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

Player: NPC; Hero, member of The Solution

Val  Char   Cost
35  STR25
23  DEX39
25  CON30
15  BODY10
18  INT8
18  EGO16
35  PRE25
26  COM8
 
20  PD13
20  ED15
5  SPD17
15  REC6
50  END0
50  STUN4
 
17"  RUN0
2"  SWIM0
19"  LEAP0
Characteristics Cost: 216

Cost  PowerEND
30  Repulsion Field: Elemental Control, 60-point powers 
30  1) Repulsion Field: EB 12d6, Double Knockback (+3/4) (105 Active Points); Only Does Knockback (-1), No Range (-1/2) 10
85  2) Stop Dead: Energy Blast 18d6, Knockback Only Causes Character To Stop Moving (+0), Double Knockback (+3/4) (157 Active Points); No Range (-1/2) 16
20  3) Repulsion Launching: EB 12d6 (60 Active Points); OIF (Object of Opporotunity; -1/2) 6
15  Born Under a good Star: Luck 3d6 0
22  Swift of foot: Running +11" (17" total) 2
12  Repulse the Earth: Leaping +12" (19" forward, 9 1/2" upward) 1
13  Nemon-Cloth Uniform: Damage Resistance (20 PD/20 ED) (20 Active Points); OIF (-1/2) 0
  Helm, all slots OIF (-1/2) 
7  1) Atmoshphere: LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
10  2) Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
8  3) HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
Powers Cost: 252

Cost  Skill
5  +1 with HTH Combat 
16  +2 with All Combat 
    
3  Acrobatics 14- 
3  Acting 16- 
3  Analyze: Combat 13- 
3  Breakfall 14- 
3  Bribery 16- 
3  Concealment 13- 
3  Contortionist 14- 
3  Conversation 16- 
3  Electronics 13- 
3  High Society 16- 
3  Inventor 13- 
3  Lockpicking 14- 
3  Mechanics 13- 
3  Oratory 16- 
3  Paramedics 13- 
3  Persuasion 16- 
3  Scholar 
3  1) KS: College Culture (4 Active Points) 14- 
1  2) KS: Environmental Groups (2 Active Points) 11- 
1  3) KS: Government Security Agencies (2 Active Points) 11- 
1  4) KS: Scientific Community (2 Active Points) 11- 
3  Scientist 
1  1) SS: Biochemistry 11- (2 Active Points) 
1  2) SS: Biology 11- (2 Active Points) 
1  3) SS: Chemistry 11- (2 Active Points) 
1  4) SS: Oceanography 11- (2 Active Points) 
1  5) SS: Physics 11- (2 Active Points) 
3  Security Systems 13- 
3  Seduction 16- 
3  Shadowing 13- 
3  Stealth 14- 
3  Streetwise 16- 
3  Systems Operation 13- 
5  TF: Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes 
3  Tactics 13- 
3  Teamwork 14- 
Skills Cost: 115

Cost  Perk
  Solution Perks 
10  1) Vehicle Contribution 
10  2) Base Contribution 
10  3) Base Contribution 
10  4) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  5) Computer Link: UI Computers 
5  6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
10  7) Money: Wealthy 
3  Well-Connected 
8  1) Contact: EPA (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- 
11  2) Contact: Environmental Groups (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12- 
5  3) Contact: L'Institute Thoth, Organization Contact (x3) (6 Active Points) 11- 
5  4) Contact: METE, Organization Contact (x3) (6 Active Points) 11- 
5  5) Contact: Underground Anti-Government Groups, Organization Contact (x3) (6 Active Points) 11- 
1  6) Contact: Various College Campus Groups (2 Active Points) 11- 
Perks Cost: 98

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
20  Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Impulsive (Common, Strong) 
20  Psychological Limitation: Vain; egotistical (Very Common, Strong) 
10  Psychological Limitation: Facinated by Aliens (Uncommon, Strong) 
10  Reputation: Leader of the Solution, 11- 
15  Social Limitation: Secret Identity: ALexander Williamson (Frequently, Major) 
10  Vulnerability: 1 1/2 x BODY Knockback Damage (Common) 
20  Vulnerability: 2 x STUN Knockback Damage (Common) 
Disadvantage Points: 145

Base Points: 200

Experience Required: 336

Total Experience Available: 302

Experience Unspent: 0

Total Character Cost: 681


Height: 1.91 mHair: Black
Weight: 100.00 kgEyes: Brown
Appearance: Aries is a phenomenally handsome young man of African heritage. He has short black hair, brown eyes and an almost impossibly muscular physique. He tends towards tailored suits and fashionable leisure clothes when not acting as the leader of the Solution. The Aries costume is a little garish. It consists of a glossy white body suit with a stylized red "A" on the chest, a black sash pinned with a gold pin a black cape, black gauntlets with gold accents, black boots, and a golden Ram Horn Helmet. In spite of his costume's somewhat gaudy appearance, he cuts an imposing figure.




As a note, Greg Smith's drawing of Aries was awesome, and the "A" was reminiscent of the Anarchy symbol. The more corporate model I use has a simple block letter.
Personality: Aries is a visionary, and a little vain. He sees himself as one of the few people that can save it. While not naive enough to think he has all the answers, he does thing that his innovation and willingness to make the "hard choices" make him the hero of his scenario. Ultra Woman has managed to keep him in line and he doesn't actively break the law, but he sees the laws as impediments and would have no trouble breaking them if he wasn't on the team. He is distrustful of the government and big business, but at the same time (and quite hypocritically) enjoys UI's place in the world and the money he is making. He and some of the other more radical thinkers of UI have come up with some very aggressive and proactive solutions to problems. However, when their solutions go awry he has the team and other heroes to help bail them out. It works out reasonably well.
Aries likes superheroes, he sees them as good guys who just don't see the big picture; and he doesn't really consider himself or the Solution to be superheroes.
He gets along well with his team but knows a few of them aren't as trusting of his motives. It doesn't bother him though.
Quote:"While you ar busy capturing muggers, I am ending world pollution."
Background: Alexander Williamson was the happy child of a well to do family in northern California. He spent is time in drama and debate clubs; he loved the attention and the chance to argue. When his powers began to manifest themselves in his early teens, he exercised them infrequently. His repulsion field was of little value to his academic hobbies.
After graduation, he went to college and continued his passion for debating. Here, however, were many people who wanted to do more than discuss right and wrong. He met Danielle Davis, who wanted to change the world and save it from itself. He also met those who wanted to change it through action and protest. By the end of his freshman year he had changed majors to Biochemistry, and begun picketing chemical companies that were accused of dumping illegally and writing letters to congressmen.
It frustrated him that the world wasn't saved overnight, but Danielle preached patience. Alex and Danielle were approached shortly after graduation by the up and coming Utopia Institute; their scientific studies and background in civil activism appealed to the somewhat maverick environmental think tank.
When it was revealed that both Danielle and Alexander were super beings, the Board of UI came up with the Solution. Alex would lead them Danielle would be their spokeswoman, they would train Dr Sanderson's daughter who had developed powers of her own. It seemed a great idea to Danielle and Alexander saw promise in it.
A year later the Solution debuted and they have performed admirably as a popular public face for the UI and as occasional clean-up for UI experiments gone awry.



