a golden dragon outline. He glows with a soft golden light when his "armor" is active.
Personality: Keith is barely treading water here. He has had his world view pretty much shattered in the last few years. He suspects Sifu Chen used magic fused with technology to transform him from an overweight non-athlete to a superhuman. He has faced off against things he didn't think existed, battled along side costumed heroes and even met the woman of his dreams. Its been a roller coaster ride and he is still unsure that he has what it takes to defend the world from the Death Dragon. He tries to hide this behind bravado and what he hopes is zen sounding quotes and sound bites.
Quote:"Enter the clutches of the Dragon, but don't let your defeat get you down."
Background: Keith Lee was a computer programmer and hopless geek. He had always been a fan of martial arts. He loved movies, anime, comics, video games, and rpgs about martial arts. He had studied Karate for almost six months once too. His obsession with the fantastic world of oriental mystecism is what drew him to a MMORPG called Dragons of Thunder. It was there that he got encounterd Sifu Chen. Sifu Chen told Keith that he had a destiny beyond the game. A warrior would be needed in the real world. One that would face the Death Dragon. Keith was that warrior. Although he had his doubts, Keith followed Sifu Chen's directions and found himself in a warehouse with a single chair and VR helmet. The monitors surrounding the chair were blank. Keith, curious beyond measure, put the helmet on. Instantly, the world changed and he stood face to face with an older, sterner man, the man announced himself as Sifu Chen and launched into an attack on Keith. Amazingly, Keith managed to parry or dodge the strikes, he backed away as the older man approached. "The Death Dragon comes!" He shouted, "You are one of the warriors of fate! You have are one of the five warriors with the greatest chance to defeat the dragon!"
"What are you talking about?" Keith shouted back, despite his seeming skill at defense he was afraid for his life.
"We haven't much time." Sifu Chen stopped his assault as suddenly as he had started it.

Keith spent the next four years training. It was an intense ordeal, yet as far as he knew all he was doing was sitting in a chair with a VR helmet on. His body slowly became a weapon, his skills improved every day and soon he was able to access "Power ups" as he called them, abilities to counter the special attacks of Sifu Chen. How the virtual training was allowing him to fight in the real world he had know idea, but it was happening. Summoning a costume one afternoon, Keith began his career as the Virtual Dragon, video game martial artist extrordinaire. He joined the Sentinels just a few months ago.
Powers/Tactics: Even without his "Special Abilities" pool, Keith is a potent martial artist. He is skilled in the Thunder Dragon Kung Fu style developed by monks in China hundreds of years ago. Due to the neccessary speed in which he was trained, his grasp of the art is imperfect. If he encounters a true master of the style he will be in a bit of trouble. He often uses his SA pool for "finishing" strikes.
Campaign Use: A top tier athlete and martial artist. He is a bit tougher than normal for a martial artist, if you want to tone him down make his "Virtual Dragon Skin" power damage resistance rather than armor. You can drop his Special Abilities pool as well but this really takes away from the character. If you want to make him tougher? Increase the pool.