Aries was originally the leader of Factor 7 from Enemies Assemble. I have changed him in some ways but he isn't truly my character. If the actual creator wants to step forward I'll give you the credit you deserve.
Powers/Tactics: Aries main power is his "Repulsion Field". He can cause anything he touches to fly away from him at a high velocity. He can also pick things up and launch them at a target. With practice he has managed to time his repulsion field to opperate as a Anti-Kinetic Wall; basically moving physical targets that enter his hex hit an invisible "wall" if they can breach it, he's toast, but if they can't (ie the attack does knockback) they take damage as if hitting a mountain. His helm contains specialized circuitry that generates a micro atmosphere; it also has a radar system. He prefers to use his repulsion power by charging with his helmet encouraging foes to believe it is limited in this way. His secondary powers are physical enhancements across the board. He has low level superhuman strength, durability, and agility.
Campaign Use: Aries could easily end up a "Villain" see Factor 7 if you don't believe me. I have used the more even handed guidance from his friend Ultra Woman to keep him on the up and up, but he does tend towards selfishness and if he feels strongly enough that he isn't affecting his goals with the Solution he will leave them and strike up his own organization. This is less likely still due to the fact that he and many of the powerful among the Utopia Institute feel the same way. The UI will cross lines occasionally


Granite (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 Solution

Val  Char   Cost
50  STR40
15  DEX15
40  CON60
15  BODY10
10  INT0
11  EGO2
15  PRE5
10  COM0
 
30  PD20
30  ED22
4  SPD15
18  REC0
80  END0
80  STUN20
 
6"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 209

Cost  PowerEND
50  Multipower: Mace of Mother Earth: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 
4u  1) Stone's Throw: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
4u  2) Comet Blast: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OIF (-1/2) 6
4u  3) Stone Cage: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) 6
2u  4) Dust Storm: Darkness to Hearing Group 5" radius (25 Active Points); OIF (-1/2) 2
5u  5) Stone Wall: Force Wall (12 PD/12 ED) (Opaque Sight Group) (70 Active Points); OIF (-1/2) 7
3u  6) Earth Moving: Telekinesis (40 STR) (60 Active Points); Only vs Earth/Stone (-1/2), OIF (-1/2) 6
5u  7) Transform: Stone Shape: Minor Transform 3d6 (Stone to Formed Stone), Cumulative (+1/2), Improved Target Group (+1) (75 Active Points); OIF (-1/2) 7
3u  8) Stone Sledge: Hand-to-Hand Attack +7d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
9  Feet of Clay: Clinging (60 STR) (13 Active Points); Only to Stone/Earth (-1/2) 0
30  Skin of Stone: Damage Resistance (30 PD/30 ED) 0
45  Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
48  Stone Melding: Tunneling 4" through 10 DEF material, Fill In Hole 5
5  Elemental Being: Power Defense (5 points) 0
5  Alien Mind: Mental Defense (7 points total) 0
8  Heavy Man: Knockback Resistance -4" 0
Powers Cost: 230

Cost  Skill
10  +2 with Mace of Mother Earth 
15  +3 with HTH Combat 
    
3  Climbing 12- 
2  Geology 11- 
5  KS: Earth Magic 13- 
2  KS: Geomancy 11- 
2  KS: Topography 11- 
0  Language: Elemental Earth (Idiomatic, native accent) (4 Active Points) 
4  Language: English (Idiomatic, native accent) 
3  Language: Native American Language (Completely Fluent, w/Accent) 
4  Navigation (Land) 12- 
2  Prospecting 11- 
2  SS: Archaeology 11- 
2  SS: Architecture 11- 
2  SS: Mining Engineer 11- 
2  SS: Occultism 11- 
2  SS: Theology 11- 
5  Shadowing 12- 
12  Survival (Desert, Mountain) 15- 
1  Weapon Familiarity: Axes, Maces, Picks 
0  Weapon Familiarity: Clubs 
1  Weapon Familiarity: Two-handed Weapons 
Skills Cost: 81

Cost  Perk
  Solution Perks 
10  1) Vehicle Contribution 
10  2) Base Contribution 
10  3) Base Contribution 
10  4) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  5) Computer Link: UI Computers 
5  6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
5  7) Money: Well Off 
Perks Cost: 55

Val  Disadvantages
20  Distinctive Features : Earth Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Black Enchantress 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 
20  Hunted: Crowns of Krim 8- (Occasionally) (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10  Physical Limitation: Tremendous Weight (700+ lbs) (Infrequently, Greatly Impairing) 
15  Psychological Limitation: Cannot Tell a Lie Uncommon, Total 
20  Psychological Limitation: Code Against Killing Common, Total 
20  Psychological Limitation: Worships Mother Earth Common, Total 
10  Reputation: Heroic Monster, Frequently (11-) 
15  Social Limitation: Public Identity: Granite Frequently (11-), Major 
10  Vulnerability: 1 1/2x BODY Fire Common 
10  Vulnerability: 1 1/2x STUN Fire Common 
Disadvantage Points: 170

Base Points: 200

Experience Required: 205

Total Experience Available: 205

Experience Unspent: 0

Total Character Cost: 575


Height: 1.83 mHair: none
Weight: 335.00 kgEyes: Brown
Appearance: Granite looks like, well, granite! He is just over six feet tall and weighs several hundred pounds. He looks rather like an unfinished statue. He wears white trunks with a blue stripe and a broad golden belt. His Mace of Mother Earth is black marble with silver bands at either side of the head and ivory inlayed in the handle. It has a leather teather for twirling and hurling. Oh baby!
Personality: Granite joined the Solution after befriending Titaness. He is guiless, helpful, cheerful, and in many ways a child. Having had sentience for less than 10 years, he has been learning alot in a short amount of time. He once was a "hurl stone first ask questions later" type defender of the wildlife and environment. He has mellowed and tries to balance the needs of the planet with the needs of its inhabitants. He is facinated by science and is astounded by the good humanity can do when it sets its mind to it. He is a bit nervous around Aries, who is kind of dismissive of the earth elemental as anything more than a "tool" or a pet. Aries keeps this hidden from the rest of the team and Granite finds the behavior from the normally sincere and idealistic Aries to be very confusing. He wonders if he isn't misinterpreting it.
Quote:"I will do what I can to help."
Background: Granite is the result of magic gone awry. He was originally a mindless Earth elemental summoned by the Black Enchantress to destroy Dr. Arcane and his allies. During the combat a misread spell granted him sentience and life. Frightened the elemental escaped the confilct. He wandered the Earth and found it to be confusing and frightening. One day a kindly old Native American Shaman found the frightened, brooding stone man hiding near his reservation. He took the being back to his home and began educating him about the world he was in. Taking this knowledge and bidding his first friend goodbye, the stone man once again wandered the world, this time a little less afraid. In his travels he has met many who have offered him knowledge and friendship. One night he met his Goddess, Gaia. She told him that she had chosen him as one of her champions. She then gave him the Mace of Mother Earth and bid him good luck. He took the name Granite and joined the human race as a Hero.
Powers/Tactics: An earth elemental with a magic earthen mace. He is far more versitile than he appears. He tends to fight aggressively, that was the only thing from his past that still drives him. But he also uses his enchanted mace to repair damage done during his fights when he can.
Campaign Use: A nice mystical being to talk to.


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

Player: NPC Heroine; Member of the Solution

Val  Char   Cost
15  STR5
23  DEX39
25  CON30
12  BODY4
13  INT3
11  EGO2
15/30  PRE5
16  COM3
 
14/34  PD5
14  ED3
7/10  SPD37
12  REC8
50  END0
35  STUN2
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 146

Cost  PowerEND
75  Speedster Tricks: Multipower, 75-point reserve 
2u  1) Afterimages: +8 with DCV (40 Active Points); Activation Roll 13- (-3/4), Costs Endurance (-1/2), Does Not Apply Against Attackers With Physical Targeting Sense (-1/4) 4
3u  2) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab-by, Move-by, Move-Through (Real Cost: 18) 3
3u  3) 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
1u  4) Let's Wrap This Up: Entangle 4d6, 4 DEF (40 Active Points); Defense Depends On Material Used (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), OIF (appropriate material of opportunity) (-1/2), Cannot Form Barriers (-1/4) 4
3u  5) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4) (56 Active Points); Linked To Running Or Other Movement Power (-1/2), Hand-To-Hand Attack (-1/2) 6
3u  6) Rapid-Fire Punch: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2) 4
4u  7) Some Disassembly Required: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points); No Range (-1/2) 6
50  Hyper-Running : Multipower, 62-point reserve, (62 Active Points); all slots Only In Contact With A Surface (-1/4) 
3u  1) Dizzying Spin: Drain DEX 4d6 (40 Active Points); Only In Contact With A Surface (-1/4) 4
5u  2) Overdrive Running: Flight 25", Megascale (1" = 1 km; +1/4) (62 Active Points); Only In Contact With A Surface (-1/4) 6
5u  3) Super-Running: Flight 25", Improved Noncombat Movement (x8) (60 Active Points); Only In Contact With A Surface (-1/4) 6
15  I ain't afraid of you!: +15 PRE, Only to defend against presence attacks (+0) 
10  Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1) 
30  Me First!: Lightning Reflexes: +20 DEX to act first with All Actions 
5  Nemon-Cloth Costume: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-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
20  Speed To Spare: +3 SPD (30 Active Points); Costs Endurance (-1/2) 3
8  Speedster Studiousness: Speed Reading: x1000 
4  Swift Sight: Sight Group: Megascale (1" = 1 km; +1/4); Only To See Path Ahead While Moving With Mega-Scale (-1/2) for up to 25 Active Points (4 Active Points) 1
Powers Cost: 278

Cost  Skill
10  +2 with HTH Combat 
6  +3 with Move Throughs 
    
3  Power: Speedster Tricks 12- 
3  Breakfall 14- 
5  Cramming  
2  KS: Environmental Advocasy Groups 11- 
2  KS: Pop Music 11- 
2  KS: Video Games 11- 
0  Language: English (idiomatic) (4 Active Points) 
1  Language: French (basic conversation) 
3  Paramedics 12- 
3  Stealth 14- 
3  Streetwise 12- (15-) 
2  Systems Operation (Communications Systems) 12- 
3  Teamwork 14- 
Skills Cost: 48

Cost  Perk
  Solution Perks 
10  1) Vehicle Contribution 
10  2) Base Contribution 
10  3) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  4) Computer Link: UI Computers 
5  5) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
5  6) Money: Well Off 
Perks Cost: 45

Cost  Talent
3  Absolute Time Sense 
3  Lightning Calculator 
3  Bump Of Direction 
12  Combat Luck (6 PD/6 ED) 
Talents Cost: 21

Val  Disadvantages
10  DNPC: Alice Sanderson (Mother) 8- (Normal) 
5  DNPC: Dr Preston Sanderson (Father), Julius Sanderson (Grandfather) 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 
10  Hunted: Dr Macabre (Foe of her grandfather) 8- (As Pow, Harshly Punish) 
20  Hunted: Jormundiir 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Thunderbolt 8- (As Pow, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
5  Psychological Limitation: Crush on Wyldfire (Uncommon, Moderate) 
15  Psychological Limitation: Impulsive; reckless (Common, Strong) 
15  Psychological Limitation: Overconfident (Common, Strong) 
10  Reputation: Legacy Heroine, 11- 
15  Social Limitation: Minor: Age 15 (Frequently, Major) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 188

Total Experience Available: 188

Experience Unspent: 0

Total Character Cost: 538


Height: 1.69 mHair: Blonde
Weight: 55.00 kgEyes: Brown
Appearance: Cassie is a pretty young teenager with a runner's physique. She wears a white costume with blue lightning bolts on the right size, a blue "R" over her heart, red opaque goggles, and blue boots. Her hair is blonde and she wears a ponytail that pokes out from the back of her cowl.
Personality: A bubbly, rambunctious, and kind hearted young woman, Cassie is learning from her older team mates a lot about responsibility. She is still very young and impressionable, but has some very good role models to look up to. She has a crush on Wyldefire of the Lords of Justice.
Quote:"Nice try but you'll have to be quicker than that!"
Background: Cassie is the daughter of one of the board members of the Utopian Institute. Her father is the son of "Golden Age" speedster, The Outrunner. Dr. Sanderson didn't enter the costumed game himself as his speed abilities were much less impressive than his fathers. He did however gain the ability to read inhumanly fast and calculate complex formulae in his head at a computer like quickness. These attributes lead him to a life of academia. He married and found (not at all to his surprise) that his baby girl displayed superhuman speed at a young age. Cassie had also inherited her father's mental enhancements. She has used her quick thinking to affect feats her grandfather never thought of using her superhuman speed. She has also gained a certain level of enhanced strength, endurance, and healing her predecessors lacked. Realizing that he couldn't stop her from becoming a superhero, Cassie's father asked the Solution to take her in.
Powers/Tactics: Runaway is a speedster with decent combat ability. Cassie has some skill as a hand to hand fighter, acts very quickly, can push herself to several actions per turn and has a lot of options to use in combat. Of course, she usually just rams into her opponents.
Campaign Use: Spunky Teen Age Heroine for life lessons and immanent peril.


Silver Druid (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 Solution

Val  Char   Cost
15  STR5
18  DEX24
25  CON30
12  BODY4
18  INT8
21  EGO22
20  PRE10
10  COM0
 
5/26  PD2
5/25  ED0
4  SPD12
10  REC4
50  END0
40  STUN7
 
7"/12"  RUN0
3"  SWIM0
3"  LEAP0
Characteristics Cost: 128

Cost  PowerEND
100  Spells: VPP (Magic Pool), 60 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); all slots Side Effects: 30/Half (-1/2) 
0  1) Any Animal: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, limited group of shapes), Cellular, Instant Change (44 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 29 4
0  2) Chameleon Skin: Invisibility to Hearing Group (10 Active Points); Side Effects: 30/Half (-1/2), Only in Natual settings (out doors, in a cave, etc.) (-1/4) Real Cost: 6 1
0  3) Dowse Fires: Dispel 7d6, One Power At A Time (+1/4), Area Effect: Any Area (+1) (47 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 31 5
0  4) Earth Shield: Missile Deflection (Any Ranged Attack) (20 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 13 0
0  5) Elemental Blast: Energy Blast 8d6, Variable Special Effects: Four Elements: Certain Group (+1/4) (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0  6) Grow Plants: Change Environment 512" radius (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0  7) Pass Through Earth: Tunneling 5" through 10 DEF material, Fill In Hole (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0  8) Size of the Red Wood: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 4,160 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide) (30 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 20 3
0  9) Skin of Stone: Armor (6 PD/5 ED) (17 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 11 0
0  10) Speak with Animals: Mind Link , Any Willing Target, Number of Minds (x128) (50 Active Points); Side Effects: 30/Half (-1/2), Only with non humanoid Life (-1/4) Real Cost: 28 0
0  11) Strength of Stone: +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Figured Characteristics (-1/2), Side Effects: 30/Half (-1/2) Real Cost: 25 2
0  12) Summon Vines: Entangle 5d6, 5 DEF (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0  13) Swiftness of the Cheetah: Running +5" (7"/12" total), Improved Noncombat Movement (x4) (15 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 10 1
0  14) Taking Root: Knockback Resistance -10" (20 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 13 0
0  15) Wall of Wood: Force Wall (8 PD/8 ED) (40 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 27 4
2  Accute Senses: +2 PER with Normal Sight 0
16  Cloak of Falcon's Wings: Flight 10" (20 Active Points); IIF (-1/4) 2
10  Disease Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
30  Enchanted Robes & Armor Plates: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
5  Immortal: Life Support (Longevity Immortal) 0
7  Jogger: Running +1" (7"/12" total), Improved Noncombat Movement (x4) 1
10  Mystical Protections: Power Defense (10 points) 0
3  Pressure Resistant: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
4  Regeneration: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 1
6  Swimmer: Swimming +1" (3" total) (Improved Noncombat Movement (x4)) 1
4  Temperature Immunity: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
11  Temple of the Mind: Mental Defense (15 points total) 0
Powers Cost: 208

Cost  Skill
15  +3 with Ranged Combat 
    
17  Power: Magic Skill 20- 
3  Bribery 13- 
3  Bureaucratics 13- 
3  Conversation 13- 
3  High Society 13- 
3  Interrogation 13- 
3  KS: Arcane Knowledge 13- 
2  KS: Business Law 11- 
3  KS: Business Management 13- 
3  KS: Druidic Magic 13- 
7  KS: Finance 17- 
2  KS: Stock Market 11- 
0  Language: English (idiomatic) (4 Active Points) 
4  Language: French (Idiomatic, native accent) 
4  Language: Gaelic (Idiomatic, native accent) 
4  Language: German (Idiomatic, native accent) 
4  Language: Latin (Idiomatic, native accent) 
4  Language: Olde English (Idiomatic, native accent) 
3  Oratory 13- 
5  PS: CEO 14- 
4  PS: Industrialist 13- 
3  Persuasion 13- 
3  Seduction 13- 
3  Stealth 13- 
3  Streetwise 13- 
2  Survival (Pick Something) 13- 
3  Tracking 13- 
3  Trading 13- 
1  Weapon Familiarity: Quarterstaff 
Skills Cost: 120

Cost  Perk
3  Well-Connected 
5  1) Contact : Business World (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8- 
5  2) Contact: EPA (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8- 
8  3) Contact: Environmentalism Movement (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
3  4) Contact: Nilrem (Contact has extremely useful Skills or resources) (4 Active Points) 8- 
2  5) Contact: Solitare (Good relationship with Contact) (3 Active Points) 11- 
14  6) Contact: The Circle (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- 
  Solution Perks 
10  1) Vehicle Contribution 
10  2) Base Contribution 
10  3) Base Contribution 
10  4) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  5) Computer Link: UI Computers 
5  6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
10  7) Money: Wealthy 
15  Base (Sacturary/Grove) 
Perks Cost: 115

Cost  Talent
20  Animal Friendship 
15  Beast Speech 
3  Bump Of Direction 
Talents Cost: 38

Val  Disadvantages
5  Distinctive Features: Mystic Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Distinctive Features: Aura of Calm: Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 
20  Hunted : Covenant of Five 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Black Druid: 8- (Occasionally), As Powerful, Harshly Punish 
20  Hunted: Dutchess Industries: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Psychological Limitation: Longs to be with his Family Very Common, Moderate 
20  Psychological Limitation: Seeks redemption Common, Total 
10  Reputation: Powerful Sorcerer, Frequently (11-) 
15  Social Limitation: Secret Identity: David Hall Frequently (11-), Major 
5  Susceptibility: Heavy Pollution , 1d6 damage per Minute Uncommon 
Disadvantage Points: 155

Base Points: 300

Experience Required: 154

Total Experience Available: 155

Experience Unspent: 1

Total Character Cost: 609


Height: 1.70 mHair: Brown
Weight: 65.00 kgEyes: Brown
Appearance: David Hall is of average height and weight. He has brown hair streaked with silver, and brown eyes. He has a powerful, athletic build. The silver druid wears white robes covered by silver chain armor and gauntlets. His boots are black. When not acting the hero, he wears gray suits with white shirts, black ties, and a silver pin in the shape of a rose with wings.
Personality: David, like Titaness and Granite, is a devotee to the Goddess Gaia. He has become a changed man and is the driving force behind much of the recent environmental movements, funded, efficient, capable, and presentable. He has used his influence and money to make politicians work towards his goals. He is a kind man and rarely has a harsh word for anyone. This tends to go out the window when facing beings of evil, followers of the Dark Gods who sought to destroy Gaia, and those who put profit before people. As the Silver Druid, he is a rather mysterious member of the Solution, he and Aries butt heads on the direction of the team and he finds some of the more money oriented schemes of the Institute distasteful. He has considered leaving the Solution in the capable hands of his fellow heroes and focusing the bulk of his efforts to keep the Utopian Institute on the level. He has formed at least polite acquaintances with many of the mystical movers and shakers on the planet.
Quote:"Shields of Stone, Swords of wind, hear my call to arms, this battle we must win."
"Look, John, this stuff is dangerous; do you want your kids to play around it? Then why is okay to let someone else’s kids do it?"
Background: David Hall was in big business. He was good at it and it was good to him. He had a trophy wife and a loving mistress. He had two children (with his mistress) and was a high roller. He was never concerned with how his company made its money and he let his managers know it. He said all the right things when interviewed and his records were clean but it was all a lie. He paid handsomely to have his environmental and human rights abuses hidden; he bribed officials and crushed enemies. He was on the golden path to hell to tell the truth.
Then his daughter died. Then his son, and then his mistress also passed away. As bad a human being as David was he loved his hidden family. He paid detectives a lot of money to find out how they died. He didn't believe the official report of cardiac arrests. The truth was crueler than anything he had ever known. His family, the one chink in his armor; he had killed them. David's own company; the local manager had disposed of the chemical waste in a water vein. It was far away from the community and would only affect some of the "mountain people". David's other home was in the area. It was a beautiful, sprawling mansion hidden away from the pressures of the city - and directly downstream from this factory. The pollutants his company dumped poisoned his family and left him a hollow shell of a man.
That night, in a dream his family appeared before him. Glowing with soft light they approached. David fell to his knees and cried for their forgiveness. He had killed them to stay on top. Another figure appeared. She was the Goddess Gaia. Gaia told David to atone for his sins. She told him that she would watch over his family until he had earned the right to join them. David would make the world a better place. He would undo the damage he had done. He would heal the Earth and her creatures and he would never allow evil to control her destiny.
David agreed, his children and his mistress, no his wife, the only woman he would ever love, hugged him and told him they would wait. They told him to make them proud. Dave awoke at his office. He called an emergency meeting of all his managers and fired the lot of them. His company was pruned of all the evil he had allowed to fester. He came forth with all of his illicit activities and practices and avoided jail by confession and high fines. David started over at the beginning. He built his company again.
He came to work one day and found a book on his desk. It was black leather, bound with silver. The words, which were alien at first, soon became clear. David came out of his office that day, not just as David Hall, but as the Silver Druid. David joined the Utopia Institute, lending his wealth and business savvy. He then helped form the Solution with his secret Identity of the Silver Druid. David is the conscience of the team. He also suspects that the Goddess Gaia has had a hand in the team and institute's development. He thinks that the Great Phoenix that Sunrise has asked him about is the Earth Mother, and he recognizes her hand in Titaness and Granite as well.
Powers/Tactics: A typical druid superhero. He has a magic VPP and controls the four elements and esoteric plant based spells.
Campaign Use: A white wizard with a nature bent. He is also an influential member of the Utopian Institute's Board of Directors and a skillful lobbyist and businessman.


Sunrise (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 Solution

Val  Char   Cost
15  STR5
23  DEX39
20  CON20
11  BODY2
18  INT8
13  EGO6
18  PRE8
12  COM1
 
8/20  PD5
8/20  ED4
5  SPD17
7  REC0
40  END0
30  STUN1
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 116

Cost  PowerEND
125  Multipower: Multipower, 125-point reserve 
12u  1) Fire Bolt: RKA 4d6, Reduced Endurance (0 END; +1/2), Increased STUN Multiplier (+1/2) (120 Active Points) 0
12u  2) Light Beam: Energy Blast 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points) 0
12u  3) Heat Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points) 0
12u  4) Sunrise Special: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2), Area Effect: Radius (+1) (125 Active Points) 0
4u  5) Light form: Desolidification (affected by Light/Darkness), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move through Solid Objects (-1/2) 0
15  Elemental Control: Light/Heat Control: Elemental Control, 30-point powers 
15  1) Wings of Light and Flame: Flight 15" (30 Active Points) 3
15  2) Glow of Protection: Force Field (12 PD/12 ED), Hardened (+1/4) (30 Active Points) 3
15  3) Light Bending: Invisibility to Hearing Group (10 Active Points) 1
15  4) Light Being: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) 0
30  5) Illumination: Change Environment 32" radius, -6 to Sight Group PER Rolls (45 Active Points) 4
60  Immunity to Flames: Energy Damage Reduction, Resistant, 75% 0
5  Eyes of Fire: Sight Group Flash Defense (5 points) 0
5  Thermal Vision: Infrared Perception (Sight Group) 0
5  Ultravision: Ultraviolet Perception (Sight Group) 0
Powers Cost: 357

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

Cost  Skill
16  +2 with All Combat 
6  +2 with Flight 
10  +2 with Ranged Combat 
    
2  AK: City Knowledge: Denver 11- 
3  Ballistics 13- 
3  Criminology 13- 
3  Deduction 13- 
3  Forensic Medicine 13- 
2  KS: Knowledge Skill: Criminal Law 11- 
2  KS: Knowledge Skill: detective work 11- 
2  KS: Supernatural Creatures: The Phoenix 11- 
3  Paramedic 13- 
3  Security Systems 13- 
3  Stealth 14- 
3  Streetwise 13- 
3  Tactics 13- 
3  Tracking 13- 
Skills Cost: 70

Cost  Perk
3  Anonymity: False Identity 
  Solution Perks 
10  1) Vehicle Contribution 
10  2) Base Contribution 
10  3) Base Contribution 
10  4) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  5) Computer Link: UI Computers 
5  6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
5  7) Money: Well Off 
Perks Cost: 58

Val  Disadvantages
10  Distinctive Features: Golden Skin, eyes, Flame Red hair w/Gold Streaks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Crowns of Krim 8- (Mo Pow, Harshly Punish) 
20  Hunted: Covenant of Five 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Feels he has a great "Destiny" (Common, Total) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Seeks to understand his "rebirth" (Common, Strong) 
15  Psychological Limitation: Cocky and sure of himself (Common, Strong) 
15  Social Limitation: Secret Identiy: Michael Morning (Frequently, Major) 
10  Vulnerability: 2 x STUN Cold/Ice Based Attacks (Uncommon) 
5  Vulnerability: 1 1/2 x BODY Cold/Ice Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 300

Experience Required: 170

Total Experience Available: 170

Experience Unspent: 0

Total Character Cost: 620


Height: 1.88 mHair: Red, streaked with gold
Weight: 61.00 kgEyes: Amber
Appearance: Michael Morning (no, really, that's his name) is tall and rather skinny. He has red hair that is streaked with gold. His eyes are amber colored and he has a perfect bronze tan. His costume is a skintight yellow body suit with red flared gloves, boots and a white circle surounded by red flames on his chest. Oddly enough, he no longer is surrounded by a sheath of flame, but when he flies great "wings" of fire appear from his back.
Personality: Michael is a hero, he feels he is destined for some great conflict, that there had to be a reason for his rebirth. To that end he is the most "active" crime fighter of the team, he understands the other motivations and supports them but he is looking for his destiny. Michael rarely speaks to his parents as its too hard for them to accept his return after seeing him dead. He is uncomfortable with his old life and tries to avoid talking about it. Michael also tries to find information on the Great Phoenix he saw before coming back from the dead. He has been out of luck so far. While friendly with his team mates he is considered something of an aloof fellow. Not a joiner. He's very uncomortable with the idea of coming back from the dead and whatever implications that has on his metaphysical well being. He tries to be pragmatic about it but it does get to him somethimes.
Quote:"Feel the Clensing Light of the Sun."
Background: Michael Morning's mutant powers over light, heat, and fire, errupted at the age of 12. He practiced with them for 8 years. He became a superhero on his 20th birthday. He was ipressive in his super suit, fought with finesse and displayed great power. He was also killed by Dark Seraph. Eleven days after his funeral he arose like a phoenix to take flight again. Michael doesn't remember being dead. He does remember the great phoenix telling him he had work to do and the world needed him again. Michael doesn't know why he was brought back from the dead, why the Great Phoenix chose him (besides the obvious, but Morningstar had flame based powers and when she died and she never rose from the dead). Michael's parents took some time to get used to having their son back from the dead, he's left most of his old friends and family behind because explaining away death is too painful. He looks different enough now that he simply tells the media that he took the original Sunrise name and costume in tribute to the fallen hero. Since joining the Solution they have used their pull with fringe "agencies" and given Michael a new identity (with the same name, he wasn't going to give it up).
Powers/Tactics: A standard blaster; he flies and has a variety of light/heat/fire based attacks.
Campaign Use: Well, he's literally a born again. He keeps this secret from even the other members of the team (there are a few in the UI who know but they keep his secret). He might be encountered seeking information on the Great Phoenix or seeking his "destiny".


Titaness (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 Solution; Based off of character from Villany Unbound

Val  Char   Cost
40/70  STR30
21  DEX33
35  CON50
11/17  BODY2
13  INT3
11  EGO2
15  PRE5
18  COM4
 
20  PD12
20  ED13
5  SPD19
15  REC0
70  END0
70/76  STUN21
 
6"/14"  RUN0
2"  SWIM0
8"/24"  LEAP0
Characteristics Cost: 194

Cost  PowerEND
45  Multipower: Biochemical Abilities: Multipower, 45-point reserve 
4u  1) Namesake Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,336 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +1/2) (45 Active Points) 0
4u  2) Bioelectric Lightning Bolt: RKA 3d6 (45 Active Points) 4
10  Tougher than a two dollar steak: Damage Resistance (10 PD/10 ED) 0
30  Bathes in Lightning: Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Attacks Only (-1) 0
15  +10 versus Range Modifier for Sight Group 0
5  Ultraviolet Vision: Ultraviolet Perception (Sight Group) 0
4  Large and In Charge: Knockback Resistance -2" 0
5  Strong Willed: Mental Defense (7 points total) 0
5  Togher than She looks: Lack of Weakness (-5) for Normal Defense 0
5  Ageless Beauty: Life Support (Longevity Immortal) 0
19  Immunities and Environmental Adaptations: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
16  Sprinter: Running +8" (6"/14" total) 2
10  Leaper: Superleap +10" (8"/24" forward, 4"/12" upward) 1
Powers Cost: 177

Cost  Skill
8  +1 with All Combat 
5  +1 with Ranged Combat 
10  +2 with HTH Combat 
    
24  Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) 17- 
2  AK: Area Knowledge: Amazon Bason 11- 
2  AK: Area Knowledge: Pacific Northwest 11- 
3  Breakfall 13- 
3  Climbing 13- 
3  Electronics 12- 
3  Linguist 
0  1) Language: English (idiomatic) (4 Active Points) 
2  2) Language: Portuguese (completely fluent) (3 Active Points) 
2  3) Language: Spanish (completely fluent) (3 Active Points) 
3  Lockpicking 13- 
3  Navigation (Land, Pick Something) 12- 
3  Oratory 12- 
3  Paramedic 12- 
3  Riding 13- 
3  Scholar 
1  1) KS: Knowledge Skill: Agriculture (2 Active Points) 11- 
1  2) KS: Knowledge Skill: Environmental Groups (2 Active Points) 11- 
1  3) KS: Knowledge Skill: Environmental Law (2 Active Points) 11- 
1  4) KS: Knowledge Skill: Lore (Earth Goddess) (2 Active Points) 11- 
3  Scientist 
2  1) SS: Agricultural Engeineering 12- (3 Active Points) 
1  2) SS: Botany 11- (2 Active Points) 
2  3) SS: Ecology 12- (3 Active Points) 
2  4) SS: Environmental Engineering 12- (3 Active Points) 
2  5) SS: Geology 12- (3 Active Points) 
2  6) SS: Occultism 12- (3 Active Points) 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 13- 
32  Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Pick Something, Urban) 20- 
3  Tracking 12- 
Skills Cost: 147

Cost  Perk
  Solution Perks 
10  1) Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  2) Computer Link: UI Computers 
5  3) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
10  4) Money: Wealthy 
10  5) Vehicle Contribution 
10  6) Base Contribution 
Perks Cost: 50

Val  Disadvantages
10  Enraged: When facing Destroyers of Earth: Uncommon, go 8-, recover 11- 
10  Distinctive Features: Tall amazon looking lass: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 
20  Hunted : Covenant of Five 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Destruction: 8- (Occasionally), More Powerful, Harshly Punish 
20  Hunted: Duchess Industries: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Secret Identity: Diana Artemis: Frequently (11-), Major 
15  Psychological Limitation: Defender of the Environment (Common, Strong) 
20  Psychological Limitation: Follower of Gaia (Common, Total) 
15  Psychological Limitation: Hatred of Ecoterrorists Common, Strong 
5  Reputation: Radical Environmentalist: , Sometimes (8-) 
10  Reputation: Wiccan , 8- (Extreme) 
5  Rivalry: Starwell: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
Disadvantage Points: 160

Base Points: 200

Experience Required: 208

Total Experience Available: 208

Experience Unspent: 0

Total Character Cost: 568


Height: 1.98 mHair: Red
Weight: 99.00 kgEyes: Green
Appearance: Titaness is tall, even at "normal" height she is approximately 6' 6" tall. She has long curly red hair and fierce green eyes. Her costume is white with gold trim on her boots, gloves, and belt. She wears a half mask and has a golden Lightning bolt on her left breast.
Personality: Call it a hallucination, call it an epiphany, call it a vision from an enraged Earth Mother, what ever it was that Diana saw, she believed. She has changed, and although she still hates the polluters, and the industrial juggernauts that put profits before planet; she no longer condones violence against society as an option. She knows now, in her mind the order of the world is clear. She intends to make the planet and her peoples whole again.
Quote:"To tell you the truth, with all the senseless slaughter of indigenous species in the Amazon, the idea of a fox fur farm isn't that pressing a need."
"That's an interesting theory Aries. Perhaps if your nanites can help return vegetation to this land, perhaps we can free these people of their need to export the carcass of these endangered animals."
Background: Titaness was a cynical, self absorbed, environmental terrorist. She believed in hurting those who hurt the environment. She didn't realize that she was hurting more than she helped. She didn't care either. Her mission was revenge against Big Business and the Governments of the world. Titaness spent a lot of time in jail. Once while in her cell at Stronghold, she was awakened by a bright light. She looked into the furious eyes of the Goddess of Earth
"Fie thee!" The Goddess hissed, "You do nothing to aid the Earth's creatures, as you proclaim so loudly!"
Titaness was afraid. Very afraid. She had seen powerful beings but this goddess knew her innermost feelings of hatred and rage, told her how she once was, and chastised her for turning on her ideals. Titaness awoke in a forest. Gaia was gone. Stronghold was gone. Titaness was gone. In her stead stood a new Titaness. A stronger Titaness, who had a mission. Defend the Earth and ALL her creatures from evil, enslavement, and destruction. Titaness left the forest and traveled back to the US, she needed to join the other defenders, and she needed to atone. She soon found herself a member of the Solution.

NOTE: This is not an original character, but a "retcon" of Titaness from Enemies: Villainy Unbound. I wish I still had that book....*Sigh*
Powers/Tactics: Brick with lightning bolts. Gets big to go toe to toe with the "big boys". As one of three "bricks" on the team (though not often dispatched together), she is the lightest defense wise, so she will often try to soften opponents up with her lightning bolts if she thinks they are capable of removing her from the fight too soon.
Campaign Use: Environmental activist, wiccan, repentant former villainess. What’s not to like? She has actually become more and more level headed as the years have gone by and is often worried at the direction the Solution and UI sometimes go. She sees through some of the veils of altruism but for now the good far outweighs the greed. She donates a fair share of her income and as such actually has only a moderate fortune compared to the rest of her team. She is good friends with Ultra Woman, Granite, Silver Druid, and Sunrise.


Ultra Woman (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 Solution

Val  Char   Cost
65  STR5
29  DEX12
35  CON10
17  BODY4
18  INT8
12  EGO4
25  PRE5
26  COM3
 
30  PD7
30  ED9
6  SPD1
20  REC0
70  END0
70  STUN2
 
6"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 70

Cost  PowerEND
  Vacyrean Exile Racial Template 
50  1) Energy Emission : EB 10d6 5
50  2) Enhanced Strength: +50 STR 5
45  3) Enhanced Agility: +15 DEX 
40  4) Enhanced Constitution: +20 CON 
10  5) Enhanced Physique: +5 BODY 
10  6) Impressive Presence: +10 PRE 
5  7) Perfect Appearance: +10 COM 
12  8) Enhanced Durability: +10 PD, Hardened (+1/4) (12 Active Points) 
17  9) Enhanced Durability: +14 ED, Hardened (+1/4) (17 Active Points) 
20  10) Inhuman Speed: +2 SPD 
37  11) Nigh Invulnerable: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 0
15  12) Superhuman Senses: +5 PER with all Sense Groups 0
5  13) Low Light Vision: Nightvision 0
3  14) Enhanced Hearing: Ultrasonic Perception (Hearing Group) 0
23  15) Superhuman Senses: +5 versus Range Modifier for Sight Group and Hearing Group 0
10  16) Micron Vision: Microscopic (x100) with Sight Group 0
45  17) Personal Gravitic Manipulation: Flight 20", x4 noncombat 4
10  18) Light Speed: FTL Travel 0
43  19) Vacyrean Immunities: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
Powers Cost: 450

Cost  Skill
24  +3 with All Combat 
    
3  Bureaucratics 14- 
3  Conversation 14- 
3  Demolitions 13- 
3  High Society 14- 
3  Linguist 
2  1) Language: Arabic (completely fluent) (3 Active Points) 
2  2) Language: Cambodian (completely fluent) (3 Active Points) 
0  3) Language: English (idiomatic) (4 Active Points) 
2  4) Language: French (completely fluent) (3 Active Points) 
2  5) Language: Javanese (completely fluent) (3 Active Points) 
2  6) Language: Korean (completely fluent) (3 Active Points) 
2  7) Language: Russian (completely fluent) (3 Active Points) 
2  8) Language: Spanish (completely fluent) (3 Active Points) 
3  Oratory 14- 
3  PS: Spokeswoman 14- 
3  Paramedics 13- 
3  Scholar 
1  1) KS: Environmental Charities (2 Active Points) 11- 
1  2) KS: Environmental Issues (2 Active Points) 11- 
1  3) KS: Superhuman Criminals (2 Active Points) 11- 
1  4) KS: World Politics (2 Active Points) 11- 
3  Scientist 
2  1) SS: Biology 13- (3 Active Points) 
2  2) SS: Ecology 13- (3 Active Points) 
2  3) SS: Geology 13- (3 Active Points) 
2  4) SS: Microbiology 13- (3 Active Points) 
3  Seduction 14- 
3  Teamwork 15- 
Skills Cost: 86

Cost  Perk
10  Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 
5  Computer Link: UI Computers 
3  Contact: Champions (Good relationship with Contact) 11- 
9  Contact: METE (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- 
1  Contact: The Earth Force 8- 
3  Contact: Lords of Justice (Good relationship with Contact) 11- 
5  Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 
10  Money: Wealthy 
15  Reputation: Popular Heroine (A large group) 14-, +5/+5d6 
10  Base Contribution 
10  Vehicle Contribution 
Perks Cost: 81

Cost  Talent
5  Eidetic Memory 
10  Fascination 
5  Resistance (5 points) 
3  Lightning Calculator 
4  Speed Reading (x10) 
Talents Cost: 27

Val  Disadvantages
15  DNPC: Donald and Aileen Davis (Adoptive Parents) 8- (Normal; Group DNPC: x2 DNPCs) 
25  Hunted: Empress 11- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Eurostar 8- (Mo Pow, Harshly Punish) 
15  Hunted: Lloyd Parmenter, Genius 8- (As Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Wants to save the world (Common, Strong) 
15  Psychological Limitation: Enjoys media attention (Very Common, Moderate) 
15  Reputation: "Girl Scout", 14- 
5  Rivalry: Professional (Minerva; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity: Danielle Davis (Frequently, Major) 
20  Vulnerability: 2 x STUN Magic Based Attacks (Common) 
10  Vulnerability: Magic Based Attacks (Common) 
Disadvantage Points: 185

Base Points: 400

Experience Required: 129

Total Experience Available: 132

Experience Unspent: 3

Total Character Cost: 714


Height: 1.79 mHair: Blonde
Weight: 100.00 kgEyes: Blue
Appearance: An attractive blond woman with a muscular, yet feminine, build (comic book biology her people). She has blue eyes and fair skin. Her costume is a white body suit with blue boots and gloves. Her collar plunges a bit and has a broad blue "U" on her neck (it embarrasses her to no end when it’s pointed out). A red cape is tied with golden chains across her shoulders. All in all the uniform is a little more cheesecake than she would like but it was designed by UI and is very popular with the people.
Personality: Danielle knows what happens to worlds that are abused by its inhabitants. She wants her adoptive world to avoid having to lose its native peoples in order to save it. Realizing that she has a responsibility to use her powers to help those in need, she still disdains the typical fight of the week life of a super team. Therefore, the Solution is far more proactive than many of the other teams. They use the impressive resources of the Utopian Institute to help change environmental policies, and in radical cases terraform the earth itself (as in the 2002 cleansing of Los Angeles). Danielle is still idealistic enough and humble enough to try to work with the rest of humanity. Some of the other members of the Solution are becoming less and less tolerant of "the masses".
She despises the Eco-Terrorists as she feels that they set the environmental movement backwards faster than it can go forwards. She has noticed a 'radical' tendency in Alexander, but she turns a blind eye to it as long as he doesn't act on his more reckless impulses.a
Quote:"You must see that your actions affect more than your pocketbooks!"
Background: The woman now known as Danielle Davis is not from this planet. A member of the Vacyrean [Va-CHEER-ian] race (actually, a genetic offshoot that dubbed themselves the "exiles"); who, as a child of only seven, asked for and was granted leave to explore the universe. The child, whose name was Dahn-El, hyper jumped to the Sol system (the exiles had received radio and laser transmissions from Earth before). Unfortunately, she emerged in the tail of a comet and her ship was damaged, she managed to make it to Earth’s atmosphere but wasn't able to land safely. Surviving the crash but deeply wounded she was found by a geologist and his fiancée. The Davis' took the young girl to their home, nursed her back to health and then adopted her and raised her as their own. The young woman found this acceptable and began to study Earth. She found to her dismay that Earth was plagued by many of the same threats that had nearly destroyed her home world, Khara. Studying biological and environmental sciences, she set out to bring the ecological cures to Earth that she had seen in her own world. She met a similarly minded young man early on in her college days and they became fast friends. Alexander Williamson was a disillusioned child from a well to do background. When his friend, Danielle, told him of her superpowers, he revealed his own mutant abilities that set him apart from mortal men. Alex and Danielle were headed down a slippery slope to eco-terroism when they were contacted by the fledgling Utopian Institute. A maverick think tank with intentions on saving the world from itself, they hired on as scientific help. When their powers became known to the board, the idea of a socially and environmentally conscious super team was concocted. They were dubbed the Solution; Danielle became Ultra Woman, and Alexander dubbed himself Aries. Danielle is the team spokeswoman, Alex is their leader, and they do their best to promote environmental as well as sociological harmony.
Powers/Tactics: A Power Girl clone, even down to the costume. Little else to vary her.
Campaign Use: Environmental Conscience. A popular heroine who gives of her time and fame to help the planet and its people.